And you thought Bowser was big? The Grass/Ground Continent Pokemon quakes into battle, the largest and heaviest Smash Bros. yet! He can't move fast, he can't jump high, but this Pokemon is one powerful guy! He can soak up hits like nobody's business, and won't flinch from many weaker attacks allowing him to charge right into danger thanks to his Shell Armor. Just don't let him fall off an edge, or it's bye-bye usually! A few Pokemon live on Torterra---a Starly, who helps him out, a Burmy, and a Pachirisu. He is strong enough to protect them as he is their home!
Torterra's strengths are of course his amazing defense, able to tank weak attacks without flinching and keep on moving, allowing him to rush down projectile fighters. This is called Shell Armor, and is in effect for Torterra up until 200%, after which he loses the effect and becomes slightly easier to knock away as he'll now flinch. He's also got some very potent attacks, so if he can corner the foe, he doesn't have a lot of trouble scoring a K.O. He's at his best on flat, level stages, where opponents don't have a lot of room to escape. Torterra can crawl, but he's so big it barely changes his height.
Torterra's biggest weakness is his slow speed, as he slowly walks forward and his dash, which resembles Bowser's old "tank treads", isn't much faster. His size makes him a real easy target. Furthermore his attacks, while powerful, have slow-start up times and great ending lag, but thanks to Shell Armor, he can perform them uninterrupted from most attacks. Torterra suffers whenever he has to leave the ground, as he can barely jump twice, and falls quite fast, so if he falls off the edge, he'll have a rough time getting back. He's also the only character who cannot shield, since Shell Armor acts like a "shield" of sorts, to balance him out, so he's all about charging down the foe. On some of the more gimmicky stages, he'll have a lot of difficulty.
For his intro, Torterra is released from a PokeBall, and roars as he stomps the ground. When Torterra is critical, which for him happens when Shell Armor expires at 200%, his shell is cracked and one of his horns is chipped.
Colors: Torterra's basic set of colors references various seasons, changing the color of his green parts, or tree colors in general. He also has his Shiny Coloration.
1. Default Summer 2. Orange Fall 3. White Winter 4. Pink Spring 5. Dark Red 6. Dirty Brown 7. Purple 8. Shiny
Neutral: Bite. Torterra chomps forward, for a Neutral it's unusually slow, but does a lot of damage but little knockback.
Forward Tilt: Headbutt. Torterra rams his head forward, once more it's slow, but powerful, and with decent knockback.
Up Tilt: Growth. Torterra's tree rattles, and "grows" upward, striking a foe. Slow and powerful, and with a bit of extra range.
Down Tilt: Sand Attack. Torterra sends out a quick blast of sand, it's got good range, but doesn't do much damage nor knockback, but is his fastest neutral.
Dash Attack: Tackle. Torterra lunges forward, falling down a bit but colliding into the foe. Has a lot of ending lag, but since Torterra can usually charge without flinching, it can become a pretty reliable move to catch projectile users with. Good knockback.
Neutral Aerial: Body Slam. Torterra spreads his arms and legs out, buffeting a foe away. Not a lot of range, the most damage is caused if they're caught under Torterra, but since he can't jump well, this doesn't happen often. Hitting the foe with outstretched arms barely does anything.
Forward Aerial: Roar. Torterra lets out a roar, and pushes his head forward. Fast, but quite weak compared to the rest of his moves, and not a lot of range.
Back Aerial: Tail Whip. Torterra whips his tail to the side. Also fast, but weak.
Up Aerial: Stone Edge. Torterra's spikes extend into the air, piercing the foe. Fast, but weak, like the rest of his aerials.
Down Aerial: Earthquake. Torterra spreads his body out, and his falling speed quickly increases. Will meteor smash a foe if he lands on them from above, and push them down to the ground, otherwise he'll be unable to move as he plummets to the ground, smashing into it. A foe landed on will be sent flying into the air. Since Torterra can't jump that high, however, it's hard to catch a foe with this unless he gets some height somehow.
Grab: Torterra's neck reaches out, and he grabs a foe with his powerful jaws. He can then pummel by biting into them. It has very low range, and is slow, so grabbing is not the easiest to do. However if he can grab a foe, his throws are quite lethal.
Forward Throw: Energy Ball. Torterra's mouth glows, and a burst of energy smashes the foe, sending them flying. Very strong with a lot of damage and knockback.
Back Throw: Strength. Torterra whips his head around, tossing the foe a far distance backward, doesn't do a lot of damage but high knockback.
Up Throw: Razor Leaf. Torterra tosses the foe, and then his tree shoots out multiple leafs that pierce through the foe, doing multiple damage, and then tosses them into the air. The weakest throw, knockback wise.
Down Throw: Rock Tomb. Torterra lifts his body up and throws the foe down, slamming down on them delivering a powerful attack as they're sent flying upwards.
Forward Smash: Crunch. Like Bite, except Torterra stretches out his neck, delivering a powerful crunch. It's slow, but a great K.O. move due to its range.
Up Smash: Leaf Storm. Torterra's tree glows, and he launches a swirl of leafs above him that sucks in a nearby foe, before throwing them away. Less knockback, but racks up multiple hits, and can suck in foes, so it's a good move for the close-range Torterra.
Down Smash: Sand Tomb. Torterra whips his tail around, summoning a sand tornado that surrounds his body and moves outward. Long startup, but the sandstorm has great range, pushes foes back and deals damage, so it can be useful for getting an annoying foe away from Torterra.
Neutral Special: Seed Bomb. Torterra's only real long-range move, Torterra pulls back and then a large, glowing seed is thrown from his tree. You can slightly aim the arc it falls in. When the seed collides with the ground, or hits a foe, it explodes, acting like a miniature B-Bomb which hits the foe multiple times. Torterra can get hit by the explosion as well, but since he's a tank, he can risk it and won't flinch from it, and in fact it's easier to hit a foe closer. The move does decent damage, but doesn't have a lot of knockback, but this allows Torterra to follow up is he's fast enough. The only downside is it has a slow startup.
Side Special: Wood Hammer. Simillar to Charizard's Flare Blitz, Torterra crouches for a second, and then does a sideways jump, his shell facing forward, and tries to smash into the foe. It causes Torterra to take damage even if he misses, more damage if he actually hits the foe, but once more he can soak it up. The move is very powerful if it connects, and is Torterra's best killing move, even though it's got a lot of startup to it and is easy to see coming. After Torterra uses it, he'll briefly be on his side and will have to prop himself back up, so he's vulnerable especially if he misses. This move can be used in the air, and is a choice for horizontal recovery, however he'll go into the "grounded" pose when he hits the ground, plus since Torterra falls so fast, it's hard to use it in the air.
Up Special: Fly. There's a little Starly that lives on Torterra, that is seen in a few of his flavor poses. However, Starly can actually assist Torterra for one move, Fly! This works quite differently from Charizard's version, however. Starly appears and struggles to lift Torterra by his tree, giving him a bit of height before tiring out and desperately trying to flap as the two fall back down to earth, eventually releasing Torterra as he falls into his helpless state. It's Torterra's last-chance move, basically, to try and recover, and Torterra cannot act until the touches the ground again, so he's vulnerable. His falling speed is slightly decreased with Starly, though, so it might save him. When used on the ground, Starly will do the same, slightly lifting Torterra up before falling down, except the moment of lift is a bit longer, so it can be used to move around better.
Down Special: Bulldoze. Torterra lifts his front foot, and this can be charged---the longer you charge, the further the range of the move. When you release it, Torterra slams his foot down, and dirt erupts from the ground in a straight line. Any foe touching the ground at the time will sink into the ground and be buried, allowing Torterra to approach them. It's a good way to trap a foe by timing it so it traps them when they land. Once more, like his other attacks, this move takes a bit to get started and has slow startup and ending lag, but it can potentially stop an opponent in their tracks. Torterra cannot use this move in the air.
Final Smash: Synthesis. Torterra's Final Smash is unique, in that it isn't offensive based, but instead defensive based! A giant sun appears, and Torterra steadily glows, healing him up to 200%! Refreshed and rejuvenated, he's ready for action. Furthermore, after the healing effect, Torterra is temporarily surrounded by a glowing aura, which slightly increases his movement speed allowing him to jump back into the game.