"Hurr here is ur startr pogeyman"-
---------Moveset---------
Current discussion of moveset ideas will be highlighted here.
You are encouraged to post animated .gifs of the animation for
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[collapse=Feraligatr Moveset]
Note that this is what Feraligatr's moveset is being BASED OFF OF. Credit for this goes to JOE!, as it was copypasted from his post
here.
FERALIGATR
Feraligatr, the Big Jaw Pokémon. The final evolution of Totodile. Once a Feraligatr has clamped it's powerful jaws around an opponent, it won't let go until the opponent is defeated.
Size: 9/10
Feraligatr is the BIGGEST starter you can get! He is about the height of Ganon, and about as wide as charizard.
Weight: 9/10
He is also really heavy, being slightly heavier than DDD.
Walk: 2/10
He clearly isn't in a hurry to get anywhere, he is about as fast as Ganon in this respect.
Run: 2/10
See above. Feraligatr has the third slowest dash in the game, tied with DDD and Zelda.
Power: 8/10
Surprisingly, for such a big, heavy character, Feraligatr doesn't have some of the
epic power that comes with it, but he is by no means a weakling.
Attack Speed: 3/10
Feraligatr has a faster attack here and there, but most of his moves are slow like the tide.
Range:7.5/10
Being big and having an added water effect to your attacks helps your reach.
Priority:7/10
His attacks all have a bit more priority than your average character due to their power, and his water effects add another layer attacks may have to clash with.
1st Jump:2/10
His weight and smallish legs provide little lift for him. He only reaches about a battlefield platform's height in a full jump.
2nd Jump:3/10
Slightly better than his first jump, his second jump somehow manages to gain slightly more height than the first jump.
Recovery: 5/10
He has a decent enough recovery move, but combined with his Fall speed and poor jumps, its not exactly “good”.
Fall Speed:8/10
Feraligatr's weight lets him sink like a stone while in the air.
Air Speed:5/10
Fer's air speed is comparable to Snake's
Crouch: 6/10
His crouch gets rid of a lot of his height, but he is still a very wide target.
Hover: No
Crawl: Yes
While crawling, he actually moves about as fast as his run, to about as fast as his dash speed. He is very low to the ground now, being about as tall as Pikachu, yet as wide as 2 battlefield platforms.
Wall Jump: No
Glide: No
Standard Pose:
Feraligatr stands, slightly hunched with his head and neck forward, his arms and fingers twitching slightly and his body moving up and down very lightly as he breathes. His massive tail is laying on the ground.
Idle Pose:
After a few moments of inactivity, Feraligatr closes his eyes and shakes his head like a dog, mouth slightly open. His arms hang down, unlike his standard pose, and his tail lifts off the ground somewhat.
Walking:
To walk, Fer lumbers forward, dragging one foot in front of the other, his standard pose changing little except that he sways back and forth a bit with each step. His tail drags along the ground.
Running:
While running, Feraligatr takes longer strides than his walk, and his tail moves back and forth along the ground.
Dashing:
Feraligatr's dash has him lean forward, becoming about Ike's height, and take very big strides. His tail is raised in the air and his mouth is open as his body sways back and forth a ways while running, and his tail wags along with it.
Crouching:
Feraligatr is on all fours, and about the height of Pikachu, his arms are bent to the sides as if he's doing a push-up to compensate for his small back legs.
First Jump:
To jump, he pumps his arms up, and lifts his tail up in unison, and pushes off with his small feet. Not much height gained...
Second Jump:
To jump again, Feraligatr slams his tail and arms down at the same time, as if swimming through the air, while looking up and actually goes a bit farther than his 1st jump. Using both full jumps he can just make it to the top BF platform from the middle.
Shield:
Using his big arms like a boxer, Feraligatr puts up his fists, and bows his head, creating a very big shield, but not as massive as say DK or Bowser's.
Spot Dodge:
During his spot dodge, Feraligatr leans all the way into the back or for-ground, waving his arms for balance as he stands on one leg, before going back to neutral.
Roll:
To roll, Feraligatr pulls a classic defense mechanism of Crocodiles:
He does the “death roll” by falling to his sides swiftly, then rolling either backwards a good distance ( a whole body length, or 2 battlefield platforms), or about ¾ of one for his front roll, as he turns to face the opposite way.
Feraligatr is privileged with possibly the best roll in the game distance wise, and speed wise (while rolling). He pays for it however with being able to be hit for a good .2 seconds as he gets up from his rolls.
Air Dodge:
In the air, Fer will bow his head, cover it with crossed arms and curl his tail around him slightly, spinning for a moment.
Asleep:
When put to sleep, Fer's eyes will shut and he will slump over into his crouch position, but with his torso and arms laying on the ground, and only his stubby back legs holding him up, He moves a bit as he snores.
Dizzy:
When stunned, Feraligatr has his arms hand down as his head bobs up and down along with his torso. His eyes roll around in his head as well.
Fatigued:
As the battle goes on, Feraligatr's Idle pose will change to him with his arms hung down, and mouth open, as if panting. His body will hunch just a little more as well.
SPECIALS
Neutral Special: Water Pulse
Feraligatr's first, and probably most frequent to use special is the water type move, Water Pulse.
To do the move, Feraligatr opens his mouth just a bit, water frothing around in his massive jaws, looking a bit like Godzilla charging his breath, arms to the sides, head tilted up slightly and all! This is the charge period, where Fer can increase the size and power of the pulse, he can also store the Pulse much like Squirtle or Samus, and can be interrupted while charging.
As he charges, he will flash pale blue, and will continue as he holds the full charge just like Squirtle. Unlike his tiny, shelled rival however, Water Pulse behaves much differently than water gun in that it is more akin to Charge Shot. When launched a ring of water leaves from his mouth as the pulse shoots out. Without any charge, a burst of water about the size of a Ray Gun (item) blast, and travel just as fast. Fully charged, it is the size of a nearly full charge Charge Shot, yet sort of tear shaped as if the ray gun blast swelled up. The blast at base has the same cool down as charge shot, so it is by no means spammable.
Pulse is an odd move for the way it is shot off, especially for a heavy, in that it does NO damage. Instead, it has Knockback/Pushback like Watergun or FLUDD, but all at once. The KB of the pulse is actually static, having about the pushing power of the Ray Gun blast, no matter the charge. What does change if the range of the pulse, from Luigi's fireball to Fox's Laser, which it will carry an opponent as long as they are hit by it.
Like the other water attacks, it has near transcended priority, really only being stopped by super armor seeing as the opponent becomes immune to KB. It is important to remember where and when to hit opponents with the move, seeing as they will be carried with the Pulse, and you don't want to waste a pulse you've built up to super armor or a move that can out power it. (Knee of Justice for example can out KB the hitbox of the pulse, and let Falcon power past it), or moves that can ride it safely (Fox's Dair can halt on one of the spinning frames as he rides the pulse, sort of speak, being safe for the most part). You will want to time it right as someone recovers, or just as they jump to get them caught for the ride.
Damage: N/A, Time: 3 second charge, .7 second cast, KB: constant
Side Special: Crunch
A classic move for Feraligatr, Crunch employs those massive gator jaws of his to take control of his opponent.
The move starts with Feraligatr taking a small step back, then suddenly lunging forward, arms down and to his sides, with his mouth wide open for about the range of Charizard's Ftilt. If nobody is in range, he will simply clamp shut loudly and pause for a moment before going back to neutral.
If he catches someone however, he will clamp then down like Wario does and catch an opponent in his mighty jaws! From here, the opponent will constantly take damage, about 2% as long as B is tapped.
To get out of this move, the opponent must DI out of his mouth, as if hit by a multi-hit move (such as flamethrower), by pressing the control stick away, jumping or tapping A. Feraligatr can counter this however, by being able to move his head and body with the control stick as he mows down on his foe! He can be moved Up, Down, and towards and away from camera, tossing his enemy like a ragdoll.
Doing this not only makes it harder for opponents to get out, but does 3% damage when B is tapped while Fer swings his victim, and 3% if the victim collides with an object (floor, wall) and other players (both take 3%, other player takes light KB). After being released, the opponent will take moderate KB as Feraligatr spits them out.
This should be a great tool should an opponent come too close for comfort, or better yet...if you follow them
offstage for a surprise Suicide maneuver. Fer can eat items with this move, and will take 5% for eating explosives (coupled with a bulging gut and smoky burp)
Damage: usually around 12%, but can go a lot higher based on circumstances.
Time: 1.2 second animation for the whole thing (the initial lunge only takes about .4 seconds, the lag if he misses however is .8...) The move can be held for quite a while if the opponent doesn't try to break out, and you move Fer correctly, the average should be about 2-3 seconds due to opponent's actions.
KB: light (if you hit someone)-moderate(spitting them out)
Up Special: Aqua Tail
Feraligatr's one and only recovery move, is the newer water type move: Aqua Tail.
It works the same both on and off the stage, Feraligatr lifts his tail up, almost touching his own back as water begins to slosh around him quickly, then he slams his tail downwards (or against the ground) and a large splash of water shoots out behind him, rocketing him upwards about the height of Fire Fox, and moving about the same distance (horizontally) as DDD's Up Special can.
After reaching the top of his large arc, Feraligatr will do a quick front-flip, losing the water covering he had at the start and begin to plummet in a pose akin to his Crouch, but with his arms and legs spread out. His head and tail will rise slightly as he falls as well. Then when he finally hits ground, he will splash down with a huge wave of water surrounding him (about the size of a DK ground pound) and knocking foes away in a mighty torrent!
Now to go into the mechanics of the move. The first part where he splashes water behind him will do 8% damage, and HIGH knockback, making it a sort of gimp move from a recovery. He then will be covered in rushing water as he jets upwards. The water around him is a constant Pushbox, and has a range of about DK's whirling fists around him, making it a very safe recovery option in that would be attackers will get pushed away from him by this protective layer. It is interesting to note that he has no Super Armor during this move, making a lucky hit possible if you can somehow manage to get past the wall of water, but he moves rather quickly upwards during it.
After reaching his apex, the water disappears, but anyone caught underneath Feraligatr will be spiked, receiving 12% damage and high downwards KB as he falls. If someone is unfortunate to be under Fer as he lands however, the splashdown will cause 22% damage, and extreme KB to the sides, as the opponent is crushed beneath him, and as the water rushes them away.
Its a great recovery move, and a potential killer. Be careful how you aim however, it is only cancel-able at the peak of the jump (dodge or press B), and it is essentially his only recovery option, with a laggy end, making it very predictable.
Damage: 8% for the 1st water hit, 12% for aerial hit, 22% for landing hit. (potentially 34%)
Time: 4 seconds
KB: high-extreme
Down Special: Pokémon Switch
The down special is the same as Pokémon Trainer's. Rival tosses the pokeball at Fer, saying “That's enough!” or “Return!” with authority.
Chikorita will then come out with “Go, Chikorita!” or “Mess em' up, Chikorita!” based on whether the opponent is over or under 100%.
STANDARDS
Neutral Attack: Croco-Combo
Using those big arms of his, Feraligatr will punch twice like a boxer, the first being a quick jab, then a slightly stronger gut-shot with his other hand. Then he uses his head, slamming his huge jaws down at his stunned adversary and raking his teeth against them.
This is Feraligatr's fastest move to come out, and nice for close combat due to the high, mid then arcing hits. The range of each of the punches is about that of Ganon's jab. The rake with his mouth has about the range of Wolf's Ftilt, giving Fer's total jab some decent overall range.
Damage: 4%, 5%, 8%.
Time: 1st hit .2 seconds, 2nd hit .3 seconds, 3rd hit .4 seconds (total 1 second) But the first hit comes out near immediately.
KB: Light, Light, Moderate
Dashing Attack: Ferali-scoop
Fer's dash attack is actually faster than his dash animation. To begin, he runs forward with his head lowered. After about 3 strides, he will violently swing his head/body upwards with a mighty roar, and launch anyone in his way skyward, using his massive head like a springboard with some impressive force. Afterwords he keeps the pose for a brief moment, giving the move a bit of a risk if you miss.
This is a slower dash attack, but has some surprising range (about a body length) and distance-closing abilities. Combined with it's decent power, it can make for a nice surprise kill-move.
Damage: 14%, Time: .8 seconds (hits at .6), KB: high
Forward Tilt: Tail Bash
The first attack to make use of his mighty tail, Feraligatr turns around swiftly, and while he does so brings his tail upwards, then slams it down in front of him in about a 40* arc, creating a thunderous clap when he hits the ground. He then quickly turns back around, making a full turn, which may unfortunately create an opportunity for retaliation.
The move has excellent range, about that of Ike's Ftilt, and decent power if you sweetspot the move near the end of his tail. Otherwise, it will only do moderate KB and damage. Be sure to space this right, and you will surely send foes flying.
Damage: 9%-15%(sweetspot), Time: .8 seconds (hits at .4), KB: Moderate-High
Up Tilt: Spine Lunge
Feraligatr's row of spines is put to good use here, using them to cause havoc on enemies above himself.
A simple but effective attack, Fer looks downwards, and pumps his arms back. While he does this, he shrugs violently with a growl and goes up in his toes a bit, thrusting his massive back-spike upwards and hitting about as high as Ike's Usmash, but having about 1/5th the horizontal range.
As he pumps upwards, his head spike also counts as a weaker hit in case someone tries to attack from the front, doing minor damage and KB. This is also Fer's fastest tilt, but the one with least power and comparative range, only really hitting above and very slightly in front of him (near point blank).
Damage: 8% (5% on weak hit), Time: .5 seconds, KB: moderate (light on weak hit)
Down Tilt: Trap Jaw
While crouching, Feraligatr can easily sink his teeth into his opponents and cause some decent damage at their vulnerable legs.
The animation is fairly quick for Feraligatr, having him start by reaching his head out just a bit while turning it to the right, and opening his mouth, then suddenly clamping down on his foe before opening again as swiftly as he closed, sending enemies away at a 30* angle, and withdrawing his head back slightly to his crouched pose.
While being a good move to poke a shield, it is a tad slow in both startup and ending lag. It has good rewards if you hit it however: the angle is decent for a followup such as a Water pulse or even Dash Attack. If you hit a recovering opponent, the horizontal KB can prove annoying.
Damage: 9%, Time: .65 seconds (hits on .3), KB: moderate
SITUATIONALS:
Ledge Attack:
While getting up, Feraligatr uses his girth to do the work for him as he pushes up slightly, then just belly-flops at any enemy unfortunate enough to be in his way, landing in his crouch position for a split second before going neutral.
Damage: 11%, KB: moderate, Time: .1 sec of vulnerable after attack
Over 100%:
After being damaged some, Feraligatr will get up slowly, and after his arms are up give a vicious snap with his jaws, sure to clear the area before he gets back on his feet.
Damage: 13%, KB: high, Time: .2 sec of vulnerable after attack
Tripped Attack:
When tripped, Feraligatr will do a classic Alligator death roll, but with a watery twist as a small wave of water comes from around him in about the size of the splash when he lands Aqua Tail, pushing foes away. This does no damage, just KB, but if an opponent hits the actual roll, they will take some damage and light KB.
Damage: 3%, KB: light-moderate
SMASHES:
Forward Smash: Dynamic Punch
[FONT=”impact”]Quick History:[/FONT]
Dynamic Punch seems a bit unorthodox for Feraligatr to use, but it has a bit of personal nostalgia for myself. Back in the day, when I played Pokémon Gold, I almost always chose Totodile. When he finally evolved into Feraligatr, it was around the time when you beat the Fighting-Type gym leader and receive the Dynamic Punch TM. After first putting it on Feraligatr seeing as it sounded cool, and he was the only guy usually who could take it, I fell in love with it's damage and confusion effects, as well as the sweet animation of an exploding punch of death. So now my potential Brawl Feraligatr has a piece of my own Feraligatr in it.
This smash is quite possibly the scariest move Feraligatr possesses as far as KO'ing is concerned.
To begin, he turns slightly, still looking dead ahead as he draws the fist facing camera back to his side, a faint glow circling the fist as he does so (charge period, glow increases with charge). He will then roar loudly and take a big step forward with the leg facing camera as he does a wide swing of his arm, going over his head as it arcs and crashes forward about the range of Falcon Punch in front of him, and hitting at about half his height.
It is important to note that when this move hits, it truly HITS. On impact, an explosion will occur doing massive damage and KB, and will only grow bigger and stronger with charge. This explosion ranges from the size of Samus' bomb going off, to that of one of her Super Missiles, making this deadly to all who come close to the unfortunate soul hit by the blow as the explosion has the same damage and Kb throughout it.
After Fer hits, both will act as if a special sweetspot occurred, having both Feraligatr and the opponent slowed down for a few frames as the explosion occurs before the victim is sent flying. After that is done, or if Fer doesn't hit anything, his fist will swing to hit other side, turning his whole body slightly along with it before he recovers to his neutral pose.
This move has some great range and amazing KO power. It's only problem is that it is horrendously slow, taking about a full 2 seconds to toss out if you don't even charge. Be careful of how you throw this move out, missing such a slow move could spell disaster for Feraligatr.
Damage: 25%-37%, Time: 1.3-2.3 seconds, KB: EXTREME (horizontal)
Up Smash: Hydro Pump
Another unorthodox move for a heavyweight, Feraligatr boasts the powerful water type move Hydro Pump for his Up Smash.
The move starts with Feraligatr bowing his head and crossing his arms just below his jaws, feet spread slightly as he turns slightly towards or away from camera based on which way he is facing (charge period). Once he is done building up, he will roar upwards, thrusting his arms back down to his sides as a torrent of water surrounds him swiftly, and a column shoots out from his mouth with impressive force, lasting for about half a second before the water falls down, splashing on the solid surfaces of the stage as Feraligatr takes a brief moment to recover.
Now, this move is odd in 2 ways, the first being that it involves that Pushing Water effect seen in some of his other moves. He employs the effect by having the torrent that surrounds his body suck up any enemies that happen to be too close up into the column of water, and pushed all the way to the top. This makes Hydro Pump a bit of a control move as opposed to a straight-up killer or damager, being able to manipulate airborne opponents, or those above you on a platform without ever having to go up there yourself.
The second odd thing about Hydro Pump is that it it may well be one of the weaker smashes in the game (very odd for Feraligatr), but it may also as well have one of the best ranges of any smash attack. The column that appears when he finally lurches up grows to about the height (and width) of Mario. Fully charged however, it will grow to the height of Bullet seed, being able to reach the height of Mario, if he were standing on the middle BF platform!
While it pushes opponents to new heights, the tip of the column is white with rapid waters sloshing around. The tip is the actual damaging part of the attack, having about the size of Olimar's helmet. When hit with this tip, the opponent will receive just about the same KB as DK's Uair, and about the same amount of damage ( 13%). The rushing water serves as an elevator of sorts to get foes to the tip, so they can be KO'ed easier, seeing as the charge only affects the size of the column, and not the power of it.
This is not a guaranteed kill up high however, clever foes can DI out of the column and potentially strike you back. This doesn't stop you from outwitting them as well, remember the water surrounds Feraligatr as well, and could possibly serve as a counter to some approaches due to the water's vacuum properties.
Damage: 13%, Time: 1-2 sec (comes out at .3 seconds), KB: moderate
Down Smash: Whirlpool
A more conventional attack of his, Whirlpool has Feraligatr curl his upper-body to the left, and his tail to the right as he tenses up (charge period). Once he is ready, a torrent of water whooshes around him twice as he recoils himself, facing the opposite way he turned with a menacing growl.
The water effect from this is a tad smaller than his other “splash” moves, only about as wide as MK's Dsmash, yet the water circles him up to his neck, making Whirlpool a pretty large attack overall. As always, the wall of water provides protection against some attacks, and does some moderate damage and KB as it swirls around him, hitting 2 times on each side, simultaneously.
Whirlpool has it's lag during the move itself, having relatively quick startup and ending times, making it one of Feraligatr's safer moves, yet not one of his more powerful ones.
Damage: 5-7% per hit (maximum of about 21% due to KB stopping all 4 hits)
Time: .8–1.8 seconds (comes out at .2, ends at .6)
KB: moderate per hit
AERIALS
Neutral Aerial: Death Roll
Laying out horizontally, Feraligatr will spin twice quickly to the side, using his whole body as a weapon, with a little bit of a water effect at his mouth. He returns to his normal air pose very quickly compared to his other attacks.
The hitbox of this is HUGE, but at the same time if is also his hurtbox. The only places where this is different are his mouth, which acts as a sweetspot of sorts for extra water-KB, and his spikes when they spin, which do an extra bit of damage. It would be a good idea to decide on what to hit with when you pull out a death roll. The size of the move itself should provide plenty of usage, let alone the specialized areas.
Damage: 4% (5% on spikes, also has 2 chances to hit), Time: .5 seconds, KB: light-moderate(mouth)
Forward Aerial: Rapids
Feraligatr brings his arms out at the sides and sprays a large volume of water in front of him, nodding his head up and down once each, creating a large area of moving water in front of him, that is about his size for a brief moment. After the water is gone, he will return to neutral.
This attack does only little damage, as well as Upwards and downwards KB (depending on which way his head moves when the opponent is near). The important thing about Rapids is that it creates a large wall of sorts in front of you for a brief second, and can absorb about any attack due to it's girth.
This could be the ultimate defensive move if you have the room to pull it off. Be careful of your airspace while making the wall, you need to at least double jump in order to get it going long enough to continue to the ground, and even then opponents may make it behind you where you're vulnerable to attack.
Damage: 5%, Time: lasts for and takes 1 second to animate, KB: light
Back Aerial: Tail Slam
Fer looks back as he raises that big tail of his up menacingly, then with a sudden thrust down of his head, it comes crashing down in a huge arc to send any airborne enemies down to earth. He then either takes a second to reorient himself in the air, or sits on the ground as his tail slaps against it, before going to neutral stance.
The move is your basic spike, but with a great range and the tail sweetspot at the tip shared with his Ftilt, doing higher damage and KB. The tail covers an arc similar to Marth's Fair, but with much more beginning and ending lag.
Damage: 8%-14% (sweet spot), Time: .9 seconds, KB: moderate-high
Up Aerial: Ferali-Clamp
Feraligatr streamlines his body vertically, arms down at his sides, feet against his tail as it and his head straighten out, as if he were jumping out of the water. Gaining this small boost in height, fer then opens and slams his jaws with tremendous force to do some scary damage to airborne foes. He keeps this pose after hitting (or missing) and falls for a bit, making it a risky move if you miss, yet sure to KO if you hit.
This is Feraligatr's most powerful aerial, being able to kill Mario at around 95%, yet it has the most ending lag compared to his others, seeing as it comes out fast. Make sure you land this when you toss it out, or you could be in a bit of trouble.
If he lands mid animation, he will stand, head skyward until his lad ends.
Damage: 16%, Time: .8 sec (comes out at .3), KB: high
Down Aerial: Gator Bomb
Flipping completely over backwards, after a moment of “hang time” Feraligatr will plummet downwards with his head and back spines jutting out to the left and right, and crash into the stage with a splash as his weight and spines squash anyone underneath him. He will then take a second to recover as he is on his back, leaving him a bit vulnerable. The splash of water, about the size of Whirlpool (but a fraction of the height), when he hits should alleviate this problem however.
While falling, he goes about twice his fall speed, and will go for about 3 body heights before he automatically returns to neutral pose.
This has some good priority for a bomb move, thanks to his spines jutting out. Don't be afraid to try and get back at jugglers with it, but at the same time don't expect it to kill.
Damage: 12%
Time: 1-2 seconds (comes out at .3, but has at least a .7 second lag time when landing)
KB: Moderate.
THROWS
Grab:
Feraligatr reaches out quickly with one of his big arms, looking almost like his jab's gut punch. While holding on he has the opponent off their feet, grabbing them around their waist or chest with his big hand. He has OK grab range, about the same as Ike's.
Pummel:
To Pummel, Fer simply winds back with his other fist, and gives them a good old-fashioned punch to the face. It does 4% per hit, but it is rather slow.
Forward Throw:
Feraligatr grabs his opponent in both hands, then winds himself to the side (away or towards camera based on position). He then tosses them far off in front of him with his great strength. It is important to note this sends them straight ahead, and could possibly be followed up with a certain projectile while they're offstage?
Damage: 6%, KB: moderate
Back Throw:
Feraligatr tosses his opponent over his shoulder quickly while his tail rises, and just as they get behind him he smashes them with it like a baseball bat, knocking them quite far away.
Damage: 14%, KB: high
Up Throw:
Taking his opponent in both hands, he lifts them up over himself quickly, and lets them fall in the air for a quick moment only to be met up with a vicious upward punch.
Damage: 12%, KB: moderate
Down Throw:
Feraligatr slams his opponent down in front of him, and then lifts his foot up as they panic under him (like with Bowser). He then stomps down with all his weight, launching opponents away from under him horizontally.
Damage: 16%, KB: high
Unlike Pokémon Trainer, who works as a team in his final smash, Rival focuses on each of the Pokémon as their own fighting force.
The iconic water type move: Surf finally comes to smash bros as Feraligatr's final smash.
When activated, Feraligatr will roar mightily upwards, then slam down to the ground in his crouch, still growling and waving his tail slightly. As he slams down, the ultimate wall of water will come below the stage!
Surf hits 3 times before receding, just like in the games, each time growing in size! In the first wave, the water rises up to just sweep enemies off their feet, hitting just about olimar's height above the floor before receding. The second wave is a bit faster, and reaches a battlefield platform above the floor, potentially trapping foes like he does with Water Pulse. The final wave barrels in at the height of the middle BF platform, washing any remaining enemies away with the tide off stage! Each wave also comes at about the speed of Charizard's dash, with the last two going just a tad faster each.
The waves come from the direction Fer faces on stage, but don't depend on where he is. This means he can face left on the right side of the stage and the waves come from the left.
Surf can be truly devastating if you catch an opponent off-stage with it, or just off guard, seeing as the only way to avoid the wall is to jump over each wave, or get caught in the power of the tide.
EXTRA ANIMATIONS
Up Taunt:
Feraligatr turns to face the screen (faces the way he was currently facing) and punches his fist facing camera into an open palm, then lets out a snarl, then blinks twice.
Side Taunt:
He bows forward slightly, hands out at his sides and shakes his body and tail back and forth as he unleashes a deafening roar, looking angry as he does so.
Down Taunt:
Feraligatr turns completely to face the camera with an angry look in his eyes. He then growls while stomping his left foot and massive tail down in unison, making a loud THUD and shaking the screen a tiny bit.
Entrance:
Feraligatr appears out of the pokeball with his head down, but then quickly looks to the sky just like his Hydro Pump animation and shakes his head and upper body side to side, roaring loudly.
Rival either says “I choose you, Feraligatr!” or “Crush 'em, Feraligatr!”
Win Pose 1:
Feraligatr performs his side taunt up close and personal to the camera, giving a nice view of his teeth before withdrawing to his neutral pose with Rival next to him.
Rival then says “Hows it feel to see true power?” with a sly grin to the camera as Fer withdraws from it.
Win pose 2:
Feraligatr is seen looming over the losing player(s), mouth open and ready to bite just as he is returned.
Rival says “Save it for next time!” as he does so, then pockets the pokeball while looking seriously into the camera.
Win Pose 3:
Feraligatr roars upwards to the sky and slams his tail down before being returned. As he is returned, Rival says “You never stood a chance!” as he holds the pokeball towards the screen with a wicked smile.
Lose Pose:
Rival is seen freaking out, pulling his hair and stomping his feet in rage that his fully evolved Pokémon lost. Feraligatr is seen behind him, on all fours growling angrily toward the other player(s).
Kirby Hat:
Kirby gains Water Pulse after swallowing Feraligatr
Playstyle: Slow and Powerful Tide
Lets not kid ourselves here: Feraligatr for the most part is rather slow, with only his 1st jab having any respectable speed to it. However, he does pack walls of water, and amazing power/range to make up for this.
Fer plays in extremes, either going on the extreme offensive, racking massive damage per hit, and KO'ing stupidly fast. Dynamic Punch, his Ftilt, Bair, Uair and Hydro Pump can KO stupid early due to their damage, the problem is landing it. Luckily your water effects can lead to opponent frustration in trying to hit you, which could set you up to potentially land one of these killers. Fer's throws are also stupidly powerful, but his pummel is terrible, making a breakout fairly easy. His grab range is also fairly short for someone his size, making the grab difficult, but rewarding.
He can also be extremely defensive, making himself a pest to damage by setting up walls of water with his specials and aerials, then Crunching foes who get close. Always remember Aqua Tail can gimp, along with push potential gimpers around, turning the tables against offensive opponents. Dair can also plow through Jugglers if they give you the chance. Be sure to play Fer to be very annoying with his water, and you'll be sure to be the ultimate tank.
Playing against: Bait the Gator
As stated, Feraligatr's moves are very slow, and he has trouble racking up damage outside of his Jab, Crunch and Death Roll attacks. He basically has little to no follow-up game outside of these due to his lag and power, so make sure to try and lure him into trying a power move, and punish accordingly. This will trick him into being in a vulnerable state of lag, and let you damage the big Gator more efficiently.
His rolls may seem annoying at first, but be sure to follow them, he has lag time after rolling that long. Once you punish his lag, try and juggle him close to the ground so he cannot retaliate with Gator Bomb or Rapids, his high fall speed and weight should keep him easily comboed if you get any momentum. Another way to abuse this would be to take him off stage, seeing as his crappy second jump and high fall speed leads to limited time to pull off Aqua Tail. Baiting any of his aerials off the stage should spell his doom.
In short, keep on your toes and don't get caught by any of his tricks or power moves, and jump at any chance to get in close and you should be able to wrangle this gator.