LightKnight
Smash Journeyman
- Joined
- Mar 21, 2019
- Messages
- 284
Haha, I would not object to such a fighters pass either. There are so many unique fighters that could be made out of Pokemon. Even then, it'd be nice to get some of them as echoes as you've shown. Nice listAnyone still down for Pokemon talk? Felt like making another list and decided to rank Pokemon this time. There's so much potential in a lot of these Pokemon as full-fledged fighters.
I honestly wouldn't object a fighter pass of just Pokemon.
Personally my top picks would include Empoleon, Typhlosion, Samurott, Chesnaught, Decidueye, Blaziken, Zeraora, Wartortle (as a Squirtle Echo), and Blastoise (What? Blastoise would have a really cool&fun moveset too )
Other potential Pokemon I could see myself liking the inclusion of would be Primarina, Scizor, Sceptile, Lycanroc, Serperior, Dragonite, Garchomp, Infernape, Gardevoir, Rillaboom, Inteleon, Cinderace, and Toxtricity.
For those of you who like looking at movesets I've made several detailed ones, even of a pokemon I didn't mention. Most of them are like 95% complete as I might not have the throws or final smash done for some of them or other things of that nature but for the most part they are in a fairly complete state and stuff I don't mention for the character probably means it doesn't matter much.
Typhlosion
* Mechanic
Burn-Out Mechanic; When reaching rage percent the knock-back bonus from it doesn't apply to Typhlosion (even having the opposite affect on the character's knock-back, specifically on fire moves). Making the character one with great early potential but weaker compared to others late game. A rather opposite play-style mechanic to Lucario's.
* Attacks
Neutral Attack-Fury-Swipes; Stands up and lets out continuous claw attacks.
Dash attack-Gyro-Ball; Quickly spin in a 'ball' then enter back to normal 'stance'.
Up tilt-Slash; Slash in an upward arc above Typhlosion.
Side tilt-Double-Kick; Quickly let out a 'double kick'. Decent knock-back move that can be a K.O. option at the ledge when most opponents are around 200%. (like Sonic S-tilt)
Down tilt-Low-Kick; Spins around, letting out a 'low kick' that can trip.
Up air; Back fur points upward and embers emanate. A short-rang attack that can K.O. at the very top of the stage but isn't spammable with its high end-lag.
Dair; Spin in a ball laterally to be momentarily suspended. (like Mario Dair)
Fair-Aerial-Swipe; Unleash a forward slash with claws. Can be used to K.O. a high percent opponent off ledge close to the 'blast zone'.
Bair-Flame-Burst; Typhlosion releases a small explosion behind him, propelling him a small distance forward. Has good knock-back and can be used as a kill-option.
(With Burn-Out active, explosion hit-box is smaller, it doesn't propel Typhlosion, and its no longer a viable kill-option)
Nair; Spin around in a fiery ball (like flame wheel but with slightly smaller hit-box). Similar kill power to Uair or Fair.
(With Burn-Out active, loses kill power)
Side smash; Charges a fiery fist then thrusts forward. Relatively short-range.
(With Burn-Out active, becomes less effective as a kill option)
Down smash-Overheat; Create a small powerful explosion around Typhlosion but with significant start-up and end lag. Can be used for edge-guarding.
(With Burn-Out active, loses the raw knock-back power, making it a weak kill option)
Up smash; Typhlosion's fiery 'crest' burns above him.
(With Burn-Out active, becomes less effective as a kill option)
Neutral special-Eruption; A powerful flaming attack above Typhlosion but only when at low percent. (Comparable to Ivysuar's neutral bullet seed attack but with greater kill-power and range) In the air its half the power and quickly thrusts Typhlosion to the ground with a weak hit-box but leaves Typhlosion vulnerable with a little bit of end-lag on the ground. The power of the move directly correlates with the percent of the user, making it a strong initial attack or a good finisher when coming off a new life to 'clean' the opponent's stock. Around 0%-35% it can be used as one of the most powerful kill options Typhlosion has. Around 35%-65% the move gets steadily weaker but is still a viable kill-option. By 65%-99% the move is noticeably harder to K.O. with and will require a mix of good positioning and high percentage on your opponent's end in order to net the K.O.
(With Burn-Out active, has very little usage outside of just being a quicker way of getting to the ground when in the air because it only lets out a small weak explosion above Typhlosion)
Side special-Flame-Wheel; Spins into a flaming ball and rolls around whichever side you choose. Has decent knock-back, making it a kill option against opponents at high percents. A good lateral recovery option. (Similar to Yoshi's Egg-Roll or Bowser-J.R.'s Kart-Charge)
(With Burn-Out active, lowers the speed, range, and knock-back of the move)
Down special-Heat-Haze; Creates a decently sized shimmering heat haze around Typhlosion that 'burns' weak projectiles or objects/items and does a small amount of damage overtime to anyone inside but doesn't flinch opponents so it can be easily interrupted by physical attacks. (somewhat similar to Ness/Lucas 'Magnet-PSI' down-special)
(With Burn-Out active, lowers the range and damage of the move)
Up special-Blast-Burn; Quickly faces back towards the ground, letting out a powerful fiery explosion below that can spike and launches Typhlosion a great distance upward for amazing vertical recovery but puts Typhlosion into a defenseless free fall with a lot of lag when landing on the ground.
(With Burn-Out active, can lower effective distance by nearly half and reduce spiking potential)
Forward throw; Launches opponent forward. A very basic throw for positioning. When at high percents can be one of Typhlosion's best options for getting others offstage in order to follow-up and finish them off.
Back throw; Spins wildly backward and launches opponent laterally away. Can kill very high percent opponents at map ledge. This can act as possibly Typhlosion's best kill option when 'Burn-Out' is active but can be difficult with Typhlosion's low grab range and the move not netting the K.O. on most opponents till 150% or greater.
Up throw; Launches opponent above Typhlosion in order to easily combo into 'Eruption' and can act as a kill confirm when within about 35% and the opponent is at high percent.
Down throw; Pummels opponent to the ground then lets out an explosion that sends them forward diagonally up in the air. The focus of this 'throw' is damage and positioning. Although, at the ledge it can K.O. most opponents around 180% if Burn-Out isn't active.
(With Burn-Out active, lowers the damage and knock-back of the move)
Grabs; Short range
Dash-grab; Short range
Pummel; Bites opponent.
Final Smash-Burn-Up; Expands a heat wave outward from Typhlosion into a large radius, damaging and flinching anyone inside then once fully expanded releasing a huge explosion inside it. Puts Typhlosion into a temporary Burn-Out for 15 seconds?
* Movement
Jumps; Decent to below average jump height.
Rolls; Quickly rolls with shimmering embers around. Very effective.
Dodges; Shimmering embers cover Typhlosion's dodge. Very effective.
Groundspeed; Above average
Airspeed; Slow-Falling. Medium controlled movement, making Typhlosion feel very smooth and free-flowing in the air.
Weight; Medium
* Animations/Functionality
Match-start animation; A cloud of smoke hides Typhlosion but it quickly clears away as Typhlosion bursts into flame and embers surround then fade.
Up taunt; Lets out a might roar with his fiery crest flaming out and adding to the noise.
Side taunt; Spins as a fiery ball in place with flames behind him like a car tire revving up.
Down taunt; Creates a burst of smoke then pokes head out to survey then smoke clears.
Crouch; Crawls flat to the ground.
Idle Animation; Stands up on hind legs (like official pokemon games sprite)
* Analysis
Synopsis; A character with one of the biggest advantage states at the start of a match or while on a fresh life but conversely one of the weaker characters as the fight drags on in the opponents favor. Typhlosion's good speed, dash attack, Flame-Wheel, and powerful Eruption allow it to command the pace of the battle and maintain that momentum if played carefully, taking as little hits as possible. As such, speedy characters that can fall through the cracks and capitalize with fast damage/combos can pose the biggest threat to Typhlosion. With tools like Heat-Haze or Flame-Wheel and Typhlosion's overall rush-down style it does generally surprisingly well against zoning characters. In practice however, Burn-Out is a very tricky mechanic though cause if you can't make use of it early on to rack up damage and get the K.O. then you can constantly be behind in the match, only being able to make a comeback through evening the stocks by finishing the opponent's stock upon using your fresh one and carrying that momentum. While ground-game is stronger and faster, Typhlosion's air-game is decent and allows moderate character movement control despite having slight difficulty getting safely on stage or defending against approaching enemies from below. Typhlosion's grab game is overall quite difficult to pull off with his short grab range and other factors but if done correctly can be useful at all points in the match for setting up to finish opponents stocks. Overall, Typhlosion encourages a very aggressive yet tactical style of play in order to put pressure on the opponent while maintaining power throughout the match.
Difficulty of use; Medium
Beginners may really enjoy Typhlosion's initial boost of power but may rely on spamming powerful laggy moves that leave them open for damage then fail to net the K.O. because of it. Although they could probably easily get the kill after coming back on their new stock. However, beginners could easily fall into the trap of relying on certain moves and never improving/experimenting further with the character. All this making Typhlosion a fun character for beginners at least initially but not easy to learn as you would need good fundamentals to master the character and win the most matches.
Fighter Classification; Rush-down/Technical
Burn-Out Mechanic; When reaching rage percent the knock-back bonus from it doesn't apply to Typhlosion (even having the opposite affect on the character's knock-back, specifically on fire moves). Making the character one with great early potential but weaker compared to others late game. A rather opposite play-style mechanic to Lucario's.
* Attacks
Neutral Attack-Fury-Swipes; Stands up and lets out continuous claw attacks.
Dash attack-Gyro-Ball; Quickly spin in a 'ball' then enter back to normal 'stance'.
Up tilt-Slash; Slash in an upward arc above Typhlosion.
Side tilt-Double-Kick; Quickly let out a 'double kick'. Decent knock-back move that can be a K.O. option at the ledge when most opponents are around 200%. (like Sonic S-tilt)
Down tilt-Low-Kick; Spins around, letting out a 'low kick' that can trip.
Up air; Back fur points upward and embers emanate. A short-rang attack that can K.O. at the very top of the stage but isn't spammable with its high end-lag.
Dair; Spin in a ball laterally to be momentarily suspended. (like Mario Dair)
Fair-Aerial-Swipe; Unleash a forward slash with claws. Can be used to K.O. a high percent opponent off ledge close to the 'blast zone'.
Bair-Flame-Burst; Typhlosion releases a small explosion behind him, propelling him a small distance forward. Has good knock-back and can be used as a kill-option.
(With Burn-Out active, explosion hit-box is smaller, it doesn't propel Typhlosion, and its no longer a viable kill-option)
Nair; Spin around in a fiery ball (like flame wheel but with slightly smaller hit-box). Similar kill power to Uair or Fair.
(With Burn-Out active, loses kill power)
Side smash; Charges a fiery fist then thrusts forward. Relatively short-range.
(With Burn-Out active, becomes less effective as a kill option)
Down smash-Overheat; Create a small powerful explosion around Typhlosion but with significant start-up and end lag. Can be used for edge-guarding.
(With Burn-Out active, loses the raw knock-back power, making it a weak kill option)
Up smash; Typhlosion's fiery 'crest' burns above him.
(With Burn-Out active, becomes less effective as a kill option)
Neutral special-Eruption; A powerful flaming attack above Typhlosion but only when at low percent. (Comparable to Ivysuar's neutral bullet seed attack but with greater kill-power and range) In the air its half the power and quickly thrusts Typhlosion to the ground with a weak hit-box but leaves Typhlosion vulnerable with a little bit of end-lag on the ground. The power of the move directly correlates with the percent of the user, making it a strong initial attack or a good finisher when coming off a new life to 'clean' the opponent's stock. Around 0%-35% it can be used as one of the most powerful kill options Typhlosion has. Around 35%-65% the move gets steadily weaker but is still a viable kill-option. By 65%-99% the move is noticeably harder to K.O. with and will require a mix of good positioning and high percentage on your opponent's end in order to net the K.O.
(With Burn-Out active, has very little usage outside of just being a quicker way of getting to the ground when in the air because it only lets out a small weak explosion above Typhlosion)
Side special-Flame-Wheel; Spins into a flaming ball and rolls around whichever side you choose. Has decent knock-back, making it a kill option against opponents at high percents. A good lateral recovery option. (Similar to Yoshi's Egg-Roll or Bowser-J.R.'s Kart-Charge)
(With Burn-Out active, lowers the speed, range, and knock-back of the move)
Down special-Heat-Haze; Creates a decently sized shimmering heat haze around Typhlosion that 'burns' weak projectiles or objects/items and does a small amount of damage overtime to anyone inside but doesn't flinch opponents so it can be easily interrupted by physical attacks. (somewhat similar to Ness/Lucas 'Magnet-PSI' down-special)
(With Burn-Out active, lowers the range and damage of the move)
Up special-Blast-Burn; Quickly faces back towards the ground, letting out a powerful fiery explosion below that can spike and launches Typhlosion a great distance upward for amazing vertical recovery but puts Typhlosion into a defenseless free fall with a lot of lag when landing on the ground.
(With Burn-Out active, can lower effective distance by nearly half and reduce spiking potential)
Forward throw; Launches opponent forward. A very basic throw for positioning. When at high percents can be one of Typhlosion's best options for getting others offstage in order to follow-up and finish them off.
Back throw; Spins wildly backward and launches opponent laterally away. Can kill very high percent opponents at map ledge. This can act as possibly Typhlosion's best kill option when 'Burn-Out' is active but can be difficult with Typhlosion's low grab range and the move not netting the K.O. on most opponents till 150% or greater.
Up throw; Launches opponent above Typhlosion in order to easily combo into 'Eruption' and can act as a kill confirm when within about 35% and the opponent is at high percent.
Down throw; Pummels opponent to the ground then lets out an explosion that sends them forward diagonally up in the air. The focus of this 'throw' is damage and positioning. Although, at the ledge it can K.O. most opponents around 180% if Burn-Out isn't active.
(With Burn-Out active, lowers the damage and knock-back of the move)
Grabs; Short range
Dash-grab; Short range
Pummel; Bites opponent.
Final Smash-Burn-Up; Expands a heat wave outward from Typhlosion into a large radius, damaging and flinching anyone inside then once fully expanded releasing a huge explosion inside it. Puts Typhlosion into a temporary Burn-Out for 15 seconds?
* Movement
Jumps; Decent to below average jump height.
Rolls; Quickly rolls with shimmering embers around. Very effective.
Dodges; Shimmering embers cover Typhlosion's dodge. Very effective.
Groundspeed; Above average
Airspeed; Slow-Falling. Medium controlled movement, making Typhlosion feel very smooth and free-flowing in the air.
Weight; Medium
* Animations/Functionality
Match-start animation; A cloud of smoke hides Typhlosion but it quickly clears away as Typhlosion bursts into flame and embers surround then fade.
Up taunt; Lets out a might roar with his fiery crest flaming out and adding to the noise.
Side taunt; Spins as a fiery ball in place with flames behind him like a car tire revving up.
Down taunt; Creates a burst of smoke then pokes head out to survey then smoke clears.
Crouch; Crawls flat to the ground.
Idle Animation; Stands up on hind legs (like official pokemon games sprite)
* Analysis
Synopsis; A character with one of the biggest advantage states at the start of a match or while on a fresh life but conversely one of the weaker characters as the fight drags on in the opponents favor. Typhlosion's good speed, dash attack, Flame-Wheel, and powerful Eruption allow it to command the pace of the battle and maintain that momentum if played carefully, taking as little hits as possible. As such, speedy characters that can fall through the cracks and capitalize with fast damage/combos can pose the biggest threat to Typhlosion. With tools like Heat-Haze or Flame-Wheel and Typhlosion's overall rush-down style it does generally surprisingly well against zoning characters. In practice however, Burn-Out is a very tricky mechanic though cause if you can't make use of it early on to rack up damage and get the K.O. then you can constantly be behind in the match, only being able to make a comeback through evening the stocks by finishing the opponent's stock upon using your fresh one and carrying that momentum. While ground-game is stronger and faster, Typhlosion's air-game is decent and allows moderate character movement control despite having slight difficulty getting safely on stage or defending against approaching enemies from below. Typhlosion's grab game is overall quite difficult to pull off with his short grab range and other factors but if done correctly can be useful at all points in the match for setting up to finish opponents stocks. Overall, Typhlosion encourages a very aggressive yet tactical style of play in order to put pressure on the opponent while maintaining power throughout the match.
Difficulty of use; Medium
Beginners may really enjoy Typhlosion's initial boost of power but may rely on spamming powerful laggy moves that leave them open for damage then fail to net the K.O. because of it. Although they could probably easily get the kill after coming back on their new stock. However, beginners could easily fall into the trap of relying on certain moves and never improving/experimenting further with the character. All this making Typhlosion a fun character for beginners at least initially but not easy to learn as you would need good fundamentals to master the character and win the most matches.
Fighter Classification; Rush-down/Technical
Chesnaught
* Attacks
Neutral Attack-Dual-Chop; A simple but powerful 2 hit punch combo with the first hit being longer range than the second and setting up into it for a decent knock-back final hit.
Dash attack-Tackle; Slam body into opponent. Has decent knock-back and some super armor. High end-lag (like King-Dedede/K-Rool dash-attack)
Up tilt; Slightly crouch, barring Chesnaught's spiky shell. A defensive anti-air with super armor. High end-lag.
Side tilt-Needle-Arm; Swings arm forward with good range, knock-back, and some forward momentum. (like Kragg side-tilt)
Down tilt-Low-Kick; Does a grounded forward spinning kick which has a chance to trip.
Up air; Chesnaught brings both arms arched above his head, barring his arm spikes.
Dair-Bodyslam; Hurls down shell first. (like Bowser Dair)
Fair-Dragon-Claw; Swipe arm forward in a downward arc, ending in a powerful spike. (similar to Mario Fair)
Bair-Spiky-Shell; Rear back spikes to hurt anyone behind Chesnuaght. Move has super armor. High end-lag.
Nair; Curl up into ball while spinning, hurting anyone nearby with large spike hit-box. High end-lag.
Side smash-Hammer-Arm; Powerfully swing arm forward in a downward arc.
Down smash-Frenzy-Plant; Vine tendrils come up and outward diagonally on both sides of Chesnaught. A powerful but laggy get-off-me option.
Up smash-Wood-Hammer; Throws whole body in an upward (Ryu shoruken like) punch.
Neutral special-Drain-Punch; A chargeable punch move that saps health from the opponent and does good knock-back if it lands. The longer the move is held the more hp will be sapped, 30% being the max amount. An overall laggy move however that can't be cancelled and cannot be stored for later use. Direction faced can however be slowly changed but can't be released till full turned.
Side special-Rollout; Encases itself into into its shell and rolls around with super armor. Falling momentum is slowed in order to also help recovering laterally back to stage. (like Kragg side-special, from Rivals of Aether)
Down special-Spiky-Shield; A counter that negates attacks and damages anyone around Chesnaught with spikes that can extend out a little outward when blocking an attack.
Up special-Pin-Missile; Shoot upward arm spike vine tendrils a medium to short distance. Primary use is for recovery by grabbing ledge above Chesnaught but can be used for 'poking' opponents above Chesnaught at any given time as well. It can also be controlled slightly to aim diagonally left or right. (like Ivysaur up-special)
Forward throw; Vine tendrils viciously lash outward and opponent is sent forcefully forward. Good kill option at high percents.
Back throw; Bring vine tendrils overhead, slamming opponent behind yourself into ground or if on ledge then it throws opponent down off stage. Is only a 'spike' K.O. when high percents are involved but either way requires quick reaction time from opponent.
Up throw; Vine tendrils viciously carry opponent upward then slam them on the nearest surface below whether platform or stage. (similar functionality/kill-power to Kirby up-throw)
Down throw; Slams opponent to ground with one arm, sending them flying diagonally. Position throw.
Grabs-Pin-Missile; A fairly standard but overall laggy tether grab. Works as a light attack or ledge grab tool in the air.
Pummel; Holds tightly in arms with vine tendrils also wrapped around and squeezes.
* Movement
Jumps; Below average jump height.
Rolls; Quickly rolls into shell and out again in desired direction (like Samus roll). Laggy.
Dodges; Sidesteps, pulling arms up. In the air does a single twirl while holding arms up.
Groundspeed; Slow all around.
Airspeed; Slow air movement but a moderately fast-faller.
Weight; Heavy
Bulletproof Mechanic; Will completely negate some projectiles/items (similar to Link shield) at all times from behind Chesnaught. Will also take less damage/knock-back when attacked from behind. (similar to Bowser J.R kart mechanic) As a drawback though, Chesnaught has one of the slowest turn speeds in the game.
* Analysis
Synopsis; A powerful but slow defensive heavyweight that relies on annoying enemies from medium distance with weak 'vine tether' disjoints and/then punishing rash play or powering through with armor. If you outplay your opponent Chesnaught can also land a grab despite being laggy and get a kill throw. In terms of overall movement and power Chesnaught is similar to (smash 4) Ganondorf and somewhat Bowser. If you learn all the moves and utilize them to their fullest you'll be an impenetrable wall that stops the opponent in their tracks. Chesnaught's biggest weakness though along with laggy moves is one many heavies share, lacking vertical recovery. That said, Chesnaught doesn't have an entirely bad recovery, especially comparing to heavies with that weakness. As it can laterally recover very well with side-special and effectively recover vertically a short distance with its fast acting spike-tendrils.
Difficulty of use; Hard?
Chesnaught has a heavy Bait&Punish play-style with many slow moves in exchange for super armor and power which requires a tactically minded and patient player. As such, a beginner might not think the character is good because of throwing out moves without much thought that aren't the best in their situation.
Fighter Classification; Powerhouse/Grappler
Neutral Attack-Dual-Chop; A simple but powerful 2 hit punch combo with the first hit being longer range than the second and setting up into it for a decent knock-back final hit.
Dash attack-Tackle; Slam body into opponent. Has decent knock-back and some super armor. High end-lag (like King-Dedede/K-Rool dash-attack)
Up tilt; Slightly crouch, barring Chesnaught's spiky shell. A defensive anti-air with super armor. High end-lag.
Side tilt-Needle-Arm; Swings arm forward with good range, knock-back, and some forward momentum. (like Kragg side-tilt)
Down tilt-Low-Kick; Does a grounded forward spinning kick which has a chance to trip.
Up air; Chesnaught brings both arms arched above his head, barring his arm spikes.
Dair-Bodyslam; Hurls down shell first. (like Bowser Dair)
Fair-Dragon-Claw; Swipe arm forward in a downward arc, ending in a powerful spike. (similar to Mario Fair)
Bair-Spiky-Shell; Rear back spikes to hurt anyone behind Chesnuaght. Move has super armor. High end-lag.
Nair; Curl up into ball while spinning, hurting anyone nearby with large spike hit-box. High end-lag.
Side smash-Hammer-Arm; Powerfully swing arm forward in a downward arc.
Down smash-Frenzy-Plant; Vine tendrils come up and outward diagonally on both sides of Chesnaught. A powerful but laggy get-off-me option.
Up smash-Wood-Hammer; Throws whole body in an upward (Ryu shoruken like) punch.
Neutral special-Drain-Punch; A chargeable punch move that saps health from the opponent and does good knock-back if it lands. The longer the move is held the more hp will be sapped, 30% being the max amount. An overall laggy move however that can't be cancelled and cannot be stored for later use. Direction faced can however be slowly changed but can't be released till full turned.
Side special-Rollout; Encases itself into into its shell and rolls around with super armor. Falling momentum is slowed in order to also help recovering laterally back to stage. (like Kragg side-special, from Rivals of Aether)
Down special-Spiky-Shield; A counter that negates attacks and damages anyone around Chesnaught with spikes that can extend out a little outward when blocking an attack.
Up special-Pin-Missile; Shoot upward arm spike vine tendrils a medium to short distance. Primary use is for recovery by grabbing ledge above Chesnaught but can be used for 'poking' opponents above Chesnaught at any given time as well. It can also be controlled slightly to aim diagonally left or right. (like Ivysaur up-special)
Forward throw; Vine tendrils viciously lash outward and opponent is sent forcefully forward. Good kill option at high percents.
Back throw; Bring vine tendrils overhead, slamming opponent behind yourself into ground or if on ledge then it throws opponent down off stage. Is only a 'spike' K.O. when high percents are involved but either way requires quick reaction time from opponent.
Up throw; Vine tendrils viciously carry opponent upward then slam them on the nearest surface below whether platform or stage. (similar functionality/kill-power to Kirby up-throw)
Down throw; Slams opponent to ground with one arm, sending them flying diagonally. Position throw.
Grabs-Pin-Missile; A fairly standard but overall laggy tether grab. Works as a light attack or ledge grab tool in the air.
Pummel; Holds tightly in arms with vine tendrils also wrapped around and squeezes.
* Movement
Jumps; Below average jump height.
Rolls; Quickly rolls into shell and out again in desired direction (like Samus roll). Laggy.
Dodges; Sidesteps, pulling arms up. In the air does a single twirl while holding arms up.
Groundspeed; Slow all around.
Airspeed; Slow air movement but a moderately fast-faller.
Weight; Heavy
Bulletproof Mechanic; Will completely negate some projectiles/items (similar to Link shield) at all times from behind Chesnaught. Will also take less damage/knock-back when attacked from behind. (similar to Bowser J.R kart mechanic) As a drawback though, Chesnaught has one of the slowest turn speeds in the game.
* Analysis
Synopsis; A powerful but slow defensive heavyweight that relies on annoying enemies from medium distance with weak 'vine tether' disjoints and/then punishing rash play or powering through with armor. If you outplay your opponent Chesnaught can also land a grab despite being laggy and get a kill throw. In terms of overall movement and power Chesnaught is similar to (smash 4) Ganondorf and somewhat Bowser. If you learn all the moves and utilize them to their fullest you'll be an impenetrable wall that stops the opponent in their tracks. Chesnaught's biggest weakness though along with laggy moves is one many heavies share, lacking vertical recovery. That said, Chesnaught doesn't have an entirely bad recovery, especially comparing to heavies with that weakness. As it can laterally recover very well with side-special and effectively recover vertically a short distance with its fast acting spike-tendrils.
Difficulty of use; Hard?
Chesnaught has a heavy Bait&Punish play-style with many slow moves in exchange for super armor and power which requires a tactically minded and patient player. As such, a beginner might not think the character is good because of throwing out moves without much thought that aren't the best in their situation.
Fighter Classification; Powerhouse/Grappler
Empoleon
* Attacks
Neutral Attack Fury Attack; Empoleon slashes a maximum of 3 times with his wings, the final one having decent knock-back. Can become a rapid jab, in which Empoleon will rapidly peck opponent. The 3 swings have above average range and link together easily but the start up of the move is slightly below the average of most jabs. It also doesn't take long for opponent's to fall out of the rapid jab.
Dash attack Icy Wind Slide; Empoleon goes belly-first sliding into the ground, aided by an icy wind. Power, speed, and carried momentum of the move is increased when used on ground frozen by 'Ice Beam'. Making it a decent kill move at ledge with this boost.
Up tilt Kingly Posture; Poses confidently at the camera, pointing his 'crown' upward into the air. Has invincibility frames in upper half of body and is a decent disjoint, making it a reliable anti-air. Also has a 'sweet-spot' that does noticeably more knock-back, making it a viable kill move.
Side tilt; Empoleon does a single twirl, swinging a wing which move him forward a little. Combos much easier while on ice. Only KO's at very high percent at the ledge like 170% (like Kragg, from Rivals of Aether)
Down tilt; Quickly swings wing low to the ground. Good against grounded approaches or is Empoleon's most reliable ledge-trapping option for getting the 'two-frame' from recovering opponents.
Up air; Swings wing in upward arc. Decent juggling tool for keeping opponents in the air. Only starts to KO at around 160% at the top of the visible blast zone. (like Lucina Uair)
Dair; Empoleon comes down with momentum, wing pointed downward and when hitting the ground it freezes around him, damaging anyone caught nearby and even freezing high percent opponents, sending them horizontally away for a second. Can spike opponents at the beginning of the move who are around the tip of the wing blade. Can 2-frame some recoveries at the ledge but is very difficult to execute and leaves you open to punishment. (from pokken)
Fair Water Balloon; Empoleon chucks a bubble filled with water that travels a very short distance forward and creates a small burst on contact. Can be used to edge-guard some recoveries or (unreliably) create space in neutral. Does low damage and knock-back. (similar to G&W Fair)
Bair Bubble Jet; Unleash a flurry of bubbles behind Empoleon, moving him forward as a weak hitbox while anyone caught in the bubbles gets stuck in them for a second till they pop. Can't be followed up by Empoleon due to the lag of the move.
Nair; Spins wings in a circular motion, damaging and knocking back anyone caught in the attack. Has some ending lag so it isn't super spam-able but doesn't matter much because of the amount of base knock-back inherent to the move. Can KO offstage. (like Ridley Nair) (from pokken)
Side smash; X-Scissor; Slashes blades in X shape in front of him. Counts as 2 hits. (from pokken)
Down smash; Spins around on the ground, blades and ice all a flurry. Can freeze high percent opponents, sending them at a favorable horizontal angle and possibly to their death. Can 'two-frame' at the ledge with its long-lasting hitbox but is unreliable with how much it shifts. Has noticeable slow star-up and end-lag. (from pokken)
Up smash; Jumps slightly, doing a twirl, 'crown' pointed upward into the air being used like a drill. Has noticeable heavy end-lag. (similar animation/purpose to Peach/Daisy up-smash) (from pokken)
Neutral special Ice Beam; A chargeable move that maxes out and is released at about 3 seconds, unleashing a beam of ice low to the ground as Empoleon crouches low, freezing the affected area and any opponent caught in the way, sending them horizontally. The move can be released at any time before fully charged which will affect how far it reaches, halfway across most maps being the maximum. The charge and percentage of the opponent also determines how long they stay frozen if hit. The frozen ground acts like it usually would in smash brothers, making things more difficult for the sliding opponent, however Empoleon would have a mechanic that makes him not suffer the same penalty and instead has more of a Luigi affect to his 'sliding'. Ice disappears after 9 seconds(?) If ice on the ground already exists then it will melt when creating new ice. Cannot 2-frame opponents trying to grab the ledge. Decent KO move.
Side special Drill Peck; A chargeable and fast traveling move that jets Empoleon forward as he spins furiously, blades and water spinning all around like a drill. When activated in the air, will slightly slow falling momentum for a couple seconds, making it useful for a horizontal recovery option. Can be shield cancelled but can't be cancelled in the air through an air-dodge. Has a lot of end-lag, making it very punishable, but is one of Empoleon's fastest start-up attacks with good priority in front of the move. Making its primary usage for zone-breaking, plowing through a defensive or offensive wall the opponent is putting up while giving you a new position. This is useful for when you can't set-up your own stuff or you can't seem to use any other move against an incoming onslaught of attacks. Good KO move at full charge. Will automatically release when reaching full charge at about 3 seconds. Instant usage of the move will send Empoleon only a few character-lengths forward whereas fully charged will send him halfway across most stages. Empoleon will take increased knock-back if hit out of the move, just like a smash attack. (like Pikachu side-special but with a bigger hitbox and more knock-back) (from pokken)
Down special Whirlpool; Empoleon sends forth a stationary whirlpool in front of him that lasts for about 4 seconds. If an opponent lands in it they will be stuck within for a second, taking minor damage, then released and put into a tumble for a 'tech chase' situation. Opponent can be hit out of the move. Only 1 can be out at a time. Has the hitbox size of an average character but only interacts with the opponent themselves. This move allows you to get set-ups and control space in order to charge ice beam, get your opponent to respect your zone, or limit their options to get back on stage. Has slow start-up but can be acted out of seamlessly when finished.
Up special Rapid Torrential Spin; Empoleon in the air will spin, head facing upward and wings spinning like a helicopter, as water jets below him, making it a fast and far distance vertical recovery. There is a small hitbox on the head-trident part of his body to cover above him and a larger hitbox on his spinning wings. There water jetting downwards can also sometimes 'gimp' certain recoveries with its 'wind' properties. Similar to Link's recovery, it also can be charged when grounded for a devastating but defensive watery cyclone attack. It can be moved slightly to the left or right whether in the air or on ground.
Forward throw; Freeze opponent slightly then bash straight into them, sending you forward somewhat and the opponent flying. Decent kill throw at around 140% on ledge. (similar to pokken Empoleon grab/throw)
Back throw; Empoleon throws opponent behind him diagonally then shoots an ice beam, freezing the opponent. The ice beam can be DI'd or air-dodged at higher percents where it would otherwise KO at 130% from flying towards the blast-zone while frozen. (similar to Falco back-throw)
Up throw; Empoleon tosses opponent upwards, setting them up for juggling situations.
Down throw; Empoleon thrusts opponent into the ground then uses his other wing to swipe opponent behind him horizontally which he now faces too. Starts setting up for tech situations at low percent.
Grabs; short grab range and slower than average start-up compared to other similar grabs to balance with ice sliding mechanic. Holds opponent in with his claws.
Pummel; Pecks at opponent.
Final Smash; (Empoleon's super from Pokken)
* Movement
Jumps; Below average jump height with standard 2 jumps.
Rolls; Empoleon does a fast defensive spin.
Dodges; Haphazardly stands on one foot.
Groundspeed; Slow
Airspeed; Below average movement and overall average fall-speed.
Weight; Heavy (like Yoshi? 104)
* Analysis
Synopsis; Empoleon is a character with a strong ground-game and advantage state who centers around using Ice Beam to create this advantage combined with his 'Steel Nerves' mechanic on the ice. As Empoleon's speed increases a significant amount from sliding on the ice which allows his moves to combo into each other much easier as well. Empoleon's dash attack also become one of his most useful moves on the ice with all the added speed and power you could ask for. Meanwhile, the opponent struggles to fight back on the ground and has to resort to air-game to which Empoleon has powerful answers to like Utilt, Uair, Usmash and Uspecial. However, if Empoleon is struggling to get Ice Beam off in neutral he has several good knock-back moves to give space or Whirlpool to create a wall for set-up and if the opponent decides to challenge Whirlpool then they'll need an answer for the previously mentioned moves. Empoleon finds himself in a disadvantaged state when in the air above his opponents, only having Nair as his most reliable get-off-me option which will still leave Empoleon vulnerable if not timed right. Empoleon also has issues with characters that can out-range him from clear across the stage or pull attacks out faster. Empoleon's main answer to these situations is Drill Peck as a zone-breaking tool, making these tougher match-ups easier to deal with if used correctly. Empoleon also has fast but fairly predictable recovery options which certain characters and players will be able to exploit if well executed.
Overall, Empoleon is a grounded RushDown character that relies on Zoning to set up for those situations and can be devastating to deal with when he's in control.
Kill moves; Fsmash, Usmash, Dsmash, Sspecial, Utilt, Dair, Uspecial, Dash-Attack, Nspecial, Fthrow, Nair, Bthrow, Stilt, Uair
Edge-Guarding tools; Fair, Dspecial, Nair, Dtilt, Nspecial, (ariel)Uspecial, Dair, Bair
Difficulty of use; Easy-Medium
Easy to pick up and play because of how good and noob-friendly quite a few of his moves are, as your able to mostly rely on those particular attacks like dash-attack, Stilt, Jab, Fsmash, Usmash, Sspecial, Nspecial, Nair, and Uair. Giving him a starting low skill ceiling. However, it can take a while in order to master Empoleon's full moveset so the max skill ceiling is much higher than it may first seem. Cause of attacks such as Fair, Bair, Dair, Dspecial, Sspecial, Dsmash, Dtilt, and Ice Beam combined with Empoleon's Steel Nerves mechanic that opens a new realm of combos and versatility.
Fighter Classification; RushDown/Zoner
Neutral Attack Fury Attack; Empoleon slashes a maximum of 3 times with his wings, the final one having decent knock-back. Can become a rapid jab, in which Empoleon will rapidly peck opponent. The 3 swings have above average range and link together easily but the start up of the move is slightly below the average of most jabs. It also doesn't take long for opponent's to fall out of the rapid jab.
Dash attack Icy Wind Slide; Empoleon goes belly-first sliding into the ground, aided by an icy wind. Power, speed, and carried momentum of the move is increased when used on ground frozen by 'Ice Beam'. Making it a decent kill move at ledge with this boost.
Up tilt Kingly Posture; Poses confidently at the camera, pointing his 'crown' upward into the air. Has invincibility frames in upper half of body and is a decent disjoint, making it a reliable anti-air. Also has a 'sweet-spot' that does noticeably more knock-back, making it a viable kill move.
Side tilt; Empoleon does a single twirl, swinging a wing which move him forward a little. Combos much easier while on ice. Only KO's at very high percent at the ledge like 170% (like Kragg, from Rivals of Aether)
Down tilt; Quickly swings wing low to the ground. Good against grounded approaches or is Empoleon's most reliable ledge-trapping option for getting the 'two-frame' from recovering opponents.
Up air; Swings wing in upward arc. Decent juggling tool for keeping opponents in the air. Only starts to KO at around 160% at the top of the visible blast zone. (like Lucina Uair)
Dair; Empoleon comes down with momentum, wing pointed downward and when hitting the ground it freezes around him, damaging anyone caught nearby and even freezing high percent opponents, sending them horizontally away for a second. Can spike opponents at the beginning of the move who are around the tip of the wing blade. Can 2-frame some recoveries at the ledge but is very difficult to execute and leaves you open to punishment. (from pokken)
Fair Water Balloon; Empoleon chucks a bubble filled with water that travels a very short distance forward and creates a small burst on contact. Can be used to edge-guard some recoveries or (unreliably) create space in neutral. Does low damage and knock-back. (similar to G&W Fair)
Bair Bubble Jet; Unleash a flurry of bubbles behind Empoleon, moving him forward as a weak hitbox while anyone caught in the bubbles gets stuck in them for a second till they pop. Can't be followed up by Empoleon due to the lag of the move.
Nair; Spins wings in a circular motion, damaging and knocking back anyone caught in the attack. Has some ending lag so it isn't super spam-able but doesn't matter much because of the amount of base knock-back inherent to the move. Can KO offstage. (like Ridley Nair) (from pokken)
Side smash; X-Scissor; Slashes blades in X shape in front of him. Counts as 2 hits. (from pokken)
Down smash; Spins around on the ground, blades and ice all a flurry. Can freeze high percent opponents, sending them at a favorable horizontal angle and possibly to their death. Can 'two-frame' at the ledge with its long-lasting hitbox but is unreliable with how much it shifts. Has noticeable slow star-up and end-lag. (from pokken)
Up smash; Jumps slightly, doing a twirl, 'crown' pointed upward into the air being used like a drill. Has noticeable heavy end-lag. (similar animation/purpose to Peach/Daisy up-smash) (from pokken)
Neutral special Ice Beam; A chargeable move that maxes out and is released at about 3 seconds, unleashing a beam of ice low to the ground as Empoleon crouches low, freezing the affected area and any opponent caught in the way, sending them horizontally. The move can be released at any time before fully charged which will affect how far it reaches, halfway across most maps being the maximum. The charge and percentage of the opponent also determines how long they stay frozen if hit. The frozen ground acts like it usually would in smash brothers, making things more difficult for the sliding opponent, however Empoleon would have a mechanic that makes him not suffer the same penalty and instead has more of a Luigi affect to his 'sliding'. Ice disappears after 9 seconds(?) If ice on the ground already exists then it will melt when creating new ice. Cannot 2-frame opponents trying to grab the ledge. Decent KO move.
Side special Drill Peck; A chargeable and fast traveling move that jets Empoleon forward as he spins furiously, blades and water spinning all around like a drill. When activated in the air, will slightly slow falling momentum for a couple seconds, making it useful for a horizontal recovery option. Can be shield cancelled but can't be cancelled in the air through an air-dodge. Has a lot of end-lag, making it very punishable, but is one of Empoleon's fastest start-up attacks with good priority in front of the move. Making its primary usage for zone-breaking, plowing through a defensive or offensive wall the opponent is putting up while giving you a new position. This is useful for when you can't set-up your own stuff or you can't seem to use any other move against an incoming onslaught of attacks. Good KO move at full charge. Will automatically release when reaching full charge at about 3 seconds. Instant usage of the move will send Empoleon only a few character-lengths forward whereas fully charged will send him halfway across most stages. Empoleon will take increased knock-back if hit out of the move, just like a smash attack. (like Pikachu side-special but with a bigger hitbox and more knock-back) (from pokken)
Down special Whirlpool; Empoleon sends forth a stationary whirlpool in front of him that lasts for about 4 seconds. If an opponent lands in it they will be stuck within for a second, taking minor damage, then released and put into a tumble for a 'tech chase' situation. Opponent can be hit out of the move. Only 1 can be out at a time. Has the hitbox size of an average character but only interacts with the opponent themselves. This move allows you to get set-ups and control space in order to charge ice beam, get your opponent to respect your zone, or limit their options to get back on stage. Has slow start-up but can be acted out of seamlessly when finished.
Up special Rapid Torrential Spin; Empoleon in the air will spin, head facing upward and wings spinning like a helicopter, as water jets below him, making it a fast and far distance vertical recovery. There is a small hitbox on the head-trident part of his body to cover above him and a larger hitbox on his spinning wings. There water jetting downwards can also sometimes 'gimp' certain recoveries with its 'wind' properties. Similar to Link's recovery, it also can be charged when grounded for a devastating but defensive watery cyclone attack. It can be moved slightly to the left or right whether in the air or on ground.
Forward throw; Freeze opponent slightly then bash straight into them, sending you forward somewhat and the opponent flying. Decent kill throw at around 140% on ledge. (similar to pokken Empoleon grab/throw)
Back throw; Empoleon throws opponent behind him diagonally then shoots an ice beam, freezing the opponent. The ice beam can be DI'd or air-dodged at higher percents where it would otherwise KO at 130% from flying towards the blast-zone while frozen. (similar to Falco back-throw)
Up throw; Empoleon tosses opponent upwards, setting them up for juggling situations.
Down throw; Empoleon thrusts opponent into the ground then uses his other wing to swipe opponent behind him horizontally which he now faces too. Starts setting up for tech situations at low percent.
Grabs; short grab range and slower than average start-up compared to other similar grabs to balance with ice sliding mechanic. Holds opponent in with his claws.
Pummel; Pecks at opponent.
Final Smash; (Empoleon's super from Pokken)
* Movement
Jumps; Below average jump height with standard 2 jumps.
Rolls; Empoleon does a fast defensive spin.
Dodges; Haphazardly stands on one foot.
Groundspeed; Slow
Airspeed; Below average movement and overall average fall-speed.
Weight; Heavy (like Yoshi? 104)
* Analysis
Synopsis; Empoleon is a character with a strong ground-game and advantage state who centers around using Ice Beam to create this advantage combined with his 'Steel Nerves' mechanic on the ice. As Empoleon's speed increases a significant amount from sliding on the ice which allows his moves to combo into each other much easier as well. Empoleon's dash attack also become one of his most useful moves on the ice with all the added speed and power you could ask for. Meanwhile, the opponent struggles to fight back on the ground and has to resort to air-game to which Empoleon has powerful answers to like Utilt, Uair, Usmash and Uspecial. However, if Empoleon is struggling to get Ice Beam off in neutral he has several good knock-back moves to give space or Whirlpool to create a wall for set-up and if the opponent decides to challenge Whirlpool then they'll need an answer for the previously mentioned moves. Empoleon finds himself in a disadvantaged state when in the air above his opponents, only having Nair as his most reliable get-off-me option which will still leave Empoleon vulnerable if not timed right. Empoleon also has issues with characters that can out-range him from clear across the stage or pull attacks out faster. Empoleon's main answer to these situations is Drill Peck as a zone-breaking tool, making these tougher match-ups easier to deal with if used correctly. Empoleon also has fast but fairly predictable recovery options which certain characters and players will be able to exploit if well executed.
Overall, Empoleon is a grounded RushDown character that relies on Zoning to set up for those situations and can be devastating to deal with when he's in control.
Kill moves; Fsmash, Usmash, Dsmash, Sspecial, Utilt, Dair, Uspecial, Dash-Attack, Nspecial, Fthrow, Nair, Bthrow, Stilt, Uair
Edge-Guarding tools; Fair, Dspecial, Nair, Dtilt, Nspecial, (ariel)Uspecial, Dair, Bair
Difficulty of use; Easy-Medium
Easy to pick up and play because of how good and noob-friendly quite a few of his moves are, as your able to mostly rely on those particular attacks like dash-attack, Stilt, Jab, Fsmash, Usmash, Sspecial, Nspecial, Nair, and Uair. Giving him a starting low skill ceiling. However, it can take a while in order to master Empoleon's full moveset so the max skill ceiling is much higher than it may first seem. Cause of attacks such as Fair, Bair, Dair, Dspecial, Sspecial, Dsmash, Dtilt, and Ice Beam combined with Empoleon's Steel Nerves mechanic that opens a new realm of combos and versatility.
Fighter Classification; RushDown/Zoner
Samurott
* Attacks
Neutral Attack Seamitar Slicer; . Slightly less range than Ftilt on its first swipe but comes out faster. (like Pit jab/rapid-jab)
Dash attack Razor Shell; Unsheathes and quickly swings sword in front. Does good shield damage, about 30% and 35% when 'focused energy' is active. Punishable if it hits a shield unless spaced just right at the very end of the move. (like Lucina dash-attack)
Up tilt Seamitar Wave; Samurott swipes a seamitar above him. Good disjointed anti-air.
Side tilt Seamitar Slash; A single unsheathed upward slash with a seamitar. Good range and KOs around 130% at ledge.
Down tilt Smart Strike; Samurott jabs a seamitar a short distance forward low to the ground. Does good shield damage, about 20% and 25% when 'focused energy' is active. Can 2-frame ledge. (like Lucina Dtilt)
Up air ; Samurott points his horn to the sky, holding it up for a couple seconds. Has tipper at start of move making a strong option at about 100% near top blast-zone for a KO. (like Link Uair)
Dair Spearhead; Plummet down horn first. Can spike enemies hit by the tipper of his horn. High end-lag.
Fair Seamitar Strike; Samurott slashes a seamitar vertically downward in front of him. Has a spiking hitbox. (like Cloud Fair)
Bair Aqua Tail; Samurott 'waves' his tale a couple times, working as a nice long lasting hitbox that hits 2 times. KOs around 115% at ledge and 90% off ledge.
Nair; . Used as a get-off-me tool and also covers some of his aerial blind spots. (like Lucina(or)Cloud Nair)?
Side smash Megahorn; Samurott thrusts his horn forward. Has a tipper. Almost the same range as Corrin Fsmash. Does good shield damage which scales depending on charge For example, uncharged 30%, half charge 40%, full charge 50%, and the move gains bonus 10% shield damage from its tipper as well as 20% when 'focused energy' is active. Meaning at full potential the move can up to 80% shield damage. Can get fairly early KOs with the tipper of the move but otherwise its knock-back is lower than average for a smash attack. Can be aimed. Overall laggy.
Down smash; Samurott thrusts both seamitars low to the ground to both sides of him, arms crossed and held in reverse hands, head at camera with downward 'bow'. Can 2-frame ledge. High end-lag.
Up smash; Samurott lets out a mighty roar as he lifts his head, swiping his lance in an upward arc above his body. Excellent anti-air with good KO power, range, disjoint and longer than usual lasting hitbox. Has a slightly stronger hitbox at the tipper. Has a weaker hitbox where opponents would be when standing beside him and will completely miss shorter characters. Overall laggy.
Neutral special Hydro-Pump(or)Water-Pulse; A chargeable water 'beam' that can be stored and works similar to Squirtle's 'water gun' but instead shoots in a straight line and can travel a little over half most stages when fully charged at about 2 seconds while doing low damage but having a strong 'windbox'. When released on the ground Samurott sticks his seamitars into the ground as he holds them and unleashes Hydro Pump. If activated in the air, Samurott will be flung backwards during the move a fair distance depending on the charge but can cancel out the action through a different attack. Good for sending opponents in unfavorable situations off stage, pushing them to their death at the blast-zone while trying to recover, or getting places quickly through the air. Happens to be Samurott's fastest movement option.
Side special Fury Cutter; Samurott swings his seamitars 4 times in succession as he slowly moves forward. First hit is relatively low range but the rest have good range in order to link together and stop opponent from running away if they try. However, they have enough time to shield instead. First hit does 2%, then 4%, 8%, and 16% on final hit if all land successfully (or the attacks register as hits, whether on opponent, shield, item, or object) for a total of 30% health. Does good shield damage, 4%/8%/16%/32% for a total of 60% and 70% if 'Inner Focus' boosted changing its individual hit numbers to 5%/9.5%/18.5%/37%. KOs around 150% at ledge (120% if you count it before landing any of the hits leading up to 150%). Laggy start-up and very punishable end-lag at any point the move is finished/missed, making it a risky but worthwhile move for either big damage or potentially shield breaking. (similar to Lucina Sspecial)
Down special Vengeful Energy Focus; Samurott holds a serene pose and a visible circle gets smaller around him while a red colored circle within him maintains size and is the indicator for when to press the button again. If you activate it before it reaches the inner circle Samurott will activate a counter. When successfully activating the move within the 'Inner Focus' circle, overall damage(&knock-back) dealt to Samurott is slightly reduced and his shield is stronger while damage to opponents shields and attack knock-back is increased. It lasts 13(?) seconds. This makes all of Samurott's moves viable for doing shield damage while further boosting his best shield breaking moves. The knock-back increase allows him to KO about 10% earlier with most moves. The damage reduction makes most moves do close to 1% less damage. The strength of Samurott's shield strength becomes comparable to Smash-4 in conjunction with the damage reduction. There is a 15(?) second cool-down to when the red circle will appear again. Can dodge/air-dodge during move. The name is based off the 'Revenge' and 'Inner Focus' pokemon moves. (similar to Wii-Fit-Trainer Dspecial)
Up special Liquidation; Water surges and surrounds Samurott as he stays in place for 2 seconds then you choose to go in any one direction as he goes forth a decent distance. Difficult to hit Samurott once moving. Decent but predictable recovery. Does good shield damage, about 30% and 40% when 'focused energy' is active. (like Ridley Uspecial)
Grabs; Terrible range.
Final Smash Final Glare; Samurott glares in front of him and a red streak travels across the whole stage through Samurott and anyone caught in the line (besides Samurott) is stunned and shows a shocked face as the camera zooms in on each one quickly then Samurott at blinding speeds slashes past them and they reel in place with pain then we see Samurott at the center of the stage calm and serene, eyes closed, then with his seamitars almost fully sheathed Samurott clicks them into place to which the enemy/s forcibly fly to the blast zone.
* Movement
Jumps; Below average jump height and standard 2 jumps.
Rolls; Laggy
Dodges; Laggy air dodges but decent spot-dodge.
Groundspeed; Bad (close to Incineroar's).
Airspeed; Below average movement and average fall-speed.
Weight; Heavy
Shell Armor Mechanic; Doesn't take bonus knock-back when hit out of a smash attack
* Analysis
Synopsis; Samurott is about breaking others defenses through several high shield damage moves while maintaining his own mostly through spacing. As Samurott's only quick moves are his tilts and jab. He 's got to play carefully with the rest of his relatively laggy moveset but his higher weight and Dspecial boost help to somewhat offset that disadvantage. Smash attacks are also made less punishing to use through his Shell Armor mechanic. Samurott usually may not want to focus on approaching in the air but when he does his Bair tend to be his best move for the job and is easily combined with his best move for closing the distance, Hydro Pump when used in the air. Usually, the better option is to wait for your opponent or get close, preferably when 'Inner Focus' is active, and pressure with your long range shield breaking moves like Dtilt. This powerful state obtained through Dspecial acts as the main advantage state of the character, increasing this character's pressure significantly and likely putting fear in the opponent. In most cases your objective might be to either approach or wait for the opponent from the ground with the intention of breaking their shield but if you get them near 100% and they still haven't been KO'd then your next available option is to put the opponent in a disadvantaged state and follow up with his strong aerials that can make short work of them if spaced right. Samurott does have a very difficult time against zoners though because of his overall low mobility and lack of projectiles so those match-ups will require lots of patience.
Overall, Samurott is a powerful spacer who has a host of fun tools to break shields, gimp, fake out, outrange, or overwhelm the opponent but to fully utilize those abilities will require careful planning and precision.
Kill moves; Fsmash, Usmash, Dsmash, Uspecial, Dspecial, Uair, Bair, Fair, Dair, Sspecial, Stilt, Nspecial
Edge-Guarding tools; Fair, Bair, Nspecial, Dspecial, Dtilt, Dsmash, Uspecial, Dair
Difficulty of use; Medium
Feels primarily like a mix of Cloud and Marth but even heavier/slower, making the character somewhat familiar but also much harder to pick up as all his specials are also more sophisticated in comparison. The only thing keeping him from being hard to pick up is the sheer power of many of his attacks. Not having much of a grab game or being able to get much off his grabs could also be a deterrent to some players but people familiar with Cloud and Marth might not mind this.
Fighter Classification; Spacer/Powerhouse
Neutral Attack Seamitar Slicer; . Slightly less range than Ftilt on its first swipe but comes out faster. (like Pit jab/rapid-jab)
Dash attack Razor Shell; Unsheathes and quickly swings sword in front. Does good shield damage, about 30% and 35% when 'focused energy' is active. Punishable if it hits a shield unless spaced just right at the very end of the move. (like Lucina dash-attack)
Up tilt Seamitar Wave; Samurott swipes a seamitar above him. Good disjointed anti-air.
Side tilt Seamitar Slash; A single unsheathed upward slash with a seamitar. Good range and KOs around 130% at ledge.
Down tilt Smart Strike; Samurott jabs a seamitar a short distance forward low to the ground. Does good shield damage, about 20% and 25% when 'focused energy' is active. Can 2-frame ledge. (like Lucina Dtilt)
Up air ; Samurott points his horn to the sky, holding it up for a couple seconds. Has tipper at start of move making a strong option at about 100% near top blast-zone for a KO. (like Link Uair)
Dair Spearhead; Plummet down horn first. Can spike enemies hit by the tipper of his horn. High end-lag.
Fair Seamitar Strike; Samurott slashes a seamitar vertically downward in front of him. Has a spiking hitbox. (like Cloud Fair)
Bair Aqua Tail; Samurott 'waves' his tale a couple times, working as a nice long lasting hitbox that hits 2 times. KOs around 115% at ledge and 90% off ledge.
Nair; . Used as a get-off-me tool and also covers some of his aerial blind spots. (like Lucina(or)Cloud Nair)?
Side smash Megahorn; Samurott thrusts his horn forward. Has a tipper. Almost the same range as Corrin Fsmash. Does good shield damage which scales depending on charge For example, uncharged 30%, half charge 40%, full charge 50%, and the move gains bonus 10% shield damage from its tipper as well as 20% when 'focused energy' is active. Meaning at full potential the move can up to 80% shield damage. Can get fairly early KOs with the tipper of the move but otherwise its knock-back is lower than average for a smash attack. Can be aimed. Overall laggy.
Down smash; Samurott thrusts both seamitars low to the ground to both sides of him, arms crossed and held in reverse hands, head at camera with downward 'bow'. Can 2-frame ledge. High end-lag.
Up smash; Samurott lets out a mighty roar as he lifts his head, swiping his lance in an upward arc above his body. Excellent anti-air with good KO power, range, disjoint and longer than usual lasting hitbox. Has a slightly stronger hitbox at the tipper. Has a weaker hitbox where opponents would be when standing beside him and will completely miss shorter characters. Overall laggy.
Neutral special Hydro-Pump(or)Water-Pulse; A chargeable water 'beam' that can be stored and works similar to Squirtle's 'water gun' but instead shoots in a straight line and can travel a little over half most stages when fully charged at about 2 seconds while doing low damage but having a strong 'windbox'. When released on the ground Samurott sticks his seamitars into the ground as he holds them and unleashes Hydro Pump. If activated in the air, Samurott will be flung backwards during the move a fair distance depending on the charge but can cancel out the action through a different attack. Good for sending opponents in unfavorable situations off stage, pushing them to their death at the blast-zone while trying to recover, or getting places quickly through the air. Happens to be Samurott's fastest movement option.
Side special Fury Cutter; Samurott swings his seamitars 4 times in succession as he slowly moves forward. First hit is relatively low range but the rest have good range in order to link together and stop opponent from running away if they try. However, they have enough time to shield instead. First hit does 2%, then 4%, 8%, and 16% on final hit if all land successfully (or the attacks register as hits, whether on opponent, shield, item, or object) for a total of 30% health. Does good shield damage, 4%/8%/16%/32% for a total of 60% and 70% if 'Inner Focus' boosted changing its individual hit numbers to 5%/9.5%/18.5%/37%. KOs around 150% at ledge (120% if you count it before landing any of the hits leading up to 150%). Laggy start-up and very punishable end-lag at any point the move is finished/missed, making it a risky but worthwhile move for either big damage or potentially shield breaking. (similar to Lucina Sspecial)
Down special Vengeful Energy Focus; Samurott holds a serene pose and a visible circle gets smaller around him while a red colored circle within him maintains size and is the indicator for when to press the button again. If you activate it before it reaches the inner circle Samurott will activate a counter. When successfully activating the move within the 'Inner Focus' circle, overall damage(&knock-back) dealt to Samurott is slightly reduced and his shield is stronger while damage to opponents shields and attack knock-back is increased. It lasts 13(?) seconds. This makes all of Samurott's moves viable for doing shield damage while further boosting his best shield breaking moves. The knock-back increase allows him to KO about 10% earlier with most moves. The damage reduction makes most moves do close to 1% less damage. The strength of Samurott's shield strength becomes comparable to Smash-4 in conjunction with the damage reduction. There is a 15(?) second cool-down to when the red circle will appear again. Can dodge/air-dodge during move. The name is based off the 'Revenge' and 'Inner Focus' pokemon moves. (similar to Wii-Fit-Trainer Dspecial)
Up special Liquidation; Water surges and surrounds Samurott as he stays in place for 2 seconds then you choose to go in any one direction as he goes forth a decent distance. Difficult to hit Samurott once moving. Decent but predictable recovery. Does good shield damage, about 30% and 40% when 'focused energy' is active. (like Ridley Uspecial)
Grabs; Terrible range.
Final Smash Final Glare; Samurott glares in front of him and a red streak travels across the whole stage through Samurott and anyone caught in the line (besides Samurott) is stunned and shows a shocked face as the camera zooms in on each one quickly then Samurott at blinding speeds slashes past them and they reel in place with pain then we see Samurott at the center of the stage calm and serene, eyes closed, then with his seamitars almost fully sheathed Samurott clicks them into place to which the enemy/s forcibly fly to the blast zone.
* Movement
Jumps; Below average jump height and standard 2 jumps.
Rolls; Laggy
Dodges; Laggy air dodges but decent spot-dodge.
Groundspeed; Bad (close to Incineroar's).
Airspeed; Below average movement and average fall-speed.
Weight; Heavy
Shell Armor Mechanic; Doesn't take bonus knock-back when hit out of a smash attack
* Analysis
Synopsis; Samurott is about breaking others defenses through several high shield damage moves while maintaining his own mostly through spacing. As Samurott's only quick moves are his tilts and jab. He 's got to play carefully with the rest of his relatively laggy moveset but his higher weight and Dspecial boost help to somewhat offset that disadvantage. Smash attacks are also made less punishing to use through his Shell Armor mechanic. Samurott usually may not want to focus on approaching in the air but when he does his Bair tend to be his best move for the job and is easily combined with his best move for closing the distance, Hydro Pump when used in the air. Usually, the better option is to wait for your opponent or get close, preferably when 'Inner Focus' is active, and pressure with your long range shield breaking moves like Dtilt. This powerful state obtained through Dspecial acts as the main advantage state of the character, increasing this character's pressure significantly and likely putting fear in the opponent. In most cases your objective might be to either approach or wait for the opponent from the ground with the intention of breaking their shield but if you get them near 100% and they still haven't been KO'd then your next available option is to put the opponent in a disadvantaged state and follow up with his strong aerials that can make short work of them if spaced right. Samurott does have a very difficult time against zoners though because of his overall low mobility and lack of projectiles so those match-ups will require lots of patience.
Overall, Samurott is a powerful spacer who has a host of fun tools to break shields, gimp, fake out, outrange, or overwhelm the opponent but to fully utilize those abilities will require careful planning and precision.
Kill moves; Fsmash, Usmash, Dsmash, Uspecial, Dspecial, Uair, Bair, Fair, Dair, Sspecial, Stilt, Nspecial
Edge-Guarding tools; Fair, Bair, Nspecial, Dspecial, Dtilt, Dsmash, Uspecial, Dair
Difficulty of use; Medium
Feels primarily like a mix of Cloud and Marth but even heavier/slower, making the character somewhat familiar but also much harder to pick up as all his specials are also more sophisticated in comparison. The only thing keeping him from being hard to pick up is the sheer power of many of his attacks. Not having much of a grab game or being able to get much off his grabs could also be a deterrent to some players but people familiar with Cloud and Marth might not mind this.
Fighter Classification; Spacer/Powerhouse
Primarina
* Attacks
Neutral Attack Double Slap; Primarina flings her arm/fins forward, slapping twice and knocking opponent away on second hit. Decent speed for a neutral attack.
Dash attack Body Slam; Goes flying off wave, thrusting tail at opponent and landing haphazardly. Laggy. (like Piranha Plant dash-attack)
Up tilt Slap; Primarina quickly swipes fin in an upward arc above her. Good base knock-back that sends opponents directly upward but doesn't KO.
Side tilt Icy Wind; Primarina unleashes her breath and waves a flipper, creating a short range sparkling 'icy wind' that trips grounded opponents or puts them into a 'tech chase' situation. Can be used to set-up for KOs to get them easier.
Down tilt Tail Whip; Spins tail around, as a low grounded get-off-me option.
Up air Pound; Primarina quickly swipes fin in an upward arc above her. Good base knock-back but doesn't K.O.
Dair Aqua Tail; Straightens and flails tail below in a swimming motion, having good range but vulnerable to trades with an extended hurt-box as well. Can spike if hitting the fin sweet-spot. Laggy.
Fair Bubble Beam; Sends out a flurry of bubbles in front of Primarina that sends her backwards while giving opponent slight 'hit-stun' with every bubble that hits. Last bubble that pops has decent knockback that can KO at very high percents but mostly is beneficial for creating distance between Primarina and the opponent. Laggy. (like Orcane Fair)
Bair Iron Tail; Straightens and flails tail behind in a swimming motion, having good range and doing more knock-back and damage if hitting the fin sweet-spot. Hitting the sweet-spot will make the move KO at reasonable percents, making it one of her better normals for KOs. Laggy.
Nair Disarming Voice; Sings notes that emanate around Primarina with decent speed, making it one of Primarina's better get-off-me options.
Side smash Hyper Voice; Primarina unleashes a decently ranged and powerful notes of sound that blow the opponent away caught in them. Has a powerful sweet-spot right next to Primarina. Laggy.
Down smash Sparkling Aria; Primarina forms multiple floating bubbles around herself and when unleashed will explode them quickly in succession. Long lasting smash attack with decent range to it all around Primarina, being one of her most powerful but also overall laggy attacks.
Up smash Bubble Balloon; Forms a decently sized bubble above Primarina while charging then bounces it upwards and anyone caught during its 'slow' upward ascent will be stuck inside in an instant then Primarina will sing a quick note, popping it and sending the opponent flying. Effective and powerful anti-air. Some of Primarina's attacks can knock characters into it like with Utilt. Cannot be used again as long as the bubble is on the map. slow start-up. If opponent lands right into bubble just as its released it usually won't KO till about 165%, making it better as a move when knocking opponents into it for early KOs off the top.
Neutral special Moonblast; Primarina takes in pink energy from the moon, forming a pink ball above her. When reaching full charge Primarina will still stay in place until you move or unleash it. Power and knock-back comparable to Samus 'charge shot'. Can release early for a smaller less damaging but faster projectile?
Side special Sing; Lets out a song as she does a small dance which will put anyone to sleep caught nearby. The direction chosen will decide where Primarina primarily faces and directs the 'hit-box'.
(like Jigglypuff sing Uspecial)
Down special Misty Terrain; Primarina creates a cloud of mist (comparable in size to fully charged Piranha Plant poison cloud) which sticks around for about eight seconds and can not only hide anything/anyone inside but also reflect enemy projectiles. Has high start-up lag so its best to use when opponent it a considerable distance away, recovering, or can't attack you soon enough in order to hit you out of the move being successful. Opponents even have to be careful not to use any of their own projectiles inside as they can still backfire on them in the mist.
Up special Aqua Dance; Primarina is surrounded with water then swims like a mermaid for a decent speed/duration with full directional control once moving. Can recover from almost the bottom of the stage if going straight up. Doesn't have a hitbox but has a small 'wind-box' behind the move from water pushing outward which can occasionally be used to gimp opponents.
Forward throw; Throws opponent up forward that slaps them like a beach ball, sending them forward. Can KO at ledge around 130%
Back throw; Does a little dance that sends opponent backward. Used for positioning.
Up throw; A quick throw where Primarina tosses then bops the opponent up with her nose like a beach ball. Has great base knock-back and KOs around 170%. Can easily be comboed into the bubble from up smash.
Down throw; Does a little dance that sends opponent backward angled up. Can KO at ledge when back is facing it around 145%
Grabs; Above average grab speed with decent range.
Pummel; Slaps opponent
* Movement
Jumps; Normal double jump.
Groundspeed; Slow, overall comparable to Incineroar.
Airspeed; Slowish max speed but very high air acceleration making Primarina super floaty, giving the feeling like she's swimming in water as she also slowly 'flaps' her fins/flippers. (similar to Jigglypuff)
Weight; Middleweight??, being around 92 weight (comparable to Palutena)
* Animations/Functionality
Match-start animation; A bubble pops as Primarina is revealed, having a "ta-da!" expression with flippers up and out.
Up taunt; Primarina creates a bubble and bounces it a couple times until it pops to her surprise.
Side taunt Captivate; Primarina puts on a sweet face with a lovely voice, stunning certain characters (anyone male) who are within 'sing' distance in front of her. Basically acting as an alternative to 'sing' on certain characters for 'disrespect' shenanigans if desired.
Down taunt; Does a short cute dance.
Crouch; Goes low to the ground, looking as if she's relaxing on the beach.
Idle Animation; Held up with two front flippers.
Walking Animation; Drags body forward with two front flippers.
Running Animation; Surfs a wave (like Squirtle)
* Analysis
Synopsis; Primarina is a zoner that forces her opponents to approach her while spacing moves and relying on constant predictions in order to outplay and counter peoples approaches while using Misty Terrain as her primary tool for this strategy. This ability also allows her to counter other zoners that are gonna want to stop her from camping and charging moonblast, bringing them into her realm where she can mask her attacks. Though, her main weakness tends to be the high start-up lag on the majority of her moves, making most of her bad match-ups those who can quickly get in and use their fastest moves before she can use hers. The main defense she has against this is disjointed, powerful, or punishing moves accompanied by Misty Terrain in order to keep the opponent guessing her movements. Primarina also has a above average grab and good throws to further mix up her options. Primarina usually has trouble getting back on stage when above opponents cause of floatiness so when in the air its usually best to go off to the side and/or below the stage, recovering low, in order to get back on the stage. As the character has little trouble actually recovering.
Overall, a player who enjoys controlling the pace of the battle through mind-games as a zoner will probably enjoy the character most.
Difficulty of use; Medium
Fighter Classification; Zoner
Neutral Attack Double Slap; Primarina flings her arm/fins forward, slapping twice and knocking opponent away on second hit. Decent speed for a neutral attack.
Dash attack Body Slam; Goes flying off wave, thrusting tail at opponent and landing haphazardly. Laggy. (like Piranha Plant dash-attack)
Up tilt Slap; Primarina quickly swipes fin in an upward arc above her. Good base knock-back that sends opponents directly upward but doesn't KO.
Side tilt Icy Wind; Primarina unleashes her breath and waves a flipper, creating a short range sparkling 'icy wind' that trips grounded opponents or puts them into a 'tech chase' situation. Can be used to set-up for KOs to get them easier.
Down tilt Tail Whip; Spins tail around, as a low grounded get-off-me option.
Up air Pound; Primarina quickly swipes fin in an upward arc above her. Good base knock-back but doesn't K.O.
Dair Aqua Tail; Straightens and flails tail below in a swimming motion, having good range but vulnerable to trades with an extended hurt-box as well. Can spike if hitting the fin sweet-spot. Laggy.
Fair Bubble Beam; Sends out a flurry of bubbles in front of Primarina that sends her backwards while giving opponent slight 'hit-stun' with every bubble that hits. Last bubble that pops has decent knockback that can KO at very high percents but mostly is beneficial for creating distance between Primarina and the opponent. Laggy. (like Orcane Fair)
Bair Iron Tail; Straightens and flails tail behind in a swimming motion, having good range and doing more knock-back and damage if hitting the fin sweet-spot. Hitting the sweet-spot will make the move KO at reasonable percents, making it one of her better normals for KOs. Laggy.
Nair Disarming Voice; Sings notes that emanate around Primarina with decent speed, making it one of Primarina's better get-off-me options.
Side smash Hyper Voice; Primarina unleashes a decently ranged and powerful notes of sound that blow the opponent away caught in them. Has a powerful sweet-spot right next to Primarina. Laggy.
Down smash Sparkling Aria; Primarina forms multiple floating bubbles around herself and when unleashed will explode them quickly in succession. Long lasting smash attack with decent range to it all around Primarina, being one of her most powerful but also overall laggy attacks.
Up smash Bubble Balloon; Forms a decently sized bubble above Primarina while charging then bounces it upwards and anyone caught during its 'slow' upward ascent will be stuck inside in an instant then Primarina will sing a quick note, popping it and sending the opponent flying. Effective and powerful anti-air. Some of Primarina's attacks can knock characters into it like with Utilt. Cannot be used again as long as the bubble is on the map. slow start-up. If opponent lands right into bubble just as its released it usually won't KO till about 165%, making it better as a move when knocking opponents into it for early KOs off the top.
Neutral special Moonblast; Primarina takes in pink energy from the moon, forming a pink ball above her. When reaching full charge Primarina will still stay in place until you move or unleash it. Power and knock-back comparable to Samus 'charge shot'. Can release early for a smaller less damaging but faster projectile?
Side special Sing; Lets out a song as she does a small dance which will put anyone to sleep caught nearby. The direction chosen will decide where Primarina primarily faces and directs the 'hit-box'.
(like Jigglypuff sing Uspecial)
Down special Misty Terrain; Primarina creates a cloud of mist (comparable in size to fully charged Piranha Plant poison cloud) which sticks around for about eight seconds and can not only hide anything/anyone inside but also reflect enemy projectiles. Has high start-up lag so its best to use when opponent it a considerable distance away, recovering, or can't attack you soon enough in order to hit you out of the move being successful. Opponents even have to be careful not to use any of their own projectiles inside as they can still backfire on them in the mist.
Up special Aqua Dance; Primarina is surrounded with water then swims like a mermaid for a decent speed/duration with full directional control once moving. Can recover from almost the bottom of the stage if going straight up. Doesn't have a hitbox but has a small 'wind-box' behind the move from water pushing outward which can occasionally be used to gimp opponents.
Forward throw; Throws opponent up forward that slaps them like a beach ball, sending them forward. Can KO at ledge around 130%
Back throw; Does a little dance that sends opponent backward. Used for positioning.
Up throw; A quick throw where Primarina tosses then bops the opponent up with her nose like a beach ball. Has great base knock-back and KOs around 170%. Can easily be comboed into the bubble from up smash.
Down throw; Does a little dance that sends opponent backward angled up. Can KO at ledge when back is facing it around 145%
Grabs; Above average grab speed with decent range.
Pummel; Slaps opponent
* Movement
Jumps; Normal double jump.
Groundspeed; Slow, overall comparable to Incineroar.
Airspeed; Slowish max speed but very high air acceleration making Primarina super floaty, giving the feeling like she's swimming in water as she also slowly 'flaps' her fins/flippers. (similar to Jigglypuff)
Weight; Middleweight??, being around 92 weight (comparable to Palutena)
* Animations/Functionality
Match-start animation; A bubble pops as Primarina is revealed, having a "ta-da!" expression with flippers up and out.
Up taunt; Primarina creates a bubble and bounces it a couple times until it pops to her surprise.
Side taunt Captivate; Primarina puts on a sweet face with a lovely voice, stunning certain characters (anyone male) who are within 'sing' distance in front of her. Basically acting as an alternative to 'sing' on certain characters for 'disrespect' shenanigans if desired.
Down taunt; Does a short cute dance.
Crouch; Goes low to the ground, looking as if she's relaxing on the beach.
Idle Animation; Held up with two front flippers.
Walking Animation; Drags body forward with two front flippers.
Running Animation; Surfs a wave (like Squirtle)
* Analysis
Synopsis; Primarina is a zoner that forces her opponents to approach her while spacing moves and relying on constant predictions in order to outplay and counter peoples approaches while using Misty Terrain as her primary tool for this strategy. This ability also allows her to counter other zoners that are gonna want to stop her from camping and charging moonblast, bringing them into her realm where she can mask her attacks. Though, her main weakness tends to be the high start-up lag on the majority of her moves, making most of her bad match-ups those who can quickly get in and use their fastest moves before she can use hers. The main defense she has against this is disjointed, powerful, or punishing moves accompanied by Misty Terrain in order to keep the opponent guessing her movements. Primarina also has a above average grab and good throws to further mix up her options. Primarina usually has trouble getting back on stage when above opponents cause of floatiness so when in the air its usually best to go off to the side and/or below the stage, recovering low, in order to get back on the stage. As the character has little trouble actually recovering.
Overall, a player who enjoys controlling the pace of the battle through mind-games as a zoner will probably enjoy the character most.
Difficulty of use; Medium
Fighter Classification; Zoner
Emboar
* Attacks
Neutral Attack Arm Thrusts; Release two arm thrusts and if rapid jabbed then release a flurry of Arm Thrusts and end it with a final good knock-back Arm Thrust.
Dash attack; Form into a 'ball' and roll forward. (like Donkey Kong dash-attack)
Up tilt Ember; Emboar's two face flames 'fire up', erupting slightly upward. A decent anti-air. Laggy for a tilt.
Side tilt Arm Thrust; A single good knock-back Arm Thrust. (like Ganondorf jab)
Down tilt; Stomps a foot in front, grounding anyone caught in the sweet-spot. (like K Rool Dtilt)
Up air Flip the Table; Quickly pulls arms upward. Good knock-back move that can KO off the top at reasonable percents for a heavy-weight.
Dair; Thrusts arms below Emboar. Spikes. (like MiiBrawler Dair)
Fair; Thrusts arm in front in a downward angle. (like Ganondorf Fair)
Bair; Emboar releases a small flaming fart from behind which launches him slightly forward. Can KO. Has weak hit-box in front of Emboar. (like Corrin Bair)
Nair; Emboar uses a bellyflop pose with a long lasting hurt-box. (like Incineroar Nair)
Side smash Flame Punch; Releases a fiery fist with great knock-back. Laggy move.
Down smash Stomp; Violently stomp on ground with great knock-back. Hit-box goes only slightly beyond Emboar but is a powerful KO move at the ledge. Laggy move.
Up smash Headbutt; A short-range upward head bash. (comparable to Wario up-smash)
Neutral special Smog; A low knock-back counter where Emboar puffs up his chest and if hit will release a rancid black gas which poisons the opponent and lowers their speed for the duration of the poison. The poison lasts about 4 seconds and deals about the same damage as the attack used on the counter.
Side special Flamethrower; Shoots a stream of fire-breath. (like Charizard/Bowser) Has extra utility to burn or incinerate most items/projectiles. Food items will still be active and edible but only for Emboar.
Down special Heat Crash; In the air, Emboar comes flaming quickly downward belly-first. Any opponents caught midair will be stuck with the move (unless mashing out at low percents) until the move lands on the ground. On the ground Emboar will burst in flame forward, belly-first a short distance. The power of the move scales depending on the percent of Emboar and the opponent. The lower Emboar's percent and the higher the opponent's the exponentially stronger the move gets. The speed at which the move comes out and strong momentum Emboar has during the move makes it a powerful burst option which in most ideal situations can make the move easily land and kill at average 60%. However, the move has great end-lag after usage.
Up special Fart to Flame; Emboar lets out a flaming fart, launching him a short distance into the air while leaving a fiery path behind him. Can potentially spike. A move akin to Wario's special fart attack but gets progressively worse every time its used. On its first use the move is a little less powerful than Wario's fully charged fart but launches about the same distance. In its few first uses Emboar has a weak hit-box above him. By around its 5th use its distance in comparable to Dr. Mario or a lone Ice-Climber. The move will be 'recharged' upon the next stock or through eating food.
Forward throw; Slides opponent through the mud then tosses them forward.
Back throw; Slides opponent backward through the mud then tosses them aside. (like K Rool Bthrow)
Up throw; Tosses Upward. Low knock-back. Can combo into Uair.
Down throw; Grounds opponent. Can combo into Heat Crash at higher percents for the KO.
Grabs; Emboar reaches out with a long arm.
Dash-grab; Good range.
Pummel; Headbutts opponent. Has fire effect on opponent.
Final Smash; Emboar spots lots of food around the map and rapidly eats it as you control which piles he scurries after (like a fast minigame) while others move slowly then powers up its flames (looking a lot like its shiny form) and releases a huge blue flaming flurry in the direction of your choosing (similar to Mario Final Smash). The overall power/range of the move will depend on how much time you spent eating. This will also fully recharge Emboar's recovery.
* Movement
Jumps; Low jump height
Rolls; Slow side-wind
Dodges; Slow twirl
Groundspeed; Slow (comparable to Incineroar)
Airspeed; Slow lateral movement but a fast-faller
Weight; 'Super-Heavyweight' (comparable to King Dedede?)
* Animations/Functionality
Match-start animation; Comes into frame eating a trail of food then realizes he has an audience and poses triumphantly.
Up taunt; Lets out a boar roar with face flames outstretching.
Side taunt; Does the signature sumo stomps.
Down taunt; Rolls in mud while happily squeaking.
Crouch; Haunches down like a Sumo Wrestler. Can't move sideways while crouched.
Idle Animation; Emboar's standing animation from the pokemon games.
Walking Animation; A sumo walk.
Running Animation; A sumo run?
Shield Animation; Holds arms up? (or defensive sumo pose)
When Footstooled; Closed eyes with a disgruntled face.
* Analysis
Synopsis; Emboar's fighting style is additionally modeled after a Sumo Wrestler. Emboar's biggest strength is his powerful burst options and decent range accompanying it. This makes him dangerous to approach but due to his overall low mobility/speed he can be walled out by zoners. Though his most useful approach tool would be his dash attack due to the speed and distance it travels with little end-lag making it hard to punish after use. Emboar also suffers when knocked off the ledge as his recovery gets weaker after every use till useless so even though he's strong on the ground if you somehow get Emboar off he'll be at a great disadvantage. Though lots of Emboar's ariels are powerful and useful most of them are difficult to use naturally because of his low jump height and fast fall speed so they'll most likely be used in more specific situations. On the ground however, most of his attacks have decent range and power to them and he has a long ranged grab that can confirm into kills and combos or just good positioning.
Overall, Emboar has a bait&punish play-style that thrives on the ground and in advantageous situations but tends to do badly when put in precarious positions.
Kill moves; Fsmash, Dspecial, Usmash, Dsmash, Fair, Dair, Uair, Uspecial, Bair, Stilt, Bthrow.
Edge-Guarding tools; Dsmash, Dtilt, Fair, Dair, Uspecial, Bair, Sspecial(flamethrower)
Difficulty of use; Medium
Fighter Classification; Powerhouse/Grappler
Neutral Attack Arm Thrusts; Release two arm thrusts and if rapid jabbed then release a flurry of Arm Thrusts and end it with a final good knock-back Arm Thrust.
Dash attack; Form into a 'ball' and roll forward. (like Donkey Kong dash-attack)
Up tilt Ember; Emboar's two face flames 'fire up', erupting slightly upward. A decent anti-air. Laggy for a tilt.
Side tilt Arm Thrust; A single good knock-back Arm Thrust. (like Ganondorf jab)
Down tilt; Stomps a foot in front, grounding anyone caught in the sweet-spot. (like K Rool Dtilt)
Up air Flip the Table; Quickly pulls arms upward. Good knock-back move that can KO off the top at reasonable percents for a heavy-weight.
Dair; Thrusts arms below Emboar. Spikes. (like MiiBrawler Dair)
Fair; Thrusts arm in front in a downward angle. (like Ganondorf Fair)
Bair; Emboar releases a small flaming fart from behind which launches him slightly forward. Can KO. Has weak hit-box in front of Emboar. (like Corrin Bair)
Nair; Emboar uses a bellyflop pose with a long lasting hurt-box. (like Incineroar Nair)
Side smash Flame Punch; Releases a fiery fist with great knock-back. Laggy move.
Down smash Stomp; Violently stomp on ground with great knock-back. Hit-box goes only slightly beyond Emboar but is a powerful KO move at the ledge. Laggy move.
Up smash Headbutt; A short-range upward head bash. (comparable to Wario up-smash)
Neutral special Smog; A low knock-back counter where Emboar puffs up his chest and if hit will release a rancid black gas which poisons the opponent and lowers their speed for the duration of the poison. The poison lasts about 4 seconds and deals about the same damage as the attack used on the counter.
Side special Flamethrower; Shoots a stream of fire-breath. (like Charizard/Bowser) Has extra utility to burn or incinerate most items/projectiles. Food items will still be active and edible but only for Emboar.
Down special Heat Crash; In the air, Emboar comes flaming quickly downward belly-first. Any opponents caught midair will be stuck with the move (unless mashing out at low percents) until the move lands on the ground. On the ground Emboar will burst in flame forward, belly-first a short distance. The power of the move scales depending on the percent of Emboar and the opponent. The lower Emboar's percent and the higher the opponent's the exponentially stronger the move gets. The speed at which the move comes out and strong momentum Emboar has during the move makes it a powerful burst option which in most ideal situations can make the move easily land and kill at average 60%. However, the move has great end-lag after usage.
Up special Fart to Flame; Emboar lets out a flaming fart, launching him a short distance into the air while leaving a fiery path behind him. Can potentially spike. A move akin to Wario's special fart attack but gets progressively worse every time its used. On its first use the move is a little less powerful than Wario's fully charged fart but launches about the same distance. In its few first uses Emboar has a weak hit-box above him. By around its 5th use its distance in comparable to Dr. Mario or a lone Ice-Climber. The move will be 'recharged' upon the next stock or through eating food.
Forward throw; Slides opponent through the mud then tosses them forward.
Back throw; Slides opponent backward through the mud then tosses them aside. (like K Rool Bthrow)
Up throw; Tosses Upward. Low knock-back. Can combo into Uair.
Down throw; Grounds opponent. Can combo into Heat Crash at higher percents for the KO.
Grabs; Emboar reaches out with a long arm.
Dash-grab; Good range.
Pummel; Headbutts opponent. Has fire effect on opponent.
Final Smash; Emboar spots lots of food around the map and rapidly eats it as you control which piles he scurries after (like a fast minigame) while others move slowly then powers up its flames (looking a lot like its shiny form) and releases a huge blue flaming flurry in the direction of your choosing (similar to Mario Final Smash). The overall power/range of the move will depend on how much time you spent eating. This will also fully recharge Emboar's recovery.
* Movement
Jumps; Low jump height
Rolls; Slow side-wind
Dodges; Slow twirl
Groundspeed; Slow (comparable to Incineroar)
Airspeed; Slow lateral movement but a fast-faller
Weight; 'Super-Heavyweight' (comparable to King Dedede?)
* Animations/Functionality
Match-start animation; Comes into frame eating a trail of food then realizes he has an audience and poses triumphantly.
Up taunt; Lets out a boar roar with face flames outstretching.
Side taunt; Does the signature sumo stomps.
Down taunt; Rolls in mud while happily squeaking.
Crouch; Haunches down like a Sumo Wrestler. Can't move sideways while crouched.
Idle Animation; Emboar's standing animation from the pokemon games.
Walking Animation; A sumo walk.
Running Animation; A sumo run?
Shield Animation; Holds arms up? (or defensive sumo pose)
When Footstooled; Closed eyes with a disgruntled face.
* Analysis
Synopsis; Emboar's fighting style is additionally modeled after a Sumo Wrestler. Emboar's biggest strength is his powerful burst options and decent range accompanying it. This makes him dangerous to approach but due to his overall low mobility/speed he can be walled out by zoners. Though his most useful approach tool would be his dash attack due to the speed and distance it travels with little end-lag making it hard to punish after use. Emboar also suffers when knocked off the ledge as his recovery gets weaker after every use till useless so even though he's strong on the ground if you somehow get Emboar off he'll be at a great disadvantage. Though lots of Emboar's ariels are powerful and useful most of them are difficult to use naturally because of his low jump height and fast fall speed so they'll most likely be used in more specific situations. On the ground however, most of his attacks have decent range and power to them and he has a long ranged grab that can confirm into kills and combos or just good positioning.
Overall, Emboar has a bait&punish play-style that thrives on the ground and in advantageous situations but tends to do badly when put in precarious positions.
Kill moves; Fsmash, Dspecial, Usmash, Dsmash, Fair, Dair, Uair, Uspecial, Bair, Stilt, Bthrow.
Edge-Guarding tools; Dsmash, Dtilt, Fair, Dair, Uspecial, Bair, Sspecial(flamethrower)
Difficulty of use; Medium
Fighter Classification; Powerhouse/Grappler
Rillaboom
As a little side note, for the sake of making Rillaboom's gameplay make sense in Ultimate, seeing as he usually is separate from the stump, he can hold it like a shield. Fairly fitting for the games he comes from I'd say.
* Mechanics
Sword/Shield Stance (Stump-Stance); When holding stump you have high weight but low overall movement speed. Without the stump your weight decreases but you get a small overall movement speed increase.
Shield; When holding stump, completely block projectiles when idle or crouching (like Link/Hero)
* Attacks
Neutral Attack; Drum-Beating;
Whack opponent away with drumstick and can be followed up with a rapid jab to put Rillaboom in an animation where he quickly sets stump down and drums on it, sending out multiple roots to rapidly hit opponent.
Without stump, functions more like Greninja's jab&rapid-jab as both drumsticks are used rapidly, ending in final hit with both drumsticks. Can KO at high percents on the ledge. Noticeable endlag on all versions of the move.
Dash attack; Shield-Bash/Giga-Impact;
With stump, functions like Palutena's dash attack, having some invincibility but doesn't cover much distance.
Without stump, has more knockback and and distance covered, letting it KO at higher percents.
Up tilt; Slam;
Raises drumstick into the air forcefully. Decent enough knockback to send opponent back into the sky but won't KO till very high percents. Noticeable endlag but good range.
Without stump, Has increased knockback and a slightly different hitbox, granting more horizontal range at the bottom because of raising two drumsticks in an 'A' shape. Both versions have a tipper.
Side tilt; Brutal-Swing/Double-Hit;
Swings around with slight forward momentum to hit with drumstick. Has good knockback.
Without stump, is a two-hit attack comparable to Piranha-Plant's as you need to forward-tilt a second time to activate the second hit. Second hit has good knockback. Best neutral tool in Sword-Stance, as the first part is nearly lagless, setting up into the rapid-jab if timed correctly. While it can set-up into other moves as well with the same technique, they aren't true-combos.
Down tilt; Branch-Poke;
Comparable to swordfighters down-tilts like Lucina but thrusts forward slightly like Banjo-Kazooie's down-tilt when without stump, gaining slight endlag. Acts as Rillaboom's fastest and most reliable move in neutral when in shield stance. Both send at a horizontal angle with low knockback and in some cases can set up for tech chases or at high percent gimp the opponent too far away to recover.
Up air; Noble Roar;
Roars fearsomely above, with range, knockback, and damage comparable to Banjo-Kazooie up-air but with more endlag and actual KO power at very high percent near upper blastzone.
Dair; Pound/Ba-Dum-Tis;
With shield, a simple non-spiking downward hit with drumstick which sends slightly backward or forward depending on where hit lands.
Without shield, a three-hit attack that spikes on third strike.
Fair; Drumstick-Swing;
A basic swing of a drumstick much like most swordfighters Fairs. Without stump, uses two drumsticks, giving it a light spiking but small hitbox at the tip of the move in the later half of its duration.
Bair; Stump-Bash/Brush-Bash;
With stump, swings it behind him, granting Rillaboom invincibility on that side. Good range and knockback but some startup lag. (like Palutena Bair)
Without stump, sharpens the leaves on Rillaboom's back, extending a hitbox to damage anyone behind. Good knockback.
Nair; Acrobatics; Hunches into a ball shape and spins, letting his leaves and impact do the damage. Can KO at high percent offstage.
Side smash; Wood-Hammer/Double-Branch-Bash;
With stump, Rillaboom grasps it with both hands, holding it up, and slams it powerfully downwards to the ground. Comparable to Banjo-Kazooie's forward-smash.
Without stump, Rillaboom forcefully pummels both drumsticks in a row in front of him, making it a powerful two-hit.
Down smash; Frenzy-Plant/Knock-Off;
With stump, Rillaboom plays on drum, sending a flurry of vines on both sides of him through the ground with good horizontal distance but is overall very laggy and has quite low knockback, even for a down-smash.
Without stump, Rillaboom thrusts downward both drumsticks on both sides of him, like DK does with his down-smash. Has decent knockback, sends horizontally, and even spikes on the tips of the drumsticks in ending frames for edge-guarding purposes.
Up smash; Boomburst/Hyper-Voice;
With stump, Rillaboom quickly hits it two times in succession with both drumsticks at the same time, creating very low knockback shockwaves around Rillaboom and then takes a few extra frames to do the same action for a final hit, to which he also adds his own roar, creating a big powerful Boomburst around him with great knockback. While this is easily one of Rillaboom's most powerful ranged moves, unlike other smash attacks you need to press and time additional button presses to activate the shockwaves of this move and the timing can't be messed up or the full move won't play out.
Without stump, Rillaboom simply does the roar above him which has knockback comparable to most up-smashes which KO around the 120%-130% percents but has good range, especially horizontally above. Both versions have overall significant lag but the startup-lag of Hyper Voice isn't that bad.
Side special; Giga-Drum-Beating/Brutal-Branch-Bashing;
With stump, pressing side special makes Rillaboom play on it, activating a Drum Beating animation that makes roots rapidly burst forward until a set medium distance, when they hit an opponent before then, or when pressed again before either happen. Will also stop just after hitting the ledge. You can also direct where the roots strike straightly, aiming within a vertical forward arc. Most effective for ledge-guarding and pressuring grounded opponents at medium distance but is very punishable if opponent jumps and avoids it as it is a committal move. KOs at very high percents.
Without stump, Rillaboom viciously swings his drumsticks as he inches forward with every well timed button press. Can be pressed a total of 5 times but each hit requires different and progressively harder timing. However, each hit does more knockback than the last when ended with so it can be effective for finishing off opponents if you can master the timing. If you activate the fifth strike you get to choose what it does. The forward option has the most damage, as Rillaboom rapidly whacks with the drumsticks. The low version has the most knockback, as Rillaboom swings both drumsticks down upon the opponent, sending them out forcefully. The high version has the most range and is a decent KO option against high percent opponents, as Rillaboom swings a drumstick upward. Overall, works similarly to Lucina's side-special but has more damage and knockback in exchange for higher difficulty in executing.
Neutral special; Uproar/Round;
Gets worked up and creates powerful sound shockwaves around Rillaboom upon rapidly pressing neutral special. With stump, Rillaboom will quickly set it down and start beating his sticks on it, like he does in the Drum Beating animation, and with each rapid strike will create a consistent sizable circular hitbox emanating from Rillaboom that cam out-prioritize most projectiles and lower range attacks, acting almost as a barrier. Each hit has low knockback so in most cases opponents get get stuck in all the following hits unless they are in the outer hitbox. Can be rapidly tapped as fast as you can for as long as 4 seconds, as each tap creates a shockwave. Final hit on the 4-second mark has decent knockback. Can also be tapped just once for a single shockwave. You can do upwards of 30% damage if all hits land. Some endlag, so enemies just outside the reach of the move can punish you.
Without stump, sways slightly back and forth while roaring upwards, having an originally small shockwave but increasing in size every time. Each shockwave has decent knockback. There is significantly more time between when the next shockwave happens compared to the stump version, making Rillaboom much more vulnerable to attack.
Down special; Grassy-Terrain/Stance-Change;
Rapidly tapping with a certain rhythm while on the ground makes Rillaboom beat his drum, creating a Grassy Terrain on the ground around him, boosting Rillaboom's stats when on the affected area. If you successfully complete the rhythm after a full second it will grant the most benefit as almost twice the amount of Grassy Terrain will be created around Rillaboom if accomplished. Otherwise, your slowly increasing the amount of Grassy Terrain around you before completing the move. Every time you create Grassy Terrain with the move, any previous grass disappears. Any created grass will otherwise disappear on its own after 7 seconds, or 10 seconds if you got the full length of the move. Noticeable start-up before activating Grassy Terrain. Additionally, if the opponent is on any of the created Grassy Terrain when the move is completed a 'flower' will appear on top of their head, damaging them overtime till it falls. When on Grassy Terrain you'll take less knockback, slightly less damage, do slightly more damage, and do more knockback. In shield stance, if you tap down-special while in the air you'll throw down the stump, working much like when Pac-Man throws down the hydrant. In the same situation, if you hold on to down-special instead you'll throw it slightly ahead and the same is true on the ground. You can re-equip it by standing on either side of it and holding on to down special. Without stump, Rillaboom will do a small two-hit drumstick tap motion, similar to DK aerial down-special but without a spike. When grounded, functions as a weaker version of the Grassy Terrain move, not generating as much grass or as quickly while Rillaboom uses its drumsticks directly on the ground. When aerial version of down-special is used and hits the stump, two short range shockwaves with good knockback emanate out of it. Does 5% per hit. Stump can't be moved and only takes up to 35% damage from opponent before it breaks and then has to be re-spawned by using and completing Grassy Terrain, as its slowly raised from the ground till the full length of the move. Will automatically be equipped. Can also need to be re-spawned if thrown offstage.
Up special; ; Power-Whip/Endeavor;
In shield-stance, tap drumstick on the stump to shortly release a flurry of roots from the stump in an upward diagonal direction. Can also be used to grab the ledge. Basically working like Ivysaur's Vine Whip. Low base knockback but very good knockback-growth. Slight startup-lag.
Without stump, extend fist in the same diagonal direction. Has reasonably generous ledge detection for getting back safely but still significantly less range than the Power Whip version of the move. Has very good base knockback and increases significantly with Rillaboom's rage. Neither versions put Rillaboom in free-fall.
Forward throw; Mega-Kick; A sparta-like kick which sends at a good horizontal angle, sending some opponents at high percents at too bad of an angle to recover. Can also set up tech-chases.
Back throw; Assurance; Rillaboom throws opponent backward with his giant fist and the damage and knockback is increased more and more, based off how many times you pummeled the opponent. Making it a potentially very powerful throw for KOs.
Up throw; Mega Punch; Hit the opponent with a powerful uppercut that sends them vertically in a vulnerable spot in the air.
Down throw; Body Press; Sets opponent on the ground then Rillaboom falls on top of them with good knockback that sends them diagonally upward. Highest base damage throw.
Grabs; Good Range
Pummel; As opponent is held outward by a hand, uses the other to rapidly whack with a drumstick.
Final Smash; Dynamax Mix; A white beam (from a pokeball) hits Rillaboom and he disappears until the camera zooms back out and in the distance of the background a big red pokeball of energy can be seen then opening and revealing Rillaboom in a gigamax form with dark red clouds now visibly affecting the map. Rillaboom then plays on his drum with a visible rhythm bar you have to follow as Rillaboom as you press any button. Each successful hit creates a huge shockwave that affects everyone throughout the battlefield. The amount of knockback of every hit is determined by the opponents percent and how consistently you activate the shockwaves but is overall quite powerful. Is like a combination of DK's Brawl Final Smash and Bowser's Ultimate Final Smash.
* Movement
Jumps; Similar overall to DK
Groundspeed; 1.20-1.76 (from nearly as slow as Incineroar to the speed of Mario/Ken/Squirtle)
Airspeed; Overall slow in the air. Fast-fall 1.95-1.6 (from KingDDD to R.O.B./Ken fast-fall)
Weight; 122-106 (Heavier than Ganondorf to weight of Snake/R.O.B.)
* Analysis
Synopsis;
Overall a Mid-Range Fighter that can shift between defensive to aggressive. A very intimidating opponent to face because of the amount of space Rillaboom takes up from its size, disjointed attacks, Grassy Terrain, invincibility on some moves using the stump, and being able to place the stump anywhere on the map, occupying even more space. Essentially Rillaboom makes the map his playground and despite not having a projectile can still greatly pressure the opponent with all these tools. Despite the grueling advantage state and really good neutral, Rillaboom has a pretty bad disadvantage state as many of his moves are on the slower side and he is a big target. On the same token his recovery is also exploitable in many ways, particularly without the stump. And in order to patch the blind spots in Rillaboom's stances due to some of the attacks your gonna need clever switching between the two, together with stump management. Its when Rillaboom is given time to set-up that he really can become a threat if he has good knowledge on what he needs to do in order to bait and control the opponent's movements.
Kill moves; Usmash(shield), Ssmash(shield), Ssmash(sword), Sspecial(sword), Uspecial(sword), Bthrow, Dash-Attack(sword), Bair(sword), Fair(sword), Rapid-Jab(sword), Usmash(sword), Bair(shield), Nair, Utilt, Uspecial(shield), Dsmash(sword), Stilt(shield) Stilt(sword), Sspecial(shield), Uair, Dsmash(shield)
Edge-Guarding tools; Dspecial(stump), Dair(sword), Fair(sword), Nair, Dsmash(sword), Bair(shield), Sspecial(shield), Dtilt, Fthrow
Difficulty of use; Hard
There are many possibilities created by not only the almost second set of moves and stat modifications via stance change through the stump and multiple uses of it on the battlefield from throwing and positioning it, not to mention the spacing due to tippers and precise timing some of his moves require. This makes Rillaboom a very strategically demanding fighter and technically deep. Though you could easily enough use the character on a basic level or stick to just one of his stances the entire match you'd be heavily underutilizing Rillaboom, given all the implications of his moves when optimized. And in the toughest of competition you'll find this necessary with his moveset.
Fighter Classification; Technical/Powerhouse
* Mechanics
Sword/Shield Stance (Stump-Stance); When holding stump you have high weight but low overall movement speed. Without the stump your weight decreases but you get a small overall movement speed increase.
Shield; When holding stump, completely block projectiles when idle or crouching (like Link/Hero)
* Attacks
Neutral Attack; Drum-Beating;
Whack opponent away with drumstick and can be followed up with a rapid jab to put Rillaboom in an animation where he quickly sets stump down and drums on it, sending out multiple roots to rapidly hit opponent.
Without stump, functions more like Greninja's jab&rapid-jab as both drumsticks are used rapidly, ending in final hit with both drumsticks. Can KO at high percents on the ledge. Noticeable endlag on all versions of the move.
Dash attack; Shield-Bash/Giga-Impact;
With stump, functions like Palutena's dash attack, having some invincibility but doesn't cover much distance.
Without stump, has more knockback and and distance covered, letting it KO at higher percents.
Up tilt; Slam;
Raises drumstick into the air forcefully. Decent enough knockback to send opponent back into the sky but won't KO till very high percents. Noticeable endlag but good range.
Without stump, Has increased knockback and a slightly different hitbox, granting more horizontal range at the bottom because of raising two drumsticks in an 'A' shape. Both versions have a tipper.
Side tilt; Brutal-Swing/Double-Hit;
Swings around with slight forward momentum to hit with drumstick. Has good knockback.
Without stump, is a two-hit attack comparable to Piranha-Plant's as you need to forward-tilt a second time to activate the second hit. Second hit has good knockback. Best neutral tool in Sword-Stance, as the first part is nearly lagless, setting up into the rapid-jab if timed correctly. While it can set-up into other moves as well with the same technique, they aren't true-combos.
Down tilt; Branch-Poke;
Comparable to swordfighters down-tilts like Lucina but thrusts forward slightly like Banjo-Kazooie's down-tilt when without stump, gaining slight endlag. Acts as Rillaboom's fastest and most reliable move in neutral when in shield stance. Both send at a horizontal angle with low knockback and in some cases can set up for tech chases or at high percent gimp the opponent too far away to recover.
Up air; Noble Roar;
Roars fearsomely above, with range, knockback, and damage comparable to Banjo-Kazooie up-air but with more endlag and actual KO power at very high percent near upper blastzone.
Dair; Pound/Ba-Dum-Tis;
With shield, a simple non-spiking downward hit with drumstick which sends slightly backward or forward depending on where hit lands.
Without shield, a three-hit attack that spikes on third strike.
Fair; Drumstick-Swing;
A basic swing of a drumstick much like most swordfighters Fairs. Without stump, uses two drumsticks, giving it a light spiking but small hitbox at the tip of the move in the later half of its duration.
Bair; Stump-Bash/Brush-Bash;
With stump, swings it behind him, granting Rillaboom invincibility on that side. Good range and knockback but some startup lag. (like Palutena Bair)
Without stump, sharpens the leaves on Rillaboom's back, extending a hitbox to damage anyone behind. Good knockback.
Nair; Acrobatics; Hunches into a ball shape and spins, letting his leaves and impact do the damage. Can KO at high percent offstage.
Side smash; Wood-Hammer/Double-Branch-Bash;
With stump, Rillaboom grasps it with both hands, holding it up, and slams it powerfully downwards to the ground. Comparable to Banjo-Kazooie's forward-smash.
Without stump, Rillaboom forcefully pummels both drumsticks in a row in front of him, making it a powerful two-hit.
Down smash; Frenzy-Plant/Knock-Off;
With stump, Rillaboom plays on drum, sending a flurry of vines on both sides of him through the ground with good horizontal distance but is overall very laggy and has quite low knockback, even for a down-smash.
Without stump, Rillaboom thrusts downward both drumsticks on both sides of him, like DK does with his down-smash. Has decent knockback, sends horizontally, and even spikes on the tips of the drumsticks in ending frames for edge-guarding purposes.
Up smash; Boomburst/Hyper-Voice;
With stump, Rillaboom quickly hits it two times in succession with both drumsticks at the same time, creating very low knockback shockwaves around Rillaboom and then takes a few extra frames to do the same action for a final hit, to which he also adds his own roar, creating a big powerful Boomburst around him with great knockback. While this is easily one of Rillaboom's most powerful ranged moves, unlike other smash attacks you need to press and time additional button presses to activate the shockwaves of this move and the timing can't be messed up or the full move won't play out.
Without stump, Rillaboom simply does the roar above him which has knockback comparable to most up-smashes which KO around the 120%-130% percents but has good range, especially horizontally above. Both versions have overall significant lag but the startup-lag of Hyper Voice isn't that bad.
Side special; Giga-Drum-Beating/Brutal-Branch-Bashing;
With stump, pressing side special makes Rillaboom play on it, activating a Drum Beating animation that makes roots rapidly burst forward until a set medium distance, when they hit an opponent before then, or when pressed again before either happen. Will also stop just after hitting the ledge. You can also direct where the roots strike straightly, aiming within a vertical forward arc. Most effective for ledge-guarding and pressuring grounded opponents at medium distance but is very punishable if opponent jumps and avoids it as it is a committal move. KOs at very high percents.
Without stump, Rillaboom viciously swings his drumsticks as he inches forward with every well timed button press. Can be pressed a total of 5 times but each hit requires different and progressively harder timing. However, each hit does more knockback than the last when ended with so it can be effective for finishing off opponents if you can master the timing. If you activate the fifth strike you get to choose what it does. The forward option has the most damage, as Rillaboom rapidly whacks with the drumsticks. The low version has the most knockback, as Rillaboom swings both drumsticks down upon the opponent, sending them out forcefully. The high version has the most range and is a decent KO option against high percent opponents, as Rillaboom swings a drumstick upward. Overall, works similarly to Lucina's side-special but has more damage and knockback in exchange for higher difficulty in executing.
Neutral special; Uproar/Round;
Gets worked up and creates powerful sound shockwaves around Rillaboom upon rapidly pressing neutral special. With stump, Rillaboom will quickly set it down and start beating his sticks on it, like he does in the Drum Beating animation, and with each rapid strike will create a consistent sizable circular hitbox emanating from Rillaboom that cam out-prioritize most projectiles and lower range attacks, acting almost as a barrier. Each hit has low knockback so in most cases opponents get get stuck in all the following hits unless they are in the outer hitbox. Can be rapidly tapped as fast as you can for as long as 4 seconds, as each tap creates a shockwave. Final hit on the 4-second mark has decent knockback. Can also be tapped just once for a single shockwave. You can do upwards of 30% damage if all hits land. Some endlag, so enemies just outside the reach of the move can punish you.
Without stump, sways slightly back and forth while roaring upwards, having an originally small shockwave but increasing in size every time. Each shockwave has decent knockback. There is significantly more time between when the next shockwave happens compared to the stump version, making Rillaboom much more vulnerable to attack.
Down special; Grassy-Terrain/Stance-Change;
Rapidly tapping with a certain rhythm while on the ground makes Rillaboom beat his drum, creating a Grassy Terrain on the ground around him, boosting Rillaboom's stats when on the affected area. If you successfully complete the rhythm after a full second it will grant the most benefit as almost twice the amount of Grassy Terrain will be created around Rillaboom if accomplished. Otherwise, your slowly increasing the amount of Grassy Terrain around you before completing the move. Every time you create Grassy Terrain with the move, any previous grass disappears. Any created grass will otherwise disappear on its own after 7 seconds, or 10 seconds if you got the full length of the move. Noticeable start-up before activating Grassy Terrain. Additionally, if the opponent is on any of the created Grassy Terrain when the move is completed a 'flower' will appear on top of their head, damaging them overtime till it falls. When on Grassy Terrain you'll take less knockback, slightly less damage, do slightly more damage, and do more knockback. In shield stance, if you tap down-special while in the air you'll throw down the stump, working much like when Pac-Man throws down the hydrant. In the same situation, if you hold on to down-special instead you'll throw it slightly ahead and the same is true on the ground. You can re-equip it by standing on either side of it and holding on to down special. Without stump, Rillaboom will do a small two-hit drumstick tap motion, similar to DK aerial down-special but without a spike. When grounded, functions as a weaker version of the Grassy Terrain move, not generating as much grass or as quickly while Rillaboom uses its drumsticks directly on the ground. When aerial version of down-special is used and hits the stump, two short range shockwaves with good knockback emanate out of it. Does 5% per hit. Stump can't be moved and only takes up to 35% damage from opponent before it breaks and then has to be re-spawned by using and completing Grassy Terrain, as its slowly raised from the ground till the full length of the move. Will automatically be equipped. Can also need to be re-spawned if thrown offstage.
Up special; ; Power-Whip/Endeavor;
In shield-stance, tap drumstick on the stump to shortly release a flurry of roots from the stump in an upward diagonal direction. Can also be used to grab the ledge. Basically working like Ivysaur's Vine Whip. Low base knockback but very good knockback-growth. Slight startup-lag.
Without stump, extend fist in the same diagonal direction. Has reasonably generous ledge detection for getting back safely but still significantly less range than the Power Whip version of the move. Has very good base knockback and increases significantly with Rillaboom's rage. Neither versions put Rillaboom in free-fall.
Forward throw; Mega-Kick; A sparta-like kick which sends at a good horizontal angle, sending some opponents at high percents at too bad of an angle to recover. Can also set up tech-chases.
Back throw; Assurance; Rillaboom throws opponent backward with his giant fist and the damage and knockback is increased more and more, based off how many times you pummeled the opponent. Making it a potentially very powerful throw for KOs.
Up throw; Mega Punch; Hit the opponent with a powerful uppercut that sends them vertically in a vulnerable spot in the air.
Down throw; Body Press; Sets opponent on the ground then Rillaboom falls on top of them with good knockback that sends them diagonally upward. Highest base damage throw.
Grabs; Good Range
Pummel; As opponent is held outward by a hand, uses the other to rapidly whack with a drumstick.
Final Smash; Dynamax Mix; A white beam (from a pokeball) hits Rillaboom and he disappears until the camera zooms back out and in the distance of the background a big red pokeball of energy can be seen then opening and revealing Rillaboom in a gigamax form with dark red clouds now visibly affecting the map. Rillaboom then plays on his drum with a visible rhythm bar you have to follow as Rillaboom as you press any button. Each successful hit creates a huge shockwave that affects everyone throughout the battlefield. The amount of knockback of every hit is determined by the opponents percent and how consistently you activate the shockwaves but is overall quite powerful. Is like a combination of DK's Brawl Final Smash and Bowser's Ultimate Final Smash.
* Movement
Jumps; Similar overall to DK
Groundspeed; 1.20-1.76 (from nearly as slow as Incineroar to the speed of Mario/Ken/Squirtle)
Airspeed; Overall slow in the air. Fast-fall 1.95-1.6 (from KingDDD to R.O.B./Ken fast-fall)
Weight; 122-106 (Heavier than Ganondorf to weight of Snake/R.O.B.)
* Analysis
Synopsis;
Overall a Mid-Range Fighter that can shift between defensive to aggressive. A very intimidating opponent to face because of the amount of space Rillaboom takes up from its size, disjointed attacks, Grassy Terrain, invincibility on some moves using the stump, and being able to place the stump anywhere on the map, occupying even more space. Essentially Rillaboom makes the map his playground and despite not having a projectile can still greatly pressure the opponent with all these tools. Despite the grueling advantage state and really good neutral, Rillaboom has a pretty bad disadvantage state as many of his moves are on the slower side and he is a big target. On the same token his recovery is also exploitable in many ways, particularly without the stump. And in order to patch the blind spots in Rillaboom's stances due to some of the attacks your gonna need clever switching between the two, together with stump management. Its when Rillaboom is given time to set-up that he really can become a threat if he has good knowledge on what he needs to do in order to bait and control the opponent's movements.
Kill moves; Usmash(shield), Ssmash(shield), Ssmash(sword), Sspecial(sword), Uspecial(sword), Bthrow, Dash-Attack(sword), Bair(sword), Fair(sword), Rapid-Jab(sword), Usmash(sword), Bair(shield), Nair, Utilt, Uspecial(shield), Dsmash(sword), Stilt(shield) Stilt(sword), Sspecial(shield), Uair, Dsmash(shield)
Edge-Guarding tools; Dspecial(stump), Dair(sword), Fair(sword), Nair, Dsmash(sword), Bair(shield), Sspecial(shield), Dtilt, Fthrow
Difficulty of use; Hard
There are many possibilities created by not only the almost second set of moves and stat modifications via stance change through the stump and multiple uses of it on the battlefield from throwing and positioning it, not to mention the spacing due to tippers and precise timing some of his moves require. This makes Rillaboom a very strategically demanding fighter and technically deep. Though you could easily enough use the character on a basic level or stick to just one of his stances the entire match you'd be heavily underutilizing Rillaboom, given all the implications of his moves when optimized. And in the toughest of competition you'll find this necessary with his moveset.
Fighter Classification; Technical/Powerhouse
Have a Blastoise moveset too but thats a little less complete than these others so I'll hold off.