Flamecaller of Kalos: Delphox for DLC! What future do the flames foretell?

Delzethin

Character Concept Creator
Joined
Mar 23, 2012
Messages
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Delzethin
#1

#655 - Delphox
"The tree branches they carry allow them to focus their powers. Staring long enough at the staff's dancing flames allows them to enter a trance state that gives them glimpses of the future."
"The psychic powers Delphox gains gives them total control of their fire, up to their most devastating technique:
an immense vortex of searing flame that only harms those they wish it to."


Introduction

Delphox is the fully evolved form of Fennekin, the Fire-type starter Pokémon from the Kalos region featured in Pokémon X and Y. A counterpart to the knight-like Chesnaught and the take-a-wild-guess-what-it's-supposed-to-be Greninja, Delphox is designed, both thematically and statistically, to be a mage. Delphox also bears a secondary Psychic type, the first Fire starter in four generations to not become part Fighting.


Making a Case: What would Delphox add to Smash?

(Disclaimer: I'm going to refer to Delphox with female pronouns from here on out. Their design is only vaguely feminine and a male one would still make sense; it's mainly out of habit thanks to the female one I have in my Pokémon X playthrough.)

Even though fire is such a common element among the Smash fighters, it's still barely been explored. All of the current characters who use fire in prominent ways--Charizard, Captain Falcon, Mario, Roy--either wield it in its most basic forms to deal damage, or augment their physical attacks with it to strengthen them. They use fire as a raw, untamed force of nature.

Then you have the spellcasters: Robin and Zelda, although the Mother boys might or might not also count. Fire is just one of several elements in their repertoire, a tool for them to use when needed but not a key part of their abilities. In fact, for most of them, lightning is more prominent in their movesets!

Despite everyone who currently uses fire...there's a whole side to it that Smash has yet to do anything with. Even though fire is still very much a dangerous thing that needs to be handled properly, it can also be much more. Fire can be warm and inviting, a welcome respite to someone sitting in its glow or to a group of companions gathered around, sharing stories. Fire can be elegant, graceful, and in its own way, beautiful, from the way a candle flame dances on the end of its wick to artistic arrangements of fire to brilliant, multicolored fireworks displays (though those are much more beautiful than they are elegant, heh).

There's a lot to the element that we haven't seen yet in Smash Bros...and Delphox is the perfect character to utilize it. A calm, reserved personality and graceful movements could make her fire attacks almost seem to dance. A mastery of a wide range of Fire-typed techniques in the Pokémon games gives her a huge repertoire that allows her to do things with it no other character could dream of. Even her fire itself is extraordinary, augmented by her psychic and magic abilities, and in Smash it could burn in a rainbow of colors (derived from Mystical Fire, Delphox's signature move in the Pokémon games, which is tinted green and specifically described as being different from ordinary fire), giving her powers a distinct and visually commanding appearance in battle!

Meanwhile, have you ever noticed how few mages there are in Smash? The only true examples we have are Robin and Zelda. Ness and Lucas might or might not qualify, as previously mentioned, and Rosalina and Palutena are ambiguous themselves, but for the wide range of possibilities magic provides, Smash has surprisingly little of it so far.

Compare that to all the swordfighters we have: Link, Marth, Roy, Meta Knight, Ike, Toon Link, Mii Swordfighter, Robin (showing up again, being a Magic Knight and all), Lucina, and Shulk. Ten swordsmen (and women) compared to only two straight up spellcasters. Though there are characters that, as mentioned, are ambiguous examples, there are also two more ambiguous swordfighters since Pit and Dark Pit can separate their bows into blades! Magic is highly unexplored in comparison, and so another mage would fit right in as long as their powers were unique compared to the ones we currently have.

That is where Delphox would stand out. Though not the developers' first pick for a Pokémon from the modern games, she is still prominent as a fully evolved starter Pokémon from the newest generation, and generally well-promoted by Game Freak and liked by the fans as much as all three of Kalos' starters are. Though we have mages that use fire, they use it in a supplemental role and not a major focus. Though we have characters that use fire in major roles, they're all physical fighters, not spellcasters.

The niche of a pyromancer is wide open, and with all the ways she can utilize her powers, Delphox can play that role like no other.

And that isn't even getting into just how many forms her fire magic can take...or the psychic abilities she can supplement them with...or the more trickster-esque elements in her repertoire! The creative potential within Delphox's available powers is nearly endless and just waiting to be unlocked.


Potential Playstyles

There's a lot of room for interpretation to how Delphox would play. Depending on how her stats and moveset play off each other, she could fill quite a few different archetypes.

Her fire magic could serve any number of roles: powerful, long-reaching projectiles, concentrated blasts for long range sniping or to harass opponents who try to close in, long-lasting flames in the style of Arcfire that serve as traps, or even single flames or fireballs for simpler projectiles. Delphox's psychic powers can also serve multiple purposes in ways that are distinct from Mewtwo's, taking the forms of powerful mental blasts, delayed psychic flare-ups, non-damaging attacks that inflict status ailments, moves that disarm opponents or steal items from them, or even something like Calm Mind that buffs Delphox herself! There are even a handful of other techniques to pull from for a moveset, from Lucky Chant (a non-Psychic status buff the entire Fennekin line gets naturally) to the tutorable Signal Beam, Magic Coat, or Wonder Room to even the unconventional moves such as the self-strengthening Howl! And even those don't touch on the physical possibilities brought by the tree branches the species uses as staves!

By mixing and matching all the techniques she has to draw from, Delphox could fit into a number of different archetypes in Smash. She could be a projectile zoner and trapper, casting spells and setting fires to rack up damage as opponents struggle to approach her. She could be more of a hit-and-run specialist, pelting opponents with short or mid-range magic then using her mobility--a fast 104 base Speed in her home games combined with a fox's natural agility--to escape retaliation. She could even be a long range specialist, sniping her opponents with powerful projectiles from a distance then swatting them back once they get close. Or perhaps she'd be a paradigm shifter, playing it safe normally and using her spells to put her opponents in disadvantageous states from a safe distance, then rushing in to pursue them as long as she can hold the upper hand!

Delphox definitely wouldn't rely much on simple hand-to-hand blows, though. Not with some of the worst physical attack power of any starter Pokémon. But that in and of itself is a way of standing out amongst all the physical fighters!


Further Questions Answered

We got Mewtwo already. Why do we need another Pokémon?


As far as the roster goes, it isn't about how many "reps" a series has or "deserves". More than anything, and especially in Smash 4, the newcomers have been compelling characters first and foremost. Pokémon has a massive amount of characters due to its 721 (and counting!) different species, and many of them have high moveset potential due to the massive array of moves (621 so far!) there are in the Pokémon games.

And even then Pokémon now has the same number of characters it had in Brawl while Super Mario gained three. Even the "reps" argument holds no water here!

Getting one or even two more Pokémon characters is possible if future DLC is extensive enough, especially since it's Nintendo's second biggest series and has so many compelling options for characters.


But there are all these other, more prominent characters! There're only so many slots left, and she'd steal one from someone more deserving!

Let's get this out of the way first: the whole "character slot" argument? Completely missing the point. No Smash development team has ever locked themselves to a specific number of character slots, and they've added and dropped characters mid-development throughout the entire series. We even saw it in Smash 4, where Lucina, Dark Pit, and Dr. Mario were upgraded from alternate costumes to clones because they had spare time!

While Sakurai has said his team won't be able to stay a team forever, we've repeatedly seen him err on the side of caution to avoid disappointing the fans. First he said he wasn't sure how much bigger Smash 4's roster would be compared to Brawl's, but we ended up with 10-12 more characters (depending on how many you view the Mii Fighters as), with four more as DLC. Speaking of DLC, he also said it wasn't on his radar...and then it was. Then he said he didn't think they'd be able to make much, but now his team is all in! He's not lying, per se, he's being defensive in case something happens, and as such we probably don't have to worry much about any limit on characters.

And while there're other characters that currently outrank Delphox in popularity while still having the same amount of potential, she still has characteristics the developers looked for in the initial newcomers: uniqueness, moveset potential, favorable characteristics, and enough prominence to be recognized by the majority of Smash fans.

If Delphox can continue to garner support, she'll still have a chance as the characters nominated the most are brought in, rejected, or put on the backburner...because unlike many of them, she has a way in through non-Ballot means.

Read on to see how.


Why Delphox specifically, then, over all the other Pokémon characters?

To be honest, this is where things get subjective. There are quite a few 'mons that would make interesting additions to Smash, and arguing one over the other is pretty difficult.

But regardless of any competition, Delphox definitely has the potential to be a fan favorite, and in a way where she'd feel true to character without resorting to the creative reaches Sakurai has shied away from before!

And with a design that's slowly grown on the fans despite not being what they expected at first, and with an increased role in promotional material showing The Pokémon Company has taken notice, Delphox has become just as worthy of being part of the discussion as Squirtle, Ivysaur, Sceptile, and so many others.


But why do we need a second 'mon from Generation 6, and a second Fire starter?

If we can have four or more from Gen 1, why not two from the most current and relevant generation? Delphox wouldn't feel anywhere near redundant compared to Charizard due to how different they are in build and in how they use their fire.


Is Delphox even popular enough to get a chance?

In short...it's enough. Character popularity isn't the sole deciding factor for making the roster (as we saw with Ridley...R.I.P.). They can't be obscure, of course, but they only need to be well known enough for the general fanbase to recognize them.

And while Delphox can't rival Greninja's popularity (Not many starters can!), all three Kalos starters have been getting plenty of recognition by fans and artists. It's more out of our hands than before not that the Smash Ballot is closed, but the possibility is there...and we have a way in that other characters don't.

Once again...read on.


But Fennekin's already a summon! Doesn't that rule Delphox out?

Not necessarily. We've never seen one member of an evolutionary line be a summon while another is playable, but we've also never seen proof that it can't happen. The situation simply hasn't happened before.

Fortnately, having Delphox playable while Fennekin remains a summon still works! Fennekin doesn't have the spellcaster motif, the Psychic affinity, or much of moveset potential the line gains as they mature, and since most Pokémon characters in Smash represent entire species, they could easily be two different characters, meaning having both appear at the same time is a non-issue!


Our Chances

There are many other characters--and even other Pokémon--with more of a following. As it stands, our chances trend low...or do they?

You see, unlike many others, Delphox has an outside chance of getting added as a non-Ballot character!

Do you remember how Sakurai and his team originally chose Greninja? Pokémon X and Y were still over a year away when they were deciding on potential newcomers, but since they were slotted to be released nearly a year before Smash 4 would be ready, they decided it'd be stranger for there not to be a character from a pair of games that would be recent and relevant yet still have been out for a significant amount of time. They obtained concept art, design notes, and other assets from Game Freak and The Pokémon Company, and decided from there. It was a bold move, but considering Pokémon is Nintendo's 2nd biggest series, it made sense.

...But here's the thing: There's no way Greninja was the only Gen 6 Pokémon they looked at. They wouldn't have put all their eggs in one basket, so to speak. There would've been other Gen 6 'mons they considered as well, even if Greninja did end up being the one they eventually chose.

And as a starter Pokémon of the popular Fire type, the first in four generations to not become part Fighting, and intentionally designed to resemble various mages and spellcasters, a character type that is a perennial fan favorite? There's a very significant chance that Delphox was among the ones they considered!

We've seen them use some of the DLC so far to revisit characters and other concepts they cut early in development. If Delphox was among the Pokémon that were passed on in favor of Greninja...there's a chance she might've been brought back for a second chance. And from there? Maybe she's already pretty far along.

Or maybe she's on their radars, but they want to be sure she'd be worth the time they'd have to invest.

Is it a long shot? More or less. It's primarily a theory, an educated guess. What it does mean, though, is that we have a plausible reason to believe that Delphox is one of only a handful of characters that still has something to gain from a growth in support even with the Smash Ballot closed! If you're interested, then making your voice known actually can serve a purpose!
 
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Delzethin

Character Concept Creator
Joined
Mar 23, 2012
Messages
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Location
St. Louis, MO
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Delzethin
#2
Movesets

-=Stats=-

Size: 7/10
Weight: 89 (Upper-Lightweight, T-38th w/ Peach)
Walk Speed: 1.19 (Semi-fast, 18th, ahead of Link and Mii Swordfighter but behind the Pits)
Running Speed: 1.7 (Semi-fast, 19th, ahead of Mewtwo and Wii Fit Trainer but below Donkey Kong)
Jump Height: 6/10
Air Speed: 1 (Average, T-24th w/ Rosalina, Robin, and Little Mac)
Fall Speed: 1.35 (Semi-Floaty, T-35th w/ Zelda, Olimar, and Pac-Man)
Attack Strength: 5.5/10
Attack Speed: 4/10
Combo Potential: 6/10
Kill Power: 5/10
Recovery: 6.5/10

Special Techniques: Wall Jump

Playstyle: Trapmaster Zoner (Think a less extreme Robin with multicolored fire.)

-Pros-
+Disjoints on most attacks
+Three projectiles that each serve different roles
+Surprisingly mobile for a zoner
+Strong in both neutral and advantage states
~Stronger in advantage, though; pressing advantages when they come works better than hard camping​
+Kill moves are mostly reliable, and several have exceptional range when used as traps
+Difficult to edgeguard if given space

-Cons-
-Above average size coupled with below average weight
-Struggles against direct pressure, and disruptor moves are present but flawed. Poor in disadvantage state overall.
~Decent at escaping juggles, though​
-Projectiles are linear; vulnerable to campers with more control over theirs
-Little ability to kill until ~130%, and no attacks that spike; she can only kill early with a successful edgeguard or stage spike


-=Traits=-

-Wall Jump-
Mostly self-explanatory. Delphox can jump off the side of a wall once per trip in the air.

-Chromatic Fire-
A visual gimmick. Due to being augmented by psychic power, the fire Delphox creates is multicolored! Present on all of her moves except her jab, down aerial, and side, up, and down specials.

-Spreading Flames-
Delphox's smash attacks have a unique property: When charged they gain little in terms of damage and knockback, but gain signficant range! At full charge, her forward and down smashes have the greatest range of any such move, and her up smash's range is second only to Palutena's! The moves' end lag increases with their range, so intelligent use of them is key.


-=Thematics=-

Delphox would borrow from mannerisms usually associated with mages and wizards, having been designed to resemble them and all. Many of her animations would have a kind of refined elegance to them, with graceful and fluid motions (aside from her few physical attacks, which look comparatively rough and unpolished). Her stronger attacks, especially the ones where she controls fire directly, would feel almost like something out of a dance, tying into that sense of otherworldly grace.

That isn't to say she wouldn't have a more playful side, smirking occasionally and reveling a little when she's caught an opponent by surprise. She is a fox, after all; she's still a bit of a trickster at heart.

All of these powers, abilities, and traits tie into one overarching theme of what Delphox could be in Smash: beautiful, but deadly.


-=Basic Attacks=-

Jab (Ember)
Delphox throws two open-palm punches with alternating hands--both of them a cross between a jab and a claw swipe--then blows embers at the opponent's face.
-The third part can be a single hit, or if A is pressed at least four times, held for multiple hits as Delphox continues to exhale. The hitboxes on the "rapid" version are smaller than the single hit, aside from its finisher.
-Decent speed (hits on ~Frame 4), but lower damage output (9% total for three-hit version) and the first two hits are not disjointed.


Forward Tilt
A horizontal swing of the stick Delphox uses as a wand.
-Has a bit of an upward arc, but this is mostly aesthetic since it's a horizontal swing.
-The swing slows down near the end, creating a delayed sourspot hitbox that catches opponents who jump the gun with their punish attempts.


Up Tilt
An upward circular swing of the wand.
-The hitbox is a little higher diagonally above and behind Delphox than above and in front of her.
-Has a late sourspot diagonally above and behind her, kind of like with her f-tilt.


Down Tilt
Delphox crouches low, snaps her fingers, and a small flame bursts to life in front of her.
-Small hitbox and on the weak side, but comes out fast compared to most of her other attacks.

Dash Attack (Variant of Fire Spin)
Delphox spins once mid-dash with her wand in hand and lit, surrounding her with a ring of fire, then finishes the dash with a fiery flourish!
-Compared to Mega Man's Top Spin, this doesn't last as long and only deals two hits instead of a multitude of weak ones. The first hit links into the second.


-=Smash Attacks=-

(Note: Delphox's eyes glow while charging her smash attacks, a visual cue to the Spreading Flames effect taking place.)

Forward Smash (Flame Burst)
Delphox thrusts her arm forward, unleashing a stream of flame that ends in an explosion! When fully charged, this attack reaches a distance equal to one third the length of Battlefield!
-For reference, Shulk's forward smash has a range of about 1/4 of Battlefield.
-Hits twice, once from the line of flame and once for the actual "burst". The burst hitbox of the attack is at the far edge of the move's range. The first hit knocks enemies into the second.


Up Smash (Fire Pledge)
Unleashes a slightly curved stream of flame skyward. At full charge, it reaches as high as Battlefield's upper platform!
-The animation would have Delphox crouching a little during the charge, with her right arm low. The fire comes up in front of her and follows the path of her arm as she swings upward.
-The hitbox starts in front of Delphox and ends directly above her, curving to allow such. Has a blind spot behind her.
-Resembles the Pokémon games' version of Fire Pledge in appearance, aside from the curve.


Down Smash (Sea of Flame)
Delphox ignites the very ground surrounding her and blows the flames outward! When fully charged, it covers the length of a Battlefield platform on each side!
-Startup animation would look a little like Lucario's d-smash: Delphox brings her hands together, then (if not charged) quickly shoves them to her sides.


-=Aerial Attacks=-

Neutral Aerial (Variant of Fire Spin)
Delphox spins in place, a vortex of flame appearing around her to damage anyone who gets close.
-Has four hits. It's a longer lasting n-air, kind of like with Mewtwo or Lucas.

Forward Aerial
A rising underhand wand swing.
-Has notable startup lag, but great horizontal reach.

Back Aerial
Delphox turns around and performs a forceful overhead wand swing.
-Less horizontal range than her fair, but significantly faster. One could imagine her saying "How dare you attack me from behind!"

Up Aerial
Swings her wand back and forth overhead. Two separate hitboxes.
-The first hit doesn't link to the second, which when combined with a relatively long animation, keeps it from being a powerful juggling tool. It's more for trapping and tacking on extra damage.

Down Aerial
A surprisingly fast kick straight down. Weak, but good at disrupting overly aggressive foes below her.
-The air around her foot glows red-orange, but no actual fire is present.
-Does NOT spike. Knockback is more forward, like Lucario's d-air but weaker.



-=Grab and Throws=-

Grab (Fire Spin)
Snares an opponent in a vortex of spinning fire.
-Has nice range but slow startup for a non-tether grab. Think something like Greninja's range with Zelda's speed.
-Delphox holds her right arm forward if the grab lands, channeling power through it to keep the vortex together.
-Chromatic Fire is on overdrive with this one. It'd look breathtaking...if you're not the one trapped in it, anyway.


Pummel
Delphox snaps her fingers on her left hand, and the vortex glows and spins faster for a moment, scorching the enemy caught inside.
-Slow, but deals 3.5% damage per use!

Forward Throw
Delphox spins twice in place to build momentum, then slams the vortex with a powerful open-palm strike, sending her opponent flying forward!
-Her eyes glow right as she hits the vortex, as she's using limited telekinetic power to strengthen the throw. The spinning is reminiscent of Fire Emblem mages.
-This one's her kill throw, netting KOs near the ledge from around 130% on (varying based on the stage, opponent's weight, and level of rage present).


Back Throw
Delphox spins the vortex behind her, using the momentum to fling her opponent away!
-The same eye glow from the f-throw is present at the point of the throw.
-Looks similar to Robin's b-throw, but in comparison, this one has much less knockback growth and a lower trajectory.


Up Throw
Delphox lowers her arm for a brief moment, then swings it upward as the vortex launches its captive straight up!
-The lower part of vortex itself starts squeezing the opponent when Delphox brings her arm down, then the clenched area follows her arm as it rises, forcing the opponent upward.
-Would lead to strings at low-to-mid percents.


Down Throw
Delphox suddenly makes a fist with her right hand and punches downward, and the vortex slams the opponent against the ground!
-She smirks a little when she does this one.
-Base knockback is too high to reliably follow up on. It's more for damage dealing and positioning.



-=Special Attacks=-

Standard Special: Mystical Fire
Delphox spins her wind in circles, summoning fings of flame as she charges a spell. When B is pressed a second time (or once, if it's charged all the way), the rings move forward and Delphox blows a fast, spiraling flame through them! The more the spell is charged, the greater its damage and range, with a full charge covering half the distance of Battlefield!
-The charge can be stored, like with similar moves, though it only saves at each new ring created.
-Has six rings at maximum charge, with one ring appearing for every two wand spins.


Side Special: Will-O-Wisp
Delphox forms an orb of blue-violet fire in her free hand, then gently pushes it forward. If an opponent touches it, they take minor damage but become burned, taking further damage over the following few seconds! If they shield the orb, they avoid the first hit but still become burned!
-Comes out pretty fast despite how long the description makes the startup sound. Creating the orb and pushing it forward is all one fluid motion.
-The orb moves straight forward at moderately slow speed (Around that of Mario's fireballs, more or less?), traveling the equivalent of 2/3 the distance of Final Destination.
-Burn damage can be prevented by shielding or dodging, but sitting in your shield or dodging recklessly is a very bad idea for Delphox's opponents, especially if they've taken enough damage already to be near kill range!


Up Special: Heat Wave
Delphox slowly ignites the air beneath her hands and feet, then expels the then-superheated air outward, rocketing her in the direction the player holds! By changing said direction, you can also alter her trajectory to an extent while already in flight and pick off opponents who tried to stop her from returning to the stage!
-I guess you could call it a cross between Fire Fox and Launch Star in function, with a charge similar to Diddy's Rocketbarrel?
-Delphox has a hitbox once she starts moving, as well as a weak windbox behind her hands and feet, but she's wide open during the charge.
-Can go pretty far if given the chance to charge, but is dangerous to use if someone is in your face offstage.
-I kind of picture her pose mid-flight looking like Iron Man's. Why not; R.O.B. already imitates Superman!


Down Special: Future Sight
Tapping into the other side of her powers, Delphox reaches forward as her eyes and hand glow a bright violet. A Bowser-sized area immediately in front of her becomes "marked" with psychic energy, causing it to gain a similar violet tint. Three seconds later, the area explodes in an arcane blast!
-Deals three quick hits, allowing it to poke shields. If you imagine a clock, the explosions hit in places corresponding to 10:30, 3:00, and 7:30 if Delphox faced right when using the move, or 1:30, 9:00, and 4:30 if she faced left.
-Delphox herself can get hit by this, so you can't sit in them and wall people out. She only takes half damage from it, though--after all, she's resistant to psychic attacks!



Final Smash: Inferno Vortex
Delphox lets out a howl that echoes though the air, and levitates to the center of the stage. Countless flames come to life around her, quickly forming into a massive tornado of fire that spans 1/3 of Battlefield in size and rises to the upper blast zone! The player can guide the vortex left and right, and anyone caught in it takes multiple strong hits before being thrown violently out of it!
-If used on a scrolling stage, Delphox and the vortex both move along with the scroll, as with similar Final Smashes.


-=Miscellaneous=-

Up Taunt (Sage Bow)
Delphox raises one arm, then bows and crosses it over her chest. Fire Emblem fans might know this as an animation some spellcasters in the series perform when they defeat an enemy.

Side Taunt (Wand Flourish)
Delphox spins her wand a few times, then holds it forward.

Down Taunt (Divination)
Delphox creates a flame in her open palm, and stares at it intently, attempting to gain a glimpse of the future.

Stats
Size: 7.2/10 (Around Mewtwo's size)
Weight: 95 (Given they are two pounds different in Pokemon, it makes sense for Delphie to be one weight higher than Greninja)
Walk Speed: 1.17 (Just below :4metaknight:, just ahead of :4wiifit:)
Run Speed: 1.49 (Just ahead of :4lucario:, just behind :4kirby:)
Jump Height: 7.8/10 (She isn't anywhere near Falco, but she has a floaty second jump like Mewtwo/Ness/Lucas/Yoshi)
Air Speed: 1
Fall Speed: 1.28 (Tied with :4tlink:, they seem to have overall similar physics)


Standard Special: Mystical Fire
Sketch a pattern of flame in the air in front of you, and out of it comes a flaming burst that explodes on contact. Touching the pattern does 3-4 damage, and the burst from the flame does 11-14.

Side Special: Light Screen
Quite similar to Palutena's Side Special, but the screen last much longer, increases the power of reflected projectiles, and is harder for opponents to get through. There can only be one on the field at a time, however.

Up Special: Flame Charge
Cover yourself in flames and plow upward. The angle of ascent can be changed via directional inputs while the move is charging. Visually similar to Fire Bird or Fire Fox(Falco and Fox's Up Specials, respectively).

Down Special: Overheat
Three sets of fire bursts shoot out of the ground in quick succession on either side of you, each a bit farther away than the last. A powerful move, with second-frame execution, high damage(27 on first set of bursts, 21 on second, and 15 on third), and high launch potential, but can't be used in midair and if the move doesn't hit the opponent, leaves Delphox dazed and open for 8-12 frames. Highly punishable, but very powerful.


Taunts
Up Taunt: Pulls out her twig and spins around with it. Fire glows in a ring around Delphox.
Side taunt: Points her twig at an opponent as if accusing them, Phoenix Wright-style.
Down taunt: Crouches, then jumps up and draws her twig over her head.

Thanks for reading,

Neutral B:
Mystical Fire

Delphox looks at the fire on her branch.
When you move the control stick, Delphox moves her staff that way, leaving a fire trail.
If opponents touch the fire trail, they get burned
When the beginning of the trail connects with the end of the trail, the inner part of the line explodes.

You can charge the move by leaving the control stick in the neutral position at the beginning.
Charging results in the figure firing a beam when exploding, length dependent on charge.

Side B:
Light Screen

The fire on Delphox's staff glows blue and Delphox draws a barrier with it in front of her.
If the opponent attacks the barrier with a Special Move, Delphox's Special Moves become twice as strong.

Up B:
Flame Charge

Delphox covers her robe in flames and gracefully floats upwards.
When the button is pressed again, Delphox charges at high speed in a direction of choice.

After the move is done, she gains the Superspicy Curry effect for a while.

Down B:
Future Sight

Delphox looks at the tip of her branch, that glows blue.
When an opponent is hit by the blue flame, which has now a hitbox, they get marked with fire at their feet.
If opponents then attack Delphox, the fire explodes and deals damage and knockback.

I like how this moveset has two counters to play into that Future Seeing theme and all.

Gameplan: Delphox requires a perfectionist playstyle. Using calm mind is a necessity to his success as it boosts your attack and defense for as long as you stay perfect with landing your attacks. Your mobility is surprisingly good so use that to get away from your opponent to find the time to charge up a calm mind. If you can stay perfect with landing your attacks when calm mind is enabled, Delphox will have no trouble landing kills.
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Wall Jump: Yes
Crawl: No
Speed/Air Speed: Above Average
Weight: Below Average
Size: Above Average
Power: Below Average (without calm mind), High (With calm mind)
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Special Moves

Down Special: Calm Mind
Using this move is similar to the effects of Lucas' Neutral B in Project M. It temporarily increases Delphox's Sp. Attack and Sp. Defense. In Smash Bros terms, all of Delphox's attacks are increased in damage and knockback as well as his defenses by taking less damage and knockback. Delphox stares into his wand to charge it up and the effects only come when the move is fully charged. Whenever Delphox uses a special move or smash attack and misses his opponent, it must be charged up again. If Delphox connects and lands the hit successfully, he gets to keep the calm mind. The effect can be noticed as the tip of his wand will be lighted up. This move is shield cancelable, but does not save the charge.

Side Special: Mystical Fire
Spinning his wand around, Delphox creates a spiral of fire that can be further increased by rotating the control stick in a full circle. The longer it is charged the more range it will cover. It has a slight chance of causing the opponent's attack to drop. As always, this move will be stronger if calm mind is activated and will keep the calm mind if it connects. This move is shield cancelable, however it does not save the charge.

Neutral Special: Fire Spin
Similar to how Virgil's spiral swords are in Umvc3, Delphox summons fire around him that he can use as a shield as he moves around. Similar to Megaman's Leaf Shield but only covers the front and back. Using this move will completely eat up a calm mind, if used without a calm mind it will hardly stick around.

Up Special: Fire Blast
Similar to Sheik's recovery move. Delphox does a small hop into the air and quickly uses a Fire Blast where he is currently at to boost himself into a direction. If you have calm mind active it will recover farther and deal more damage and knockback. Same rules apply, if the attack does not hit an opponent, Delphox will not keep the calm mind.
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Smash Attacks

U-Smash: Delphox sticks his wand into the air. This is a single strike. With calm mind enabled it becomes multi-hitting, adding more damage to the final blow.

F-Smash: Delphox sticks his wand in front of him. This is a single strike. With calm mind enabled it becomes multi-hitting, adding more damage to the final blow.

D-Smash: Delphox sweeps the ground with a fire spinning attack, not to be confused with the Neutral B.

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Air Attacks

N-air: A tail whipping attack, hits slightly in the front and then in the back, similar to Samus' N-air. Missing with this move does not make you lose calm mind.

B-air: Delphox thrusts his wand behind him. If calm mind is enabled, the sweetspot is active and will cause very good knockback and damage, similar to hitting with the tip of Charizard's tail. You lose calm mind if you miss with this move.

F-air: Similar to B-air, but in the front.

U-air: Waves his wand above his head, similar calm mind mechanics apply to this move as well.

D-air: Delphox thrusts his wand downwards. When calm mind is enabled, a sweetspot is enabled that can spike, this move is Ganon d-air level of spikage. If calm mind is not present, this move cannot spike and does minimal damage. Player loses calm mind if they miss.
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Tilts

U-tilt: Delphox hops slightly to wave it's wand into the air, fast and quick and used for comboing. calm mind gives this move a 1% damage boost.

D-tilt: Delphox sweeps it's tail on the ground, similar to Fox's tail sweep. calm mind does not effect this move.

F-Tilt: Delphox swing's his arm in front of himself to cause minor damage, doesn't have much reach or power. Is not effected by calm mind.

Jab: Delphox uses his claws to swipe at the opponents. Similar to Charizard's 3 hit combo. No rapid jab, not effected by calm mind.
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Throws

Grab: Delphox uses Psychic to hold onto his opponent. All throws do 2% more damage with calm mind active (excluding F-throw) Knockback is also increased.

Pummel: Delphox uses his wand to smack opponents (0.5% increase on damage if calm mind is in effect)

U-throw: Delphox tosses them high up into the air. Isn't a combo throw, kills Mario around 170%, 150% if calm mind is enabled. Does the most damage out of any of his throws.

B-throw: Delphox uses his wand to fling them behind. Isn't a combo throw, kills mario around 130% near the ledge. 110% if calm mind is enabled.

D-throw: Delphox lifts his opponent up with his wand and then smacks them into the ground. Combos into U-air. Combo's into U-Smash at lower percents.

F-throw: Delphox holds them in place with his wand and smacks them with his tail. This move is not comboable and is not effected by calm mind. Kills at the edge around 180%.
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Kill Moves

Up Smash (With calm mind)
Down Smash (With calm mind).
Side Smash (With calm mind).
Side B: Mystical Fire (Fully Charged, calm mind)
Up B: Fire Blast. Laggy but kills very early. Can read an airdodge to hit with it. Lasting hitbox, gets weaker the longer it stays out,.
Back throw: A strong Psychic throw, would kill Mario at the edge around 130%, 110% with calm mind enabled.
Back-air: (With calm mind) Hitting with the sweetspot of back air (the fire tip) will cause much greater knockback and damage. The sweetspot for this move is not present if calm mind is not enabled.
D-air: (With calm mind) Sweetspot with this move causes a spiking effect. Sweetspot is not there if calm mind is not enabled.
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Final Smash: Hypnosis + Future Sight.

Delphox's final smash is a two part move. You push the B button the first time to activate the future sight. In about 10 seconds the move will come and cause a big but short explosion on the stage. The second b move is hypnosis much like Peach's final smash. If the players are not put to sleep by the hypnosis, shielding or getting out of the way can avoid the blast.

Traits:

Magician: When Delphox is idle or walking, she will automatically deflect (not reflect) projectiles in front of her with her wand. Similar to Link's shield.

Wall Jump: Yes
Wall Cling: No
Crawl: No

Movement Speed: Above Average
Aerial Mobility: Above Average

Specials:

Neutral-B - Mystical Fire:

Delphox draws rings of fire in the air with her wand to charge up a powerful projectile. Similar to Donkey Kong's DK Punch, it charges up slowly and you can only cancel the animation once a ring is fully drawn. With each ring drawn, the fire grows in power and changes color with the intensity (outside of the charging animation her wand still burns with the level of charge), ending with blue as it's final stage. When ready, Delphox blows into the ring and shoots a fireball at the foe. The knockback, damage, and hitbox sizes are determined by the length of the charge.

Up-B - Teleport:

Delphox disappears into a cloud of smoke, reappearing a set distance away in a fiery explosion. Delphox generates a weak windbox on startup. Upon reappearing, the explosion radius is a little larger than Sheik's Vanish but with somewhat weaker kill power. Delphox travels just about the same distance as Palutena's Warp.

Side-B - Flame Burst:

Similar to Mii Gunner's Grenade Launch, Delphox tosses a small fireball forward. Upon impact, tiny flames burst outwards into multiple directions. These bursts can travel quite some distance, and although each individual flame deal low damage, the individual hitboxes can all hit you at once if you're caught in the center of the explosion and rack up quite a bit. However this fireball is heavy, so if you wish to increase the distance in which it is launched; you can charge the throw by holding down the input.

Down-B - Hypnosis:

Delphox points her wand in front of her. Once the flame on her wand glows blue, any foe directly in front of her will be put to sleep with her psychic powers. Similar to Mewtwo's Disable, the target will stay asleep longer at higher percents.


Grab and Throws:

Grab - Grass Knot:
Delphox swipes her hand through the air and ensnares her foe with vines and thick blades of grass summoned from the ground in front of her.

Pummel:
Delphox tightens her grip on the foe to deal some damage.

U-Throw:
Delphox throws her foe upwards using her psychic powers. Kills at around 140% depending on rage.

F-Throw:
Delphox tosses her foe forward using her psychic powers. Decent combo potential at early percents (Example: F-Throw > F-Air or RAR B-Air).

B-Throw:
Delphox throws her foe behind her using her psychic powers. Kills at around 120% from the ledge (depending on rage).

D-Throw:
Delphox breathes fire onto the foe and launches them directly above her. Average combo potential until extreme percents.


Aerials:

U-Air:
Delphox swipes her ignited wand through the air in an wide arc over her head. Landing the sweetspot on the flame gives her attack enough knockback to perform U-Air juggles and kill at high percents, however, landing the sourspot could mean a free punish at low percents as it yields much less knockback but has the potential to set up into new combos at high percents.

B-Air:
Delphox thrusts her ignited wand behind her, dealing great damage and knockback (even more if you land the sweetspot flame). This aerial has a fair amount of startup, but it has a good amount of shield pushback, and the hitboxes also linger for quite a bit.

N-Air:
Delphox quickly swings her wand in an arc around her, the swing starting from her front and ending at her back. A quick out of shield option that covers all directions.

F-Air:
Delphox does a quick swipe in front of her with her claws. A great move for spacing and stringing into F-Airs or her other aerials. Has low startup and landing lag, and low knockback that makes it great for combos.

D-Air:
Delphox swings her ignited wand in an arc beneath her, spiking foes and dealing great damage with the sweetspot. The sourspot hitbox cannot spike but it still has decent knockback.


Tilts and Jab:

U-Tilt:
Delphox performs a quick overhead swipe with her claws. Combos into itself and can kill at 130% with the "tipper" sweetspot on her claw.

F-Tilt:
Delphox extends her arm in front of her and spins her ignited wand. This move has a large hitbox plus it deals decent damage and knockback if you hit the flame sweetspot.

D-Tilt:
Delphox crouches down and spins her ignited wand near her opponent's feet. The swing links into multiple hits and is good for starting combos, hitting foes on the ledge, and shield stabs.

Jab:
Delphox swipes the foe with her claws twice and finishes the combo with a wand swing, unsheathed from her sleeve. A decent panic jab.


Smash Attacks:

U-Smash:
Delphox performs a powerful overhead swing with her ignited wand. The sweetspot yields higher knockback and damage.

F-Smash:
Delphox points her wand towards the ground in front of her and creates a fiery explosion. High startup, low endlag. Great kill power and shield pushback.

D-Smash:
Delphox crouches down and fires an explosion in front of her, spins around and fires another behind. First explosion links into the second. Low startup, high endlag.

Alternate Colors






Support Art

Support Icon, by N3ON:


Neorice-style Sprite, adapted from Neorice himself, edited by Delzethin:


Idle Pose & Screen KO Mockups, by Jigglymaster a.k.a. Dapuffster:




Splash Art, by DragonSkator:


General-Use Campaign Logo, by Delzethin:


Alternate Campaign Logo, by DragonSkator




Supporter List

1. Delzethin
2. Gracidea Shaymin
3. Jigglymaster
4. Shanoa
5. Nintendotard
6. CliffJumper
7. Desert Croc
8. Reila
9. LIQUID12A
10. TimidKitsune129
11. DelphoxFan97
12. slambros
13. AutismSpeaker
14. Elin
15. Zero Soul
16. nonbinarysmasher
17. Banjo-Kazooie
18. Magikarpow
19. AustarusIV
20. TriforceOfAura
21. WeirdChillFever
22. Gene
23. Trieste SP
24. DragonSkator
25. TheJukeBox
26. Wintropy
27. MaskO'
28. Solar Crystallization
29. EvilPinkamina
30. MorbidAltruism
31. AgentHX
32. TarrenSky


Special Thanks

Shaymikyu Shaymikyu - Co-Collaborator
N3ON - Signature Icon
Nintendotard Nintendotard - Alternate Color Art
TriforceOfAura - Moveset
WeirdChillFever - Moveset
Jigglymaster Jigglymaster - Moveset and Mockup Images
Neoriceisgood - Source of Original Sprite Art
DragonSkator - Splash Art, Campaign Logo
Shanoa Shanoa - Moveset
 
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Shaymikyu

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#3
I was going to say sign me up for the supporters, but I see I am already there.

Which reminds me that I need to redo my signature eventually.
 

Delzethin

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#5
'Twas a victim of circumstance. The Smash Ballot got released and all the major threads went on a rampage, leaving the smaller ones and especially the new ones to fall away and out of the public eye.

Don't worry, though. We're not going anywhere. I'm planning a few edits to the OP and some fringe work has already been done on the moveset.
 
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#7
This is a thread? Oh cool~

Definitely consider me a supporter

Also, is that true that they considered Squirtle+Delphox instead of Charizard and Greninja? Like a source? If it's true I'll have hope but at the same time being sort of upset that they were actually that close to putting Delphox in the game =/
 
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Delzethin

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#8
Also, is that true that they considered Squirtle+Delphox instead of Charizard and Greninja? Like a source? If it's true I'll have hope but at the same time being sort of upset that they were actually that close to putting Delphox in the game =/
That theory is completely 100%...fabricated by myself. >_> I was only speculating one possible scenario where Delphox actually would have a plausible chance. While it could have happened, we've seen nothing to imply it did.

Of course, that was written before the Smash Ballot was revealed, meaning now it's even less likely it'd happen.
 
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#9
Ah I see, well one way or another. Its a small chance that Delphox will get in, but it can't hurt to try. If things don't work out for getting him in this game, I at least hope he can get into Pokken Fighters.

If the Wii u ever had hacking in the future I'd also love to see Delphox as a Robin Reskin. I feel like if Delphox had gotten in from the start, he would've been just like Robin, except with just all fire and psychic attacks. Would've been incredibly cool.
 

Shanoa

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#10
Sign me up.

I used my only vote on Delphox despite her chances being so slim.

Also, it's cool to call Delphox a female as the Fennekin-line's design is based on the female gender. Braixen looks pretty feminine and it's name comes from "vixen" which means female fox, and Delphox is based on Witches (generally females) and it's robe colors, name, pyromancy and ability to see into the future are all based on the Oracle of Delphi in mythology (all of whom were females).

So we technically should be calling Delphox a "she".

EDIT: Here were some of my moveset ideas:

-Grass Knot could be her grab, tying up foes and strangling them as the pummel.

-Her Psychic powers can be used as telekinectic stuff like throwing animations, item animations or recovering.

-Solarbeam can be a smash attack like Palutena's U-Smash.

-Mystical Fire can be a powerful projectile that can come with an interesting gimmick, like how it drops SpA in the Pokemon games.

-Physical attacks can combine claw swipes, stick attacks, and various special attacks.

-Running speeds can be above average as she is a fox.
 
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#11
Sign me up.

I used my only vote on Delphox despite her chances being so slim.

Also, it's cool to call Delphox a female as the Fennekin-line's design is based on the female gender. Braixen looks pretty feminine and it's name comes from "vixen" which means female fox, and Delphox is based on Witches (generally females) and it's robe colors, name, pyromancy and ability to see into the future are all based on the Oracle of Delphi in mythology (all of whom were females).

So we technically should be calling Delphox a "she".
Eh, I think its each to their own really. I still see it as male because of its practically 90% gender ratio and mine is male. But if we were to be correct Delphox should be referred to as an "it" considering it is a species. Meaning it can be any gender. But I suppose that leads back to the main point that well, 90% of them are male.

The only pokemon in smash that we can truly call a certain gender is Pikachu, since it never has a female tail in the games.
 
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Shanoa

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#13
Eh, I think its each to their own really. I still see it as male because of its practically 90% gender ratio and mine is male. But if we were to be correct Delphox should be referred to as an "it" considering it is a species. Meaning it can be any gender. But I suppose that leads back to the main point that well, 90% of them are male.

The only pokemon in smash that we can truly call a certain gender is Pikachu, since it never has a female tail in the games.
Eh, the 90% gender ratio thing is a weird tradition for starters. GF is just lazy when it comes to things like that.

I'm not saying that it should be called as a female, I'm just mentioning that it's design kind of implies that. I refer to Delphoxs as "it" most of the time unless I'm referring to a Delphox in particular like the Delphox that would be playable in smash, who is most likely going to be female imo.
 
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Aetheri

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#14
Eh, the 90% gender ratio thing is a weird tradition for starters. GF is just lazy when it comes to things like that.
The gender ratio is made so that females are harder to come by, so players are less likely to breed a bunch of them...Eevee, Zorua, Snorlax, Fossilmons, Riolu, are other examples of a low female ratio, being somewhat rare themselves...
 
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#15
Eh, the 90% gender ratio thing is a weird tradition for starters. GF is just lazy when it comes to things like that.

I'm not saying that it should be called as a female, I'm just mentioning that it's design kind of implies that. I refer to Delphoxs as "it" most of the time unless I'm referring to a Delphox in particular like the Delphox that would be playable in smash, who is most likely going to be female imo.
Eh, just a pet peeve of mine I suppose. I mean, the one in smash still would be referred to as an it, since there are no gender differences.

Also made some fanart for the character

 
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#17
I'm going to be real, if Delphox gets in and they don't give him a shiny alt, someone needs to get fired. They do that with the other pokemon sometimes, its seriously the best shiny color ever.
 

Shanoa

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#18
Greninja has an alt that is really close to his shiny colors, so there is still hope.
 

Delzethin

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#21
An update to the second post that was a long time coming. Check out the alt color set @ Nintendotard Nintendotard made if you haven't seen it already, and now that I've stopped procrastinating, we have a support list!

I also have some minor changes to the OP in mind now that the Smash Ballot is in full swing. Expect that...hopefully soon.
 
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Delzethin

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#22
Another OP update! This time we have edits made to the common arguments and overall chance sections, taking the Smash Ballot into account!

The section titles also got a face lift, now in a new color. The red-violet they're sporting now is around what I feel like Delphox's signature color would be.
 

Shanoa

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#23
Love the changes you made in the OP. Nice work!

Oh btw, you guys didn't mention that Delphox gets Calm Mind in the OP when you were listing Delphox's boosting moves. It's probably the most notable one imo.
 
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Delzethin

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#24
Love the changes you made in the OP. Nice work!

Oh btw, you guys didn't mention that Delphox gets Calm Mind in the OP when you were listing Delphox's boosting moves. It's probably the most notable one imo.
Looking back, what I probably meant(?) was that out of the moves on their levelset (so "naturally", basically), not including TMs or tutor moves or anything that'd have to be learned through special means.

...But it's a moot point anyway, since I failed a spot check the first time around and completely missed the fact that the entire line learns Light Screen at Level 27/30/30. Further edits have been made.
 

Aetheri

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#25
Looking back, what I probably meant(?) was that out of the moves on their levelset (so "naturally", basically), not including TMs or tutor moves or anything that'd have to be learned through special means.

...But it's a moot point anyway, since I failed a spot check the first time around and completely missed the fact that the entire line learns Light Screen at Level 27/30/30. Further edits have been made.
Methinks Sakurai doesn't care too much about what the pokemon can actually learn or not since he gave Rayquaza dig in brawl...and Rayquaza can't learn dig...as long as the move somewhat fits the pokemon used some creative license can be used...
 

Reila

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#26
I love Delphox, but sadly I can't see it being added to Smash thanks to Charizard (Fire-type starter) and Greninja (Kalos starter) being in the game.

Still, color me a supporter.
 

Shanoa

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#27
Methinks Sakurai doesn't care too much about what the pokemon can actually learn or not since he gave Rayquaza dig in brawl...and Rayquaza can't learn dig...as long as the move somewhat fits the pokemon used some creative license can be used...
Great observation.

Another good example of this is when Sakurai decided to give Robin Nosferatu, despite the fact that the Tactician and Grandmaster classes don't actually have the ability to use Dark Magic.

He said on his Miiverse that he is aware that it's not canon but he did it because he thought it was fitting, and he thinks that the developers would consider giving Dark Magic to those classes if he implements it in Smash.

This is actually old news as Sakurai has always given fighters some non-canon characteristics and abilities (A good Pokemon example is Lucario's Aura mechanic). Sakurai possibly wouldn't think twice if he decided to give Delphox Earth Power in it's moveset, as he might think that it would be fitting for a Pokemon who's design is inspired by the Oracle of Delphi and that's all that really matters.

Edit: lol phone quoted the wrong post
 
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Delzethin

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#28
Sakurai is well known to take creative liberties when he feels like it'd help the character's moveset. Robin having Nosferatu without being in the Dark Mage or Sorcerer classes is a departure from Fire Emblem Awakening, but it's a change that feels reasonable and adds a whole additional element to Robin's repertoire. It's the same way with Greninja and Shadow Sneak, or Charizard and Rock Smash.
 

Serell

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#29
I thought the internet agreed upon that Delphox was the least cool-looking Kalos starter? I dunno, that's what I remember when they were all revealed, and I personally liked Chesnaught the best and Greninja was way overrated.
 

Delzethin

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#30
I thought the internet agreed upon that Delphox was the least cool-looking Kalos starter? I dunno, that's what I remember when they were all revealed, and I personally liked Chesnaught the best and Greninja was way overrated.
My scope of things isn't perfect, but from what I've seen, Delphox has grown on people in general. Outside of the sites known for being nostalgic, the most common complaint is a lack of coverage moves that limit what Delphox can do in the Maison or competitively (And I can't say I blame them--no Energy Ball? Thunderbolt? Dazzling Gleam? Why doesn't the spellcaster have more spells to cast?). I've actually seen Chesnaught be less popular...but then again, all three of them seem pretty well liked.

Being the least popular of the Kalos starters is like being the shortest member of a basketball team.

I love Delphox, but sadly I can't see it being added to Smash thanks to Charizard (Fire-type starter) and Greninja (Kalos starter) being in the game.

Still, color me a supporter.
Good thing we have an argument for that!
Do we need a second 'mon from Generation 6, and a second Fire starter?

If we can have four from Gen 1, why not two from the most current and relevant generation? And Delphox wouldn't feel anywhere near redundant to Charizard due to how different they are in build and in how they use their fire.
Lack of support is a bigger problem right now. If the developers got interested, though (or if Delphox was considered early in development, as rare a chance as that is), the potential is there.

And welcome to the...hm. What would we call supporters?...


Also, @ Jason the Yoshi Jason the Yoshi , can we officially call you a supporter as well? I didn't want to assume.
 
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Jason the Yoshi

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#32
My scope of things isn't perfect, but from what I've seen, Delphox has grown on people in general. Outside of the sites known for being nostalgic, the most common complaint is a lack of coverage moves that limit what Delphox can do in the Maison or competitively (And I can't say I blame them--no Energy Ball? Thunderbolt? Dazzling Gleam? Why doesn't the spellcaster have more spells to cast?). I've actually seen Chesnaught be less popular...but then again, all three of them seem pretty well liked.

Being the least popular of the Kalos starters is like being the shortest member of a basketball team.


Good thing we have an argument for that!

Lack of support is a bigger problem right now. If the developers got interested, though (or if Delphox was considered early in development, as rare a chance as that is), the potential is there.

And welcome to the...hm. What would we call supporters?...


Also, @ Jason the Yoshi Jason the Yoshi , can we officially call you a supporter as well? I didn't want to assume.
I'm terribly sorry, but CliffJumper is in the hospital with Listeria. I'm his girlfriend, I'm covering for him while he's gone.

But yeah, I'm pretty sure he would support Delphox for Smash. Looking at his post in this thread he seems to be okay with the idea, and I've seen him using Delphox in Pokemon X.
 
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#33
My scope of things isn't perfect, but from what I've seen, Delphox has grown on people in general. Outside of the sites known for being nostalgic, the most common complaint is a lack of coverage moves that limit what Delphox can do in the Maison or competitively (And I can't say I blame them--no Energy Ball? Thunderbolt? Dazzling Gleam? Why doesn't the spellcaster have more spells to cast?).
Actually they gave Delphox the move Dazzling Gleam in ORAS.
 

Shanoa

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Davin134
#34
Actually they gave Delphox the move Dazzling Gleam in ORAS.
Yeah, you can now teach it that through the TM when previously you could not.

I really wish Delphox had a larger movepool based on spellcasting kind of like how Greninja ended up with such a great movepool because he's a ninja frog.

Energy Ball, Thunderbolt, Hex, and Focus Blast are steps in the right direction, but I really hope it gets Earth Power as that would make it a fairly unique Fire Type Pokemon and would really make it live up to the Oracle of Delphi side of it's design.
 

LIQUID12A

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LIQUID12A
#35
I'm a sucker for magic based characters as much as futuristic, technological badasses and Delphox has grabbed my attention for Smash. It was my starter, after all(even though I liked Greninja more I wanted to break my streak of picking the Water starter for the third time).

Consider me a supporter.
 

Delzethin

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Delzethin
#36
Actually they gave Delphox the move Dazzling Gleam in ORAS.
Turns out they did! Wow, how did I not hear about that? I should take advantage of that...Serafine could use some better coverage...

I'm terribly sorry, but CliffJumper is in the hospital with Listeria. I'm his girlfriend, I'm covering for him while he's gone.

But yeah, I'm pretty sure he would support Delphox for Smash. Looking at his post in this thread he seems to be okay with the idea, and I've seen him using Delphox in Pokemon X.
Yikes. I had to look up what Listeria was, and that virus has some nasty symptoms. I hope he feels better soon.

For now, the least I can do is add him to our ranks.

I'm a sucker for magic based characters as much as futuristic, technological badasses and Delphox has grabbed my attention for Smash. It was my starter, after all(even though I liked Greninja more I wanted to break my streak of picking the Water starter for the third time).

Consider me a supporter.
A familiar face! Great to hear you're with us!
 
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Delzethin

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#37
It seems we could use a bit of a spark. How about a sneak peak at that moveset @ Shaymikyu Shaymikyu and myself have been working on?


Special Attacks
Neutral Special: Mystical Fire
Delphox's signature move is, naturally, her prominent B move. On use, she starts spinning her staff in a circle, a ring of flame forming with each circle completed. As with most other chargeable moves, shielding or dodging will store the charge--in this case, the number of rings created so far. If B is pressed a second time, or only once if fully charged, a massive, spiraling, multicolored flame erupts from the staff! The move is unique among others of its type in that it charges rather slowly, but gains power and range the more it's charged!

Think of it as a cross between Giant Punch and Force Palm.


Side Special: Will-O-Wisp
Delphox forms an orb of blue-violet fire in her free hand, then gently pushes it forward. The orb moves straight forward at moderately slow speed (Around that of Mario's fireballs, more or less?), traveling the equivalent of 2/3 the distance of Final Destination. On contact with an opponent, it deals a single hit with minor knockback...but also inflicts them with a "burn" effect that deals additional damage for the following few seconds as long as they aren't shielding or dodging!

A tool to discourage direct approaches, Will-O-Wisp forces aggressors to think twice before rushing Delphox down. Getting hit will lead to more damage unless they're willing to dodge frantically or sit in their shields and risk being punished for doing so, and shielding the attack will still set off the burn effect! Its startup means it cannot reliably stop hard campers, though--Delphox would have to handle that with her other tools and above average mobility.


Up Special: Heat Wave
Delphox's recovery move takes over half a second to start up, as the air beneath her hands and feet begin to ignite. Once activated, the now-superheated air is expelled, rocketing her in the direction currently held! By changing said direction, you can also alter her trajectory to an extent while already in flight!

Heat Wave propels Delphox a pretty good distance, so if your aim is on point and you aren't being edgeguarded, you'll have a pretty high chance of getting to the ledge unless you're way off near the blast zones. Delphox herself gains a hitbox while moving, and the expelled air has a weak windbox, but she's wide open during its startup, so make sure you have enough breathing room!


Down Special: Future Sight
Tapping into the other side of her powers, Delphox reaches forward as her eyes and the tip of her staff glow a bright violet. A Bowser-sized area immediately in front of her becomes "marked" with psychic energy, causing it to gain a purplish tint. Three seconds later, the area explodes in an arcane blast!

A delayed attack in the vain of Mega Man's Crash Bomb or Duck Hunt's gunmen, Future Sight is a zoning tool in the purest sense. By tagging a part of the stage, you can force an opponent to avoid going there or risk being in range when it activates. Any opponents must re-think their plans as they have to avoid being in range and keep from being forced back into it...but Delphox herself must also beware, as she herself can also get hit!


If anyone has moveset ideas of their own, feel free to post them. The more we have, the greater ability we'll have to stir readers' imaginations.
 
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Shanoa

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Davin134
#38
It seems we could use a bit of a spark. How about a sneak peak at that moveset @ Shaymikyu Shaymikyu and myself have been working on?


Special Attacks
Neutral Special: Mystical Fire
Delphox's signature move is, naturally, her prominent B move. On use, she starts spinning her staff in a circle, a ring of flame forming with either circle completed. As with most other chargeable moves, shielding or dodging will store the charge--in this case, the number of rings created so far. If B is pressed a second time, or only once if fully charged, a massive, spiraling, multicolored flame erupts from the staff! The move is unique among others of its type in that it charges rather slowly, but gains power and range the more it's charged!

Think of it as a cross between Giant Punch and Force Palm.


Side Special: Will-O-Wisp
Delphox forms an orb of blue-violet fire in her free hand, then gently pushes it forward. The orb moves straight forward at moderately slow speed (Around that of Mario's fireballs, more or less?), traveling the equivalent of 2/3 the distance of Final Destination. On contact with an opponent, it deals a single hit with minor knockback...but also inflicts them with a "burn" effect that deals additional damage for the following few seconds as long as they aren't shielding or dodging!

A tool to discourage direct approaches, Will-O-Wisp forces aggressors to think twice before rushing Delphox down. Getting hit will lead to more damage unless they're willing to dodge frantically or sit in their shields and risk being punished for doing so, and shielding the attack will still set off the burn effect! Its startup means it cannot reliably stop hard campers, though--Delphox would have to handle that with her other tools and above average mobility.


Up Special: Heat Wave
Delphox's recovery move takes over half a second to start up, as the air beneath her hands and feet begin to ignite. Once activated, the now-superheated air is expelled, rocketing her in the direction currently held! By changing said direction, you can also alter her trajectory to an extent while already in flight!

Heat Wave propels Delphox a pretty good distance, so if your aim is on point and you aren't being edgeguarded, you'll have a pretty high chance of getting to the ledge unless you're way off near the blast zones. Delphox herself gains a hitbox while moving, and the expelled air has a weak windbox, but she's wide open during its startup, so make sure you have enough breathing room!


Down Special: Future Sight
Tapping into the other side of her powers, Delphox reaches forward as her eyes and the tip of her staff glow a bright violet. A Bowser-sized area immediately in front of her becomes "marked" with psychic energy, causing it to gain a purplish tint. Three seconds later, the area explodes in an arcane blast!

A delayed attack in the vain of Mega Man's Crash Bomb or Duck Hunt's gunmen, Future Sight is a zoning tool in the purest sense. By tagging a part of the stage, you can force an opponent to avoid going there or risk being in range when it activates. Any opponents must re-think their plans as they have to avoid being in range and keep from being forced back into it...but Delphox herself must also beware, as she herself can also get hit!


If anyone has moveset ideas of their own, feel free to post them. The more we have, the greater ability we'll have to stir readers' imaginations.
I like what you did with Mystical Fire, making it charge up slow like DK's neutral b but in return, you fire a powerful projectile that'll probably have more priority and kill power than Mewtwo's Shadow Ball.

WoW sounds like a great idea. It functions similar to Megaman's Side-B except for the fact that you can't stick it back on Delphox, which will force opponents into bad situations and put Delphox in a good position. It's slow projectile speed means that it is not spamable though.

Heat Wave is a pretty good idea for her recovery. I haven't thought about it as I've always been thinking of Psychic type moves lol.

The Snake-like trapping with Future Sight has got me all hyped. I haven't thought of using it in how it traditionally works as i'd think of it as a potential counter move for Delphox's moveset.

Thanks for posting this. The special moves look really solid and has refueled my hype.
 
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Shaymikyu

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#39
Nice to see a decent amount of support. I'll post something more substantial when I'm not exhausted from school.
 

Delzethin

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#40
I like what you did with Mystical Fire, making it charge up slow like DK's neutral b but in return, you fire a powerful projectile that'll probably have more priority and kill power than Mewtwo's Shadow Ball.
I wouldn't make it quite that strong. I mean, damn, a decently fast move (when fully charged) that hits from half of FD away and would kill at under 100%!? Just a tad overpowered. >_>

I was thinking more in the 140-150% range, around where Thoron kills. One of the drawbacks we have planned for our moveset is that Delphox would only have average kill power.

I have to say, though, your enthusiasm is infectious.
 
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