senorspoof
Smash Apprentice
THE BARE BASICS OF THE POKEMON TRAINER
So, you've decided that the versatility offered by 3 characters in one is too great to pass up, hm? You've made a wise choice. Please note that this guide however, is not final. It is in fact infantile in this form, and changes will be made over time, that you can be sure of. There are however, a set of rules essential to playing the pokemon trainer.
1. You cannot main one pokemon
Oh, sure, you can have a favorite pokemon, aperhaps one you're more skilled with, thats inevitable. Yet refusing to play the other two pokemon is to be quite frank, stupid. Stupid, stupid, stupid. Each pokemon plays radically different, and a PT who won't adjust is a dead PT.
2. If the pokemons tired, switch out.
No matter how good your charizard is against olimars, a fatigued charizard is no longer a counterpick. Switch to the secondary in the case.
3. Mix it up
This, with the addition of move decay, is essential. We all know how awesome bullet seed is, but if you go for it every time, the opponent WILL catch on. However, he may not be quite ready for that rock smash.
4. Do not switch, unless its a safe switch
A good opponent will know exactly how long it takes for an incoming pokemon to appear. An even better opponent will be waiting with a smash attack. Instead, switch if you knock them off the stage, with time to spare, maybe passing up that edgeguard. Know when to go for the kill, and when not to.
CRITICAL HITS: THE NEED TO KNOW MOVES
Although all moves should be used, each pokemon has moves that make it so useful. Refusing to use these moves is suicidal.
Squirtle
U-Smash
Without a doubt, squirts best smash. Crowd control like a downsmash, good knockback, average speed, good power, amazing reach. It makes a veritable wall of water around the little guy, and is pretty easy to nail enemys with. If someones hounding you down, don't be afraid to throw this up, afford yourself some breathing space. Great on those fast fallers.
Use in conjunction with:
Water gun. Yeah, it's got a use! Enemys off the stage, nail em with this before they recover. They'll be forced to readjust their recovery, and with any luck, wont sweetspot. From there, throw up the U-Smash. It should pop the enemy up, leading to an easy F-air.
U-tilt: do a quick series of U-tilts for damage, then a U-smash to finish it off. Simple, and easy.
A low damage U-air- low to the ground, pop em up, throw this out. Golden.
Withdraw
Yes, I know, this move is usually useless. However, unless I'm mistaken, you can use this to duck under those pesky samus missles, slow acting nikita round, lasers, rob beams... add to te fact that it can block attacks, and it words pretty well as a stand alone.
B-air
This turtle floats man! use a series of these to create your own miniature wall of pain. Just make sure you can Waterfall back.
F-air/B]
This is your killer. Use these with the B-airs, and that floaty little guy will rule the sky. Adds a surprising amount of range.
Ivysaur
Bullet seed
You're gonna hear it again and again. This move will rack up an easy 60 damage at times. If an opponent is right next to you (I'm talking rest distance here), throw up the seed! instant shield pressure, and if they don't have a shield, free damage!
Fair
doesnt seem too flashy. but it's got awesome range, decent knockback, and not too shabby damage. Here's the kicker though. the hitbox is in front, AND below ivysaur! Use it like falcons stomp grab in melee. Run at the enemy, hop, and with appropriate spacing, throw out the fair, still moving forwards. You should land behind the enemy, making it impossible for them to shield grab. behind the enemy, maybe shield, maybe no? THROW UP THEM SEEDS!
F-tilt
Just fantastic for shield pressure. juts you forward, and has a nice multi-hit effect. DONT neglect this.
Dair+ Uair
Simple. U air for that delicious star KO. Use your dair for edgeguarding. Stops your momentum instantly, and sends the enemy off at a very undesirable trajectory.
U-smash
Seriously. Laggy, but LORD does that hurt.
Razor leaf
A \ projectile, its the only one you got. SPAM IT.
Charizard
Glide attack
Almost like a second nair. Comes out **** fast as well. Most opponents just blatantly don't expect it, especially at this point in the game.
U-smash
Great range, both horizontal, and vertical! 2 hits, so it has pretty good shield pressure as well. Great for use under platforms, as the lizards big enough to smack them from down there.
D-smash
Use it a lot in the manner that you would use squirtles U-smash, except for the range. Great horizontal reach, and it pops them up. Oftentimes, you can D-smash into U-smash. Too good lizard. Too good.
U-air
Use it like DK's SSBM Uair. You can chain a few of these together, especially with charizards multi-jumps. comes out fast, and with great range.
Side-B
I was gonna put F-smash here, but then I remembered this. HOLY CRAP. Unbelievable damage, and even more so for knockback. I personally like to short hop into this first. Sure, the lags a little high, but have you seen the knockback? man. Wrecks shields as well!
F-air
This, right here, is the poor mans shine. Thats right, I said it. Get the opponent off the stage. Use your first jump to reach them. THen, fair. The opponent gets the worst trajectory ever if they're nailed.... down, and horizontal. Easily return from there. Also, not a bad idea to presure shields with it, thanks to it's **** good range.
Matchups and counterpicks coming soon!
So, you've decided that the versatility offered by 3 characters in one is too great to pass up, hm? You've made a wise choice. Please note that this guide however, is not final. It is in fact infantile in this form, and changes will be made over time, that you can be sure of. There are however, a set of rules essential to playing the pokemon trainer.
1. You cannot main one pokemon
Oh, sure, you can have a favorite pokemon, aperhaps one you're more skilled with, thats inevitable. Yet refusing to play the other two pokemon is to be quite frank, stupid. Stupid, stupid, stupid. Each pokemon plays radically different, and a PT who won't adjust is a dead PT.
2. If the pokemons tired, switch out.
No matter how good your charizard is against olimars, a fatigued charizard is no longer a counterpick. Switch to the secondary in the case.
3. Mix it up
This, with the addition of move decay, is essential. We all know how awesome bullet seed is, but if you go for it every time, the opponent WILL catch on. However, he may not be quite ready for that rock smash.
4. Do not switch, unless its a safe switch
A good opponent will know exactly how long it takes for an incoming pokemon to appear. An even better opponent will be waiting with a smash attack. Instead, switch if you knock them off the stage, with time to spare, maybe passing up that edgeguard. Know when to go for the kill, and when not to.
CRITICAL HITS: THE NEED TO KNOW MOVES
Although all moves should be used, each pokemon has moves that make it so useful. Refusing to use these moves is suicidal.
Squirtle
U-Smash
Without a doubt, squirts best smash. Crowd control like a downsmash, good knockback, average speed, good power, amazing reach. It makes a veritable wall of water around the little guy, and is pretty easy to nail enemys with. If someones hounding you down, don't be afraid to throw this up, afford yourself some breathing space. Great on those fast fallers.
Use in conjunction with:
Water gun. Yeah, it's got a use! Enemys off the stage, nail em with this before they recover. They'll be forced to readjust their recovery, and with any luck, wont sweetspot. From there, throw up the U-Smash. It should pop the enemy up, leading to an easy F-air.
U-tilt: do a quick series of U-tilts for damage, then a U-smash to finish it off. Simple, and easy.
A low damage U-air- low to the ground, pop em up, throw this out. Golden.
Withdraw
Yes, I know, this move is usually useless. However, unless I'm mistaken, you can use this to duck under those pesky samus missles, slow acting nikita round, lasers, rob beams... add to te fact that it can block attacks, and it words pretty well as a stand alone.
B-air
This turtle floats man! use a series of these to create your own miniature wall of pain. Just make sure you can Waterfall back.
F-air/B]
This is your killer. Use these with the B-airs, and that floaty little guy will rule the sky. Adds a surprising amount of range.
Ivysaur
Bullet seed
You're gonna hear it again and again. This move will rack up an easy 60 damage at times. If an opponent is right next to you (I'm talking rest distance here), throw up the seed! instant shield pressure, and if they don't have a shield, free damage!
Fair
doesnt seem too flashy. but it's got awesome range, decent knockback, and not too shabby damage. Here's the kicker though. the hitbox is in front, AND below ivysaur! Use it like falcons stomp grab in melee. Run at the enemy, hop, and with appropriate spacing, throw out the fair, still moving forwards. You should land behind the enemy, making it impossible for them to shield grab. behind the enemy, maybe shield, maybe no? THROW UP THEM SEEDS!
F-tilt
Just fantastic for shield pressure. juts you forward, and has a nice multi-hit effect. DONT neglect this.
Dair+ Uair
Simple. U air for that delicious star KO. Use your dair for edgeguarding. Stops your momentum instantly, and sends the enemy off at a very undesirable trajectory.
U-smash
Seriously. Laggy, but LORD does that hurt.
Razor leaf
A \ projectile, its the only one you got. SPAM IT.
Charizard
Glide attack
Almost like a second nair. Comes out **** fast as well. Most opponents just blatantly don't expect it, especially at this point in the game.
U-smash
Great range, both horizontal, and vertical! 2 hits, so it has pretty good shield pressure as well. Great for use under platforms, as the lizards big enough to smack them from down there.
D-smash
Use it a lot in the manner that you would use squirtles U-smash, except for the range. Great horizontal reach, and it pops them up. Oftentimes, you can D-smash into U-smash. Too good lizard. Too good.
U-air
Use it like DK's SSBM Uair. You can chain a few of these together, especially with charizards multi-jumps. comes out fast, and with great range.
Side-B
I was gonna put F-smash here, but then I remembered this. HOLY CRAP. Unbelievable damage, and even more so for knockback. I personally like to short hop into this first. Sure, the lags a little high, but have you seen the knockback? man. Wrecks shields as well!
F-air
This, right here, is the poor mans shine. Thats right, I said it. Get the opponent off the stage. Use your first jump to reach them. THen, fair. The opponent gets the worst trajectory ever if they're nailed.... down, and horizontal. Easily return from there. Also, not a bad idea to presure shields with it, thanks to it's **** good range.
Matchups and counterpicks coming soon!