Well, here goes nothing with my second set!
The Pokémon Breeder is a loving caring trainer, always trying to have their young pokemon grow up to be as strong as possible. They will always be cheering their pokemon on from the background like any other trainer, and their pokemon are well taken care of, so they have more than enough stamina to fight without ever tiring out. You can select your team's starter the same way as Pokemon Trainer, but you can also change the order that your pokemon cycle in by clicking a second pokemon at the character select screen. That pokemon will come out second.
Without further adieu, here's the team!
Pichu, Igglybuff, and Riolu!
Pichu
This Pichu is incredibly energetic and loves to play pranks and tricks, incorporating that into his battling style. He behaves much differently that his Melee counterpart.
Size: 1/10
Pichu is one of the smallest Brawlers, being about as tall as Olimar.
Speed: 8/10
Pichu is up there with Fox and Captain Falcon in terms of speed, but not as fast as Sonic (of course).
Jump: 5/10
Pichu is pretty average in the jump department.
Weight: 2/10
Pichu is a lightweight.
Fall Speed: 6/10
Pichu falls decently fast.
Specials:
Neutral Special: Thunder Wave
A staple of electric type pokémon everywhere, this attack is weak enough that Pichu can even use it without damaging itself! Pichu creates a brief field of static electricity around its body, about three character widths in diameter, dealing a minimal 2-3% damage but stunning those caught in it for 3/4 of a second. Stunned enemies are put exactly where Pichu wants them, in position to be easily grabbed. Thunder Wave is not to be spammed, however. It may not damage itself with the move, but Pichu needs to take half of a second to recover after using it. This leaves you with a brief moment to attack a stunned opponent after recovery, and leaves you wide open if you missed entirely.
Side Special: Substitute
Substitute is a unique move, the user creates a fake copy of itself from its own life force to act as a decoy and absorb the opponents attacks. Pichu, however, subscribes to a more offensive usage of the technique. Depending on whether you smash or tilt the side-b input, the substitute Pichu (easily distinguishable from the original by a slight glow and a faded color scheme) will come out either walking or sprinting. The substitute is always moving in the direction you used the attack and never jumps, shields, or dodges, but otherwise copies your button inputs exactly. This means that a walking substitute will, for example, use a forward smash or tilt regardless of whether you are in the air doing a forward aerial, on the ground doing the same move, or in the middle of a dodge or roll. The substitute can even grab, allowing Pichu to have some tag team combos with itself and abuse its great grab game even more. The final feature of the substitutes is that they also function as Pichu's recovery, because a substitute created in the air is positioned perfectly to allow Pichu to footstool jump off of it. Because they are made out of Pichu's life force, Pichu takes 7% damage from creating each substitute, and each substitute can only take 7% damage before fading. Substitutes last 10 seconds before fading automatically and only one can be created at a time.
Up Special: Agility
Agility greatly increases the user's speed. In Melee this was represented by a quick burst of movement identical to Pikachu's Quick Attack. This move set takes a more literal interpretation. By pressing and holding up-B, Pichu begins charging energy. The charge can be stopped any time by releasing the b button or shielding. When the charge is stopped, Pichu's movement speed, both in the air and on the ground (but not its fall speed) is doubled for 5 seconds for each second spent charging, up to a maximum of 15 seconds of speed. Pichu must charge for at least one second to gain the speed boost. This move is perfect for punishing those who would try to keep their distance from Pichu, and great for baiting attacks on Pichu's shield for easy grab set-ups. Overall, the temporary increase in mobility is enough to allow Pichu to break through most defenses and land an easy grab. But the opponent has to sit there and let it happen first, forcing the opponent to change their tactics one way or another.
Down Special: Volt Change
For those unfamiliar with new moves introduced with the 5th generation of pokemon, Volt Change is an attack that allows the user to get in one last hit before immediately switching out for another pokemon. Pichu uses this move to add an attack to the act of switching. Pichu sparks with electricity as it leaps forward with a trajectory similar to Diddy Kong's Forward Special, but moving a good bit faster, dealing 9-12% damage to any opponent hit by the attack, knocking them up into the air, then immediately switching to the next pokemon. The goal of this move is to put space between you and your opponent before switching pokemon. The attack can be used in the air and the pokemon will still switch afterward.
Grab:
Pichu does a forward somersault, moving about 2 character widths forward grabbing any opponent that he runs into. A running grab will cause Pichu to somersault twice as far, but with twice as much ending lag.
Pummel:
Pichu zaps the opponent for a meager 1-2% damage.
Forward throw: Quick Attack
Pichu Dashes forward, dealing 3-6% damage and causing the opponent to filch instead of actually being thrown anywhere. Pichu comes out of the quick attack about one character width behind the opponent. If Pichu has the speed boost form agility, he will be able to attack or re-grab the opponent before they are done flinching, allowing for a short chain of back and forth Quick Attacks.
Up throw: Thunder
Pichu knows that this attack is bad for his health, bit only if he gets hit by it! Pichu calls down a very familiar thunder bolt from the sky and lets go at the last second to have it hit the opponent instead. The bolt does 12-15% damage and launches the opponent up into the air, K.O.-ing around 140%. The bolt will not hit the opponent if they are under a platform, but Pichu will still release them.
Down throw: Tail Whip
Pichu spins and trips the opponent with his tail, leaving them prone on the ground afterwards. Does 2-4% damage.
Back throw: Fling
Pichu musters up the strength to toss the opponent behind him a short distance, dealing 6-8% damage.
Grab Extra:
I had mentioned earlier that Pichu has a really good grab game, but these throws are only slightly above average, if at all. The real meat of Pichu's grab comes from this special trait:
Pichu can use his specials during a grab! Thunder Wave can stun anyone who would try to interrupt your throws. Charging agility during a grab will allow you to use the time you have he opponent grabbed to charge safely. Using Substitute leave your copy grabbing the opponent instead of you, heaving you free to follow up on the opponent after a throw (Pichu will still take 7% damage form creating a substitute though). Using Volt Change gets you a free switch and a decent amount of damage.
Smashes:
Forward smash: Sweet Kiss
Pichu blows an incredibly cute kiss forward. opponents within 3 character widths in front of Pichu are dealt 10-12% damage and become confused and disoriented, causing them to move slower and trip frequently (or randomly start tumbling if they try to jump). The longer the smash is charged, the longer the opponent is confused, with a minimum of 3 seconds and a maximum of 6 seconds. In addition, confused opponents have have a much more difficult time escaping from a grab, giving Pichu more time to charge Agility or set up a substitute combo.
Up smash: Head Smash
Generic, copy-pasted move is generic and copy-pasted, but it gets the job done. Just like in Melee, Pichu slams his head foreward, knocking the opponent upward and dealing 14-18% damage uncharged, and 17-22% damage charged. KO-ing at 120%, this is Pichu's go-to finisher.
Down smash: Shock Wave
Pichu sends small waves of electricity through the ground on either side of it, the distance and time that they stay there depending on how much the smash is charged. A minimum of 5 seconds and 1 character width on either side, and a maximum of 10 seconds and 3 character widths on either side. The attack does no damage, instead it magnetizes that portion of the stage, rendering any opponents that walk through it unable to jump or dash, due to being stuck to the floor. Dodge rolls also move a quarter of their normal distance in the field. This severely limits the options of opponents caught in the attack, allowing Pichu to have a much easier time at outguessing the opponent and landing a grab. It also provides some measure of stage control.
Basic attacks:
Neutral: Charm
Pichu quickly strikes an obscenely cute pose for a moment, and any opponent within one character width of Pichu can't help but stop whatever attack they are performing at the time. There is very little lag to this attack, but the timing is strict and its range is pitiful. If Pichu manager to pull it off successfully, he can take the opportunity to get out of the way, using charm as a kind of faster shield. Charm is also one of the best moves for a substitute to use because the real Pichu's independent movement allows it to more easily take advantage of the interruption in the opponent's movement.
Forward tilt: Fake Out
Pichu feints dashing backwards before lunging forward with a quick tackle, dealing 5-7% damage and and decent horizontal knockback. Great for literally faking out the opponent, and you could even use it away from the opponent to fake dashing towards them and bait an attack thanks to the moves low ending lag.
Up tilt: Tickle
Pichu lightly swipes his tail above him, dealing 2-3% damage and causing airborne opponents to lose control and immediately enter a tumble. Grounded opponents simply flinch. A decent anti-air option to get your opponents to stop approaching from the air.
Down tilt: Tail sweep
Pretty basic filler, but entirely necessary as a quick GTFO move. Pichu sweeps the ground in front of him with his tail, knocking the opponent forward at a 30˚ angle and dealing 5-7% damage.
Dash Attack: Tackle
Yep, just a tackle. Does 5-7% damage with forward knockback.
Aerials:
Neutal air: Spinning Slam
Another copy paste move, but sometimes you can't beat the classics. Pichu spins around rapidly knocking away anyone he hits for 8-11% damage. This is Pichu's bread and butter attack/GTFO move in the air.
Forward air: Iron Tail
Pichu's tail glows brightly as he swings it forward, delivering a powerful blow that deals 10-13% damage and knockouts the opponent forward at a 10˚ angle. this move has considerable start up, but can KO around 130%.
Back air: Quick Attack
Yes, the same move as down air, but backwards instead of down! Why? You'll see in a bit.
Down air: Quick Attack (again)
Pichu shoots downward similarly to your typical stall 'n fall, but stops after moving about 3 character widths, dealing 4-7% and light upward knockback to anyone hit by him. Great for a mix up or reaching the ground faster, but has a decent amount of end lag.
Up air: Electra Ball
Pichu creates a small ball of static electricity above his head, dealing 5 hits of 1-3% damage each with the last hit having decent vertical knockback.
Aerial Extra:
What? Another extra! Of course! For those of you who were wondering why Pichu's down and back airs were identical except for direction, it it because
Pichu can cancel any of his other aerials into a Quick Attack at any time! This means that Pichu can use them to trick the opponent, get out of harms way, or simply mix up his air game. Pichu cannot cancel a Quick Attack into another Quick Attack, however.
Playstyle:
Pichu is a playful trickster, and this moveset attempts to emulate that. Pichu has so many options in any given scenario that It will be very hard for anyone to predict him. You play around with your opponent until they trip up and you manage to land a grab, then the damage racking truly begins. Pichu lacks KO moves, having to rely on up Smash, up throw, forward air, or gimping with neutral air, but thats what your teammates are for! Pichu is the best out of the pokemon against fellow speedsters due to his many disruption moves keeping them off of their game.
Igglybuff
From Igglybuff's Pokedex entry: "Once it starts bouncing, it becomes impossible to stop." Igglybuff is a little puffball wih some tricks up it sleeve, so don't let your guard down just because its cute!
Size: 1/10
Igglybuff is about the same size as Pichu.
Speed: 6/10 (3/10 inflated)
Igglybuff is actually rather agile thanks to its size and weight, but gets a good bit slower after inflating with one of her special moves.
Jump: 7/10
Igglybuff has 2 jumps normally, and being very bouncy, they are quite high, around the level of Luigi's.
Weight: .5/10
You thought that Jigglypuff was light? Well, Igglybuff is even lighter than that!
Fall Speed: 7/10 (3/10 while inflated)
Igglybuffs small, aerodynamic body actually allows it to fall fairly fast, but when inflated, it becomes very floaty, about equal with Samus.
Specials:
Neutral Special: Inflate/Deflate
Igglybuff quickly sucks in air and inflates to roughly twice her size, drastically changing how it moves. While inflated, Igglybuff is much slower on the ground and is a bigger target. On the other hand, she becomes much floatier, retains her aerial mobility, her single double jump turns into 3 smaller jumps, and many of her moves act differently depending on whether she is inflated or not. Pressing B while inflated will cause Igglybuff to quickly deflate and return to normal size. This move is central to Igglybuff's playstyle, allowing her to be able to switch between two movement styles on the fly.
Side Special: Gyro Ball
A spinning attack that does more damage the slower the user is. While deflated, Igglybuff spins like a top and shoots forward a distance of about 2 battlefield platforms at a speed similar to the Luigi Cyclone, dealing a light 3-5% damage and merely causes flinching until really high percents. The move has next to no end lag, but Igglybuff can't use the attack again for another second. This attack is perfect for mobility and supprise attacks. If used in the air, Igglybuff is still affected by gravity while moving forward, causing the attack to move in a downward arc.
When inflated, Igglybuff only lazily moves forward when using the attack, practically staying still while spinning, but the attack becomes monstrously powerful, serving as Igglybuff's primary K.O. move. It deals 19-24% damage and K.O.'s around 90%.
Up Special: Bounce
Pressing up-B causes Igglybuff to leap into the air and crash down to the ground before bouncing back up much higher, about the height of Falco's first jump. If airborne, Igglybuff simply moves to the falling portion of the attack. The falling portion of the attack does 8-10% and spikes the opponent downward. Igglybuff also bounces off of any opponents hit by the attack, allowing it to get more height by bouncing off of airborne opponents. If Igglybuff is inflated, the attack instead deals 14-16% damage, but is much slower and Igglybuff only bounces back to about her short hop height, making it possible to be counterattacked.
Down Special:Wish
Igglybuff makes a wish for her teammates and immediately returns to her pokeball, a small star flying away in the process. After 10 seconds a shooting star passes over and heals your current pokemon of 25% damage. This move allows Igglybuff to contribute to the team even when switching out. This move can be used in the air.
Smashes:
Forward smash: Return
Channeling the POWER OF HAPPINESS (or something, god that attack is so vague) Igglybuff charges forward about two character widths to ram the opponent. If Igglybuff is deflated, the attack is rather quick and does 10-14% damage uncharged, and 15-18% charged with decent horizontal knockback, but not killing until high %'s. Igglybuff then bounces off of the opponent at a 30˚, regardless of if she hit their shields or not (or even if she hits a wall/other solid object). The bounce leaves her out of range of any counterattacks/shield grab attempts. While inflated, the attack does 17-20% damage uncharged and 22-26% charged, KO-ing around 100%, but is a good bit slower and doesn't bounce Igglybuff back at all.
Down smash: Puff Up
While deflated, Igglybuff over-inflates for a second and hits anyone around her with her rapidly expanding body, dealing 12-15% damage uncharged and 16-19% fully charged, with knockback being in the opposed direction that the opponent was touching Igglybuff from. Igglybuff is automatically inflated afater using this move. While inflated though, Igglybuff instead forcefully releases all of its air forward, rocketing backwards a distance of 2 battlefield platforms. Any opponent hit by the burst of air are pushed backwards as if they had been hit by Mario's fully charged FLUUD. Opponents hit by Igglybuff moving backwards are dealt 13-16% damage with upward knockback. Igglybuff is deflated afterward.
Up smash: Breakout
Uninflated, Igglybuff scrunches down before bouncing upward, reaching a height equal to that of her first jump. If an opponent is hit by Igglybuff moving upwards, they are dealt 5-7% damage with flinching knockback and Iggltbuff bounces back down and up again for another hit. The speed of the move decreases with each hit, Iggly buff gets more bounces without slowing down the longer the move was charged. Uncharged, Iggly buff wll probably be able to bounce off the opponent 2 times before they escape, fully charged, 4-5 hits. A good move to hit opponents above you, but won't ever KO. Inflated, Igglybuff only goes about half as high, and will deal a single hit for 17-19% uncharged and 20-23% fully charged. Upward knockback, KO-ing around 130%.
Basic Attacks:
Neutral A: Double Slap
A generic quick 2-hit jab, dealing 1-2% each hit, light knockback on the second hit.
Down tilt: Defense Curl
Igglybuff Curls up into a ball as long as you hold the A button. While curled, she takes half damage from attacks. If deflated, she also takes additional knockback for being so bouncy in that state. If she is inflated though, she instead has super armor, and the opponent bounces off of Igglybuff with force equal to the attack that hit Igglybuf, effectively creating a damageless counterattack. Igglybuff can still be grabbed in this state.
Forward Tilt: Rollout
Igglybuff somersaults forward about 3 character widths. If deflated, the attack does 5-8% damage and trips the opponent. If inflated, it does 12-14% damage with decently high knockback at 45˚. Also, true to the games, using rollout of Defense Curl powers up the move, making it move twice as far. This attack works nicely for abusing the super armor given to inflated defense curl, or as quick disruption for the deflated form.
Up tilt: Hyper Voice
Igglybuff attempts so sing, but she's pretty bad at it. Sound waves emanate from Igglybuff similar to Jigglypuff's Sing, but it instead creates a multi-hit attack that deals 6 hits of 1-2% damage each, with the last hit having upward knockback. A decent GTFO move but it offers no benefit for being inflated.
Dash Attack: Headbutt
Igglybuff leaps forward head first, dealing a quick 7-9% damage with light vertical knockback deflated, and 12-15% damage with decent forward knockback while inflated. Igglybuff also bounces off of players, shields and walls similarly to her forward smash while deflated.
Aerials:
Neutral air: Defense Curl
The same move as down tilt, but in the air, allowing deflated Igglybuff to make use of the increased knockback to escape combos and allowing inflated Igglybuff to use the knockback to attempt to gimp recovering opponents (there is next to no hitstun on the inflated bounceback, so they will be able to attempt to recover again almost right away if they have good timing).
Down air: Body Slam
A stall 'n fall move that acts similarly to Bounce while deflated, only dealing 4-6% damage, but can be moved side to side. While inflated though, Igglybuff slams down onto the ground, burying opponents hit by the attack similarly to DK's side special. This attack deals 13-16% damage, and Igglybuff does not bounce back up afterward, leaving her in the perfect position to nail the now grounded opponent.
Forward air: Pound
Igglybuff simply punches forward, similarly to Jigglypuff's pound, but without the movement affecting properties. Deals 8-10% damage with completely horizontal knockback.
Back air: Double-edge
Igglybuff flings itself backwards to hit the opponent, dealing 8-11% damage and bouncing off deflated, and dealing 15-17% damage inflated and keeps going afterward. Inflated version KO's at 120%. Knockback at a 30˚ angle. A powerful move, but Igglybuff doesn't regain control of her movement for 2 seconds or until she hits the ground, making using this move anywhere near the edge a risky maneuver.
Up air: Flip kick
Generic filler up air flip kick. Does 7-10% damage with upward knockback. Good for juggling opponents.
Grab:
Igglybuff has pitiful grab range, but it sure does try hard, doesn't it?
Pummel:
A simple slap, 1-2% damage.
Up Throw:
Igglybuff inflates automatically if it wasn't already and bounces the opponent off its head. 10-13% damage and great vertical knockback.
Forward throw:
Igglybuff bounces into the opponent, dealing 5-8% damage with flinching knockback if it is deflated, bouncing away in the process, and 10-12% damage inflated with knockback at a 45˚ angle.
Down throw:
Igglybuff deflates automatically if she hasn't already, knocks the opponent over and rapidly bounces up and down on them 5 times dealing 2-3% damage with each hit. The last bounce leaves Igglybuff in the air at about her normal jump height, and the opponent on the ground prone.
Back throw:
Igglybuff does a generic suplex, similar to Jigglypuff's back throw, that changes depending on whether she is inflated or not. If inflated, the throw does 9-13% damage withknockback at a 60˚ angle. If deflated, the attack does 5-7% damage with knockback at a 30˚ angle that bounces Igglybuff into the air afterwards.
Playstyle:
Igglybuff focuses on changing up its game, switching between being a bouncy, small target and a power hitter as she needs to be, creating a sort of unpredictable hit and run syle. She can't take very many hits, so staying inflated for long is not a good idea. Instead, make use of her bouncing moves to keep moving and find an opening. Using inflate mid bounce is one of the best ways to catch the opponent off guard. She is the go to pokemon for KO's on the team, thanks to powerhouse moves like Gyro Ball and Return. Igglybuff is best out of the pokemon against opponents with longer range, because many of her moves move launch her forward with range to match and bounce her out of their range afterwards, or she can use Defense curl to get inside their range.
Riolu
Riolu is a fighter at heart. He may not have mastery of the Aura like its older cousin Lucario, but he has trained hard and is extremely skilled. Even the best of aim won't help you hit him.
Size 2.5/10
Riolu is a good bit taller than his teammates, but that's not saying much, he is about half as tall as Lucario.
Speed: 7/10
He's not as fast as Pichu, but he keeps up with the likes of Pikachu and Meta Knight.
Jump: 4/10
A below average jumper, about equal with Fox.
Note: Riolu can also Wall Jump.
Weight: 3/10
He is larger and sturdier than the other pokemon, but still rather light, being about as heavy as Meta Knight.
Fall Speed: 9/10
He's up there with Fox in terms of fall speed, making him rather swift in the air.
Specials:
Neutral Special: Detect
Riolu enters a defensive stance and a small sparkle appears in from of it. If attacked in this stance, Riolu dodges with incredible speed and is immediately ready for a counterattack. By default, Riolu will dodge in place, but by holding a direction, you can dodge in that direction instead. This includes dodging upward to counter with an aerial and downward if you are already in the air. Similarly to other counters, you are vulnerable if you mistime the move.
Side Special: Bullet Punch
Dashing forward with awesome speed similar to Fox's Illusion, Riolu will deliver a powerful punch to the first opponent he comes into contact with, dealing 9-12% damage and knocking the opponent away horizontally. If Riolu doesn't hit an opponent during the dash, he travels about 1.5 battlefield platforms before stopping. This attack has a noticeable start up and there is a decent amount of end lag if Riolu performs the punch, but not as much if he doesn't hit anything. This makes the move dangerous to use against shields, but great to get around with. Riolu does not enter the helpless state if using this move in the air, but Riolu can't use the move again utll he its the ground. The dash can be aimed 30˚ up or down during the start up.
Up Special: Sky Uppercut
Riolu winds up and performs a very shoryuken-like uppercut that carries both him and his opponent into the air a distance similar to Captain Falcon's Falcon Dive. The move has 7 hits each dealing 1-2% damage each. The last hit does not knock the opponent very far away, though, it instead leaves them close to Riolu for a follow-up. Riolu does not enter the helpless state after using this move either, but he cannot use the move again until he touches the ground.
Down Special: Follow Me
Riolu does an attention getting taunt identical to one of his actual taunts chosen at random, baiting the opponent to come and get him. If the taunt finishes, Riolu will be called back and the next pokemon will be sent out. But why taunt at all then? Because otherwise you wouldn't get to mess with our opponent's head then! Riolu can shield, spot dodge, or roll during the taunt, canceling the taunt and making the opponent look very silly when they try to hit you and giving you a chance to either make some space or counterattack. Riolu can also use Detect during the taunt, and if he successfully dodges a move with it, he will switch out to the next pokemon during the dodge, having that pokemon appear where Riolu would have dodged to. A smart opponent may simply start keeping their distance from Riolu and then attack the pokemon that switches in, but if Riolu starts mixing it up with normal taunts, things can start getting very annoying for them. The possibilities for mindgames here are practically endless.
Special Extra:
Thanks to Riolu's nimbleness,
he can use his specials during his rolls! This means that he can roll into his opponents attacks and use Detect, or roll to dodge an attack and Bullet Punch right away or even chain taunts and rolls with Follow Me.
Smashes:
Forward smash: Close Combat
Riolu hops forward about 1.5 character widths and lets lose a flurry of 4 punches dealing 3% damage each following up with a roundhouse kick that deals 5-7% damage uncharged, and 9-13% charged. KO's around 120%. This is Riolu's primary KO move, being Quite fast coming out, but it has heavy lag at the end, so it should be used with caution.
Down smash: Ankle Sweep
Riolu sweeps its legs on the ground around it in a circle, knocking opponents up into the air and dealing 16-18% uncharged and 20-24% charged, KO-ing around 130%. This attack has a large amount of lag, so only use it when predicting some sort of dodge or roll.
Up Smash: Cross Chop
Riolu crosses his arms above his head and chops down on both sides, hitting both above and to the sides, Dealing 8-12% damage on the sides and 16-20% in the center uncharged, 13-15% and 22-26% charged. Has upwards knockback in the center that KO's around 130%. The sides have knockback at 45˚ and won't KO until very high %'s. A decently large amount of start up lag, but not too much end lag.
Basic Attacks:
Jab:
Well, its just that, a jab. Riolu jabs amazingly quick for 1-2% damage, and can fire them off fast enough for a rapid jab as fast as Captain Falcon's. A huge part of his up close game.
Forward tilt: Feint
Riolu hops forward exactly as if he were going to use Close Combat but doesn't do anything, allowing him to jab, grab, shield or whatever else to suprise the opponent. The move is practically lagless, meaning you could even double feint into Close Combat to close distance for a KO. Feinting backwards is also a great way to set up spacing or catch the opponent off guard.
Down tilt: Low Kick
A simple crouching kick that deals 5-7% damage and trips the foe. A decent follow up to a Feint to get you opponent on the ground, but not as fast as a jabbing.
Up tilt: Force Palm
Riolu strikes upwards with his paw, dealing 4-6% damage and popping the opponent up into the air a short ways. Great for starting a juggle.
Dash attack: Feint (again)
Similar to the normal Feint, except Riolu hops backwards instead of forward, baiting and dodging the opponents attacks to help get in close. A perfect move to see what the opponent plans to do when you approach them.
Aerials:
Neutral Air: Hi Jump Kick
Just a good old fashioned sex kick. Deals 7-9% damage when it first comes out and 3-5% damage later in the move. Very little landing lag.
Forward air: Brick Break
After a decent wind up, Riolu chops down on the opponent dealing 10-13% damage with horizontal knockback. This move also does massive damage to shields, capable of breaking them in 2 hits. Best used on opponents who are predictably shielding when you approach them. Has decently long landing lag
Down Air: Rapid Kicks
Riolu unleashes a flurry of 6 kicks below him, each doing 1-2% damage each, similar to other characters drill kicks, this is best used to combo opponents from the air to the ground. have very little ending lag.
Back Air: Metal Claw
Riolu spins and swipes behind him with his paw, dealing 8-10% damage with knockback at a 30˚ angle. Pretty simple move to cover you back with in the air. Moderate landing lag.
Up air: Vacuum Wave
Riolu does a flip kick with such speed that it creates a vacuum in its wake, greatly increasing he range of the attack. The vacuum extends about half a character width off of his foot and covers a 60˚ arc from directly in from of him to just behind him. This attack deals 8-10% damage with knockback at a 60˚ angle. This is Riolu's best anti-air option when used out of a short hop. Very little landing lag.
Grab:
Riolu's grab range is short, but not as short as Igglybuff's.
Pummel:
Riolu knees the opponent for 1-2% damage
Forward Throw: Focus Punch
Riolu focuses and punches with all of its might, dealing 12-15% damage and sending the opponent forward at 30˚. KO's around150%
Down Throw: Rock Smash
Riolu swipes the opponents feet out from under them then delivers a powerful blow to their midsection as they fall, dealing 10-12% damage and bouncing them off of the ground so that they pop up into the air a little bit.
Back Throw: Spinning Kick
Riolu spins and kicks the opponent away a good distance. Deals 8-10% damage and knocks the foe away at a 45˚ angle.
Up throw: Overhead Throw
Riolu heaves the opponent un into the air a good distance. Deals 9-11% damage with vertical knockback.
Playstyle:
Riolu is quick on his feet and likes to fight up close and personal, constantly pressuring the opponent and dodging their counterattacks. His moves are simple, but have a quick and technical feel to them, as if you were playing an old school fighter. Riolu should mix up Feinting, Rolling, and using Detect to dodge moves to keep the opponent on their toes, only taking the battle to the air when absolutely necessary, or when facing an opponent weak in the air like Snake. Riolu is the best pokemon of the group against enemies with shorter ranged attacks or slow laggy ones. He has decent kill power, but it pales in comparison to an inflated Igglybuff, and his attack don't do much damage compared to Pichu's grab game, making Riolu the middleman in terms of abilities.
Taunts:
Because taunts are actually important to Riolu's game, here they are:
Up: Riolu shuffles around, ducing ans weaving like a boxer.
Side: Riolu taunts the opponent with a "Bring It!" motion.
Down: Riolu jumps and waves to the opponent to get their attention.
Final Smash: Ultimate Teamwork
Your current pokemon attempt a lunging tackle, and if it connects, then the opponent is knocked into the air for a combination attack. Riolu launches into and almost Viewtiful Joe- like Close Combat attack as Pichu Charges Agility and Igglybuff inflates to a massive size. Riolu's final kick launches the opponent into Igglybuff get pushed into her before bouncing over to Pichu who has increased his speed to ludicrous levels. Pichu begins a massive chain of back and broth Quick Attacks before letting lose with an Iron Tail and launching the opponent into the sky. The camera then pulls in for a quick close up of the trio as they high five with the opponent twinkling in the background. This move is a guaranteed KO on whomever it hits, but it is difficult to initiate.
Playstyle as a Group:
Each of these pokemon are capable of standing on their own, but they complement eachother, covering weaknesses quite nicely. Each of their switching moves are also benificial to the team. Pichu's Volt Change guarantees a safe switch in out of a grab, Igglybuff heals the team, and Rioluu either keeps the team safe or positions them for a counterattack. Utilizing the correct pokemon for the opponent, stage, and situation is always important. Otherwise, play to each pokemon's strenghts and have fun with it!
Thanks for sitting through such a long read, and I hope that you enjoyed it!. Any questions, comments, and criticism are welcome.