Spyro Moveset
Overview: Spyro is a relatively average fighter overall, but makes up for his average stats with some fun gimmicks like the ability to glide and the fact that he’s a quadruped and a dragon... Spyro has the same weight as Ivysaur. If Spyro shields and presses B, he can switch to a different element from fire, earth, ice, and electricity. Spyro always starts each stock with the fire element. There is no timer for the different elemental types and they are mostly aesthetic in nature. Any other attack Spyro has that involves flames or fireballs (such as grab, neutral B, ledge attack, 1, 2, 3 jab, up smash, etc) will change with whatever element he is currently using. Flames have a chance of burning opponents to take damage over time. Ice has a small chance to freeze opponents. Electricity has a small chance to stun opponents. Earth has a small chance to plant enemies in the ground. Spyro can glide like Peach/Daisy. Gliding into opponents damages them a little and knocks them back a little but also cancels the glide. Spyro can freely move to either side and attack while gliding but can only glide for a little while before entering a helpless state and turning while gliding is rather slow.
Some other movesets I used for research:
https://www.reddit.com/r/Spyro/comm..._source=amp&utm_medium=&utm_content=post_body
https://gamefaqs.gamespot.com/boards/234547-super-smash-bros-ultimate/76636491
1, 2, 3 Jab: Spyro headbutts forward, then sweeps forward with his tail, then shoots a fireball from his mouth.
Rapid Jab: Spyro stands on his hindlegs and claws forward repeatedly.
Dash Attack: Spyro jumps up and drills straight forward hitting multiple times before launching opponents. Can KO lightweights at higher percentages.
Get up Attack: Spyro lays flat and rolls like a log a short distance then stands up abruptly. This deals a little damage with the roll and when Spyro stands and has a tiny bit of knockback power.
Ledge Attack: Spyro peeks his head up over the ledge and shoots a fireball from his mouth.
Tilt Attacks:
Up Tilt: Spyro sticks his wings straight up doing a little damage with barely any knockback and no start up delay or end lag making it great for juggling and combos.
Side Tilt: Spyro quickly bits in the direction pressed. This is a quick and reliable attack with no start up delay but a tiny bit of end lag that deals good damage with some knockback.
Down tilt: Spyro about-faces turning his whole body to face the opposite direction dealing damage with his head and tail while doing so. The head deals more damage and has more knockback than the tail. This move has no end lag but has a little start up delay.
Smash Attacks:
Up Smash: Spyro crouches while charging this move. Spyro stands on his hindlegs and spews flames from his mouth. The standing animation does a little damage and knocks opponents into the flames damage radius. The flames have a wide cone-shaped hitbox but doesn’t extend very far above Spyro. This move has more KO potential than many of Spyro’s other moves and can KO heavies at mid-high percentages.The move has some start up delay and undesirable end lag.
Forward Smash: Spyro stands on his hindlegs with one front leg drawn back ready to strike while charging this move. Spyro strikes claws forward quickly with his drawn back front leg. This move is powerful but doesn’t have much launch power and is rather short range but has no start up delay and only a little end lag.
Down Smash: Smoke billows out of Spyro’s nostrils while he crouches and looks downwards while charging this move. Spyro spins in a circle while spewing flames. This has excellent damage with little knockback and leaves behind damaging flames in a circle around Spyro for a few frames but leaves Spyro very vulnerable from above (and below if he’s on a raised platform) and from behind before Spyro spins. The fire does not damage Spyro at all. The move has a little start up delay with some end lag.
Grabs/Throws:
Grab: Spyro grabs opponents with his mouth. Pressing the attack button causes Spyro to shoot little flames out of his nostrils to damage opponents.
Up Throw: Spyro flicks his head up tossing opponents up a little and then headbutts them with his horns launching them far and dealing good damage. This move can KO at higher percentages.
Forward Throw: Spyro stands up on his hindlegs and pushes opponents forwards with his front legs damaging opponents and sending them tumbling forward.
Back Throw: Spyro flicks his head up tossing opponents slightly upwards then swings his head backwards hitting opponents with his horns.This move, like up throw, can KO at higher percentages and does good damage and launches opponents far.
Down Throw: Spyro slams opponents down then flies up and horndives (headbash) the opponent with a chance to plant opponents and dealing lots of damage with no knockback.
Aerial Attacks:
Neutral Air: Spyro performs an aerial backflip hitting opponents around him with both his horns and tail
Up Air: Spyro swings his upwards. This has a sweet spot that deals more damage and has more launching power otherwise it has low damage and little knockback.
Forward Air: Spyro does a few aerial forward rolls with a circular hitbox dealing low damage but pushing opponents far forward.
Back Air: Spyro turns with head pointed up and tail down so he’s facing opposite direction that he was initially facing and kicks in that direction with both hindlegs dealing a lot of damage with good launch power but is one of Spyro’s slowest moves. Can KO lightweights at mid percentages.
Down Air: Spyro gets parallel to ground then flips over so that wings are facing ground and strikes downwards with wings. This deals good damage but doesn’t have much launch power but hitting with the very tip of the wings has a meteor effect.
Special Attacks:
Neutral Special: Spyro spews flames from his mouth for a couple of seconds in front of him with a thin cone-shaped hitbox that can be angled slightly. This move has some start up delay and end lag so it can’t be used very quickly in succession but does good damage and traps opponents hit so that they are hit multiple times.
Up Special: Flies up a little (about as far as Little Mac’s up special attack) and then starts gliding. Pressings up again while gliding, causes Spyro to spin like a drill and fly upwards again (about as far as Wario’s up special attack). Gliding into opponents damages them a little and knocks them back a little but also cancels the glide. Spyro can freely move to either side and attack while gliding but can only glide for a little while before entering a helpless state. This gives Spyro very good recovery since he essentially has 2 separate vertical climbs with his up special plus the ability to glide
Side Special: Spyro stamps his front legs while standing in place and blowing smoke from nostrils when charging this move. The longer this move is charged, the farther Spyro will travel, but the move can cause you to self destruct like Jigglypuff’s neutral B. Spyro charges forward horns pointed forward. Opponents hit by this move receive heavy damage and are flattened and stunned briefly. Spyro can turn around while using this charge, but it takes a little while to turn and takes longer the longer the move was charged.
Down Special: Spyro somersaults forward then horndives (headbashes) straight downwards planting opponents hit by the horndive. Similar to down throw in that you can SD with it if not used carefully and has some start up delay and end lag but does great damage and sets up for other attacks.
Final Smash: Spyro breaths aether light from his mouth like his neutral special attack. Opponents hit by the light are taken to a place of light with clouds and a giant ray of light strikes all of them then a giant orb falls from the sky and crashes into them and explodes returned fights to the stage and sending opponents hit flying very far if not KO’d after taking a ton of damage. Or could do the dark form and basically have opponents torn apart at the atomic level.
Emblem: Spyro’s head, Sparx, Portal
Entrance: Spyro flies through a realm portal/gate and lands then blows smoke out of his nostrils while lifting his head and the portal disappears.
Taunts:
Up Taunt: Spyro faces the screen as Sparx flies around Spyro’s head then lands on his nose causing Spyro to sneeze out flames and shake his head as Sparx disappears.
Side Taunt: Spyro looks excited as a gem appears and he crouches to grab it but Sparx comes and eats it before Spyro can jump and Spyro looks disappointed.
Down Taunt: Spyro stomps his front legs while some smoke comes out of his nostrils like he does while charging his side special attack except that Spyro faces the screen when using this taunt.
Victory Pose 1: Flaming sheep run all around as Spyro looks around confused and the sheep turn into butterflies with Sparx begins to eat.
Victory Pose 2: Spyro stands on his hindlegs and crosses his front legs while smoke comes from his nostrils.
Victory Pose 3: Spyro comes charging in from off screen and stops and shoots flames out of his mouth all around then stands on all fours smiling smugly.
Loss Pose: Spyro slowly lifts his head and then hits the ground with it over and over again.
Tagline: Spyro Ignites for Battle!
Palette Swaps:
- Dark Spyro
- Flame
- Cynder
- Ember
- Drobot
- Flashwing
- Chronicler
- Zap
- Whirlwind
- Polar Whirlwind
- Vathek
- Sunburn