

His real name is unpronouncable. But everyone within 20 parsecs of Earth can recognise the Half-Vulcan, half-Human legendary science officer from the USS Enterprise.
He brings with him the famous techniques of his Vulcan forebears, plus some trademark Star Trek technology from the 23rd century. Vulcans are a peaceful people... normally. Spock will do everything to avoid direct conflict, and we think his moveset reflects that.

... To a degree. His smash attacks utilise the ancient Vulcan weapons, the Lirpa and the Ahn-woon. Which come from a more emotional time in planet Vulcan's past.
Ah! Watch out! It must be that time!Of course, Spock uses the phaser to stun players back. Like R.O.B's beam, don't over use it, otherwise the phaser may explode on you. Use the Transporter to escape to another part of the stage. Get in close to use the nerve pinch to incapacitate players.
It wouldn't be Spock without his mind-meld. Hey - I wonder what he would get from trying to read Lucario's psychic mind! First grab your opponent... then hit the special button.
"My mind to your mind... my thoughts to your thoughts..."This will then give you about 10 seconds where the other character will follow you and your attacks! The more damaged a character is, the more susceptible to suggestion.
Spock calls in the cavalry for his Final Smash.
"Mr. Scott, beam up Mr. Spock. Mr. Sulu, lock weapons on his co-ordinates."The Enterprise will fire either the phasers or the photon torpedo.
Anyone caught by the phaser beams will be hit out as an instant KO. The phaser locks onto where Spock transports out when you activate the final smash.
In contrast, the photon torpedo's blast can be blocked, but hits everyone on screen, dealing damage.
Spock transports back down afterwards unscathed. He will live long and prosper.