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Decidueye, the Arrow Quill Pokémon, is a Grass/Ghost type, and the final evolution of Rowlet, Alola's Grass starter. Decidueye is also seen by many as a front runner for Super Smash Bros.
What would Decidueye be like in Smash?
Here are some movesets for Decidueye, to help illustrate some things.
Jab: A three strike attack. First is swipe of the wing, and then two talon-swipe kicks.
Dash Attack: Decidueye glides forward a bit, corkscrewing while using Drill Peck.
Side Tilt: Decidueye flaps its wings twice, aggressively.
Up Tilt: Decidueye leaps up to hit foes with its beak.
Down Tilt: Decidueye does a low kick with its claws.
Neutral Air: Channeling its inner Yondu, Decidueye's arrow makes a loop around itself despite Decidueye not firing it. Spooooooky.
Forward Air: Decidueye launches and arrow diagonally downward.
Back Air: Decidueye turns to kick foes with its talons.
Up Air: Decidueye flaps its wings, sending it slightly upward to hit foes. Uniquely, this can aid in recovery, similar to Corrin's back air.
Down Air: Decidueye launches a spread of three arrows below it. The middle arrow meteor smashes foes.
Side Smash: Decidueye leaps back while launching an arrow at the ground in front of it.
Up Smash: Decidueye launches three arrows consecutively directly above it. This is a meteor smash.
Down Smash: Decidueye leaps up and launches an exploding feather arrow into the ground below it.
Dash Attack: Decidueye glides forward a bit, corkscrewing while using Drill Peck.
Side Tilt: Decidueye flaps its wings twice, aggressively.
Up Tilt: Decidueye leaps up to hit foes with its beak.
Down Tilt: Decidueye does a low kick with its claws.
Neutral Air: Channeling its inner Yondu, Decidueye's arrow makes a loop around itself despite Decidueye not firing it. Spooooooky.
Forward Air: Decidueye launches and arrow diagonally downward.
Back Air: Decidueye turns to kick foes with its talons.
Up Air: Decidueye flaps its wings, sending it slightly upward to hit foes. Uniquely, this can aid in recovery, similar to Corrin's back air.
Down Air: Decidueye launches a spread of three arrows below it. The middle arrow meteor smashes foes.
Side Smash: Decidueye leaps back while launching an arrow at the ground in front of it.
Up Smash: Decidueye launches three arrows consecutively directly above it. This is a meteor smash.
Down Smash: Decidueye leaps up and launches an exploding feather arrow into the ground below it.
Forward Throw: Decidueye launches an arrow at the foes head, launching them forward.
Back Throw: Decidueye tosses them back and kicks the foe with extended talons.
Up Throw: Decidueye flies up, foe in its talons, and slams them into the ground.
Down Throw: Decidueye launches and arrow into the ground that explodes.
His Neutral Special would be Spirit Shackle. Decidueye would launch an Arrow Quill toward the opponent and, if it lands, create a ghostly purple aura around them that locks them in place for a few moments. This gets around Decidueye's low speed and allows the owl to get in close and punish the opponent with a strong wing or talon strike.
His Side Special would be Leafage. Decidueye launches three green leaves from its wing bow that fly straight ahead. However, if Side B is pressed mid-attack, the three leaves spread out in a fan pattern, like the Blue Angry Birds. They do less damage than when compacted, but have far greater reach. A good mixup tool.
His Up Special is Brave Bird. Decidueye flies up and then crashes down at an angle (like, think of the tall leg and hypotenuse of a right triangle). If a foe is hit on the downward crash, they take heavy damage, but Decidueye take some recoil damage. Recoil damage is only done if the move connects.
His Down Special is U-Turn. This acts as a "get off me" move that allows Decidueye to keep its distance. After gaining a ghostly glow, Decidueye rams forward a small amount before then making a u turn and flying backward, giving it more space to fire Arrow Quills.
For a Final Smash, Decidueye performs Sinister Arrow Raid. Appearance wise, it's exactly like how it is in Sun and Moon, since Z-Moves are basically already Final Smashes.
Back Throw: Decidueye tosses them back and kicks the foe with extended talons.
Up Throw: Decidueye flies up, foe in its talons, and slams them into the ground.
Down Throw: Decidueye launches and arrow into the ground that explodes.
His Neutral Special would be Spirit Shackle. Decidueye would launch an Arrow Quill toward the opponent and, if it lands, create a ghostly purple aura around them that locks them in place for a few moments. This gets around Decidueye's low speed and allows the owl to get in close and punish the opponent with a strong wing or talon strike.
His Side Special would be Leafage. Decidueye launches three green leaves from its wing bow that fly straight ahead. However, if Side B is pressed mid-attack, the three leaves spread out in a fan pattern, like the Blue Angry Birds. They do less damage than when compacted, but have far greater reach. A good mixup tool.
His Up Special is Brave Bird. Decidueye flies up and then crashes down at an angle (like, think of the tall leg and hypotenuse of a right triangle). If a foe is hit on the downward crash, they take heavy damage, but Decidueye take some recoil damage. Recoil damage is only done if the move connects.
His Down Special is U-Turn. This acts as a "get off me" move that allows Decidueye to keep its distance. After gaining a ghostly glow, Decidueye rams forward a small amount before then making a u turn and flying backward, giving it more space to fire Arrow Quills.
For a Final Smash, Decidueye performs Sinister Arrow Raid. Appearance wise, it's exactly like how it is in Sun and Moon, since Z-Moves are basically already Final Smashes.
The grass/ghost type owl has the archer ability. This is a mechanic where all his aerial (A) attacks can be charged. All of them are projectiles expect for one.
The pokemon relies on a volley of projectiles and its multiple jumps to land and evade attacks. Place a target on them, soften them up, shackle them down, and smash them away.
Decidueye is not a fast runner, but has a quick walk, good airspeed, and long-range attacks. Knock-outs are made easier when your opponent is chained to the floor.
AERIALS
Archer Ability: All aerials can be charged.
Down Aerial (Solar Beam): Fires a beam of light formed as an arrow directly downwards. A long-range attack that does decent damage at the cost of almost no knockback. However, the beam of light causes a ring of splash damage if it collides with the ground, which does result in sending opponents flying.
The charged shot does more damage and has minor horizontal knock-back from the beam and better horizontal knock-back explosion upon the ground. Used correctly, this is a kill opportunity.
Back Aerial (Astonish): The owl turns his head over a shoulder and retches up lunch in a downward arching spew of bones and skulls. Of course, the longer the attack is charged, the more bones find their way out of Decidueye’s stomach. This unconventional attack hits multiple times and has a slight meteor effect.
Forward Aerial (Razor Leaf): Fires a sharp leaf arrow at a downward diagonal. Decidueye pulls back on his winged bow as the move is charged which results in a stronger shot.
Up Aerial (Spore): Shoots a seed directly above. The seed goes a short distance before shedding its shell and becoming a harmless white puff. But if the seed makes contact with an enemy there is an explosion of spores, which has high vertical knockback (a reference to Ivysaur’s Up Air and Up Smash from Brawk). This is a kill move.
Neutral Air (Feather Dance): This is Decidueye’s only non-projectile aerial. He holds out his bladed wings to the side and completes a spin. Holding the attack before release results in more spins and the ability to slightly control horizontal movement during the attack.
SMASHES
Down Smash (U-turn): The owl flies in a tight pivoting circle inches above the ground where he was standing. The move is quick and great at pushing enemies back for some breathing room.
Forward Smash (Aeroblast): The pokemon flaps his wings forward in order to generate a slash of air. The wing slap can push an enemy into the projectile. While the attack has lag, the movement of the attack sends the archer backwards.
Up Smash (Acrobatics): The owl flips upside down and pushes its wings along the floor as a brace. He flaps the flattened wings and launches himself talons first toward the sky as he spins.
SPECIALS
B Special (Leafage): Fires a glowing green orb that spirals. Decidueye can hold B for a charge. The length of the charge results in more spiraling green orbs that fan out. The orbs only amount in minor hit-stun if more than of them connect with a target.
Down Special (Curse): The owl takes on a wavering ethereal form. If struck with an attack, Decidueye negates the damage and places a ghostly purple bulls-eye on the target. The bulls-eye fades, leaving a purple glow on the opponent. Projectiles do more damage and shield damage in this state.
The length of the curse is tied to the damage dealt to and negated by the owl.
Side Special (Spirit Shackle): Fires a purple ghostly arrow. The shot can be charged and angled. Upon contact purple chains lash out of the opponent in a restricted circle.
Depending the opponent’s damage and their curse status and the charge of the arrow, the radius can increase in size and the chains can strengthen.
On a grounded opponent, the arrow’s chains will shackle the enemy to the ground OR if near another enemy the chains will shackle both individuals to each other.
On an aerial opponent if the radius of chains touched the ground, the chains will latch to the ground and snap the enemy to the floor. If the chains contact another enemy, however, both opponents will be shackled together and fall.
Up B (Brave Bird): The owl launches straight up and performs a dive bomb. The attack can be angled as long as the angle is lower than the position of Decidueye.
While this attack can do damage and knockback to the enemy, a technique can be used for greater knockback. If B is pressed, the owl will unfurl its wings and stop, creating a sonic boom sphere around its body. The longer the dive before the cancel, the bigger the sonic boom.
TILTS
A (Peck): A quick peck attack with hit-stun, but poor range.
Tilt A (Rolling Kick): Jumps in the air performing a windmill slice with a wing immediately followed by a talon-tipped roundhouse.
Down Tilt (Cut): While crouching the owl folds his wings across his chest. A press of (A) will have him unfold his sharp wings in a horizontal slice.
Up Tilt (Fury Attack): Falls flat on his back and rapidly kicks upwards. Holding A will continue the kicks.
Running A (Triple Kick): Leaps with talons first, deliver three rapid forward kicks to rack up damage on a foe.
GRABS
Leaps off the ground and grabs with talons.
A: Delivers a hard peck on the skull.
Forward Throw: A ghostly purple bow appears and the enemy is notched into the phantom device. Decidueye leaps off his enemy and pantomimes shooting an arrow resulting in the spectral bow shooting the opponent forward.
Back Throw: Pivots in place with wings flapping and the opponent swinging around by the tightly gripping talons. Swings around twice before chucking the enemy.
Up Throw: Flies around in two loops while clutching the opponent. During the height of the second loop, the owl chucks his enemy upwards.
Down Throw: Pushes the opponent on the ground into a tripped position as the owl does a small hop into the air. The throw ends with Decidueye airborn.
The pokemon relies on a volley of projectiles and its multiple jumps to land and evade attacks. Place a target on them, soften them up, shackle them down, and smash them away.
Decidueye is not a fast runner, but has a quick walk, good airspeed, and long-range attacks. Knock-outs are made easier when your opponent is chained to the floor.
AERIALS
Archer Ability: All aerials can be charged.
Down Aerial (Solar Beam): Fires a beam of light formed as an arrow directly downwards. A long-range attack that does decent damage at the cost of almost no knockback. However, the beam of light causes a ring of splash damage if it collides with the ground, which does result in sending opponents flying.
The charged shot does more damage and has minor horizontal knock-back from the beam and better horizontal knock-back explosion upon the ground. Used correctly, this is a kill opportunity.
Back Aerial (Astonish): The owl turns his head over a shoulder and retches up lunch in a downward arching spew of bones and skulls. Of course, the longer the attack is charged, the more bones find their way out of Decidueye’s stomach. This unconventional attack hits multiple times and has a slight meteor effect.
Forward Aerial (Razor Leaf): Fires a sharp leaf arrow at a downward diagonal. Decidueye pulls back on his winged bow as the move is charged which results in a stronger shot.
Up Aerial (Spore): Shoots a seed directly above. The seed goes a short distance before shedding its shell and becoming a harmless white puff. But if the seed makes contact with an enemy there is an explosion of spores, which has high vertical knockback (a reference to Ivysaur’s Up Air and Up Smash from Brawk). This is a kill move.
Neutral Air (Feather Dance): This is Decidueye’s only non-projectile aerial. He holds out his bladed wings to the side and completes a spin. Holding the attack before release results in more spins and the ability to slightly control horizontal movement during the attack.
SMASHES
Down Smash (U-turn): The owl flies in a tight pivoting circle inches above the ground where he was standing. The move is quick and great at pushing enemies back for some breathing room.
Forward Smash (Aeroblast): The pokemon flaps his wings forward in order to generate a slash of air. The wing slap can push an enemy into the projectile. While the attack has lag, the movement of the attack sends the archer backwards.
Up Smash (Acrobatics): The owl flips upside down and pushes its wings along the floor as a brace. He flaps the flattened wings and launches himself talons first toward the sky as he spins.
SPECIALS
B Special (Leafage): Fires a glowing green orb that spirals. Decidueye can hold B for a charge. The length of the charge results in more spiraling green orbs that fan out. The orbs only amount in minor hit-stun if more than of them connect with a target.
Down Special (Curse): The owl takes on a wavering ethereal form. If struck with an attack, Decidueye negates the damage and places a ghostly purple bulls-eye on the target. The bulls-eye fades, leaving a purple glow on the opponent. Projectiles do more damage and shield damage in this state.
The length of the curse is tied to the damage dealt to and negated by the owl.
Side Special (Spirit Shackle): Fires a purple ghostly arrow. The shot can be charged and angled. Upon contact purple chains lash out of the opponent in a restricted circle.
Depending the opponent’s damage and their curse status and the charge of the arrow, the radius can increase in size and the chains can strengthen.
On a grounded opponent, the arrow’s chains will shackle the enemy to the ground OR if near another enemy the chains will shackle both individuals to each other.
On an aerial opponent if the radius of chains touched the ground, the chains will latch to the ground and snap the enemy to the floor. If the chains contact another enemy, however, both opponents will be shackled together and fall.
Up B (Brave Bird): The owl launches straight up and performs a dive bomb. The attack can be angled as long as the angle is lower than the position of Decidueye.
While this attack can do damage and knockback to the enemy, a technique can be used for greater knockback. If B is pressed, the owl will unfurl its wings and stop, creating a sonic boom sphere around its body. The longer the dive before the cancel, the bigger the sonic boom.
TILTS
A (Peck): A quick peck attack with hit-stun, but poor range.
Tilt A (Rolling Kick): Jumps in the air performing a windmill slice with a wing immediately followed by a talon-tipped roundhouse.
Down Tilt (Cut): While crouching the owl folds his wings across his chest. A press of (A) will have him unfold his sharp wings in a horizontal slice.
Up Tilt (Fury Attack): Falls flat on his back and rapidly kicks upwards. Holding A will continue the kicks.
Running A (Triple Kick): Leaps with talons first, deliver three rapid forward kicks to rack up damage on a foe.
GRABS
Leaps off the ground and grabs with talons.
A: Delivers a hard peck on the skull.
Forward Throw: A ghostly purple bow appears and the enemy is notched into the phantom device. Decidueye leaps off his enemy and pantomimes shooting an arrow resulting in the spectral bow shooting the opponent forward.
Back Throw: Pivots in place with wings flapping and the opponent swinging around by the tightly gripping talons. Swings around twice before chucking the enemy.
Up Throw: Flies around in two loops while clutching the opponent. During the height of the second loop, the owl chucks his enemy upwards.
Down Throw: Pushes the opponent on the ground into a tripped position as the owl does a small hop into the air. The throw ends with Decidueye airborn.
An actual archer character who uses his arrows for more than just a neutral special, Decidueye brings a unique flavor. That, and his signature move provides a neat gimmick and he's just awesome in general.

Decidueye's Credentials
Decidueye is among the most popular Alola Pokémon, partially aided by being a starter Pokémon, and Alola's most popular starter to boot. Looking at a picture of it alone gives an image of how it would fight, being an archer owl, and fits with Sakurai's views on how a character should come to life. Its signature move offers a gimmick not yet seen in Smash, being a slower character who can trap foes in place from a distance to allow itself to close the gap. Its two typings can allow it to set itself apart from the other Pokémon in Smash thematically. into this that Sun and Moon were a celebration of Pokémon's 20th anniversary, and an Alola Pokémon seemingly has great odds, especially one with Decidueye's résumé.
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