Gameplan: Delphox requires a perfectionist playstyle. Using calm mind is a necessity to his success as it boosts your attack and defense for as long as you stay perfect with landing your attacks. Your mobility is surprisingly good so use that to get away from your opponent to find the time to charge up a calm mind. If you can stay perfect with landing your attacks when calm mind is enabled, Delphox will have no trouble landing kills.
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Wall Jump:
Yes
Crawl:
No
Speed/Air Speed:
Above Average
Weight:
Below Average
Size:
Above Average
Power:
Below Average (without calm mind), High (With calm mind)
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Special Moves
Down Special: Calm Mind
Using this move is similar to the effects of Lucas' Neutral B in Project M. It temporarily increases Delphox's Sp. Attack and Sp. Defense. In Smash Bros terms, all of Delphox's attacks are increased in damage and knockback as well as his defenses by taking less damage and knockback. Delphox stares into his wand to charge it up and the effects only come when the move is fully charged. Whenever Delphox uses a special move or smash attack and misses his opponent, it must be charged up again. If Delphox connects and lands the hit successfully, he gets to keep the calm mind. The effect can be noticed as the tip of his wand will be lighted up. This move is shield cancelable, but does not save the charge.
Side Special: Mystical Fire
Spinning his wand around, Delphox creates a spiral of fire that can be further increased by rotating the control stick in a full circle. The longer it is charged the more range it will cover. It has a slight chance of causing the opponent's attack to drop. As always, this move will be stronger if calm mind is activated and will keep the calm mind if it connects. This move is shield cancelable, however it does not save the charge.
Neutral Special: Fire Spin
Similar to how Virgil's spiral swords are in Umvc3, Delphox summons fire around him that he can use as a shield as he moves around. Similar to Megaman's Leaf Shield but only covers the front and back. Using this move will completely eat up a calm mind, if used without a calm mind it will hardly stick around.
Up Special: Fire Blast
Similar to Sheik's recovery move. Delphox does a small hop into the air and quickly uses a Fire Blast where he is currently at to boost himself into a direction. If you have calm mind active it will recover farther and deal more damage and knockback. Same rules apply, if the attack does not hit an opponent, Delphox will not keep the calm mind.
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Smash Attacks
U-Smash: Delphox sticks his wand into the air. This is a single strike. With calm mind enabled it becomes multi-hitting, adding more damage to the final blow.
Side-Smash: Delphox sticks his wand in front of him. This is a single strike. With calm mind enabled it becomes multi-hitting, adding more damage to the final blow.
D-Smash: Delphox sweeps the ground with a fire spinning attack, not to be confused with the Neutral B.
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Air Attacks
N-air: A tail whipping attack, hits slightly in the front and then in the back, similar to Samus' N-air. Missing with this move does not make you lose calm mind.
B-air: Delphox thrusts his wand behind him. If calm mind is enabled, the sweetspot is active and will cause very good knockback and damage, similar to hitting with the tip of Charizard's tail. You lose calm mind if you miss with this move.
F-air: Similar to B-air, but in the front.
U-air: Waves his wand above his head, similar calm mind mechanics apply to this move as well.
D-air: Delphox thrusts his wand downwards. When calm mind is enabled, a sweetspot is enabled that can spike, this move is Ganon d-air level of spikage. If calm mind is not present, this move cannot spike and does minimal damage. Player loses calm mind if they miss.
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Tilts
U-tilt: Delphox hops slightly to wave it's wand into the air, fast and quick and used for comboing. calm mind gives this move a 1% damage boost.
D-tilt: Delphox sweeps it's tail on the ground, similar to Fox's tail sweep. calm mind does not effect this move.
Side Tilt: Delphox swing's his arm in front of himself to cause minor damage, doesn't have much reach or power. Is not effected by calm mind.
Jab: Delphox uses his claws to swipe at the opponents. Similar to Charizard's 3 hit combo. No rapid jab, not effected by calm mind.
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Throws
Grab: Delphox uses Psychic to hold onto his opponent. All throws do 2% more damage with calm mind active (excluding F-throw) Knockback is also increased.
Pummel: Delphox uses his wand to smack opponents (0.5% increase on damage if calm mind is in effect)
U-throw: Delphox tosses them high up into the air. Isn't a combo throw, kills Mario around 170%, 150% if calm mind is enabled. Does the most damage out of any of his throws.
B-throw: Delphox uses his wand to fling them behind. Isn't a combo throw, kills mario around 130% near the ledge. 110% if calm mind is enabled.
D-throw: Delphox lifts his opponent up with his wand and then smacks them into the ground. Combos into U-air. Combo's into U-Smash at lower percents.
F-throw: Delphox holds them in place with his wand and smacks them with his tail. This move is not comboable and is not effected by calm mind. Kills at the edge around 180%.
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Kill Moves
Up Smash (With calm mind)
Down Smash (With calm mind).
Side Smash (With calm mind).
Side B: Mystical Fire (Fully Charged, calm mind)
Up B: Fire Blast. Laggy but kills very early. Can read an airdodge to hit with it. Lasting hitbox, gets weaker the longer it stays out,.
Back throw: A strong Psychic throw, would kill Mario at the edge around 130%, 110% with calm mind enabled.
Back-air: (With calm mind) Hitting with the sweetspot of back air (the fire tip) will cause much greater knockback and damage. The sweetspot for this move is not present if calm mind is not enabled.
D-air: (With calm mind) Sweetspot with this move causes a spiking effect. Sweetspot is not there if calm mind is not enabled.
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Final Smash: Hypnosis + Future Sight.
Delphox's final smash is a two part move. You push the B button the first time to activate the future sight. In about 10 seconds the move will come and cause a big but short explosion on the stage. The second b move is hypnosis much like Peach's final smash. If the players are not put to sleep by the hypnosis, shielding or getting out of the way can avoid the blast.
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Pictures
SCREEN KO
Standing Pose