GuruKid
Smash Ace
The Pokédex Guide to Pokémon Trainer in Brawl+
(Now with infinite Rare Candies!)
*Edition 4.1beta*
![](http://i41.tinypic.com/j7szux.png)
Note: Needless to say, this is a “Work in Progress” guide to Trainer; as the game ages, Brawl+ becomes patched, and the metagame is more intricately developed, this guide will adapt and change accordingly.
Second Note: Please, absolutely NO discussion of how characters should be buffed/nerfed. Debate that stuff elsewhere; we're here to discuss the current characters AS they are.
Third Note: This is a thread dedicated to Pokemon Trainer (aka using all 3 pokemon); separate threads on the individual (“Wild”) pokemon should be discussed in their own respective thread. Pokemon Trainer IS expected to experience a major change in upcoming patches that will make him unique from the separate (“Wild”) counterparts. As of 4.1beta, however, since PT is in no way different from the individual pogeys, discussion is allowed for the time being. But please, try to keep discussion as even as possible among the 3 characters.
So, without further ado... Welcome to Pokemon Trainer! This is a thread dedicated towards discussion and analysis of the new Pokemon Trainer. From changes in move properties to combos to switch strategies to matchup discussion... all that will be dealt with here!
Update Log
4/21/09: Created a more organized OP
Table of Contents
I – First Impressions/Major Changes in the Overall Trainer
II – Squirtle
- II.i – What's Changed?
II.ii – Pros/Cons
II.iii – Moves
II.iv – Tips and Strategies
- III.i – What's Changed?
- III.ii – Pros/Cons
- III.iii – Moves
- III.iv – Tips and Strategies
- IV.i – What's Changed?
- IV.ii – Pros/Cons
- IV.iii – Moves
- IV.iv – Tips and Strategies
VI – Matchup Analysis
VII – Videos
I. First Impressions/Major Changes in the Trainer
Aside from character-specific differences, Trainer received three major changes in the transition form regular Brawl to Brawl+:
Firstly and most noticeably, upon death, pokemon no longer switch out. This means that you can keep using the same pokemon without having to switch through the cycle... ever.
Second, there is now an option to switch out upon death by holding the shield button before you're KO'd. Some guidelines to this:
Off the side and below: “KO'd” means the moment you explode and the character makes its “yell of death”.
Off the top: “KO'd” means the moment you leave the blast zone and are sent into the “shooting star” animation (the character falls into the background, with a different death yell).
Lastly, each pokemon has infinite stamina now; they will no longer become fatigued due to a preset timer, nor does any attack cause fatigue.
II. Squirtle
II.i What's Changed?
In the original Brawl, Squirtle had a great aerial and ground game, but suffered immensely to fatigue and stale moves. His main kill moves were down throw and fair. And though he was the lightest of the three, he had a relatively unique ability to survive longer than usual due to his momentum-canceling forward B.
With the transition to Brawl+, his aerial game was buffed up ENORMOUSLY. He's now a combo machine, able to string aerials easily. And with the added hitstun, he's more able to edgeguard so well he can pseudo-wall-of-pain opponents with fair, bair, and dair.
He excels in killing at the sides, and his ground game sets up well for aerials. D-throw kills will likely still be his main source for KO's.
He's truly a ninja turtle now, but still does very badly against long-range characters like Marth, Ike, and Olimar. He's still VERY light, and is now more susceptible than ever to die at low percents, as his special ability to momentum cancel with withdraw has been nullified.
II.ii Pros/Cons
Pros
- Very quick (not only because of the overall B+ speed buff; his Dash Dance, shell-shift, and hydroplane make him especially quick and more apt at feints).
- Small size
- Very floaty, which in turn enable his aerials with ‘Wall of Pain’ properties.
- Extreme priority hit-boxes on all almost all aerial attacks.
- Great edgeguarding game
- Ground game easily sets up for aerial follow-up
Cons
- Very light
- Has a hard time dealing with long-range characters
- Lack of KO diversity
II.iii Moves
Coming Soon!
II.iv Tips and Strategies
Coming Soon!
III. Ivysaur
III.i What's Changed?
In regular Brawl, was mainly used like a wall; she was all about racking up a ton of damage while maintaining her spacing with long-range attacks. She could effectively shut down most direct approaches. She definitely pulled her weight, but suffered from a poor recovery.
Brawl+ changed her from Ivysaur to combosaur. ALR has helped her GREATLY, as she can now seamlessly combo with aerials. Lack of Stale moves greatly helps her u-air, fair and forward smash, as these moves are now even more reliable for generating KO's.
She can still wall extremely well with tilts and razor leaf. An added speed boost to razor leaf makes this more spammable and better for harassing the opponent and shutting down projectiles. With the new gravity system, d-throw and u-throw can now setup very well for aerials. Her recovery is still very poor (in fact she's more susceptible to edgeguards and egdehogs), but she now has a reliable stall in her dair to help her get back to that ledge!
III.ii Pros/Cons
Pros
- Plenty of ranged attacks
- Awesome projectile attack
- Great shield pressure game
- Adept at scoring early kills (namely, with u-air)
- Throws easily combo into aerials
Cons
- Still poor recovery, even with her new stall
- Especially prone to fire attacks, which many other characters possess
III.iii Moves
Coming Soon!
III.iv Tips and Strategies
Coming Soon!
IV. Charizard
IV.i. What's Changed?
Regular Brawl had Charizard as the main powerhouse of Trainer. His edgeguarding game was good, as was his super-armored recovery when sweet-spotted. His main approach was the multi-hit terror known as Rock Smash, and his grab game was near godly, especially in regards to grab-release setups.
Brawl+ made this dragon pogey even more of a monster. His edgeguarding game is simply amazing, as he can also perform WoP-like edgeguards mostly thanks to his new, improved fair and bair. His SH aerials offer a great approach alternative to Rock Smash. Flamethrower's range and power makes it an excellent damage racker and eats shields for breakfast; the same goes for Rock Smash, which you can control more easily than in regular Brawl. His throws, though not as godly as they used to be, still offer lots of combo potential, especially in the case of u-air.
Though he benefits greatly from the B+ transition, he also suffers from a few things. Added hitstun and increased gravity make him the classic combo target due to his size. No auto-sweetspotting means his recovery suffers greatly as well.
IV.ii Pros/Cons
Pros
- Heavy weight allows Charizard to suffer more punishment before being KO'd
- Triple jump allows for better edgeguarding and recovery options
- Wide hitboxes on many of his attacks
- Easy damage racker (especially with Rock Smash and Flamethrower)
- Long grab range
Cons
- Tall; a big target
- Lack of auto-sweetspot REALLY hurts up-B recovery
IV.iii Moves
Coming Soon!
IV.iv Tips and Strategies
Coming Soon!
V. Stage Analysis
More testing/input needed.
VI. Matchup Analysis
More testing/input needed.
VII. Videos
Recommend any high-quality videos, and they'll be put in here!