Trophies: Pokémon Trophies 1


Debut: Pokémon Black and White (2010)

Description: Munna is the Dream Eater Pokémon. It is a psychic Pokémon that can eat people’s dreams and then project them through the Dream Mist. It is said that when Munna eats a happy dream, it emits a bright pink Dream Mist and dances happily in the air. It evolves into Musharna and shares the same Dream Mist ability with it.


Debut: Pokémon Black and White (2010)

Description: Sandile is the Desert Croc Pokémon. It is a ground and dark type Pokémon. It lives in desert like enviroments and can be found burying itself in the same save for its eyes and snout. The black sunglasses-like rings around his eyes to protect his eyes from heat and sand. It evolves into

Name: Mincinno

Debut:Pokémon Black and White (2010)

Description: Mincinno is the Chinchilla Pokémon. It is a normal-type Pokémon. It uses it’s long broom like tail to brush away dirtiness and mud from the ground. It is obsessed with cleanliness and tries to keep everything clean. It uses it’s long broom like tail as a greeting between other Mincinno. It evolves into Cincinno.

Name: Unfezant

Debut:Pokémon Black and White (2010)

Description: Unfezant is the Proud Pokémon. It is a normal/flying-type Pokémon. Males have proud plumage that is tosses back and forth to threaten other males. Because of it’s proud disposition, it will not become to anyone else besides their trainers. Females lack the red head crest. It evolves from Pidove and Tranquil.

Name: Zebstrika

Debut:Pokémon Black and White (2010)

Description: Zebstrika is the Thunderbolt Pokémon. It is an electric-type Pokémon. It has a fairly violent temper and will gallop at full speeds with explosive energy that is comparable to a lightning strike. When it becomes enraged, lightning sparks shoot out from its mane. It evolves from Blitzle.

Name: Reuniclus

Debut:Pokémon Black and White (2010)

Description: Reuniclus is the Multiplying Pokémon. It is a psychic-type Pokémon. Reuniclus are extremely intelligent Pokémon and are able to link their brains with other Reuniclus’ to amplify their psychic powers. They do this by joining hands with the other Reuniclus that they are linking minds with. It evolves from Solosis and Duosion.

Name: Gothitelle

Debut:Pokémon Black and White (2010)

Description: Gothitelle is the Astral Body Pokémon. It is a psychic-type Pokémon. Gothitelle’s have amazing and strong psychic powers that even distort space itself. It can cause a distant star to shine brightly if it uses it’s power. It can forsee the future by reading stars and can see the lifespan of it’s trainer. It evolves from Gothita and Gothorita.

Name: Klinklang

Debut:Pokémon Black and White (2010)

Description: Klinklang is the Gear Pokémon. It is a steel-type Pokémon. It can charge energy by spinning it’s red-topped gear and releases it through the spiked gear on the bottom. The red core functions as a energy tank, when spun quickly, produces a large amount of energy. It evolves from Klink and Klang.

Name: Scolipede

Debut:Pokémon Black and White (2010)

Description: Scolipede is the Megapede Pokémon. It is a bug/poison-type Pokémon. Scolipedes are very aggressive and powerful Pokémon that uses powerful venom found in its spines and legs to paralyze or kill its opponents. Despite it’s very bulky appearance, it is very fast and agile. It evolves from Venipede and Whirlipede.

Name: Yamask

Debut:Pokémon Black and White (2010)

Description: Yamask is the Spirit Pokémon. It is a ghost-type Pokémon. It is a unique Pokémon because it used to be a human from long ago but now bound to the soul of Yamask and doomed to wander around deserted ruins. It carries a mask which depicts the face it had before it died. It evolves into Confragrius.

Name: Zorua

Debut:Pokémon Black and White (2010)

Description: Zorua is the Tricky Fox Pokémon. It is a dark-type Pokémon. Zorua are known for being able to change into different Pokémon, people, or animals through an Illusion ability. They are mischevous creatures and usually take on a different from to scare away enemies. It evolves into Zoroark.

Name: Litwick

Debut:Pokémon Black and White (2010)

Description: Litwick is the Candle Pokémon. It is a ghost/fire-type Pokémon. Litwick appear to helpful Pokémon by leading people through the darkness but, in actuality, they are sucking th elife force out them. They suck life force from other beings through the blue flame on it’s head. It evolves into Lampent and Chandelure.

Name: Rufflet

Debut:Pokémon Black and White (2010)

Description: Rufflet is the Eaglet Pokémon. It is a normal/flying-type Pokémon. Despite their size, Rufflets are very powerful and will challenge any foe; no matter how big or strong they are. They are able to crush berries in their strong talons to eat them. They can perform many aerial attacks. They evolve into Braviary.

Name: Larvesta

Debut:Pokémon Black and White (2010)

Description: Larvesta is the Torch Pokémon. It is a bug/fire-type Pokémon. Larvesta is a mysterious and rare Pokémon that can command fire. It shoots out fire from its five distinct horns at opponents and enemies. It is said to live at the feet of volcanoes. It said to be born from the sun and, when it evolves, it’s entire body is surrounded by flames. It evolves into Volacrona.


Stage: Pokémon Stadium 3

Stage from Pokémon Battle Revolution

Name: Pokémon Stadium 3

Universe: Pokémon

Debut: Super Smash Bros. 4 (TBA)

Size: Medium

Obstacle Level: 3 (out of 5)

Availability: Starter

Stage Exclusive:

In every Super Smash Bros. game since Melee, Pokémon Stadium has always been a playable stage. It always has had the same central theme where the stage would loop between different types that were based off from the game (Ice, Grass, Fire Ground, etc). This holds true in Pokémon Stadium 3. The stage itself loops between four different types: Ghost, Dragon, Poison, and Psychic. Each type changes the appearance and interactions with the stage so you are always kept on youe toes. This version of Pokémon Stadium is based off of Battle Revolution for the Wii.


This Pokémon Stadium resembles mostly Battle Revolution. It is fought on a platform that hovers above a dark pit. In the background appears to be a vibrant city with skyscrappers glittering in the night. The platform appears to be dark green with a Poké Ball symbol on the surface. Above the main platform are two floating platforms that do not move. Players can jump onto these platforms if need be. Floating in the background are two circular platforms, one of which the Pokémon Trainer will stand. However, they have no impact on the stage itself and is only meant for decoration. The stage transforms into four different types: Ghost, Dragon, Poison, and Psychic. These phases changes the appearance of the stage. In the background, there is a giant TV screen that tracks players during the match and displays the current standings. When a Player KO`s another, it displays the name on the screen.

Hazards and Movements

The first phase is the normal phase. The stage has a single platform and thier aren`t too many hazards during this phase. The stage will then transform into one of the random types. It will go through this transformation and than revert back to normal. Each transformation lasts for 40 seconds before it switches back to the main stage. The main stage lasts for 40 seconds.

Here are the four phases of Pokémon Stadium 3:

Ghost – The stage appears as a haunted graveyard. There are gravestones in the background with old, whithered trees and dilapitated wagons. The whithered trees appear on the left while the wagon and gravestones appear on the right. In the middle of the stage is a crumbling catacomb. Players can jump on top of it but can`t run/walk past it. Continuously hitting the catacomb will cause it to break and will release a power Ghost-type Pokémon. Here are the Pokémon that appear in the Ghost phase: Ghastly, Misdreavus, Banette, Litwick, and Yamask. Gengar and Spiritomb appear after breaking the catacomb.

    • Ghastly can be found drifting around the gravestones.
    • Misdreavus can be found playing around with Ghastly and making faces.
    • Banette can be found running around the catacombs and ocassionally hops.
    • Litwick can be seen creeping along the left side of stage by the whithered trees.
    • Yamask can be seen hovering above the catacomb alone.
    • Gengar bursts forth from the catacomb in a explosion of smoke and can be seen ocassionalyl floating around in the far background.
    • Spiritomb explodes from the catacomb in a explosion of smoke can appears and than vanishes in the far background of the stage.

Dragon – The stage appears rocky and desolate with smoke rising from several craters in the background. Occassioanlly, In the left portion of the stage is a large scary cavern that players can either jump up on or pass by. Passing by it or directly attacking it will cause a powerful Pokémon to come out. On the stage there are piles of bones, crumbled masonry, and broken rocks. Here are the Pokémon that appear in the Dragon phase: Dragonair, Tyranitar, Bagon, Gabite, and Fraxure. Dragonite or Salamance appears after disturbing the cave.

    • Dragonair can be seen floating and dancing in the air in the right side of the stage.
    • Tyranitar can be seen stombing and roaring near the burnt trees and broken rocks.
    • Bagon can be seen running about the entrance of the dragon cave.
    • Gabite can be found on top of the rock cave roaring and slicing in the air.
    • Fraxure can be found walking back and forth rom the middle of the stage to behind the dragon cave.
    • Dragonite bursts forth from the top of the cave and can be seen flying in the far back ground of the stage.
    • Salamance breaks from the top of the cave and can be seen flying in the far background of the stage.

Poison – The stage rises up and there are pools of poisonous goo that lies in three containers marked with hazardous signs. Above these bubbling poisonous wells are three moving platforms. They can be knocked into the acid good which causes a powerful Poison type Pokémon Stadium to appear. Touching the poison will cause 12% damage each hit and will temporarily stun the player thus making it hard to escape. In the background there are smoke stacks that belch out smoke. Here are the Pokémon that appear in the Poison Phase: Grimer, Wheezing, Seviper, and Toxicroak. Muk or Garbodor will appear after a platform crashes into the poison wells.

    • Grimer can be found playing around in the acidic gooze in the cauldrons.
    • Wheezing can be seen floating slightly above the platforms; near the smoke stacks.
    • Seviper can be seen slithering and coiling around the smoke stacks and hissing at Wheezing.
    • Toxircroak can be seen on the middle platform; expanding his throat sac and sulking about.
    • Muk explodes in a wave of acid and can be seen lurching about in the background of the stage. Its eyes reach the platforms.
    • Garbodor explodes in a wave of acid and can be walking back and forth in the background of the stage. Its eyes reach the platforms.

Psychic – The stage appears flat with six different floating platforms that form a circle. They continuously turn cock wise or counter clock-wise. On each platform, cinluding two on the main platform are teleporters. Touching these teleporters will teleport the player to another teleporter on the stage. It is randomized and there is no set order. It is based off from Sabrina`s Gym in Pokémon Red and Blue. In the middle on the stage is a statue to an purple Players can pass by hit or hit it to knock it down. knocking it down will release a powerful Psychic type Pokémon. Here is a list of Pokémon that appears on the Psychic phase: Abra, Gardevoir, Chimecho, Mime. Jr, and Munna. Reuniclus or Gothitelle will appear after bnreaking down the eye statue.

    • Abra can be seen sitting in the far right of the stage; motionless unless if a player walks by in which it will teleport away.
    • Gardevoir can be seen pacing back and forth in the far left of the stage very gracefully.
    • Chimecho can be seen jingling in the center of the turning teleportation platforms.
    • Mine Jr. can be seen in the middle of platform; dancing and laughing.
    • Munna can be found drifitng slowly around the background of the stage; close to the main platform.
    • Reuniclus explodes out of the statue in psychic waves and begins to hover about the the far background of the stage.
    • Gothitelle explodes out of the statue in psychic waves and begins to slightly hover in the background with a black and purple aura emanating from it.


Stargazer Colosseum (Pokémon Battle Revolution)
Neon Colosseum (Pokémon Battle Revolution)
Minor Boss (Pokémon Battle Revolution)
Final Boss Battle Mysterial Theme (Pokémon Battle Revolution)
Main Street Colosseum (Pokémon Battle Revolution)
Event Battle (Pokémon Black and White)
Gym Leader Battle (Pokémon Black and White)
Elite Four Battle (Pokémon Black and White)
Champion Battle (Pokémon Black and White)
Battle Subway (Pokémon Black and White)


  • Ghastly
  • Misdreavus
  • Banette
  • Litwick
  • Yamask
  • Gengar
  • Spiritomb
  • Dragonair
  • Tyranitar
  • Bagon
  • Gabite
  • Fraxure
  • Dragonite
  • Salamance
  • Grimer
  • Wheezing
  • Seviper
  • Toxicroak
  • Muk
  • Garbodor
  • Abra
  • Gardevoir
  • Chimecho
  • Mine. Jr
  • Munna
  • Reuniclus
  • Gothitelle

My Thoughts

Since Pokémon Stadium is technically no longer being made and Pokémon Battle Revolution taking its place, I felt that it should reflect Pokémon Battle Revolution while still keeping the Pokémon Stadium name as a nod to the series. I wanted to focus on other types that hasn`t been represented. As well, I wanted to cinlude more cameos and include Pokémon from the previous generations. I feel I help represent the series as whole.

Chances of Being in SSB4

100% – I feel like a Pokémon Stadiumlike stage will make an return appearance in SSB4 given the fact Pokémon Stadium 2 did. It helps represent the series as well as the battle aspect of the Pokémon franchise. So, with that in mind, I feel that Pokémon Stadium will return in some shape or form.

Veteran: Pokémon Trainer

The crowd was roaring. It was chanting in unison: Pokemon, Pokemon, Pokemon! The young Pokemon Trainer stood on the tournament platform; his hand raised at his most recent victory. His opponents Pokemon laid unconscious on the ground but, the Pokemon has put up a good fight and deserved a rest. The Pokemon Trainers Pokemon gathered all around him+ Squirtle, Ivysaur, and Charizard and celebrated in the victory. The fought well and hard and deserved a reward. Pokemon Trainer gazed out at the crwod but it began to melt away. Everything around him was melting and fading to black. Within an instant, his entire world was a black void. He heard a menacingly laugh in the darkness and, with an command, ordered Charziard, Squirtlem, and Ivysaur to attack the black void. But the attack was in vain and, one by one, his Pokemon began to fall to the ground. The Pokemon Trainer began to slip into a deep sleep and, soon, knew nothing but the chants of: Pokemon, Pokemon, Pokemon, Pokemon.

Pokemon Trainer from Super Smash Bros. Brawl

Name: Pokémon Trainer




Universe: Pokemon

Debut: Pokemon Red and Blue (1998)

Element Alignment: Water (Squirtle)

Ground (Ivysaur)

Fire (Charizard)

Affinity: Good

Reasons for Fighting: To become the Best

Availability: Starter

The Pokémon Trainer is a unique character because he is, fact, four characters in one. Pokemon Trainer can switch Charizard, Ivysaur, and Squirtle throughout the battle. While he is hampered by a Stamina Decline effect, he can still confuse opponents by switching out different fighting styles. Squirtle is a light but fast character, Ivysaur is a evenly balance character, and Charizard is a slow but strong character that can fly. Each have their own strengths and waknesses and brings them to the stage in SSB4!

Changes from SSBB to SSB4

Pokemon Trainer

  • The Loading times between switching Pokemon out is much faster.


  • Squirtle`s Water Gun attack has much more pushback. It has knock over opponent at higher levels as well. As well, Squirtle`s Withdraw attack has Super Armor during the shell animations. Squirtle is unable to drown when in water.


  • Ivysaur recieves a temporary boost with doing its Dair move. It can cause a boost that slightly pushes Ivysaur upward. As well, it hits much harder and can Meteor Smash lower opponents. Bullet Seed`s initital hit is unescapable via SDI however, the seeds that comes from Ivysaur is a bit slower than before. Down Smash hits more avorably and higher priority than other attacks.


  • Charizard has now more 8% Super Armor while gliding thus reduces the amount of flinching when hit. Charizards jab combo hits properly and connects well. Charizards Forward and Back aerial does more damage to shields and it`s back Bair can be sweetspotted for more damage. Forward Smash has a higher KO potential. When using Rock Smash, Charizard moves a little forward in the air. Charizard`s Down Smash has Super Armor only when stomping.

Squirtle Special B Move Set

  • Neutral B – Water Gun
  • Side B – Withdraw
  • Up B – Waterfall
  • Down B – Pokemon Change

The Final Trio

  • Final Smash – Triple Finish
  • Final Melee – Surf
  • Final Brawl – Team Battle


Triple Finish is Squirtle`s Final Smash. It works much like before and suffers no changes.

  • Beginning Cinematic: The Pokemon Trainer pulls down his cap and points upward. Squirtle jumps up in a splash of water.

Surf is Squirtle`s Final Melee. Squirtle releases a torrent of water which appears as a immense geyser and begins pushing off opponents on the stage. Water surges everywhere and the other players can either drown, be pushed off the side, or be attacked by Squirtle. During this Final Melee, Squirtle can swim and attack opponents while in the water. While Squirtle`s attacks retain the same damage percentage, they have 30% more higher knock back than before. The attack lasts 15 minutes which, when the time runs out, the geysers vanishes. In a enclosed stage or a stage with walls on the sides, the water fills out and creates a pool. This can cause opponents to drown. The Final Melee does no damage to opponents.

  • Beginning Cinematic: The Pokemon Trainer raises his hand and says “Drown them!” Squirtle then spews out a wave of water.

Team Battle is Squirtle`s Final Brawl. Squirtle attacks the opponent by slamming into them with his shell. Charzizard and Ivysaur is released during then. Ivysaur entangles them in vines while Charizard blasts the opponent with a pillar of fire. It does 65% Fire, Water, and Earth damage.

  • Beginning Cinematic: The Pokemon Trainer holds Charizard`s and Ivysaur`s Poke Balls and releases them. All three rush torwards the camera.

Ivysaur`s Special B Move Set

  • Neutral B – Bullet Seed
  • Side B – Razor Leaf
  • Up B – Vine Whip
  • Down B – Pokemon Change

The Final Trio

  • Final Smash – Triple Finish
  • Final Melee – Leaf Storm
  • Final Brawl – Team Battle


Triple Finish is Ivysaur`s Final Smash. It works much like before and suffers no changes.

  • Beginning Cinematic: The Pokemon Trainer brings his elbow down in a victory pose and points upwards. Ivysaur jumps up in a scatter of leaves.

Leaf Storm is Ivysaur’s Final Melee. Ivysaur unleashes a whirlwind of leafs that follows it wherever he goes. It hits three times per second for 2% damage. The leafs will always follow behind Ivysaur and will gather about him if he stops. It lasts for 9 seconds. It does a total of 72% Earth damage. The leaves have a wide aura and can damage within a wide radius. Pressing A can cause damage to go from 2% to 4% in one hit.

Beginning Cinematic: The Pokemon Trainer claps his hands together and says “Slice them!” Ivysaur then releases a plethora of leaves.

Team Battle is Ivysaur`s Final Brawl. Ivysaur rushes in and strangles the enemy with vines. Squirtle then rushes in and slams them with his shell. Chazrizard than attacks with a huge burst of fire. It does 65% Fire, Water, and Earth damage.

  • Beginning Cinematic: The Pokemon Trainer holds Charizard`s and Squirtle`s Poke Balls and releases them. All three rushes the camera.

Charizard`s Special B Move Set

  • Neutral B – Flamethrower
  • Side B – Rock Smash
  • Up B – Fly
  • Down B – Pokemon Change

The Final Trio

  • Final Smash – Triple Finish
  • Final Melee – Firespin
  • Final Brawl – Team Battle

Triple Finish is Charizard`s Final Smash. It works much like before and suffers no changes.

  • Beginning Cinematic: The Pokemon Trainer does a thumbs up and points upwards. Charizard jumps up in a fury of flames.

Firespin is Charzizard`s Final Melee. Charizard spouts out a pillar of flame which begins to rotate and float across the stage. Moving the analog stick left or right will direct the tornado diagonally and moving it up and down will move it vertically. It can only move down if there is no stage underneath it, It can pick up opponents into the tornado and burn them continuously. The attack lasts 10 seconds and does 7% Fire Damage per second thus totaling for 70% damage totally.

  • Beginning Cinematic: The Pokemon Trainer shoots out his hand and grasps it while saying “Burn them!” Charizard then spouts out a burst of flame into the camera.

Team Battle is Charizard`s Final Smash. Charizard rushes in and blasts them with a burst of fire. Ivysaur then strangles them with vines and Squirtle then slams them with a Withdraw attack. It does 65% Fire, Water, and Earth damage.

  • Beginning Cinematic: The Pokemon Trainer holds Squirtle`s and Ivysaur`s Poke Balls and then releases them. the three then rushes at the camera.

Proposed New Stage: Pokemon Stadium 3

Proposed New Taunt(s)


  • Left Side: Squirtle folds it`s arms, stands up straight, and does a cool pose while saying Squuuuirtle.


  • Left Side: Ivysaur flips upside down and catches the ground with it`s vines and does a headstan dbut with it`s vines. It then flips back up and lands.


  • Left Side: Charizard lays down, folds it`s wings on it`s back, and begins to sleep. A sleep bubble comes from his nose. He is then startled, roars, and gets back up in a sleepy rage. A fairly long taunt.

Pokemon Trainer

  • Left Side: Quickly jabs his left arm to the left.

Proposed Palette Swaps

Brendan Costume

Attributes: No changes.

Hilbert Costume

Attributes: No changes.

Current Squirtle Move Set (taken from the SmashWikia)

Changes are in BOLD

Normal Moves

  • Neutral Attack – Squirtle punches once, then jumps forward and slaps with the tail, then flips forward and hits with the tail again. The second hit can trip foes sometimes, or simply lead into a grab. 3% on the first hit, 2% on the second hit, 4% on the third hit, a total of 9% damage.
  • Dash Attack – Squirtle runs, turns around while jumping, and hits with the back of its shell. Does the most damage when it comes out. Oddly, it usually knocks foes in a 45° trajectory angle behind Squirtle. A fairly awkward move in general. 6-10% damage.
  • Forward Tilt – Squirtle gets on all fours and slaps forward with its tail. Very quick, and can repeated in rapid succession. The move has short range, and can be angled slightly. 6% damage.
  • Up Tilt – Squirtle hops up onto its tail, thrusting upward. Very quick. Somewhat resembles R.O.B.’s, only Squirtle needs to jump to get some range. Squirtle’s small body becomes the hitbox for this move. This move can lead into itself, Waterfall if foe DIs right, an Up Smash, or an Up Aerial or Neutral Aerial. 6% damage.
  • Down Tilt – Squirtle gets on its belly and withdraws its arms and legs, then spins forward, sweeping with its tail. When Squirtle is not tired, this move can KO lighter foes at extreme, ~180% damage ranges. One of the stronger Down Tilts. Does around 9% damage, with a maximum of 13% damage possible.
  • Forward Smash – Squirtle withdraws into its shell and launches forward. It can be angled up or down. Has Super Armor frames, but short reach, long start-up and ending lag limits its effectiveness. 14 damage uncharged, 19% damage fully charged.
  • Up Smash – Squirtle jumps and slams its hands down on the ground causing geysers to rise on both sides of it, hitting a fairly large area, especially up. A powerful vertical finisher, this is Squirtle’s most powerful attack. 16% damage uncharged, 22% damage fully charged.
  • Down Smash – Squirtle withdraws into its shell and spins, shooting water out of both sides. This attack is a little weak and has short range – the small water burst and Squirtle’s grounded spinning shell. 11% damage uncharged, 15% damage fully charged.
  • Ledge Attack – Gets up and whips its tail forward. Similar to its Forward Tilt in both appearance and range. 8% damage.
  • 100% Ledge Attack – Gets up and headbutts forward. Limited range. 10% damage.
  • Floor Attack – Spins. 6% damage.

Aerial Attacks

  • Neutral Aerial – Withdraws into shell and spins in midair, releasing water from all sides. Good duration, also a good defensive move, due to its rather short range. 9% damage.
  • Forward Aerial – Thrusts both legs forward, hitting quickly. Fairly long duration and high knockback. Can KO off the stage at higher percents. Great for gimping. Has some Sex Kick properties. 12% damage when it comes out, 6% damage afterwards.
  • Back Aerial – Thrusts its tail backward, hitting quickly. Fairly long duration, decent knockback. Has Sex Kick properties. Also good for gimping and/or edgeguarding. 10% damage when it comes out, 6% damage afterwards.
  • Up Aerial – Flips upward, using its tail to knock opponents vertically. Somewhat weak, has a hard time KOing foes with good DI. 11% damage.
  • Down Aerial – Thrusts the tail downward, spinning around in a multi-hit attack. Similar to Mario‘s Down Aerial, but with more vertical range due to the tail. Last hit has decent knockback. Does 10% damage if all hits connect.

Grabs and Throws

  • Pummel – Headbutts them. 2% damage.
  • Forward Throw – Puts its opponent in front of it, then kicks them. 9% damage.
  • Back Throw – Puts its opponent behind it, and kicks their back. Has some KO power at ~150% damage. 10% damage.
  • Up Throw – Throws its opponent upward and tackles them while in its shell. Also has moderate KO power above 150% damage. 11% damage.
  • Down Throw – Throws its opponent on the ground and slams on top of them. Second strongest Down Throw in the game, and strongest Down Throw with horizontal knockback. Easily KOs around 130% damage. 7% damage.

Current Ivysaur Move set (taken from the SmashWiki)

Ground Moves

  • Neutral attack – Whips a vine, then another, then extends the range for repeated vine slaps. Normally, 3% damage the first hit, 2% damage the second hit, then 2% alternating with 1% for each other hit. Tired, 2% damage first hit, 1% damage second hit, then 1% for each other hit.
  • Dash Attack – Slides along the ground, headbutting foes. A powerful, if somewhat unsafe, KO move above 110%. Normally, 12% sweetspotted, 10% during the rest of the frames. Tired, 9% sweetspotted, 7% for the rest of the frames.
  • Forward Tilt – Leans forward and spins the leaves around the main bulb like a helicopter blade, hitting multiple times. Quick on start-up and stops run-ins cold, but requires good spacing to be effective, and has some ending lag. Normally, seven hits of 2% damage for a total of 14% damage. Tired, seven hits of 1%, 1%, 2%, 1%, 2%, 1%, then 1% for a total of 9% damage.
  • Up Tilt – Plants vines on the ground and launches body into the air. Normally, 7% damage. Tired, 6%-7% damage.
  • Down Tilt – Whips two vines quickly along the ground, hitting twice with good range. 2% damage on first hit, then 5% damage on second hit, for a total of 7% damage.
  • Forward Smash – Plants vines on the ground and launches the body forward. Great range, decent knockback, and returns to starting position afterwards, but comes with minor lag during start and finish. 16 damage uncharged, 22% damage fully charged.
  • Up Smash – Launches a burst of spores from the bulb. Appears to be Stun Spore, due to the colour of the spores. The strongest Up Smash in the game in terms of knockback, decent range, and a disjointed hitbox. The hitbox also covers Ivysaur’s sides to an extent. Has a high start-up lag. Best used while baiting a spotdodge/air dodge. 17 damage uncharged, 23% damage fully charged.
  • Down Smash – Quickly whips out vines across the ground simultaneously on both sides. Decent range and start-up speed, comes with minor ending lag. Has a high chance of causing the opponent to trip. 11% damage uncharged, 14% damage fully charged. Does moderate knock back.
  • Ledge Attack – Ivysaur returns to the stage with a vine flick. Good range and speed. 8% damage.
  • 100% Ledge Attack – Ivysaur craws up onto the stage with a somewhat slow headbutt. 10% damage.
  • Floor Attack – Whips vines to one side then the other while returning to feet. 6% damage.

Aerial Attacks

  • Neutral Aerial – Points head diagonally downwards and flattens leaves against body, spinning. Hits multiple times, the last hit having moderate knockback. Has mild spike properties underneath its hind legs; useful while edgeguarding. Has low priority. 10% damage.
  • Forward Aerial – Slaps forward with a vine, with decent damage and knockback, with a hitbox that ranges from above its eyes, to well in front, to underneath its head. Hits opponent either forward or upward depending on where the vines strike. 12% damage.
  • Back Aerial – Turns its top toward the front of the screen, extends two vines far behind it, and spins. Very fast with long range, but very low damage and knockback. A great stall/wall tactic despite low damage returns. Does 2% damage on first hit and 3% damage on second hit, for a total of 5% damage.
  • Up Aerial – Shoots a burst of spores out of the bulb with high knockback. Shoots Ivysaur downward. Little more than a slightly faster aerial Up Smash. It is the third most powerful Up Aerial in the game (only Zelda’s and Bowser’s are stronger). 16% damage.
  • Down Aerial – Turns upside-down and uses the same basic attack as Up Aerial, shooting a burst of spores out of the bud with decent knockback. It cancels aerial momentum entirely, and spikes if the opponent is touching the bud, but it is difficult to land. Horrid lag-time on all sides makes this move extremely situational, for surprise use only. 13% damage. Can be used as a recovery option and can meteor smash.

Grabs and Throws

  • Pummel – Vines squeeze opponent. Very slow. 3% damage.
  • Forward Throw – Grabs opponent with vines and tosses them forward. 8% damage.
  • Back Throw – Grabs opponents with vines, does a full spin, and tosses them back. A powerful throw with primarily horizontal fling. 10% damage.
  • Up Throw – Grabs opponent with vines and bounces them into the air with the bud on its back. Not quite as powerful as Back Throw, but strong. Good for Bullet Seed combos. 10% damage.
  • Down Throw – Grabs opponent with vines, does a flip, and smashes them to the ground. Good for follow-ups. 10% damage.

Current Charizard Move Set (taken from the SmashWikia)

Ground Moves

  • Neutral Attack – Right hand slash, left hand slash, then a smack with the right wing. It has improved since SSBB with a longer reach abnd quicker jabs that allows Charizard to chain them together. Down Tilt, etc. 3% damage on first hit, 4% damage on second hit, and 6% damage on third hit, for a total of 13% damage.
  • Dash Attack – Raises one leg for a sliding kick. Slows Charizard slightly out of dash, and is easily shield-grabbed. 11% damage.
  • Forward Tilt – Sweeps flaming tail forward. Long range and decent power on sweetspot, but ill advised at close range due to below average speed. 10% damage if sourspotted, 11% damage if sweetspotted.
  • Up Tilt – Hops into a triangular dual-wing stab above its head. Quick, great knockback and with good vertical range (with a disjoint slightly extending it), but its hitbox is almost entirely vertical, with very little horizontal range and no low hitboxes, making it situational. 8% damage.
  • Down Tilt – Bites forward at the ground in front of it. Very fast and with powerful horizontal knockback at the jaws, but low vertical reach and weak vertical knockback up close and low shieldstun. 8% damage if sourspotted, 12% damage if sweetspotted.
  • Forward Smash – Fire Fang: Sweeps its head forward from bottom to top, biting with enflamed teeth. A two-hit attack. Similar in appearance to Bowser‘s Forward Smash, but a bit faster. Good range and powerful knockback, KOing reliably around 60% and higher. Similarly, if only the second hit connects it is not quite as strong, but is not as extreme as in the case of Bowser. It is possible for only the initial strike to connect, but this only happens if the opponent is very near Charizard and a bit off the ground, as in the midst of a short hop. 6% damage on the first hit, 20% damage on the second hit for a total of 26% damage if uncharged. First hit does 9% damage and second hit does 25% damage for a total of 34% damage if fully charged.
  • Up Smash – Wing Attack: Bats upward with both of its wings, hitting twice. Moderate knockback; maximum damage is given if both wings strike. Initial wing swipe is very fast, making dashing Up Smashes effective. However, at high percents, the first hit often knocks the opponent horizontally strong enough to cause the second strike to miss. Slower cool down than its Up Tilt. First hit does 5% damage and second hit does 11% damage for a total of 16% damage if uncharged. First hit does 7% damage and second hit does 15% damage for a total of 22% damage if fully charged.
  • Down Smash – Earthquake: Stomps the ground once with both feet, causing earth to erupt from either side. Vertical knockback. Hits simultaneously on both sides with deceptive range and decent power, but has a laggy start/finish. Does 18% damage uncharged, 24% damage fully charged. It has Super Arnmor during the stomping animation.
  • Ledge Attack – A slow, biting headbutt with little range. 8% damage.
  • 100% Ledge Attack – A mid-range tail swipe with moderate knockback. Has a sweetspot at the flaming tip, burning the opponent for more damage and knockback. 10% damage.
  • Floor Attack – A combination rising bite and tail sweep, which hits on both sides quickly. 6% damage.

Aerial Attacks

  • Neutral Aerial – Spins entire body in a somersault, hitting with its tail. Sweetspot is very small, and otherwise has very little knockback. Has a long lasting hitbox with little aerial end lag, making it effective for defense or as a short hopped, below platform move. Somewhat high landing lag during the midst of the attack. 9% damage.
  • Forward Aerial – Flaps wings forward, creating a gust of fiery wind in front of them. Moderately fast start up. Sends the opponent at a low trajectory and has set knockback properties, with the move only becoming noticeably more powerful >100%. Its base knockback is rather high, making it effective at gimping poor horizontal recoveries even at very low damages. However, the attack has no knockback or hitstun, further away from Charizard (outside the edges of its wings), and has noticeable landing lag. 10% damage if all hits connect.
  • Back Aerial – Hits quickly behind it with its wing, claw, and fiery tail. Good horizontal range, but minimal vertical range. The first hitbox (the wing swipe) is a very weak Meteor Smash intended to knock the opponent into the more powerful tail swipe. Most reliable aerial KO move when sweetspotted. Does 7% damage if sourspotted, 19% damage when sweetspotted with the tip of its tail and all hits connect.
  • Up Aerial – Bites upward. Somewhat poor range and knockback, but fairly quick in both starting and ending. Move has significant sex kick attributes. 10% damage.
  • Down Aerial – Stomps downward. A meteor Smash with surprisingly low vertical range. It is unique in that it is stronger on grounded opponents. Due to this, it is the second strongest Meteor Smash on grounded opponents (however it is still noticeably weaker than Ganondorf‘s Down Aerial). Its power is only above average otherwise. 14% damage.
  • Glide Attack – Spins out of glide and hits with wings/jaws for solid knockback. A good interruption move, and easily followed up on when used near ground. Strongest glide attack in the game, but given its lack of disjointedness it is not a move that should be over-used. 12% damage.

Grabs and Throws

Note: Charizard has the second longest non-tether grab in the game (second to King Dedede), along with a fast dash speed and good traction, giving him one of the best grab games in the game. In fact, it is for this very reason that Charizard has all around manageable matchups.

  • Pummel – Bites with sharp fangs. Very fast. 2% damage.
  • Forward Throw – Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters at near-0% percents. 9-11% damage (varies).
  • Back Throw – Throws the opponent behind it quickly. Its fastest throw. Can also pseudo-chain throw characters at very low percents. 9-11% damage.
  • Up Throw – Sets opponent above itself, then slams them with its head. 11% damage.
  • Down Throw – Sets its opponent on the floor and smothers them with fire. Strong knockback. Will KO reliably at 150%, making it one of the few throws in the game that is a reasonable KO move, but is the weakest of its throws damage wise. Interestingly, unlike most projectile based throws, like Falco‘s, the flames cannot be reflected even if the victim is wearing a Franklin Badge. 6% damage.


  • Up: Raises an arm up while holding a Pokéball and opens his mouth.
    • Charizard: Stomps and roars to the sky, while flapping its wings.
    • Ivysaur: Spins its bud, and shakes off some leaves.
    • Squirtle: Backflips, spreads out its arms and opens its mouth saying “Squirtle, Squirtle”.
  • Side: Quickly jabs an arm to the side.
    • Charizard: Stomps and makes a bizarre purring sound, and also flaps its wings once.
    • Ivysaur: Stands on front legs and walks around while saying “Saur, Ivysaur”.
    • Squirtle: Spins on its tail and squirts out water and says “Squirtle.”
  • Down: Brings an elbow downwards in a victorious manner.
    • Charizard: Stomps violently.
    • Ivysaur: Spins around and extends its vines doing a dance, it throws around some leaves while saying “Ivy, Ivy”.
    • Squirtle: Goes into its shell and hops while spinning.

Stage Entrance

  • The Pokemon Trainer runs out onto his special platform in the background and throws out a Pokemon.

My Thoughts

I was trying to decide whether to switch out the Pokemon Trainer with a new trainer from a later series with three new starters or to keep the original.  However, in the end, I decided that Red, Charizard, Squirtle, and Ivysaur are way to iconic to throw away so I decided to keep them.  Despite that, I still wanted to tweak and change the characters so they are improved a bit better.

Castelia City

Castelia City from Pokémon Black and White

Name: Castelia City

Universe: Pokémon

Debut: Pokémon Black and White (2010)

Stage Size: Medium

Obstacle Level: 2 (out of 5)

Availability: Starter

Castelia City comes straight out of the Pokémon Black and White games. It is one of the largest cities in the Pokémon world and features an expansive skyline full of buildings, billboards, and neon signs. This is the cosmopolitan area of the Pokémon world. Here you can meet trainers from far and wide and do battle against a whole bunch of different fighting styles. It is also rumored that Game Freak has a office in this city. Can you find it?


Castelia city has two different levels: lower and upper parts. A lower part is a single stage that is able to walk off from. It is situated in front of the Pokemon Center.

Castelia City Bottom

Onlookers, pedestrians, and trainers can be seen in the background going to and fro on their business. Some of the trainers will go into the PokéCenter.

The upper portion contains walkable billboards that advertise Pokémon products and such. Occasionally, a Pidove will fly in the background. The fighters fight upon five rooftops and two bill board signs.

Obstacles and Movements

There aren’t too many hazards in this stage. In order for the stage to go from the streets to the rooftops, a construction beam will be lifted from the ground by a Gurdurr . Luckily, the beam itself is as long as the camera length. Only if the player misses the beam and stays down on the ground while the beam is lifted up does it truly become dangerous. However, the beam moves up slowly so unless you want to be KO’d, it’s easy to get back on the stage. This usually lasts one minute.

After the Gurdurr lifts up the construction beam, it will attach to a construction cable which will lift the beam to the skyline. This lasts about 40 seconds in length. During this time, the construction beam will slowly spin around, similar to how Black and White showed and experimented on different camera angles or moving objects. The construction platform will reach the skyline, stop and wait for players to leave the construction beam. Once everyone is off, it will descend below.

The skyline doesn’t move and there aren’t any obstacles/hazards save for not falling down between the buildings. There are five rooftops and two bill board signs that players can stand on. There is a tall, slender building with a small rooftop, once with a radio tower on it that players have to jump over, a wide one with a wide rooftop, a wide one with a video screen (pictured on the main picture). and another one that is shaped like a tetris block (see to the left of the yellow building).

After a minute, the construction beam will appear again and take players to the bottom of the stage.


Castelia City (Pokémon Black and White)
Sky Arrow Bridge (Pokémon Black and White)
Icirrus City (Pokémon Black and White)
Mistralton City (Pokémon Black and White)
Nacrene City (Pokémon Black and White)
Ferris Wheel (Pokémon Black and White)
Introduction (Pokémon Black and White)
Belle’s Theme (Pokémon Black and White)
Professor Juniper’s Theme (Pokémon Black and White)
Global Link Terminal (Pokémon Black and White)
Gear Station (Pokémon Black and White)
Musical (Pokémon Black and White)
Pokémon Center (Pokémon Black and White)
Cheren’s Theme (Pokémon Black and White)
Cerulean City (Pokémon Heart Gold and Soul Silver)
Oak’s Pokémon Talk Radio (Pokémon Heart Gold and Soul Silver)
Azalea Town/Blackthorn City (Pokémon Heart Gold and Soul Silver)
Goldenrod City (Pokémon Heart Gold and Soul Silver)
Entrance (PokéPark Wii: Pikachu’s Adventure)
Bastiodan’s Block Barrage (PokéPark Wii: Pikachu’s Adventure)
Absol’s Hurdle Bounce (PokéPark Wii: Pikachu’s Adventure)


Ace Trainer (female)
Backers (Male and Female)
Clerk (Female)
PokéFan (male)
Preschooler (male and female)
Professor Juniper

My Thoughts

Castelia City was a stage I wanted in SSB4 since I saw a picture of it. I always played at Celadon City/Saffron City on SSBB so I wanted to make a stage similar to it. I also envisioned a stage with a lot of people walking behind. I like the idea of including cameos. I would really like a stage like this in SSB4!

Chances of Being in SSB4

25% – I would love to see a Castelia City stage but it has competition from
Pokèmon Stadium 3 and other important locations from Black and White (Dragon Spiral Tower, N’s Castle, etc).

Veteran: Pikachu

A lush, beautiful world full of promise and possibilities. Mountains, rivers, lakes, forests, deserts, villages, cities, hopes, and dreams. That was until the world began to crumble apart. Storm clouds grew and enveloped the mountains and rained down ruin upon the surface. Lighting struck trees and mountain tops; fires broke out and mountains were torn apart at the seams. This once beautiful world was soon posed to collapse. In the center of the storms a hovering mechanical isle floated high in the sky. The lightning seemed to emanate and grow from it and create these violent storms. Amongst the storm stood a solitary creature yet defiant of the storms. This creature frowned at the storms that raked across the lands and off, in a streak of pure lightning, to meet the storms threat.

Pikachu from Super Smash Bros. Brawl

Name: Pikachu

Universe: Pokémon

First Game: Pokémon Red and Blue (1998)

Elemental Alignment: Lightning

Purpose for Fighting: Bonds

Availability: Starter

Pikachu comes back to the Super Smash Bros. world along with it’s quick lightning attacks. This electric rat Pokémon can shock opponents with it’s electrical attacks. Pikachu hasn’t seen any updates so much since Brawl however, it has a feel new tricks up its sleeves that come from the new Generation V. However, in terms of Pikachu’s overall score, Pikachu shouldn’t be buffed or nerfed in any way.

Changes from SSBB to SSB4

Pikachu’s most biggest change is it’s new Side B move, Wild Charge Wild Charge takes less time to charge and can be canceled by shielding out of it. It is faster but travels less than Skull Bash. Secondly, Pikachu’s Fair, Bair, and Dair does more shield damage. Lastly, Pikachu can’t chain throw anymore but its throws have received major buffs in terms of damage.

Proposed Special B Move Set

  • B – Thunder Jolt
  • Side B – Wild Charge
  • Up B – Quick Attack
  • Down B: Thunder

The Final Trio


Wild Charge acts very similar to Skull Bash but it doesn’t require as long of a charge time as well as adds electrical damage when hit. Pikachu envelopes itself in electrical energy until it is glowing yellow. It then blasts forward in a crackling ball of electricity. Anyone hit by the attack will receive 20% electrical damage. Wild Charge can be stopped by attacks unless it is an lightning element attack which will increase the damage with an additional 5% when contacted.

Discharge is Piakchu’s new Final Smash. Pikachu jumps high in the air and begins to gather energy. It says “Piiiiiiikaaaa….” as electrical energy starts crackling around Pikachu’s body. Anyone close to Pikachu at this time receives 2% damage for every hit and the attack usually hits 3 times in one second. In a sudden electricla blast, Pikachu screams “Chuuuu!!” and a intense electrical storms erupts on the stage; damaging anyone within the radius. Those closest to Pikachu incur around 65-78%. Those farther from Pikachu gets deducted -10% damage. It has high vertical and horizontal knockback and huge KO potential.

  • Beginning Cinematic: Pikachu crouches and then begins to store energy. Lightning begins to zap around the screen and clouds become darker.

Volt Tackle is Pikachu`s new Final Melee. It has the same properties and design as before.

  • Beginning Cinematic: Pikachu begins saying Piiiiiikaaaaa… and a sudden lighting burst strikes Pikachu and it finishes by saying chuuuuuu!!!

Thunderpunch is Pikachu’s Final Brawl. Pikachu`s fist begins glowing with electricty which shines in the dakrness. It rushes forward while tearing the ground. Pikachu runs along as electricity is exploding everywhere around it’s tiny fist. Pikachu rushes into the opponent and slams the Thunder Punch into the opponent cause a massive electrical explosion that pierces the sky. Pikachu then gets up as the bright light fades and looks back at the camera with a serious, determined expression. The attack does 68% Lightning damage and has a high horizontal knock back and can KO opponents as high as 55%.

    Proposed Stage– Castella City

    Proposed New Taunt(s)

    • NEW Right Side – Pikachu sits on its bottom, scratches his ears with its leg, and says “Pikachu!”

    Proposed Palette Swaps

    Hilbert Palette Swap – Pikachu wears a hat very similar to Hilberts.

    N Palette Swap – Pikachu wears N’s menger’s sponge that hangs off his belt around it’s neck (like bling bling).

    Proposed Buy-able Costumes

    Flying Pikachu (from various Pokémon games and events)

    • Attributes: Pikachu’s attacks gain Wind damage instead of Lightning damage, Pikachu becomes 10% floatier, and jumps 15% higher.

    Current Pikachu Move Set (Taken from SmashWikia)
    Changes in BOLD

    Ground Attacks

    • Neutral Attack – Quick headbutts. Can be held, or just pressed. 2% damage each hit. It may also cause tripping and it has a disjointed, invisible hitbox like Snake’s f-tilt and u-tilt. Best used against an opponent when they are next to a wall to rack up very high damage.
    • Dash Attack – Bashes target with its head like a mini Skull Bash. Laggy in completion, easily shield grabbed. 7% damage.
    • Strong Side – Sticks both feet forward. Really short range. 9% damage. Nicknamed “Mega Kick”.
    • Strong Up – Swings tail in an arc above itself, good for juggling fast fallers. 7% damage
    • Strong Down – Does a quick, low tail whip. Can attack twice, first tripping and then knocking away if you tap fast enough. 7% damage.
    Smash Attacks
    • Side Smash – Pikachu charges bolt of electricity in front of it, causing a lot of knockback when released. If Pikachu uses or charges its side smash with a battering item, it will have a straight face. If it does so with a Smash Ball, its face takes on an evil expression. The further away Pikachu’s opponent is, the less damage it does. Does 20% uncharged, but 28% charged. Has some starting lag and minimal ending lag.
    • Up Smash – Flips very fast, attacking with its tail. 13% uncharged, 19% charged. Great move to use after Down Throw. Powerful vertical killer. A strategy involves using this to combo to Thunderspike to get a Star KO.
    • Down Smash – Spins on the floor and releases electricity. 15% uncharged, 21% charged. Good move for racking up damage, and a reliable finisher. If the opponent flies directly up after a Down Smash, Thunder can quickly be used for a reliable Star KO. Almost no starting lag and some ending lag. An amazing panic option move for spacing. Helps with Stale Move Negation.
    • Ledge attack- Does a somersault that hurts opponents. 8% damage.
    • Over 100% ledge attack- Kicks up then whacks opponents with its tail. 10% damage.
    • Floor attack- Does a sweeper kick. 10% damage.
    • Trip attack- Does a sweeper kick with its tail. 5% damage.

    Aerial Attacks

    • Neutral aerial – Spins in a ball. Decent knockback and power. Still has hitboxes while on the ground, decent priority. kills most characters at 130% 12% damage. Pikachu’s best aerial KO move.
    • Forward aerial – An electric drill-like move forward. Lags on the ground but still sets up for a grab or down smash. 11% if all 5 hits make contact last hit has minimal knockback.
    • Back aerial – Spins like a disc and hits multiple times. Lags on the ground. 11% damage if all hits connect. Good for chasing your opponents DI. Very high aerial lag.
    • Up aerial – Swings tail while flipping forward. Very weak attack. Certain tail frames send opponent away at an angle good for gimping at high percentages. 6% damage. Best used to push opponents off in aerial combat. Has almost no KOing potential.
    • Down aerial – An electric drill-like move downward. Has hitboxes while on the ground. 12% damage. Lags on contact with ground, can be lag canceled if done while rising. Has horizontal konckback. Cannot spike.

    Grabs & Throws

    • Pummel – Shocks opponent. Fairly quick. 1-2% per hit. Best if used rythmically because of slight afterlag.
    • Back Throw – Tumbles with opponent back and throws them back. 12% damage. High knock back at 50% or higher.
    • Forward Throw – Places opponent on back and electrocutes them forward. Does 12% damage. Good for countering Stale Move Negation because it hits multiple times.
    • Up Throw – Headbutts opponent upward. Can combo with Thunder. 11% damage.
    • Down Throw – Slams on top of opponent. Can chain throw certain characters. Has a 0-death on Fox.14% if fresh, 10% after 4th use.


    • Up: Pikachu creates rings of electricity around it, saying “Piiiiiii!”
    • Down: Pikachu rolls on its back and says “Pikaaaahh!”.
    • Side: Turns to the camera, waving both paws and says “Pika, Pika!” (same as Melee)

    Stage Entrance – A Poke Ball is thrown and Pikachu pops out.

    My Thoughts

    Pikachu was a solid character in both SSB and SSBB so I see no need to buff or nerf Pikachu. I suggest keeping Pikachu the same as in Brawl with a few buffs here and there to even him out.