N is a new antagonist protagonist to the Pokemon series, and appears in Generation V. He has a unique ability that allows him to communicate with and understand Pokemon. With this ability, he befriends the legendary Pokemon Zekrom and Reshiram.
N cannot fight. He acts like the Pokemon Trainer in Brawl, and stands on the same platform. His arms are crossed and his head lowered, but he is still aware of what is happening. Unlike Pokemon Trainer, N remains silent throughout the entire brawl, even when switching out. He will be using three Pokemon to fight for him, with a special one for his Final Smash. The three Pokemon are as follows: Zorua , Zoroark , Klinklang.
Zorua is a lightweight, fast character.
Zorua moves his head back and roars. This move can be charged at a maximum of 4 seconds, and the charge can be carried. When released, Zorua will sound his cry and anyone in front of him will be blown back. The longer the move is charged, the more knockback it does. No damage and fair-great knockback.
Side B: Fury Swipes
Zorua's claws glow silver, and he slashes in front of him twice. On the third slash, Zorua unleashes a barrage of lightning-fast swipes that can trap the opponent for quite a long time. The third swipe can be held forever, but eventually the opponent will be able to escape. If the Up direction is pressed during the third swipe, Zorua will perform a fourth, finishing swipe upwards. If the Down direction is pressed the Zorua will perform his fourth swipe downwards. The fourth swipe is the strongest swipe, but it is also the hardest to aim. The Up swipe can only be used on the ground and the Down swipe can only be used in the air. This move does not tire Zorua out. Great damage and good knockback.
Up B: Faint Attack
Zorua will disappear for a second, and then reappear somewhere else. A circle of darkness comes out wherever he reappears, and damages anyone near it. Zorua can choose to reappear in any direction he wants, and the attack has the same range every time it is used. Fair damage and good knockback.
Down B: Withdraw
N returns Zorua to its Pokeball, and then sends out Zoroark. Not a word is spoken during this move, but you can hear Zoroark's cry after he is sent out. Takes as long as Pokemon Trainer's Down B does. No damage and no knockback.
Neutral A: Slashes twice with his tiny hands, then tackles the opponent. Side A: Turns around and kicks both of his legs at the opponent. Up A: Swipes at the air above his head. Down A: Kicks outwards using one leg. Does very little damage and can be used extremely fast. Dash Attack: Headbutts into the opponent.
Side Smash: Smacks his hand down in front of him. Up Smash: A small ball of dark energy explodes above his head. Down Smash: Zorua performs a split with his four legs. Two are in front and two are behind.
Neutral Aerial: Zorua extends a paw out in front of him and a leg out behind him. Forward Aerial: Slashes out in front of him. Back Aerial: Spins around and claws at the area behind him. This move will change the direction Zorua is facing. Up Aerial: Flips quickly and kicks upward. Down Aerial: Pushes his legs down, into the opponent's face. This move will spike. If successful Zorua will gain little vertical momentum.
Grab Attack: Taps the opponent with one hand. Forward Throw: Tackles the opponent. Fair damage and good knockback. Back Throw: Jumps over the opponent and kicks them backwards from the front. Great damage and good knockback. Up Throw: Pushes both of his hands upward onto the opponent. Good damage and good knockback. Down Throw: Zorua puts the opponent down and jumps on top of them. Good damage and fair knockback.
Ledge Attack: Zorua gets up and smacks his tail at the opponent. Stage Entry: N calmly throws a Pokeball onto the stage. Zorua emits his cry after he is sent out.
Up Taunt: Zorua chases his tail for a while. Down Taunt: Zorua gets on the ground and starts rolling back and forth. Side Taunt: Zorua shakes, resembling a dog. His fur is puffed up for a second before it returns back to normal. Victory Pose 1: Zorua does a flip in front of the screen, and then holds his chin up high. N chuckles as he watches. Victory Pose 2: N throws a bone into the air, and Zorua jumps up and catches it with his mouth. N smiles and pets Zorua.
Zoroark is a moderately fast, moderately heavy character.
Zoroark swipes his hand in front of him, and grabs any opponent that is there. This move has very little range. After the opponent is grabbed, Zoroark will stare into their eyes for a second, and then glows black. An invisible force pushes the opponent far away from Zoroark, and he transforms into a silhouette of the enemy. Zoroark can then use every special move, smash attack, and tilt of the enemy. The Illusion breaks once Zoroark leaves the ground, or once he is hit by an attack. The Illusion will also break if Zoroark attempts to taunt, or if he grabs onto a ledge. No damage and good knockback.
Side B: Dark Pulse
Zoroark smacks his hand against the ground, and a pulse of darkness emits from it. Zoroark cannot move while the button is held, but the pulse can. It travels in a straight line, on the ground. The end of its range is the end of the platform it is used on. The pulse moves slowly, and can be reflected only by an reflector that works on the ground. (Example: Wolf's Down B can reflect it but Mario's Side B can't) Zoroark loses control of it once it is reflected, and the pulse immediately travels until the end of its range. When in control, Zoroark can stop the dark pulse by releasing the button. It damages anyone on the ground that is hit by it. Good damage and little knockback.
Up B: Night Slash
Dark energy surrounds Zoroark. Then, it propels him in any direction of choice. Anyone touched by Zoroark while he is using this move is hurt.
Down B: Withdraw
N returns Zoroark to its Pokeball, and then sends out Klinklang. Not a word is spoken during this move, but you can hear Klinklang's cry after he is sent out. Takes as long as Pokemon Trainer's Down B does. No damage and no knockback.
Neutral A: Zoroark slashes twice. Side A: Slashes outwards with his right hand. Up A: Slashes upwards. Has a sweet spot at the end of its range. Down A: Claws once at the opponent's feet. Will spike down an airborne opponent if they are hit. Dash Attack: Throws his hands in front of himself and rolls across.
Side Smash: Claps both hands together in front of him. Up Smash: Waves both of his hands above his head. Down Smash: Claws his hands against the ground while he spins.
Neutral Aerial: Spins around in the air. Forward Aerial: Performs a forward downward slash. Back Aerial: Zoroark shoves his back into the opponent. Up Aerial: Thrusts his head upwards. Down Aerial: Kicks down with one foot. Very strong spike but little range.
Grab Attack: Smacks the opponent. Forward Throw: Knees the opponent in the abdomen. Good damage and good knockback. Back Throw: Grabs the opponent, turns around, and throws them outwards. Fair damage and good knockback. Up Throw: Punches the opponent upwards. Good damage and fair knockback. Down Throw: Slams the opponent on the ground while he is grabbing them. Great damage and fair knockback.
Ledge Attack: Zoroark claws at the opponent's legs as he gets up. Stage Entry: N calmly throws a Pokeball onto the stage. Zoroark emits his cry after he is sent out.
Up Taunt: Zoroark lets out a loud, droning roar. Down Taunt: Zoroark polishes his claws for a moment. Side Taunt: Zoroark curls up on the ground and appears as if he was napping. Victory Pose 1: Zoroark rears back his fist and approaches the screen. N suddenly appears from behind and drags him back. He laughs and pets Zoroark. Victory Pose 2: There are two N's on the screen. One glows black and changes into Zoroark, and the other N is surprised.
Klinklang is a heavy, slow character. It hovers above the ground and moves using magnetism.
Klinklang releases electricity from inside, and shocks anyone near him. He damages himself 5% every time he uses this move, but does 10% to the enemy. If hit, an opponent will be paralyzed at that spot for 2 seconds. Klinklang can then use this time wisely and choose a close-range attack to use. Fair damage and no knockback.
Side B: Flash Cannon
Klinklang draws gray energy into himself, and then releases a small sphere of it out. The sphere travels straightforward. It can be controlled when to explode by releasing the button. It also explodes on impact of anything, and has the maximum range of Link's Side B. Can be used in the air, but only once. He is not tired out, but must touch the ground in order to use the move again. Good damage and good knockback.
Up B: Levitate
Klinklang uses a force of gravity to propel himself into the air. He moves very fast while using this move, and is not tired out until it's at the end of its range. He can move both horizontally and vertically by using this, but must move a little vertical before attempting to move horizontally. No damage and no knockback.
Down B: Withdraw
N returns Klinklang to its Pokeball, and then sends out Zorua. Not a word is spoken during this move, but you can hear Zorua's cry after he is sent out. Takes as long as Pokemon Trainer's Down B does. No damage and no knockback.
Neutral A: The bigger gear spins once. Side A: Flicks his body out towards the opponent. Up A: The smaller gear spins. Down A: Throws the smaller gear down, and then it quickly comes back around. Dash Attack: Chucks the smaller gear while running, then runs to reconnect to it.
Side Smash: Holds the smaller gear out while it spins. Up Smash: The tops of Klinklang's gears spin rapidly. Down Smash: The bottom of Klinklang's body will spin completely around, damaging anyone near him.
Neutral Aerial: All of Klinklang's gears spin for a short amount of time. Forward Aerial: Tilts his body diagonally forwards. Back Aerial: The smaller front gear will spin completely around Klinklang's body. Up Aerial: The smaller gear flies up a bit and then comes back down. Down Aerial: A blast of white energy is shot from under Klinklang.
Grab: Klinklang will send his smaller front gear out to grab opponents. If successful, the gear will push the opponent towards Klinklang, while staying behind it. If not successful, the gear will fall to the ground before returning to Klinklang. He is vulnerable while the gear is on the ground. This move can also be used as a tether, and is capable of latching onto ledges. If used in the air the smaller gear will not fall, and instead return to Klinklang quickly.
Grab Attack: The smaller gear spins once. Forward Throw: The smaller gear moves up and out of the way, while the rest of Klinklang's body tackles the opponent. Great damage and fair knockback. Back Throw: Klinklang's body moves behind and the smaller gear pushes the opponent backwards. Fair damage and great knockback. Up Throw: The smaller gear will go under the opponent and push them upward. Fair damage and good knockback. Down Throw: The smaller gear will get on top of the opponent and come crashing down. Good damage and fair knockback.
Ledge Attack: The smaller gear flips the entirety of Klinklang's body onto the stage. It then follows up by reconnecting. Stage Entry: N calmly throws a Pokeball onto the stage. Klinklang emits his cry after he is sent out.
Up Taunt: Klinklang's gears spin slowly and obnoxiously. Down Taunt: Klinklang uses magnetism to flip himself over. Side Taunt: Klinklang releases a lot of gasoline from under him. The gasoline can be seen clearly. Victory Pose 1: Klinklang's gears spin fast.....faster....even faster....super fast....when suddenly N faints and Klinklang turns around to look. Victory Pose 2: Klinklang is seen flying around the screen, when suddenly he hits N in the face and knocks him down. Klinklang stares down at N.
Final Smash: Summoning of the Stones
N withdraws his current Pokemon, and then takes out the Dark and Light Stones. If he holds the Up button at this time, the Dark Stone will transform into Zekrom (right picture). If he holds the Down button at this time, the Light Stone will transform into Reshiram (left picture). If no direction is pressed then one is randomly chosen. Zekrom and Reshiram are both the size of one Bowser (to keep things easy and simple) and can only use Neutral B. Zekrom's Neutral B is Fusion Bolt, in which he engulfs himself with a ball of electricity, jumps up, and homes in to the closest opponent. Reshiram's Neutral B is Fusion Flare, in which a ball of fire appears on top of Reshiram's head. Small sparks of fire shoot out of it, and this can be aimed but Reshiram cannot move while the button is held. When the Neutral B is done attacking, the Pokemon can then move again and figure out where they should strike next. Both Zekrom and Reshiram cannot jump, but Zekrom's Neutral B may have him stop in the air. Lasts shorter than most Final Smashes. When it is finished, Zekrom/Reshiram turns back into its Stone and the Pokemon N originally had out is sent back in. Zekrom-Good damage and great knockback. Reshiram-Great damage and good knockback.
Thank you for reading all of this!! Questions, comments?
I think it's handled decently, only I think that Zoroark's B makes an already complicated character too complicated. Also, Klinklang seems too random (even if it is used by N at one point), and I don't like how both Zorua and Zoroark are used.