Rillaboom (Smash Plus)

Rillaboom is a playable character in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Pokemon universe, he is listed as Fighter #43 in Smash's modified numbering system and is classified as a Super Heavyweight fighter. He is hidden at the start of the game, but can be unlocked through random encounters in Versus Mode, scoring at least 10 KO's in a single match on either the Pokemon Stadium or Pokemon Stadium 2 stages, or by clearing classic mode with Incineroar. He is also a new character, as this is his first playable appearance in a Smash game.
Rillaboom is one of the heavier characters in Smash Plus, yet to describe him as a plodding Super Heavyweight would be doing him a disservice. Rillaboom actually has decent mobility on the ground, a deceptively powerful recovery ability, and the trademark heavy hitting attacks that most super heavyweights are known for. However, some of his attacks have terrible endlag, and are easily punishable if you are not careful. And while his mobility is good versus fighters in his own weight class, he can still be run circles around by the more nimble fighters on the roster. Rillaboom's attacks are more than anything versatile, as he has the distance attacks to be successful as a zoning projectile fighter, and also has the stamina and power to be more aggressive. Rillaboom has two normal jumps and no additional movement options.
==Moveset==
===Basic Attacks===
*Neutral Jab- Rillaboom performs a two hit jab, with a single forward punch followed by a right hook punch that comes out as quickly and at an upward angle. Similar to DK's neutral jab.
*Side Tilt- Rillaboom performs a two-hit combo with his drumsticks, performing one downward strike followed by a second side strike. Players must press the attack button twice to execute both hits of the combo.
*Up Tilt- Rillaboom performs a headbutt attack. It's quick to come out, but has almost no horizontal range.
*Down Tilt- Rillaboom quickly pokes his drumstick out at an angle in front of himself. The move is semi-spammable but does very little damage. It does have a chance to trip foes at lower percentages though.
*Dash Attack- Rillaboom jumps in mid air, spins around and smacks opponents with his drum, which is fastened to his back. The move has high startup lag for a dash attack, and a good amount of endlag if it misses, but immense power if it connects with the sweetspot right on the drum's surface.
*Grab & Pummel- Rillaboom grabs opponents with one hand, smacking them with a drumstick for a pummel attack.
*Forward Throw- Rillaboom uppercuts the foe away with his free hand. Has the most knockback damage of any of Rillaboom's throws.
*Back Throw- Rillaboom chucks the opponent over his shoulder as if he is yeeting a broken drumstick away.
*Up Throw- Rillaboom grabs the opponent with both arms and then caber tosses them straight up into the air.
*Down Throw- Rillaboom removes his drum and then bounces the opponent off of it, bouncing them up into the air. Doing this generates a small sound shockwave that can damage other opponents in the area.
*Neutral Air- Rillaboom extends his arms while holding drumsticks, spinning around twice in the air. It launches on contact with foes, but hits that occur during the first rotation do much more damage and knockback then the second one. It also sourspots on the drumsticks.
*Forward Air- Rillaboom performs a backhanded slap straight in front of him. Has high knockback, put does very little damage overall.
*Back Air- Rillaboom performs a spiking hammer fist directly behind himself. It has high startup lag, but is incredibly powerful when it sweetspots.
*Up Air- Rillaboom shakes his head back and forth in a headbanging motion, with each forward motion doing more damage than the backwards motion of the head, though it doesn't do much damage late.
*Down Air- Rillaboom dives to the ground with his drum pulled out, hitting the ground drum first. This will meteor foes if it connects right as the downward descent begins.
===Smash Attacks===
*Side Smash- Rillaboom pulls his drum off his back and swings it forward with a mighty heave. The move has very bad startup lag, but one of the biggest forward smash hitboxes in the game given the range with the drum. If it connects at full charge, it is a devastating move, but is incredibly easy to punish.
*Up Smash- Rillaboom pulls out his drum and holds it above his head with one hand, pounding on it with his drumsticks in the other, creating a shockwave of leaves and wind directly above himself. While only the sonic shockwaves off the drum (as well as the pounding motion caused by Rillaboom himself) hurt, the move does create a straight up windbox that can push foes up an away, making this a unique anti-air tool. It also lacks in horizontal range.
*Down Smash- Rillaboom sets up the drum in front of himself and bangs on it up to three times at max charge. The first and second hits lead into the third hit, with the sonic shockwaves generated by the drums launching on the final hit of the combo. Powerful, but incredibly easy to punish if it whiffs.
===Special Moves===
*Neutral Special: Seed Bomb- Rillaboom launches three medium sized seeds onto the field, throwing them at an arc (though all three will likely land very close to one another unless reflected). If the seeds impact a player, they will do moderate damage and knockback. In addition to this, a portion of the damage they caused will also heal Rillaboom, though only at a max of 2%. The seeds are slow to come out, keeping them from being spammed, but they do fly a good amount of distance, being Rillaboom's primary projectile.
*Side Special: Drum Beating- Rillaboom sets up his drum and begins charging energy for as long as the special button is held. Once the attack reaches full charge (or when the special button is released), Rillaboom will begin pounding on his drum, causing roots to shoot across the stage. The roots will travel further the longer the attack is charged (reaching just slightly less than half the distance of Final Destination at full charge). The roots will continuously damage anyone who touches them, but only launch foes right when they disappear. And when they first pop out of the ground, they will also nullify most projectiles, making them a strong approach move to flush out campers. However, Rillaboom is fully exposed while the attack is charging and in progress (particularly from behind), and if he is attacked the attack will be canceled and the vines will disappear (without launching anyone). The vines will stop at the edges of platforms. While the attack can be charged in the air, if used in the air Rillaboom will just bang his drums, dealing minimal shockwave damage to anyone close by, but it will not create roots.
*Up Special: Boomburst- Rillaboom whips out his drum and punches it with all his might, causing him to fly upwards in a swirling tornado. The tornado can do decent launch damage if foes are caught in it, and it flings Rillaboom a good distance too. Plus if it is timed right and Rillaboom catches the opponent with the punch, it will spike them hard off the ground or to the blast zone below. The downside to using this attack is that it will destroy his drum. Thus Rillaboom will lose access to all attacks (save his Final Smash) that utilize his drum (including his Smash attacks) for 8 seconds afterwards, when a new drum will spawn on his back. It works great as a recovery move, but the timing has to be perfect for the spike attack to work.
*Down Special: Grassy Terrain- Rillaboom will cause a small batch of high grass to appear on the stage where he is standing. The grassy terrain will remain in play for roughly 20 seconds or until Rillaboom calls another patch of grass (in a separate location from the previous one) into being. While standing in the high grass, all of Rillaboom's attacks will gain a slight damage boost, and Rillaboom will also auto-heal damage (up to 7.8% if he stays in the grass the entire time). Opponents standing in the grass will not gain an attack boost, but will autoheal at half the rate of Rillaboom (up to 3.9% if in the grass the whole time). This attack cannot be used in the air.
*Final Smash: Max Overgrowth- Rillaboom will Dynamax and grow to his Gigantamax form, complete with a full drum kit in the background. He will play the drums repeatedly, causing green energy blasts to shoot into the foreground to damage opponents while a targeting reticle appears on screen. After 5 seconds or when the player presses the special button, Rillaboom causes a single root stalk to rise up from the bottom blast zone all the way to the top where the reticle was located, sending any player who touches it flying. Rillaboom then returns to the stage and the root stalk vanishes as the match continues. If Rillaboom's drum was destroyed when the FS began, it will return to him when the FS ends.
===Miscellaneous===
*Entry Animation- Rillaboom emerges from a Pokeball and then tosses and catches his drumstick as the match begins.
*Idle Animation 1- Rillaboom will bop his head back and forth as if keeping a rhythm in his head.
*Idle Animation 2- Rillaboom twirls his drumstick in his hand twice.
*Side Taunt- Rillaboom will pound his chest in a rhythmic beat, growling as he does so.
*Up Taunt- Rillaboom crosses his hands in the air, holding his drumsticks in an X formation as he does so.
*Down Taunt- Rillaboom stamps his foot twice and then makes a "come at me" motion to the opponent.
*Victory Animation 1- Rillaboom plays a drum solo on his drums, finishing with a flourish and on a pose for the camera.
*Victory Animation 2- Rillaboom throws two punches towards the camera and then finishes with his drumsticks in an X formation above his head on a pose.
*Victory Animation 3- Rillaboom swings from a vine onto the stage, rolling into the frame of the camera and ending on a pose, tossing his drumstick into the air and catching it periodically.
==How to Unlock==
Rillaboom can be unlocked any of the following ways:
*Playing Versus Matches until he randomly shows up as a "Challenger Approaching" fight. Defeat him to unlock him.
*Defeat Classic Mode with Incineroar on starting difficulty 3.0 or higher.
*Score at least 10 KO's on either the Pokemon Stadium or Pokemon Stadium 2 stages in a single match. Doing this will give you a 33.3% chance of unlocking either Rillaboom, Greninja or Incineroar. This increases to a 50% chance if one of Incineroar or Greninja is unlocked, and 100% chance if both are unlocked.
*Unlock him in the Finale of World of Light by defeating him.
*Pay 1,000 gold in a shop, where he can randomly show up (though rarely.)
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters
Category:Pokémon (series)