( Trainer Sundance )
(Also known as Gold...
)
Gold is the male protagonist of the 2nd generation of Pokemon games, as well as a major character in certain arcs of the manga. He's (supposedly) 10 years old, like a fair number of the starting Pokemon trainers (though he turns 13 in the fifth arc of the story in the manga). In the manga he picks Cyndaquil as his starter Pokemon. Later on, he challenges the Elite 4 and becomes the new Pokemon Johto League champion in the game, while in the manga, he defeats a very dangerous evil villain to save the Johto region.
In Brawl, he uses three of his Pokemon from the manga, in a similar fashion of fighting to the Pokemon Trainer. Gold stands in the background, issuing commands to his three Pokemon, Politoed, Sunflora, and Typhlosion, who each have their own, unique moveset, each of which can be found later in this moveset.
( Switching )
Down Special - Switch
Gold switches Pokemon pretty much how Pokemon Trainer in brawl does it. However, there's a bit of...extra in it. Gold switches Pokemon via the Down Special, but isn't restricted to a specific order like the Pokemon Trainer in Brawl. Rather, unseen actions performed with Taunts allow Gold to predetermine the Pokemon who will switch in next. Each of Gold's three Pokemon is assigned a specific Taunt. The Up Taunt input will set Politoed as the next Pokemon to switch in when the Down Special is used, and similarly, Sunflora is assigned to the Side Taunt and Typhlosion is assigned to the Down Taunt. If a Taunt is not used to specify the next Pokemon, it shall be chosen randomly.
This Taunt setting applies not only when the Down Special is used to switch, but automatically when your current Pokemon is KOed. For example, if you are currently using Politoed, and you set Typhlosion as your next Pokemon with a Down Taunt, but can't get time to use the Down Special and are KOed, Gold will immediately send out Typhlosion to the standard respawn platform, in place of Politoed.
( Berries )
Gold will let his pokemon hold special kinds of berries. They won't literally be holding it...they'll just use it when the time comes for them to use it. Anyway, after a certain condition, the Pokemon will eat the berry, and good things will happen. However, the Pokemon may eat only 1 berry per stock, as they may only hold one. Of course, this only counts towards 1 individual Pokemon. You can use up to 3 berries per stock, with 1 berry per each Pokemon. Anyway...here are the berries:
- Berry
Description: Will restore 10% damage of current Pokemon
Condition: Pokemon must have suffered a recent hit that caused 10% damage or more. After that, Pokemon must stay in place for 5 seconds, without moving, and that's when the Pokemon gets the Berry out to eat.
- Bitter Berry
Description: For 5-10 seconds, Pokemon will have have very little beginning lag, and very little ending lag, thus making the moves extremely fast.
Condition: Pokemon must have failed to hit the opponent 5 times in a row (like the opponent's dodging, rolling and stuff like that). After that, the Pokemon will immediately eat the berry as soon as it hits the ground.
- Burnt Berry
Description: Any damage taken from an ice attack (E.g. IC's down special) will be immediately reduced by 10% after the attack is finished.
Condition: Pokemon must be hurt by an ice attack that causes over 10% damage for this berry to be eaten by Pokemon.
- Gold Berry
Description: Restores 20% damage of Pokemon
Condition: Pokemon must have recently been hit by attacks that cause 30 or more percent damage, and they didn't get a chance to attack back. Also, must stay in place for 3 seconds before berry being eaten.
- Ice Berry
Description: Any damage taken from an fire attack (E.g. Charizard's neutral B, and Ike's neutral B) will be immediately reduced to 0% after the attack is finished.
Condition: The damage must be at least 10% damage or more for it to heal. Otherwise, the Pokemon will not eat the berry.
- Mint Berry
Description: Any damage that was caused when Pokemon was asleep will be reduced by 10% damage.
Condition: Pokemon must be hit at least once while asleep. After 3 seconds, after they are awaken, the Pokemon will then eat berry.
( Politoed )
Politoed is a Water-type Pokémon. It evolves from Poliwhirl when traded holding a King's Rock. It is one of the final forms of Poliwag. Politoed is very different physically from the rest of its evolutionary family as it now resembles a frog much more than previous forms. It is now green with yellow hands, belly, throat, and toes. Its legs have become well developed for jumping and it now sports pink cheek spots similar to those of Pikachu. Its head is now separate from the rest of its body and its mouth is visible again. It also has a long curled hair on top of its head, which is used as a status symbol among its kind. For all these differences, there's one feature that Politoed still possesses: the swirl that the rest of its family has, though now in green and yellow. Politoed has the standard Water-type abilities, but it has also gained impressive vocal abilities which it can use in battle in the form of Perish Song and Hyper Voice. It has also gained hopping abilities.
It's Rain dance ability lets it gain more powerful and rangeful attacks, but at the same time, effect his other teammates as well for the worse. Also, if Sunflora's Sunny Day effect is in play (go to Sunflora moveset for more details), the range for Politoed's water attacks will be decreased by 0.5x the regular range, and 0.75x the regular damage, due to the sun drying up Politoed's water.
( Stats )
Size - 5.5/10
Despite being a frog, Politoed is rather big for his size. He's a slight bigger than Pikachu...estimated.
Weight - 6/10
While it may be small, it's a fat frog. It can withstand a hit or 2.
Power - 5/10
Politoed lacks with KO moves, but there are some moves that send the opponent flying at around 135-150% damage. He also has some nice damage rackers too.
Ground Speed - 7/10
Politoed is rather decent when it comes to running and walking. I mean..it's a frog.
Attack Speed - 7/10
Politoed is surprisingly a fast fighter here and there. There are a few KO moves that are kind of slow though.
Traction - 2/10
Unfortunately for Politoed, he has really bad traction. He's hard to run around with eh?
Jumps - 8.5/10
Good points here. Politoed is a great jumper with him/her being a frog. He can jump as high as 5 stage builder blocks on his first one, and 4 on his second one.
Falling Speed - 6/10
Politoed is an above average faller.
Range - 6.5/10
Politoed's close range attack don't exactly reach far other than in front of him, but his water moves have some nice range.
Priority - 6/10
Pretty basic here. Above average priority. He has at least a little priority in all of his moves.
Recovery - 7/10
While not being the greatest recovery ever, it's still pretty nice to have a frog that moves up high.
Crouch - 4/10
He can't really crouch that good...poor frog.
Neutral Special - Rain dance
Politoed will start dancing around, hopping on one leg, and flinging his arms around. If Politoed manages to keep on dancing for 3 whole seconds, rain will start falling down from the skies. Soon, the rain that falls down goes faster and faster, and it starts raining beyond grief. After the rain falls, it'll keep on falling until 30-40 seconds have past. After this, Politoed may stop dancing.
How is this helpful to Politoed you may ask? Well, rain is water right? Obviously, all of Politoed's water based attacks will increase by 1.5x the normal damage percentage, like in the game. Also, thanks to the water raining down, Politoed can use it to his advantage with the attacks having double the hitboxs, and 1.5x the range. Also, Politoed's traction gets a bit better thanks to the rain, to a 5/10. Not only that, the rain will make the floor all wet, and this will cause the opponent to have a bit less traction control and an added 50% trip rate. However, if Politoed switches in, the other of Gold's pokemon will be effected by the rain too. Trying using this move at the start of the match. Really useful to Politoed.
[0%]
Side Special - Hypnosis
Politoed will start spinning his body around in place. As the body spins, the spiriling pattern on it's body will spin as well. If the opponent is in a 2 stage builder block range from anywhere, and they're facing Politoed, they'll then fall to sleep for 2-3 seconds, giving Politoed a chance to attack them. However, this move requires 1 full second for this work. Opponents can easily turn around, and look away from Politoed. However, this move can effect opponents even when they're blocking it. This move is okay for giving Politoed a chance to attack them, but easily avoidable. The startup lag is comparable to Lucario's side special, and the ending lag for it as well.
[ 0% ]
Up Special - Lily pads
As Politoed's recovery option, Politoed will first clap his hands together playfully. Then, this will cause 1 Lily pad to appear directly below Politoed for him to stop falling. It's about as big as a Battlefield platform. Politoed can jump on it, and the lily pad has the same platform properties, so Politoed can jump on the Lily pad, and still have his second jump on midair!! Broken you may think? Well, there are some downsides. First of all, if Politoed doesn't act fast enough, the Lily pad will disappear after about 3 seconds. Secondly, the opponents can hop on it as well, so while Politoed may recover, the opponent may be safe as well. However, unlike how Politoed can hop onto them no problem, if the opponent steps on them, the Lily pad will break earlier than they should, as the opponent's weight will break it down. Politoed may only use this recovery once every 10 seconds.
If this recovery is done while it's raining, not 1, but 3 Lily pads will appear above Politoed (4 counting the one that stops Politoed from falling), greatly boosting his recovery.
[ 0% ]
Down Special - Switch
If it's time to use a different Pokemon besides Politoed, you know you gotta switch in. Before Politoed does so however, it fires out it's Water Gun on all sides, pushing opponents away about 2-3 stage builder blocks. It has average beginning lag, and the ending lag of Pikachu's forward smash, before it switches in. This is to ensure that Politoed's teammates don't get hit by a surprise attack, since the opponents are now faraway.
[ 0% ]
Neutral Attack - Double-slap to pound
Politoed will do one very small hop upwards (only about 1/4th of a stage builder block) and perform 2 slaps with his hand, dealing off 2% damage each with only a flinch. If he has successfully managed to hit the opponents with the slaps, Politoed will bring palm high up, and slam it down to the opponent, dealing off 6% damage, while slamming the opponent to the ground. Since Politoed is jumping a little bit, this move can reach high opponents, but leaves short opponents safe from this move. The speed has barely any beginning lag and the ending lag of Link's AAA combo. This move has little priority, and is useful for racking damage. If this move is used at an edge, it may spike the opponent downwards.
[10%]
Forward Tilt - Bubblebeam
Politoed will widely open it's mouth forward, and a bunch of bubbles will fire out. Politoed keeps on firing until he fires about 15 of them (takes 2 seconds for all the bubbles to appear). If one of them hits the opponent, it deals off with 1% damage, with really pathetic knockback. While it may deal off to 15% damage, it's rather hard to hit with all of them. One is that the bubbles travel at a rather slow speed. Secondly, the bubbles have bad priority, and can easily be broken by long ranged attacks. Heck, Link's fully charged arrow can blast through all of them. This move's speed is comparable to the beginning and ending lag of Ike's forward tilt. The bubbles travels about 2.5 stage builder blocks forward.
[ Up to 15% ]
Up Tilt - Tongue attack
Politoed opens it's mouth, and it's skinny, but long tongue flies out. It flies up about 1.5 stage buider blocks upwards forward diagonally, giving it some good upwards range. If Politoed's tongue manages to hit an opponent, it will deal off about 10% damage with ok knockback sideways diagonally. This move is rather fast, with hardly any beginning lag, and only a bit of ending lag. However this move has rather low priority, and if the opponent hits Politoed's tongue, Politoed won't suffer damage, but he'll immediately bring his tongue back, and hold it in pain, causing Politoed to be distracted for a second. Also, if Politoed's tongue happens to grab an item, the item will then immediately be in his hands after the tongue returns to his mouth.
[ 10%]
Down Tilt - Dive
Note that this move only works when it's raining (as obviously, Politoed can't dive into the earth ground). Politoed will first dive into the ground, in a pose if a swimmer was diving. After a 2 second time period, Politoed will then jump out of the water, and let out a rising watery headbutt straight, 1 stage builder block upwards. This move deals off about 15% damage with little vertical knockback. This move's speed is about the beginning lag of Link's side tilt, and the ending lag of Ike's forward smash (!). This move also has above average priority.
You can also choose where you want Politoed to jump up from, by motioning your control stick while Politoed is underwater. As long as it's on the same stage level from where Politoed is going to jump from (so he can't jump anywhere he wants exactly), he'll jump where you motion the control stick to. However, there is a catch. If Politoed uses his down tilt on a platform (like a Battlefield one), Politoed will go right through the platform, and this move...will fail, with Politoed suffering 1 whole second of lag.
[ 15% ]
Dash Attack - Amphibian grab
As Politoed dashes forward, he'll jump forward, and attempt to grab the opponent. If Politoed does manage to latch himself onto the opponent, he'll perform his next part of the attack.
It kind of basically works the same way as a grab, as by pressing A, you can go into a slow Politoed slapping pummel, that deal 1-2% damage each, however, instead of throwing the opponent, as you move the control stick around, you can control the opponent's movement. So, try doing this at a ledge, where as you motion the opponent off the stage, they won't be able to use their second jump to recover. Of course, you can simply wait for 2 seconds for Politoed to let go of the opponent. Also note that if the opponent does any upwards attacks, it will knock Politoed off with the intended damage percentage.
If Politoed's opponent happens to be short (examples are Pikachu, Jigglypuff and Kirby), Politoed has the easiest time moving around with them, and if you decide to press down on the control stick, Politoed will then collaspe on the short opponent, planting them into the ground, dealing off about 10% damage. If the opponent happens to be a tall opponent, it's harder to control the opponent movement, as they can fight back, and pressing the downwards on the control stick only deals off a mesely 5% damage, and Politoed will fall down collasped too. This move is good on shorties (though more hard to hit with) and difficult on tall people (though more easy to hit with).
[ 2% + 10% or 5%]
Forward Smash - Surf
Politoed starts clapping cheefully as it's charging animation. All of a sudden, water will start forming right behind Politoed, and soon, it will form into a wave (you know, like the ocean). Politoed will then ride the waves like a surf board (only without the board), and will travel about 1 small stage builder block. If it hits an opponent, the water surf will crash down on the opponent, and deal off about 12% damage, with ok knockback uncharged, while 15-16% damage and good knockback fully charged. The speed is comparable to the speed of Ike's forward smash (though ending lag is a slight less). Also, the hitbox is rather large, doubling the height of Politoed and 1 and half the width of Politoed as well. A slow attack, but has a good chance of hitting. This move has surprisingly great priority and overall, one of Politoed's best moves.
[ 12 - 16% ]
Up Smash - Rock Smash
Politoed will lift a huge rock from the ground, and throw it upwards. If timed right when charging it (about a 3/4th of the move is charged), Politoed will headbutt upwards, smashing the rock, and dealing 17% damage, with good knockback if it hits the opponent. However, if the player holds the charge for too long, the Politoed will fail to do the headbutt, and the rock smash will land on Politoed's head. While still breaking to pieces and damaging the opponent (though it deals only 12% and ok knockback), Politoed will enter a dizzy pose, not being able to move for 2 seconds. This move has a rather laggy start up, but hardly any ending lag. This move has great priority, and a rather large hitbox above Politoed.
[ 17% ]
Down Smash - Perish Song
Politoed starts singing in a tone, and just saying it's name over and over...but it sounds kind of nice. Anyway, it has around the same hitbox and range as Jigglypuff's up B...and you can tell by that, it's hard to hit with. However, it Politoed manages to sing while his opponent's in range, after 60 seconds uncharged, and 30 seconds fully charged, it'll send opponents sky rocketing with huge knockback with 30% damage. This move has only little beginning lag, and hardly any beginning lag. Broken you may say? Well, first of all, the opponent must be hit by Politoed's Perish song for 1 and a half second. Secondly, if opponents manage to KO Politoed or the player switches Politoed before the Perish song's time reaches, it'll stop the huge KO move from happening. So even if this move hits, you're not guaranteed the hit yet.
[ 30% ]
Neutral Aerial - Defense Curl
Politoed curls up into a ball. Then, it's body lets out a shine, to let out the fact that Defense curl is in play. Politoed's size gets a considerable amount smaller. This lasts for about 2 full seconds. If Politoed is hit while in Defense curl, any damage that Politoed takes will be reduced by half the damage percentage, and no knockback will happen. A great defense for Politoed, however, the beginning lag is comparable to Ike's down B, and comparable to Ike's forward smash. A rather punishing and predictable move, but can save your skin from powerful attacks.
[ 0% ]
Forward Aerial - Water Gun
Politoed simply opens his mouth to let loose a blast of water forward. While this move deals no damage, it does cause the opponent to flinch if hit, and it pushes the opponent about 2 small stage builder blocks forward if blast by the full hit. The water gun reaches about 4 stage builder blocks forward, and it's priority is just okay. The speed is kind of slow as it has the beginning lag of Ike's down tilt, and the ending lag of it as well. This move can be useful for gimping the opponent, but after Politoed attacks with this move, he'll fall into a helpless state for 2 seconds, not being able to recover for that same amount of time.
If it's raining, there is enough water to do some actually damage!!! This will cause only a mesely 5% damage for every water gun though.
[ 5% ]
Backward Aerial - Ice ball
Politoed will start forming a water ball in his mouth. Then it will freeze, and Politoed spits the ice ball backwards. If it hits the opponent, it deals off a tiny 5% damage, with little knockback, but as it successfully hits the opponent, it gets stronger by adding an extra 2% damage after each successful hit, though it stops working after the fifth hit. Also, the hitbox will increase by a considerable margin after a successful hit. This move's speed has about the beginning lag of Link's side tilt, and the ending lag of Kirby's forward smash. The ice ball that Politoed fires behind him reaches about 2 small stage builder blocks behind Politoed. The ice balls however, are just ice and can easily be broken by attacking it with an attack does deals off at least 10% or a fire attack.
[ 5%, 7%, 9%, 11%, 13% ]
Up Aerial - Whirlpool
Politoed turns it's head upwards and it lets out a watery whirlpool that sucks up anyone that goes near it. If the opponent is sucked into the whirlpool, it multi-hits the opponent, dealing a minimum of 5% and a maximum of 14% damage, and spits the opponent out in a random direction, though it only kills at around 200% damage. The whirlpool has a large hitbox, with the width of Bowser and the height of Ganondorf. However, this move is rather slow, with the beginning lag of Ike's up smash, and the ending lag of it as well. The range reaches only what's above Politoed, making it useless to against opponents who are by the side or below Politoed. Politoed should only use this move when all of his opponent are above him.
If it's raining, instead of more range and a bigger hitbox, Politoed will instead have the whirlpool travel around him, so it can hit without it being above him. However, it travels around Politoed too fast, and the whirlpool disappears in almost less than 2 seconds.
[ 5-14% ]
Down Aerial - Body Slam
Politoed quickly turns around, and playfully, let's his body slam into the ground, using the front of his body. Obviously, the hitbox is Politoed's entire body, and the range is directly below him, until he reaches the ground floor. The damage this causes is a decent 15% damage with nice knockback. The speed is it has a rather slow beginning lag, and when Politoed hits the ground, he'll suffer the ending lag of Link's down aerial. This move has good priority, making it hard for Politoed to stop falling to the ground. A laggy and a predictable move overall, and can lead Politoed to his doom if used below a pit. However, if you just press the backwards aerial button again, Politoed will stop falling to the ground.
[ 15% ]
Grab - A frog's tongue
Politoed will quickly open it's mouth, and it will latch it's tongue at the opponent. Hey, it's a frog. Every frog has this. Anyway, the tongue has some decent range, reaching about 1.5 stage builder blocks forward, attempting to grab the opponent. This grab has little beginning lag, but above average ending lag if it fails to catch an opponent. Politoed will then try to slurp his tongue back into his mouth.
Pummel - Tongue squeeze
Politoed's tongue looks like it's attempting to squeeze the life out of his victim, dealing off 3% damage per each pummel hit, or in this case, squeeze. It has the same pummeling pace as Link and Mario. It just looks weird though...
[ 3% ]
Forward Throw - Mudslap
Politoed throws his opponent forward for a moment. Then, he'll kick to the ground, throwing...well mud at to the opponent's face, dealing off about 8% damage, with little knockback. With the mud on the opponent's face, with them being blinded, their next attack will be aimed at the wrong direction, (for example, if the opponent uses a forward smash in one direction, he/she will use the forward smash in the other direction instead).
[ 8% ]
Backward Throw - Swagger
Politoed will throw his opponent behind him with his tongue, and then taunts his opponent by performing Swagger, which is basically smoke coming out of Politoed's nose. This will cause the opponent to be really angry, and the for the next 5 seconds, the opponent's attack power will double. How is this helpful to you in anyway? Well, the opponent's damage will drain 2%, every second.
[ 10% ]
Up Throw - Water Pulse
Small rings of light blue will surround Politoed as he throws his opponent up. Then, Politoed will aim it's mouth upwards, and the rings will fire upwards, dealing off about 5% damage with little knockback for each ring hit. The rings will reach about about 2 small stage builder blocks upwards. The water rings have average priority, with the speeding being the beginning lag of Ike's up tilt, and the ending lag of Marth's forward smash. If all of the water pulse rings all manage to hit the opponent is succession (so 3 hits), the opponent will enter a dizzy stance for 2 seconds, giving Politoed a chance to attack them. It's hard to hit with all 3 water rings however, and if Politoed decides to use his up throw again while his opponent's dizzy, they won't be dizzy again.
[ Up to 15% ]
Down Throw - Tongue slam to the ground
Politoed will simply slam his opponent to the ground with his tongue. Then, Politoed will blast the opponent away with his watergun. This will cause 10% damage, and ok knockback, as the opponent is being blasted with the water gun. This throw is considered the worst of Politoed's throws.
[ 10% ]
( Sunflora )
Sunflora is a Grass-type Pokémon. It evolves from Sunkern via Sun Stone. Sunflora's body is obviously based on a sunflower. It has two toes on each foot and petals around its face. Gold had this Pokemon when he was just a kid. He brings Sunflora out to the battlefield. While it may be slow, with propar sunlight, it can turn into a shining fighter.
With Sunny Day in play, Sunflora gets more powerful both speedwise, and causing the opponent to sweat. However, Sunflora's teammates will start sweating to, if exposed to the sun. Also, if Sunflora is within Politoed's Rain dance effect, not only will she suffer from more of a trip rate, but also, all of her grass attack power will be cut in half, and lose 0.75x of there range.
( Stats )
Size - 6.5/10
For a flower, it sure is a tall one. It's about as tall as Fox and Falco.
Weight - 2/10
The obvious light weight of the group. Sunflora can easily be KOed as low as 55-75% damage.
Power - 6/10
Sunflora has decent enough KO potential. She also has some nice damage racking attacks as well.
Ground Speed - 2/10
Sunflora is a rather slow pokemon. It's a rather slow runner and walker. Since Sunflora has no actual dashing pose (i mean, come on...how can a flower dash -_-), it lacks a dash attack.
Attack Speed - 5.5/10
Some of Sunflora's attacks are rather slow. Others are fast...so i guess that balences it out?
Jumps - 5/10
Sunflora's jumps are just okay here.
Falling Speed - 1/10
Being a light weight, Sunflora falls really slowly. While it gives enough time for Sunflora do perform her recovery, she's wide open for attacks.
Range - 8/10
Sunflora's attacks can really reach far. It can reach as far as the whole Final Destination stage!!!
Priority - 3/10
Unfortunately for Sunflora, she has no really decent priority....but a little is better than nothing, right?
Recovery - 8/10
A decent enough recovery...if she can perform it that is..
Crouch - 2/10
Sunflora's so tall, she struggles at crouching down.
Neutral Special - Sunny day
Sunflora will dance around for a little bit. If Sunflora manages to successfully dance around for 3 straight seconds, a huge burning sunlight will start shining on the stage. It's burning so bright, it looks like the opponents are sweating. How does this help Sunflora you may ask? Well, with the burning sunlight burning down on the battlefield for 30 seconds, Sunflora's running speed is drastically increased, with it being boosted from a 3/10 to a 6/10. This gives Sunflora some much needed speed. Plus, all of Sunflora's beginning lag in all of her moves will be reduced by half. Also, every 20 seconds, the opponent will look really sweaty, and be tired for 2 seconds, not being able to attack that very moment. However, this also effects Sunflora's teammates as well, as if they are switched in, they'll be burning from the sunlight as well, making them really tired. Like with Politoed's Rain Dance, use it at the start of the match. You just might need it.
[ 0% ]
Side Special - Encore
If Sunflora was hit by a certain attack (for example, if Sunflora was hit by a particular tilt), using Encore will cause Sunflora to clap her hands together. If she manages to clap her hands together for a full 2 seconds, the opponent will be forced to use that particular move for 10 seconds. So for example, if the opponent has hit Sunflora will a forward smash, they'll be forced to do they're forward smash and no other smash attack, no matter the button input. They'll be forced to use it for a whole 10 seconds. And that's not all! Sunflora can use this move for the rest of the opponent's attacks as well (smashes, tilts, aerials, specials, throws are all in the category). A useful move, but if the opponent's particular attack was going to be used anyway, this move may prove useless.
[ 0% ]
Up Special - Elegant Flower
Sunflora's leaf hands start to grow hugely large. Then, a breeze of wind blows in Sunflora's direction and starts to cause Sunflora to fly away with her being so light with the wind. This move has average beginning lag, and hardly any ending lag. With this recovery, Sunflora can travel up to 7 stage builder blocks with this recovery. However, Sunflora is moving slowly with the wind, and is wide open to be spiked. If you think you got enough air time, pressing the A or B button will cause Sunflora to let out a vine whip for a tether recovery. The vine is about 1.5x Link's Z-air recovery option. Also, if the vine hits an opponent, it'll deal off about 10% damage with okay knockback, though Sunflora's up special is hard to perform. Overall, Sunflora has a great recovery.
[ 10% ]
Down Special - Switch
Sunflora quickly gets vines out from it's body, and anyone in a stage builder block are around Sunflora will be thrown out, with 4% damage, with little knockback. This is to ensure Sunflora's comrades are safe from the opponent. Sunflora then switches in, for either Politoed or Typhlosion.
[ 4% ]
Neutral Attack - Pound to Absorb
Sunflora spreads her arms apart, and then claps her hands right in front of her, pounding the opponent, dealing off about 4% damage, with a flinch to the opponent. If she has successfully landed the attack, vines will come out of Sunflora's hands and start sucking off the opponent's body, dealing 6% damage, and healing Sunflora about that same amount. However, this move's range is rather awful, reaching what's only directly in front of Sunflora. However, this is a fast move, with very little lag at both ends, though has bad priority for the first hit. Use this move when Sunflora's feeling a little weak.
[ 4% + 6% = 10% ]
Forward Tilt - Razor Leaf
Sunflora will swing it's arms around, and leaves will fire out of it, hitting whatever is in front of it. One leave, per swing. It deals off 3% damage, with pathetic knockback per leaf. Sunflora can continue using this move for as much as she wants, and this move is considerably fast, with very little beginning lag on both ends. However, the leafs can reach up to 3 stage builder blocks in total, making it decent to try and stop the opponent from recovering. The leafs have bad priority, and have a small hitbox (leaves are about the same size as Ivysaur's side special leaves).
If the leafs weren't touched at all, they'll then lay on the ground where they were thrown. If they are lits up by a fire attack (best used with Typhlosion), they'll burn up on the ground, dealing off 5% damage, and cause the opponent to go be distracted for a second, as they're foot is on fire, and they're grabing it. I mean, anyone would, right? The leafs will then disappear after a short second.
[ 3% ]
Up Tilt - Bullet seed
Sunflora aims it's head straight upwards, and fires out 5 seeds, that travel about 2 stage builder blocks upwards. Each seed is about the size of a pokeball, and they each deal off about 2% damage, with very little knockback. The speed for this move has very little beginning lag, and hardly any ending lag at all. If the seeds don't hit an opponent as it goes up, they'll fall back to the ground, to both sides of Sunflora (though, doesn't go any farther than half a small stage builder block), hurting anyone who's in the way. The seeds have surprisingly okay enough priority to compare with other various tilts.
If Sunny Day is in play, Sunflora's seeds that are on the ground start sprouting up to become full beautiful flowers, that work the same way as those fire flowers in the Smash Bros, only except without any of the fire effect (pressing A simply throws it), and deal the same damage as a fire flower when thrown at opponents.
[ Up to 10% ]
Down Tilt - Ingrain
Sunflora's roots will appear from below Sunflora's body, and quickly plant into the ground. For every second that Sunflora's roots are planted in the ground, it'll heal her about 2-3%, though pressing the down tilt button again will cause Sunflora's roots to fly up from the ground, and cause 8-9% damage with knockback that kills at 300% damage to all those who are near those roots. This move's speed has above average beginning lag, and the ending lag of Wario's forward smash when roots are pulled out. The range where the roots are pulled out only reach what's on the ground, and what's directly beside Sunflora. Sunflora's roots only and must stay on the ground for 3 seconds.
With the roots planted to the ground, Sunflora has the advantage of not being sent flying by knockback, thanks to the roots. This move is great for Sunflora when she needs to heal at a very high percentage, without getting KOed. Why would you not want Sunflora to be planted on the ground? Because Sunflora can't move or jump. With the opponent can simply rush in to Sunflora and attack constantly with there strong attacks, the healing process may become useless. Just heal when the opponent's faraway, and you should be fine.
[ 8-9% ]
Forward Smash - Leech Seed
Sunflora fires out 3 seeds forward from it's mouth. If the seeds hit, they'll burst open, and latch themselves onto the opponent, seemingly wrapping them. It will then suck the life out of the opponent, shocking them, dealing off about 4% damage for each seed uncharged, and 6% damage for each seed fully charged. It will also heal Sunflora for about half the damage that each seed does. After the Leech seeds are done life sucking, it will burst, and send the opponent away with okay knockback. The Leech seeds travel about 1.5 stage builder blocks forward. While it is possible to get all 3 seeds to hit 1 opponent, it's still very easy for the opponent to destroy them, as they have low priority. Also, the beginning lag is barely any at all, and the ending lag of Pikachu's down smash. Note that the opponent can still move and attack even if they're hit by Leech Seed.
If Sunny Day is in play, if the seeds fail to hit, the leech seed's vines will start popping out from where it landed in the ground. This is the seed's last desperate attempt for this move to work, though it only lasts for half a second on the ground. It's better to make sure the seeds hit the first time.
[ 12-18% damage ]
Up Smash - Solarbeam
Sunflora's flower face starts lighting up, in a glowish fashion. Once it fully lights up, Sunflora will unleash a green beam of light upwards diagonally, and deal about 13-14% damage with nice knockback uncharged, and 17-18% damage with great knockback fully charged. This is obviously one of the few Sunflora's moves that have power, though however, it takes about 2 seconds to fire an uncharged blast, and 4 seconds to fire a fully charged blast, with very heavy ending lag. A really laggy and predictable move, however, it's backed up by letting it move while it charges the attack, and has a great range of 2 stage builder blocks uncharged, and 4 stage builder blocks fully charged. The Solar Beam has great priority, and overall, a good KO move.
Obviously with Sunny Day out, it's move's lag beginning decreases with barely any at all, but Sunflora's ending lag still exists, and nothing else changes.
[ 13-18% ]
Down Smash - Petal Dance
Sunflora starts dancing, by moving it's body side to side, swaying it's arm side to side as well as it does so. Suddenly, petals start surrounding Sunflora, spinning around her as she dances. Then Sunflora will then leap forward in front of her, ending her dance, and dealing off 10-11% damage with ok knockback uncharged, and 13-14% damage fully charged if she bumps into anyone. If any opponent is in the petals surrounding Sunflora's range (which is about 1 stage builder block around Sunflora), they'll fall asleep, being mesmerized by the petals, for 2 seconds. This move's speed has only Ike's side tilt beginning lag, but the ending lag of Ike's forward smash. This move is not spammable obviously, and has rather low priority when Sunflora leaps forward.
[ 10-14% ]
Neutral Aerial - Growth
Sunflora holds it's hands together for a moment, concentrates...and it starts getting a bit taller. It gets about a Pokeball taller height wise. Also, this move increases the power for each of Sunflora's moves by 2% damage, for the next 5 seconds. Pretty convient right? Well, first of all, you only power boost Sunflora once. Also, you can increase Sunflora's size 5 extra times, but why would you want that? It makes Sunflora an incredibly big target, being easily comboed, though if you want to keep Sunflora's power boost without losing it, using Growth again will do so. If Growth's power boost wears out, Sunflora won't be able to use this move for 15 seconds. This move takes a whole 2 seconds to perform.
[ 0% ]
Forward Aerial - Mega Drain
Sunflora quickly lashes vines from it's leaves forward. The vines don't really reach far, extending only a stage builder block forward attempting to grab someone. If it does grab someone, it'll look like Sunflora's draining the energy of the opponent, not only dealing off 10% damage, but causes the opponent's physical attacks to be weakened by 1 knockback level, and 2% damage for 5 seconds. Plus Sunflora recovers half the damage dealt to the opponent. This only works once, and cannot be multiplied. This move's speed has barely any beginning lag, but heavy ending lag for Sunflora to cool off.
[ 10% ]
Backward Aerial - Grasswhistle
Sunflora quickly turns around, and lets out a whistle, which will cause green music notes to appear. About 3 music notes will appear, and if they hit the opponent, they'll pop, and cause opponents to fall asleep for 2 seconds (in the air, it will cause opponents to be helpless instead). The music notes travel at a rather slow pace, but reach up to 2 stage builder blocks backwards. Of course, the bubbles have very low priority, and can be popped easily with one hit. It takes about a whole second and a half for Sunflora to finish the whistle. There is hardly any beginning lag, but above average ending lag. If Sunflora has manage to hit the opponent with all 3 music notes, they'll be dealt 5% damage, with little knockback at the end.
[ 5% ]
Up Aerial - Stun Spore
Sunflora quickly turns her head upwards, and fires a seed straight upwards. The seed travels about 1 stage builder block. As soon as the seed finishes travelling, it quickly bursts, and yellowish smoke starts surround that area. The smoke is 2 small stage builder blocks wide, and just 1 tall. If anyone is caught in the yellowy smoke, they'll suffer 5% damage, with absolutely no knockback, but for 2 seconds, they'll be stunned, not being able to move (in the air, they'll enter a helpless state for 2 seconds only.) The seed's launching speed is about the beginning lag of Olimar's side B, and the ending lag of Ike's side tilt. This move is good for attack those above Sunflora and giving Sunflora a chance to attack.
Of course opponents can stop the Stun spore from happening by the destroying the incredible weak seed (with just a hit). It's rather hard to do however, as the stun spore seed only needs 1 stage builder block to travel. If Sunny Day is out, the seed is unbreakable.
[ 5% ]
Down Aerial - Vine whip
Sunflora's hands will quickly turn into vines, and start whipping in the straight downwards direction. There are 3 whips in all, each of them doing 4-5% damage with okay straight downwards knockback on the last one (so, this move can spike). The vines reach downwards with a good reach of 2 stage builder blocks forwards, though the hitboxes are kind of thin. This move's speed has barely any beginning lag at all, but rather heavy ending lag. This move's priority is just okay.
For once, Sunny day does not boost up on this move, and rather, instead of a vine whip attack, Sunflora throws...a Sunkern downwards with the same speed, range and priority properties, and when it hits, it deals off 8% damage, and instead of knockback, it'll cause the Sunkern to stay attached to the opponent, causing the opponent to slow down for 10 seconds by 1 speed level, where the Sunkern will disappear. When the Sunkern is thrown, Sunkern looks like it's crying...seriously, is this Sunflora heartless?
[ Up to 15% or 8%]
Grab - Latch On
Sunflora's vine will start appearing from her hands, attempting to grab the opponent. It doesn't reach far, only about half a stage builder block forward.
Pummel - Poison Powder
Sunflora will look like she's spitting on the opponent, but with purple smoke coming out of it. Each purple smoke blast deals off about 4% damage a pummel. This pummel's rather slow, going about 1 hit per 1.5 seconds.
[ 4% ]
Forward Throw - Cut
Surnflora pushes the opponent forward. All of a sudden, one of Sunflora's leaf hands will turn razor sharp, and Sunflora will leap forward, letting out a vertical sword strike...but with a leaf hand. It deals about 12% damage, sending the opponent away with nice knockback. How does a leaf cut an opponent that badly you ask?...I'm just as confused as you are.
[ 12% ]
Backward Throw - Sunkern rebellion
Sunflora quickly tosses the opponent behind her, and quickly lets out a whistle. All of a sudden, 3 Sunkerns appear before Sunflora, and they throw themselves to the opponent. Each of them deals off 4% damage, with little knockback. It looks like Sunkern are using tackle attack. After they attack the opponent, 2 of the Sunkerns leave the stage by falling off (if it's a walkoff stage, they'll walk off), and one of the Sunkern stays behind as an item that can be thrown for 4% damage.
[ 4% x 3 = 12 ]
Up Throw - Barrage of razor leafs
Sunflora quickly throws her opponent upwards, and quickly lets loose a barrage of leaf attacks from her hand. The damage is variable, depending if all the leaves hit or not. At least, it'll do 3% damage. At most, it'll do up to 15% damage. At the end of the move, after being hit by so many leaves, the opponent will fall to the ground, suffering no knockback.
[ 3-15% ]
Down Throw - Sweet Scent
Sunflora lets go of the opponent...softly? Kind of, as Sunflora then hugs the opponent. The opponent will then smell Sunflora, and be mesmerized for 1 second, giving Sunflora a chance to launch an attack. However, if the opponents button mash enough, they won't be mesmerized by Sunflora.
[ 0% ]
( Typhlosion )
Typhlosion, in appearance, becomes much different than its pre-evolutions; however, some resemblances remain. For instance, it is both a biped and a quadruped, like Cyndaquil and Quilava, respectively. The fiery vents on its back disappear, making way for a new ring of them around its neck and shoulders. The fur of a Typhlosion is very coarse and highly flame-retardant, giving it an extreme resistance to heat and fire attacks. This may also be to keep it from injuring itself during battle when using attacks such as Flamethrower or Flame Wheel. It also seems to have very sharp claws with which it can use Crush Claw.
Unlike the other 2 of his teammates, Typhlosion can't change the weather condition. However, he can still use Sunflora's Sunny Day to his advantage by having his moves increase by 1.25x the regular damage. However, he still gets sweaty every 20 seconds. Plus if Politoed's Rain dance is in play, all of Typhlosion's fire attacks' range will be cut in half, due to the rain washing the fire away.
( Stats )
Size - 8/10
Typhlosion is obviously, the tallest pokemon on Gold's team. This causes him to be an easy for him to hit, but he's not going to go down easily.
Weight - 7/10
Typhlosion is indeed the heavyweight of the bunch, being able to take a hit up to 150% damage even. Still, it can be KOed at around 135-150% damage.
Power - 7/10
Once again, Typhlosion is the strongest of it's comrades, but some of it's attacks can't Ko at all...still, it can KO at around 90% damage.
Ground Speed - 5.5/10
Typhlosion isn't slow by any means, but it sure isn't fast either. It runs as fast as Ivysaur.
Attack Speed - 5.5/10
While Typhlosion isn't the fastest fighter around, it can handle itself in battle pretty well. However, there are some KO moves that are slow.
Jumps - 3/10
Typhlosion lacks with any decent jumps, that are comparable to Link's jumps.
Falling Speed - 7/10
Typhlosion falls rather fast, so you gotta think fast too.
Range - 6/10
With moves like flamethrower, and moves that let him travel like Flame Wheel, Typhlosion can reach far, but at the same time, there are some moves that force you to get in close.
Priority - 7/10
Typhlosion can break through many strong attacks, but there are some...not so much.
Recovery - 6/10
With the lack of good jumps, Typhlosion makes up for with an above average recovery. It's not the best, and it IS the worst of the 3 Pokemon Gold uses, but it can be helpful.
Crouch - 8/10
Typhlosion has surprisingly a good crouch, going down as short as a Squirtle.
Neutral Special - Flare Up
Typhlosion will start charging up for his attack, by having the flames on it's shoulders burning up intensely. If Typhlosion has charged long enough, which is about 2 seconds, Typhlosion will let out a roar, signalling that his charge is ready. The moves now have a powerboost of 3% damage, and half the beginning lag is cut. Also, each move that isn't a fire attack will be turned into fire attacks, creating a bigger hitbox, and a burning effect. Typhlosion can have up to 3 charges at a time, and he doesn't lose them, unless charges are used, you switch Typhlosion back in, or the opponent deals off 30-40% damage on Typhlosion. He doesn't lose a charge even if KOed however.
If Typhlosion has already 3 charges, and you happen to press the standard B button again, Typhlosion will now do a move called "Heat wave." Typhlosion will let out a loud roar, and a barrier of fire (similar to Gardevoir's assist trophy barrier) will start building up, the size being 2 stage builder blocks all around. This will cause anyone touching the barrier to suffer 10-11% damage, with ok knockback. This is to make sure no opponents get in close, but there is about the beginning lag of Ganondorf's neutral B and the ending lag of 1.5 seconds. The flaming red barrier only lasts for 2-3 seconds, and for some reason, any projectile (excluding those that give out fire like Link's bombs or Ness PK fire) can get through it. Be careful, as it uses 1 of Typhlosion's charges.
[ 10-11% ]
Side Special - Leer into a roar
Typhlosion will immediately stare forward, trying to find an opponent. If the opponent is facing Typhlosion, his eyes will turn yellow, and the opponent will enter a dizzy pose for 1 second. The opponent must be in a 2 stage builder block range for this to work. Also, this move has above average begining lag, and little ending lag. There is no damage. You can use this move for a quick chance to attack.
If you decide to press the Side B button again, Typhlosion will immediately let out a mighty roar, and it will send the opponent flying, about 2 stage builder blocks forward. This cannot kill at all, though it can cause opponents to fall into a pit, if used near an edge. This roar leaves opponents into a helpless state, if the opponent is roared into the air. Also, this move deals off about 6-7% damage, while the speed has barely any beginning lag, and above average ending lag.
This move has no flare up charge bonus.
[ 6-7% ]
Up Special - Flare Blitz
Typhlosion will enter a on all 4 legs pose, and fire starts surrounding him. The fire attempts to consume Typhlosion, and when the B button is released, Typhlosion will then have fire surrounding his entire body. Depending on how long the charge was, anyone touching Typhlosion will suffer damage and knockback (obviously). Anyway, left uncharged, it'll deal off a mesely 1% damage a second the longer touched, while fully charged (it takes about 4 seconds to do this however), it can deal off 5% damage a second, and good knockback at the 20% damage mark. It'll last for about 5 seconds. You may hold in your charge, similar to how Samus holds her standard special charge.
But there is more. Flare blitz will help Typhlosion will recover as well. In the air, if Typhlosion presses the neutral B button, Typhlosion will quickly have the wheel of fire surround him, and it moves him in a curvy direction upwards (moving the control stick around will make it move left or right, or a more vertical recovery), though it will only move him about 2 stage builder blocks. However, if Typhlosion has a fully charged Flare blitz ready, it can move him up to about 5-6 stage builder blocks in the air. This means, of course, Typhlosion may not charge his Flare blitz in the air.
If Typhlosion is attacked while in flare blitz mode, he is saved knockback wise, but unfortunately, he suffers 1.5x the regular damage. Also, the flare blitz will burst, and 5 fireballs will go in different directions around Typhlosion, dealing off about 5% damage, and little knockback a touch. However, it's tough to get a physical attack in, but 2-3 projectile attacks can easily stop Typhlosion.
[ 1-5% a second ]
Down Special - Switch
When it's time to call him back in, Typhlosion quickly breathes fire out of his mouth, aiming on the ground. This will create a flow of magma fire, that if come into contact on the ground, it will continously deal off 2% damage a second the longer the opponent stays on. The flaming magma on the ground will last for about 3 seconds, and will reach out only 2 stage builder blocks to each side. This is to ensure that the opponent stays far away from the lava, giving Typhlosion's comrades some breathing space.
[ 2% ]
Neutral Attack - Tackle
Typhlosion takes a 1 stage builder block leap back, and goes with all 4 of his legs/arms on the ground. This move is chargable. If Typhlosion happens to be leaping back on the edge, well this move will obviously fail, and Typhlosion will start falling, so best used with Typhlosion has space and mobility. Anyway, this move the longer charged, the farther and more powerful Typhlosion's tackle will be. Left uncharged, Typhlosion will only rush forward 1 stage builder block, with 8% damage, with little knockback (it's basically where it was before). Plus this move has only low priority. The tackle has a bit less than the starting lag of Captain Falcon's forward smash, and the ending lag of Link's forward tilt.
With this move fully charged (which by the way takes 3 seconds only), Typhlosion will tackle forward about 2.5 stage builder blocks forward, dealing off a decent 16% damage with nice knockback. Be careful not to hold the charge beyond 3 seconds, as if you do, Typhlosion will be too focused, and all of a sudden, trip on the spot. This move needs to be timed carefully for it to work, and can give the opponent a chance to attack if not careful.
With a flare up charge, Typhlosion now only needs one second to fully charge his tackle attack. Also, it looks like Typhlosion is tackling in flames, making it a bigger hitbox slightly, and causing the opponent to have a burning effect. This move now has good priority.
[ 8-16% ]
Forward Tilt - Crush claw
Typhlosion's hands will turn into razor sharp claws. It will then take 2 steps forward, each time dealing a claw swipe. Each step will bring Typhlosion about half a stage builder block forward. The speed is comparable to Link's forward smash at both ends. The total damage that's dealt will be 6-7% damage, per swipe with the claw, with okay forward knockback on the last hit. If the opponent is shielding while being attacked by the crush claw, the shield will break, the damage still being inflicted to the opponent, though both hits must hit, and the opponent will not enter a dizzy pose (this can also break shields like Pit's). If the opponent is NOT shielding, the opponent's defense will increase, with 1.25x the regular damage will happen to the opponent for the next 5-10 seconds. It may not be multiplied any further however.
If Typhlosion has a Flare up charge ready, his claws will now have a fiery effect, creating a bigger hitbox for Typhlosion's claws, and it will have a burning effect on the opponent.
[ 12-14% ]
Up Tilt - Shoulder/back fire
Typhlosion's fire on his shoulder/back will quickly start burning like crazy. Typhlosion will then aim his shoulder/back fire upwards, and the fire will start shooting upwards, though the fire will only reach half a stage builder block up. The speed for this move has little beginning lag, but above average ending lag. The hitbox is only the fire on Typhlosion's shoulder/back, dealing off about 11-12% damage with okay knockback. It has only okay priority. This should mainly be used for attack opponents that are above Typhlosion. If the player holds the A button, the fire can keep on burning for as long as he wants, though this leaves Typhlosion exposed on both sides.
With a Flare up charge ready, Typhlosion will turn burning red while doing this move, and the hitbox gets a bit larger, as it expands. It also will have the same power boost for any old Flare up charge.
[ 11-12% ]
Down Tilt - Smokescreen
With Typhlosion crouching on all 4 legs/arms, he'll open his mouth, releasing a black ball forward. After it flies forward about 1.5 stage builder blocks, it will blow up on the spot, creating smoke around the area. Any opponent caught in the smoke will be seen coughing (a robot will be seen malfuctioning) for 1-2 seconds, being distracted. This will cause no damage, but strangely, if Typhlosion walks into the smoke too, he'll be seen coughing too. The move has the speed of Captain Falcon's neutral B strangely at both ends of the attack. The smoke can be stopped by the player quickly presses the down tilt again, making Typhlosion cancel the attack, and...swallowing the smokeball. The smoke lasts for about 2-3 seconds.
While this move does NOT have a Flare up boost, if a fire attack hits the smoke surround the area, a large explosion will happen, igniting the smoke, and anyone near the explosion will be sent flying with 20% damage, with good knockback. While it may appear broken, not many of Typhlosion's fire attacks can be used from a distance (as he can be effected by the explosion as well), plus adding to the fact that this move can be easily avoidable by staying away from the smoke.
[ 20%]
Dash Attack - Flame Wheel
As Typhlosion dashes forward, fire will start surrounding him. Soon, the fire cause Typhlosion to take form into a fire wheel, that travels forward about 1.5 stage builder blocks forward, before changing back to his regular form. Anyone in the way of the fire wheel will suffer 10-11% damage, with nice forward knockback. This move has a little beginning lag, and strangely above average ending lag. This move has okay priority and should be mainly used for travelling without getting hit. Typhlosion also has super armor while he is in the flame wheel mode.
With a flare up charge, Typhlosion can actually control his Flame wheel like Sonic's side/down special spin form. However, it's rather hard to control, and strangely, the power and fire gets weaker as Typhlosion keeps on spinning (it can do as little as 1% damage). Typhlosion can only maintain the flame wheel form for 3 seconds, before changing back.
[ 10-11% ]
Forward Smash - Fire's breath
Typhlosion pulls his head back for a moment, building up fire energy in it's mouth. Once it builds enough energy, Typhlosion will unleash the fire forward, opening it's mouth. Now which fire attack that Typhlosion does depends how much you charged the forward smash. Typhlosion has 4 stages of fire (5 if you have a flare up charge). It takes about the beginning lag of Bowser's forward smash to launch whatever comes out of Typhlosion's mouth.
0-25% charged: As Typhlosion opens it's mouth...nothing comes out. It looks like Typhlosion hasn't charged enough, releasing only smoke that forces who ever is in it to be distracted for 1-2 seconds, similar to his down tilt, only with it not being aimed downwards, the smoke is directly right in front of Typhlosion (so, he's immediately effected by the smoke too), and it only lasts for a second. This move has barely any ending lag at all.
26-50% charged: Typhlosion will release about 15 small fire balls forward (this move is otherwise known as "Ember"). Each fire ball will only travel about 1.5 stage builder blocks forward, and will only do 1% damage each, with little knockback on each of them. However, they have little priority, and can be taken down easily. The ending lag is comparable to Link's side tilt ending lag.
51-75% charged: Typhlosion will let out a long wave of fire from it's mouth (this move is otherwise known as "Flamethrower"). Typhlosion keeps on breathing the wave of fire for a full 2 seconds, and anyone taking the full blast wave can suffer up to 22-23% damage, though at the same, if the opponent hasn't been in the wave for very long, they'll only suffer 5% damage. The wave of fire travels about 2 stage builder blocks forward, before disappearing. This move strangely cannot KO (it'll cause the opponent to fall to the ground though), but has good priority. The ending lag is comparable to the ending lag of Charizard's Side B.
76-100% charged: Typhlosion will unlease a huge fire ball forward, that's slightly bigger than Jigglypuff forward, making a large hitbox. Upon impact, it deals off about 20-22% with great forward knockback. A powerful move, with a 2.5 stage builder block range, and good priority. However, this move has heavy ending lag, lasting slightly over a second. However, it IS a good KO move. This move is otherwise known as "Fire Blast."
Flare up + 100% charged: Typhlosion turns burning red, and lets out a spiraling wave of fire, and with just one hit, it deals off a great 25% damage with great knockback. It travels a decent 2 stage builder blocks, and has great priority. However, it has the ending lag of Ike's forward smash, and it causes Typhlosion's fire attack power to decrease greatly by 0.5x the regular damage. This move, of course, is known as "Overheat."
[ Variable damage ]
Up Smash - Eruption
Typhlosion starts turning red, and raises it's arms to the air as it charges the move. When the charging is finished, Typhlosion will bring it's arms down fast, and a fiery explosion will surround Typhlosion's entire body, causing anyone near him to suffer 15-16% damage with nice knockback uncharged, and 21-22% damage with good knockback fully charged. This move has rather bad range, forcing Typhlosion to stay right next or be directly below the opponent for it to hit. Also it's a rather laggy move, with the speed being comparable to Ike's neutral B at both ends, though this move has good priority. If this move attacks at fully charged, Typhlosion unfortunately suffers 4% damage.
A Flare up charge does nothing to help other than a power boost.
[ 15-22% ]
Down Smash - Magma floor
Typhlosion will start building up fire in it's mouth, and quickly breath fire on the ground around him. Anyone touching the fire that Typhlosion is breathing will suffer 11-12% damage with okay knockback. Anyway, Typhlosion's fire breath will create a floor of lava that surrounds Typhlosion, stretching 1 stage builder block to each side. It works similar to the lava of Brinstar, sending opponents upwards with 13-14% damage with okay knockback. This move has only a little of beginning lag, but above average ending lag. Left uncharged, the lava will only last for a second, but fully charged, up to 3 seconds. Typhlosion is, of course, free to move away from the lava, without getting harmed.
With a flare up charge, the lava expands by reaching 1.5 stage builder blocks to each side, instead of just one.
[ 13-14% ]
Neutral Aerial - Swift
Typhlosion quickly rolls itself into a ball (sort of) and 5 stars come out from it's back. These 5 stars automatically home into the opponent, making it hard to dodge, but however, these stars only do 2% damage each, with barely any knockback. This move's speed is comparable to Squirtle's neutral aerial. The stars continue to home into the opponent, unless the opponent manages to outrun the stars' 4 stage builder block range. The stars only have little priority, and a rather small hitbox. The star travels about as fast as a regular thrown item.
With a flare up charge, the stars are on fire, and now travel 5.5 stage builder blocks, and a slightly bigger hitbox too. However, unlike Typhlosion's other attacks, it only gets a power boost of 1% for each star. Nothing else other than that.
[ 2% each ]
Forward Aerial - Thrash
Typhlosion takes a swipe similar to Bowser's side special, attempting to grab the opponent. It only reaches what's directly in front of Typhlosion and has somewhat of a bad hitbox. There is barely any beginning lag, but above average ending lag if it misses. It has surprisingly little priority.
If Typhlosion manages to grab an opponent, Typhlosion will start attack relentlessly with his claws, and quickly throws the opponent away with a decent 15% damage, and okay knockback. A decent and somewhat fast move, but if Typhlosion uses this move exactly 3 times (doesn't have to be in a row), when Typhlosion gets back on the ground, he'll be in a dizzy pose for 2 seconds, not being able to move. There is no flare up charge bonus.
[ 15% ]
Backward Aerial - Backfire
Typhlosion simply concentrates, and the fire on his back starts burning like crazy. Anyone who touches the fire will suffer 11% damage, with okay knockback. This move has somewhat bad range, considering it only reaches what's directly behind Typhlosion and it's not that big of a hitbox. However, it has great priority, stoping most attacks in there tracks behind Typhlosion. It has barely any ending lag, but average ending lag.
With a flare up charge, the fire on Typhlosion's back will fire out, reaching about 1.2 stage builder blocks, instead of it's regular bad range.
[ 11% ]
Up Aerial - The Volcano Pokemon
Typhlosion aims it's head upwards, and pulls it back, building up energy in it's throat. It will then open it's mouth, and let loose a volcanic flow of lava from it's mouth. The damage depends on how long the opponent stays in flow of lava, dealing a minimum of 1% damage, and a maximum of 16% damage, and there is little knockback at the end. The range is only 1.5 stage builder blocks upwards, and it has only okay priority. The speed is comparable to Ike's down special at both ends.
With a flare up charge, the lava flow will fall after the 1.5 stage builder mark to the ground. If it happens to hit a stage, a lava floor will appear on that spot for 3 seconds, causing anyone to step on it to suffer 2% damage a second.
[ Variable Damage ]
Down Aerial - Heatwave
Typhlosion concentrates, and a flaming and intense aura surrounds Typhlosion's entire body for a quick second, before quickly disappearing. Anyone touching the aura will suffer about 10% damage, with little knockback. It has somewhat bad range, considering it only effects what's directly around Typhlosion, though it has a disjointed hitbox somewhat. There is hardly any beginning lag, but above average ending lag. This move has okay priority. While Typhlosion's in the fiery aura, he has super armor, and can deflect physical projectiles (like Link's arrows, but not ones like Lucario's aura sphere).
With a flare up charge, Typhlosion's flaming aura will last for two seconds instead of one.
[ 10% ]
Grab - 2 handed grab
Typhlosion will attempt to grab the opponent with his 2 hands. Nothing really special here.
Pummel - Headsmash
Typhlosion gets furious, and smashes the opponent with his head like crazy. It deals off 4% damage at a regular pace. Ouch.
[ 4% ]
Forward Throw - Fury swipes
Typhlosion will let loose a barrage of swipes with it's hand claws. It will at least do a minimum of 8% damage, and a maximum of 14% damage. There is only little knockback at the end. A decent damage racker.
[ 8-14% ]
Backward Throw - Fury Cutter
Typhlosion throws his opponent behind him, and does a swipe with his hand, in a form of a cut. At first, it deals off a mesely 5% damage, but if you keep on using this throw more times in a row, it's power will increase by 2% damage. The maximum damage this throw can do however is 19%. There is always only okay knockback.
[ Variable Damage ]
Up Throw - Seismic toss
Typhlosion throws his opponent into the air. Suddenly, Typhlosion jumps into the air where his opponent is, and throws them quickly to the ground. This move cannot KO, but at no damage dealt to Typhlosion, it deals off 14% damage. However, if Typhlosion gets damaged, for every 10% damage, this move gets weaker by 3%. However, it will always do at least 1% damage.
[ Variable damage ]
Down Throw - Double kick
Typhlosion throws his opponent to the ground, and uses his feet to stomp on the opponent when they're on the ground. Ouch. Each stomp will do 6-7% damage, with okay knockback at the end of the throw.
[ 6-7% each ]
One of Gold's Pokemon has grabbed the smash ball! With the final smash activated, Gold brings out from his pocket...a Rainbow feather? With that motion, a legendary rainbow colored bird known as Ho-Oh comes from the right side of the screen. Gold quickly calls back his current Pokemon, and hops on Ho-Oh to ride it. Pokemon Gold = Trainer Gold = Ho-Oh on the front cover of Pokemon Gold. Makes sense right?
The player will be able to control the legendary bird for a limited amount of time now (20 seconds to be exact). Ho-Oh is about half as big as Giga Bowser to be exact. Ho-Oh is practically invincible in this final smash, but not the Gold himself. Gold is on the back of Ho-Oh, and any damage caused on Ho-Oh's back WILL cause damage to the player (though there is not knockback). If the opponent somehow manages to land off 40% damage on Gold, he will fall off the bird, thus ending the final smash. Ho-Oh controls like Yoshi's final smash, letting you fly where ever you please. While Ho-Oh does have a weakness...that doesn't mean Ho-Oh can't protect it's trainer...
Neutral Special - Summoning of the dogs
Ho-Oh lets out a screech, and suddenly, after a second or so, infront of Ho-Oh will summon either Entei, Suicune, or Raikou. If Ho-Oh performs this move in the air, where there is a pit, the legendary dogs will appear in the middle of the stage either way. Anyway, the Pokemon that comes out depending on which of Gold's Pokemon activated the final smash. However, Ho-Oh may only summon one of the dogs every 10 seconds.
- Politoed = Suicune
- Sunflora = Raikou
- Typhlosion = Entei
Each of the legendary's dogs does there Brawl Pokeball attack (or for Raikou's case, his/it's Melee Pokeball attack). Some of you all know what they do, but for those who don't..
Entei: It will rare and stand on its hind legs, then a column of fire will surround, it dealing 40% damage with the thrower being immune. It also features a vertical knockback effect. It's range is only a high vertical 4 stage builder blocks, and it can easily be avoided by staying away from Entei. It takes only a short second for Entei to perform it, and Entei stops the attack for a second, before disappearing. This move surprisingly does not KO, but it can deal off a whole lot of damage.
Suicune: Suicune starts having ice form around it's mouth, and fires out an ice beam forward. It takes about a short second for Suicune to fire it, and if the ice beam hits, it deals off a great 35% damage, with great horizontal knockback. However, while the ice beam travels off the stage, it only fires horizontally, and it can be avoided easily by jumping or going to the other side. This is a great KO move...if it hits.
Raikou: Raikou will fire off a shock wave around itself and it will shock any opponents that touch it. The shockwave surrounds Raikou all around 4 stage builder blocks, and the move happens almost immediately. The shock will deal off about 16-17% damage, with shocking knockback, and the shock wave continues doing damage, with the potential of dealing up to 50% damage. However, the opponent may DI out of the shockwave, and it never KOs.
[ Variable damage ]
Side Special - Fire Blast
Ho-Oh prepares fire energy surrounding it's mouth. Then, it fires out a huge fire ball, about as big as Bowser forward. If it hits an opponent, it deals off a great 25% damage, with great knockback. It has barely any beginning lag, but the ending lag of Bowser's forward smash, therefore, this attack is not spammable. The fire ball travels a great range of 4 stage builder blocks, and has great priority.
[ 25% ]
Up Special - Gust
Ho-Oh starts flapping it's wings together like mad. All of a sudden, a tornado forms around Ho-Oh, and depending which direction you want to the tornado to fly, it goes to that same direction, and the tornado pushes opponents away, keeping them away from the stage. The tornado travels a great range...in fact, it travels to off screen. However, it absolutely does no damage whatsoever, and is only mainly used for pushing opponents away. It takes about 2 seconds for Ho-Oh to whip up the tornado.
[ 0% ]
Down Special - Sacred Fire
It flies up into the air and to the back of the screen. It then shoots a column of fire which deals massive damage and cannot be escaped. The pillar of fire can sometimes interfere with vision. However, once this attack is used, the final smash is automatically over. Depending on how long the opponent was in the column of fire, it can deal a maximum of 60% damage, and a minimum of 20% damage. It's range expands to over 2/3rds of Final Desination. When this move is activated, Gold hops off Ho-Oh, back into the background, and sends out his Politoed/Sunflora/Typhlosion. It takes about 3 seconds for Ho-Oh to actually use the attack, and with this time period, opponents have a chance of stopping the attack from happening, by KOing one of Gold's Pokemon as soon as they were sent out again.
[ 20-60% ]
( Playstyle )
Gold has collected a well rounded team to bring into the brawl roster, though they are not without weaknesses. You will have to work together with the Pokemon team, like any old regular team of fighters. However, Gold's team doesn't suffer like Pokemon Trainer's stamina mechanic. With Gold's berry mechanic, you won't have to worry about casualties too much. Of course, you should just use the regular Berry or Gold Berry for all your healings. A good player waits until they KO the opponent's stock, and with the opponent not on the field, and instead being busy fresh with a new stock, use that time to heal with a Berry. If you have enough time, switch out with another Pokemon for extra healing. Now...for each individual Pokemon.
Politoed is the fast fighter of the team, and the best ground fighter on the team as well. However, he lacks with fast KO moves, and instead relies on damage racking instead. A good Politoed player would immediately try to get Rain Dance going on, for some better attacks range wise. A good combo would be first to hit the opponent with the neutral A combo, smashing them to the ground, and follow it up with his forward tilt or Side special, for either some nice pinning the opponent damage racking or causing the opponent to stop moving instead. If you get the opponent to ever stop moving by causing them to be dizzy, follow it up with Politoed's down smash. This will at least ensure that Politoed's opponent is always in a constant risk of danger. Politoed's not so bad in the air either, as his forward aerial can gimp opponents, and his back aerial can be used for constant damage racking.
For Politoed's bad sides...he's a little slippery. Even with Rain Dance on, he doesn't exactly have the best traction of all time. It's also not the best KOer either, as a Gold player should leave the KOs to Typhlosion. The only really decent KO moves that Politoed has is his forward smash, and up smash. It's highly unlikely that the opponent will give you enough time to use those moves, so instead, Politoed is better gimping opponents with his forward aerial. However, that doesn't mean HE can't be gimped either. While his recovery is decent enough, he may only use it for every 10 seconds. The opponent can easily just knock Politoed away after he just finished his recovery, which leaves Politoed helpless. Politoed players will have to avoid there opponents as soon as they recover.
On to Sunflora now, she's almost the opposite of Politoed, with the only similarities being powerwise, and size wise. She's on the slow side, making fast opponents catching up to her easily. However, that doesn't mean she's not useful. She's the team's healer, sort of, with moves like her down tilt and forward smash, though with her down tilt, don't think about staying for too long though. Like for Politoed, it's best to use her Sunny Day special as soon as possible. Sunflora is best staying back and far away from the opponent, trying to hit opponents with projectiles, and switch to Typhlosion for the KO. Strangely enough, her only decent KO move is her Up smash, though it can be avoided rather easily, and it's not the most powerful attack either.
More on Sunflora's bad points, her recovery. While it's surprisingly good, she moves slowly while performing it, making her getting spiked extremely easy, though quickly pressing the A button for the vine whip should knock away the opponent. Also, she is slow, making projectile spamming pointless if they don't hit the opponent, as they can just rush in on Sunflora. She also has some bad priority, though she backs it up with the ability to stop opponents in there tracks, with her forward smash.
On to Typhlosion now, it's obviously the powerhouse of the three Pokemon. His down tilt can be used for giving Typhlosion an opening to the opponent. His side tilt can be used to stop opponents from shielding all the time. Good Typhlosion players should always have at least 1 Flare up charge ready to be in use. It always makes Typhlosion's attack all the more useful. Also, make good use of Typhlosion's forward smash, making for unpredictable, yet rangeful, fire attacks from him. It's also powerful, and probably Typhlosion's best attack. Use his side special for stopping opponents in there tracks as well, though it's not as effective as his down tilt. Considering Typhlosion's only long range fire attack is his forward smash, following up the down tilt with the forward smash is a great idea, for a great explosion. Use his up smash for opponents who decide to rush him, sending them faraway again.
Onto Typhlosion's bad sides...he's got quite a few of them. He has bad jumps, with only his recovery to back him up, but it would mean charging up his up special as well just for it to be decent, and do you really have time for that? Also, with Typhlosion being such a big guy, he can easily be comboed by many opponents. His only projectile (sort of) is his forward smash, and while it is powerful, it only aims in the forward direction (obviously), giving the opponent lots of room from behind. Plus, if not careful, Typhlosion could lose all of his Flare up charges by getting beat up senselessly.
When trying to use all the Pokemon in unison, just be sure to wait till all the weather conditions are finished. Otherwise, Rain Dance will screw Sunflora and Typhlosion over, and Sunny Day for Politoed. However, it's recommended you start off with either Politoed or Sunflora first. They should do all the damage racking, and Typhlosion all the KOing. You should try your best to let Sunflora leave behind leaves on the ground, so when you call out Typhlosion, the burning leaves can be a big surprise. Politoed should be used for gimping opponents, with it's watery attacks.
So what do we have overall? Well, Gold would be somewhere around the Mid-high tier. All of his Pokemon cover all the power, speed and range needs, but they all have a weakness in there recovery, that opponents should take advantage of. Gold is a fun character to use, but should be practiced alot. Good luck Gold warrior. Make Red from Pokemon Red/Blue proud.
( Extras )
Politoed's taunt
Politoed happily claps it's hands together, letting out a, "Poiltoed, Politoed!" Gold is seen in the background throwing one of his Pokeballs up, and catching it.
Sunflora's taunt
Sunflora's flower face starts....spinning? That's right. it starts spinning, with Sunflora looking happy. Gold is seen in the background, taking his hat off, spinning it around, and putting it back on his head.
Typhlosion's taunt
Typhlosion lets out a loud roar, and the fire on it's shoulders starts burning like crazy. Gold is seen in the back ground yawning at the boring opponent.
Politoed's Victory
Gold jumps into the air for joy, while Politoed is seen clapping...and then he lets out a blast of water to Gold's face. Gold is seen annoyed at first, but then he quickly lets out a chuckle.
Sunflora's Victory
Sunflora is seen surrounded by...like a whole ton of Sunkern. Then, the sunlight starts surrounding them...causing them all evolve into Sunfloras. Gold is seen being confused, and trying to find where HIS Sunflora is.
Typhlosion's Victory
Typhlosion is seen with Gold riding him on his back. Then, Typhlosion accidently lets out the fire on his back, and it burns Gold's bum off of Typhlosion's back. Typhlosion is sweating and scratching his head, and Gold is seen looking injured.
Lose pose for all
Gold just claps like a good sport he is, with Politoed clapping as well, Sunflora crying, or Typhlosion giving the attitude.
Music (for those who want to listen and read =P)
Gold/Silver: Team Rocket
G/S/C: Kanto Gym Leader Battle
G/S/C: Trainer Battle
Pokemon G/S Remix: Rival Battle
Pokemon G/S: Gym battle
Pokemon G/S/C - Lance/Red Battle Theme
Pokemon G/S/C Remix: Legendary Dog Battle
Costumes
Ehh....Insert Typhlosion, Sunflora, and Politoed in red, blue, green, and shiny costumes of themselves.