Quoted By:
Vaporeon
Quick, floaty, high double-jump, low weight, big shield, with wall-jump.
Attacks primarily with its bulky tail. A few attacks with its paws, and maybe mouth. Back-air is a really strong spike with huge hitboxes where it swings its tail down. Up-smash would be similar to Pikachu's(although not quite as strong as Pika's godly usmash).
Grab is fast as fuck, and throws set up well for a follow-up combo.
B - Hydro Pump. A burst of water that moves quickly horizontally. Good for gimping, bad for racking up damage.
UpB - Tail Whip. A quick backflip, sweeping the tail over the body. If used in the air, Vaporeon is not left helpless after, and it gains its double-jump back(UpB can't be used again until hit, landing, or getting grabbed). Super quick, good for combos.
SideB - Aurora Beam. An aimable beam which breaks shields and freezes the opponent. It also cancels any projectile it hits. Very high ending lag. Anti-camping.
DownB - Acid Armor. A "counter"-type move. Invincibility frames while active(faster than even Marth's counter), but, instead of hitting the enemy as the counter-hit, it grabs them. In the air, it still grabs the opponent, and it has a seperate set of throws(air-dthrow is a spike that gives Vaporeon upward momentum). Doesn't counter projectiles, but if they hit during the iframes, Vaporeon doesn't take damage. Of course, as a counter move, it has very high ending lag where Vaporeon is vulnerable.
Overall, Vaporeon would focus on its high-speed grabs and its spikes for KOs instead of knockback. Throws would help get the opponent off-stage at higher percent. Due to its reliance on grabbing, stages with many platforms such as Battlefield would be difficult for Vaporeon.
I hope I haven't written too much to read!