Tyrogue
Unlock Message
The determined fighter, Tyrogue, has joined the Brawl.
Costume Colours
1= Original ( Lilac and Maroon)
2= Shiny ( Grey and Blue)
(Blue Team)
3= Black and White
4= Yellow and Green
(Green Team)
5= Brown and Orange
6= Purple and Pink
(Red Team)
When Selected
He does his standard battle cry.
Entry
He comes out of a Pokeball.
Random Facts.
Idle= Tyrogue begins to hop, as if he is waiting to start fighting again.
Shield= 7/10- He puts both hands up to his face. His shield lasts for 6 seconds. When it breaks, Tyrogue will be able to move, but his movement controls and attacks will be reversed. For example, his A moves will become B moves, or may not work for 4 seconds after breaking.
Dodge= Tyrogue hops into the air.
Forward Roll= Tyrogue rolls forward.
Backwards Roll= He does two short backward flips.
Tripping= Tyrogue lands on his butt, then stumbles up and looks around to make sure that nobody saw him trip.
Ledge Climb Shield= Tyrogue rolls onto the ledge. It is a quick roll, similar to his forward roll.
Ledge Climb Attack= He climbs up and uppercuts his opponent.
Ledge Climb Jump= Tyrogue somersaults over his opponent, and lands facing away from the ledge.
Stats
Strength=4/10- Tyrogue may be weak, but his evolutions will make up for this.
Speed= 6/10- He is quick, but he will use this speed to flee, rather than following up his attacks.
Defense=4/10- Tyrogue's defense is below average, but his speed makes up for this. His shield lasts a long time though, which is a key factor in keeping him alive.
Launch Power=3/10- Tyrogue lacks the power to send opponents flying. Instead, he must rely on building up the opponents damage, knocking them off the stage, and preventing them from recovering.
Jump= 4/10- His jump is OK, but it has start up lag. He crouches down, then springs up into the air at a slight angle.
2nd Jump= 6/10- Once Tyrogue is in the air, he can increase his vertical distance by a bit. Tyrogue will backflip for his second jump, which will send him backwards slightly. This jump is risky, as he could land facing away from his opponent, and end up taking large damage.
Fall Speed= 4/10- Tyrogue is slightly floaty, and can be punished easily when he is in the air. It is recommended to use his second jump rarely, as he can be knocked off course due to the oddness of it.
Size= Small- He is slightly smaller than Mario, and a lot thinner.
Weight= Light- Tyrogue is light and floaty, so he can be easily punished in the air, even though that is were the majority of his strength lies.
Crawl= Yes- Tyrogue gets to the ground, and crawls along, similar to Snake's crawl.
Wall Jump= Yes- Tyrogue is a great wall jumper, as he will automatically travel at an upwards angle after jumping from the wall, and his jump has no lag whilst doing this.
Wall Hang= Yes- He grabs the wall with his left hand, and hangs down with his right foot against the wall. After 1.5 seconds, he becomes tired, loses his grip, and trips if he reaches the ground without being attacked.
Throws
Grab Attack= Headbutt (1%- no knockback) Tyrogue headbutts the opponent up to five times before either letting them go, or throwing them.
Forward Throw= Rogue Boot ( 4%- medium knockback) He grabs his opponents shoulders and uses his other legs to kick his opponent.
Backward Throw= Crush (5%- no knockback) Tyrogue put the opponent behind him, and slams them down into the ground, burying them. This allows you to be offensive and attack, or be defensive, and flee.
Up Throw= Launch (3%- medium knockback) Tyrogue grabs hold of his opponent by the arms and spins around. He leaves go, and his opponent is sent flying.
Tilts
Forward Tilt= Backhand (2%- no knocback) Tyrogue faces away from his opponent and backhands them. This makes him vulnerable to attacks, and is risky to do at higher percentages.
Up Tilt= Flip Kick (4%- low knockback) Tyrogue hops into the air, and does flips backwards- kicking the opponent.
Down Tilt= Splits Kick (3%- low knockback) Tyrogue does the splits, and kicks at both sides of him. This is good for stopping an opponents combo, and giving you time to escape, or launch your own counter attack.
Running Attack= Shoulder Charge (6%- medium knockback) Tyrogue puts his right shoulder in front of him, and hits the opponent with it.
Aerial Attacks
Neutral Air= Spin Kick (4%-medium knockback) Tyrogue puts one leg up and spins around, similar to what Ryu and Ken do. Tyrogue doesn't gain any distance with his though.
Forward Air= Slam (6%- low knockback) He puts both fists together, and slams them down. If his fists hit the opponent, it will be used as a weak meteor smash.
Backwards Air= Drop Kick (9%- no knockback) Tyrogue puts both feet behind him and kicks the opponent. If there is no opponent, he will drop to the ground , and if he hits an opponent on the ground, he will bury them. This is one of Tyrogue's most powerful attacks.
Downwards Air= Spring Kick (0%- no knockback) Though this move seems practically useless, it is a great recovery move. Tyrgoue homes into the opponent, and hops off their head. He can use this move 3 times in a row, and has to wait 5 seconds to use it again after landing.
Up Air= Uppercut (5%- medium knockback) Tyrogue lifts upwards and uppercuts. Due to the fact that his fist is where the damage comes from, you should short hop then use this attack as an opponent is coming from the sky. If you hit with anything other than the fist, it will do no damage.
Smash Attacks
Neutral Smash= Punch, kick, spinning kick combo (2%,5%,7%- No knockback) Just a basic combo attack, The attack can not be looped by holding the attack button.
Side Smash= Spins his arm then punches (11%- low knockback) A weak and quicker version of DK's B attack. Tyrogue dashes a bit when he punches, which brings him to the opponent. This more charged the smash is, the further you will dash. This can be used to your advantage, as you could follow up, or it could be a disadvantage, as the opponent could attack you.
Down Smash= Sweep Kick (5%- Trips opponent) Tyrogue crouches down, then sweeps his right leg 360 degrees. This causes the opponent to tip. At full charge, it will cause opponents behind him to trip as well.
Up Smash= Punches the sky (7%- low knockback) Similar to Marth's up smash, Tyrogue punches his fist straight up into the air.
Specials
Neutral Special= Brick Break- Charge a punch, then release (12%- No knockback, but breaks shield) Tyrogue charges up energy around his fist, then punches the opponent. This move is similar to DK's B punch, but you cannot store it. It takes 2 seconds to charge this move, and as such, you are vulnerable when using it.
Side Special= Thief- Dashes past opponent and steals any item they were holding (4%- No knockback) Tyrogue lowers himself, then dashes directly behind the opponent. The attack is slightly faster then Fox's side B, but if he hits an opponent with it, he will stop directly behind them, no matter how far he had dashed. An undisturbed dash length is 1/3rd of Final Destination.
Down Special= Mimic- Counters opponents attack and uses it on them (1/2 of the damage of the attack you countered- Knockback depends on attack) Tyrogue wiggles his arms in front of him, and if he is hit, a transparent copy of the character appears beside him, and repeats the attack that was countered. Whilst the "ghost" copy is using the attack, Tyrogue just continues to wiggle his arms. He can not move whilst using this attack, so if he mimiced warlock punch, the opponent could easily get out of the way, or attack from behind- which cancels the attack.
Up Special= Substitute- Teleports in any direction, leaving a decoy in its place, which explodes after 3 seconds (Decoy 5%- Low knockback) You can control the direction with the control stick, but you can only travel in straight lines. The decoy will always be dropped straight down, and look similar to Tyrogue, except that it's smaller, and it's eyes are just dots. When his decoy hits an opponent in midair, it will explode immediately, and send them rocketing downwards. Even though this is hard to master, it is Tyrogue's most effective way of KO'ing. If used in the air, Tyrogue enters helpless, so it is risky to try and use this as a meteor smash.
Final Smash
Pump Up= Tyrogue's stats double, and all attacks now deal medium knockback (Form lasts for 20 seconds) Tyrogue punches his fists together, then is engulfed in red and yellow energy. He can still be damaged and KO'd, and if he gains over 100% damage during this stage, he will be stunned for 5 seconds. Once he is attacked whilst stunned, he will trip, and then continue the remaining stunned time.
Taunts
1=Does a fighting stance- He puts one foot in the air, and punches once.
2=Charges up energy- Sparks of energy from his Final Smash flicker around his body.
3= Meditate- He crosses his legs and hovers in the air.
Victory Poses
1= Meditates- Same as his taunt.
2= Does a Jump Kick- Jumps in the air, then kicks towards the screen.
3= Bows towards screen- Puts his fists together, and bows.
Losing Pose
Tyrogue stumbles backwards, then begins to clap.
Victory Theme
Pokemon Gold/Silver/Crystal Intro
http://www.youtube.com/watch?v=9LbQgkTtWPc
Credits Theme
Pokemon Gold/Silver/Crystal battle theme
http://www.youtube.com/watch?v=JbCtVIDMEAs
or
http://www.youtube.com/watch?v=DDWC...feature=related
When Tyrogue is KO'd, depending on the situation, he will evolve into another Pokemon. When the Pokemon appears, Tyrogue is a silhouette, and he begins to repeatedly change into one of his evolutions, like the evolution screen from the game.
Damage % higher than opponents= Hitmonlee
Damage % lower than opponents= Hitmonchan
Commits Suicicde= Stays a Tyrogue (If he does this in his evolved form, he turns back to Tyrogue)
Hitmonlee
Costume Colours
1= Original (Brown and Beige)
2= Shiny (Olive and Brown)(Green Team)
3= Black and White
4= Lilac and Maroon (Red Team)
5= Blue and Pink (Blue Team)
6= Gold and Silver
When Selected
He does his standard battle cry.
Entry
Tyrogue evolves and after seeing his silhouette morph, Hitmonlee is formed.
Random Facts.
Idle= Hitmonlee stretches his limbs.
Shield= 4/10- Hitmonlee's defense is the worst out of the evolutions. The shield last for 3 seconds, and when broken, he becomes stunned. He stands on one leg, and raises his other knee to his face.
Dodge= He keeps one foot on the ground and stretches his leg and body upwards.
Forward Roll= He lowers his legs, then extends them to spring him forward.
Backwards Roll= Hitmonlee keeps his feet on the ground, and stretches himself backwards. When his hands touch the ground, he retracts his legs.
Tripping= Hitmonlee just trips and falls to the ground.
Stunned= He stumbles around with his legs shaking, as he is struggling to keep balance.
Sleeping= His feet stay on the ground, but his body drops to the ground.
Ledge Climb Shield= Hitmonlee springs onto the ledge, and behind the opponent.
Ledge Climb Attack= Hitmonlee flips up and kicks his opponent with both feet.
Ledge Climb Jump= Hitmonlee springs himself into the air, does a flip, then lands.
Stats
Strength= 8/10- Hitmonlee is the strongest of the 2 evolutions, as he uses his speed to gain multiple hits, and has long reach due to his stretchy limbs.
Speed= 7/10- He is slightly faster then Hitmonchan. Hitmonlee uses his long legs to cover large strides, so he can get to places easier.
Defense= 6/10- Hitmonlee has slightly above average defene, but is the most vulnerable of the pair. His shield is vital in his side special, and can be restored.
Launch Power= 7/10- Hitmonlee can build up the opponents damage the fastest, but he lacks Hitmonchan's power of finishing them off with ease.
Jump= 10/10- Hitmonlee has the best initial jump in the game, as it can reach the height of 3 of Kirby's jumps if held down. He can also jump far horizontally, covering 3/4 of Final Destination. however, this can damage his aerial game, as he may end up soaring over his target.
2nd Jump= 2/10- As he doesn't have anything to stretch his legs from, so he simply does a flip in the air. This is useful however, as it cancels his previous jump, and you can attack out of this.
Fall Speed= 7/10- Hitmonlee isn't floaty, but doesn't weigh a ton. This means that he can stay in the air for a while, but you aren't vulnerable to getting beat up.
Size= Slightly taller than Luigi. When stretched out he is taller than Ganondorf.
Weight= Medium/ Heavy- Hitmonlee is heavier than Tyrogue, but not as heavy as Hitmonchan.
Crawl= No, due to the fact that he seldom uses his arms.
Wall Jump= Yes, but he springs horizontally, due to the fact he uses his legs as springs.
Wall Hang= No, due to the fact that he doesn't use his ams that much.
Throws
Grab Attack= Fling (0%- no knockback) Hitmonlee lies on the ground, and grabs the opponent with his feet. This means that he can't attack from his grab, but can throw with a tremendous force.
Forward Throw= Fling F (13%- high knockback) Hitmonlee simply brings his legs closer to him, then springs them out, releasing the opponent, and sending them flying.
Backward Throw= Fling B (17%- low knockback) Hitmonlee flips his opponents behind him and slams them into the ground, head first.
Up Throw= Fling U (9%- medium knockback) Hitmonlee throws his opponent straight up into the air. This is his weakest throw, but he gets up quicker, so sometimes it can be more beneficial to use this, to prevent you from being a sitting duck.
Tilts
Forward Tilt= Kick (5%- low knockback) Hitmonlee does a simple kick forward. The attack has the range of Marth's B move.
Up Tilt= Toxic (1%- no knockback) If Hitmonlee connects with an opponent, they will become poisoned, and gain 1% damage every second for 15 seconds.
Down Tilt= Facade (3%- low knocback) Hitmonlee crouches down and sweeps his leg, causing his opponent to trip. If used when the opponent is stunned, it will deal 6% damage and medium knockback.
Running Attack= Rolling Kick (7%- medium knockback) Hitmonlee rolls and then stretches his legs out, kicking his opponent.
Aerial Attacks
Neutral Air= Foresight (aerial counter) This attack is an aerial counter. It deals half the damage and knockback of the move you countered. You can only uses this against aerial attacks though, which limits its use. Hitmonlee summons a magnifying glass which hovers in front of him for 2 seconds. When it connects with an opponent, the glass will shatter, and damage the opponent.
Forward Air= Poison Jab (2%- low knockback) This is the only attack that Hitmonlee uses his arms for. He attacks for 2% damage, then the opponent suffers 1% damage each second for five seconds. is hand becomes engulfed in purple energy, which he uses to puncture his opponent.
Backwards Air= Back kick (6%- medium knockback) Hitmonlee kicks both feet behind him, damaging opponents who are behind him.
Downwards Air= Rock Slide (9%- medium knockback) Hitmonlee creates a rock slide below him that is facing downwards at a diagonal angle. It works similarly to ZSS's dair, but he only travels down for one second, before entering helpless.
Up Air= Swift (10%- low knockback) 10 small white stars come from Hitmonlee's body, and hit for 1% damage each. The attack is extremely quick, so you don't have to worry about any missing.
Smash Attacks
Neutral Smash= Frustration (3%, 4%, 8%- no knocback) Hitmonlee angrily kicks forward. He is reckless during this period, so his 3 kicks follow an erratic pattern.
Side Smash= Me First (6%- medium knockback) He kicks the opponent at high speed. This attack only takes 1 second to charge, and it causes Hitmonlee to warp behind his opponent. This may lead him to become vulnerable, as the opponent could attack him as he's facing away from them.
Down Smash= Rock Tomb (16%- no knockback) Hitmonlee causes a tomb to grow above his head. He can charge it up to 5 seconds, and once the attack is finished, he slams the tomb onto the ground, and if you charged for over 3 seconds, it will bury the opponent for the equal amount of time.
Up Smash= Jump Kick (10%- medium knocback) Hitmonlee does a short hop, and kicks outwards.
Specials
Neutral Special= Mega Kick (11%- medium knockback) Hitmonlee gets blue energy around his right foot. You charge this up for 1 second, then release. Hitmonlee kicks straight in front of him, damaging the opponent. This attack has quite a long range, as his leg stretches out about the same width as Bowser. There is no negative effect if the move misses, so it is safe to use often, just don't expect to hit with it frequently. This attack can be reversed similar to Falcon Punch, but it is more difficult to do, due to the short charge time. When the attack is reversed, the attacks range is cut by half, but he kicks forward, then spins around and kicks behind him. This is a good move to confuse opponents with, and to also give you some space.
Side Special= Focus Blast (20%- high knockback) like Mega Kick, Focus Blast must be charged. However, this attack must be charged for 5 seconds before it can be used to it's full potential. Hitmonlee charges up brown energy around his eyes, which increases in brightness every second. Once charged, you can use the attack again to shoot small brown lasers from his eyes. This will only do 3%, no matter how charged it is. There is a catch to getting the full potential of this attack, and the catch is that you must get your opponent to attack you whilst you are shielded. If you are attacked whilst you are shielded, you will shoot the lasers out of your eyes, but this will create a glowing brown, donut shaped ring appear over the opponent, which will then explode, and send them flying. This move also replenishes your shield when used in this way.
Down Special= Close Combat (4%- no knockback) Hitmonlee slowly kicks his opponent. There is a half second pause between the next kick can be used. The attack starts off at 4% damage, but deals another 4% for every consecutive hit after that. It is easy to get out of the attack though, so a good idea is to use this once, then surprise the opponent with a random attack.
Up Special= Hi Jump Kick (13%- medium knockback) Hitmonlee jumps into the air and knees his opponent. This can be used for a recovery move. However, if he doesn't hit anybody, he will receive 5% damage, so it isn't wise to keep using this attack, as his normal attack should suffice in most circumstances.
Final Smash
Sunny Day= A giant sun forms over the stage, which proceeds to burn foes for 1% every second. The attack lasts for 15 seconds, so it does 15% damage in total. However the foes are limited in their movement due to being set alight every second, which makes them easy targets.
But what's this?! You can't use any of your attacks?!
This is because your neutral special has been replaced by a very special attack; Blaze Kick! The fact that it is sunny increases the attack power of this flaming kick. Although this is the only attack you can use during sunny day, it doesn't matter, as Blaze Kick will deal 60% damage, and very high knockback to all characters, which means it can kill from as little as above 30%. Unfortunately, you can only use this move three times, but that could possibly mean 3 extra KO's. The attacks doesn't need to charge up, and Hitmonlee kicks as soon as you press B.
If you are very skilled, you could try lining up your opponents, and kicking one into the rest, causing them all to die. This would give you two extra chances to rack up bonus kills.
Taunts
1=
2=
3=
Victory Poses
1= Hitmonlee kicks upwards.
2= Hitmonlee turns around to his competitors and enters this stance.
3= Hitmonlee balances on one leg, lifting himself up and down with it.
Losing Pose
Hitmonlee faces away from the opponent, and claps.
Hitmonchan
Costume Colours
1= Original (Brown and Lilac)
2= Blue and Lilac (Blue Team)
3= Gold and Silver
4= Shiny (Green and Lilac)(Green Team)
5= Black and Pink
6= Red and White(Red Team)
When Selected
He does his standard battle cry.
Entry
Tyrogue evolves and after seeing his silhouette morph, Hitmonchan is formed.
Random Facts.
Idle= Hitmonchan spins his right arm , then rests his glove under his chin.
Shield= 8/10- Hitmonchan holds his gloves to his face. His shield is the best out of the evolutions, as it lasts the longest, and can withstand the most damage.
Dodge= Hitmonchan simply sidesteps.
Forward Roll= He lunges forward into a short roll.
Backwards Roll= Hitmonchan crouches, then rolls backwards.
Tripping= Hitmonchan lies horizontally, his eyes in the shape of X's.
Stunned= He sways his body whilst his eyes are swirling.
Sleeping= He sits down and puts his head in his hands.
Ledge Climb Shield= Hitmonchan climbs up, then quickly sidesteps behind his opponent.
Ledge Climb Attack= Hitmonchan climbs up, then does an small uppercut.
Ledge Climb Jump= He pulls himself up, but launches himself in the air.
Stats
Strength= 6/10- Hitmonchan is the weakest of the evolutions; although his moves have high knockback, they don't do that much damage.
Speed= 5/10- Hitmonchan is quite a slow mover, although a few of his moves can move at Mach speeds.
Defense= 8/10- Hitmochan shines in his defense. Being a boxing Pokemon, Hitmonchan has learned how to take a good amount of hits. This allows Hitmonchan to outlast his opponents during a long, tiring Brawl.
Launch Power= 9/10- His launch power is either slightly below, or at the same level as most of the heavyweight characters. Hitmonchan can send foes flying with his attacks.
Jump= 3/10- Hitmonchan has a below average jump. This is due to his boxing heritage. This strongly effects his aerial game, as unlike some characters, you can't keep following up with lots of aerial attacks in quick succession.
2nd Jump= 4/10- His second jump just raises him a tiny bit more, and allows for some more recovery distance. Hitmonchan can only use one aerial attack whilst in the air, and will enter helpless after using it, no matter which jump you used the attack on.
Fall Speed= 8.5/10- Hitmonchan is the heaviest of the pair, and as such, he falls the fastest. You aren't that vulnerable in the air, but you'll have trouble making an aerial counter attack.
Size= Same size as Luigi, but bulkier.
Weight= Slightly Heavy- Hitmonchan isn't a heavy weight, but he is heavier than the other characters his size.
Crawl= No- HItmonchan is a boxer, and always wears his gloves. He has no need to crawl, and would be difficult if he did.
Wall Jump= No- Hitmonchan doesn't have the jumping powers or leg strength to jump off walls.
Wall Hang= No- He is always wearing his boxing gloves, and it would be impossible for him to grasp a wall wearing them.
Throws
Grab Attack= Vacuum Wave (3%- low knockback) Hitmonchan holds his right hand out and a gust of wind appears around his glove. The vacuum sucks the opponent towards him. He can then shoot out up to 5 stronger waves , which do 3 damage each, with the 5th dealing low knockback.
Forward Throw= Shoot Forward (6%- high knockback) He shoot the opponent out of his Vacuum Wave like a cannon. It deals low damage, but can send his opponents flying large distances. If the person shot forward hits another opponent, they will deal 2% damage and no knockback, but if they hit an aerial enemy, it will work as a meteor smash.
Backward Throw= Shoot Bacwards (9%- no knockback) Hitmonchan lifts his opponent behind is head, and then fires them towards the ground. This is his strongest throw, but the fact that the opponent will end up facing your back makes this move lose a lot of its use.
Up Throw= Shoot Upwards (5%- medium knockback) Hitmonchan lifts his opponent over his head, then shoots them skywards. This throw gives you time to launch a smash attack to finish your opponent.
Tilts
Forward Tilt= Detect (4%- medium knockback) Hitmonchan punches his fist diagonally towards the ground, then raises it upwards. This attack does little damage, but it has good knockback, and a large hitbox.
Up Tilt= Drain Punch (0%- no knockback) This attack does no damage or knockback. Instead, it drains energy from the opponent, and reduces your % by the said amount. If the opponent has 10% damage, you will heal 1%, but if they have 100%, you will heal 10%. This is a useful defensive move, and it helps you stay alive longer.
Down Tilt= Mud Slap (4%- medium knockback) Hitmonchan crouches down and punches a pile of mud towards his opponent.
Running Attack= Headbutt (7%- low knockback) Hitmonchan smashes his head towards his opponent whilst doing a small hop into the air. This attack deals low knockback, but it does decent damage. If you miss, you slide along the floor, and it then takes you a second to get up, leaving you vulnerable to a smash attack.
Aerial Attacks
Neutral Air= Secret Power (7%- medium knockback) Hitmonchan is surrounded by a purple aura. The aura shoots off his body, and causes the opponent to enter helpless if used against aerial enemies.
Forward Air= Helping Hand (3%- high knockback) This attack is very weak, but has great knockback. It also takes a while to start up, so it is difficult to hit with. Hitmonchan clenches his fist, then slowly puts it outwards. If it connects with his foe, he will grab them, and then throw them straight up and high speeds.
Backwards Air= Feint (9%- high knockback) Hitmonchan punches forward, but the punch does no damage, as it is a feint. Instead, the attack is invisible, and comes from behind. This makes a good surprise attack, but it can become predictable if repeatedly used.
Downwards Air= Body Slam (14%- medium knockback) Hitmonchan moves his body into a horizontal position, and slams his chest down onto his opponent. This move acts as a meteor smash.
Up Air= Earthquake (17%- no knockback) A small earthquake occurs directly under Hitmonchan's feet, dealing damage to all those who touch it. He then proceeds to do a small hop which is useful to gaining a bit more vertical distance.
Smash Attacks
Neutral Smash= Mach Punch (3%, 5%, 1%- low knockback) Hitmonchan does two incredibly fast punches that deal damage, then rapidly throws punches that deal 1% damage each. This can be used to rack up damage quickly. The punches are blindingly quick, and difficult to see coming.
Side Smash= Comet Punch (2%- medium knockback) The amount of punches that are thrown is random, but can vary between one and five. Each punch does 2% damage, but if multiple punches are thrown, the knockback will only occur after the final punch. The longer you go without using this attack however, the higher the chance of four or five punches.
Down Smash= Swagger= (16%- high knockback) This is Hitmonchan's kill move, Hitmonchan stumbles around for two seconds, then a Purple Aura comes from the ground which launches opponents upwards. This can kill from 80%, but is very difficult to connect due to it's predictability. If you don't charge it, Hitmonchan won't swagger as much, but the damage and knockback will not be as high.
Up Smash= Sky Uppercut (13%- high knockback) He does an uppercut, which sends him up into the air. The attack does good damage, and has great knockback. This attacks sends foes directly upwards, and as such is a good killing move.
Specials
Punch= Hitmonchan has 4 different punches, with Bullet Punch being the neutral one. To use the other punches, you must press the corresponding direction to equip the punch, then the B button to use it. Once you have used it, you will have to equip again. The best way to use the punches is to combo two different punches together, as certain combos create different effects.
Neutral Special= Bullet Punch (7%- low knockback) Hitmonchan's glove turns to a silver coloured metal, and he punches straight ahead at high speeds.
BP-BP= This combo is nothing special, just two quick punches. (14%)
BP- TP= This combo doubles the amount of time the opponent is stunned, and does double damage. (36%)
BP-IP= This combo does nothing special, and the Ice Punch damage is halved. (9%)
BP-FP= This combo damages Hitmonchan, so is advised against. It does slightly increase the moves knockback however. (16%). You get damaged (20%)
Side Special= Thunder Punch (11%- medium knockback) He gains electricity around his glove. This punch is the second fastest. The punch stuns opponents.
TP-BP= This does nothing special. It just makes bullet punch easier to land. (18%)
TP-TP= This does nothing special, and the damage only counts for one Thunder Punch. The stun time is increased however. (11%)
TP-IP= This stuns the opponent for 6 seconds in exchange for the loss of any damage. (0%)
TP-FP= This doesn't stun the opponent, and only deals medium knockback. The damage dealt by the Fire Punch is canceled, but the Thunder Punch deals triple damage. (33%)
Down Special= Ice Punch (4%- no knockback) Ice shards surround his glove, and his punch freezes opponents. This is the third fastest punch.
IP-BP= The opponent is frozen, then shattered. There is no knockback, but the power of the Bullet Punch is doubled. (18%)
IP-TP= The stunned time is halved. (15%)
IP-IP= No effect, the damage of the two punches is dealt, but the freeze effect only counts for the first punch. (8%)
IP-FP= The ice is melted. It deals high damage, but no knockback. (22%)
Up Special= Fire Punch (9%- high knockback) Hitmonchan gains flames around his gloves, which burns opponents. This is the slowest punch, but has the highest knockback.
FP-BP= No special effect, but the damage of the Bullet Punch is halved. (13%)
FP-TP= The Thunder Punch deals no damage, but stuns the opponent, limiting the knockback. (9%)
FP-IP= Deals double damage and high knockback. The opponent is burnt, then frozen solid. (26%)
FP-FP= The amount of time burnt is doubled, but the knockback is lowered, and the strength of punch 2 is halved. (14%)
Final Smash
Seismic Toss= (65%- high knocback) Hitmonchan grabs hold of his opponent, flies into the air, does 3 spins, then slams back down at rapid speeds, the opponent landing head first. This causes your opponent to go launching off the screen. This is the only time Hitmonchan spends notable time in the air. This attack will only work on one opponent, although you could get lucky and land on a second opponent. You can use this in midair, but if you are over the edge you will probably plummet to your death, but they will be KO'd before you.
Taunts
1=
2=
3=
Victory Poses
1= Hitmonchan does two jabs towards the screen.
2= Hitmonchan rests his chin on his right glove, sighing.
3= A concrete slab appears in front of Hitmonchan, and he punches through it.
Losing Pose
Hitmonchan claps whilst smirking.
Stage
Saffron City Fighting Dojo- There are two narrow towers on each side of the arena, with a floating platform between it. Black belt trainers will sometimes fly kick across the stage (6%- Medium knockback). The stage is similar to the Dojo from Fire Red and Leaf Green=
The walls serve as the platforms, and there is a floating wooden platform with a green mat on it between these two platforms. You can only get KO'd from the bottom of the screen, as there are walls and a ceiling blocking the side and top KO zones. The main platform is slightly smaller than battlefield, and the towers are slightly smaller than Battlefield's floating platforms.
If the towers take a lot of damage (equivalent of 80% damage) it will crumble slightly, and lower the tower. At 100%, the Tower will crumble completely, and you will be unable to stand on it. The towers will restore after 30 seconds, so you will have to do your fighting on the main platform.
The fact that this level only has one KO zone, which is located at the bottom, means that you can throw your opponents towards the ceiling, and attack them as they bounce down. As the walls are visible, you can also wall hang from them, and you can do this from the towers as well.
This stage differs from other stages though, because you will only be able to use this stage from 6a.m to 6p.m. After that time, the stage will turn into....
Mt. Mortar-This stage is a scrolling stage through the waters and ground of Mt. Mortar. You follow a similar path to the one found in the last section of the cave.
You start off at the bottom right corner on the small platform. The KO zone is to the left of the screen. There are steps in the background, and a little bit of water to the left, which you can swim in. You stay here for 15 seconds before a Lapras and two Marils come to the water. You jump onto their backs, and you begin to swim towards the left of the screen. As you are swimming, rocks will occasionally fall from the ceiling, and Zubats will swoop down and attack you (4% damage). You will swim for 20 seconds before you come to your next platform. You need to jump over a rocky wall to get to this next section.
This section has one KO zone at the top of the screen. The bottom platform is solid ground, and there are two short rocky walls on both sides of you. You will stay here for 15 seconds, before the stage starts scrolling again, and you get back on the water Pokemon. You swim for another 10 seconds before you reach your third platform.
This platform is similar to the first one, except that it is a bit longer, and there are some rocks on the floor that you can stand on. The water is on the right however, and you can still swim in it. The KO zones are to the top, right, and left, so you are more vulnerable to getting KO'd in this section. You will remain here for 25 seconds before getting back on the swimming Pokemon.
After traveling for 10 seconds, you return at the beginning, and the cycle is looped.