In this Super Smash Bros. Ultimate Pokémon Trainer Guide, we will guide you on how to play if you choose Pokémon Trainer as your character of choice in a fight. We will highlight all the moves that come with each Pokémon in the roster of the Pokémon Trainer, plus their defending moves, special moves and their final smash. In addition, this guide will also give you a better understanding of all their moves, for if you find yourself fighting against Pokémon Trainer.
This guide will focus on Pokémon Trainer’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what their final smash looks like and what it does to your foe.
Super Smash Bros. Ultimate Pokémon Trainer Guide
Below we have listed all the attacks that are specific and special to Pokémon Trainer. Refer to each attack for a better understanding of how Pokémon Trainer combats in the stage.
Introduction
Pokémon Trainer comes into the fighting stage with three other complex Pokémons at their side. These Pokémons are Squirtle, Ivysaur and Charizard, and all of the three different things well, where you can swap between their abilities depending on the matchup or the situation.
Each Pokémon is heavier than the last. Starting from Squirtle who is a fast tiny fighter best to fight smaller opponents like Pichu and Villager, while having the speediest of the attacks out of the other two in the roster of the Pokémon trainer.
Ivysaur is slower than Squirtle but has great multi hit pokes and incredible power and coverage aiming straight up mid-stage. It’s Up tilt and Up smash, Bullet Seed, and vine Whip all make it dominate the mid-stage area. In addition, it also has a good grab reach that gives it an advantage.
Charizard is the heaviest of all the Pokémon in the roster of Pokemon trainer, with overwhelming strength and range on attacks. It is also very difficult to outright knockout with its bulk, but easiest to combo against.
Squirtle
Grounded Attacks
This section of the guide contains all the grounded attacks that Squirtle can perform while on the stage.
Neutral Attacks
Squirtle has three Neutral attacks. The first two hits are a one two sequence jabs that deal 2 and 1.5 damage respectively. The third attack is a spin kick finisher that deals 4 damage. This combo can be executed by tapping the Attack button repeatedly or by holding it.
Defensive Attacks
Squirtle has two Defensive Attacks. The Ledge attack deals 10 damage, while the Wake-up attack deals 7 damage.
Dash Attack
This attack deals 8 damage. Squirtle flies out of a run or dash with a sideways screw kick that resembles its forward air attack. Opponents that are hit by this attack are popped up near Squirtle, potentially for more hits.
Smashes
Squirtle has three smash attacks.
Side Smash
This attack deals 15 to 21 damage, where Squirtle uses his water based attack to eject a short range water spout straight ahead towards the victim.
Up Smash
This attack deals 3, 13 to 4.2, 18.2 damage, where Squirtle leaps upward with a forceful spigots bursting to either side, popping anyone caught in the spout, potentially setting opponents up for a juggle. this attack gives you more chances of following up with more attacks than Squirtle’s Down Smash
Down Smash
This attack deals 13 to 18.2 damage, where Squirtle spins to the front then points behind with a gushing waterspout, sweeping both sides with liquid. This attack knocks enemies or pushes them back.
Tilts
Squirtle has three Tilt Attacks.
Side Tilt
This attack deals 5 damage, where Squirtle ducks away and swings its tail forward. The tail’s angle can be slightly altered, aimed up or down. This attack deals low damage, but it is a safe option to poke and check against shields.
Up Tilt
This attack deals 5 damage, where Squirtle hops in place with a headbutt pointed straight up above. This attack only works decently to hit opponents falling from the air.
Down Tilt
This attack deals 8 damage, where Squirtle performs a long reaching tail strike that deals more damage than any of Squirtle’s other tilts, though it is slower to hit. It also has more severe knockback, kicking defenders farther away.
Grabs
Squirtle has five Grab Attacks. The first grab deals 1 damage. The Front Throw deals 2, 6 damage, and the Back Throw deals 8 damage. The Up throw and Down throw both deal 2,5 damage each.
Squirtle has a quick, short-range grab animation to match its lightning-fast neutral attack punch. These attacks sync up with air attacks to give it a quick, punchy point-blank offense. Squirtle’s diminutive grab attacks give you a chance to squeeze in one or two more than usual before the follow-up throw.
Front and back throw give the usual options tossing a foe to one side or another, without exceptional range. Up throw places them in better position for juggles at jump height, while down throw bounces them off the ground right before Squirtle, good for short-hopping or ground-level juggles
Aerial Attacks
This section of the guide will cover all the Aerial attacks that Pokémon Trainer has.
Neutral Air Attack
This attack deals 10 damage, where Squirtle extends its little limbs in mid-air tumble and turns into a kind of projectile that deals most damage right at the point of activation, while the active period of this attack stays on for a long time. This attack is great jumping into enemies air to air and falling onto standing opponents.
Forward Air Attack
This attack deals 7 damage, where Squirtle lies prone in midair and kicks forward with its whole lower body, generating a small corkscrew of water. The most damage is dealt in the initial thrust.
During forward air attack, Squirtle kicks forward like during many fighters’ spearing back air attacks. Or like Squirtle’s own spearing back air. Front and back air start out basically identical, but you’ll want to lean on one or the other in different positions. Forward air is punchier and easier to use, but back air has more potential, with more risk too.
Back Air Attack
This attack deals 1×3, 6, 2 damage. In this attack Squirtle spins with its tail extended to its full length backward, hitting multiple times with a very good backward-aimed hitbox. Scoring all of the drilling hits before the final airborne finisher requires Squirtle’s jump arc to line up correctly with the enemy’s trajectory and position.
Basically you can’t be falling down past them or leaping up above them too quickly, or you’ll spin too far for the final hits. Score all the hits plus the final kick, and the victim gets knocked away a decent distance, taking more damage than during forward air attack.
Up Air Attack
This attack deals 7 damage, where Squirtle whips its tail upward, aimed upward that spins from the front angle and then goes a little distance behind. you will get many chances during matches to chase after higher altitude opponents with this attack. The best example would be after grabbing and hurling someone with the Up throw, or Launching them with the Up smash.
Down Air Attack
This attack deals 1.5×5, 4 damage. In this attack, Squirtle drills down while falling, hitting multiple times. After the tail hits a victim five times, the sixth hit launches enemies away.
Special Moves
Squirtle has 3 special moves. All of them are detailed below.
Neutral Special – Water Gun
Squirtle’s Water Gun is a zero-damage move, like Mario’s F.L.U.D.D., used for redirecting items, shots, and enemies. You have to charge up first before Squirtle can squirt its water jet. The charge can be canceled early by dodge-rolling , if you need to dodge something incoming.
The best use of Water Gun is when edge-guarding, if the opportunity presents itself to push someone back with the water stream just as they’re making their final play for the ledge.
Side Special – Withdraw
This attack deals 13 damage, where Squirtle pulls into its sturdy shell and spins in one direction, bouncing off after hitting anything. Squirtle is invincible while spinning, though if anyone leaps on top with good timing, Squirtle will be flipped like a Koopa.
While Squirtle spins, hold forward or backward to influence momentum a bit. Hold forward to travel as far as possible, keeping the move active for the max amount of time; hold back to move the minimum amount.
Up Special – Waterfall
This attack deals 1.4×7, 3 damage. In this attack, Squirtle surfs a sudden huge spout of water upward like a big ball. This is useful as a defensive reversal, a juggle extender, and a recovery lunge. Holding forward or backward can influence the surging waterball’s travel. Afterward, Squirtle is helpless until landing.
Down Special – Pokémon Change
Change to Ivysaur
Ivysaur
Grounded Attacks
This section of the guide contains all the grounded attacks that Ivysaur can perform while on the stage.
Neutral Attacks
Ivysaur has three Neutral Attacks. This is a three stage sequence combo hit that starts with a couple of vine slaps that deal 2 damage each. The third attack stage is a furious multi hit vine blender that can be executed by holding the button, though the opponent is pushed away the more the hits are dealt.
Ivysaur’s neutral attack is slower than Squirtle and even that of Charizard’s so you should beware in relying with this attack more than often.
Defensive Attacks
Ivysaur has three Defensive Attacks. The Ledge attack deals 9 damage, and both the Wake-up attacks deal 7 damage each.
Dash Attack
This attack deals 12 damage, where Ivysaur gallops and throws it weight into a forward headbutt, knocking victims into a low altitude tumble that allows for follow up hits.
Smashes
Ivysaur has three Smash attacks
Side Smash
This attack deals 16 to 22.4 damage, where Ivysaur charges and launches forward pushing itself with planted tendrils. Ivysaur itself becomes a projectile that travels a short ranve and can be aimed sideways. The move ends with considerable lag as Ivysaur rolls backwards to its starting point
Up Smash
This attack deals 17 to 23.8 damage, where Ivysaur generates a spore explosion that launches anyone caught in its radius. The attack itself is very slow to start even if it is uncharged, but works great against aerial opponents
Down Smash
This attack deals 12 to 16.8 damage, where Ivysaur stretches its tendrils out wide towards both sides at ground level, knocking away anyone nearby. The reach of its tendrils is great, where if you find yourself surrounded at the center of the stage, down smash is probably the best solution to clear out your space. The only thing it lacks is that the bulb on Ivysaur is completely open and has no coverage hit incoming airborne attacks.
Tilts
Ivysaur has three Tilt Attacks
Side Tilt
This attack deals 1.5×6, 2 damage. In this attack the leaves that are surrounding Ivysaur’s head start to spin rapidly to deliver multiple slaps the opponent in front. This attack only covers in front, and though the leaves spins to the back, the damage is only dealt out in front of Ivysaur.
This attack is decent for edge guarding, or when you are trying to intercept someone’s fingers just as they grab the ledge.
Up Tilt
This attack deals 7 damage, where Ivysaur using its tendrils, launches itself into the air, and straight up hitting anyone above. This attack can kind of hit someone standing flush against Ivysaur’s back, so it’s possible to use this intentionally as an anti-air and anti-ground running toward a target, turning at the last moment, and using Up tilt.
Down Tilt
This attack deals 5.5 damage, where Ivysaur hunches down and slaps far in front with a low tendril swipe. Even at low-damage percentages, this knocks victims backward. The damage is low, but the range is good, and the speed is even better: down tilt is functionally Ivysaur’s fastest move by a lot. When in doubt, or worried about the lag on Ivysaur’s other moves, lean heavily on down tilt.
Grabs
Ivysaur has five Grab Attacks. The first grab deals 1.3 damage. The Front Throw deals 5, 5 damage, and the Back Throw deals 12 damage. The Up throw deals 4, 5 damage, while the Down throw deals 7 damage.
Aerial Attacks
This section of the guide will cover all the Aerial attacks that Ivysaur has.
Neutral Air Attack
This attack deals 1×7, 2 damage. In this attack, Ivysaur splays its bid bladed leaves and pinwheels to hit in all directions. This is a great attack in general, like a flying cutting blade. To get its full effect and combo, you need to hit right away with the start of the attack, but also great if you use the end part of the move to bully with late hits.
Forward Air Attack
This attack deals 12 damage, where Ivysaur lashes out with a vine from diagonally up forward, and up downward. This is a slow attack for an aerial attack, hitting in about the same time smash attacks usually take, but the range and power are great. Victims that get hit are knocked off their feet with this attack
Back Air Attack
This attack deals 3, 6 damage, where Ivysaur whips backwards twice, where the first vine whip combos into the second to knock victims back. This attack is fast, but has slightly less coverage and damage than Forward Air attack.
Up Air Attack
This attack deals 15 damage, where Ivysaur’s bulb explodes to send nearby enemies. flying far away. The bulb explosions during up air attack hit a huge area around the bulb, making this a dominating move when going after enemies higher in the air, or standing on platforms above. It’s not fast for an air attack, but up air from a short hop is still twice as fast as uncharged up smash, while fulfilling the same role.
Down Air Attack
This attack deals 10 damage, where Ivysaur flips upside down to direct the bulb’s spore explosion downward. Down air attack does less damage than other bulb moves but hits faster, with just as generous a hitbox. With the big bulb explosion blanketing a circle under Ivysaur, this can even be used to ward off foes on lower platforms without dropping down a floor. It also has the obvious use, aiming downward at enemies on the ground or, even better, offstage.
Special Moves
Ivysaur has 3 special moves. All of them are detailed below.
Neutral Special – Bullet Seed
This attack deals 3, 1.5×4, 3 damage. In this attack, Ivysaur shoots seeds straight upward rapidly. The force Ivysaur gathers to start shooting is an attack in itself, popping close-range foes up right into the seed fusillade. Holding the input launches more seeds. Depending on the target’s damage percentage, you can hold them in place for three or four times more seeds than standard, still scoring the launcher hit on release.
Side Special – Razor Leaf
This attack deals 8 damage, where Ivysaur tosses a crescent-shaped plant projectile, which twirls at variable speed through anything in the way. It can plow through multiple targets, if they’re all lined up. When throwing this special, use a tilt-style input for a slower version that doesn’t travel as far before disappearing. This mostly affects the leaf’s deceleration toward the end. For a fast, farther-reaching Razor Leaf, use a snap-style input, like with a smash attack.
Up Special – Vine Whip
This attack deals 11 damage, where Ivysaur’s Vine Whip special is variable depending on where you use it. Midstage, Ivysaur only lofts up a little bit during the first midair use of a given jumping period. It’s better to think of this as a powerful up-forward-aimed vine attack, like a midair smash, rather than a traditional up special. Used this way, it has huge vertical reach, great for striking at high-fliers and helpless tumbling enemies. It also doesn’t leave Ivysaur helpless after, so you can still double-jump or perform other actions while in midair, even another up special Vine Whip
Down Special – Pokémon Change
Change to Charizard
Charizard
Grounded Attacks
This section of the guide contains all the grounded attacks that Charizard can perform while on the stage.
Neutral Attacks
Charizard has three Neutral Attacks. Charizard swings with a three hit combo, where the first hit is the fastest move among all the other Pokémon in the trainer’s roster and it deals 2.5 damage.
The attack works great after you have shielded the opponents attack and want send a good bashing towards the victims.
Defensive Attacks
Charizard has two Defensive Attacks. The Ledge attack deals 10 damage, while the Wake-up attack deals 7 damage
Dash Attack
This attack deals 11 damage, where Charizard lunges forward with a dropkick that does most damage right on activation and sends enemies flying far away.
Smashes
Charizard has three Smash attacks
Side Smash
This attack deals 17 to 23.7 damage. In this attack, Charizard produces a side sweeping headbutt that deals high damage and knockback. The attack also guarantees a shield break if an opponent shields this attack.
Up Smash
This attack deals 5, 11 to 7, 15.4 damage. In this attack, Charizard lurches back slightly to get momentum for a forward wing smash. Charizard’s quick shuffle at the start is a close-range attack, its second-fastest after a neutral attack! This starting hit launches victims directly in the way of the follow-up wing slap. Otherwise, the wing slap can function as an attack on its own, when used against fliers and tumbling combo candidates.
Down Smash
This attack deals 16.1 to 22.4 damage. In this attack, Charizard stomps with teeth-shattering force, shaking the area to both sides. The hit area to both sides of Charizard is enormous, like an enhanced version of Ivysaur’s down smash, with the same speed. All Pokémon Trainer’s down smashes hit both sides at the same time, boosting these creatures’ odds in party battles.
Tilts
Charizard has three tilt attacks
Side Tilt
This attack deals 11 damage, where Charizard lashes forward with a long flaming tail tip. The tail can be angled up or down a little bit. The damage and knockback power are the greatest right at the tip, and less closer in. this attack is a mini smash attack in disguise of a tilt.
Up Tilt
This attack deals 8 damage, where Charizard springs up on its tail with both wings extended. There are flat hitboxes alone with both wings, and a larger one around Charizard’s body. Though Charizard is great in airborne and attacks aimed up, it lacks lateral coverage like what Squirtle and Ivysaur have to offer.
Down Tilt
This attack deals 10 damage, where Charizard delivers a long reaching head bash. For a reliable lateral poke that isn’t simply a neutral attack, this beats out most moves except the first hit of uncharged up smash. It hits at the same angle as, but has a lot less commitment than, dashing attacks and side smashes.
Grabs
Charizard has five Grab Attacks. The first grab deals 1.6 damage. The Front Throw and the Down throw both deal 10 damage each. The Up throw deals 8, 3 damage, while the Down throw deals 1×6 damage.
Aerial Attacks
This section of the guide will cover all the Aerial attacks that Charizard has.
Neutral Air Attack
This attack deals 12 damage, where Charizard spins forward, hitting around with its curved tail. The most damage is dealt if the tip of the tail hits the opponent. With the tail wrapped around Charizard, neutral air attack’s coverage is great; it’s just the speed that’s below par. If short-hopping toward foes with neutral air attack, think of it like aiming a somewhat slow uncharged smash attack.
Forward Air Attack
This attack deals 12 damage, where Charizard swipes in front with its claw, knocking enemies off their feet even at low percentages. This is a speedy attack compared to the rest, and a great attack to use in general
Back Air Attack
This attack deals 14 damage, where Charizard lashes backward with a tail strike, reaching far and hitting hard. The reach is great, but if you have time for the wind up.
Up Air Attack
This attack deals 13 damage, where Charizard swipes upward with its horned head front to back. This fills the usual role of most Up tilts, swinging across an arc upward to juggle helpless enemies or knock down jumping enemies.
Another great thing is that the head of Charizard during this attack is intangible, meaning anyone trying to attack from above will not succeeding in dealing any damage.
Down Air Attack
This attack deals 14 damage, where Charizard stomps with one leg from airborne. The attack is slow t hit and the hitbox is relatively small compared to other air moves, so it can be difficult to use.
Special Moves
Charizard has 3 special moves. All of them are detailed below.
Neutral Special – Flamethrower
This attack deals 2×3, 1×3 damage. In this attack, Charizard starts to emit spews of flames towards the enemy. The torrent is very powerful at first, but quickly dwindles as Charizard’s bellows deplete. Nothing’s stopping you from continuing to hold the input when all force is gone from the fiery gust, but the attack will barely make it out of the Pokémon’s mouth at a certain point. When the fire is temporarily gutted, you have to lay off of using Flamethrower for a while.
Side Special – Flare Blitz
This attack deals 6, 18 damage, where Charizard hunches for a moment, building tension, then rockets forward an astonishing distance, flames and smoke trailing in its wake. If anything gets in the way, Charizard slams into it with an extremely powerful blow, bouncing off rather than continuing on the usual lengthy path. If used standing on solid ground, Flare Blitz doesn’t send Charizard plowing off a stage edge; the attack stops at the cliff. But if used in midair, all bets are off: it’s up to the player to aim prudently with Flare Blitz while jumping. When Flare Blitz ends low to a surface, Charizard has considerable landing lag lying down.
With the incredible lateral travel, Flare Blitz is naturally good for recovery from way offstage. Basically anything higher than the stage’s floor is recoverable, if Charizard’s damage isn’t so high that getting punted offstage is an outright knockout
Up Special – Fly
This attack deals 5, 2×4, 4 damage. In this attack, Charizard rockets almost straight upward with a launcher. The initial hit at ground level is generous at close range, popping up anyone vulnerable to get carried upward with further hits. As the Charizard rises, several more hits are delivered. Charizard can be steered a bit left or right while rising with Fly, though not too much.
Down Special – Pokemon Change
Change to Squirtle
Final Smash – Triple Finish
In the Final Smash, all three Pokémon combine their powers for a series of overlapping attacks. This super-effective Final Smash spews a solid Solar Beam straight across from wherever it’s activated, as well about half the way out, for some extra coverage. In close, the Whirlpool created by the unison of Pokémon powers can suck nearby opponents in.
For other characters, check out our Super Smash Bros. Ultimate Characters Guide.
Read more Super Smash Bros. Ultimate Guides.
- Super Smash Bros. Ultimate – Beginners Guide
- Super Smash Bros Ultimate Assist Trophies Guides
- Super Smash Bros. Ultimate Items Guide
- Super Smash Bros. Ultimate – How to Unlock Characters Quickly
- Super Smash Bros Ultimate Poke Balls & Master Balls Guide
This concludes our Super Smash Bros. Ultimate Pokémon Trainer Guide. If you want to add anything to this guide, feel free to use the comments section below.