Warning! Challenger Approaching......
Your Rival from the Pokémon games joins the brawl!
The Rival Trainer is always your first opponent, and the one you face all the way to, and overcome to become the top trainer in the game. He is almost always one step ahead of you, having the next badge, having more Pokémon, and most importantly: having the starter that beats your's!
Rival Trainer this time around hails from the Johto region and brings it's respective starters:
Chikorita,
Quilava and
Feraligatr, which counter Pokémon Trainer's starter choices by their typing.
Like Pokémon trainer, he can switch between the three with his down special: Pokémon Switch, and his three also suffer from Fatigue. They also have the interesting type effects seen in PT's 3, in that Chikorita takes more KB from fire, Quilava from water, and Feraligatr from grass typed attacks.
Without further adieu, let's see his first Pokémon:
CHIKORITA
Chikorita, the leaf Pokémon. Chikorita releases a sweet, relaxing fragrance from the leaf on it's head.
Size: 1/10
Chikorita is among the smallest playable characters, being only nearly the size of Olimar.
Weight: 1/10
Being so tiny, she weighs about the same as G&W.
Walk: 4/10
She walks at a decent pace, but being so small means she cant cover much ground.
Run: 7/10
When she runs however, she can truly book it.
Power: 2/10
Chikorita is by no means a powerhouse.
Attack Speed: 8/10
what she lacks in power, she makes up for in swiftness.
Range: 4/10
Being so small limits her range, yet having a giant leaf as a weapon helps.
Priority: 7/10
Her leaf is disjointed and hits fast, yet isn't as hard hitting as other weaponry.
1st Jump: 3/10
Stubby legs don't carry you that high.
2nd Jump: 5/10
By using her leaf, Chik can gain extra height.
Recovery: 5/10
She lacks a triple jump, yet has a great way of surviving.
Fall Speed: 3/10
Chik's lightness causes her to be a tad floaty
Air Speed: 6/10
She's more aerodynamic than she leads on
Crouch: 2/10
She just lowers her head, not much of a difference
Hover: No
Crawl: No
Wall Jump: No
Glide: No
Standard Pose:
Chikorita stands straight, bobbing her head left to right and swaying her leaf slightly.
Idle Pose:
After some time she will then look left to right, then bring her front foot up to scratch her head like a dog, winking the eye facing camera (same side being scratched)
Walking:
She trots along with a slight bobbing motion.
Running:
Chik picks up the pace, losing the bobbing and scurrying her little legs along.
Dashing:
Chikorita goes at a full clip, her front and back legs in unison similar to Ivy's dash.
Crouching:
She simply lowers her head, her leaf resting along her back.
First Jump:
Chikorita pushes of the ground with all four of her stubby legs, getting about as much height as G&W.
Second Jump:
Using the leaf like a propeller, she swiftly spins it once around, gaining about the same height as her first jump.
Shield:
Chikorita puts her big leaf across her front protectively, and braces herself by planting her feet firmly.
Spot Dodge:
She ducks back, bowing her front as she ducks swiftly towards (facing right) or away (facing left) from the camera.
Roll:
Rolling forward, Chikorita runs very fast for a short (small stage builder block) before turning to face the opponent. She is hittable while turning.
Rolling backwards, Chikorita hops back, using her leaf to propel herself slightly like in her Second Jump, and takes a moment to land. Same distance and hit-period as forward roll.
Air Dodge:
Using her leaf yet again, she propels herself into a little front-flip as she ducks to the background, before straightening out into the foreground.
Asleep:
When put to sleep, she will curl her leaf around her front and lay down, legs spread out. Her head will bob slightly as she snores.
Dizzy:
She staggers left and right a little, her eyes rolling and leaf swaying.
Fatigued:
Chikorita looks sad, her eyes halfway closed as her head is lowered slightly, panting.
SPECIALS
Neutral Special: Leaf Storm
Leaf storm is the same move her Pokeball counterpart uses, and has the same range (about 2/5 of FD) and animation (swinging her leaf around and shooting razor leaves).
However, it is the Fox Laser to Ivysaur's Wolf. It causes no hitstun and does 2% per hit, but it's speed and priority should be handy for racking some damage on dangerous opponents.
Side Special: Sweet Scent
Sweet Scent is a staple of Chikorita's moveset. At the startup of the move, Chikorita bring;s her head back slightly, readying her leaf as a slight pink powder forms around it before throwing her leaf, and the powder forward while shouting “Chi-ka!”. She then rears her head back to normal after dispelling the scent.
Sweet Scent does not deal damage, but instead effect's the opponents in multiple ways based on their %:
0-50% will cause her foes to either trip or enter a brief (.5 sec) “dizzy” state as the smell overwhelms them.
If airborne, the opponent will enter a footstooled state and tumble downwards a bit.
50-100% will be even more devastating to the opponent as the scent begins to confuse their tired body, causing the “control stick reversal” seen on the Spear Pillar stage. The effect lasts for 2 seconds and reverses up with down, and left with right on the control stick. This can lead to a great gimping and mind-gaming option if your opponent is unaware.
No change while airborne.
>100% is when the scent becomes just unbearable, and they fall asleep for 3 seconds, just enough to finally land that killer blow.
If used in the air, it is downright deadly: it will cause opponents to enter their free fall state for 3 seconds, making it a horrifying gimp tool.
(On characters that do not have a "free fall" animation, they get the footstooled effect for 3 seconds and fall)
The animation lasts for about half a second, with the scent coming out at about a quarter of one (and lasting for about half a second itself). The range of the powder is similar to the explosion of Samus' Down Tilt, but appearing in front of Chikorita. She must act quick to hit her window of opportunity, or perhaps use it as a setup for their partner in a team setting.
Up Special: Aromatherapy
Aromatherapy is a unique move that yet again uses Chikorita's ability to create special scents.
At the beginning of the move, Chikorita draws her head to the side, her leaf now creating a white powder. She will then spin her head around twice swiftly, creating a bubble of white powder around herself about the size of Donkey Kong when he crouches while saying “Chikorrrita!”. Then she will do a half swing of her leaf to go back to neutral position.
The bubble will cure all status effects on herself, and her teammate such as flower, sleep, stun and even drive pikmin away. The move will also heal herself and her teammates for 10% damage, a handy tool if you can manage not to be punished.
This move also has the interesting effect of refreshing yourself or your teammate's second jump, or curing them from free fall state for their third. The move can also cancel momentum at the moment when she swings her leaf (.4 seconds in) and slows her fall considerably like Fox's reflector does in mid-air, creating an unorthodox, but effective recovery option for Chikorita.
Be careful with how you use it however, at 1.2 seconds it is sort of laggy, and Chikorita is a sitting duck during the whole time.
Down Special: Pokémon Switch
The down special is the same as Pokémon Trainer's. Rival tosses the pokeball at Chik, saying “That's enough!” or “Return!” with authority.
Quilava will then come out with “Go, Quilava!” or “Finish 'em, Quilava!” based on whether the opponent is over or under 100%.
STANDARDS
Neutral Attack: Weed-Whacker
Chikorita swings her head forward then bobs, causing her leaf to spin rapidly in a circle after a moment and continue as long as A is tapped or held.
The leaf has above average priority, but only reaches as far as Mario's jab.
The leaf will inflict 1% every .1 seconds (or 10% per second) as the leaf comes around, and inflict very minor knock-back as to keep opponents in range. It will last indefinitely, but has a quarter-second cool down as Chikorita returns her head to a neutral position.
Damage: at least 2%, Time: .4 seconds (discounting held time)
Dashing Attack: Lawn-Mower
Chikorita swings her head hard in an arc forward, towards the opponent, sending her leaf in a strong cutting motion upwards. This covers the area in front of her and slightly above, all in the same range as her jab, but covering a wider area overall. After doing the attack, she will skid slightly while returning to neutral.
6% damage, light KB., .1 seconds
Forward Tilt: Donkey Kick
She swings around quickly, and boots her adversary with her two back legs, stretching out a bit to extend her range to slightly more than her Jab. If you hit with the tip of her feet it does slightly more KB.
The move has light-moderate Kb, and takes about .2 seconds, 8% damage.
Up Tilt: Hedge Trim
Chikorita swings her head up swiftly in an arc, slashing that leaf of hers quickly in front of and above her back. The leaf reaches about her own height above her, and does some decent KB for one of her attacks.
Moderate Kb, .2 seconds, 10% damage
Down Tilt: Cutting the Grass
Chikorita's leaf is swung at a low angle along the ground, slashing at opponent's feet and causing some nice damage from a safe distance (about half her body length away). This move either causes the enemy to sometimes trip (10% chance) or simply get out of Chik's face for a moment.
Light KB or Trip, 8% damage, .1 seconds.
SITUATIONALS:
Ledge Attack:
Chikorita gets up and crawls up the ledge, after getting about halfway up she swings her leaf in front of her, knocking away would-be attackers.
8% dam, light KB
Over 100%:
When over 100% damage, she climbs up quickly and attempts to check any opponents with her shoulder while getting up.
10% dam, moderate KB
Tripped Attack:
Chikorita will swing her head around in a wide circle, slicing anyone who gets close with her leaf as she gets back on all fours.
5% on each swing, light KB.
SMASHES
Forward Smash: Leech Seed
Her forward smash is a bit unorthodox, seeing as it does no KB. Instead, it just does straight-up damage via “seeding” the opponent with a special flower.
To start (the part where you can charge), she draws her leaf to the side, a green powder forming around her leaf, which will grow with charge. She then swings her leaf up, saying “Chika!” as the green powder flys outwards in about the area of Kirby's rapid punch. Any foe(s) caught in the powder will have the flower effect put on them for 1-3 seconds (depending on charge) and be dealt 10% per second (up to 30%!)
The leech seed also creates life as it steals it: for every second (up to 3) the flower is on, a piece of food will shoot out! The food is limited to all the fruit/vegetable options from the food gallery, and will shoot from the flower, either giving Chikorita, or possibly the seeded opponent a chance to heal themselves
Chikorita cannot seed the same opponent while it still has the flower.
Charge for: 1.5 sec (every .5 sec is a second added)
Damage: 10-30%
Heal: 3-6%
Speed: .5 seconds
Up Smash: Leaf Blade
An upgrade to her Hedge-trim technique, Chikorita rapidly swings her leaf back and forth 4 times above herself, saying “Chi!” with each swing.
Her leaf has a bit more range than her uptilt, covering more of her back and extending a bit higher.
Each hit grows in power, but only the last hit has any decent KB, however it is helped by the prior 3 hits, making it one of Chikorita's only finishing options.
Charge for 1 sec
1st hit: 3-4% minor KB
2nd hit: 4-5% minor KB
3rd hit: 5-6% minor KB
4th hit: 7-9% high(er) KB (about the same as Link's Utilt)
Total: 19-24%
Speed: .8 seconds
Down Smash: Poison Powder
Another unorthodox move from Chikorita. Poison Powder, like her F-smash, does not do any KB, however, it does create a sort of “trap” on the field.
Chikorita bows as her leaf begins to glow purple (charge period) while saying “Chii...”. She then will slap the leaf on the ground in front of her, saying “..korita!”, creating a purple-tinted cloud the same size as Aromatherapy.
Anyone who steps into the cloud will then steadily take damage as if they had a white pikmin on them! (6% every .5 sec)
The cloud lasts anywhere from 5-10 seconds, depending on charge, and will disappear if Chikorita decides to make a new one.
Fortunately for opponents, the cloud isn't too big, and can be passed through easily. It does however create an interesting barrier for Chikorita, and a neat anti-edge tool.
Charge: 2.5 seconds (every .5 sec adds a second to the cloud's life)
Speed: .75 seconds
Damage: 6%-120% (near impossible to keep an opponent in the cloud for a fully charged 10 second version)
AERIALS
Neutral Aerial: Rotor Leaf
Chikorita curls up and sticks her leaf out, spinning three times like a propeller, damaging foes with her leaf. As always, her leaf is disjointed and has good priority. The move makes for a nice “get off me!” move due to a quick startup.
Damage: 3% per hit (9% total), Light KB
Speed: .5 seconds
Forward Aerial: Leaf-otine
Chikorita draws her leaf back slightly before bringing it down swiftly in a front flip, bringing some pain from above. This is another of Chikorita's “real” kill moves, yet she has to be in the air, and have a fairly damaged opponent to pull it off.
The leaf covers the same distance as her Uptilt, yet in a different direction, and doing Downwards KB.
Damage: 12%, Moderate KB
Speed: .75 seconds
Back Aerial: Chik-Kick
Looking back, she kicks her rear legs back fiercely outwards to send opponents flying. This is her second quickest aerial, and with a small-ish hitbox, and longer range makes it a good option for poking through defenses.
Has the same range as her Ftilt
Damage: 8%, Moderate KB
Speed: .2 seconds
Up Aerial: Leaf Propeller
Chikorita swings her leaf around her head twice, mimicking a helicopter. Also like a helicopter, the propeller motion pushes opponents away (upwards) very slightly, providing a possible window for Chikorita to survive some aerial attacks by delaying them by -that- much
Damage: 3% per hit (6% total), minor KB, minor push (up)
Speed: .3 seconds
Down Aerial: Plant
Using all four of her legs, she pulls them up, then stomps down all at once, sending her foes plummeting.
This is an odd move even for Chikorita. It does minor damage...yet takes half a second to pull off. However, it will -always- push an aerial opponent down about a (medium) stage builder block down, providing a potential gimp. On top of that, the move holds true to it's namesake: it will “plant” a downed opponent!
Be careful though, it is slow and easy to see coming, coupled with lower priority.
Damage: 4%, fixed KB, “plants” grounded opponents.
Speed: .5 seconds
THROWS
Grab: Vines
Chikorita sends out two vines from the buds on her neck to grasp a foe. Unlike Ivysaur, her vines are small, having about the reach of Mario's cape, as well as about the same animation time.
She also carries items in front of her with these vines.
Pummel:
Chikorita slaps opponents with her leaf, doing 1% per hit, yet being able to do so quickly.
Forward Throw:
Chikorita lifts herself onto her enemy's front using her vines, then while exclaiming “Chika!”, she pushes off with all four legs, pushing them away.
6% damage, light KB
Back Throw:
Chikorita musters some strength and flips her opponent behind her with her vines, then drops them from a height (about the height a BF platform is above the ground). Chikorita is free as soon as she drops her foe, giving her time to react.
This throw doesn't KB, but does 6% damage, and causes the enemy to enter a “foot stooled” state, where they essentially just fall, and must get up. Fortunately for them, Chikorita must turn around to capitalize.
Up Throw:
Chikorita raises her opponent over herself and spins her leaf rapidly, letting them fall into it for a good 5 hits (10%) and doing moderate KB upwards and away from herself.
Down Throw:
Chikorita drops her opponent down and trots over them proudly, doing 3 hits for 2%, then kicking them backwards along the ground (diagonal down, moderate KB) with a final kick for 3%
Total damage: 9%
FINAL SMASH
GIGA DRAIN
Unlike Pokémon Trainer, who works as a team in his final smash, Rival focuses on each of the Pokémon as their own fighting force.
Chikorita's Final Smash is the Grass Move: Giga Drain, and unlike the rest of her moveset, is unbelievably potent.
After breaking the smashball, Chikorita's leaf will glow bright green, along with the normal aura that surrounds a character who gets a final smash. Finding an opponent, she must be in her Jab range to activate, swinging her leaf into them and shouting her name fully(the screen zooms in and other action stops as with other FS's)
After being hit, green energy flows between the two combatants as Chikorita's current damage is halved, and transferred to her opponent! So if Chikorita has 20%, she will administer a 10% trade with High KB, while healing herself. However, if Chikorita is in the danger zone, she can quickly turn the tables by sending a tremendous amount of damage to her foe and healing herself just as much.
Regardless of her own percent, the move will always have a high amount of KB, doing about the strength of Marth's Fsmash (non tipper) and at least 15%.
It has a short range however, and to be a true killer, one must be sort of beat up while having it.
Up Taunt:
Chikorita says “Chiii...” while arrogantly swinging her leaf around twice, spreading her legs out as if bracing for something
Side Taunt:
She sits then swings her leaf forward, dispelling a small amount of her powder (25% chance of either white, green, pink or purple) and says “Chika!”
Down Taunt:
Chikorita turns and looks to the screen, winking and waving with the arm away from camera, saying her full name.
She turns based on which way she faces.
Entrance:
Chikorita appears out of the Pokeball and says her name, jumping slightly as she does.
Rival either says “I choose you, Chikorita!” or “Get in their head, Chikorita!”
Win Pose 1:
Chikorita sits happily with her eyes closed, rocking her head back and forth as rival crosses his arms and says “You're good...but I'm better!”
Win pose 2:
Chikorita runs around Rival's legs happily before being returned, and Rival says “That's enough!” with a with a cocky look upon his face as he pockets the pokeball.
Win Pose 3:
The camera zooms out from Chikorita rubbing her head against her master's leg happily before being returned. Rival then chuckles, looking back at the loser(s) and says “Chumps..”, tossing the pokeball idly up in one hand repeatedly.
Lose Pose:
Chikorita looks afraid before being returned to her Pokeball by Rival, who then looks at the Pokeball in his hand and grumbles angrily.
Kirby Hat
Kirby gains Leaf Storm after swallowing Chikorita.
Playstyle: Quick and Careful.
Chikorita plays a very different game then most other fighters. Being light, floaty, having nearly no power and a lackluster air game only makes her seem bad at a glance, but it is when you use her specials in tangent with everything else she has that she becomes a force to be reckoned with.
For starters, she can heal herself at will, along with refreshing her own double jump (although still gimpable), she can reverse your opponent's controls, and she can rack damage like nobody's business with her smashes and leaf storm.
Her only real weakness is that she's, well, weak. Chikorita has plenty of tools to keep herself alive (as well as her teammates), and to rack insane damage, she just has a lot of trouble finding that killer blow, especially seeing as Usmash can be DI'ed out of easily. It might be a good strategy to use Chikorita to manipulate your opponent or damage them enough for an easy kill with one of the other Pokémon, or better yet, your partner in a team match!
Playing Against: Leaf-Blower.
The key to beating Chikorita is to get her airborne. She is VERY light, and floaty, and with a lackluster aerial game (not very powerful, low range) it should be easy to juggle her.
She is also AWFUL off stage, having only a means of Horizontal or downwards recovery, getting her below the edge should spell some trouble due to her average second jump, and that Aromatherapy lets her fall for a moment.
Be wary of her Sweet Scent tho, it is a powerful gimping tool and comes out fast. Just remember it has a short-ish range and only appears in front of her.
Pay attention to her ground game as well, she can rack up INSANE amounts of damage without you noticing, and her small size and healing abilities make her a bit tricky to actually get a killer move in. Uprooting the plant should be your best bet.
QUILAVA
Quilava, the Volcano Pokémon and the evolved from of Cyndaquil. It's body is covered with fire-proof fur and can withstand any fire-type attack.
Size: 5/10
Quilava is about the size of Luigi, kind of average for the range of the brawl cast
Weight: 4.5/10
He is also of average weight, if not on the lighter end of that scale, like Sonic.
Walk: 4.5/10
He walks slightly faster than Chikorita.
Run: 6/10
He runs pretty fast, right behind Chikorita in fact.
Power: 5/10
While Quilava has some strong attacks, he mainly focuses on racking up damage.
Attack Speed: 4.5/10
He is a tad slow overall, with most of his moves requiring charging.
Range: 6/10
His fiery attacks extend well beyond his body.
Priority: 6/10
His fire certainly helps push past other attacks.
1st Jump: 4/10
His legs aren't made for hops...but he can get some distance. About the same height as Link
2nd Jump: 6/10
Using his rear fire as a sort of jet allows him to jump about as high as TL's second jump.
Recovery: 8/10
He has two decent recovery options (vertical and horizontal) as well as a great second jump
Fall Speed: 7/10
He is a pseudo-fast faller however., similar to Captain Falcon
Air Speed: 4/10
Quilava doesn't travel horizontally as fast though the air as he does...vertically.
Crouch: 6/10
By crouching, Quilava can near half his height, but is still about as tall as Chikorita.
Hover: No
Crawl: Yes
He crawls just like his Dash (mentioned below) but at the speeds of his walk and run.
Wall Jump: No
Glide: No
Standard Pose:
Quilava stands on his hind legs, being about as tall as Luigi, and hangs his arms down over his chest, looking alert and ready.
Idle Pose:
Quilava, after a while, will become frustrated with having nothing to do, and bow his head, looking angry for a moment as his flames intensify slightly, before then going to neutral.
Walking:
Quilava walks on his two back feet, similar to Pikachu in that respect.
Running:
He leans forward just slightly and picks his legs up a bit more, pretty much a faster version of his walk.
Dashing:
Quilava goes on all fours and prances forward, his back arcing like a cat when it runs.
Crouching:
Quilava goes down on all fours, halving his height.
First Jump:
Quil crouches for a brief second, then bounds up using his two feet, looking up as he does so.
Second Jump:
Using his rear flame, he sort of “turns on the gas” and jets some extra fire out, rocketing upwards in a small front flip.
Shield:
Quilava bows forward, and puts his arms over his head. This makes his shield actually a bit lower than most other brawlers.
Spot Dodge:
He ducks quickly to the side and lands on his front paws, looking at his attacker as he does
Roll:
Forward roll has Quilava actually tumble forward, and midway twist his weasel like body around to face his opponent.
Backward has him roll backwards and do a little flip, before landing back on his feet.
Both go about the length of a Medium Stage builder block.
Air Dodge:
Quilava swings his lower body up, and out of the way of any would-be attackers, unlike his spot-dodge.
Asleep:
while asleep, Quilava's fire goes out, and he slumps over (like in his shielding pose) but with his eyes closed and his arms hanging. He rocks slightly as well.
Dizzy:
Quilava's pupils become tiny and swirl around in his head as he staggers back and forth, moaning his name. His flames also go out during this.
Fatigued:
As Quilava tires, his flames grow smaller, and his neutral stance seems to become more like his sleeping pose, becoming more slouched and unenergetic.
SPECIALS
Neutral Special: Ember
Ember seems a bit underwhelming for a Smash bro's Pokémon move, but it is more handy than you'd think.
Ember's animation stars with Quilava drawing his head back (always faces camera) and building up some fire in his mouth. From there he spits out his ember, saying “Quil!” as he does, then takes a moment before going neutral again as the fire clears from his mouth.
During the first part of the animation, where he is building fire, Ember can be charged (up to 1 second) to determine the ember's size and burn time.
At base, ember will come out at about the size of Mario's fireball, and at about the same angle. Instead of bouncing however, ember will hit the ground, and spread into 3 tiny fires! These fires will stay on the ground for 2 seconds, and behave similarly to miniature PK fires (Ness). If a foe is caught in the ember, they take moderate damage as long as they stay in it ( 5% per second) and hit-stun, similar to getting hit by say, PK fire. This means opponents should have some trouble getting out.
Fully charged, the ember will spread into 5 flames, and take up the length of a battle field platform, while lasting for 4 seconds.
Ember patches do not go away if another is created, but last such a short time that unless you're on a team of 3 quilavas will you be able to really set a stage ablaze.
The animation takes about .75 seconds to do, and can charge for 1 second.
5-20% depending on opponent's actions
Side Special: Fire Spin
Another odd combination of moves, Fire Spin is reminiscent of Drill Rush and Skull Bash.
To begin, Quilava turns his body toward or away from the screen (facing left or right) and his flames spread around him slightly. Then after yelling his name, he goes off with a twist as the fire grows, spinning wildly around him as he shoots forward horizontally and ignites his opponents (about the speed of skull bash). When the move is over, he will either keep spinning as the flames die out, then free fall if he is in the air, or come to a skidding stop if he is grounded. Both endings have no hitboxes, leaving him vulnerable.
The move can be charged for 1 second, and can go anywhere in the range of Falcon Kick to Skull Bash.
The Fire surrounding Quilava also grows with charge, ranging from just about the size of the trail from Falcon Kick, to the width of the Start-up from firefox. The damage varies depending on whether or not the opponent gets trapped, but if hit once, one spin of the flame will do 6% damage and minor KB. The flames provide some above average priority, but strong attacks can push through.
Fire Spin can be tilted upwards or downwards as it travels.
Damage: at least 12%, potentially 24% (hits multiple times)
Time: 1-2 sec start (comes out at .3 seconds) , 1 second at the end. Mid time varies
Up Special: Flame Wheel
Flame wheel, like all his specials, is chargeable. The charge determines how far and how big his fire will grow, and like Fire Spin, it takes him with it.
To start, Quilava stands straight, growling as a ring of fire grows around him (charge period). After this, he will explode upwards, tucked in a ball and spinning wildly while fire surrounds him. At the end, her will then doe a slow spin forward once, then free fall. If it ends just above a platform, it will auto-cancel. The charge can go for 1 second, like all his specials.
The range of the wheel is anywhere from Samus' Screw Attack, to Diddy's Barrel Rocket, and can be angled left or right in an arcing motion to catch opponents, or to hit the ledge just right. Unlike Diddy however, the angle can be bent much more sharply, behaving almost like one of Sonic's specials in that regard.
The flames also grow with charge, going from the size of Samus' Screw, to as big as Bowser when he has the Screw Attack item. The damage caused by the flames varies based on opponent DI, but should at least get 10%, seeing as it has a light “trap” attribute like screw attack. The longer the charge the more damage Quil can potentially pull off, seeing as it lasts longer. Like with Fire Spin, the flames have above average priority, and do moderate KB, making it a safer recovery option, seeing as not many attacks can push through it while airborne.
Damage: at least 10%, potentially 20% (hits multiple time)
Time: .75-1.75 sec start (comes out at .2 seconds), .5 second end before fall. (0 if ends at a platform)
Down Special: Pokémon Switch
The down special is the same as Pokémon Trainer's. Rival tosses the pokeball at Quil, saying “That's enough!” or “Return!” with authority.
Feraligatr will then come out with “Go, Feraligatr!” or “End this, Feraligatr!” based on whether the opponent is over or under 100%.
STANDARDS
Neutral Attack: Burn
Quilava growls and lowers himself on all fours. As he does, his two flames begin growing outwards and becoming more “active” (moving around more). The flames reach about the distance of Toon Link's sword behind and in front of him, and last as long as A is held. While doing this, his back is vulnerable to vertical attacks...
The damage from the flames varies depending on opponent DI, but will do about 6% per second caught, with Minor KB to boot.
The move takes about .5 seconds to start, and .5 to end. (the middle varies)
Dashing Attack: Pounce
With a running start, Quilava leaps towards, and crashes into his opponents in a full body pounce.
The move is pretty basic, but gets the job done if he is chasing or approaching, seeing as he clears a nice distance (2 body lengths, or a med stage builder block) a bit faster than his dash speed. While being a quick move, it has average priority due to it's lack of fire.
Damage: 7%
Time: .6 seconds
Forward Tilt: Swipe
Using his front paws, Quil lunges forward and bats his foe with one paw, then swiftly steps forward slightly and follows with the next if A is pressed again while tilting. Each swipe can be angled upwards or downwards like almost every F-tilt seen in the Brawl Roster, and can lead to some interesting close quarters combat.
Each swipe does 5% damage and minor KB. It is almost like having a second Jab move, providing Quilava with a 'get off me!' move, and a potential combo starter with each Swipe's angling ability, and cancel-ability after the 1st swipe. Each swipe has the range of Captain Falcon's 1st jab, and the second one extends only about as far as the first jab goes, making for a deceptively longer range attack.
Damage: 5-10%, Minor KB, .3 seconds per swipe (.6 total)
Up Tilt: Jumping Spark
Quilava stands completely erect for once, reaching about Falco's height, then does a short hop, now reaching about Ike's height, and violently swipes above him with his head fire in a 45* arc and saying “Lava!”, before coming back down with a tiny bit of landing lag.
This move is a bit simplistic, yet at the same time unorthodox due to it's range. The move covers a good distance above and slightly to the sides of him, and does Vertical KB, making it a decent juggle move or setup for an aerial. The move has the fire effect for it's hit, but it does not have the fire hit-box properties of attacks like Charizard's Fair.
Damage: 11%, Moderate KB, .6 seconds
Down Tilt: Hot Feet
Hot Feet is Quilava's best means of getting past a shield, seeing as a lot of his moves are either easy to power shield, or that his grab lacks some range. The move is fairly quick, and starts with quilava's head flame growing just slightly, before he blows a very low stream of fire, about the range of his jab (toon link's sword) from his mouth along the ground while crouched. The move hits VERY low and is an excellent poke move.
Damage: 9%, Moderate KB (vertical), .4 seconds
SITUATIONALS:
Ledge Attack:
Coming from the ledge, Quilava will swiftly flip and kick away anyone near him with his feet, then land on them, going back to neutral quickly.
9% damage, moderate KB
Over 100%:
At 100% damage or more, Quil will crawl back slowly, and once his head is on the stage, use his Burn attack to scare away anyone who tries to get close.
12% damage, moderate KB
Tripped Attack:
After being tripped, Quilava will shoot a burst of fire from both ends quickly to clear the area, and then get up on his feet.
6% damage, light KB
SMASHES:
Forward Smash: Double Edge
Double Edge is an interesting Smash attack in that on hit, it actually knocks Quilava back a bit.
The attack begins with Quilava growling “Quilll..” and then either dashing forward about 1 body length, or taking a moment to slowly bow and draw his foot back (charge period) before dashing. He then turns and throws his side (facing toward or away from camera based on which way he is facing) hard into the opponent with a hop, closing his eyes. On a successful hit the enemy will take most of the KB, while Quil will take a fraction, with no damage.
The KB inflicted on Quil shouldn't put him in danger of being KO'ed himself until around 350%. He is also thrown back at about a 45* angle, putting him a bit out of harms way (half the distance he traveled to the same distance he traveled based on charge, even more distance based on his own %) but in a small amount of hitstun.
If he doesn't hit an enemy (or hits a shield) he will act like Wario when he whiffs his Fsmash, regaining balance for a quick moment.
Time: 1-2sec(charge), Damage: 15-22% damage, KB: Moderate-High (enemy), Minor-Light (Quilava)
Up Smash: Eruption
A classic move of Quilava, Eruption is why he is called “the Volcano Pokémon”. To start, Quilava curls his arms in, and faces the camera (or away depending on which way he faced) and bows his head, closing his eyes as his flames begin to go into him like a fuse (charge period). After that, he lifts his head slightly and spreads his legs, saying “QUIL-” then erupts in a column of fire the size of Ness' PK Fire with “-LAVA!!”. After the move ends, he is left with some lag as his fire goes out, and some smoke seeps from him.
Eruption is a very damaging, but not necessarily powerful smash due to it's Multi-hit nature, and how opponents could DI out of it before it''s too late.
The column as mentioned is the size of PK Fire, and engulfs all of Quilava and about half his height above him, and will hit 6 times, with the 6th hit having a small burst of fire, and the most KB.
Time: 1.5-2.5 seconds, Damage: 22-36% damage, KB: Moderate-High (last hit)
Down Smash: Lava Plume
Yet another volcanic move, this one has Quilava actually making some magma.
The animation begins with Quilava looking down and lifting his foot facing the camera. He then has fire wrap around him (charge period) before stomping down and creating a small area of molten stage below him, and two small splashes of it to either side of him, about half the size of the splashes created by Squirtle's Usmash uncharged, and about 3/4ths fully charged.
This is Quilava's quickest yet least powerful smash, being a good “get off me!” move as well as having some KO potential at higher %'s.
Time: .5-1.5seconds, Damage: 12-18%, KB; Moderate-High
AERIALS
Neutral Aerial: Swat
A quick move to either continue or start a combo, or just get an aerial enemy away, Quilava quickly lashes his paw outward (opposite from camera) in a wide arc, turning slightly as he does.
It has mediocre priority like all his non fiery attacks do, but is quick and has a good reach.
Damage: 5%, Time: .3 seconds, KB: Light
Forward Aerial: Fiery Kicks
Another move that emphasizes Quilava's combo potential, this has him lean his lower body forward and deliver 3 swift kicks while turning in midair.
Each kick has about the range of Kirby's feet, with a little extra range thanks to the leaning forward.
Damage: 3-9%, Time: .6 seconds, KB: Light per kick
Back Aerial: Pressure Cooker
Going back to his Melee days as Cyndaquil, this is his old pokeball move.
He curls forward slightly and says “Lava!”, then his two flames grow and merge into a big focused area of fire. While hitting someone, he will slow down similar to when Yoshi hits with his Dair or when Falcon hits his Knee. The move is a tad laggy overall, but has a quick startup and end, and covers an ok area behind him. If he lands while doing so, he will fall on his back and force his “get-up” animation quickly.
Damage: Up to 25% with good aim, Time: 1-2 seconds based on how you land, KB: Minor
Up Aerial: Volcanic Flip
Utilizing his rear fire, Quilava flips himself vertically and burns foes above him in a wide arc, before flipping back into a neutral state.
The flip is a great followup on some of his moves, yet only covers an area about a 90* arc above him. Like his Utilt, it also doesn't have the “fire hitbox”, yet comes with a fire effect, and a bit better priority then his other non-fire attacks.
Damage: 6%, Time: .5 seconds, KB: Moderate
Down Aerial: Fry
Using his rear flame again, Quilava brings his legs up near his stomach as his fire grows, and quickly flashes out in a burst about the size of one of Toon link's sword yet again, but having a bit wider reach, and then quickly recedes as he returns to neutral. If he lands during this, he will face some ending lag as he gets off his rear.
The move has some spike potential, having Downwards KB, but is a better punisher due to it's quick startup, and nice range.
Damage: 10%, Time: .5-1 seconds, KB: Moderate.
THROWS
Grab:
Quilava's grab range is unimpressive to put it bluntly. Having little stubby arms doesn't make for the greatest reach, he only has about the grab range of Pikachu. It is about as quick as his as well.
Pummel:
While grabbing his opponent, he stands upright, and lowers his head, letting his head flames do the pummeling for him. Each pummel does 2%, and are average speed.
Forward Throw:
While holding on to the enemy, Quilava hops forward and does a front flip to his back for about a body length, then using his big feet like a springboard, launches them away in a 45* angle away from him before rolling back to neutral.
9% damage, Moderate KB
Back Throw:
Quilava shows off his flexibility again with this throw. He starts by tossing the opponent behind him slightly, then while still in the air, he hops with them and does a small double kick while turning, not unlike his Fair, knocking them back slightly and potentially setting them up for a followup as he lands facing his adversary.
8% damage (4 per kick), Moderate KB
Up Throw:
Quilava lifts his foe upwards slightly, preventing them from moving, then covers himself with fire as he does with many of his chargeable attacks, damaging then slightly then finally bursting them upwards in a small explosion about the size of one of Samus' morph ball bombs above his head.
12% damage, high KB
Down Throw:
Quilava throws his opponent to the ground, as they lay helpless, he then goes to town with 2 swipes, then a final boot to send them away across the ground in front of him.
Damage: 12% (2 for the slam, 3 per swipe, 4 for the kick) moderate KB (along the ground)
FINAL SMASH
OVERHEAT
Unlike Pokémon Trainer, who works as a team in his final smash, Rival focuses on each of the Pokémon as their own fighting force.
Quilava's final smash is the powerful Fire-Type move: Overheat, and it truly unlocks Quilava's fiery potential!
After breaking the smashball, Quilava will get the standard glow as all characters do. When he activates it, the camera zooms in on him as he goes through his Eruption animation quickly, and the flames stay there after!
Quilava now becomes like torchic, in that an aura of fire continually damages and traps any opponent close to him, sort of like if Burn or Pressure Cooker were all around him and constantly on. These flames have very high priority and do the same damage as mentioned moves above while doing all of Quilava's attacks.
The biggest bonus of the move may be that while Overheated, all of Quilava's chargeable moves (including smashes) are automatically full-charge! This means you can score some great damage or KO's right off the bat, and cause some real havoc in a match.
Be careful how you act however, this state only lasts for 12 seconds, and then you sputter out, having the camera zoom in on you as your fire disappears and a smoke cloud rises from you before going back to normal.
Up Taunt:
Quilava twists his body towards the screen and says his name with a nod, as he does so his flames burst a little.
Side Taunt:
Quilava gets on all fours, arching his back slightly and his flames grow while growling “Quilllllll...”
Down Taunt:
Quilava slumps over and closes his eyes half-way as if annoyed as his flames go out, and smoke rises from where they were for a moment before shaking his head and going back to normal
Entrance:
Quilava appears out of the Pokeball and says his name, his flames growing and being more active than normal when he does.
Rival either says “I choose you, Quilava!” or “Make it quick, Quilava!”
Win Pose 1:
Quilava scratches his head like with his paw, then looks up at his master with a smirk. Rival then crosses his arms, looking back and says “Don't be cocky, they're a bunch of wimps!”. Quil then loops the scratch animation and Rival looks to the camera, with a smirk of his own.
Win pose 2:
Quilava swipes twice towards the camera with vigor before being returned by Rival, who then pockets the Pokeball and says “Cool it!”
Win Pose 3:
Quilava is sitting, clapping for the other fighters and before you know it he is returned by Rival, who holds the pokeball up and says “What
are you doing?!” with an alarmed look on his face.
Lose Pose:
Rival face-palms as Quilava claps for his fellow fighters, then just returns him with his free hand, the hand then hangs, holding the pokeball as he continues face-palming.
Kirby Hat:
Kirby gains Ember after swallowing Quilava
Playstyle: Burn up the Competition
Quilava works best when he is constantly working at damaging the opponent. With his quick aerials, scary ground attacks, and unique special maneuvers he should have no trouble keeping the heat on his opponents.
Quilava has multiple options for going at his foes:
He can take to the air, using his tilts and throws to setup for his quick aerial combos, controlling the match in the skies.
He can use his specials to keep pressure on the foe, and trap them in his fiery embrace, keeping a great pressure game on them.
Or he can be tricky with his uses of Burn, Pressure Cooker and Ember to trap foes for quick and massive damage, then finish them off with one of his powerful smash attacks.
Overall, Quilava is an excellent all around character, having good damaging options, mindgames, combos and kill moves to swing the match in his favor. What you'll need to be careful of while playing him however is his punishable lag on a lot of his ground moves. He is a fast faller, and can be comboed a bit easily himself. He also lacks a great defensive game, so be ready to go all out on offense when Quilava is pulled out, and he'll shine.
Playing against: Smother the Flames
Ironically, Quilava doesn't deal with pressure all that well. While he does have “get off me” moves, they're all either low range, low priority, or too quick to stop some combos.
A major weakness of Quilava actually is his fire. It has limited priority, and if you have a move that can plow through his fire and hit him, he may be in trouble. This goes for his specials too, making his recovery a bit risky to pull off against foes who can reach him through his little aura of fire.
Keeping close, but not close enough to be affected by the likes of his quicker moves should put you in a safe zone where he has limited options, and when Quilava cannot go all out on you, is when Quilava is in trouble of being comboed or KO'ed himself.
In short: Stay close to the fire, but not close enough to get burnt.
FERALIGATR
Feraligatr, the Big Jaw Pokémon. The final evolution of Totodile. Once a Feraligatr has clamped it's powerful jaws around an opponent, it won't let go until the opponent is defeated.
Size: 9/10
Feraligatr is the BIGGEST starter you can get! He is about the height of Ganon, and about as wide as charizard.
Weight: 9/10
He is also really heavy, being slightly heavier than DDD.
Walk: 2/10
He clearly isn't in a hurry to get anywhere, he is about as fast as Ganon in this respect.
Run: 2/10
See above. Feraligatr has the third slowest dash in the game, tied with DDD and Zelda.
Power: 8/10
Surprisingly, for such a big, heavy character, Feraligatr doesn't have some of the
epic power that comes with it, but he is by no means a weakling.
Attack Speed: 3/10
Feraligatr has a faster attack here and there, but most of his moves are slow like the tide.
Range:7.5/10
Being big and having an added water effect to your attacks helps your reach.
Priority:7/10
His attacks all have a bit more priority than your average character due to their power, and his water effects add another layer attacks may have to clash with.
1st Jump:2/10
His weight and smallish legs provide little lift for him. He only reaches about a battlefield platform's height in a full jump.
2nd Jump:3/10
Slightly better than his first jump, his second jump somehow manages to gain slightly more height than the first jump.
Recovery: 5/10
He has a decent enough recovery move, but combined with his Fall speed and poor jumps, its not exactly “good”.
Fall Speed:8/10
Feraligatr's weight lets him sink like a stone while in the air.
Air Speed:5/10
Fer's air speed is comparable to Snake's
Crouch: 6/10
His crouch gets rid of a lot of his height, but he is still a very wide target.
Hover: No
Crawl: Yes
While crawling, he actually moves about as fast as his run, to about as fast as his dash speed. He is very low to the ground now, being about as tall as Pikachu, yet as wide as 2 battlefield platforms.
Wall Jump: No
Glide: No
Standard Pose:
Feraligatr stands, slightly hunched with his head and neck forward, his arms and fingers twitching slightly and his body moving up and down very lightly as he breathes. His massive tail is laying on the ground.
Idle Pose:
After a few moments of inactivity, Feraligatr closes his eyes and shakes his head like a dog, mouth slightly open. His arms hang down, unlike his standard pose, and his tail lifts off the ground somewhat.
Walking:
To walk, Fer lumbers forward, dragging one foot in front of the other, his standard pose changing little except that he sways back and forth a bit with each step. His tail drags along the ground.
Running:
While running, Feraligatr takes longer strides than his walk, and his tail moves back and forth along the ground.
Dashing:
Feraligatr's dash has him lean forward, becoming about Ike's height, and take very big strides. His tail is raised in the air and his mouth is open as his body sways back and forth a ways while running, and his tail wags along with it.
Crouching:
Feraligatr is on all fours, and about the height of Pikachu, his arms are bent to the sides as if he's doing a push-up to compensate for his small back legs.
First Jump:
To jump, he pumps his arms up, and lifts his tail up in unison, and pushes off with his small feet. Not much height gained...
Second Jump:
To jump again, Feraligatr slams his tail and arms down at the same time, as if swimming through the air, while looking up and actually goes a bit farther than his 1st jump. Using both full jumps he can just make it to the top BF platform from the middle.
Shield:
Using his big arms like a boxer, Feraligatr puts up his fists, and bows his head, creating a very big shield, but not as massive as say DK or Bowser's.
Spot Dodge:
During his spot dodge, Feraligatr leans all the way into the back or for-ground, waving his arms for balance as he stands on one leg, before going back to neutral.
Roll:
To roll, Feraligatr pulls a classic defense mechanism of Crocodiles:
He does the “death roll” by falling to his sides swiftly, then rolling either backwards a good distance ( a whole body length, or 2 battlefield platforms), or about ¾ of one for his front roll, as he turns to face the opposite way.
Feraligatr is privileged with possibly the best roll in the game distance wise, and speed wise (while rolling). He pays for it however with being able to be hit for a good .2 seconds as he gets up from his rolls.
Air Dodge:
In the air, Fer will bow his head, cover it with crossed arms and curl his tail around him slightly, spinning for a moment.
Asleep:
When put to sleep, Fer's eyes will shut and he will slump over into his crouch position, but with his torso and arms laying on the ground, and only his stubby back legs holding him up, He moves a bit as he snores.
Dizzy:
When stunned, Feraligatr has his arms hand down as his head bobs up and down along with his torso. His eyes roll around in his head as well.
Fatigued:
As the battle goes on, Feraligatr's Idle pose will change to him with his arms hung down, and mouth open, as if panting. His body will hunch just a little more as well.
SPECIALS
Neutral Special: Water Pulse
Feraligatr's first, and probably most frequent to use special is the water type move, Water Pulse.
To do the move, Feraligatr opens his mouth just a bit, water frothing around in his massive jaws, looking a bit like Godzilla charging his breath, arms to the sides, head tilted up slightly and all! This is the charge period, where Fer can increase the size and power of the pulse, he can also store the Pulse much like Squirtle or Samus, and can be interrupted while charging.
As he charges, he will flash pale blue, and will continue as he holds the full charge just like Squirtle. Unlike his tiny, shelled rival however, Water Pulse behaves much differently than water gun in that it is more akin to Charge Shot. When launched a ring of water leaves from his mouth as the pulse shoots out. Without any charge, a burst of water about the size of a Ray Gun (item) blast, and travel just as fast. Fully charged, it is the size of a nearly full charge Charge Shot, yet sort of tear shaped as if the ray gun blast swelled up. The blast at base has the same cool down as charge shot, so it is by no means spammable.
Pulse is an odd move for the way it is shot off, especially for a heavy, in that it does NO damage. Instead, it has Knockback/Pushback like Watergun or FLUDD, but all at once. The KB of the pulse is actually static, having about the pushing power of the Ray Gun blast, no matter the charge. What does change if the range of the pulse, from Luigi's fireball to Fox's Laser, which it will carry an opponent as long as they are hit by it.
Like the other water attacks, it has near transcended priority, really only being stopped by super armor seeing as the opponent becomes immune to KB. It is important to remember where and when to hit opponents with the move, seeing as they will be carried with the Pulse, and you don't want to waste a pulse you've built up to super armor or a move that can out power it. (Knee of Justice for example can out KB the hitbox of the pulse, and let Falcon power past it), or moves that can ride it safely (Fox's Dair can halt on one of the spinning frames as he rides the pulse, sort of speak, being safe for the most part). You will want to time it right as someone recovers, or just as they jump to get them caught for the ride.
Damage: N/A, Time: 3 second charge, .7 second cast, KB: constant
Side Special: Crunch
A classic move for Feraligatr, Crunch employs those massive gator jaws of his to take control of his opponent.
The move starts with Feraligatr taking a small step back, then suddenly lunging forward, arms down and to his sides, with his mouth wide open for about the range of Charizard's Ftilt. If nobody is in range, he will simply clamp shut loudly and pause for a moment before going back to neutral.
If he catches someone however, he will clamp then down like Wario does and catch an opponent in his mighty jaws! From here, the opponent will constantly take damage, about 2% as long as B is tapped.
To get out of this move, the opponent must DI out of his mouth, as if hit by a multi-hit move (such as flamethrower), by pressing the control stick away, jumping or tapping A. Feraligatr can counter this however, by being able to move his head and body with the control stick as he mows down on his foe! He can be moved Up, Down, and towards and away from camera, tossing his enemy like a ragdoll.
Doing this not only makes it harder for opponents to get out, but does 3% damage when B is tapped while Fer swings his victim, and 3% if the victim collides with an object (floor, wall) and other players (both take 3%, other player takes light KB). After being released, the opponent will take moderate KB as Feraligatr spits them out.
This should be a great tool should an opponent come too close for comfort, or better yet...if you follow them
offstage for a surprise Suicide maneuver. Fer can eat items with this move, and will take 5% for eating explosives (coupled with a bulging gut and smoky burp)
Damage: usually around 12%, but can go a lot higher based on circumstances.
Time: 1.2 second animation for the whole thing (the initial lunge only takes about .4 seconds, the lag if he misses however is .8...) The move can be held for quite a while if the opponent doesn't try to break out, and you move Fer correctly, the average should be about 2-3 seconds due to opponent's actions.
KB: light (if you hit someone)-moderate(spitting them out)
Up Special: Aqua Tail
Feraligatr's one and only recovery move, is the newer water type move: Aqua Tail.
It works the same both on and off the stage, Feraligatr lifts his tail up, almost touching his own back as water begins to slosh around him quickly, then he slams his tail downwards (or against the ground) and a large splash of water shoots out behind him, rocketing him upwards about the height of Fire Fox, and moving about the same distance (horizontally) as DDD's Up Special can.
After reaching the top of his large arc, Feraligatr will do a quick front-flip, losing the water covering he had at the start and begin to plummet in a pose akin to his Crouch, but with his arms and legs spread out. His head and tail will rise slightly as he falls as well. Then when he finally hits ground, he will splash down with a huge wave of water surrounding him (about the size of a DK ground pound) and knocking foes away in a mighty torrent!
Now to go into the mechanics of the move. The first part where he splashes water behind him will do 8% damage, and HIGH knockback, making it a sort of gimp move from a recovery. He then will be covered in rushing water as he jets upwards. The water around him is a constant Pushbox, and has a range of about DK's whirling fists around him, making it a very safe recovery option in that would be attackers will get pushed away from him by this protective layer. It is interesting to note that he has no Super Armor during this move, making a lucky hit possible if you can somehow manage to get past the wall of water, but he moves rather quickly upwards during it.
After reaching his apex, the water disappears, but anyone caught underneath Feraligatr will be spiked, receiving 12% damage and high downwards KB as he falls. If someone is unfortunate to be under Fer as he lands however, the splashdown will cause 22% damage, and extreme KB to the sides, as the opponent is crushed beneath him, and as the water rushes them away.
Its a great recovery move, and a potential killer. Be careful how you aim however, it is only cancel-able at the peak of the jump (dodge or press B), and it is essentially his only recovery option, with a laggy end, making it very predictable.
Damage: 8% for the 1st water hit, 12% for aerial hit, 22% for landing hit. (potentially 34%)
Time: 4 seconds
KB: high-extreme
Down Special: Pokémon Switch
The down special is the same as Pokémon Trainer's. Rival tosses the pokeball at Fer, saying “That's enough!” or “Return!” with authority.
Chikorita will then come out with “Go, Chikorita!” or “Mess em' up, Chikorita!” based on whether the opponent is over or under 100%.
STANDARDS
Neutral Attack: Croco-Combo
Using those big arms of his, Feraligatr will punch twice like a boxer, the first being a quick jab, then a slightly stronger gut-shot with his other hand. Then he uses his head, slamming his huge jaws down at his stunned adversary and raking his teeth against them.
This is Feraligatr's fastest move to come out, and nice for close combat due to the high, mid then arcing hits. The range of each of the punches is about that of Ganon's jab. The rake with his mouth has about the range of Wolf's Ftilt, giving Fer's total jab some decent overall range.
Damage: 4%, 5%, 8%.
Time: 1st hit .2 seconds, 2nd hit .3 seconds, 3rd hit .4 seconds (total 1 second) But the first hit comes out near immediately.
KB: Light, Light, Moderate
Dashing Attack: Ferali-scoop
Fer's dash attack is actually faster than his dash animation. To begin, he runs forward with his head lowered. After about 3 strides, he will violently swing his head/body upwards with a mighty roar, and launch anyone in his way skyward, using his massive head like a springboard with some impressive force. Afterwords he keeps the pose for a brief moment, giving the move a bit of a risk if you miss.
This is a slower dash attack, but has some surprising range (about a body length) and distance-closing abilities. Combined with it's decent power, it can make for a nice surprise kill-move.
Damage: 14%, Time: .8 seconds (hits at .6), KB: high
Forward Tilt: Tail Bash
The first attack to make use of his mighty tail, Feraligatr turns around swiftly, and while he does so brings his tail upwards, then slams it down in front of him in about a 40* arc, creating a thunderous clap when he hits the ground. He then quickly turns back around, making a full turn, which may unfortunately create an opportunity for retaliation.
The move has excellent range, about that of Ike's Ftilt, and decent power if you sweetspot the move near the end of his tail. Otherwise, it will only do moderate KB and damage. Be sure to space this right, and you will surely send foes flying.
Damage: 9%-15%(sweetspot), Time: .8 seconds (hits at .4), KB: Moderate-High
Up Tilt: Spine Lunge
Feraligatr's row of spines is put to good use here, using them to cause havoc on enemies above himself.
A simple but effective attack, Fer looks downwards, and pumps his arms back. While he does this, he shrugs violently with a growl and goes up in his toes a bit, thrusting his massive back-spike upwards and hitting about as high as Ike's Usmash, but having about 1/5th the horizontal range.
As he pumps upwards, his head spike also counts as a weaker hit in case someone tries to attack from the front, doing minor damage and KB. This is also Fer's fastest tilt, but the one with least power and comparative range, only really hitting above and very slightly in front of him (near point blank).
Damage: 8% (5% on weak hit), Time: .5 seconds, KB: moderate (light on weak hit)
Down Tilt: Trap Jaw
While crouching, Feraligatr can easily sink his teeth into his opponents and cause some decent damage at their vulnerable legs.
The animation is fairly quick for Feraligatr, having him start by reaching his head out just a bit while turning it to the right, and opening his mouth, then suddenly clamping down on his foe before opening again as swiftly as he closed, sending enemies away at a 30* angle, and withdrawing his head back slightly to his crouched pose.
While being a good move to poke a shield, it is a tad slow in both startup and ending lag. It has good rewards if you hit it however: the angle is decent for a followup such as a Water pulse or even Dash Attack. If you hit a recovering opponent, the horizontal KB can prove annoying.
Damage: 9%, Time: .65 seconds (hits on .3), KB: moderate
SITUATIONALS:
Ledge Attack:
While getting up, Feraligatr uses his girth to do the work for him as he pushes up slightly, then just belly-flops at any enemy unfortunate enough to be in his way, landing in his crouch position for a split second before going neutral.
Damage: 11%, KB: moderate, Time: .1 sec of vulnerable after attack
Over 100%:
After being damaged some, Feraligatr will get up slowly, and after his arms are up give a vicious snap with his jaws, sure to clear the area before he gets back on his feet.
Damage: 13%, KB: high, Time: .2 sec of vulnerable after attack
Tripped Attack:
When tripped, Feraligatr will do a classic Alligator death roll, but with a watery twist as a small wave of water comes from around him in about the size of the splash when he lands Aqua Tail, pushing foes away. This does no damage, just KB, but if an opponent hits the actual roll, they will take some damage and light KB.
Damage: 3%, KB: light-moderate
SMASHES:
Forward Smash: Dynamic Punch
[font=”impact”]Quick History:[/font]
Dynamic Punch seems a bit unorthodox for Feraligatr to use, but it has a bit of personal nostalgia for myself. Back in the day, when I played Pokémon Gold, I almost always chose Totodile. When he finally evolved into Feraligatr, it was around the time when you beat the Fighting-Type gym leader and receive the Dynamic Punch TM. After first putting it on Feraligatr seeing as it sounded cool, and he was the only guy usually who could take it, I fell in love with it's damage and confusion effects, as well as the sweet animation of an exploding punch of death. So now my potential Brawl Feraligatr has a piece of my own Feraligatr in it.
This smash is quite possibly the scariest move Feraligatr possesses as far as KO'ing is concerned.
To begin, he turns slightly, still looking dead ahead as he draws the fist facing camera back to his side, a faint glow circling the fist as he does so (charge period, glow increases with charge). He will then roar loudly and take a big step forward with the leg facing camera as he does a wide swing of his arm, going over his head as it arcs and crashes forward about the range of Falcon Punch in front of him, and hitting at about half his height.
It is important to note that when this move hits, it truly HITS. On impact, an explosion will occur doing massive damage and KB, and will only grow bigger and stronger with charge. This explosion ranges from the size of Samus' bomb going off, to that of one of her Super Missiles, making this deadly to all who come close to the unfortunate soul hit by the blow as the explosion has the same damage and Kb throughout it.
After Fer hits, both will act as if a special sweetspot occurred, having both Feraligatr and the opponent slowed down for a few frames as the explosion occurs before the victim is sent flying. After that is done, or if Fer doesn't hit anything, his fist will swing to hit other side, turning his whole body slightly along with it before he recovers to his neutral pose.
This move has some great range and amazing KO power. It's only problem is that it is horrendously slow, taking about a full 2 seconds to toss out if you don't even charge. Be careful of how you throw this move out, missing such a slow move could spell disaster for Feraligatr.
Damage: 25%-37%, Time: 1.3-2.3 seconds, KB: EXTREME (horizontal)
Up Smash: Hydro Pump
Another unorthodox move for a heavyweight, Feraligatr boasts the powerful water type move Hydro Pump for his Up Smash.
The move starts with Feraligatr bowing his head and crossing his arms just below his jaws, feet spread slightly as he turns slightly towards or away from camera based on which way he is facing (charge period). Once he is done building up, he will roar upwards, thrusting his arms back down to his sides as a torrent of water surrounds him swiftly, and a column shoots out from his mouth with impressive force, lasting for about half a second before the water falls down, splashing on the solid surfaces of the stage as Feraligatr takes a brief moment to recover.
Now, this move is odd in 2 ways, the first being that it involves that Pushing Water effect seen in some of his other moves. He employs the effect by having the torrent that surrounds his body suck up any enemies that happen to be too close up into the column of water, and pushed all the way to the top. This makes Hydro Pump a bit of a control move as opposed to a straight-up killer or damager, being able to manipulate airborne opponents, or those above you on a platform without ever having to go up there yourself.
The second odd thing about Hydro Pump is that it it may well be one of the weaker smashes in the game (very odd for Feraligatr), but it may also as well have one of the best ranges of any smash attack. The column that appears when he finally lurches up grows to about the height (and width) of Mario. Fully charged however, it will grow to the height of Bullet seed, being able to reach the height of Mario, if he were standing on the middle BF platform!
While it pushes opponents to new heights, the tip of the column is white with rapid waters sloshing around. The tip is the actual damaging part of the attack, having about the size of Olimar's helmet. When hit with this tip, the opponent will receive just about the same KB as DK's Uair, and about the same amount of damage ( 13%). The rushing water serves as an elevator of sorts to get foes to the tip, so they can be KO'ed easier, seeing as the charge only affects the size of the column, and not the power of it.
This is not a guaranteed kill up high however, clever foes can DI out of the column and potentially strike you back. This doesn't stop you from outwitting them as well, remember the water surrounds Feraligatr as well, and could possibly serve as a counter to some approaches due to the water's vacuum properties.
Damage: 13%, Time: 1-2 sec (comes out at .3 seconds), KB: moderate
Down Smash: Whirlpool
A more conventional attack of his, Whirlpool has Feraligatr curl his upper-body to the left, and his tail to the right as he tenses up (charge period). Once he is ready, a torrent of water whooshes around him twice as he recoils himself, facing the opposite way he turned with a menacing growl.
The water effect from this is a tad smaller than his other “splash” moves, only about as wide as MK's Dsmash, yet the water circles him up to his neck, making Whirlpool a pretty large attack overall. As always, the wall of water provides protection against some attacks, and does some moderate damage and KB as it swirls around him, hitting 2 times on each side, simultaneously.
Whirlpool has it's lag during the move itself, having relatively quick startup and ending times, making it one of Feraligatr's safer moves, yet not one of his more powerful ones.
Damage: 5-7% per hit (maximum of about 21% due to KB stopping all 4 hits)
Time: .8–1.8 seconds (comes out at .2, ends at .6)
KB: moderate per hit
AERIALS
Neutral Aerial: Death Roll
Laying out horizontally, Feraligatr will spin twice quickly to the side, using his whole body as a weapon, with a little bit of a water effect at his mouth. He returns to his normal air pose very quickly compared to his other attacks.
The hitbox of this is HUGE, but at the same time if is also his hurtbox. The only places where this is different are his mouth, which acts as a sweetspot of sorts for extra water-KB, and his spikes when they spin, which do an extra bit of damage. It would be a good idea to decide on what to hit with when you pull out a death roll. The size of the move itself should provide plenty of usage, let alone the specialized areas.
Damage: 4% (5% on spikes, also has 2 chances to hit), Time: .5 seconds, KB: light-moderate(mouth)
Forward Aerial: Rapids
Feraligatr brings his arms out at the sides and sprays a large volume of water in front of him, nodding his head up and down once each, creating a large area of moving water in front of him, that is about his size for a brief moment. After the water is gone, he will return to neutral.
This attack does only little damage, as well as Upwards and downwards KB (depending on which way his head moves when the opponent is near). The important thing about Rapids is that it creates a large wall of sorts in front of you for a brief second, and can absorb about any attack due to it's girth.
This could be the ultimate defensive move if you have the room to pull it off. Be careful of your airspace while making the wall, you need to at least double jump in order to get it going long enough to continue to the ground, and even then opponents may make it behind you where you're vulnerable to attack.
Damage: 5%, Time: lasts for and takes 1 second to animate, KB: light
Back Aerial: Tail Slam
Fer looks back as he raises that big tail of his up menacingly, then with a sudden thrust down of his head, it comes crashing down in a huge arc to send any airborne enemies down to earth. He then either takes a second to reorient himself in the air, or sits on the ground as his tail slaps against it, before going to neutral stance.
The move is your basic spike, but with a great range and the tail sweetspot at the tip shared with his Ftilt, doing higher damage and KB. The tail covers an arc similar to Marth's Fair, but with much more beginning and ending lag.
Damage: 8%-14% (sweet spot), Time: .9 seconds, KB: moderate-high
Up Aerial: Ferali-Clamp
Feraligatr streamlines his body vertically, arms down at his sides, feet against his tail as it and his head straighten out, as if he were jumping out of the water. Gaining this small boost in height, fer then opens and slams his jaws with tremendous force to do some scary damage to airborne foes. He keeps this pose after hitting (or missing) and falls for a bit, making it a risky move if you miss, yet sure to KO if you hit.
This is Feraligatr's most powerful aerial, being able to kill Mario at around 95%, yet it has the most ending lag compared to his others, seeing as it comes out fast. Make sure you land this when you toss it out, or you could be in a bit of trouble.
If he lands mid animation, he will stand, head skyward until his lad ends.
Damage: 16%, Time: .8 sec (comes out at .3), KB: high
Down Aerial: Gator Bomb
Flipping completely over backwards, after a moment of “hang time” Feraligatr will plummet downwards with his head and back spines jutting out to the left and right, and crash into the stage with a splash as his weight and spines squash anyone underneath him. He will then take a second to recover as he is on his back, leaving him a bit vulnerable. The splash of water, about the size of Whirlpool (but a fraction of the height), when he hits should alleviate this problem however.
While falling, he goes about twice his fall speed, and will go for about 3 body heights before he automatically returns to neutral pose.
This has some good priority for a bomb move, thanks to his spines jutting out. Don't be afraid to try and get back at jugglers with it, but at the same time don't expect it to kill.
Damage: 12%
Time: 1-2 seconds (comes out at .3, but has at least a .7 second lag time when landing)
KB: Moderate.
THROWS
Grab:
Feraligatr reaches out quickly with one of his big arms, looking almost like his jab's gut punch. While holding on he has the opponent off their feet, grabbing them around their waist or chest with his big hand. He has OK grab range, about the same as Ike's.
Pummel:
To Pummel, Fer simply winds back with his other fist, and gives them a good old-fashioned punch to the face. It does 4% per hit, but it is rather slow.
Forward Throw:
Feraligatr grabs his opponent in both hands, then winds himself to the side (away or towards camera based on position). He then tosses them far off in front of him with his great strength. It is important to note this sends them straight ahead, and could possibly be followed up with a certain projectile while they're offstage?
Damage: 6%, KB: moderate
Back Throw:
Feraligatr tosses his opponent over his shoulder quickly while his tail rises, and just as they get behind him he smashes them with it like a baseball bat, knocking them quite far away.
Damage: 14%, KB: high
Up Throw:
Taking his opponent in both hands, he lifts them up over himself quickly, and lets them fall in the air for a quick moment only to be met up with a vicious upward punch.
Damage: 12%, KB: moderate
Down Throw:
Feraligatr slams his opponent down in front of him, and then lifts his foot up as they panic under him (like with Bowser). He then stomps down with all his weight, launching opponents away from under him horizontally.
Damage: 16%, KB: high
Unlike Pokémon Trainer, who works as a team in his final smash, Rival focuses on each of the Pokémon as their own fighting force.
The iconic water type move: Surf finally comes to smash bros as Feraligatr's final smash.
When activated, Feraligatr will roar mightily upwards, then slam down to the ground in his crouch, still growling and waving his tail slightly. As he slams down, the ultimate wall of water will come below the stage!
Surf hits 3 times before receding, just like in the games, each time growing in size! In the first wave, the water rises up to just sweep enemies off their feet, hitting just about olimar's height above the floor before receding. The second wave is a bit faster, and reaches a battlefield platform above the floor, potentially trapping foes like he does with Water Pulse. The final wave barrels in at the height of the middle BF platform, washing any remaining enemies away with the tide off stage! Each wave also comes at about the speed of Charizard's dash, with the last two going just a tad faster each.
The waves come from the direction Fer faces on stage, but don't depend on where he is. This means he can face left on the right side of the stage and the waves come from the left.
Surf can be truly devastating if you catch an opponent off-stage with it, or just off guard, seeing as the only way to avoid the wall is to jump over each wave, or get caught in the power of the tide.
EXTRA ANIMATIONS
Up Taunt:
Feraligatr turns to face the screen (faces the way he was currently facing) and punches his fist facing camera into an open palm, then lets out a snarl, then blinks twice.
Side Taunt:
He bows forward slightly, hands out at his sides and shakes his body and tail back and forth as he unleashes a deafening roar, looking angry as he does so.
Down Taunt:
Feraligatr turns completely to face the camera with an angry look in his eyes. He then growls while stomping his left foot and massive tail down in unison, making a loud THUD and shaking the screen a tiny bit.
Entrance:
Feraligatr appears out of the pokeball with his head down, but then quickly looks to the sky just like his Hydro Pump animation and shakes his head and upper body side to side, roaring loudly.
Rival either says “I choose you, Feraligatr!” or “Crush 'em, Feraligatr!”
Win Pose 1:
Feraligatr performs his side taunt up close and personal to the camera, giving a nice view of his teeth before withdrawing to his neutral pose with Rival next to him.
Rival then says “Hows it feel to see true power?” with a sly grin to the camera as Fer withdraws from it.
Win pose 2:
Feraligatr is seen looming over the losing player(s), mouth open and ready to bite just as he is returned.
Rival says “Save it for next time!” as he does so, then pockets the pokeball while looking seriously into the camera.
Win Pose 3:
Feraligatr roars upwards to the sky and slams his tail down before being returned. As he is returned, Rival says “You never stood a chance!” as he holds the pokeball towards the screen with a wicked smile.
Lose Pose:
Rival is seen freaking out, pulling his hair and stomping his feet in rage that his fully evolved Pokémon lost. Feraligatr is seen behind him, on all fours growling angrily toward the other player(s).
Kirby Hat:
Kirby gains Water Pulse after swallowing Feraligatr
Playstyle: Slow and Powerful Tide
Lets not kid ourselves here: Feraligatr for the most part is rather slow, with only his 1st jab having any respectable speed to it. However, he does pack walls of water, and amazing power/range to make up for this.
Fer plays in extremes, either going on the extreme offensive, racking massive damage per hit, and KO'ing stupidly fast. Dynamic Punch, his Ftilt, Bair, Uair and Hydro Pump can KO stupid early due to their damage, the problem is landing it. Luckily your water effects can lead to opponent frustration in trying to hit you, which could set you up to potentially land one of these killers. Fer's throws are also stupidly powerful, but his pummel is terrible, making a breakout fairly easy. His grab range is also fairly short for someone his size, making the grab difficult, but rewarding.
He can also be extremely defensive, making himself a pest to damage by setting up walls of water with his specials and aerials, then Crunching foes who get close. Always remember Aqua Tail can gimp, along with push potential gimpers around, turning the tables against offensive opponents. Dair can also plow through Jugglers if they give you the chance. Be sure to play Fer to be very annoying with his water, and you'll be sure to be the ultimate tank.
Playing against: Bait the Gator
As stated, Feraligatr's moves are very slow, and he has trouble racking up damage outside of his Jab, Crunch and Death Roll attacks. He basically has little to no follow-up game outside of these due to his lag and power, so make sure to try and lure him into trying a power move, and punish accordingly. This will trick him into being in a vulnerable state of lag, and let you damage the big Gator more efficiently.
His rolls may seem annoying at first, but be sure to follow them, he has lag time after rolling that long. Once you punish his lag, try and juggle him close to the ground so he cannot retaliate with Gator Bomb or Rapids, his high fall speed and weight should keep him easily comboed if you get any momentum. Another way to abuse this would be to take him off stage, seeing as his crappy second jump and high fall speed leads to limited time to pull off Aqua Tail. Baiting any of his aerials off the stage should spell his doom.
In short, keep on your toes and don't get caught by any of his tricks or power moves, and jump at any chance to get in close and you should be able to wrangle this gator.
(holy crap, I exceeded how big a post can be!)
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