This version of the Pokémon Trainer is specifically from Pokémon Fire Red and Pokémon Leaf Green, remakes of Pokémon Red and Blue. He brings with him 3 first generation Pokémon; Ivysaur, Charizard, and Squirtle. The name "Pokémon Trainer" leaves some wondering about his true identity. Most fans just call him "Red", a default name for players in Pokémon Red. As with all of the Pokémon that are playable in Brawl, it is believed that the Pokémon Trainer is influenced heavily by the Pokémon Anime. Several fans have pointed out that the Pokémon Trainer's Pokémon are drastically resized from their appearances in their original games, especially Squirtle. Of course, resizing of characters is not something new to Smash Bros., as is evident with characters like Olimar and Bowser. A tiny fan service was put into the game with the inclusion of the "Shiny" versions of the Pokémon being one of the alternate costumes. He is voiced by Michele Knotz, who does many voices for the Anime.
(These are the appearances of this particular character design)
- Pokémon Red (GameBoy)
- Pokémon Blue (GameBoy)
- Pokémon FireRed (GameBoy Advance)
- Pokémon LeafGreen (GameBoy Advance)
 Role in SSE
Pokémon Trainer is first seen when Lucas bumps into him in the Ruined Zoo, where they are ambushed by Primids. At this point, the only Pokémon he has is Squirtle, spending a lot of the game tracking down Ivysaur and Charizard. They eventually find Ivysaur's trophy, making an easy capture. However, Charizard must be fought before it is captured.
Before the ruins, the two are ambushed by Wario, but they manage to defeat him, leaving his trophy behind which get's sucked into Subspace later on. In the Ruined Hall they battle Galleom, once defeated, it grabs them and starts a time bomb while flying into the air. Pokémon Trainer is knocked out, luckily Lucas manages to free them both with PK Thunder before the time bomb goes off.
The two of them appeared to be falling to their doom but Meta Knight swoops in to make the save. The two of them join up with Meta Knight, Ike and Marth before Meta Knight takes off to reach his ship. They later meet up with the other characters before heading into Subspace. In Subspace, they are all turned into trophies by Tabuu's Off-Waves. If he is found and revived, he can be used in the final battle against Tabuu.
 Pokémon Change
The Pokémon Trainer cycles his Pokémon in the above order. Clicking on a specific Pokémon in the Pokémon Trainer's portrait before beginning the battle will allow you to start at that point in the cycle. When a Pokémon is knocked out, the next Pokémon in the cycle is the one to appear on the levitating platform. The game has different switch times for each Pokémon. The transition to Squirtle is the slowest while the transition to Charizard is the fastest. The Pokémon switching in is completely vulnerable for a slight moment of the transformation. If any Pokémon of the three has a particularly bad match-up against a foe in question, it may be wise to allow that Pokémon to fall at higher percentages so as to minimize its screen time.
Stamina is an additional factor that all three Pokémon have individually. Each Pokémon has a two minute meter that counts down to fatigue. When the meter runs out, the Pokémon begins to suffer from fatigue, which noticeably reduces their kill potential and how much damage they deal. By benching a Pokémon, it allows them to regain their stamina and to restore their timer. For every second of bench time, the Pokémon regains approximately two seconds of field time. However, for every additional move they perform that is not a grab attack, throw, or jab, an additional one "second" is detracted from your stamina meter. Fatigue stacks with the effects of stale-moves. All three Pokémon start to display signs of fatigue in their standing animation when they have approximately 30% of their max stamina remaining (Approximately thirty-six seconds of field time remaining). Squirtle crouches near the ground, Ivysaur's bulb wilts, and Charizard's wings drop while he pants. If a Pokémon is knocked out, then that Pokémon only will have its stamina completely restored. The rest of the party will retain their individual stamina status.
Stamina is non-existent in the Subspace Emissary.
- Very fast attacker with next to no lag on most of his moves.
- Shellshifting and Hydroplaning, among other techniques.
- Small target.
- Spam worthy, high-priority projectile.
- Powerful anti-air game.
- Frustrating opponent.
- Good edge-guarding capabilities.
- Hard to approach because of Rock Smash and Flamethrower.
- Excellent killer, in part due to very good off-stage game.
- High durability combined with fairly decent recovery.
- Most attacks have long range, particularly grabs.
- Low weight and sub-par recovery result in early deaths
- Severely limited range on nearly all attacks
- Ineffective at killing due to unreliable KO moves
- Suffers from fatigue fastest and most severely
- Special moves are almost useless
- Tether recovery is an easy target for edge-hogging.
- Does not build damage very quickly.
- Very slow in the air.
- Large target.
- Gliding is slow and unprotected.
- Somewhat slow dodges.
Squirtle: Squirtle is often the preferred Pokémon of the trio by non-PT mains and rookie PT players. This is understandable, as Squirtle is the easiest and most natural of the three to pick up and play. However, more experienced PT mains find that Squirtle has the worst match-ups of the three Pokémon.
This isn't to say Squirtle is without his merits. He is a very fast attacker and lends himself very well to mind games due to shellshifting. Squirtle is also a swift aerial combatant. As a counterbalance to his quickness, Squirtle only has minimal attacking range overall and has no reliable kill moves. Because of this, Squirtle is best suited to the role of clean up. That is, he's at his best when capitalizing on residual damage left by Charizard.
When handling Squirtle, one must be fairly unpredictable to avoid getting punished and efficiently tack on damage (Squirtle can't afford to miss and waste his stamina). His primary offensive tools are his aerials, jabs, and Ftilt. When going for an aerial attack, be sure to land on the opposite side of your opponent's shield so as to avoid getting grabbed (though you must still be aware that they may attempt to Dsmash). You general rack up move will be Bair, which has more range and slightly less knockback than his Fair. Nair is also usable for this purpose, and exhibits sex-kick properties. Fair is a similar move to Bair, although has slightly more power and should be reserved in order for it not to become stale. His Uair is capable of getting kills if it is not stale, although is slightly weaker than his other kill moves. His Dair has landing lag, but it is a multiple hit move that has a moderately powerful final hit. Squirtle's Bair will also combo into his Ftilt until approximately 50% on most characters. On the ground, Ftilt has plenty of range and can be used multiple times to keep up pressure and add damage. Because it is so fast, it can be linked into his jab combo almost seamlessly and will be his main attack against characters like Meta Knight. His jabs are extremely spammable and offer a moderately-low amount of knockback on the final hit. Utilt is a very quick upwards headbutt that can often chain with itself. This is especially abuseable against fast-falling characters such as Falco. Squirtle's Dtilt is not a staple attack, although features a nice surprise and is capable of shield poking.
Should Squirtle need a launch or a kill to switch out, his smashes and Dthrow are the go-to attacks, though none of them are particularly easy to land. Fsmash does have super-armor in the beginning of the animation while he is in his shell, although the range leaves something to be desired. Usmash has the most kill potential out of all of Squirtle's smashes, although is has considerable start up and cool down time. Hydroplaning is an alternative. Dsmash has the least kill potential of all of his smashes, although is far more spammable than his Usmash.
It is important to be good about evading hits, as Squirtle will be killed off at early percentages. Sometimes this will be due to his rather poor and restrictive Up-B (Waterfall), which can easily be attacked or edge-hogged. The rest of Squirtle's B moves are also lackluster. Withdraw provides only minimal damage and can be severely punished by being knocked in the opposite direction or jumped on. Water Gun, when uncharged, can provide provide decent damage, though the range is fairly short. When charged, the move is almost useless except in punishing bungled recovery moves.
Ivysaur: Ivysaur is well equipped for camping and anti-air game. What Ivysaur lacks in approach options it makes up for in spades with it's amazing spacing game. The goal with Ivysaur is to chip away at your opponent slowly with your weak attacks while taking little to no damage of your own. The two main tools to use in this regard are Ivysaur's Bair and Ftilt. Ivysaur's Bair is a quick, long-ranged disjointed hit-box that deals out minimal damage. However, its speed makes it very spamable and a good way to make sure that no one enters your range by short-hopping and fast-falling the attack in tandem. Ftilt is Ivysaur's grounded repulsion move. If an opponent tries to approach from land, use Ftilt to push them away. The damage is some of the best Ivysaur displays and is also spammable.
Players will soon learn to recognize that approaching Ivysaur from above is very difficult because of Bullet Seed, Utilt, and Nair. Any player that attempts to do such a thing should instantly be taken advantage of. Players that have poor spacing games will also be trapped by Bullet Seed, as the initial hit is capable of popping them up straight into the stream of seeds. It should be noted that it is possible to DI out of both parts of the attack. Using Nair on an opponent and fast-falling to purposely miss with the last hit often leaves them open to a barrage of Bullet Seed.
However, Ivysaur is very susceptible to being attacked from below. This is easily remedied by being on solid ground, as opposed to fall-through flooring.
In order to avoid your main spacing moves, players may start approaching you diagonally from the front. Vine Whip is a move that is very capable of covering this type of approach.
Razor Leaf is an interesting projectile. It isn't particularly fast, but it has enough speed to be easily spammable. Ivysaur can often force other characters to approach thanks to Razor Leaf, although some characters are capable of dealing with it completely. It is advisable to force characters to approach Ivysaur, as that is when it feels most in control and where its strength lies. Razor Leaf has interesting properties: Each Leaf has a set distance it will travel before disappearing. If it hits something along its trajectory, it will hit and continue through at full momentum. This affects the trajectories of many other solid-projectiles, including Pikmin, grenades, etc.
Having a tether-recovery, it is important for Ivysaur to be conscious of getting knocked off the stage at all times. It is advisable for Ivysaur to situate itself as close as possible to the center of the stage to lessen the chances of this occurring. Should Ivysaur be in a position where it needs to recover, it is vital that it save its second jump when returning to the stage. Dair can be used to buy some time, as it causes you to slow your aerial decent. Ivysaur generally has two methods of removing edge-hoggers: Razor Leaf and Fair. Experienced players will make good use of their invincibility frames, so they must be precise attacks, not a random flurry of offense. If you are successful in detaching an edge-hogger, immediately use your tether and pull-up to the ledge. Failing recovery, it is still possible to stage-spike an opponent with the sweet-spot of Vine Whip.
Ivysaur has several attacks for knocking out an opponent. Fsmash is a quick, safe, and powerful headbutt that Ivysaur can use to kill at moderate percentages. Although it has some cool-down time, Ivysaur launches forward a considerable amount and then returns to its original activation point. Usmash is one of the strongest moves in the game. However, it has a considerable start-up and ending lag, and will require a degree of mind-gaming in order to land it successfully. Uair is a faster, slightly less-powerful version of Usmash. It also has considerable landing lag and makes you fall through the sky at an accelerated rate than normal. A Fair that is not diminished also has kill potential if it hits near the tip of the hit-box. Ivysaur's Bthrow also has considerable launch power, and is often capable of killing if grabbed near the ledge of a level. While its Dair is capable of spiking, this is only possible if you hit with the tip of the bulb at the time when it is activated. It also has considerable landing lag, which makes it an unreliable kill move. Ivysaur's Nair has spiking properties on one of the hits of the attack, and is capable of spiking if you DI away from your opponent so that the hits afterwards do not hit. You must hit with Ivysaur's hip area to perform the spike.
Charizard: Although Charizard is a heavy-weight, it should be noted that it is by no means a slow attacker. Aside from a few attacks like Fsmash, Charizard is more comparable in speed to a character like DK. It is also tied for dash speed with Pikachu.
Charizard is the tank character of the trio. It has a mixture of defensive and offensive capabilities, and as such is capable of switching between both throughout the course of the battle. Charizard also has the easiest time of the three Pokémon of landing kills, regardless of fatigue. This combined with its heavy-weight and the fact that Squirtle comes out after it garners towards not switching Charizard out and allowing it to be knocked-out. This is not a bad choice, as Charizard will often keep a single stock for the longest period of any of the Pokemon.
Charizard has an amazing grab game. Its grab range is huge and almost lagless, and its grab attack is very fast. Because grab attacks restore the diminishing effects on all other attacks, it is advisable to squeeze as many as possible in to a specific attack. Because of Charizard's grab-range, it is often possible to re-grab a character that escapes from your grab. It is not unavoidable, but an unprepared player may be easily caught in this trap. However, Charizard can do this infinitely on Ness.
Because of Charizard's grab range, it is possible to "chain" several grabs and throws together. Although not truly unescapable, by simply chasing your opponent and predicting how they get off the ground, you are capable of grabbing again. This is best utilized with his Fthrow and Bthrow. They are also useful in getting your opponent off the stage so you can attempt to edge-guard them. Dthrow is his most powerful throw for knockback (Although weakest for percentages), and should as such be reserved for kill attempts. It is often capable of killing characters at around the 140% mark. Uthrow can set up juggles with his Utilt, Nair, and Uair, and possibly lead to a kill with either his Bair or Fair at higher percentages.
Charizard's specials and grab range make him a very difficult character to approach. Rock Smash has initial super armor and, provided all hits connect, capable of dealing out 45%. It decimates shields and is very difficult to shield completely, so it is generally a safe attack. The lag is also passable, although it can be taken advantage of should you miss your target completely. While Rock Smash has kill potential, general use throughout a battle often diminish its knockback, so it is an unreliable finishing move. Flamethrower halts almost all approaches and can easily tack on an additional 10% to your opponents, although prolonged use diminishes its range. Its also helpful in making sure that Charizard is not outdone by campy characters such as Toon Link as Flamethrower causes most solid projectiles to disappear on contact with the flames. Flamethrower is also useful in trapping characters with bad recoveries on the edge. Characters with more vertical recovery are prone to being trapped in the flames for a long period of time, especially if you angle its path to mirror their escape attempts. However, Flamethrower does not make a good general edge-guard. Fly has good kill potential should the last hit connect, although it is not a good move to use in general attacking because missing leaves you open to severe punishment. It may hit an opponent that attempts to attack while you recover, especially because the beginning of the attack features super armor.
Charizard's tilt game is all-around very good. All of its tilts are capable of getting kills, although it generally requires for them to not be diminished and for the opponent to be slightly higher than normal Charizard knock-out percentages. Utilt is a great juggling tool at lower percentages and can often hit twice in a row from 0%. Similar to Uthrow, it allows you to follow up with your choice of aerial follow up. Ftilt is its slowest tilt, although sweet-spotting it has moderate kill potential and fire properties. Dtilt is similar to the Ftilt, although slightly faster and with slightly more range. One should be used for general damage build up while the other should be used for kill attempts.
Charizard's jabs are an excellent repulsion move. Although the last hit of his jab combo is slightly laggy, the first two hits come out fast and have enough knock-back to get an opponent out of your space. While Charizard is slightly more vulnerable from behind, turn-around jabs help defend it on that front.
Charizard's aerials are also very beneficial. Nair has a large, moving hit-box that circles around Charizard. Although it has a flame sweet-spot, it is the weakest sweet-spotted move that Charizard has in its arsenal and has low kill potential. It is useful in keeping space between you and your opponent, and will hit an opponent that is behind you if short-hopped and auto-canceled. Charizard's Bair is a powerful move. Hitting with Charizard's wings cause a weak spike, while sweet-spotting with the flame tip of his tail causes a powerful knock-back move. Charizard's Fair is a peculiar move. Depending on which part of the move hits depends on its strength. Hitting with the tip of the flames causes absolutely no knockback and minimal damage, while hitting with the center of his wings causes strong knock-back in a near horizontal plane. His Dair is obviously a spike, and helps kill at lower percentages. Uair is an interesting move. It displays some of the lowest kill potential Charizard has, but is an excellent juggling move and should be used when you're opponent is above you on the stage. In addition, all aerial moves besides Charizard's Dair can be auto-canceled, speeding up his aerial game in general.
Because of Charizard's aerials and multiple jumps, it makes an effective edge-guarder. Using your grabs and tilts, force your opponent off the edge. Once they're off, they can often be finished at much lower percentages with sweet-spotted Bairs, Fairs, or spiked by his Dair. Nair and Uair do not feature much use in this regard. The most reliable move to use for this purpose is Bair, as the sweet-spot is easy to land. However, his Dair is the move that will finish opponents at the lowest percentages, often around the 40% mark.
Charizard also has powerful smashes. His Fsmash is a very powerful move, although one of his slowest. It is best used sparingly, as the lag is very easily punishable. Usmash is a very quick smash, and should be used often at higher percents. Hitting with the second hit will keep your opponent in the air, and you can link these together with a combination of Charizard's good dash speed and hyphen-smashing. When not diminished, it also kills at moderate-high percentages. Dsmash is Charizard's most interesting smash. It has a large hit-box on both sides of him, but will miss on any opponent that is not grounded. It is very easy to punish opponents that choose to roll behind you or opponents that are behind you in general. The attack sends you up vertically, and as such can be followed by an aerial approach.
Charizard approaches in much the same way that it takes approaches: by using Flamethrower, Rock Smash, and grabs. Short-hopped Rock Smash makes it easier for the move to sweet-spot and to deal the maximum damage. Charizard's Bair is also an acceptable choice for approaching, although Fair should be avoided because it is more easily shield-grabbed.
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