* Mechanic
Burn-Out; 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. The black smoke affect still shows on Typhlosion's icon but instead of emenating white smoke from the character its black/grey.
* 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, lowers effective distance by nearly half and greatly reduce spiking potential)
Grabs; Short range
Dash-grab; Short range
Pummel; Bites opponent.
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)
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 10 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)
Running Animation; Run on all fours
When Footstooled; Goes into normal free fall with body 'bent' inward and small arms limp.
* 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