Toxicroaker
Smash Lord
M&SG's Notice: Toxicroaker has volunteered to take over this thread's primary post for me. I've started to wane away from supporting Zoroark, but all of my inputted information will stick around for historical purposes.
Concepts
[collapse=Pallet Swaps]Toxicroaker's recolors
M&SG's recolors
[/collapse]
[collapse=Movesets][collapse=Toxicroaker's Moveset]Stats (In comparison to Mario)
Weight: 125%
Walking Speed: 80%
Dashing Speed: 130%
Jump Height: 120%
Air Speed: 120%
Falling Speed: 80%
Ground Attacks
Jab: A single slash. 2% damage
Jab 2: Another slash. 2% damage
Jab 3: An upward slash. 5% damage
Forward Tilt: A quick punch. 11% damage
Down Tilt: A low sweep of her leg. 8% damage
Up Tilt: An overhead slash. 7% damage
Dash: A short hop into a front flip. Flip 7% damage. Landing 9% damage
Aerial Attacks
Neutral: Zoroark sticks her leg out and does one horizontal spin. 7% damage thrust. 9% damage spinning.
Forward: A quick uppercut. 7% damage
Down: She jabs her legs down below her having a meteor smash effect. 6% damage
Up: She slices the air above her. 8% damage
Back: she spins and slashes behind her. 9% damage.
Throws
Pummel: A quick bite. 1-2% damage
Forward: She brings her opponent close to her ant throws them forward with both hands. 11% damage.
Back: Zoroark swings around and throws her opponent backwards. 12%
Down: The opponent is slammed into the ground, punched three times, and kicked out of the way. 11%
Up: Zoroark launches her opponent straight up using both hands. 10%
Smash Attacks
Forward: A downward punch into an uppercut. 5% -> 7% damage uncharged. 7% -> 9% damage fully charged.
Down: She places both of her hands on the ground and the air around them explodes in darkness. 10% damage uncharged. 15% damage fully charged.
Up: She points up above her head an a dark explosion hits above her. 12% damage uncharged. 17% damage fully charged.
Special Attacks
Neutral: Dark Pulse, Zoroark charges up a sphere of darkness in between her hands this acts exactly like lucario's when charging, but it will disappear when fully charged like Samus'. It takes 4 seconds to charge, being the longest charging time on a projectile. 1-0% damage while charging. 4% damage uncharged. 29% damage fully charged.
Side: Sucker Punch, Zoroark will turn invisible for a second and when she appears she will deliver a strong punch. She has the ability to move freely while she is invisible. 16% damage.
Down: Psych Up, Zoroark will grab a nearby opponent as if using a normal grab, but she will throw the opponent forward a tiny bit. Instead of doing damage she will copy the opponents weight, walking speed, dashing speed, number of jumps, jump speed, jump height, and falling speed. The ways to lose these powers it to ether: take 30% damage, use down-b again, or get KOd.
Up: Pursuit, Zoroark pauses and then rushes forward in a straight line wherever the control stick was pointed about 75% as far as lucario's up-b and it will do damage even if the opponent is dodging or shielding. 7% damage.
Final Smash: Night Daze, Zoroark releases a blast of darkness all around her and anyone caught in it will get trapped in it getting damage racked up and blasted away in a dark explosion. 55% damage.
Zoroark has a special ability where every time she deals 100% damage she will look exactly like her opponent (unless she attacks in which case she will go back to normal until the attack is over) until she attacks.[/collapse]
[collapse=Mario & Sonic Guy's moveset]Statistics
Offensive Strength: 6/10
Defensive Strength: 6/10
Ground Speed: 7/10
Running Speed: 8/10
Jump Height: 6/10
Mid-air Jump Height: 6/10
Air Speed: 7/10
Falling Speed: 4/10
Recovery: 7/10
Weight: 19/28
Projectile: Yes
Wall Jump: Yes
Wall Cling: No
Crawl: Yes
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Overview
Zoroark is a fighter with relatively balanced attributes. Its offense and defense are at average levels, but it excels in the speed department. In fact, its best stat is its running speed, which almost rivals that of Zero Suit Samus. Zoroark is also moderately heavy, and has access to a projectile move. While it's not the greatest jumper, Zoroark's jumping abilities are still at an average level, and its air speed is pretty good too. However, it's a fairly slow faller, which does make it easy for opponents to vertically KO it. Fortunately, it's not an easy target to KO horizontally, since its recovery is at good levels. Zoroark has the ability to do wall jumps, and it can crawl, but it can't cling onto walls.
Some of Zoroark's attacks have darkness effects, which is especially noticable with its special moves.
Overall, Zoroark doesn't have any super high pros, nor does it have any serious weaknesses.
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Standard Ground Attacks
n-tilt: Zoroark does a basic scratch attack with its left claw. The attack does 2%-4% damage, and its knockback is set to be very weak. The attack is not capable of making KOs.
n-tilt x2: Zoroark does a basic scratch attack with its right claw. The attack does 2%-4% damage, and its knockback is dependent on the target's damage. It's not until the target has over 200% damage in which this attack can make KOs.
f-tilt: Zoroark does a strong slash attack with both of its claws. The attack deals two hits, with each one dealing 4%-6% damage. The second hit has decent knockback.
u-tilt: Zoroark does a headbutt with its head. The attack has vertical knockback, does 4%-6% damage, and its knockback is fairly low.
d-tilt: Zoroark will do a low angled claw swipe. The attack does 5%-7% damage, and its knockback is fairly low.
dash: Zoroark slashes with both of its claws while running. The attack has vertical knockback, does 7%-9% damage, and has decent knockback.
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Smash Attacks
f-smash: Zoroark executes Night Slash, which has darkness effects. The attack is fairly fast in execution, and has decent range. When uncharged, the attack does 11%-13% damage. When fully charged, the attack does 19%-21% damage. Its knockback is rather strong, which makes it an effective move for making KOs.
u-smash: Zoroark will execute a vertical Night Slash. It'll move its right claw back, and then strike with a powerful uppercut. The attack has darkness effects, but is a tad slower than the f-smash. When uncharged, the attack does 10%-12% damage. When fully charged, the attack does 18%-21% damage. Its knockback is rather strong, and sends the target flying vertically.
d-smash: Zoroark will use Hidden Power to push back opponents. The attack is a bit slow in execution, and it has no vertical distance. When uncharged, the attack does 10%-12% damage. When fully charged, the attack does 17%-20% damage. Its knockback is low-angled, but it is weaker than the other smash attacks.
--------------------
Aerial Attacks
n-air: Zoroark curls itself up to resemble a ball, and spins. If it hits anyone upon execution, the attack does 8%-10% damage, and have decent horizontal knockback. At any other time though, the attack will only do 2%-4% damage, and will have poor knockback. The move is quick in execution.
f-air: Zoroark does an aerial slash attack with its left claw. The attack does 9%-12% damage, and its knockback is fairly strong.
b-air: Zoroark does a reverse slash attack with its right claw. The attack does 7%-10% damage, but it's slightly weaker than the f-air in terms of knockback.
u-air: Zoroark does an aerial headbutt. The attack delivers vertical knockback, and does 7%-9% damage, but it's the weakest aerial move in Zoroark's arsenal.
d-air: Zoroark forcefully moves both of its arms downward in an attempt to hammer targets below it. The attack has meteor smash properties, does 8%-10% damage, and has decent knockback.
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Grabs & Throws
grab: Zoroark will use its claws in an attempt to hold an opponent.
dash grab: While running, Zoroark will attempt to use its claws to grab an opponent.
pummel: Zoroark will bite the target. Attack does 2%-4% damage.
f-throw: Zoroark slashes the grabbed opponent forward with its claws. The attack does 7%-10% damage, and has decent knockback.
b-throw: Zoroark flings the grabbed opponent behind it. The attack does 5%-7% damage, and its knockback is ususually high.
u-throw: Zoroark throws the grabbed opponent upwards and slashes him/her with its claws. The attack does 7%-10% damage, and has vertical knockback.
d-throw: Zoroark slams the grabbed opponent to the ground to inflict damage. The attack does 4%-6% damage, and its knockback is fairly low.
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Special Attacks
standard; Dark Pulse: Zoroark fires a dark aura blast, damaging those in its path. Hold the special button to charge it up; release to fire; if fully charged, the attack will be released automatically. At its weakest, the attack only does 4%-6% damage with little knockback. At its strongest, the attack does 23%-26% damage, with very strong knockback.
side; Faint Attack: Zoroark disappears and makes illusions of itself to throw off the opponent. It then attacks for real. The attack does 6%-9% damage, and its knockback is fairly low.
up; Agility: Zoroark will move at high speeds in an attempt to recover. It does up to two warps of Agility, but the move doesn't damage opponents.
down; Foul Play: Zoroark stands its ground, waiting for its target to attack it directly. When hit, Zoroark will disappear and then reappear with a counterattack. The amount of damage that this move does is 1.2x the damage that Zoroark would've received, and its knockback also depends of the evaded attack's power.
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Final Smash
Night Daze: Zoroark will unleash a powerful blast of dark energy, damaging anyone in its path. The attack's range is large, but it is more effective if the targets are real close to Zoroark. If used at close range, the attack has KO potential, but not from a distance. Damage can range from a minimum of 5% damage, to a maximum of 35% damage.
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Recovery Attacks
Ledge Recover <100% damage: Zoroark does a quick low sweep attack to push back opponents. The attack does 4%-6% damage, and has low knockback.
Ledge Recover 100%+ damage: Zoroark does a weak slash to damage opponents. The attack does 5%-8% damage, and has low knockback.
Floor Recover Front: Zoroark spins its body to push back opponents. The attack does 4%-6% damage, and has low knockback.
Floor Recover Back: Zoroark does a slash around itself to push back opponents. The attack does 4%-7% damage, and has low knockback.[/collapse]
[collapse=9Destra's Moveset]
Basic Attributes:
Slightly laggy side smash attack
Fast dash speed, but very slow walking speed
Medium fall-speed.
Slower ground dodges, about the same speed as Kirby's ground dodges.
Air dodging makes her translucent. (This was only way I could think of to incorporate her illusion ability)
Ground Attacks:
Basic Attack: Zoroark slashes once, then again with the other hand, then attacks with both hands. The third attack has a darkness effect.
Side Tilt: Zoroark delivers a single punch with a slight horizontal knockback.
Down Tilt: Zoroark delivers a low-slash in front of her. This attack has a 25% chance of tripping enemies.
Up Tilt: Zoroark uses both hands to claw above her in sync.
Dash Attack: Zoroark holds out her claws and flips twice. The seconds flip can launch the foe.
Smash Attacks:
Side Smash: A purple aura covers Zoroark's hands as she strikes the ground. Upon hitting the ground, a blast of dark energy appears in front of her. The closer the enemy is to the point where Zoroark hit the ground, the greater the damage and knockback. While charging this attack, Zoroark will hold her hands above her head while facing the desired direction. This attack has a darkness effect and will also lightly hit enemies behind her.
Down Smash: A purple aura covers Zoroark's hands and she strikes the ground directly below herself. A blast of dark energy appears on either side of Zoroark. The closer the enemy is to Zoroark, the greater the knockback and damage. While charging, Zoroark holds her hands above her head while facing tthe audience of away from them, depending on the direction she was facing before starting this attack. This attack has a darkness effect.
Up Smash: Zoroark get on her hands, pushes off and delivers a flip-kick above her. This attack will also slightly damage enemies behind her. The farther away the enemy is from Zoroark, the greater the damage and knockback.
Specials:
Neutral Special: Dark Pulse; Zoroark fires a flurry of dark-purple rings, just like Dark Pulse is seen in anime. Each ring dissappears at different distances depending on how long you hold the attack. This attack functions similarly as Charizard's flamethrower. By default, this move is aimed horizontally and has greater range than Charizard's flamethrower. However, it dissapears when it hits an obstacle such as a wall.This move has a darkness effect.
Side Special: Night Slash; Zoroark delivers a blurred-out slash very quickly. If the "B" button is pressed after the initial attack, Zoroark can slash again, with much greater knockback than the first attack. The second slash has a darkness effect.
Down Special: Sucker Punch; Functions the same way as Lucario's down special, but has a significantly reduced ending lag. Except, instead of disappearing, Zoroark, instead, quickly rushes directly into her opponent, however projectiles will stil damage her. This attack cannot be dodged if Zoroark is attacked while she is preparing the attack, but has no knockback at all and does very little damage. This attack has a darkness effect.
Up Special: Bounce; Zoroark leaps into the air, then slams into the ground. If an opponent is hit while she is rising, they will be launched to the exact point where she will start her descend. Upon landing with her opponent, there will be medium-level knockback. The exact path she will take can be influenced with the control stick. Also, if she misses the stage and all opponents entirely, it will result in an SD. If she hits someone during the ascend, but still misses the stage, her opponent will be KOd, but Zoroark's fall will be counted as though her victim KOd her, doing absolutely nothing in a Time-Match.
Final Smash: Night Daze; Her evolution chain's signiture move. A huge purple aura covers her entire body, then she unleashes a storm of dark energy in both directions that covers the ground. She holds this for a efw seconds, then any enemy caught in the maelstrom will be launched far. This move fails if it is not used on the ground.
Aerials:
Air: Zoroark holds her claws out and flips once. This move has little knockback until about 135%. This attack does the same amount of damage no matter where in the attack's range her opponent is. This move has little lag if she lands while performing it.
B-Air: Zoroark kicks behind herself, then spins back to her normal air position. The farther the enemy is from Zoroark, the greater the damage and knockback. This attack also has a darkness effect and a split-second landing-lag. (happens when a character lands during an air attack)
F-Air: Zoroark claws in front of herself twice, the second strike launching the foe. Has no landing-lag.
U-Air: Zoroark flips causing her braid to hit anyone above her. Very little damage and knockback, but insanely fast, as there is almost no ending lag at all. But has a significant amount of landing-lag.
D-Air: Zoroark kicks below herself with one leg. This attack is quite laggy, but makes for an excellent meteor smash. It trips an opponent on the ground. This move has a darkness effect and signficant landing-lag.
Taunt/Victory Pose: (even though I only have an idea for one taunt/victory pose, I STILL KNOW THERE ARE 3 TAUNTS AND 3 VICTORY POSES)
Zoroark holds out one hand in front of her, raises her claws, then uses her teeth to sharpen the claws on both of her hands. Can also he called "Hone Claws" its a move that raises attack and accuracy. (Gotta love One-Hit KO moves in Pokemon now) In Smash Bros. this taunt has no actual battle effect.[/collapse]
[collapse=BluePikmin11's Moveset]
Neutral-B: Shadow Ball: Zoroark throws off a quick ball of shadow to the opponent, the amount of power it has is slightly weaker than Lucario's and does not do as much knockback, but you can also move and jump around quickly while Zoroark is charging up the Shadow Ball.
Side-B: NIght Slash: Zoroark rushes to make a quick but powerful claw attack to the opponent. Due to its power, the hitbox for this is small.
Up-B: Bounce: Zoroark gains a high vertical recovery by bouncing real high, then crashing down to the ground for hard damage and knockback. This move also has a small hitbox, so be careful where you aim.
Down-B: Double Team: Zoroark creates two illusionated version of himself that surround the real Zoroark, copying his every action he does. Though the illusionated ones can't do damage the opponent. A neat trick you can do with Double Team is that if you roll dodge to the left, the real Zoroark is quickly moved to where the left illusionated Zoroark where the middle Zoroark becomes the illusionated one. This should be heavily used in battle so that you can trick your opponents and have them keep guessing.[/collapse]
[collapse=Thekewlusername's Moveset]
B: Snarl: Zoroark reels his head back while glowing purple, after that he shouts releases a small shockwave in front of him by howling. The longer the B button is held down, the stronger the move becomes. Snarl has the same range as the Falcon Punch.
Side B: Pursuit: Zoroark is covered in dark energy and dashes at the enemy, his entire body would hurt the opponent. This move works in a similar manner to Fox's illusion. But it has a darkness effect, and travels a little further.
Up B: Faint Attack: Zoroark vanishes and then slashes upwards with its claws. It's direction can be tilted slitghtly.
Down B: Dark Pulse: Zoroark releases a powerful force field burst of energy around himself that pushes enemies back greatly. It's a slow finisher move. And its a bit hard to avoid at close range.[/collapse]
[collapse=Dimensionsword64's Moveset]Notable A attacks: All four tilts. They look the exact same, but the have different hitboxes.
Forward Smash and Down Smash. They hit in every direction.
Almost all moves have weird hitboxes, but those are the main ones.
B: Pursuit Weak attack. When you hit someone as they are walking away, they take HUGE knockback, but the same damage.
Side B:Night Slash
A rapid fury slash attack. Each attack has a different hitbox.
Up B: Agility
Flies quickly upwards. Has no gimmick.
Down B: Double Team
Acts like the Double Cherry from Super Mario 3D World. Creates a copy of yourself. The copy poofs into smoke when touched by any object. If you press Down B, the copy poofs into smoke, like it was hit.
Final Smash: Night Daze
Pretty much Marth's Final Smash.[/collapse]
[collapse=JOE!'s Moveset]ILLUSION
His signature ability, Zoroark takes the form of another fighter when he first appears into a battle... or at least he would if it wasn't blatantly obvious you hovered over and selected him. If you go that route you ignore one of his best traits!
Instead, to activate illusion you simply have to hold down the Z button while selecting another character. Once selected, you can let go of the button as the trick is in place, you will start the match as a totally different character, such as Lucario. From here, you have a Knockback threshold that dictates how long you can keep up your disguise, in this case it is High meaning that most any move with high base power (IE: most smashes) will knock Zoroark out of the illusion in a puff of black smoke. Zoroark can also manually get out of the illusion, but we'll save that bit for a moment.
As for the use of Illusion itself? Trickery of course! While active, you control the moveset of whoever you're disguised as, able to use all of their abilities with a catch: you deal Illusion Damage. This type of damage is rather self explanatory: the pain the enemy feels is merely an illusion of injury that begins to heal once the illusion fades away. In other words, damage dealt while masquerading as another character will begin to rapidly heal (10% a sec!) once the illusion is broken. While surely detrimental to be found out early on, being able to use anybody's abilities early in a match can surely be a great advantage! If you are particularly skilled, illusionary attacks can even net KO's, but it is highly unlikely against foes actively trying to get rid of illusions and thus healing faster than you can re-damage them.
STATS
M&SG's recolors
[collapse=Movesets][collapse=Toxicroaker's Moveset]Stats (In comparison to Mario)
Weight: 125%
Walking Speed: 80%
Dashing Speed: 130%
Jump Height: 120%
Air Speed: 120%
Falling Speed: 80%
Ground Attacks
Jab: A single slash. 2% damage
Jab 2: Another slash. 2% damage
Jab 3: An upward slash. 5% damage
Forward Tilt: A quick punch. 11% damage
Down Tilt: A low sweep of her leg. 8% damage
Up Tilt: An overhead slash. 7% damage
Dash: A short hop into a front flip. Flip 7% damage. Landing 9% damage
Aerial Attacks
Neutral: Zoroark sticks her leg out and does one horizontal spin. 7% damage thrust. 9% damage spinning.
Forward: A quick uppercut. 7% damage
Down: She jabs her legs down below her having a meteor smash effect. 6% damage
Up: She slices the air above her. 8% damage
Back: she spins and slashes behind her. 9% damage.
Throws
Pummel: A quick bite. 1-2% damage
Forward: She brings her opponent close to her ant throws them forward with both hands. 11% damage.
Back: Zoroark swings around and throws her opponent backwards. 12%
Down: The opponent is slammed into the ground, punched three times, and kicked out of the way. 11%
Up: Zoroark launches her opponent straight up using both hands. 10%
Smash Attacks
Forward: A downward punch into an uppercut. 5% -> 7% damage uncharged. 7% -> 9% damage fully charged.
Down: She places both of her hands on the ground and the air around them explodes in darkness. 10% damage uncharged. 15% damage fully charged.
Up: She points up above her head an a dark explosion hits above her. 12% damage uncharged. 17% damage fully charged.
Special Attacks
Neutral: Dark Pulse, Zoroark charges up a sphere of darkness in between her hands this acts exactly like lucario's when charging, but it will disappear when fully charged like Samus'. It takes 4 seconds to charge, being the longest charging time on a projectile. 1-0% damage while charging. 4% damage uncharged. 29% damage fully charged.
Side: Sucker Punch, Zoroark will turn invisible for a second and when she appears she will deliver a strong punch. She has the ability to move freely while she is invisible. 16% damage.
Down: Psych Up, Zoroark will grab a nearby opponent as if using a normal grab, but she will throw the opponent forward a tiny bit. Instead of doing damage she will copy the opponents weight, walking speed, dashing speed, number of jumps, jump speed, jump height, and falling speed. The ways to lose these powers it to ether: take 30% damage, use down-b again, or get KOd.
Up: Pursuit, Zoroark pauses and then rushes forward in a straight line wherever the control stick was pointed about 75% as far as lucario's up-b and it will do damage even if the opponent is dodging or shielding. 7% damage.
Final Smash: Night Daze, Zoroark releases a blast of darkness all around her and anyone caught in it will get trapped in it getting damage racked up and blasted away in a dark explosion. 55% damage.
Zoroark has a special ability where every time she deals 100% damage she will look exactly like her opponent (unless she attacks in which case she will go back to normal until the attack is over) until she attacks.[/collapse]
[collapse=Mario & Sonic Guy's moveset]Statistics
Offensive Strength: 6/10
Defensive Strength: 6/10
Ground Speed: 7/10
Running Speed: 8/10
Jump Height: 6/10
Mid-air Jump Height: 6/10
Air Speed: 7/10
Falling Speed: 4/10
Recovery: 7/10
Weight: 19/28
Projectile: Yes
Wall Jump: Yes
Wall Cling: No
Crawl: Yes
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Overview
Zoroark is a fighter with relatively balanced attributes. Its offense and defense are at average levels, but it excels in the speed department. In fact, its best stat is its running speed, which almost rivals that of Zero Suit Samus. Zoroark is also moderately heavy, and has access to a projectile move. While it's not the greatest jumper, Zoroark's jumping abilities are still at an average level, and its air speed is pretty good too. However, it's a fairly slow faller, which does make it easy for opponents to vertically KO it. Fortunately, it's not an easy target to KO horizontally, since its recovery is at good levels. Zoroark has the ability to do wall jumps, and it can crawl, but it can't cling onto walls.
Some of Zoroark's attacks have darkness effects, which is especially noticable with its special moves.
Overall, Zoroark doesn't have any super high pros, nor does it have any serious weaknesses.
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Standard Ground Attacks
n-tilt: Zoroark does a basic scratch attack with its left claw. The attack does 2%-4% damage, and its knockback is set to be very weak. The attack is not capable of making KOs.
n-tilt x2: Zoroark does a basic scratch attack with its right claw. The attack does 2%-4% damage, and its knockback is dependent on the target's damage. It's not until the target has over 200% damage in which this attack can make KOs.
f-tilt: Zoroark does a strong slash attack with both of its claws. The attack deals two hits, with each one dealing 4%-6% damage. The second hit has decent knockback.
u-tilt: Zoroark does a headbutt with its head. The attack has vertical knockback, does 4%-6% damage, and its knockback is fairly low.
d-tilt: Zoroark will do a low angled claw swipe. The attack does 5%-7% damage, and its knockback is fairly low.
dash: Zoroark slashes with both of its claws while running. The attack has vertical knockback, does 7%-9% damage, and has decent knockback.
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Smash Attacks
f-smash: Zoroark executes Night Slash, which has darkness effects. The attack is fairly fast in execution, and has decent range. When uncharged, the attack does 11%-13% damage. When fully charged, the attack does 19%-21% damage. Its knockback is rather strong, which makes it an effective move for making KOs.
u-smash: Zoroark will execute a vertical Night Slash. It'll move its right claw back, and then strike with a powerful uppercut. The attack has darkness effects, but is a tad slower than the f-smash. When uncharged, the attack does 10%-12% damage. When fully charged, the attack does 18%-21% damage. Its knockback is rather strong, and sends the target flying vertically.
d-smash: Zoroark will use Hidden Power to push back opponents. The attack is a bit slow in execution, and it has no vertical distance. When uncharged, the attack does 10%-12% damage. When fully charged, the attack does 17%-20% damage. Its knockback is low-angled, but it is weaker than the other smash attacks.
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Aerial Attacks
n-air: Zoroark curls itself up to resemble a ball, and spins. If it hits anyone upon execution, the attack does 8%-10% damage, and have decent horizontal knockback. At any other time though, the attack will only do 2%-4% damage, and will have poor knockback. The move is quick in execution.
f-air: Zoroark does an aerial slash attack with its left claw. The attack does 9%-12% damage, and its knockback is fairly strong.
b-air: Zoroark does a reverse slash attack with its right claw. The attack does 7%-10% damage, but it's slightly weaker than the f-air in terms of knockback.
u-air: Zoroark does an aerial headbutt. The attack delivers vertical knockback, and does 7%-9% damage, but it's the weakest aerial move in Zoroark's arsenal.
d-air: Zoroark forcefully moves both of its arms downward in an attempt to hammer targets below it. The attack has meteor smash properties, does 8%-10% damage, and has decent knockback.
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Grabs & Throws
grab: Zoroark will use its claws in an attempt to hold an opponent.
dash grab: While running, Zoroark will attempt to use its claws to grab an opponent.
pummel: Zoroark will bite the target. Attack does 2%-4% damage.
f-throw: Zoroark slashes the grabbed opponent forward with its claws. The attack does 7%-10% damage, and has decent knockback.
b-throw: Zoroark flings the grabbed opponent behind it. The attack does 5%-7% damage, and its knockback is ususually high.
u-throw: Zoroark throws the grabbed opponent upwards and slashes him/her with its claws. The attack does 7%-10% damage, and has vertical knockback.
d-throw: Zoroark slams the grabbed opponent to the ground to inflict damage. The attack does 4%-6% damage, and its knockback is fairly low.
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Special Attacks
standard; Dark Pulse: Zoroark fires a dark aura blast, damaging those in its path. Hold the special button to charge it up; release to fire; if fully charged, the attack will be released automatically. At its weakest, the attack only does 4%-6% damage with little knockback. At its strongest, the attack does 23%-26% damage, with very strong knockback.
side; Faint Attack: Zoroark disappears and makes illusions of itself to throw off the opponent. It then attacks for real. The attack does 6%-9% damage, and its knockback is fairly low.
up; Agility: Zoroark will move at high speeds in an attempt to recover. It does up to two warps of Agility, but the move doesn't damage opponents.
down; Foul Play: Zoroark stands its ground, waiting for its target to attack it directly. When hit, Zoroark will disappear and then reappear with a counterattack. The amount of damage that this move does is 1.2x the damage that Zoroark would've received, and its knockback also depends of the evaded attack's power.
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Final Smash
Night Daze: Zoroark will unleash a powerful blast of dark energy, damaging anyone in its path. The attack's range is large, but it is more effective if the targets are real close to Zoroark. If used at close range, the attack has KO potential, but not from a distance. Damage can range from a minimum of 5% damage, to a maximum of 35% damage.
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Recovery Attacks
Ledge Recover <100% damage: Zoroark does a quick low sweep attack to push back opponents. The attack does 4%-6% damage, and has low knockback.
Ledge Recover 100%+ damage: Zoroark does a weak slash to damage opponents. The attack does 5%-8% damage, and has low knockback.
Floor Recover Front: Zoroark spins its body to push back opponents. The attack does 4%-6% damage, and has low knockback.
Floor Recover Back: Zoroark does a slash around itself to push back opponents. The attack does 4%-7% damage, and has low knockback.[/collapse]
[collapse=9Destra's Moveset]
Basic Attributes:
Slightly laggy side smash attack
Fast dash speed, but very slow walking speed
Medium fall-speed.
Slower ground dodges, about the same speed as Kirby's ground dodges.
Air dodging makes her translucent. (This was only way I could think of to incorporate her illusion ability)
Ground Attacks:
Basic Attack: Zoroark slashes once, then again with the other hand, then attacks with both hands. The third attack has a darkness effect.
Side Tilt: Zoroark delivers a single punch with a slight horizontal knockback.
Down Tilt: Zoroark delivers a low-slash in front of her. This attack has a 25% chance of tripping enemies.
Up Tilt: Zoroark uses both hands to claw above her in sync.
Dash Attack: Zoroark holds out her claws and flips twice. The seconds flip can launch the foe.
Smash Attacks:
Side Smash: A purple aura covers Zoroark's hands as she strikes the ground. Upon hitting the ground, a blast of dark energy appears in front of her. The closer the enemy is to the point where Zoroark hit the ground, the greater the damage and knockback. While charging this attack, Zoroark will hold her hands above her head while facing the desired direction. This attack has a darkness effect and will also lightly hit enemies behind her.
Down Smash: A purple aura covers Zoroark's hands and she strikes the ground directly below herself. A blast of dark energy appears on either side of Zoroark. The closer the enemy is to Zoroark, the greater the knockback and damage. While charging, Zoroark holds her hands above her head while facing tthe audience of away from them, depending on the direction she was facing before starting this attack. This attack has a darkness effect.
Up Smash: Zoroark get on her hands, pushes off and delivers a flip-kick above her. This attack will also slightly damage enemies behind her. The farther away the enemy is from Zoroark, the greater the damage and knockback.
Specials:
Neutral Special: Dark Pulse; Zoroark fires a flurry of dark-purple rings, just like Dark Pulse is seen in anime. Each ring dissappears at different distances depending on how long you hold the attack. This attack functions similarly as Charizard's flamethrower. By default, this move is aimed horizontally and has greater range than Charizard's flamethrower. However, it dissapears when it hits an obstacle such as a wall.This move has a darkness effect.
Side Special: Night Slash; Zoroark delivers a blurred-out slash very quickly. If the "B" button is pressed after the initial attack, Zoroark can slash again, with much greater knockback than the first attack. The second slash has a darkness effect.
Down Special: Sucker Punch; Functions the same way as Lucario's down special, but has a significantly reduced ending lag. Except, instead of disappearing, Zoroark, instead, quickly rushes directly into her opponent, however projectiles will stil damage her. This attack cannot be dodged if Zoroark is attacked while she is preparing the attack, but has no knockback at all and does very little damage. This attack has a darkness effect.
Up Special: Bounce; Zoroark leaps into the air, then slams into the ground. If an opponent is hit while she is rising, they will be launched to the exact point where she will start her descend. Upon landing with her opponent, there will be medium-level knockback. The exact path she will take can be influenced with the control stick. Also, if she misses the stage and all opponents entirely, it will result in an SD. If she hits someone during the ascend, but still misses the stage, her opponent will be KOd, but Zoroark's fall will be counted as though her victim KOd her, doing absolutely nothing in a Time-Match.
Final Smash: Night Daze; Her evolution chain's signiture move. A huge purple aura covers her entire body, then she unleashes a storm of dark energy in both directions that covers the ground. She holds this for a efw seconds, then any enemy caught in the maelstrom will be launched far. This move fails if it is not used on the ground.
Aerials:
Air: Zoroark holds her claws out and flips once. This move has little knockback until about 135%. This attack does the same amount of damage no matter where in the attack's range her opponent is. This move has little lag if she lands while performing it.
B-Air: Zoroark kicks behind herself, then spins back to her normal air position. The farther the enemy is from Zoroark, the greater the damage and knockback. This attack also has a darkness effect and a split-second landing-lag. (happens when a character lands during an air attack)
F-Air: Zoroark claws in front of herself twice, the second strike launching the foe. Has no landing-lag.
U-Air: Zoroark flips causing her braid to hit anyone above her. Very little damage and knockback, but insanely fast, as there is almost no ending lag at all. But has a significant amount of landing-lag.
D-Air: Zoroark kicks below herself with one leg. This attack is quite laggy, but makes for an excellent meteor smash. It trips an opponent on the ground. This move has a darkness effect and signficant landing-lag.
Taunt/Victory Pose: (even though I only have an idea for one taunt/victory pose, I STILL KNOW THERE ARE 3 TAUNTS AND 3 VICTORY POSES)
Zoroark holds out one hand in front of her, raises her claws, then uses her teeth to sharpen the claws on both of her hands. Can also he called "Hone Claws" its a move that raises attack and accuracy. (Gotta love One-Hit KO moves in Pokemon now) In Smash Bros. this taunt has no actual battle effect.[/collapse]
[collapse=BluePikmin11's Moveset]
Neutral-B: Shadow Ball: Zoroark throws off a quick ball of shadow to the opponent, the amount of power it has is slightly weaker than Lucario's and does not do as much knockback, but you can also move and jump around quickly while Zoroark is charging up the Shadow Ball.
Side-B: NIght Slash: Zoroark rushes to make a quick but powerful claw attack to the opponent. Due to its power, the hitbox for this is small.
Up-B: Bounce: Zoroark gains a high vertical recovery by bouncing real high, then crashing down to the ground for hard damage and knockback. This move also has a small hitbox, so be careful where you aim.
Down-B: Double Team: Zoroark creates two illusionated version of himself that surround the real Zoroark, copying his every action he does. Though the illusionated ones can't do damage the opponent. A neat trick you can do with Double Team is that if you roll dodge to the left, the real Zoroark is quickly moved to where the left illusionated Zoroark where the middle Zoroark becomes the illusionated one. This should be heavily used in battle so that you can trick your opponents and have them keep guessing.[/collapse]
[collapse=Thekewlusername's Moveset]
B: Snarl: Zoroark reels his head back while glowing purple, after that he shouts releases a small shockwave in front of him by howling. The longer the B button is held down, the stronger the move becomes. Snarl has the same range as the Falcon Punch.
Side B: Pursuit: Zoroark is covered in dark energy and dashes at the enemy, his entire body would hurt the opponent. This move works in a similar manner to Fox's illusion. But it has a darkness effect, and travels a little further.
Up B: Faint Attack: Zoroark vanishes and then slashes upwards with its claws. It's direction can be tilted slitghtly.
Down B: Dark Pulse: Zoroark releases a powerful force field burst of energy around himself that pushes enemies back greatly. It's a slow finisher move. And its a bit hard to avoid at close range.[/collapse]
[collapse=Dimensionsword64's Moveset]Notable A attacks: All four tilts. They look the exact same, but the have different hitboxes.
Forward Smash and Down Smash. They hit in every direction.
Almost all moves have weird hitboxes, but those are the main ones.
B: Pursuit Weak attack. When you hit someone as they are walking away, they take HUGE knockback, but the same damage.
Side B:Night Slash
A rapid fury slash attack. Each attack has a different hitbox.
Up B: Agility
Flies quickly upwards. Has no gimmick.
Down B: Double Team
Acts like the Double Cherry from Super Mario 3D World. Creates a copy of yourself. The copy poofs into smoke when touched by any object. If you press Down B, the copy poofs into smoke, like it was hit.
Final Smash: Night Daze
Pretty much Marth's Final Smash.[/collapse]
[collapse=JOE!'s Moveset]ILLUSION
His signature ability, Zoroark takes the form of another fighter when he first appears into a battle... or at least he would if it wasn't blatantly obvious you hovered over and selected him. If you go that route you ignore one of his best traits!
Instead, to activate illusion you simply have to hold down the Z button while selecting another character. Once selected, you can let go of the button as the trick is in place, you will start the match as a totally different character, such as Lucario. From here, you have a Knockback threshold that dictates how long you can keep up your disguise, in this case it is High meaning that most any move with high base power (IE: most smashes) will knock Zoroark out of the illusion in a puff of black smoke. Zoroark can also manually get out of the illusion, but we'll save that bit for a moment.
As for the use of Illusion itself? Trickery of course! While active, you control the moveset of whoever you're disguised as, able to use all of their abilities with a catch: you deal Illusion Damage. This type of damage is rather self explanatory: the pain the enemy feels is merely an illusion of injury that begins to heal once the illusion fades away. In other words, damage dealt while masquerading as another character will begin to rapidly heal (10% a sec!) once the illusion is broken. While surely detrimental to be found out early on, being able to use anybody's abilities early in a match can surely be a great advantage! If you are particularly skilled, illusionary attacks can even net KO's, but it is highly unlikely against foes actively trying to get rid of illusions and thus healing faster than you can re-damage them.
STATS
- Size: 7
- Weight: 3
- Fall Speed: 7.5
- Air Speed: 9
- Ground Speed: 9
- Traction: 8
About the size of Marth and with the same weight as Fox, Zoroark is an incredibly fast character (when not impersonating somebody slower) with outstanding jumps comparable to Luigi's, and a dash as fast as Captain Falcon with air speed of which few can compare. That said, he is a bit of a Fast Faller which combined with his size and middling weight makes it somewhat easy to combo him and eventually KO.
SPECIALS
NEUTRAL B: DOUBLE TEAM
With a Tap of the B button, Zoroark performs a simple roll as the character he is disguised as, a back roll by Default that you can turn into a front one by inputting the direction quickly after pressing the button. After the roll if complete, you'll notice that you no longer control the illusion, it having become a lvl 9 AI with High KB Threshold and all.
So wait, what happened to Zoroark? Well, he is right where you left him: Invisible at the spot you performed Double Team!
While invisible, you have access to Zoroark's normal moveset (except for Double Team again) with the catch of tossing out any move will reveal yourself to the world, so you better be crafty in your approach: use the decoy to lure the foe into a powerful attack / grab, or just capitalize on a hit to perform an extended combo from the shadows! If you manage to get hit while invisible, you only have Medium KB Threshold, meaning most things that just cause knockback (not just stun/etc) will be enough to reveal you, so be careful!
As for when you are visible, the input will have Zoroark split in two! Zoroark will roll backwards or forwards (based on your input) and your Double Team shadow will roll opposite. Your shadow looks identical to you in every way, even down to the player tag above your head so be careful not to be confused yourself. The Shadow Clone is the same as a normal illusion, with it just being Zoroark instead. The clone can use all of your moves except for Neutral B and Side B, the former due to it being Zoroark who makes the illusions and the latter for reasons we'll see in a moment.
A second press has you perform the split once again! This time however, you reduce the KB threshold from High to Medium for both of your clones. Additionally, double tapping the input quickly has your clone split this time into two clones, allowing for even more trickery against your foe. You then have to wait for both clones to be defeated to use Double Team again (and as a side note, your illusions go away when you lose a stock, including your starting one if for some reason you suicide).
In the air, the illusion will double jump if used while disguised, while Zoroark falls back down invisibly. Otherwise, one of you will double jump while the other falls down normally, control is given up the same way with Up giving control to the Jump and no input / Down giving control to the faller.
Clearly the cornerstone of Zoroark's mind games, learning when to pull off your illusionary mischief is critical to mastering Zoroark. Never give away your secrets or else you'll be caught!
UP B: PURSUIT
Zoroark leaps forward, trailed with a dark aura into a somersault that deals 10% and moderate KB before bouncing back to the spot he used it from, with him being able to home in on enemies if you direct the analogue in their direction just after the input. From the air it mirrors Lucario's extreme speed in appearance, but Sonic's Homing Attack in function as he is safe from special fall if he hits a foe, but a miss can spell trouble.
As a recovery, it only goes a far as Sheik's Up B, with it squeaking out to 2 platforms total distance if you chase a foe down with it. But otherwise is just a decent "chase" attack with a bit of start up not unlike his fighting/steel rival's (even if said rival can recover further away...)
SIDE B: FAINT ATTACK
Zoroark leaps forward , trailed with a dark aura into a somersault that deals 10% and Moderate KB before going right through you and skidding to a halt. He then just stays there for a brief moment before fading to nothingness. Unknown to the enemy, the REAL Zoroark has been invisible since the first frame of Side B, the Pursuit knock-off being a decoy to cover his tracks!
Your main method of attaining invisibility again, the decoy dealing merely illusionary damage is a small price to play to escape into your invisible state once again. The standard invisibility rules apply here, but there is something of note in regards to his normally lackluster Up B:
INVISIBLE UP B: FOUL PLAY
Pursuit is the one attack that does not take you out of invisibility, and that is because it is replaced by Foul Play. What the new move does is have Zoroark zoom toward the foe from up to 2 platforms away in a barely visible blur and then perform the action of his choosing. The trick to this is to wait however, as each second you spend in invisibility adds 1% to the damage of the attack you pop out with (and subsequently the power due to more damage). The catch here being that in order to get a huge pay off you need to remain hidden and let your illusions do the work as long as possible else the boost is wasted, that and your opponent being tricked / mid hit in order to be hit when you reveal yourself as well.
While invisibility is a powerful tool, it is also incredibly dangerous for the Zoroark player. It can be easy to lose track of yourself at times especially if you jump around often while invisible. Zoroark naturally will NOT go off edges while invisible, but he can still leap off them if you aren't careful!Luckily his fast aerials can reveal himself quickly if you fear losing yourself in the air, but you may also pop out at a bad time. Mastery over invisibility is another core of Zoroark's gameplay, allowing him to land tons of free hits, escape offense and even KO more efficiently.
DOWN B: NIGHT DAZE
His signature move, Night Daze is a localized explosion of Dark Energy that is about the size of Bowser, dealing 18% and moderate-high (at high %) Radial KB. For a time after detonation, the area is completely dark, fading slowly over 5 seconds. Despite the slow start up, Night Daze allows Zoroark to act very quickly after the hitbox emerges, and start playing under the cover of darkness.
Aside from being one of his premiere KO options, the darkness created is a nice asset to your bag of tricks. Covering the start-up of many moves, or just anything in general can give an edge similarly to invisibility for a time if you manage to pull it off safely. While not -as- useful a setup as say, Faint Attack, the offensive use of Night Daze cannot be ignored, especially when you and your clones use it!
STANDARDS
JAB: FURY SWIPES
Zoroark puts his claws to use as he does two incredibly quick swipes back and forth for 2% each in a repeating pattern as long as you mash the A button. The move has a bit of surprising reach given his long arms, but especially given how he takes a small step forward with each swipe, making for as easy pressure tool to tear at opponents if they don't wise up and simply out-prioritize it.
FTILT: SHADOW CLAW
His hand covered in dark energy, Zoroark tears through the air in front of him in an angle-able, horizontal slash that leaves a trail of 3 distinct marks in it's wake. Hitting foes for a solid 7% and 45* medial 45* knockback, the shadowy claw mark remains in the air where he created it for a second afterwards to deal 3.5% and flinching to foes who touch it. A second may not sound like much, but when the move is as fast as it is you could easily surprised by the shadows!
DTILT: SCRATCH
From a crouch, Zoroark stretches out a claw and sweeps the floor in front of him, slashing at his foe's ankles for 5% and tripping them / dealing light-medium 45* downward knockback. Like with his jab, the maneuver is lightning fast, nearly comparable to Meta Knight's own sword poke!
UTILT: SHADOW BALL
His claws glow with dark energy yet again as he tucks it to his side, charging the energy a brief moment before lifting his claw directly above him as the shadows literally burn around his paw! Having the most start-up of his standards, Shadow Ball also has the longest duration (not counting Shadow Claw). The multi-hit attack lingers above his head, dealing 5 hits of 2% and flinching followed by a hit for 4% (14% total) and mediocre radial knockback, the entire attack taking about as long as Mario's Up Smash to perform. Again, given the height and reach of Zoroark it isn't hard to use this as a poke through platforms or easy juggler/anti-air, you just need to be wary of the lacking horizontal reach of the move.
DASH: NIGHT SLASH
While dashing ahead on all fours, a press of the A button has Zoroark's claws glow with dark energy once again as he does a quick hop and a sweeping slash, before halting his momentum briefly as he lands and recovers. While most of the time the slash does a decent 7% and vertical knockback, hitting with the slash the moment it appears will deal 14% and suprisingly high diagonal knockback, enough to start killing around 160%+ !
While only active for about a frame or two, the slash can be a great finisher in a critical situation if you think you can land it, otherwise it is a decent cross-up and pop-up move given his speed to follow up on both the normal vertical and diagonal hits.
SMASHES
FSMASH: FLAMETHROWER
Crossing his arms as he charges, his eyes glowing a feint red before unleashing a dark spray of crimson flames from his mouth! Contrary to appearance, this attack still hits with the darkness element and is a favorite scare tactic for Zoroark, as despite the start up, the dark flames actually reach a rather nice distance of about his height away from him and linger for about 2/3 of a second as they deal damage similar to Charizard's own maneuver. Better yet, the range extends with charge to a max of the Fire/Flying type's as well!
However as you may have guessed by the hint, "scare tactic" is a pretty accurate statement, as the flames are Illusionary. The damage begins to heal as soon as the flames end, but while active the hit-stun is all too real: take advantage of foes who fall prey to the trick by dashing forward the moment you spray out the fire!
The jet of fire is merely a trick, but that doesn't mean there isn't a real attack here. The moment he spews the dark fire, Zoroark creates a hitbox the size of the fireball from Mario's Fsmash that deals 14-20% and high radial KB just outside of his mouth, the move only taking about a 10th of a second to complete before Zoroark can move freely through his fake flames. Great when used from the shadows to cover the start-up weakness, it is also an amazing move to take advantage of when shadow clones perform it. So while weak for a smash (the base KB is about the same as Dash Attack), the utility can really get under your foe's skin quite quickly.
USMASH: U-TURN
Zoroark's left claw glows with dark energy as he brings it down and to his side during the charge up, crouching slightly as well before springing up and back with a somersault for an acrobatic slashing attack. Dealing 15-21%, the slash is only really active while he leaps up, sending foes flying up at a near vertical diagonal that can kill around 140% with low ceilings.
The fun part comes from the flip however, as he somersaults a whole platform behind himself! For reference, the leap is enough that if performed below a platform on the edge of one end, he would land swiftly on top the other edge with no landing lag, facing the opposite direction due to the spin attached. This creates some fun movement options as once the flip is done he is free to DI, jump, fast fall, etc one in the air, or if he lands go right into a dash / another U-Turn. Be wary of spacing however, as the attack isn't really reliable on shields given it only hits briefly unlike his Fsmash's flames, but is stellar for pestering a foe and retreating as other illusions (or yourself) take advantage of your victim's frustration.
DSMASH: DARK PULSE
Charging one paw at a time with darkness as he charges up this smash, upon release Zoroark directs the energy downward to create a localized shockwave of darkness on the floor around him! Foes how are adjacent to him as he performs the more receive 16-22% and very high horizontal knockback, while foes within half a platform radius take only 8-11% and light-medium diagonal knockback for their trouble.
An almost "alternate" version of Night Daze, while strictly ground bound in both input and hitbox, Dark pulse can net some early KO's at around 120% (compared to Night Daze which can be around 100 or less in the air / off stage) but also act as a poking / AoE option due to the pulse that travels along the ground to hit multiple foes surrounding you. It also doesn't hurt that it is a bit faster than Night Daze to come out as well, although it has some end lag unlike his Down Special which may be costly on a whiff.
AERIALS
NAIR: SLASH WHEEL
Performing a super quick somersault, Zoroark spins in a tight ball about 3 times within a half second, raking foes with the claws on his hands and feet for 6 hits of 3% for a possible total of 18%! Given it's low ending lag, it makes for a perfect "drill" to be used from a running leap, or just air to ground conversion as he cuts through enemies and leaves them open for a follow-up.
FAIR: DARK CLAWS
Zoroark reaches back with both arms, before making a huge vertical slash in front of him, comparable in many ways to Marth's of Fair except with only about 1/2 of the range of that maneuver. The move deals a solid hit of 11% with medium KB, the upper half of the move sending foes diagonally upward and the lower half being a very slight diagonal downward angle, both great for follow-ups.
Like with his Ftilt however, the claws create a dark tear through the air and leave a lingering hitbox for 5% and flinching around for a second in the shape his claws traveled! Though not as abuse-able as Ftilt due to the move being substantially longer, being airborne allows for many different placements of your claws for various extra hits if you are crafty, as well as easy capitalization on the illusionary versions your shadow clones may create.
BAIR: SHADOW SLASH
Eyes flashing red as he draws his right claw back, Zoroark whips around after a moment to deliver a devastating crimson slash behind himself for 15%! Dishing out extreme horizontal knockback, the move can be a pain to land due to the start up, end lag and very narrow hitbox, but it has the same power as his sweet spotted Dash Attack. The ability to land it off stage is where it really counts however as the angle and power when close to a boundary can spell a quick defeat for many a foe.
UAIR: SNARL
Leaning forward slightly as his eyes glow, Zoroark whips his head back in an arc as he releases a close ranged spray of crimson flames again with what almost sounds like a cackle. The Dark fire covers a decent arc above himself, about the range of MK's up aerial (though nowhere near as fast) and deals 7% with radial knoackback except for the very end of the move, where shutting his mouth with a fiery bite deals 12% and medium diagonal knockback. A useful juggle option with style, it also has some neat spacing aspects with the ending bite that can send foes offstage much easier or even KO if you're both up high enough at the right %'s.
DAIR: SHADOW ASSAULT
Looking down, Zoroark leans back mid air, turning himself to face toward/away from camera as he covers his claws in dark energy and does two jabs downward before righting himself swiftly. Each jab deals 5% and pops foes up on top of stalling his aerial momentum briefly. A great cross up next to Nair to get people off the ground, the slightly unique hitbox placement of left-right can make for interesting spacing and poking opportunities.
THROWS
GRAB & PUMMEL: PUNISHMENT
Zoroark's grab has average range, but above average speed as he reaches out with his right claw to nab his prey (presumably from the shadows). Once caught, mashing the A button has Zoroark rapidly stab the foe's midsection with glowing claws, mirroring the speed and damage of his rival Lucario.
DTHROW: EVISCERATE
Dropping the foe down on their back, Zoroark stands over them and begins slashing down at his victim viciously, hitting 6 times for a total of 12%! The last hit deals diagonal knockback in front of Zoroark, popping foes up just slightly and easily tech-able outside of extreme percentages, allowing for potential re-grabs and more claw action.
UTHROW: SLASH
Zoroark tosses the foe up lightly before in the same motion following up with a violent slash from below with the other claw. Dealing 9%, Slash always deals a set amount of Knockback high enough for foes to touch the top platform of battlefield from below, making for an excellent juggle-starter and mix-up to his Dthrow which while rewarding, requires more reading on Zoroark's part than Uthrow to follow up on.
SIDE THROW: DARK ILLUSION
Zoroark's eyes glow red as he grabs his victim with his other claw, grinning wickedly as his whole body glows like with Night Daze before creating a brief energy pulse surrounding the two! Dealing 9% the victim is send out in front of Zoroark with mediocre knockback... as well as behind Zoroark.
Wait, where is Zoroark exactly? Well, he has disguised himself as his foe!
Like with Double Team, the direction (Back, Forward) dictates which of the two is Zoroark and which is the Enemy, with only the Zoroark player knowing who's who at first, which can terribly mess with your victim's actions temporarily.
While disguised as your opponent, you behave just like any other disguise: able to dispel it as a shadow clone with Neutral B, and otherwise having access to illusionary versions of their moves (Dark illusion itself deals illusionary damage to boot). A nice, final trick under your belt that allows you to make players double take once again as if you restarted the match!
FINAL SMASH
SUPER NIGHT DAZE
With the power of the Smash ball at his disposal, Zoroark is able to unleash his full power with a Smart-Bomb sized night daze that deals an incredible 36% damage and extreme radial KB to all enemies in range, leaving nothing but destruction in it's wake!
PLAYSTYLE
Zoroark is a master illusionist and trickster, and while his claw based moveset may be simple, the best tricks always seem so on the surface.
In order to get a firm grasp on how to best use his abilities, you have to master the art of observation, prediction and timing. While his illusions are certainly powerful, using them at the wrong time, place or even frequency can land Zoroark in trouble as once caught he is relatively easy to combo and KO due to his limited recovery and fall speed. As an easy example, most of the time Zoroark will be chosen via the Illusion method of starting under the guise of a different character for his first stock. This allows you to predict how the foe may react to said character as opposed to Zoroark normally. Choice really comes into play here due to your neutral special separating you from your illusion, so characters that really enjoy using Neutral B may cause suspicion if you disguise yourself as them and avoid using it for a time. Immediately rolling (Double Team) may also cause suspicion at times, but is more subtle due to using it to possibly avoid a projectile. A better time to split would usually be when you would roll anyways, in order to not tip off the foe that you are actually Zoroark in disguise!
From this point, you can safely observe how your prey behaves as they fight off your illusion for a moment, and calculate how to abuse the situation the best. That said, it usually is not easy as you are merely invisible, not invulnerable and can still be hit and discovered by foes who send out a flurry of attacks. Either netting a free grab and starting a combo, or biding time for Foul Play to give you a strong first impression are examples of invisible "traps" you can use against foes as they unknowingly fall right into your claws.
Once visible however, you have to fight the foe more or less head on s after a while your Faint Attack mix-up shouldn't be as reliable as a smart opponent can use Prediction and Observation against you as well, which is where timing comes into play. While Zoroark could try being merely aggressive with his slashing claws, he lacks overall power and priority to really contest with other fighters despite his speed. Instead, he has the ability to redirect where they attack with Double Team and Faint Attack! These maneuvers can throw off the foe's observations and in turn make them take all the wrong actions when trying to fight Zoroark, most notably wasting a laggy KO move on nothing but a puff of smoke while the real Zoroark prepares Night Daze from behind, or shielding what they thought was Pursuit only to be grabbed by an invisible assailant soon thereafter.
On the less "tricky" side, Zoroark has amazing special attacks at his disposal with Illusionary Damage. Given his shadow clones of both himself and other characters (chosen at the start or borrowed via Dark Illusion) are capable AI in their own right, they can be a great source of damage while they last, and can allow for some amazing combos and damage racking for Zoroark to take advantage of. He must be quick on his feet however as the illusions are incredibly frail, and only having two out at once makes for a 1/3 chance of foes figuring out which to chase based on how you move about. In some cases, it may be an advantage to "play dumb" as the player may not recognize you as a player, but rather one of the AI and ignore you temporarily!
Either way, Zoroark is one of the most cerebral characters out there for all parties involved when he joins into a match. Getting in your head from the character select screen all the way to the end, the Illusion Pokemon's endless bag of tricks will keep players occupied for years to come.[/collapse]
[/collapse]
Mario & Sonic Guy's Contribution
Overview
Zoroark is known as the Illusion Fox Pokemon, and is one of the very first generation 5 Pokemon revealed to the public, along with its pre-evolution, Zorua. As its species name suggests, Zoroark is capable of creating illusions to throw off its enemies, and it also has a strong offense. Zoroark lives in the Unova region, but it can only be encountered through Nintendo events, making it a very rare Pokemon to find.
While Zoroark is still new to the Nintendo world, it has played a major role in at least one Pokemon movie. It also serves one of the warlords in Pokemon Conquest, and is one of the Pokemon that players can encounter in PokePark 2.
Super Smash Bros. 4
Zoroark enters the Super Smash Bros. series as the newest member of the Pokemon franchise.
Zoroark is a fighter with relatively balanced attributes. Its offense and defense are at average levels, but it excels in the speed department. In fact, its best stat is its running speed, which almost rivals that of Zero Suit Samus. Zoroark is also moderately heavy, and has access to a projectile move. While it's not the greatest jumper, Zoroark's jumping abilities are still at an average level, and its air speed is pretty good too. However, it's a fairly slow faller, which does make it easy for opponents to vertically KO it. Fortunately, it's not an easy target to KO horizontally, since its recovery is at good levels. Zoroark has the ability to do wall jumps, and it can crawl, but it can't cling onto walls.
Some of Zoroark's attacks have darkness effects, which is especially noticable with its special moves. Its special moves include Dark Pulse, Foul Play, and even its signature move, Night Daze.
Overall, Zoroark doesn't have any super high pros, nor does it have any serious weaknesses.
This is basically how I envision Zoroark being played out. But if anyone has other inputs for this Pokemon, feel free to discuss about Zoroark here.
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