Movement Speed: 2/10
Traction: 8/10 (While he doesn’t have to decelerate much, his tail causes him to fumble around slightly. It still won’t be enough to really be noticeable)
Attack Speed: 3/10 (Pretty much every move has lag on one or both ends of the attack)
Attack Strength: 8/10 (Overall, a power/speed ratio comparable to Ike, though Aggron breaks the mold more often)
Range: 8/10 (Nice reach with his tail and arms, and he has a few attacks that move him around while performing them. While he does have some energy or elemental attacks, these tend to be ranged disjointed hitboxes rather than true projectiles. Take that as you will)
Priority: 7/10 (Mostly good, Aggron doesn’t have to worry too much about clashing with enemy attacks.)
Weight: A little lighter than Bowser. Aggron will stay on the stage for a while.
Jump Strength: 6/10 (His first jump is surprisingly above average)
Second Jump Strength: 5/10
Aerial Mobility: 6/10 (When you have to retreat, it is much better to do it by air than by the ground with Aggron)
Fall Speed: 8/10 (He’s gonna sink like the rock and steel and he’s made of)
Size: Similar in height to Charizard but wider. Aggron’s tail does in fact have a hurtbox.
Sturdy: This is an ability in Pokemon that makes OHKO moves not affect Aggron. He carries a version of this trait over to Brawl. In Brawl, any attacks that deal more than 15% in a single hit will deal .75x knockback against Aggron. This includes charged smashes, making it even harder to send the iron Pokemon off the stage. Of course, most moves that can deal this much damage won’t be seen very often in competitive play, so Aggron won’t be shooting up the tier list with this ability any time soon.
MOVE SET
STANDARD ATTACKS
Standard A: Bucking Bronco
Aggron lowers his head to the ground and then he swings it up like a bull bucking something with its horns, hence the name of the attack. This has below average startup lag and deals 7% with set average vertical knockback, and has below average priority.
Upon the second press of A, Aggron jumps upwards with its horns outstretched. He jumps high enough to hit his side horns against a victim of the first part of the attack, which is essentially the distance of Aggron’s short hop. This is a grab-hitbox that catches opponents on his horns as he falls down with them, dealing 5% as he does so.
When he catches someone on his horns, the victim stays stuck on his horns for half as long as they would remain in a grab. Aggron can move around like normal with the enemy in his horns, but in order to deal anymore damage he will have to press A again to swing them off with his head, dealing 5% and average knockback. This command will replace aerial attacks if Aggron jumps with the enemy on his horns. Aggron cannot perform this part of the move if he does not catch someone on his horns with the second part of the attack.
Forward Tilt: Anger Smash
Aggron does a simple swipe with a claw that has below average startup and end lag, good priority, and deals 2%...lol wut?
Well, you see, every 10% in damage Aggron takes, this move deals 2 more damage the next time he uses this attack. The power-up stops after taking 100% damage, at which point the attack would deal a whopping 22%, though the knockback is always average. Once Aggron performs the move, whether he connects or not, the damage is reset and it has to build up again. Graphics-wise, Aggron will have a more reddish “angry” tint as he performs stronger variations of the attack accompanied with some growling.
Down Tilt: Hot Steam
Aggron harshly blows a plume of steam from his mouth that covers an area the size of a crouching Dedede. The steam is in fact a mildly strong gust of wind that pushes enemies, and Aggron himself is even pushed backwards as far as 1/6 of battlefield. He will go off the edge if possible. There is average startup and end lag to the breath.
Up Tilt: Iron Tail
Aggron looks behind himself as he whips his tail upwards. This has virtually no startup lag, and covers a great area behind Aggron due to the length of his tail. His tail is the only hitbox of the move, and it has decent priority while dealing 12% with average vertical knockback. The tail ends up at an 80 degree upwards angle when this part of the move ends.
After Aggron lifts his tail, his tail will start to shine before Aggron harshly swings it back down. There is average startup lag between the two tail swings. This time the tail has good priority, and it deals 15% with high downwards knockback. The force of the knockback is so great that it implants enemies into the ground with a pitfall effect, even if they are in the air when they are struck by the move, they will be pitfalled when they hit the ground. There is average end lag after this part of the move is over.
Dash Attack: Iron Head
Aggron gets on all fours and quickly skid along the ground as far as ¼ of battlefield while sticking his head straight ahead. All of his horns will be shining brightly as he does this. If he hits someone with the middle horn, they will take 12% and above average knockback, and it has decent priority. The side horns have their own hitbox that deal 10% and average knockback, but have good priority. Low startup lag with average end lag.
Due to the way Aggron is positioned while he performs this attack, other characters can actually ride on top of him. If Aggron doesn’t like these hitchhikers, he can press A to immediately cancel out of his slide as he fiercely swings up his body back into an upright position. Enemies hit by his backside will take 14% and above average knockback, and he has super-armor in his back while he does this. Of course, he is still vulnerable in the front and on his tail, and this variation of the move has above average end lag as Aggron readjusts his balance after such a fierce attack.
SMASH ATTACKS
Forward Smash: Focus Punch
Aggron pulls back its arm and delivers a powerful fiery hook! Now, this move has low startup lag, but in order to actually unleash the attack, you have to charge up all the way. If you don’t, Aggron simply lowers his arm for below average end lag. When you do charge up all the way, Aggron delivers his mighty punch as stated, and it has above average priority. But the best part is the damage; 30% with Falcon Punch knockback. Yikes! However, besides having to charge up all the way to use it, the actual hook has above average end lag as Aggron recovers from the momentum of his punch. Still, this is a nice move for fake-outs when you consider its ability to be a smash attack that can cancel charging.
Down Smash: Metal Burst
Aggron gets down on all fours and roars fiercely. This has low startup lag, and above average end lag, and the roar does…absolutely nothing on first glance.
This is where charging the move comes into play. Aggron can charge this move for up to 3x as long as a normal smash attack, and he has super armor while he charges. When the charge is released, if Aggron has taken damage while he was charging, a silver-colored shockwave of energy will radiate outwards from his body as he roars, taking up an area the size of Bowser before fizzling out. This shockwave is disjointed, and deals 1.5x the total damage he took while charging, but will always deal overall average knockback. Due to the length of time you can stall before releasing the attack, this move is great for countering slower attacks from your opponent, and you could always delay releasing the charge for a few moments if your opponent attempts to power-shield the attack.
Up Smash: Hyper Beam
Aggron looks straight up as white lightning pulsate between all of his horns and energy gathers inside his mouth. After .7 seconds (that’s nearly as much startup lag as a Falcon Punch), Aggron opens his jaws wide as he fires a huge energy beam straight upwards. It is as thick as the beam in Lucario’s Aura Storm, and goes infinitely high, even passing through solid ground. The beam is disjointed and lasts for 2 seconds. It deals 2% for every tenth of a second an enemy is caught in the beam (for a total of 40% if all the hits connect), is impossible to DI out of, and ends with high knockback. There is average end lag as the beam fizzles out and Aggron returns to his basic stance.
Despite being a smash attack, you cannot charge when you input for the beam. However, after firing the beam, Aggron will have a new idle animation where he appears tired. This does not affect anything other than this move, but it gives you an idea as to what you now have to with this move. When you input for this move again, Aggron will start to concentrate as he begins to flash like a normally charging smash attack, with virtually no startup lag to initiate this. If you don’t charge up all the way, Aggron will simply exhale with no other effects but below average end lag. However, if you do charge up all the way, Aggron growls as white lightning pulsates over his entire body for a moment, signifying that he has “recharged”. This animation counts as average end lag, but if he hit out of the animation he is still recharged. Once Aggron is recharged, his idle animation will return to normal and the input for this move will go back to actually firing the hyper beam.
AERIAL ATTACKS
Neutral Aerial
Forward Aerial: Avalanche
Aggron leans back slightly as he opens his jaws and icy energy begins to form inside. He then lurches his head forwards and looks slightly downwards as he spews a stream of icy breath from his mouth at a 40 degrees downwards angle. The stream of ice goes as far as a 65% charged Bowser fire-breath and is disjointed. Aggron fires the ice for 1 second, dealing 1% for every tenth of a second someone is caught in the ice (total of 10%), and it is moderately difficult to DI out of. There is above average startup lag to the move, but low end lag. If Aggron hits the ground before the move finishes, he will abruptly stop firing, making this move difficult to punish even if Aggron does not get to unleash the full attack.
If this is the next move Aggron uses after taking damage, the ice stream will be in a deeper shade of blue, and it will deal 2% each hit (for a total of 20% if all the hits connect). There is no time limit between taking damage and using this move for the bonus to take effect, but if Aggron uses a different move first, the effect will not take place, and Aggron will have to take damage again for another chance to use this special effect. You also cannot take advantage of this effect if you took damage through super-armor such as with Iron Head or Metal Burst. Shielding and dodging will not count against you.
Back Aerial
Up Aerial: Earthquake
Aggron stomps downwards with both of his feet. This has average startup and end lag, good priority, and the stomp will deal 14% and above average downwards knockback. ZOMG a UAir that spikes!
If you hit the ground right as Aggron performs the stomp, he will not just auto-cancel the move. The force of the stomp will actually propel Aggron back into the air as high as his first jump, and his midair jump will be reset, allowing Aggron to prolong his aerial game. The strength of the stomp will create an earthquake that shakes the screen slightly and affects the entire platform Aggron landed on. Anybody on that platform when the earthquake occurs will take set average vertical knockback, and the move deals great damage to shields. You can still roll or spotdodge the earthquake for some reason.
Down Aerial: Thunder Wave
Aggron will perform a half-flip through the air as he points straight downwards and his tail is wrapped around his body. Electricity begins to pulsate between Aggron’s horns as he plummets straight down until he hits the ground. Anybody who hits his horns while he falls will take 11% and average knockback, and his horns have good priority.
When Aggron hits the ground, his horns stick into the ground and discharge their electrical current. This creates a small wave of electrical energy to hit quickly radiate as far as ¼ of battlefield on both sides of Aggron, and it is as tall as a white Pikmin. The thunder wave will stop at the edge of platforms, is disjointed, and deals 7% with average knockback. However, the main threat of the electricity is that it creates a shocked effect in enemies hurt by it. Enemies who are shocked have small lightning bolts coursing over their body, and take 1.2x hitstun. This lasts for the rest of their current stock. While Aggron is too slow to really take advantage of this, more offensive teammates can use this for some combo-****. There is low startup lag to the move, but above average end lag as Aggron pulls his horns out from the ground.
SPECIAL MOVES
Neutral Special: Thunder
This is a move that Steven’s Aggron actually knows, via TM. When you input for this move, Aggron begins concentrating as electrical energy gathers in his middle horn before an electrical bolt fire out of it straight ahead. It goes as far as Ganondorf’s legs before separating from the horn and continuing onwards until it hits something, and it moves as fast as Wolf’s blaster shots. When it passes by an opponent on a different vertical level than itself, the bolt will actually bend in a 90 degree angle to aim at the enemy and the bolt will now follow this adjusted path, making it look like an L shape while it follows this new course. The bolt can only bend once. The bolt has above average priority and deals 8% with average knockback. Below average startup and end lag.
If you hold B when you input for this move, Aggron will begin to gather energy in his side horns as well. If you charge in this way for .6 seconds (starting after the initial startup lag), the energy will be fully formed in his side horns, and when you release, Aggron fires a second bolt of lightning straight upwards simultaneously with the regular horizontal bolt. This one has the same properties as the horizontal bolt except its moving vertically and it will bend when it passes by someone on a different horizontal level, essentially making it the inverse of the first bolt. What’s nice about the charging is that you can pre-emptively release the charge for just the first bolt if you wish, and you can also hold the charge as long as you’d like after it finished before releasing B and firing. These two nuances give this move some nice fake-out capabilities on top of its stage controlling function, making this move an integral part of Aggron’s game.
Side Special: Smelling Salt
Aggron leans forwards and does a fierce exhale/snort from his nose, which causes a small puff of white steam to shoot from his nostrils. This steam puff covers an area the size of Meta Knight before disappearing, and is disjointed. Enemies hit by the steam take 8% and average knockback. However, if they are under the shock effect caused by Thunder Wave, the attack deals double damage, though with the same overall knockback, and it will actually remove the shock effect from the enemy. Low startup lag with average end lag.
If this move is performed in the air, it works a bit differently. Rather than exhale from his nose, Aggron will open his mouth and exhale a larger cloud of vapor that ends up taking up an area the size of Bowser before disappearing. This one deals up to 8 hits of 1% each, with the final one dealing below average knockback. Each hit will deal double damage if the enemy is under a shock effect, and the final hit will deal double knockback as well, and once again the enemy will be cured of the shock. There is the same startup and end lag, but now the move lasts longer due to the size the cloud expands to before the move ends.
Up Special: Rock Slide
Down Special: Stomp / Body Slam
Aggron lifts up one foot before harshly stomping the ground. There is below average startup lag and low end lag to the stomp. You can charge up the stomp by holding B, and Aggron’s foot will glow slightly before stomping to show that he is charging. The stomp itself barley reaches ahead of Aggron, but it has high priority and deals 16-27% depending on how long you charge, with good knockback even without any charging. When Aggron stomps the ground, he also kicks up dust particles. The cloud of dust particles goes from Mario’s height to twice Bowser’s height vertically depending how long you charge, though it only reaches as far as Olimar’s height sideways no matter how much you charge. The dust particles are disjointed and deal 10% with average knockback.
If you use this move in the air, Aggron will perform a different move, Body Slam! He will stop his aerial momentum for a moment (which equates to average startup lag) spread his limbs and fall belly-first straight down at his regular fall speed (which is already really high to begin with). His entire body is a hit box of high priority that deals 16% and high downwards knockback. There is average end lag when Aggron hits the ground as he gets back up to his feet. Aggron can sweetspot ledges as he’s performing this move.
And now we connect the two! If you press B right as Aggron’s about to hit the ground, he will suddenly stop in midair as he curls into a ball and rolls around in place for a moment, and when he is aligned properly he will stomp onto the ground, striking a pose similar to Ganondorf when he hits the ground from an aerial Wizzerd’s Foot. This is the equivalent of a half-charged Stomp, including the low end lag. Of course, the time it takes for Aggron to roll into position means that the move actually a little longer to finish than just regularly landing from the Body Slam, but the stomp’s own unique properties makes this a viable secondary option and yet another fake-out opportunity for the iron dinosaur.
GRABS