Eevee (Smash Plus)

Eevee is a playable character in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Pokemon universe, she is the 1st character for the Season 3 DLC pass, and as such has no number within the in-game list. Eevee by default is classified as a Flyweight character. She can only be unlocked through individual purchase, or by purchasing the Season 3 DLC pass.
Eevee is easily one of the most versatile fighters in the game, though you wouldn't know that just by looking at its base stats. In its base form, Eevee is a fairly fragile character that has good mobility and a low hitbox, but will struggle to KO opponents on its own and could be subject to low percentage KO's in its own right. The goal with Eevee is do deal enough damage to gain enough XP to level up the character, giving access to Eevee's unique evolution mechanic. Once enough XP has been gained, though, players can choose to either boost Eevee's stats outright, sticking with the lightweight character, or they can choose to evolve Eevee into one of its 8 evolution types. All of the evolution types share the same basic attack moves, save for some differences on the throws. The smash attacks for each one are the same as well, minus some differences in range and attack power. However each one has its own set of special moves and their own unique attributes that cater to a wide variety of playstyles. Whichever choice you make, however, you must live with. Once Eevee has been leveled up or evolved, they will retain that form for the remainder of the match. In all of its forms, Eevee has two normal jumps and can crawl.
==Moveset==
===Basic Attacks===
*Special Gimmick: Eeveelution- Eevee's base form is a relatively weak character, but can be upgraded by dealing damage to opponents. Successfully performing attacks or performing Perfect Shield moves will fill up an XP meter on Eevee's HUD. The meter will full fully, in simplest terms, when Eevee's total damage to opponents is equal to 100% for the match. Once that happens, Eevee will begin to glow. Using Shield Special then will bring up a rotator wheel in which you can choose which Eevee-lution to transform into for the remainder of the match. While choosing this form (and when Eevee evolves), she will generate a non damaging wind hitbox that will keep foes away and will nullify any projectiles tossed to it as well. Alternatively, you can choose to "level up" Eevee (by simply pressing the special button without pressing a direction) instead, which will nullify the chance to evolve, but will still increase Eevee's base stats for the remainder of the match. You only have 7 seconds to make a choice once Shield Special is activated, and if no choice is made then Eevee will simply level up instead. Each Eeveelution has their own strengths and weaknesses, while each also has their own set of special moves. They will also slightly alter the range of certain tail based attacks, as well as minor comestic changes to Eevee's grab and pummel, though these differences are merely aesthetic in the latter case. All the forms share the same basic attacks otherwise, as well as the same smash attacks. The different Eeveelutions are described below:
**Eevee (Leveled Up)- Like its base form, the leveled up version of Eevee is a quick strike, ground and pound type of fighter. It doesn't excel in any one area, but it doesn't have any glaring weaknesses either, aside from its light weight and lack of true KO potential at mid-range percentages. Powered up, Eevee is one of the faster fighters on the ground, and able to close quickly on opponents.
**Vaporeon- Vaporeon is the heaviest of all the Eeveelutions, however this weight class lowers Vaporeon's aerial mobility, making her very susceptible to combos. Her moves also tend to be slightly slower than most Eevee-lutions, with the trade off being that any attacks using her tail have greatly increased damage and knockback.
**Jolteon- Jolteon is the fastest of all the Eeveelutions, but also one of the frailest. It is very easy to knock away Jolteon, as she is the lightest next to Eevee herself. Jolteon does have great frame data, but it also has the shortest physical range of all the Eeveelutions, given its lack of a real tail.
**Flareon- Flareon has a lot of offensive firepower and range on physical attacks, but has some of the worst ground speed of all the Eeveelutions. In addition, many of Flareon's special techniques require a lot of startup, and can do a lot of self-inflicted damage.
**Espeon- Espeon is a very floaty character in the air, making her easy to juggle against opportune opponents. Her biggest strength comes in her grab and throw game, having the strongest throws of all the Eeveelutions by a large margin, with these throws providing some of Espeon's best KO options at lower percentages.
**Umbreon- Umbreon has the highest defensive stats of all the Eeveelutions, able to tank more damage than others. Umbreon also has a unique mechanic similar to Bowser's Tough Guy, where she can shrug off weak attacks with no effect aside from damage, though not as powerful as Bowser. Unfortunately Umbreon has the worst frame data of all the Eeveelutions, and also has no projectiles in its special output.
**Leafeon- Leafeon is a close range fighter that moves very fast along the ground, playing very close to Eevee in this respect. However her aerial mobility is severely impacted, having very weak recovery in addition to reduced jump height. Leafeon also has trouble racking up damage quickly, making it hard to finish off opponents.
**Glaceon- Glaceon is a projectile zoner, utilizing long range attacks and ice damage on its specials to rack up damage and keep opponents at bay. However it has lower than average ground speed, preventing it from escaping a situation if need by, and allowing fast opponents who can come in close to run circles around it.
**Sylveon- Sylveon utilizes midrange physical attacks to keep opponents at bay, and has a unique tether grab that can save it off stage (or act as a secondary attack). However, Sylveon is the lightest of the Eeveelutions behind Jolteon, and her attacks aren't designed to rack up damage quickly.
*Neutral Jab- Eevee performs a rapid headbutt attack that can be spammed, similar to Pikachu's neutral Jab.
*Side Tilt- Eevee delivers a double back kick directly in front of herself, with good knockback but with a tad too much endlag.
*Up Tilt- Eevee swings her tail overhead from front to back. Comes out quicker than the side tilt, but is overall weaker, save for in some of the alternate eevee forms.
*Down Tilt- Eevee spins around in place along the ground, swiping her tail in front of herself. The quickest of her tilt attacks, but also the weakest in terms of raw damage.
*Dash Attack- Eevee performs a diving headbutt attack as it lunges forward. It deals below average damage for a dash attack.
*Grab & Pummel- Eevee grabs by biting her opponents and pummels by biting down. This changes with Espeon and Umbreon, who both utilize psychic energy for their grab and pummel with pulses of energy. Sylveon grabs with her hair ribbons, squeezing opponents with them to pummel. Sylveon also has a tether grab, unique to all the Eevee characters.
*Forward Throw- Eevee performs a doublekick into the opponent to knock them away, kicking up a lingering sand hitbox as she does so that can damage nearby opponents not involved in the throw. Otherwise, her weakest throw overall.
*Back Throw- Eevee simply tosses the opponent behind herself with a backwards motion.
*Up Throw- Eevee performs a flip kick that launches opponents straight up into the air. Her most useful throw in terms of launch distance.
*Down Throw- Eevee slams the opponent onto the ground and then bodyslams onto them, knocking them back straight up into the air.
*Neutral Air- Eevee rapidly somersaults through the air, launching foes on contact.
*Forward Air- Eevee extends her head out forward and attacks opponents with a multi-hitting tackle attack, launching foes on the final hit.
*Back Air- Eevee performs a dropkick directly behind herself. Eevee's most powerful aerial attack, and one of her most reliable KO moves even at lower percents.
*Up Air- Eevee flips her tail overhead from front to back. This move has far more launch power at the beginning rather than the end of the move.
*Down Air- Eevee performs a single somersault in midair and swings her tail down from front to underneath herself, spiking foes if it connects in midair.
===Smash Attacks===
*Side Smash- Eevee lunges forward with a powerful headbutt, similar to its dash attack but much more powerful. The longer the attack is charged, the further Eevee will move forward, but it will also increase the endlag of the move as well.
*Up Smash- Eevee will swing its tail above its head three times, launching opponents on the final hit. The tail range increases or decreases based on which Eevee form you choose to take.
*Down Smash- Eevee quickly swings its tail in front of herself before swinging it behind herself. Easily the quickest of Eevee's Smash Attacks, but also the overall weakest.
===Eevee Special Moves===
*Shield Special: Evolve- When Eevee's XP meter has been filled up, Eevee will then begin to glow. Activating Shield Special will bring up a selector wheel which will allow players to either choose an Eeveelution to evolve into (by pressing the control stick in the direction of the silhouette of the desired character) or to simply level up Eevee (by pressing the special button with no directional input). Players will have 6 seconds to make their choice, during which time Eevee will be frozen in place, invincible, and generate a wind hitbox to keep other players away. These restrictions will lift once Eevee evolves. Only a base form Eevee can evolve, and once a player has either evolved or leveled up, the remain in that form for the duration of the match.
*Neutral Special: Swift- Eevee summons three small star projectiles which then travel forward a good distance, homing in on nearby enemies. The projectiles do a decent amount of damage, as well as have very good homing capabilities, making Swift a near sure hit. In trade off though, they are slow to come out and do next to no knockback, making them very hard to spam. They also have a lot of endlag, making missing with them easily punishable.
*Side Special: Take Down- Eevee charges forward with a powerful tackle attack, launching itself forward until it hits an enemy or runs out of energy. Players can hold the special button to charge more energy to increase the attacks damage and length. Players can also change direction along the ground in mid-attack, but doing so reduces the amount of damage and knockback the attack deals if it hits an opponent. Use in the air will push Eevee forward, but she will still be affected by gravity, similar to Jigglypuff's Rollout.
*Up Special: Baton Pass- Eevee will disappear in a puff of smoke and promptly reappear a short distance away in a player's desired direction. This leaves a small red baton behind in the place Eevee once occupied, which falls to the ground (dealing small flinching damage to any player it might hit) before disappearing. The teleport itself does no damage to opponents.
*Down Special: Hyper Voice- Eevee lets out a powerful screech attack that creates sound waves directly in front of itself. Anyone hit by the sound waves will be frozen in place briefly, allowing for Eevee to hit a followup attack. Players can charge the attack by holding the special button, which causes the sound waves to be larger and deal a longer amount of hitstun. Hyper Voice by itself, however, will deal very little damage on its own, though opponents will be thrown a good distance if the hitstun expires and the knockback of the attack occurs.
*Final Smash: Vee Vee Volley- Eevee charges up energy and launches forward with a powerful attack. Eevee flies off the screen in this direction, moving back and forth several times along different horizontal trajectories, homing in on opponents automatically and doing decent damage and tremendous knockback to anyone she hits. After 5 seconds, Eevee returns to the previous position she was in and resumes the match. All of Eevee's forms share the same Final Smash, so it will only be listed here once.
===Vaporeon Special Moves===
*Neutral Special: Hydro Pump- Vaporeon shoots a blast of water straight forward. The projectiles does massive knockback, but only moderate damage. It is also rather slow moving, making it relatively easy to dodge despite its large hitbox. Vaporeon can only have one jet of water on screen at a time.
*Side Special: Whirlpool- Vaporeon creates a swirling jet of water directly in front of itself that hits opponents multiple times and then launches on the final hit. Players can hold the special button to not only increase the size of the whirlpool, but also slightly increase the distance that the whirlpool travels in front of Vaporeon, greatly increasing the moves range. The startlag on the move is very prohibitive to offensive use though, making it better as a trap move than an outright offensive option.
*Up Special: Aqua Jet- Vaporeon fires a stream of water behind itself, launching forward in a chosen direction. Any opponent hit by Vaporeon's body while it is in forward motion will take damage, while any opponent hit by the stream of water launched by Vaporeon will be hit with knockback, but take no damage. Though it work's similarly to Greninja's up special, Vaporeon can only fire one jet of water at a time.
*Down Special: Acid Armor- Vaporeon will perform an animation where it seemingly melts into the stage before immediately reappearing in the spot where it launched the attack. Pressing the special button a second time right before Vaporeon appears will successfully activate the move, granting Vaporeon Super Armor to all attacks that do less than 15% of damage for 8 seconds. Failing on the timing will have no affect. Once Acid Armor wears off, there is a 10 second cooldown before it can be used again, and the move cannot be used while it is in effect.
===Jolteon Special Moves===
*Neutral Special: Shock Wave- Jolteon fires a wave of electrical energy forward that deals decent damage to opponents it hits. Unlike the projectiles used by Pikachu and Pichu, this electrical bolt doesn't travel along the ground, rather moving through the air. It also gets faster the further it gets from Jolteon at the expense of doing less damage. If used in midair, it will travel down at an arc, stopping when it hits the ground.
*Side Special: Pin Missile- Jolteon fires a short range blast of spines off of its back. The spines travel in a shotgun like pattern, spreading out the further they travel from Jolteon, though doing less damage overall. Each individual spine is its own projectile, making this move highly damaging at close range, but very dangerous to use against reflectors.
*Up Special: Wild Charge- Jolteon pauses in midair briefly, gathering energy, before launching itself forward with a powerful electrical attack. While this move does a lot of damage to any opponent it hits, it also does approximately 10% of recoil damage to Jolteon. It also doesn't travel very far overall, making it difficult to use as a recovery move.
*Down Special: Discharge- Jolteon will passively charge electrical energy for the entirety of the match, growing in power as it does so. Whenever Down Special is used, Jolteon will discharge all of that electrical energy, creating a powerful aura like blast that can be devastating if unleashed at full power. The power Jolteon has stored up is indicated by the frequency of electric sparks which come off of her as she stores power, and it takes roughly 105 seconds to gain a full charge. However, she will lose all of her stored energy if she is ever KO'ed, and using Discharge at any time will also unleash all stored electric energy as well.
===Flareon Special Moves===
*Neutral Special: Will-O-Wisp- Flareon launches a rotating blue and white fireball combo forward a set distance. The fireball will explode on contact with an opponent, dealing a large amount of damage and knockback to them. It will also explode at the end of its predetermined flight path. Players can steer the fireball up or down slightly with the control stick, similar to Din's Fire. Players can also detonate the fireball early by pressing the special button while the fireball is in flight.
*Side Special: Flare Blitz- Flareon launches itself forward with a powerful fiery tackle. This attack works like Charizard's version of the move, although with significantly more recoil damage, as Flareon will take 16% recoil damage upon launching and connecting with the hit. The upside is that it does just as much damage as Charizard's version, and the attack will not leave Flareon in a helpless state, allowing immediate follow-up attack if necessary.
*Up Special: Flame Wheel- Flareon performs three somersaults in midair as it moves at an upward diagonal angle, all while its body is engulfed in fire. This move hits multiple times and launches foes on the final hit. In terms of distance covered, this is the best recovery move of any of the Eeveelutions.
*Down Special: Flame Crash- Flareon jumps up into the air and then slams straight back down onto the ground, creating a massive explosion of fire damage in the area around where she lands. Flareon will take 6% of recoil damage from this attack whenever she lands. If she uses this move over the blast zone, she will fall to her doom, unless she manages to footstool an opponent with it, in which case she will jump back into the air while the opponent will be spiked into oblivion, making this a high risk move in certain situations.
===Espeon Special Moves===
*Neutral Special: Psybeam- Espeon fires a single, non-chargeable beam forward a set distance. The beam does decent damage but minimal knockback when it connects with enemies. Like ROB's neutral special, this beam can bounce off the ground when it hits, but unlike ROB, Espeon can angle the beam up or down when firing, giving it much more utility in confusing opponents where it is going.
*Side Special: Psywave- Espeon charges energy before unleashing a short range blast of psychic energy directly in front of itself. The move does only minimal damage, but it has very good knockback if it connects at full blast. Additionally, the move has a 2% chance if it connects of reversing the controls of human opponents for three seconds, long enough to cause a good deal of confusion.
*Up Special: Psych Up- Espeon will pause in midair briefly, gathering energy, before launching itself in a chosen direction with a multi-hitting attack that launches on the final hit. While it is slow to start up, it allows for good recovery and does a decent amount of damage if it connects, though it doesn't travel as far as Flame Wheel.
*Down Special: Extrasensory- Espeon will flash pink briefly while adopting a defensive stance. If hit with a physical attack, then Espeon will counter with a psychic blast to knock foes away. If hit with a projectile, then Espeon will reflect that projectile with a 1.1x damage multiplier. One of the more versatile counters in the game, as it has one of the largest counter windows of any character.
===Umbreon Special Moves===
*Neutral Special: Dark Pulse- Umbreon emits a dark aura of energy around himself that damages and launches foes on contact. This aura can also nullify very weak projectiles' knockback. Holding the special button will cause the aura to continuously emit from Umbreon, however it will grow smaller as time goes on, eventually fizzling out after 5 seconds of sustained use. It will then take a couple of seconds before it regains full charge once again.
*Side Special: Throat Chop- Umbreon jumps forward with a short range tackle attack. If this attack hits an opponent, then Umbreon will jump forwards off of the opponent a short distance. The move deals only minimal damage and knockback, but if it connects with an opponent, then that opponent is prevented from using any of their special moves for two and a half seconds afterward. Any player hit by this attack will be immune to its effects after it wears off for up to 15 seconds, or until they are KO'ed (whichever comes first).
*Up Special: Feint Attack- Umbreon teleports forward a short distance in a chosen direction, emerging in an explosion of dark energy. Any opponent close to Umbreon when it emerges will be launched by the explosion. The move will be canceled early with a ledge grab, preventing the dark energy explosion if it does so.
*Down Special: Foul Play- Umbreon will flash very briefly before resuming a normal stance. If it is hit with a physical attack, then it will counter with a body slam attack of its own. While the knockback of the attack is fixed, the damage will scale (maxing out at 50%) based on the difference in damage between Umbreon and the attacking player, regardless of who is in the lead in that equation. This can make it the most powerful counter move in the game, depending on circumstance. However, it has massive endlag if the counter misses.
===Leafeon Special Moves===
*Neutral Special: Solar Beam- Leafeon will stand in place and start gathering solar energy. Once Leafeon gathers full energy (or if the player presses the special button again will gathering energy), she fires a beam out across the stage, dealing good damage to anyone hit by it. Players cannot store the charge of Solar Beam, meaning that Leafeon is stuck in place until she fires the beam out. If she is hit while charging, she will lose the beam.
*Side Special: Leaf Blade/Fury Cutter- Leafeon delivers a powerful slicing attack with a leaf blade directly in front of itself. Players can combo this attack into up to three additional hits by continually pressing the special button, and can also influence the attack with up or down on the control stick. This attack will launch after the fourth strike with the blade.
*Up Special: Leaf Storm- Leafeon is hurled straight up into the air, leaving behind a small swirl of leaves that deal multihitting damage to opponents hit by the tornado. This move only sends Leafeon up a short vertical distance, and has very little horizontal momentum, making it a poor recovery move overall.
*Down Special: Ingrain- Leafeon will hold its position and sink roots into the ground around itself. Once established, Leafeon will begin to regain health while Ingrain is active, to the tune of 3% damage per 0.8 seconds. Leafeon is immobile while the attack is active, and will tank the knockback from weak attacks as well as reducing the damage dealt to herself. However, she cannot move in this state, and a sufficiently strong attack will knock her away at normal damage and knockback. Ingrain can last for up to 4 seconds (healing 15% of damage if undisturbed) and there is a 3 second cooldown before it can be used again.
===Glaceon Special Moves===
*Neutral Special: Ice Beam- Glaceon shoots a beam of frozen energy forward. This beam, unlike many other projectiles, will travel through enemies, dealing multi-hitting damage. It also has a chance of freezing foes on impact with each hit. There is minor startup lag to firing the Ice Beam, making it difficult to spam.
*Side Special: Icicle Cannon- Glaceon fires a large shard of ice forward that deals a good amount of damage and knockback to anyone it hits. While the attack can't be charged, it can be fired semi-rapidly, making it one of the best projectiles at countering approaching opponents, especially given that it has a slight chance of freezing opponents. Only 4 ice shards can be on screen at a time, however.
*Up Special: Frigid Blast- Glaceon performs a jumping dash attack in a chosen direction, while covering itself in a cloud of frigid energy. In addition to the tackle launching any foe it comes in contact with, this cloud will remain, even after Glaceon enters freefall, and will damage foes who come in contact with it, though it will not protect Glaceon from projectiles. It will disappear after Glaceon touches the stage.
*Down Special: Freeze-Dry- Glaceon will charge energy for as long as the special button is held down. Once the special button is released (regardless of whether Glaceon has reached full charge), Glaceon will unleash a shockwave of frozen energy that will instantly freeze any opponent it comes in contact with. The power of the charge determines the width of the shockwave. Glaceon is completely vulnerable when charging the attack, and the shockwave acts as a projectile, meaning it can be reflected back at Glaceon. This move deals 4.5% recoil damage to Glaceon, and there is a 6 second cooldown before it can be used again.
===Sylveon Special Moves===
*Neutral Special: Moonblast- Sylveon fires a large blast of lunar energy straight forward. The attack can be charged by holding the special button, which increases the size of the projectile (and its power), but also reduces its speed. Unlike Solar Beam, the charge can be stored with a roll dodge, giving the move more utility. At more powerful charges though, it becomes very easy to dodge unless fired at point blank range.
*Side Special: Ribbon Circlet- Sylveon claps forward with both of its neck ribbons directly in front of itself, performing a surprisingly strong physical attack to knock foes away. This attack will also leave a small lingering cloud of pink energy that deals minor damage to anyone caught in it.
*Up Special: Fairy Wind- Sylveon performs a high, floating jump in a swirl of fairy energy. The energy though is just for show, as the attack does no damage whatsoever. This makes the move exclusively useful for recovery. It has high vertical and horizontal momentum, making it a good recovery move at the expense of leaving Sylveon somewhat open for juggling attacks due to it reducing her air speed overall.
*Down Special: Draining Kiss- Sylveon will flash pink for a brief moment before resuming a normal stance. If physically attacked, Sylveon will counter with a headbutt attack, which counters the attack directly while simultaneously recovering health equal to half the damage the attack would deal. If hit by a projectile, then Sylveon will reflect that projectile back with a 1.0x damage multiplier. If the projectile then hits another player, than Sylveon will regain health equal to one quarter of the damage the projectile dealt.
===Miscellaneous===
*Entry Animation- Eevee exits out of a Pokeball that is tossed onto the stage from off screen.
*Idle Animation 1- Eevee looks around itself twice, flicking its ears twice as if clearing them of dust.
*Idle Animation 2- Eevee stomps its feet in place, as if impatiently waiting to attack.
*Side Taunt- Eevee will jump around in a circle. If one of the Eeveelutions is active, they will emit small sparks of whatever their specific type is (such as ice for Glaceon, fairy energy for Sylveon, etc.)
*Up Taunt- Eevee rolls around on the ground in a cute fashion.
*Down Taunt- Eevee sits on the ground and stares right at the camera, letting out a happy noise.
*Victory Animation 1- Eevee stands in the center of the screen, surrounded by all the other Eeveelutions, all of them sitting and looking happily at the camera. The character at the center will always be the form that finished the match.
*Victory Animation 2- Eevee jumps in from off screen, posing proudly at cneter stage. The form that jumps in from off screen will be the form that finished the match.
*Victory Animation 3- All the Eeveelutions will run past the screen in a parade of victory, with the chosen form stopping briefly to wave at the camera while sitting down.
==Reveal Trailer==
Coming Soon...
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters