Jake's Super Smash Bros.

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Jake's Super Smash Bros.
This article may contain spoilers for a variety of different media.
Please be aware of this when reading character descriptions, especially.

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JSSB 2017 logo.png
JSSB box.png
Platform(s) Nintendo Switch
1-8 players
ESRB: T for Teen
PEGI: 12
CERO: B
Genre(s) Party, fighting
Series Super Smash Bros.
Predecessor Super Smash Bros. Ultimate
Media Included Nintendo Switch game cartridge


Jake's Super Smash Bros. is the most ambitious crossover event in history.


Jake's Super Smash Bros. logo sideways.png, also known simply as Super Smash Bros. or JSSB, is considered as both the seventh instalment of the Super Smash Bros. series, following 2018's Super Smash Bros. Ultimate, as well as a soft-reboot for it. Unlike previous titles in the series, the game is not directed by series creator Masahiro Sakurai but instead by Jake, who also serves as the game's announcer; Sakurai still works on the game as a design consultant and producer.

Jake's Super Smash Bros. retains the same gameplay elements as previous Super Smash Bros. titles, such as being a 2.5D fighting game set within platformer-esque levels, as well as including a story mode that reimagines and builds on the plot of Super Smash Bros. Brawl's Subspace Emissary.

North American players who pre-ordered the game as certain gaming outlets got a two-disc CD collection titled JSSB: Special Music Collection along with the game. This collection contained a large selection of the new remixes created for Jake's Super Smash Bros., as well as a new medley of the Super Smash Bros. Melee and Super Smash Bros. Brawl main themes not heard anywhere in the game. In Japan this CD collection was made available through My Nintendo, while Nintendo of Europe sold this CD for a limited time through their online store.

Gameplay[edit | edit source]

As with previous entries in the Super Smash Bros. series, Jake's Super Smash Bros. is a 2.5D mascot fighting game that ditches several aspects that "traditional" fighting games, such as Tekken or Street Fighter, utilize. The game features a number of different characters from various Nintendo-owned and third party franchises, and up to eight can fight at once on a single stage. Instead of the normal, flat stages found in most fighting games, Jake's Super Smash Bros. features ones with a variety of different platforms and hazards that may affect one's playstyle.

Unlike most fighting games, which utilize combo-based movesets for fighters, Jake's Super Smash Bros. simplifies this- all playable characters have a single 'standard attack' button, and a 'special attack' button, with the control stick's directional input determining what attack they perform. As such, all fighters have eight main attacks- up, down, side, and neutral standard and special moves. There are also tilt and smash attacks, which are more powerful versions of the fighters' standard moves; tilt attacks occur when a control stick is not tilted fully in a single direction and are generally more powerful than normal standard attacks, while smash attacks are even more powerful standard attacks that can be charged up by holding down the standard move button. When airborne, fighters are also granted a different set of standard moves, and some special moves may also act differently. Additionally, airborne fighters are granted another standard attack, as tilting the control stick forwards or backwards causes the fighter to perform a different attack. Finally, all fighters also have a Final Smash, a powerful special move that replaces the character's neutral special move once they have broken a Smash Ball.

Also unlike most other fighting games, the aim of a battle is not to deplete a foe's HP bar but instead knock them past the invisible blast lines located around the stage, with damage increasing a fighter's "damage percentage", which increases the amount of knockback they take; a fighter whose damage percentage is at 20% will take far less knockback than one whose damage percentage is at 120%, for instance.

Compared to other Super Smash Bros. titles, the game aims to be more casual than most other titles. Characters generally move at a speed faster than those in Super Smash Bros. Brawl do, but slower than in Super Smash Bros. for Nintendo 3DS / Wii U, and have about as much weight as those in the former do. Because of the game's more-casual target audience, many of the series' techniques utilized in competitive play, such as directional air-dodging and the "wavedashing" glitch, are not present in the game. The game does not completely ignore changes made after Brawl however, as some of the gameplay elements from Ultimate - such as the ability to attack while climbing a ladder, the optional Final Smash Meter that fills up as you deal and take damage, the ability to toggle hazards, and the fact that both fighters i a 1-on-1 match take more damage and knockback than in matches with more players - have been retained.

Collectibles[edit | edit source]

There are four collectible items in the game: CDs, trophies, stickers, and Memories.

CDs, as implied by their name, unlock new music for stages upon being collected. CDs are the rarest type of collectible though, unlike trophies and stickers, players can not collect duplicates of one track; once all CDs have been collected they will cease spawning.

Trophies and stickers may spawn during matches (trophies rarely and stickers uncommonly), though can more easily be earned through other modes. Trophies are small figurines of characters, items, or other objects from various series, which have different descriptions that give details about the object or its usage in its original appearance, while stickers can be used to alter the statistics of a fighter. All playable characters, including Echo Fighters, have a Memory associated with them, which is unlocked upon completion of the "true" All-Star Gauntlet. These Memories detail information about a certain piece of media in which a playable character makes a prominent appearance.

Collected stickers and trophies can be viewed in the Gallery. For a complete list of all of the game's music, trophies, stickers, and memories, click the corresponding button below. The buttons are listed in that order. There also exists a shop where players can purchase music, trophies, and stickers with in-game currency earned by playing Classic Mode, All-Star Gauntlet, Smash Run, and Smash Tour.

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Stickers[edit | edit source]

Main article: Jake's Super Smash Bros./Stickers

Stickers are a gameplay mechanic that are very much comparable to the Custom Parts included in Super Smash Bros. for Nintendo 3DS / Wii U and the Spirits from Super Smash Bros. Ultimate. All collected stickers have certain powers bonded to them, which the player can place onto the base of a playable character's trophy in order to power them up in certain ways. Stickers use artwork depicting characters from various media, and the size of the stickers denote the amount or strength of the powers attributed to it. Whether or not the effects of the stickers applied to a character are active during a battle can be decided via the options menu, and the active effects are displayed to all players before the battle begins. Should a sticker be removed from a character, it, as well as any of the powers that the sticker contains, will be permanently destroyed; no sticker can only be obtained once, as even those received from completing challenges can be obtained in platinum sticker packs. Additionally, stickers can not be overlapped on the base of a trophy, and as such the player must arrange them in such a way in order to optimize characters to suit their play style.

Shop[edit | edit source]

The Shop always has a collection of seven trophies that can be purchased with the gold earned by playing through the different modes as well as three packs of stickers. Any trophies that are obtained through random chance and not the completion of a specific challenge, though some are rarer than others and will be priced higher than others. Likewise, packs of stickers come in four varieties, each one increasing in price and thus the rarity of stickers that they may contain: bronze, silver, gold, and platinum; a bronze and silver pack will always be available for purchase, while platinum stickers will, on rare occasion, replace the otherwise-present gold packs.

This system previously appeared in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate, though it has been revised for its Jake's Super Smash Bros. counterpart. The main difference between its previous appearances is that the shop is now manned by one of several characters, which are chosen randomly; while character similarly appeared in the shops in the Adventure Mode of Super Smash Bros. Ultimate, in Jake's Super Smash Bros. the clerks all have unique attributes that allow the player to do a variety of different things when spoken to.

Clerks[edit | edit source]
Clerk appearance rates
Clerk Appearance rate
Tomodachi Life clerk.png
Tomodachi Clerk
45%
Rusty RRDB.png
Rusty Slugger
Inuji RRDB.png
Inuji Darumeshi
30%
Timmy & Tommy ACaF.png
Timmy & Tommy Nook
20%
MM3D Happy Mask.png
Happy Mask Salesman
5%

There are four characters that can appear: the wooden box-headed clerk from Tomodachi Life, Rusty Slugger from Rusty's Real Deal Baseball, Timmy and Tommy Nook from the Animal Crossing series, or the Happy Mask Salesman from The Legend of Zelda series. The Mii does not have any unique attributes, and as such is the most common salesman, followed in order by Rusty, Timmy and Tommy, and the Happy Mask Salesman. When the language is set to Japanese, Rusty is replaced by Inuji Darumeshi just as in his original title.

Rusty allows players to haggle with him to lower the prices of trophies and sticker packs; and he may also lower the prices of trophies already at a discounted price. When Timmy and Tommy mans the shop, players can sell their duplicate trophies and pay roughly 30% of the trophy's original price. The Happy Mask Salesman will only appear for 72 minutes at a time (a reference to how Majora's Mask takes place over three days - or 72 hours), and only carry trophies normally priced at 2500 G. The Salesman may also include discounts that can range from anywhere between 5% off and 65% off, making it possible to pay only 875 G for a trophy normally priced at 2500 G.

Prices[edit | edit source]

Prices are determined by the rate of how common a trophy is, as all trophies that can be earned by random drop can also be purchased. Some trophies, notably the alternate trophies of the playable characters, can only be obtained by purchasing them through the shop.

Prices may also be discounted at 10% off, 30% off, or 50% off. These sales happen at random intervals throughout the day.

Trophy prices
Appearance rate Purchase price Sell price
100% - 71% 350 G 90 G
70% - 61% 650 G 150 G
60% - 51% 950 G 240 G
50% - 41% 1200 G 300 G
40% - 21% 1500 G 450 G
20% - 6% 2500 G 750 G

Playable Characters[edit | edit source]

Character Spread by Series
Super Mario 19
Pokémon 15
The Legend of Zelda 13
Donkey Kong 8
Kirby 7
Kid Icarus 6
Wario 5
Fire Emblem 4
Animal Crossing 3
F-Zero 3
Metroid 3
Punch-Out!! 3
Sonic the Hedgehog 3
Splatoon 3
Star Fox 3
Xenoblade Chronicles 3
Castlevania 2
Danganronpa 2
Dynasty Warriors 2
EarthBound 2
Mega Man 2
Pikmin 2
Samurai Warriors 2
Street Fighter 2
Tekken 2
Yoshi 2
Ace Attorney 1
ARMS 1
ASH: Archaic Sealed Heat 1
Banjo-Kazooie 1
Battle Clash 1
BlazBlue 1
Call of Duty 1
Chibi-Robo! 1
Dishonored 1
Duck Hunt 1
Eternal Darkness 1
Ever Oasis 1
Family Computer Robot 1
FINAL FANTASY 1
Game & Watch 1
Glory of Heracles 1
Ice Climber 1
Joy Mech Fight 1
Kaeru no Tame ni Kane wa Naru 1
Lady Sia 1
Metal Gear 1
Miitopia 1
Minecraft 1
MySims 1
The Mysterious Murasame Castle 1
Nintendo Game 1
Nintendo Power 1
PAC-MAN 1
Persona 1
Puyo Puyo 1
Rabbids 1
Rhythm Heaven 1
Science Adventure 1
Shantae 1
Super Monkey Ball 1
Tales 1
Tokyo Mirage Sessions ♯FE 1
Urban Champion 1
Wii Fit 1
Yūyūki 1

Jake's Super Smash Bros. includes 150 unique playable characters from a number of video game series, primarily focusing on the intellectual properties created by Nintendo.[1] While the series represented are primarily ones that have seen releases in more-recent years, there are a number of more-obscure characters that represent Nintendo's rich history. The game's philosophy is not to include a roster full of characters that "make sense" as fighters or as representatives of a series, but rather to include a large number of characters that are interesting and may not be as well known even to longtime Nintendo fans.[2]

In addition to characters owned by Nintendo, select characters owned by third party companies will also be playable including representatives from SEGA, Capcom, Bandai Namco, and Koei Tecmo, among others. According to the creator of the game, any character that has debuted in a video game is eligible to appear as a playable character in the game, though characters from Nintendo's first- and second-party franchises are to be prioritized over any third-party fighter. A small number of characters hailing from media other than video games will also be included in the game, with the stipulation that they must have previously appeared in a video game released for a Nintendo console.

The game features unlockable characters; notably most characters not owned by Nintendo are not available by default. All characters have two different methods that can be used to unlock them: a wholly-unique criteria must be completed, such as completing a certain mode with a specific character, or a character will be unlocked once they join the player's party in the game's story mode, Crown of Orchid.

A number of characters with movesets based on another character's, dubbed "Echo Fighters" and marked with a lowercase Epsilon (ϵ), are also included in the game, but do not increase the number count on the roster and the player can choose to stack the icons of Echo Fighters atop their "original" on the character select screen. All Echo Fighters must be unlocked.

The playable characters are broken up into two waves. The first 100 unique fighters - as well as Echo Fighters Dark Samus, Metal Sonic, Apollo, Midbus, Toadette, Sakura, Fay, and Morpho Knight - are classified as being "Jake's Super Smash Bros. Originals", while all others are classified as part of "Jake's Super Smash Bros. Complete"[3], as only the former were originally planned to be added into the game. Seven characters that were announced as part of Complete, six of whom appeared in previous Super Smash Bros. titles, were announced prior to the reveal of all 100 of the original playable characters[4] as a tease towards the expanded roster: Sheik, Marth, Lucario, Snake, Toon Link, Mewtwo, and (albeit not by name) Kumatora.

Default Fighters[edit | edit source]

Mario Luigi Peach Daisy Captain Toad Bowser Piranha Plant Wart Paper Mario Yoshi Ukiki Yarn Yoshi Donkey Kong Diddy Kong Dixie Kong Tiny Kong King K. Rool Wario Captain Syrup Link Zelda Young Link Skull Kid Sheik Ganondorf Purah Lana Pikachu Jigglypuff Pichu Roserade Lucario Garbodor Meloetta Litten Magearna Tom Nook Isabelle Rover Samus Zero Suit Samus Kirby King Dedede Rick & Kine & Coo Ike Lucina Reporter Spring Man Pit Palutena Dark Pit Viridi Little Mac Captain Falcon Fox Olimar Chibi-Robo Inkling Alexandra Tethu Elma Lin Aisya Takamaru Duck Hunt Ice Climbers Goku Prince of Sablé R.O.B. Mii Knight Mii Musician


SSB Mario Series.png
SSB Mario Series.png
Mario is the eponymous main protagonist of the Super Mario series, which acts as Nintendo's flagship franchise. Mario, who has been said to be one of the most recognizable fictional characters ever created, first appeared in 1981's Arcade platformer Donkey Kong, where he, under the name of Jumpman, needed to scale scaffolding in order to defeat Donkey Kong and rescue his girlfriend Pauline (then-known as Lady). Since then, Mario has made hundreds of other appearances in video games; the series in which he stars primarily sees him (and oftentimes his brother Luigi) having to traverse different worlds in order to defeat Bowser the Koopa King and rescue Princess Peach. Besides this, Mario has had a number of different professions through the years: while commonly stated to be a plumber, he was a carpenter in Donkey Kong, a referee in the NES version of Punch-Out!!, a doctor in the Dr. Mario series, a demolition worker in Wrecking Crew, and many more.
First appearance:
Donkey Kong (1981)
Special Attacks
Neutral Special: Fireball is a weak projectile attack that bounces along the ground three times before extinguishing. This attack originates from the Fire Flower ability that first debuted in Super Mario Bros., and has appeared most other Mario platformers to date.

Side Special: Cape is an ability inspired by the Cape Feather power-up from Super Mario World. Using a yellow cape, Mario whips it in front of him. This allows him to reflect projectiles and spin around any fighter he hits with the attack.

Up Special: Star Spin first appeared in Super Mario Galaxy, where it was Mario's main way to defeat foes. The Star Spin sees Mario spin around quickly with his arms out-stretched to deal damage. In Super Mario Galaxy, Mario could use this move in mid-air to hover a short distance, while also gaining some slight upwards movement; in Super Smash Bros., Mario can use this up to two times in mid-air to gain a little bit of upwards momentum each time, with the first one propelling him higher than the second.

Down Special: F.L.U.D.D. - the Flash Liquidizer Ultra Dousing Device - is a backpack-like peripheral developed by Professor E. Gadd and used by Mario in the Nintendo GameCube platformer Super Mario Sunshine. F.L.U.D.D. is capable of firing a stream of water from its nozzle, which pushes away nearby foes while dealing no damage to them, which allows it to push away fighters in a helpless state without allowing them to regain composure. F.L.U.D.D. can be charged up, resulting in a more powerful stream that lasts longer and has more range.

Final Smash: Ultra Flame was a powerful attack that appeared in Super Mario RPG: The Legend of the Seven Stars, and served as the final magic attack Mario could learn in that game. In both Super Mario RPG and Super Smash Bros., the attack takes inspiration from the Fire Flower power-up, in that they have Mario throwing large balls of fire forwards. In Super Smash Bros., he fires two large fireballs that travel across the stage before exploding to knock away foes.

Alternate Costumes

Credit to Pokerninja2 for making the striped alt. based upon Mario's clothing from NES Open Tournament Golf.

Miscellaneous
Mario's entrance animation sees him jumping out of a pipe, which first rises from the ground and then descends back into it. This references the opening cutscene of Super Mario 64.

Mario's taunt sees him jump up and spin-around in mid air with his arms and legs splayed out before falling onto his back; referencing his death animation from Donkey Kong.

Mario's victory theme is a orchestral flourish of the fanfare that played when Mario reached the end of level Flagpole in Super Mario Bros..

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Victory theme

Mario's three victory animations are as follows: Mario spins around and sticks his hands up in the air above his head as he faces the camera, before giving a peace sign. This references his recurring spin jump ability, main character artwork from Mario Party 8, and his end-of-level animation from Super Mario; Mario grabs a Starman that falls from the sky and runs to the right, knocking away a Goomba, a Koopa Troopa, and a Koopa Paratroopa before jumping into the air. This references the cinematic that plays after Mario scores an Eagle on a course in Mario Golf: World Tour; and Mario slides down most of the shaft of a Flagpole, before backflipping off and giving a thumbs-up gesture towards the camera.

SSB Mario Series.png
SSB Mario Series.png
Luigi is one of the main protagonists of the Super Mario series, and often acts as the character controlled by the second player. Luigi is Mario's younger twin brother, but despite this is taller and much more nimble than his more popular elder brother. Unlike Mario, who is often depicted as willing to rush head-first into any danger to set things right, Luigi is often depicted as much more cowardly than his brother, with a fairly prominent fear of ghosts. This fear of ghosts is primarily played up in the Luigi's Mansion titles of action-puzzle games, which feature Luigi teaming up with Professor E. Gadd to defeat King Boo and rescue Mario; which is a strange reimagining of the "Mario rescues Peach from Bowser" plot often used in Super Mario titles.
First appearance:
Mario Bros. (1983)
Special Attacks
Neutral Special: Thunderhand is an attack that Luigi can learn in Mario & Luigi: Superstar Saga. The counterpart to Mario's Firehand ability, it is taught to the green-clad plumber by the Thunder God in the Thunder Palace. The move sees Luigi create a ball of cyan electricity in his palms, both in Super Smash Bros. and in Mario & Luigi. In Super Smash Bros., Luigi will throw this ball forwards, and the attack can be charged to increase its size but decrease the distance it travels, as the move explodes in a flurry of sparks to knock away the foes it has trapped in its movement cycle.

Side Special: Poltergust Slam is an attack that, while of original creation, uses the Poltergust 5000 from Luigi's Mansion: Dark Moon in a manner similar to how Professor E. Gadd uses the Super Poltergust 3001 in Mario & Luigi: Superstar Saga. Climbing atop a (slightly larger) version of the Poltergust 5000, Luigi blasts forwards as long as the button is held (though there is a limit, as the Poltergust will eventually run out of energy and begin to descend). Should Luigi come in contact with a wall or a fighter, the Poltergust will cease working, and Luigi will jump off it with a kick, becoming helpless while also knocking away a fighter should he have hit them.

Up Special: Spring Jump is an ability Luigi can perform in Super Paper Mario, which itself is inspired by Luigi's incredible jumping prowess that has been shown ever since Super Mario Bros. 2 (and also takes inspiration from how Mario, Luigi, Toad, and Peach could all perform a "Power Squat Jump" by holding the crouch button before jumping). Holding the special attack button has Luigi charge up his jump, by taking on a crouching position similar to his from Super Mario Bros. 2, and letting it go will cause him to jump incredibly high. Luigi does not deal any damage in his ascent, though he can still perform standard aerial attacks once he begins to descend. The height that Luigi jumps is incredible, and increases even further should it be charged.

Down Special: Hammer Slam is an attack that has Luigi utilize a hammer as a weapon, slamming it down in front of him to deal damage and bury foes. Hammers have made a number of appearances throughout the Super Mario series; originally appearing as Jumpman's sole offensive option in Donkey Kong, they have since become regular weapons utilized by Mario and Luigi in their RPG appearances, as well as - most prominently - by the Hammer Bro. enemy that has made appearances ever since Super Mario Bros.. The hammer utilized by Luigi in Super Smash Bros. is based on its appearance from the Mario & Luigi series: a simple silver cylindrical head with a brown wooden pole being used as a handle.

Final Smash: Boolossus, the Jumbo Ghost, is a boss from Luigi's Mansion. Boolossus is a giant Boo actually made up of fifteen normal ones, and as such has a tremendous amount of power (though still remains as one of King Boo's subordinates). Luigi will release Boolossus, who will travel slowly across the stage, dragging all foes with him in his path. Boolossus can actually be damaged by projectile attacks, and will become smaller (albeit faster) as a result; though he can not truly be defeated.

Alternate Costumes

Credit to Pokerninja2 for making the striped alt. based upon Luigi's clothing from NES Open Tournament Golf.

Miscellaneous
Luigi's entrance animation sees him descend to the ground wearing his balloon backpack from Super Mario Odyssey, but all the balloons suddenly pop before he can touch down safely and he stumbles.

Luigi's taunt sees him raise one arm up, then the other, while shaking his hips. This references a dance he sometimes performs in Mario & Luigi: Superstar Saga.

Luigi's victory theme is a fast-paced remix of an excerpt of the main theme of Luigi's Mansion, that sounds very similar to the theme that plays in Professor E. Gadd's lab in the same game.

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Victory theme

Luigi's victory poses are as follows: Luigi, wearing the Poltergust on his back, swings its hose around, before accidentally releasing a Gold Ghost (from Luigi's Mansion) that spooks him before disappearing; Luigi picks at the Game Boy Horror before twirling around and giving a peace sign gesture towards the camera. In the other hand, he holds said Game Boy Horror, which has Professor E. Gadd waving wildly on it; and Luigi performs a dance very similar to his idle battle animation from Mario & Luigi: Paper Jam, before jumping up with his hand in the air above him yelling "wahoo!"

SSB Mario Series.png
SSB Mario Series.png
Peach is the princess, and apparent ruler, of the Mushroom Kingdom, and serves as a major character in the Super Mario series. Peach, or Princess Toadstool as she was originally known as, is the kind ruler of the Mushroom Kingdom's Toads, though she is often unable to do her royal duties as she is constantly harassed and captured by Bowser or various other villains that seek to take over her land. She harbours romantic feelings towards Mario, who is often the one to go and rescue her from an evildoer's clutches. Despite relying on Mario most of the time, Peach has also shown herself to be quite capable, and starred in Super Princess Peach where she needed to rescue Mario and Luigi from Bowser using the magic parasol Perry; Peach has commonly been shown to use parasols as her primary weapon, alongside heart and love-based magical attacks that specialize in healing. Peach continues to use Perry in Super Smash Bros.
First appearance:
Super Mario Bros. (1985)
Special Attacks
Neutral Special: Toadsworth is Peach's steward, who sees the princess as a sort of daughter. Toadsworth, while elderly, is a very passionate Toad, who erupts in panic or anger whenever Princess Peach is kidnapped by Bowser. In Super Smash Bros., Toadsworth appears in front of Princess Peach to block an attack for her, retaliating with a swing of his cane that produces a stream of spores. An opponent that is hit by Toadsworth's cane swing is dealt more damage than should they be hit by his spores, though the latter has a fair amount of range that allows him to even counter nearby foes' projectile attacks successfully. Toadsworth's colour palette is slightly changed alongside each of Princess Peach's alternate costumes, with his vest changing from purple to match Peach's outfit.

Side Special: Heart Shot is the name of Princess Peach's Special Shot in the Super Mario and Final Fantasy crossover basketball game Mario Hoops 3-on-3, though her Super Smash Bros. attack is unrelated to this maneuver. In Super Smash Bros., Peach will charge up before throwing a large heart-shaped projectile forwards; the distance and damage will increase as the attack is charged. The Heart Shot's projectile will also increase in size if Peach is hit by an energy-based projectile while charging the attack, as she will absorb the energy to power up her magical projectile.

Up Special: Poundbrella is an ability Princess Peach can purchase for 500 coins in Super Princess Peach. A powerful ability that can be compared to a ground pound, Peach will jump a short distance upwards before crashing down with Perry held beneath her, meteor smashing those below her.

Down Special: Turnips are a recurring item in the Super Mario series, which are often affiliated with Princess Peach and Toad as they first appeared in Super Mario Bros. 2, the first game in which the two of them were playable. Turnips (Brassica rapa) are root vegetables high in Vitamin C that are grown in the real world. In Super Smash Bros., Princess Peach will pull a turnip out of the ground, which then becomes an item that she can throw at other fighters; other fighters may also be able to use it should they catch it out of midair. Turnips can come in a small, medium, or large size, with the distance they travel and the amount of damage they deal varying by the size: small turnips fly the furthest but deal little damage, large turnips do not fly that far but deal more damage, and medium-sized turnips are average in both cases. On rare occasion, instead of a turnip, Peach will pluck a Bob-omb from the ground.

Final Smash: Psych Bomb is a special attack that Peach can learn at level 18 in Super Mario RPG: Legend of the Seven Stars. Unfitting of her other, majestic abilities and aesthetics, the Psych Bomb, in Super Mario RPG, sees Peach throwing a large bomb onto her opponents, which in turn explodes to rain other bombs down on them. In Super Smash Bros., Peach plucks an extremely-large Bob-omb from the ground in a cinematic (which means, even should the attack be used in the air, she will still pluck the Bob-omb from a patch of dirt) before throwing it forwards, and it will explode once, dealing a great amount of damage and knockback to those around it.

Alternate Costumes
Miscellaneous
Peach's entrance animation sees her glide gently from the sky using her pink parasol and saying "All right!" as she lands.

Peach's taunt has her hold Perry over her shoulder as she looks at the sky, shielding her eyes from the sun with her hand. This is a reference to one of Peach's artworks created for Super Mario Sunshine.

Peach's victory theme is a sped-up orchestral remix of the "In the Clouds" track from Super Mario Bros. 3.

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Victory theme

Peach's three victory animations are as follows: Peach gracefully dances around with her arms outstretched at downwards angles, singing "tra-la-la" before smiling and saying "I won!"; Peach gently falls from the sky with Perry outstretched, before landing and bowing politely while saying "thank you!"; and Peach spins around before holding Perry over her shoulder while looking up to the sky happily.

SSB Mario Series.png
SSB Mario Series.png
Daisy is the princess of the desert kingdom of Sarasaland, which serves as the main setting of the 1989 Game Boy game Super Mario Land. Contrary to the more regal Princess Peach, Daisy is an athletic tomboy with a love of sports and competition, and as such participates alongside Mario and Luigi in most of the Mushroom Kingdom's sports activities; though despite these personality differences she gets along extremely well with Peach and even has had the same experience of being kidnapped, though in Daisy's case she was held captive by the alien Tatanga.
First appearance:
Super Mario Land (1989)
Special Attacks
Neutral Special: Flower Ball is Daisy's Special Ball pitch in both Mario Superstar Baseball and Mario Super Sluggers. The special pitch sees Daisy throw a baseball that becomes hidden in a tornado of yellow flower petals. In Super Smash Bros. Daisy instead throws a Superball from Super Mario Land, though the same tornado of flower petals flies around it as the ball moves. While the Superball itself will travel through foes, the petals will disperse after hitting one.

Side Special: Kab-ombs are a sub-species of Bob-omb that first appeared in New Super Mario Bros. Unlike the more common Bob-ombs, the Kab-omb's fuse can be lit by fire, causing it to run around at a high speed before exploding into fireworks. In terms of Daisy's special move, she throws a Kab-omb upwards a short distance before hitting it forwards with her tennis racket. The Kab-omb will explode should it hit a foe, but if it does not and instead hits the ground then it will bounce straight-upwards a short distance before exploding.

Up Special: Ultra Smash is the titular gameplay mechanic introduced into Mario Tennis: Ultra Smash. The shot is a more powerful Jump Flat that becomes available when the opponent fumbles their return. In Super Smash Bros., Daisy jumps upwards and performs a powerful downwards smash shot with her tennis racket, knocking a tennis ball with an orange glow downwards that spikes the first foe it hits.

Down Special: Crystal Smash! is Daisy's Super Ability in Mario Strikers Charged. In that game, she punches the ground to summon a ring of orange crystals from the ground around her, knocking away all nearby players. In Super Smash Bros. this ability works somewhat differently: Daisy instead stomps the ground to summon a single crystal from the ground in front of her, which acts as a wall to block attacks while also dealing damage as it rises upwards. Only one such crystal can be on stage at once, as it will remain for a short time afterwards or until broken by an attack.

Final Smash: The Sky Pop is a small yellow plane piloted by Mario in the final level of Super Mario Land. This plane is capable of firing an unlimited amount of missiles, which is the only way Mario can defeat this level's enemies. For Daisy's Final Smash, she summons the Sky Pop and boards it, and the player can control her as she flies around and, by pressing either the standard or special attack, can fire missiles forwards. This lasts for a temporary amount of time before she ejects upwards and the plane explodes.

Alternate Costumes
Miscellaneous
Daisy's entrance animation sees her bounce down onto the stage, a flurry of petals dancing around her.

Daisy's taunt sees her stretch, one arm over her head and one on her hip as she bends to her left twice, before standing up straight and shouting "Yeah!"

Daisy's victory theme is an electronica remix of the fanfare that played in Super Mario Land when a level was completed.

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Victory theme

Daisy's victory poses are as follows: Daisy spins around with her arms outstretched, petals dancing around her, before she stops and winks to the camera while saying "Easy!" cheerfully; Daisy snaps her finger and says "Aw yeah! I win!" while flower petals blow around her feet; and Daisy throws her tennis racket up into the air, spins around, and catches it with a flourish as she laughs.

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SSB Mario Series.png
Captain Toad claims to be an intrepid adventure, who travels across the cosmos alongside the Toad Brigade in search of treasure. In reality, the main protagonist of Captain Toad: Treasure Tracker is a somewhat-cowardly little Toad who simply enjoys the thrill of adventure. In the aforementioned title, Captain Toad sets off across the Mushroom Kingdom in search of the large bird Wingo, who had kidnapped Toadette and the Power Star she had found.
First appearance:
Super Mario Galaxy (2007)
Special Attacks
Neutral Special: Cannon Box is an item from Super Mario 3D World. It is a block that Mario, Luigi, Peach, or Toad could wear that would continually shoot cannonballs forwards, though the wearer would lose it upon getting hit. In Super Smash Bros., Captain Toad will quickly equip and de-equip it, firing a single cannonball in the short amount of time he wears it. When used in the air, it can be used multiple times, slowing him down slightly each time it is used.

Side Special: Boomerang Flower is a recurring power-up that first debuted in Super Mario 3D Land, which gives the user the apparel of a Boomerang Bro. and the ability to throw a large boomerang just like that enemy can. In Super Smash Bros., Captain Toad will throw this massive boomerang forwards, and it will travel forwards a set distance before returning to him. While it will return at a high speed should it hit a foe, it is also capable of bringing items to Captain Toad from afar.

Up Special: Propeller Box is a box that has made a number of appearances in the Mario series ever since it debuted in Super Mario 3D Land. Based upon the Propeller Mushroom from New Super Mario Bros. Wii, the Propeller Box allows the user to spin high into the air. In Super Smash Bros., Captain Toad will quickly equip his blue Propeller Box from Super Mario 3D World and travel a high distance upwards. After travelling upwards, Captain Toad will then enter a unique helpless state where he is unable to attack but the Propeller Box slows his descent and allows him to move left and right with ease. He will lose the Propeller Box when he touches the ground.

Down Special: Goomba's Shoe, or the Kuribo's Shoe, is a large green boot with a wind-up key attached to the back which has made several appearances within the Super Mario series. As its name implies, it is a shoe which Goombas are sometimes seen within, allowing them to take revenge on Mario by stomping on him. In Super Smash Bros., Captain Toad will jump into the air and equip the Goomba's Shoe, slamming down at a high speed to meteor smash those beneath him and bury those he lands on. There is also a small chance Captain Toad will instead equip the Goomba's Stiletto from Super Mario Maker, which functions identically and is just an aesthetic difference.

Final Smash: Mega Mushrooms are a larger type of Mushroom power-up that debuted in New Super Mario Bros. and allowed the user to grow to an immense size and crush all obstacles in their path; even Warp Pipes. In Super Smash Bros., Captain Toad pulls out a Mega Mushroom and grows to a large size. He is unable to attack while giant, but he is still able to jump, and he deals damage just by touching foes. Captain Toad can also bury foes by jumping atop them, or slam airborne foes into the ground by doing the same.

Alternate Costumes

Half of Captain Toad's alternate recolour costumes transform him into Toad, and the announcer and crowds refer to him as such. Despite Captain Toad's special alternate costumes being based off of outfits Toad wore, they are still referred to as "Captain Toad".

Miscellaneous
Captain Toad's entrance animation sees him dig up from underground using the Super Pickax from Captain Toad: Treasure Tracker.

Captain Toad's taunt sees him take out a Goomba Mask and put it on, before looking both left and right and throwing it off.

Captain Toad's victory theme is a slight remix of the victory fanfare from Captain Toad: Treasure Tracker.

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Victory theme

Captain Toad's three victory animations are as follows: Captain Toad jumps up and angrily throws a peace sign towards the camera; Captain Toad, sitting, waves happily at the camera; and Captain Toad dances around while shaking a couple of orange maracas.

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SSB Mario Series.png
Bowser is the king of the Koopas, leader of the Koopa Troop, and the main antagonist of the Super Mario franchise. A large beast, Bowser often attempts to kidnap the Mushroom Kingdom's ruler: Princess Peach; the subject of why has varied over the years, but more often than not, Bowser seems to be infatuated (or, at the very least, harbour a crush on) the Mushroom Kingdom's princess. Despite his cruel attitude, and his willingness to do anything to achieve his goals, Bowser has also shown a soft spot for his foes in the Mario & Luigi and Paper Mario franchises; in both series, Bowser usually takes the role of an anti-hero or minor antagonist, with only the newer entries in each series really using him as the main antagonist. In these games, he is also shown to be somewhat of a nincompoop, and is often played up as comic relief.
First appearance:
Super Mario Bros. (1985)
Special Attacks
Neutral Special: Fire Breath is Bowser's trademark attack, first shown off in Super Mario Bros. and since in most of his appearance. Bowser spews a stream of fire from his mouth, which deals damage and juggles foes that touch it. The player can hold down the special attack button to keep the stream going, but over time Bowser's Fire Breath will wane in length and eventually fizzle out.

Side Special: Sliding Haymaker is an attack that Bowser can use in Mario & Luigi: Bowser's Inside Story. In Bowser's Inside Story, the player must repeatedly press the punch button while holding one direction on the control pad; doing so will cause Bowser to fly forwards and perform a powerful punch that can destroy large boulders. Similarly, in Super Smash Bros., Bowser will slide forwards and perform an overhead punch, which will meteor smash airborne foes and spike those on the ground. While powerful, it does have quite a bit of startup and ending lag. While sliding, the player can cancel the attack by performing Bowser's down special move.

Up Special: Whirling Fortress, while not an attack Bowser has used in the Mario series proper, originates from the Koopa Troopa's (and Koopalings') ability to hide within their shells when stomped upon. In Super Mario Bros. 3, the Koopalings will duck into their shells once they take damage, and jump great distances in order to move about their battleground. In Super Smash Bros., Bowser hides in his shell and spins at a hihh speed, travelling a short distance upwards as he does. Those who touch him take damage, with those he hits from beneath taking exceptionally more knockback and damage than those who come in contact with him anywhere else.

Down Special: Spike Ball is an ability Bowser is shown to possess in Mario & Luigi: Bowser's Inside Story. In that game, Bowser can roll himself up into his shield to take the appearance of a large spiked ball. In Super Smash Bros., Bowser will transform into this ball and, depending on whether he is in the air or on the ground, this attack will act differently. In the air, Bowser will fall downwards at a high speed, spiking those downwards and burying those who may be on the ground. When used on the ground the attack can be charged, allowing Bowser to roll forwards at a high speed, the distance increasing as the attack is charged up. Bowser will always stop at a ledge unless the attack is started while he stands at the edge of a platform.

Final Smash: The Koopa Clown Car is a flying vehicle Bowser operates in a number of different games, beginning with Super Mario World. A large white carriage with a clown's smiling face painted on the front, Bowser often uses this vehicle as way to transport himself and one or two other characters (often Peach). In Super Smash Bros., Bowser will summon the Koopa Clown Car, and the player will then be able to control Bowser as he flies around the stage. Pressing the standard attack button will cause Bowser to throw a small Mechakoopa out of the cockpit, which will wander back and fourth quickly and explode after a moment. Pressing the special attack button will cause Bowser to retreat into his Koopa Clown Car and turn it upside-down to release a Big Steely, which deals massive damage to those hit, but can also be rolled around by projectile attacks or ledges. Only two Big Steelies can be summoned during the entire usage of Bowser's Final Smash, and only one may be on the stage at once. This attack lasts for a limited time, before the Koopa Clown Car will frown and explode, leaving Bowser in a helpless state.

Alternate Costumes
Miscellaneous
Bowser's entrance animation sees him lower himself down in the Koopa Clown Car and jump out, embers flaring around him as he lands.

Bowser's taunt sees him face the screen as he crosses his arms and taps his foot impatiently three times.

Bowser's victory theme is a rock remix of the fanfare that played in Super Mario Bros. when Bowser was defeated.

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Victory theme

Bowser's victory poses are as follows: Bowser crosses his arms and laughs menacingly before pumping his arm; Bowser breathes fire in an arc above his head as he stomps his foot with a scowl; and Bowser initially appears with his arms crossed before his face loosens into a grin and he hops up and down from one foot to the other while raising the his arms above his head.

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SSB Mario Series.png
The Piranha Plant is a species of vicious plants that grow around the Mushroom Kingdom. Throughout the Super Mario series, the Piranha Plants are often hazards that stand in the way of Mario and Luigi as they try to rescue Princess Peach, popping out of the kingdom's pipes at certain intervals. Ever since their debut in Super Mario Bros. the Piranha Plants have always been fairly difficult creatures to deal with, as, while they can be defeated by the Fire Flower's fireballs, they retreat back into their pipes and can make them difficult to hit. It is unknown whether Piranha Plants are allied with the Koopa Troop or simply neutral in the battles against them and the Mushroom Kingdom's heroes, though they are often used as items or even planted as if they were normal flowers.
First appearance:
Super Mario Bros. (1985)
Special Attacks
Neutral Special: Spiked Balls are a weapon used by the Ptooie enemies that first debuted in Super Mario Bros. 3. Ptooies are a subspecies of Piranha Plant whose stems split in two to act as legs for them to walk around with. Ptooies attack by propelling these spiked balls above their heads by blowing upwards. In Super Smash Bros. the Piranha Plant will mimic the Ptooie's actions from its appearances in the Super Mario series, blowing a spiked ball up into the air. When the special move button is held down, the move can be directed left or right to have the Piranha Plant knock this spiked ball to either side. When the special move button is tapped, the Piranha Plant will instead launch the spiked ball high into the air with a gust of breath.

Side Special: Poison Breath is one attack used by the Putrid Piranha Plant from Paper Mario. The Poison Breath attack deals a minimal amount of damage to Mario and his allies, but it can poison them to continue affecting them over time. In Super Smash Bros. the Piranha Plant spews a poisonous burst of gas from its mouth in the direction specified by the control stick. The Poison Breath deals minimal amount of damage at first, much like in Paper Mario, but will continue to do so over a short period of time. The attack's primary use is to stun the Piranha Plant's opponents, paralyzing them in place for a short moment and leaving them vulnerable to attacks.

Up Special: Jumping Piranha Plants are a subspecies of Piranha Plant that inhabit Dinosaur Island and appear throughout Super Mario World. As their names imply, the Jumping Piranha Plant will jump high into the air, chomping as it does so, which it is capable of due to its stem acting as a propeller. In Super Smash Bros. the Piranha Plant mimics the Jumping Piranha Plant's action from Super Mario World: the Piranha Plant launches out of its pot, propelling upwards as it spins its leaves as a propeller. The Piranha Plant leaves its pot behind as it jumps up, and when the move is used in the air the pot will fall downwards and can damage foes beneath them. The Piranha Plant's flight can be controlled left or right, but opponents will only be damaged from below by the Piranha Plant's chomping mouth.

Down Special: Elasto Piranha is a type of Piranha Plant that appears in Mario & Luigi: Partners in Time. The Elasto Piranha's stem appears to have elastic properties, and can stretch a fair distance from the base of its body; this subspecies is remarkably similar to the later Stalking Piranha Plant from New Super Mario Bros. Wii, whose stem also has elastic properties but its body more resembles a Ptooie's instead of being hidden in a pipe like the former. In Super Smash Bros. the Piranha Plant will lunge outwards very quickly, chomping after its stem stretches a set distance or reaches an opponent. When the special move button is held down, the control stick can be used to tilt the pot, thus adjusting the direction it will lunge out. Holding down the special move button will also increase the range the Piranha Plant's neck will grow.

Final Smash: Polluted Piranhas are a type of mini-boss that makes several appearances throughout the events of Super Mario Sunshine. The Polluted Piranha Plants are large creatures made out of goop, and can spawn an endless amount of the small Gooble enemies from the puddle of graffiti around its base. In Super Smash Bros. the Piranha Plant will jump into the background of the stage and transform into a large brown Polluted Piranha. It will summon weak Goobles that explode on contact and deal minor damage, and the player can temporarily control the Polluted Piranha's head and use the standard or special attack buttons to have it fire a burst of goop to damage foes and knock them away.

Alternate Costumes
Miscellaneous
Piranha Plant's entrance animation sees its brown pot already sitting on the stage, and the Piranha Plant lunges out of it and chomps towards the screen a few times.

Piranha Plant's taunt sees it slowly rise up from its pot, facing straight upwards and chomping repeatedly, before retreating back down into it. This is a reference to the animation it performs as it exits a pipe in Super Mario Bros.

Piranha Plant's victory theme is a direct rip of the opening of Petey Piranha's theme from Mario Striker Charged, with a new ending flourish.

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Victory theme

Piranha Plant's victory poses are as follows: Piranha Plant hops up as it spins around in its pot, landing as it chomps towards the screen; Piranha Plant chomps multiple times towards the screen, cracking a sly smile after doing so; and Piranha Plant sits asleep, a bubble rising from above its mouth as it snores.

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SSB Mario Series.png
Wart is the main antagonist of Yume Kōjō: Doki Doki Panic and its western counterpart Super Mario Bros. 2. In Doki Doki Panic Wart, or Mamu as he is known in Japanese, is a creature who hails from the realm of dreams, Muu World. After taking control of the Dream Machine that the Muu people use to control the weather and grant the world's inhabitants peaceful dreams, Mamu uses it to create an army of monsters. Though the Muu people eventually seal him away using vegetables, the twins Poki and Piki tear out the final page of this story's book, freeing Mamu and causing him to drag the young children into Muu World. In Super Mario Bros. 2, Wart instead uses the Dream Machine to enter the dream world of Subcon, creating an army of monsters that Mario, Luigi, Princess Peach, and Toad - who have been brought to this world by the Subcon fairies - must defeat known as the 8 Bits. In the Satellaview follow-up to Super Mario Bros. 2, BS Super Mario USA, Wart returns to Subcon and steals all of the golden statues of Mario and his friends that had been erected after Wart's initial defeat.
First appearance:
Yume Kōjō: Doki Doki Panic (1987)
Special Attacks
Neutral Special: Bubbles are used as Wart's sole method of attack in all three of his main appearances. In Super Mario Bros. 2, BS Super Mario US, and Doki Doki Panic Wart's boss fight mainly consisted of him standing still, often spewing small bubbles from his mouth as an attack, while the Dream Machine created enemies to distract his attackers. In Super Smash Bros. Wart's neutral special move is a direct reference to this attack of his: Wart will breathe out a fairly large bubble that travels a short distance before popping. While the distance that the bubble travels is very minimal, foes or items can get trapped inside of the bubble should they make contact with it before it pops, increasing the damage it deals when it does.

Side Special: Flying Carpets are a recurring mode of transport in the Mario series and are often used by Pidgit, an enemy that debuted as one of Wart's minions in Doki Doki Panic. In most of their appearances, the flying carpets appear to be red in colour, with a small border of gold embroidered within it. While Wart has never piloted a magic carpet in any video game, one piece of artwork released for his appearance in Super Mario Bros. 2 (which also appears on the cover of the Japanese release) does depict him riding atop one. In Super Smash Bros. Wart will summon a flying carpet beneath his feet and use it to fly forwards at a high speed, barrelling through any foe that may be in his way. Additionally, as it is a "flying" carpet, Wart is unaffected by gravity during the move's use, allowing him an excellent horizontal recovery option. Wart is not invulnerable during the move's use, and should he be knocked out of it the flying carpet will remain on the stage for a moment, acting as a soft platform that anyone can use.

Up Special: Ninjis are a species of small star-shaped creatures that appear as enemies in Super Mario Bros. 2 and Doki Doki Panic, and have made infrequent appearances in the Mario series since. There exist two types of Ninjis in their debut appearances, but both are primarily known for their jumping prowess: one simply stands in one place and jumps up and down, while the other charges at the player before doing the same. In Super Smash Bros. Wart summons a Ninji, who jumps high upwards before Wart leaps off and into a pseudo-helpless state.

Down Special: Fryguy is the boss of the icy World 4 of Super Mario Bros. 2, and is a living fireball given life by Wart. In Super Mario Bros. 2, Fryguy can not be touched directly as the flames will cause damage to the player should they attempt to do so. Instead, Mario and co. must throw blocks at him from afar, while also dodging the fireballs he creates. In Super Smash Bros. Wart will summon Fryguy who will remain stationary for a short period of time and cause damage to opponents who touch him. Additionally, he will also periodically breathe out a short flame; he will do this twice before disappearing and turn to face the opposite direction should no fighter be in front of him. Wart will summon Fryguy in front of him when on the ground and below him when in the air, and Fryguy will fall to the ground before breathing out fire. Additionally, Fryguy will instantly be defeated should he land in water and projectiles (as well as water-based attacks) can extinguish him faster. Wart can only have one Fryguy out on the stage and must wait until he disappears before he can spawn another one; the cooldown period is extended slightly should Fryguy be defeated instead of disappearing on his own terms.

Final Smash: Dream Machine is the main focal point of the stories of both Doki Doki Panic and Super Mario Bros. 2, and appears in the room where Wart's boss battle is held in all of its appearances. The Dream Machine, in the stories of the aforementioned titles, was seized by Wart and used to create his army, the 8 Bits, however it only appears to spawn vegetables in its actual in-game appearances. Regardless, in Super Smash Bros., Wart will summon the Dream Machine onto the stage, which will then begin to shoot out vegetables and Bob-ombs for a short period of time before itself exploding. While the Dream Machine's creations do deal a fair bit of damage they only cover a small section of the stage, and thus Wart is capable of moving around while it is active and can attempt to knock his opponents into its area of effect.

Alternate Costumes
Miscellaneous
Wart's entrance animation sees him reach out of an orange-bound book with one of his clawed hands, and climb out of it.

Wart's taunt sees him angrily stomp his feet a few times.

Wart's victory theme is a rock remix of the first part of his battle theme from the Super Mario All-Stars version of Super Mario Bros. 2.

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Victory theme

Wart's victory poses are as follows: Wart proudly proclaims "I am the great Wart!" before crossing his arms and looking down at the camera; Wart stomps one foot forwards before shooting a single bubble up towards the sky; and Wart surfs in on a flying carpet before jumping off it and sending rubble up around him.

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SSB Mario Series.png
Paper Mario is a version of Mario who serves as the main protagonist of the Paper Mario series. This flat form of the Mushroom Kingdom's hero exists in a world created out of papercraft, and much like his biological counterpart, is forced to save his homeland from a variety of different evils. To accomplish this, he often teams up with courageous individuals he meets throughout his adventures, and keeps a painting of him and his partners in the home he and his brother live in.
First appearance:
Paper Mario (2000)
Special Attacks
Neutral Special: Paint Hammer is Paper Mario's main weapon of choice throughout the events of Paper Mario: Color Splash. It is a normal wooden hammer imbued with the power of paint by Mario's partner during his adventure on Prism Island, a living paint can named Huey. The Paint Hammer acts the same way in Super Smash Bros. as it did in Paper Mario: Color Splash - when Mario swings it into the ground, it unleashes a splash of paint which, in Super Smash Bros., deals minor damage to those who are hit by it. Those who are hit by the hammer itself can be buried into the ground and will take massive damage. When this move is used in the air, Paper Mario will instead perform an overhead swing and continue spinning his hammer around himself until he lands on a platform, falling helpless.

Side Special: Tube Mode is one of the four papercraft transformations that Paper Mario can become in Paper Mario: The Thousand-Year Door after being cursed by one of the Black Chest Demons. The Tube Mode, as its name implies, sees Mario roll himself up into a cylinder that allows him to roll about and traverse areas too small for him to otherwise be able to. In Super Smash Bros. Paper Mario will roll up in this same way, and the player can roll around at will. Paper Mario deals damage to those he rolls into. The attack sees Mario bounce forwards a short bit upon use, and as it does not leave Paper Mario in either a helpless or pseudo-helpless state when used in the air, it can be used to assist in horizontal recovery.

Up Special: Trio Shuriken is one of the five Trio Attacks that Mario, Luigi, and Paper Mario can learn during the events of Mario & Luigi: Paper Jam. The fourth of the Trio Attacks learned, Trio Shuriken sees the two Mario Bros. folding copies of Paper Mario into shurikens that they then use to throw at foes. As the move relies on the fact that Mario and Luigi fold Paper Mario up, the version that appears in Super Smash Bros. is fairly different in this way. The attack sees Paper Mario quickly fold into a shuriken and fly at an upwards-diagonal angle at a high speed, cutting through any opponent in his path, before returning to his normal form and entering a helpless state.

Down Special: Boomer is one of the eleven different Pixls that Paper Mario and Tippi can befriend during the events of Super Paper Mario. As alluded to by his name and appearance, Boomer has the ability to self-destruct like a bomb at will in order to damage foes or destroy barricades blocking inaccessible areas. In Super Smash Bros. Paper Mario summons Boomer and places him down on the ground in front of him. Boomer can not be interacted with by any fighter when he is placed, and he will explode a few moments later to deal a fairly significant amount of damage and knockback.

Final Smash: Fan is one of the many Things that Paper Mario can obtain and use in Paper Mario: Sticker Star and a Battle Card in the later Paper Mario: Color Splash. In the former title, the Fan can be obtained for the first time in Bouquet Gardens, which initially appears and destroys a Toad's flower garden with the harsh winds it creates. When used in a battle, the large Fan damages all opponents by blowing them around. In Super Smash Bros. Paper Mario summons the Fan using the same sticker from Sticker Star. The Fan then appears in the background of the stage behind Paper Mario and blows air in front of Paper Mario, dealing fairly minor damage (for a Final Smash) to anyone caught in its harsh winds but pushing them forwards with a strong force that makes it difficult to escape from.

Alternate Costumes
Miscellaneous
Paper Mario's entrance animation sees him flip into existence in a way identical to how he can change from 2D to 3D in Super Paper Mario.

Paper Mario's taunt sees him mimic a piece of artwork for the original Paper Mario title by winking as he wags one finger back and forth a few times towards the camera.

Paper Mario's victory theme is a shorter remix of the chapter complete fanfare from Super Paper Mario.

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Victory theme

Paper Mario's victory poses are as follows: Paper Mario jumps up with his arms over his head before facing the screen and flashing a thumbs up; Paper Mario swings his Paint Hammer and paints a Paper Toad with it, and the two jump up and down happily; and Paper Mario jumps up in the same pose that Mario often does (such as in Super Mario Bros.), hitting a papercraft ? Block that releases a coin.

The Yoshi race originates from a large continent separate from the Mushroom Kingdom known as Dinosaur Land. They are a race of friendly dinosaur-like creatures, that come in a variety of different colours. Yoshis have aided Mario many times throughout the years, and even worked with an infant Mario in order to rescue his twin brother. Yoshi, a green Yoshi, is the most well-known member of the Yoshi race, appearing in a variety of Super Mario titles, as well as his own series of games. The Yoshi species' most prominent trait are their large tongues, which can be used to grab almost anything, allowing them to turn foes or objects into eggs that they can use as weapons. While Yoshi's trademark ability to create eggs by swallowing foes isn't present in Super Smash Bros., he does use his tongue to grab foes, and it can even act as a tether recovery. Another one of the Yoshi species' unique traits is their Flutter Jump ability, which Yoshi uses as his second jump in Super Smash Bros. to jump higher than any other fighter.
First appearance:
Super Mario World (1990)
Special Attacks
Neutral Special: Fire Breath is an ability that Yoshi has been able to perform in a number of different games: iIn Super Mario World, Yoshi is capable of spitting out three fireballs after eating a red Koopa Shell; in Super Mario 64 DS, Yoshi could temporarily gain the ability to breathe streams of fire by collecting a Power Flower; and in various other games, Yoshi could breathe fire or spit fireballs simply by swallowing fire or fire-based foes. In Super Smash Bros., Yoshi's ability to spit fire is based specifically on his Super Mario World ability, with the fireballs taking on the same appearance as in that game. Yoshi can spit a fireball forwards a set distance, which will damage a foe who touches it.

Side Special: Egg Shot is Yoshi's main form of attack in most games in which he stars. Debuting in Super Mario World 2: Yoshi's Island, Yoshi could swallow foes and turn them into eggs, which he could then throw at high speeds to attack other foes or solve puzzles. In Super Smash Bros., Yoshi does not need to swallow a foe to turn them into an egg- he simply conjures one up out of thin air. When the attack combination is performed, Yoshi will throw an egg at a high speed forwards; should the player hold down the special attack button, they are also capable of changing the angle at which Yoshi will throw the egg, with a little cursor appearing a short distance away to aid players in aiming.

Up Special: Winged Yoshis are a form that Yoshis have seldom been able to take on in both the Super Mario and Yoshi franchises. First appearing in Super Mario World, any Yoshi would sprout wings after jumping into a set of wings or by swallowing a blue Koopa Shell; a Blue Yoshi could also sprout wings by swallowing any Koopa Shell. In Super Smash Bros., Yoshi will temporarily sprout wings, allowing him to move as long as the special button is tapped. Yoshi can fly around indefinitely as long as the special attack button is tapped, and will fall helpless after the player stops or when he is hit.

Down Special: Ground Pounding is a technique that many characters have been able to perform in the Super Mario series, Yoshi being one of them. First being able to Ground Pound in Super Mario World 2: Yoshi's Island, Yoshi's Story, Yoshi's Island DS, Yoshi's New Island, and Yoshi's Woolly World have all seen the return of what has been described as "Yoshi's proudest move". In Super Smash Bros., Yoshi will slam down into the ground bottom-first, bashing anyone below him downwards as he travels. When Yoshi hits the ground, two smalls stars will bounce out from where he landed, acting as very weak projectiles that hurt anyone directly around Yoshi when he lands. If used on the ground, Yoshi will quickly jump up a short distance in order to Ground Pound.

Final Smash: Mega Eggdozers are humongous Yoshi Eggs that can be used in Yoshi's New Island after Yoshi swallows a Mega Guy. Mega Eggdozers replace all of Yoshi's eggs and makes him unable to Flutter Jump, though they can be used to break obstacles and walls and defeat foes. In Super Smash Bros., Yoshi will summon a Mega Eggdozer and throw it forwards. Though it travels slowly, it drags along any foe that it hits, and will travel across the entire stage. Its large size also makes it harder to dodge, even at the slow speed it travels.

Alternate Costumes
Miscellaneous
Yoshi's entrance animation sees him jump out of a Yoshi Egg, smiling happily.

Yoshi's taunt sees him spin around and pose by flashing a peace sign towards the player.

Yoshi's victory theme is an orchestrated mashup of two songs from Yoshi's Story. The first is a sped-up excerpt of the title screen theme from that game, while the second is the flourish that plays whenever Yoshi completes a level by collecting all 30 fruits.

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Victory theme

Yoshi's victory animations are as follows: Yoshi sits down on the ground and happily munches down on a cookie from Yoshi's Cookie, with several more piled around him; Yoshi jumps up and down, holding his arms up as he jumps and putting the down as he lands cheering his name; and Yoshi bursts out of a Yoshi Egg, his arms and legs tucked in as he smiles at the camera (similar to his artwork from Yoshi) before landing in a sitting position.

Ukiki is a recurring enemy from the Yoshi series, first appearing in Super Mario World 2: Yoshi's Island and reappearing in most of Yoshi's later platforming titles. Ukikis are small simian creatures that attack those who trespass onto their territory with various items including watermelon seeds, Needlenoses, or rockets, making them annoying foes when in areas that are hard to reach. Perhaps their most annoying trait is their kleptomaniacal personality: in Super Mario , they would steal Mario's cap when he came near, forcing the red-clad plumber to chase after them furiously to retrieve it.
First appearance:
Super Mario World 2: Yoshi's Island (1995)
Special Attacks
Neutral Special: Seed Spit is an attack inspired by the basic Ukiki's main method of offence in Super Mario World 2: Yoshi's Island and most other games where they appear as enemies: spitting watermelon seeds at Yoshi when he draws near. In Super Smash Bros., Ukiki will take a bite out of a watermelon before spitting a stream of seeds forwards. The amount of seeds he spits at one time can be increased should the special attack button be held down. Additionally, Ukiki's mouth will remain full if not all of the seeds are released at once, meaning that he can move around and fire them in small bursts without needing to take another bite of his watermelon. When used in the air, Ukiki will remain still for a moment, causing him to lose momentum. These seeds deal little damage and are mainly used to stun opponents; interestingly, these seeds are actually fairly useful against shields, and an entire bite of watermelon can easily break a shield.

Side Special: Seedy Sally is a type of Ukiki that first appeared in Super Mario World 2: Yoshi's Island and have made regular reappearances whenever Ukikis appear as enemies. They differ from normal Ukikis in that they drop Needlenoses straight down onto Yoshi, making them incredibly annoying when in an out-of-reach area. In Super Smash Bros., this attack works differently depending on whether it is used in the air or on the ground. On the ground, Ukiki will kick the Needlenose forwards, and it will bounce twice before disappearing (or disappearing should a foe touch it), knocking those it hits away as it bounces forwards though can be reflected should a powerful projectile attack come in contact with it. In the air, Ukiki instead tosses the Needlenose straight downwards, which will spike enemies downwards or bury them if they are standing on the ground. When used in the air, this attack is perhaps Ukiki's most effective KO method.

Up Special: Poochy Pounce is an ability never before displayed by Ukiki but inspired by his appearance in Tetris Attack. In that game, a Ukiki and Poochy work together to defeat Yoshi, and will become a playable character after their defeat. Though otherwise unrelated, these two foes are Yoshi series staples, appearing fairly regularly since their debuts in Super Mario World 2: Yoshi's Island. In Super Smash Bros., Ukiki will summon Poochy, who he will then ride upon before jumping upwards. This is more effective as a horizontal recovery than a vertical one, though is also a strong way to deal damage. Poochy deals damage to any foe that touches him - he'll continue to fly forwards a short distance after Ukiki jumps off him before disappearing - and Ukiki will only enter a pseudo-helpless state after the move is complete, allowing him to continue dishing out damage with his standard aerial attacks.

Down Special: Strawberry Shortfuse is a minigame from Mario Party 6 in which Ukikis make a prominent appearance. In that minigame, players must choose from a variety of Ukiki that carry covered trays. Some of these trays carry slices of cake, while others small bombs that detonate to eliminate foes; it's a game of luck that rewards those who can consecutively choose cake over explosives. This element of luck reappears in Super Smash Bros.: Ukiki pulls out a covered tray and quickly removes its cover; this tray can either contain a piece of cake or a bomb. If the cake is revealed, Ukiki will eat it to heal back a minimal amount of health; if the bomb is revealed, Ukiki will pick it up and it can be thrown by the player within a certain amount of time. The chance of either a piece of cake or a bomb appearing is not 50/50, but rather 10/90 - it is rare to obtain a piece of cake.

Final Smash: Short Fuse is a type of Ukiki that debuted alongside Ukikis and Seedy Sallys in Super Mario World 2: Yoshi's Island - they differ from their counterparts by throwing small rockets at Yoshi when he runs underneath them. In Super Smash Bros., Ukiki blows a whistle to summon five Ukiki that hang from vines off the top of the screen, and they will continuously throw these small missiles downwards in a small area for a short amount of time, which explode when they hit a solid platform or fighter. During this time Ukiki is also free to move around and attack foes, and can knock foes into this blast zone.

Alternate Costumes
Miscellaneous
Ukiki's entrance animation sees him climb down from a vine, which then recoils and swings back upwards quickly.

Ukiki's taunt sees him scratch his head before shrugging towards the camera, confused.

Despite being affiliated with the Yoshi series, Ukiki's victory theme is a remix of the fanfare that plays at the end of a minigame in Mario Party 6. This remix has a tropical feel to it, primarily using steel drums.

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Victory theme

Ukiki's three victory animations are as follows: Ukiki scratches his head before pulling a banana out from behind him and peeling it, then looking to the camera while holding it in front of his chest; Ukiki scratches his head before jumping up and down happily; and Ukiki dribbles a Needlenose as if it were a basketball before kicking it away with a smile.

The Yoshis that appear in Yoshi's Woolly World differ from the Yoshis that appear in other titles because of them being made of wool; though the Yarn Yoshis of Craft Island are fundamentally the same as the fully-organic Yoshis otherwise. During the events of Yoshi's Woolly World, Bowser Jr. and Kamek turn a number of the Yarn Yoshis into Wonder Wool and scatter the spools of yarn around the various islands that are scattered around Craft Island and connected by rainbow bridges.
First appearance:
Yoshi's Woolly World (2015)
Special Attacks
Neutral Special: Yarn Ball Shot is Yoshi's main form of attack in Yoshi's Woolly World. By unravelling the enemies and scenery, Yoshi can create balls of yarn and throw them at the many hazards that stand in his way. In Super Smash Bros. Yarn Yoshi lobs a yarn ball forwards that can bounce off platforms, walls, or other fighters. By holding down the special attack button, Yarn Yoshi will throw the yarn ball at a faster speed, at a flatter angle. While the special move button is held down, the player can also angle Yarn Yoshi's throw by tilting the control stick.

Side Special: Moto Yoshi is one of the six forms Yoshi can take on via a Transformation Door in Yoshi's Woolly World. Moto Yoshi is a motorbike-like form that allows Yoshi to travel at high speeds across the land. In Super Smash Bros. Yarn Yoshi will transform into Moto Yoshi and launch himself forwards a fair distance, hopping slightly off the ground at the beginning of the move. If the control stick is tilted in the opposite direction while Yarn Yoshi is in this form (and on the ground), he will spin out to damage foes.

Up Special: Umbrella Yoshi is another one of Yoshi's six transformations in Yoshi's Woolly World. Umbrella Yoshi is a form that allows Yoshi to fly upwards, float down to the ground gently, and ride air currents. In Super Smash Bros. Yarn Yoshi transforms into Umbrella Yoshi, and flies upwards a fair distance before transforming back to normal and entering a pseudo-helpless state.

Down Special: Ground Pound is one of the most recurring attacks from the Yoshi series. As its name implies, when in the air Yoshi can pound down onto the ground to flatten any foe below him or push switches; in Yoshi's Woolly World, Yarn Yoshi transforms into a hammer-like form as he performs this move. In Super Smash Bros. the move acts the same was as it does in Yoshi's Woolly World when used in the air. When the special move is performed on the ground, Yarn Yoshi will instead transform into his hammer-like form and smash the ground in front of him.

Final Smash: Sky Pop Yoshi is yet another one of Yoshi's six transformations from Yoshi's Woolly World, this one being a plane-like form named after Mario's airplane from Super Mario Land. In Yoshi's Woolly World and Super Smash Bros. this form allows Yoshi to fly around freely and fire missiles at enemies, which can be done by pressing the normal attack button in the latter. Unique to Super Smash Bros. is Sky Pop Yoshi's ability to drop Wonder Wool mortars down onto the ground, which explode when they hit an opponent or a foe.

Alternate Costumes
Miscellaneous
Yarn Yoshi's entrance animation sees him be formed out of yarn quickly, posing with his arms in the air as he stands on one foot.

Yarn Yoshi's taunt sees him turn into a ball of yarn and bounce up and down three times before reforming into his normal appearance.

Yarn Yoshi's victory theme is an orchestral remix of the opening of the level complete fanfare from Yoshi's Woolly World.

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Victory theme

Yarn Yoshi's victory animations are as follows: Yarn Yoshi juggles three yarn balls of varying colours, smiling as he does so; Poochy, whom Yarn Yoshi sits atop, bounces around happily, before stopping to allow Yarn Yoshi to smile at the camera with his arm in the air; and Yarn Yoshi hops up and down before holding a Smiley Flower up in the air.

Donkey Kong is the titular main protagonist of the Donkey Kong series, as well as an anti-hero in the Mario vs. Donkey Kong and Super Mario series. Originally debuting in the game of the same name, Donkey Kong was the main antagonist who scaled countless levels of scaffolding to avoid the carpenter pursuing him to rescue his girlfriend from the clutches of the ape. He would later go on to become the protagonist of his own series starting with Donkey Kong Country, where he travelled across Donkey Kong Island with the goal of reclaiming his Banana Hoard from the dastardly King K. Rool. Since then, he, and the other members of the Kong family, have gone on numerous other adventures and faced countless foes- such as the Lord Fredrik of the Snowmads, Tiki Tong of the Tiki Tak Tribe, and the Ghastly King.
First appearance:
Donkey Kong (1981)
Special Attacks
Neutral Special: Primate Punch is an attack that can be used by Chunky Kong, one of the playable characters of Donkey Kong 64 that shares a similar build to Donkey Kong. Also known as Sandwichium Knucklus, in Donkey Kong 64 it is one of the most powerful special moves that any of the Kong characters can learn. In Super Smash Bros., while less powerful, Donkey Kong can charge up the move, which heavily increases its power.

Side Special: Sound Wave Attack is an attack that can be performed by Donkey Kong in the Nintendo GameCube game Donkey Kong: Jungle Beat. As that game used the DK Bongos peripheral, the player needed to clap to get DK to perform it- itself a powerful clap attack. In Super Smash Bros., like in Jungle Beat, Donkey Kong claps his hands together in front of him, creating a small sound wave that damages nearby foes. Donkey Kong can also deal massive damage to a foe by hitting them directly with the clap.

Up Special: Barrel Blast is a technique that can be performed in the racing game Donkey Kong Barrel Blast. In that game, players would race around while wearing jetpacks powered by beating the two bongos attached to either side. In Super Smash Bros., Donkey Kong will briefly summon this jetpack and launch himself forwards in an upwards direction, barrelling down all in his way.

Down Special: Coconut Shooter is Donkey Kong's projectile weapon from Donkey Kong 64. As its name implies, it is a gun capable of firing coconuts at foes. In Super Smash Bros., Donkey Kong simply uses this gun to fire a coconut forwards, which will crack and disappear should it hit a foe or another platform.

Final Smash: Donkey Konga was a rhythm game released for the Nintendo GameCube in 2003. Released alongside a new controller dubbed the "DK Bongos" (which, appropriately, were two bongs designed after barrels), the game saw Donkey Kong (and the player) having to beat these bongos in time with various songs. In Super Smash Bros., Donkey Kong pulls out these bongos to attack foes with a small shockwave that can be increased in size (and power) but pressing the special or standard attack buttons in time to an excerpt of the "DK Island Swing" theme that has appeared throughout the Donkey Kong Country series; with a small timeline appearing above him to aid the player with their timing.

Alternate Costumes
Miscellaneous
Donkey Kong's entrance animation sees him bursting out of a DK Barrel, before flexing both of his arms as he smiles at the screen.

Donkey Kong's taunt sees him take out a banana and eat it, peel and all.

Donkey Kong's victory theme is a cover of the fanfare that plays in the Donkey Kong Country titles whenever Donkey Kong (or any other playable character) defeats a boss or completes a Bonus Game.

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Victory theme

Donkey Kong's victory animations are as follows: Donkey Kong jumps from foot to foot while beating his chest; Donkey Kong eats a banana and throws its peel into the air, which lands on his head and causes Donkey Kong to look at it quizzically; and Donkey Kong gives a thumbs up with his left hand, then his right hand, before bowing to the left, then right- referencing part of his dance from the DK Rap opening of Donkey Kong 64.

Diddy Kong is the deuteragonist of the Donkey Kong franchise. This young chimp is the best friend (sometimes said to be his nephew instead) of Donkey Kong, who often joins him on his adventures to take down whatever may be threatening their peace. While Donkey Kong is known for his brute strength, Diddy Kong instead must rely on a number of different gadgets, including his Peanut Popgun and Rocketbarrel Pack, and his various acrobatic techniques. Diddy Kong has gone on a number of adventures without his larger friend, including travelling to the island owned by the parents of his old friend Timber the Tiger to participate in a racing tournament to rid the island of the evil Wizpig.
First appearance:
Donkey Kong Country (1994)
Special Attacks
Neutral Special: Peanut Popgun is Diddy Kong's most well-known item, which has been used by him in a number of titles ever since its debut in Donkey Kong 64. In Super Smash Bros., Diddy Kong pulls out his Peanut Popgun and fires a small peanut forwards. The attack can be charged up to increase the distance it flies and the damage it deals, but charging it too long will cause the popgun to explode in Diddy's face, causing a small amount of damage to him.

Side Special: Chimpy Charge was an ability that Diddy Kong could learn from Cranky Kong in Donkey Kong 64, and the attack differs in performance depending on whether it is used in the air or on the ground. When in the air, Diddy Kong will fly forwards at a high speed, and bounce up off the first foe he flies into, otherwise he will fall helpless. On the ground, Diddy Kong kicks of the ground and flies forwards head-first, but will latch on to a foe he runs into and kick them away.

Up Special: Rocketbarrel Boost is a recurring ability that Diddy Kong has been able to use ever since his Rocketbarrel Pack debuted in Donkey Kong 64. Whether in the air or on the ground, Diddy Kong will put on his Rocketbarrel Pack and fly upwards at a high speed, the speed and distance he does so increasing as the button is held down before take-off. Additionally, while Diddy Kong can fly quite a distance with his Rocketbarrel Pack, charging the attack too long will cause his jetpack to implode and fly off his back. If the Rocketbarrel Pack explodes, Diddy will fall helpless without moving upwards at all, but he will fall helpless after he flies upwards no matter what.

Down Special: Banana Peels are a by-product of Diddy Kong's favourite fruit (or berry): the banana. Diddy Kong, much like Donkey Kong and the other Kongs on DK Island, loves bananas, but he will not hesitate to just throw his banana peel away once he's done eating. In Super Smash Bros., Diddy Kong will take a banana peel out from behind his back and throw it upwards in a small arc behind him; it will then sit on the ground and act as a normal item afterwards. Up to two banana peels can be on the stage at once, though this doesn't count banana peels that can be spawned randomly should they be allowed to via Item Selection.

Final Smash: Guitar Gazump is a powerful attack that Diddy Kong could learn in Donkey Kong 64, which instantly defeated all normal foes around him. In Super Smash Bros., Diddy Kong pulls out his golden electric guitar from Donkey Kong 64 and strums it a few times before firing a laser of golden energy that takes the appearance of a musical staff. As Diddy Kong strums, the laser can be angled upwards or downwards, and Diddy Kong slams the guitar in the ground to cause an electric shockwave around him once the attack is completed.

Alternate Costumes
Miscellaneous
Diddy Kong's entrance animation sees him burst out of a DD Barrel, clapping with his hands over his head twice as he jumps out, bouncing from foot to foot.

Diddy Kong's taunt sees him perform a handstand and clap his feet together twice.

Diddy Kong's victory theme is a remix of the first part of the Diddy Kong Racing title screen theme.

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Victory theme

Diddy's victory poses are as follows: Diddy Kong, sitting down playing a Nintendo 3DS, looks up and smiles while giving a large thumbs up; Diddy Kong juggles three balls and his hat a number of times before he fumbles them and trips forwards, his hat landing on his head; and Diddy Kong holds a beatbox over his shoulder while wearing sunglasses and his hat backwards, and waves his hand up in down before it short-circuits and explodes in his face comically.

Dixie Kong is one of the main protagonists of the Donkey Kong series, first appearing as one of the stars of Donkey Kong Country 2: Diddy's Kong Quest and later starring in Donkey Kong Country 3: Dixie Kong's Double Trouble!. Dixie is the girlfriend of Diddy Kong, whose primary character trait is her large ponytail which she can use as an extra appendage. Though not the series' first female character, that being Candy Kong, she was the first to be playable and remains the most recurring female character in the Donkey Kong series.
First appearance:
Donkey Kong Country 2: Diddy's Kong Quest (1995)
Special Attacks
Neutral Special: Gumball Popgun is Dixie Kong's counterpart to Diddy Kong's Peanut Popgun, which first appeared in Donkey Kong Country: Tropical Freeze. Much as its name implies, the Gumball Popgun fires small pink gumballs at opponents. In Super Smash Bros., Dixie fires a small pink gumball forwards quickly. Though the gumball is small and deals little damage, Dixie can fire it up to three times in rapid succession, and, should all three hit a foe at a close range, will cause opponents' movement speeds to slow slightly temporarily. Unlike Diddy Kong's Peanut Popgun attack, Dixie's gumball projectiles can bounce off solid surfaces and ricochet around.

Side Special: Ponytail Pluck is not necessarily a named ability Dixie has used in the Donkey Kong series, but is based upon Dixie Kong's use of her ponytail. The Ponytail Pluck attack sees Dixie Kong swing her ponytail forwards, and snatch a foe should they be in front of her. After clenching them within her ponytail, dealing some damage, she will throw them down towards the ground with a strong slam.

Up Special: Helicopter Spin is one of Dixie Kong's most notable and recurring techniques present since her debut appearance in Donkey Kong Country 2. Helicopter Spin sees Dixie Kong spin her ponytail around at a high speed to propel her upwards a short distance. Somewhat like how the move is used in Donkey Kong Country: Tropical Freeze, Dixie Kong spins her ponytail to launch herself upwards a fair distance, though the attack does not deal any damage to nearby foes. The move does not leave Dixie in a helpless state, only a pseudo-helpless one, allowing her to attack as she descends.

Down Special: Shockwave Attack is an ability that all five playable characters of Donkey Kong 64 can perform; though Dixie is not present in that game, her sister, Tiny Kong, is one such playable character. In the aforementioned game, Tiny Kong spins her twin ponytails to create a purple shockwave around her that defeats all nearby foes. In Super Smash Bros., Dixie spins around and her ponytail flies outwards as she does so, and she releases a short purple pulse that deals massive knockback but little damage as she does so. Hitting Dixie directly as she performs this attack deals much more damage but much less knockback.

Final Smash: "Double Trouble!" is the subtitle of Donkey Kong Country 3, the third game in the original Donkey Kong Country trilogy in which Dixie Kong stars alongside her cousin Kiddy Kong. Once her Final Smash is used in Super Smash Bros., Dixie Kong pulls out a DK Barrel and slams it down at the ground, releasing Kiddy Kong. Kiddy Kong then picks up Dixie Kong and throws her forwards, and she will bounce around the screen, off any platform and the blast lines, dealing massive damage to those she hits, before eventually being caught by Kiddy Kong.

Alternate Costumes
Miscellaneous
Dixie Kong's entrance animation sees her burst out of a DX Barrel, hovering with her ponytail for a moment and gently touching down.

Dixie Kong's taunt sees her throw a small gumball upwards and blow a large pink bubble from it, which carries her up slightly off the ground before popping.

Dixie Kong's victory theme is a sped-up, and shortened, jazz remix of the Dixie Beat theme from Donkey Kong Country 3.

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Victory theme

Dixie Kong's victory poses are as follows: Dixie Kong plays along with her victory theme on an electric guitar, which she strums with her hand and her ponytail simultaneously; Dixie Kong jumps on top of a barrel, then bounces off it with her ponytail, does a front flip in midair, and lands in a crouching position; and Kiddy Kong picks Dixie Kong upwards, holding her above his head and raising her up and down as she cheers happily.

Tiny Kong is a recurring character in the Donkey Kong series, originally introduced as one of the five playable characters of Donkey Kong 64. She is the younger sister of Dixie Kong, and prior to the events of the aforementioned game was imprisoned by the Kremling Krew in Angry Aztec. Tiny is a sassy and tomboyish young child, somewhat like her sister, though is far more energetic than her sibling. She received a drastic redesign in Diddy Kong Racing DS, being aged up to a teenager thus making her name (and trademark ability to shrink to a tiny size from her debut title) an ironic one.
First appearance:
Donkey Kong 64 (1999)
Special Attacks
Neutral Special: Feather Bow is a golden crossbow and Tiny Kong's ranged weapon in Donkey Kong 64. As the crossbow's name implies, the weapon was designed by Funky Kong to fire the red feathers she collects on her adventure as projectiles. Tiny Kong uses this same weapon in Super Smash Bros. for her neutral special move, firing a feather that travels a fair distance at a slow speed. Though she can't fire the weapon at a rapid pace, two feathers can be on the screen at once.

Side Special: Monkeyport is a technique that Tiny Kong can perform in Donkey Kong 64. This ability allows her to teleport between the pads with her face on it that are placed around a level. In Super Smash Bros. the player must hold down the special attack button to place an invisible target before she simply teleports to the specified location. Holding the special move button will simply move the invisible target further out from Tiny Kong's body in a forwards direction. Tiny Kong will also automatically teleport after the invisible target moves a far-enough distance away from herself. Upon reappearing, she will appear in a flowery motif that deals damage to nearby foes.

Up Special: Ponytail Twirl is one of the abilities that Tiny Kong can gain from Cranky's potions in Donkey Kong 64. The technique is very similar to one that can be performed by Dixie Kong in all of her appearances: Tiny Kong can spin her twintails in a manner similar to a helicopter's propellers to extend her jump. In Super Smash Bros. this technique is essentially identical to her sister's up special move: spinning her twintails above her head causes her to fly upwards a fair distance without dealing damage or knockback to any foe before she enters a pseudo-helpless state.

Down Special: Mini-Monkey Counter is an attack based on Tiny Kong's signature ability - which also serves as her namesake - from Donkey Kong 64. Mini-Monkey, Kongum Smallus, is an ability that Tiny Kong is granted from one of Cranky's potions and allows her to shrink to a tiny size on command in order to access otherwise unreachable areas. In Super Smash Bros. shrinks to dodge an incoming attack, countering her opponent by growing back to her normal size as she performs a jumping uppercut attack. If she performs this counterattack on a projectile, she will instead use her saxophone as she grows big to reflect the incoming item.

Final Smash: Saxophone Slam is the attack that Tiny Kong can perform with her unique musical instrument from Donkey Kong 64 upon purchasing a saxophone from Candy Kong's shop. Like the other Kongs' musical instrument-based attacks, Saxophone Slam defeats all enemies in the near vicinity, with Tiny Kong playing her saxophone to create daisy shockwaves to do just that. In Super Smash Bros. Tiny will play her saxophone and create four large shockwaves that explode out around her body to deal damage and knockback to all those who touch them. She ends the attack by swinging her saxophone around and playing a loud note to create an even larger shockwave than the rest.

Alternate Costumes
Miscellaneous
Tiny Kong's entrance animation sees her simply grow from her tiny size to her normal size, playfully balancing on one foot as she does so.

Tiny Kong's taunt sees her perform a spin on the spot, before raising her arms while making a cheerful noise.

Tiny Kong's victory theme is a slightly extend, full jazz version of the theme that plays during Tiny Kong's Saxophone Slam attack in Donkey Kong 64.

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Victory theme

Tiny Kong's victory poses are as follows: Tiny Kong hops around on her feet before jumping into the air, spinning as she leaves the ground, and landing with her hands in the air; Tiny Kong spins into the air with her twintails, posing in midair with her arms and legs out-stretched, before landing clumsily; the camera humorously looks left and right, before looking downwards to a tiny Tiny, who waves upwards at the player.

King K. Rool (also known by Baron K. Roolenstein, Kaptain K. Rool, and King Krusha K. Rool) is the large ruler of the Kremling Krew and the main antagonist of the Donkey Kong series. Though he often puts on a variety of goofy costumes, K. Rool himself is depicted as a cruel individual, who is willing to lie and cheat his way through battles in order to claim a false victory. He isn't unwilling to intimidate his enemies (calling the Kong family a bunch of "filthy apes", for instance), or even his own henchman. Though he often steals Donkey Kong's banana hoard to incite incident, whether or not he actually likes to eat bananas has been contradicted several times throughout the games; other sources also claim that K. Rool steals the Kongs' bananas in order to starve them out so that he and the Kremlings can claim the Kongs' home.
First appearance:
Donkey Kong Country (1994)
Special Attacks
Neutral Special: Blunderbuss is a type of short-barrelled shotgun with a flared muzzle, primarily used throughout the 17th and 18th centuries. King K. Rool wields a blunderbuss during his boss fight in Donkey Kong Country 2: Diddy's Kong Quest, where he uses the gun to shoot Kannonballs at Diddy Kong and Dixie Kong from afar, before activating a vacuum effect that can draw in the Kongs or a reflected Kannonball; having the Kannonball get sucked up by the Blunderbuss will cause it to explode, allowing the Kongs to damage K. Rool. In Super Smash Bros. K. Rool will pull out the blunderbuss and fire a Kannonball forwards. If the special move button is held down however, or if the move is used while a Kannonball is already on the screen, K. Rool will activate the vacuum feature on his gun, which can draw in enemies; he can also vacuum up the Kannonball if it had bounced back towards him off an enemy or solid platform, or reflected by another fighter. If he vacuums up the Kannonball, K. Rool will point his gun at an upwards angle and fire the projectile away; the Kannonball can only be fired in an upwards direction, be it in front, behind, or directly above K. Rool.

Side Special: Krownerang is an attack based on one of the abilities King K. Rool shows off in the battle against him in Donkey Kong Country. Taking his crown off his head, he throws it forwards a fair distance before it returns to him at equal speed. Unlike other projectiles, while the Krownerang can be reflected by certain attacks, it will not harm K. Rool; he will simply grab it out of the air. If K. Rool does not catch the crown as it flies back towards him it will continue off the screen (or until it hits a solid surface), and respawn on his head after a short amount of time or after he is KO'd; before the crown returns to K. Rool's head it will sit on the ground, and other fighters can throw it as if an item.

Up Special: Propellerpack is one of the many gadgets created by King K. Rool to use against the Kong family in his many attempts to conquer Donkey Kong Island. He uses the Propellerpack as Baron K. Roolenstein in Donkey Kong Country 3: Dixie Kong's Double Trouble! both as a mode of transportation and during his boss fights. Dixie Kong and Kiddy Kong must throw barrels at K. Rool's Propellerpack to send him into a helpless state so that they can attack him. In Super Smash Bros. . Rool equips the Propellerpack and flies upwards a fair distance before falling helpless. The propeller on the backpack will deal minor damage to foes that fall into it as well.

Down Special: Gut Check is a technique that makes use of King K. Rool's large stomach to counter attacks. Throughout the Donkey Kong series, a number of Kremlings often shrug off direct attacks to protected areas, and, in particular, the Klump enemy will thrust out his stomach to do that should one be hit straight on by a weaker attack. In Super Smash Bros. K. Rool thrust out his belly at a high speed to counter an incomig attack; his stomach protrudes at such a high speed that this attack can also reflect projectiles back in the direction they came from.

Final Smash: Blast-O-Matic is a large ray gun used by King K. Rool during the events of Donkey Kong 64. Originally developed by K. Rool's chief technician, Snide, the Blast-O-Matic was incorporated into the mobile fortress known as Crocodile Isle, and K. Rool planned to use the large cannon to destroy Donkey Kong Island and get revenge for all the times the Kong family ruined his plans. In the Game Over sequence of Donkey Kong 64, it is implied that K. Rool finally does get his revenge, happily smacking the arm of his chair before the screen cuts out. His Final Smash in Super Smash Bros. is based off this Game Over sequence, consisting of a cinematic that sees him do the same animation before the Blast-O-Matic fires at Donkey Kong Island (whose appearance is based upon its appearance from Donkey Kong Country) and destroys it. The attack is initiated by K. Rool dashing forwards, and it is implied that any foe he runs through is sent to Donkey Kong Island as they are launched away and damaged as the island is destroyed.

Alternate Costumes
Miscellaneous
King K. Rool's entrance animation sees him slowly wander in from the background, smashing a banana beneath his foot.

King K. Rool's taunt sees him slap his stomach as he smiles smugly.

King K. Rool's victory theme is a rock remix of a the opening of K. Rool's boss theme from Donkey Kong 64.

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Victory theme

King K. Rool's victory animations are as follows: K. Rool laughs deeply as he puts his hands on his gut; K. Rool stomps the ground, causing three banana peels to fall from the sky. Two land on either side of him, while the third atop his head, which he picks off and tosses away angrily; and K. Rool hops between his feet as he holds his arms in the air akin to his DK: Jungle Climber artwork, chuckling as he does.

Wario was designed to be an evil doppelgänger of Mario, and first appeared as the main antagonist of Super Mario Land 2: 6 Golden Coins, having taken over Mario's castle while the red-clad plumber was off venturing through Sarasaland during the events of Super Mario Land. Since then, Wario has starred in his own franchise of video games, which encompasses the platformer Wario Land games and the WarioWare minigame collection series. Wario Land sees Wario travel across the globe trying to collect as much treasure as possible to satiate his greed, often coming across supernatural beings that threaten the treasures he's after. In the WarioWare series, after learning about the success of video games, Wario opens up his own studio that develops second-long "microgames" called WarioWare, Inc., and these games often revolve around Wario and the WarioWare employees' antics around Diamond City.
First appearance:
Super Mario Land 2: 6 Golden Coins (1992)
Special Attacks
Neutral Special: Shoulder Bash is one of Wario's trademark, and most well-known, attacks that has appeared in most of his platforming appearances starting with Wario Land: Super Mario Land 3. The Shoulder Bash sees Wario charge forwards with his shoulder in front of him, allowing him to bash through fighters. In Super Smash Bros., Wario will stop should he come in contact with a foe, though fighters can cancel the attack before he makes contact should they jump while he is dashing. Wario's dash lasts longer should the button be held down, though this only applies when Wario is on the ground; when airborne, Wario will always travel a set distance.

Side Special: The Wario Bike is a motorcycle created for Wario by Dr. Crygor that first appeared in WarioWare, Inc.: Mega Microgame$!. The Wario Bike has since become Wario's main mode of transportation, replacing the Wario Car from Wario Land 4. In Super Smash Bros., Wario will hop onto the Wario Bike, and ride forwards; should the player push forwards then Wario will move faster, while pushing backwards will cause him to turn around. If Wario is attacked while on the bike, or hops off it, it will temporarily remain on the stage and can be picked up and thrown; though, due to being a motorcycle, is very heavy. Should it be attacked, it will be destroyed, and its wheels dropped as items that can be thrown by any fighter. Should the Wario Bike be present on the stage somewhere (having not yet been destroyed), Wario is unable to summon it again; he will need to stand beside it to use it.

Up Special: Corkscrews are a tool used to, as their name implies, unscrew corks, which are often lodged within holes to plug them up. The "corkscrew" action usually refers to a spinning motion; in Super Smash Bros., Wario performs just this, spinning as he flies upwards a short distance, ending his spin by outstretching his arms in a V-like shape.

Down Special: Money Bags have made a number of different appearances throughout the Super Mario and Wario series, which one of its most prominent appearances being in Wario Land: Shake It!. In that game, Wario could pick up a Money Bag and shake it to release a fury of coins. In Super Smash Bros., Wario will shake a Money Bag to release coins, which deal damage to those above or near to it. The button can be tapped rapidly in order to make him shake the bag repeatedly.

Final Smash: Wario-Man is an alter-ego donned by Wario within the WarioWare series. In its original appearance - WarioWare: Twisted! - Wario was transformed into Wario-Man after being thrown into Dr. Crygor's Gravitator. Later games would show that Wario could instead transform into Wario-Man by eating garlic (originally, this was just a green clove of garlic dubbed the "Nasty Garlic", though he has been able to transform via normal white cloves too). In Super Smash Bros., Wario will eat a piece of garlic to temporarily transform himself into Wario-Man, severely increasing his speed and damage/knockback output. Additionally, while airborne, Wario-Man can perform any of his aerial attacks in such rapid succession to allow him to fly upwards. The speed of the Wario-Bike also increases to an exponentially devastating speed that can easily cause Wario to self-destruct.

Alternate Costumes
Miscellaneous
Wario's entrance animation sees him parachute in from the Bulldog, Wario's plane from Mario & Wario.

Wario's taunt sees him take out a clove of garlic before quickly (and rudely) eating it. He then farts.

Wario's victory theme is a remix of part of the Stonecarving City theme from Wario Land: Shake It!.

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Victory theme

Wario's victory animations are as follows: Wario, sitting on a large golden throne, picks his nose before seeing the player and gasping in shock before flexing and smiling happily; Wario laughs happily while flashing two peace signs before making a series of mocking faces towards the camera; and Wario laughs before saying "Wario's number one!" and crossing his arms with a satisfied look on his face.

Captain Syrup is the greedy captain of the Black Sugar Gang and a number of ships the pirate gang command. She serves as Wario's primary rival and the main antagonist of the Wario Land series, opposing Wario by trying to obtain whatever treasure he desires before he can. Though she's Wario's most prominent rival, she has also aided his trek through the Shake Dimension by selling him items and maps.
First appearance:
Super Mario Land 3: Wario Land (1994)
Special Attacks
Neutral Special: Mega Bomb is, as its name perfectly describes, a large bomb, based upon the one Captain Syrup uses to destroy Wario's castle after her defeat in Wario Land: Super Mario Land 3. When the button is pressed, Captain Syrup will pull out a large bomb and throw it a small distance forwards, and it will explode should it hit a foe in mid-air, or after a few seconds on the ground. If the button is held, Captain Syrup will instead just pull it out and carry it around, allowing it to be thrown like an item, though it has a short time limit and will explode even if she is carrying it.

Side Special: "Mecha Kuri" is the Japanese name of one of Captain Syrup's robot minions from Wario Land II. This robotic Goomba-esque creature, seemingly based off the appearance of the Giant Spear Man, was piloted by Syrup while she remained in a floating carriage above him. In Super Smash Bros. Captain Syrup will summon the Mecha Kuri, who will quickly dash forwards before swinging his rake-like weapon upwards. Though a powerful attack, it can also be easily dodged as the Mecha Kuri will only travel a set distance (or to the edge of a platform), and Captain Syrup, who controls him via remote control, can not move as he is active.

Up Special: Teacraft is the name given to Captain Syrup's unnamed transforming aircraft she pilots throughout Wario Land II. It is a small jet-propelled device with a platform loosely designed after a teacup. In Super Smash Bros., Syrup will summon this Teacraft and ride it upwards a short distance before it disappears, leaving her in a pseudo-helpless state. If other foes are close enough to Syrup when she uses it, they too can ride on the Teacraft when it is summoned; the device can also be broken by attacks, and Captain Syrup will begin to fall helpless if it is.

Down Special: Pirate Gooms are members of Captain Syrup's Black Sugar Gang, and three of such creatures act as her sidekicks throughout Wario Land II. They are small brown creatures, which resemble Goombas to some extent, that carry long spears. In Super Smash Bros., Captain Syrup will point forwards and a Pirate Goom will hop out from behind her and prod its spear as it does. If a Pirate Goom misses a foe at first, it may wander around for a short period of time afterwards and prod at any foe that comes near it, and it can be attacked to rid it of its spear, allowing it to be thrown as an item at foes to deal very minor damage. Only one Pirate Goom may be on-screen at once.

Final Smash: The Genie of the Lamp aids Captain Syrup during the final battle of Wario Land: Super Mario Land III, though is not expressly affiliated with her and only assists her because she released him from his lamp. In Wario Land, Captain Syrup and the Genie fly through the sky in the final battle, raining fireballs down upon Wario. Similarly in Super Smash Bros., she will summon the Genie from his lamp and ride on his shoulder as he flies around the screen. While he flies around under the player's control, pressing any attack button will allow him to fire a small fireball forwards, which will explode into the shape of a larger star after it flies a short distance.

Alternate Costumes
Miscellaneous
Captain Syrup's entrance animation sees her be carried onto the stage by Bobo, the guardian of her ship from earlier Wario Land titles, the SS Tea Cup.

Captain Syrup's taunt sees her flip a golden coin upwards with a simple flick of her fingers as she laughs.

Captain Syrup's victory theme is an orchestral remix of the beginning of the boss battle theme from Wario Land: Super Mario Land 3.

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Victory theme

Captain Syrup's three victory animations are as follows: Captain Syrup laughs as she pulls her hand out of a large sack, with many gold coins spilling from her palm back into the bag and around her; Captain Syrup checks a map with a smile as two Pirate Gooms jump up and down on both sides of her; and she grooms the feathers of the large guardian of the SS Tea Cup, Bobo, with a slight look of annoyance on her face.

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Link is the name held by all the main protagonists of the titles in the The Legend of Zelda series. All of the known heroes that go by the name of "Link" are reincarnations of the Hylian hero chosen by the Goddess Hylia to protect the goddess' mortal reincarnation - Zelda - and the kingdom of Hyrule from Demise's evil. Most Links are clad in green tunics, which originates from the Skyloft Knight Academy's uniform; the colour of these uniforms are changed each year, with the green colour being worn by the first incarnation of Link, who attended the school. All Links are often known to carry a large amount of different gadgets, which they have retrieved from throughout Hyrule; one such item is the Clawshot, which Link can use in Super Smash Bros. to grab opponents, or edges, from afar.
First appearance:
The Legend of Zelda (1986)
Special Attacks
Neutral Special: Sword Beam is a recurring ability that Link can use throughout the Zelda series after acquiring the Master Sword. When Link is at full health, the Master Sword is capable of firing small beams of energy forwards. These beams travel a short distance forwards, and will travel directly through fighters. The attack can be charged, and Link will slash to create a larger crescent-shaped beam instead that deals more damage but doesn't travel as far nor does it travel through fighters.

Side Special: Boomerang is a weapon that can be obtained in most titles of the Zelda series. Like all boomerangs, it is a projectile object that returns to its sender once thrown. The boomerang is thrown at a slight upwards angle, and returns quickly to Link should it make contact with another fighter; though it will eventually do so after travelling a set distance.

Up Special: Spin Attack is a technique that various Links have learned throughout the history of Hyrule. As its name implies, it is an attack in which Link spins around with the Master Sword extended outwards. When used on the ground, Link can charge up the Spin Attack to increase its duration, trapping foes within its vortex before knocking them away as he finishes spinning. In the air, Link can not charge the attack, but he travels upwards a short distance instead.

Down Special: Bombs are a common type of weapon Link can obtain within the Legend of Zelda titles. These bombs act as items, meaning that Link can throw them and other fighters can catch them out of the air; granted, holding the bomb for a certain amount of time, or allowing it to hit the ground or another fighter, will cause it to explode.

Final Smash: Great Spin is a more-powerful version of Link's Spin Attack technique, first appearing in The Legend of Zelda: Twilight Princess. The Great Spin is the final of the seven Hidden Skills that Link can learn from the Ancient Hero, and can only be used when at full health. Essentially identical to the normal Spin Attack, the Great Spin differs in several ways, particularly in that it is much more powerful, has a much larger radius, and appears red instead of green. In Super Smash Bros. the attack is a much more primal version of Link's up special move, though also takes cues from its power-up form available when the Master Sword is infused with light in Twilight Princess' Twilight Realm: upon use of the move, Link will charge up for a moment before spinning his sword wildly in a circle, trapping any foe nearby, before moving forwards a slight distance and stopping his spin, sending forth a large, and very powerful, Sword Beam to deal massive damage and launch all foes around him.

Alternate Costumes
Miscellaneous
Link's entrance animation sees him jumping appearing out of a whirlwind and unsheathing the Master Sword. This is a reference to how whirlwinds were used to teleport to dungeon entrances in the original The Legend of Zelda, which would later also be used to transition after using the Song of Soaring in Majora's Mask.

Link's taunt sees him stand on one leg, with the other pulled upwards, as he holds his sword out in an attack position.

Link's victory theme is a remixed excerpt of the title screen theme from The Legend of Zelda: A Link to the Past.

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Victory theme

Link's victory animations are as follows: Link slices the Master Sword three times, before spinning his sword around and sheathing it onto his back, similar to an animation that can occur in The Legend of Zelda: Twilight Princess. Another sees Link walk slowly towards a small pedestal, which he then thrusts the Master Sword into and turns away. Finally, Link can play Zelda's Lullaby on the blue Ocarina of Time from the game of the same name.

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In the kingdom of Hyrule, it is tradition that every daughter of the king must be named Zelda. The first Zelda, who appeared in The Legend of Zelda: Skyward Sword, was the reincarnation of the Goddess Hylia, who unified the races of Hyrule in order to fight Demise. All Zeldas have since carried the Triforce of Wisdom with them, and have the power to seal away the reincarnation of Demise's hatred. The appearance of Zelda in Super Smash Bros. is based off the princess that ruled over Hyrule during the Era of Twilight.
First appearance:
The Legend of Zelda (1986)
Special Attacks
Neutral Special: Arrow of Light is a recurring weapon in the Zelda series; oftentimes it is summoned by Zelda and used by either her or Link in order to defeat Ganon. In Super Smash Bros., this arrow is weaker than its The Legend of Zelda counterpart, instead being a normal projectile made of golden energy. Zelda will fire this forwards, though she can not change the angle at which she fires. The attack can also be charged, increasing its size and damage output while decreasing the distance it travels and the speed it travels at. The bow (and arrow) is based off its appearance from The Legend of Zelda: Twilight Princess.

Side Special: Din's Fire is a spell that Link must obtain and use in The Legend of Zelda: Ocarina of Time; he can obtain it from the Great Fairy of Magic that resides near Hyrule Castle. In Super Smash Bros., Zelda will create a small orb of fire, that will explode after a second. Should the special attack button be held down, she will launch it in a certain direction (dependant on the control stick), and it will explode after it hits a foe, after it travels a set distance away from Zelda, or once the special attack button is let go.

Up Special: Farore's Wind is a spell that Link can use in The Legend of Zelda: Ocarina of Time. In that game, it is given to him by the Great Fairy of Magic that resides near Zora's Fountain, and allows him to travel back to the entrance of a dungeon, should he be lost inside it. In Super Smash Bros., yellow loops of energy appear around Zelda and she teleports in whatever direction the control stick is held (or upwards, should none be). The loops that appear around Zelda before she disappears, and the flash of light that appears when she reappears can both deal damage to nearby foes.

Down Special: Nayru's Love is another spell Link can obtain in The Legend of Zelda: Ocarina of Time; he can obtain it by the Great Fairy of Magic in the Desert Colossus. In Ocarina of Time, this spell summons a blue diamond-shaped crystal around Link that, for one whole minute, protects him from damage (but not recoil). In Super Smash Bros., this same diamond will appear around Zelda, which deals damage to those who touch it; she will spin around, causing shards of energy to fly off a short distance, which likewise deal minor damage. This attack is capable of reflecting projectiles if timed correctly.

Final Smash: Triforce of Wisdom is the piece of the Triforce held by most Princess Zeldas documented throughout Hyrule's history. The Triforce of Wisdom, which takes its position on the lower-left part of the complete Triforce, is the essence of the Golden Goddess Nayru, and is able to grant those who hold it powerful magical abilities. In Super Smash Bros., Zelda will hold her hand out in front of her and summon a large golden triangle as the one on her hand glows. This glowing Triforce piece draws nearby foes in, and Zelda quickly shoots them with a number of Light Arrows before the light disperses to knock the trapped opponents away. Zelda will still shoot the Triforce with Light Arrows even if no opponents have been trapped, as these more-powerful projectiles will travel through it and damage fighters around the map; normally the fighters trapped within the Triforce of Wisdom will absorb the arrows before they pass through it.

Alternate Costumes
Miscellaneous
Zelda's entrance animation sees her descend from the sky onto a large Triforce while basked in a golden spotlight from the heavens.

Zelda's taunt sees her hold her hands together in a prayer as the Triforce of Wisdom on her hand glows bright.

Zelda's victory theme is an orchestral cover of Zelda's Lullaby, a recurring theme from The Legend of Zelda series often associated with Princess Zelda or the Hyrule royal family.

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Victory theme

Zelda's victory animations are as follows: Zelda creates an orb of golden magic in her hands, which she holds together before it disperses in a flurry of golden sparks; Zelda holds out an ornate rapier (seen in her artwork from Twilight Princess), and slashes twice before holding it upwards; and Zelda, holding a harp, plays the first few notes of the Ballad of the Goddess from The Legend of Zelda: Skyward Sword.

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Young Link is, as his name implies, the child form of Link from The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. In Ocarina of Time, this child Link lives among the Kokiri, not knowing that he is of Hylian descent unlike those he lives with; once the Deku Tree gives him the fairy Navi and reveals this to him, he sets off on a journey to aid Princess Zelda in taking down Ganondorf, who plots to take over Hyrule. In Majora's Mask, which takes place after Link is sent back in time at the end of Ocarina of Time, Young Link falls into the land of Termina while searching for Navi, who disappeared after defeating Ganon. In Termina, Young Link obtains a variety of masks that grant him special powers; though strangely, none of these masks are usable in Super Smash Bros..
First appearance:
The Legend of Zelda: Ocarina of Time (1998)
Special Attacks
Neutral Special: Hero's Bow is an item that Young Link can find in the Woodfall Temple of Majora's Mask, obtained after defeating a certain Dinolfos mini-boss. In Super Smash Bros., Young Link can charge his bow to fire an arrow at different speeds; with longer the charge dealing more damage, have the arrow flying further, and travelling at a higher speed. At full charge the arrow will also be lit aflame, damaging foes even more.

Side Special: Bombchu is a recurring enemy from the Zelda series, that first appeared in Ocarina of Time. In Super Smash Bros., Link throws a Bombchu forwards; the Bombchu acts similarly to Link's Bombs, though the Bombchu will not explode as it hits the ground, instead travelling along any platform it lands on for a short time, exploding only should it hit another fighter.

Up Special: Deku Flowers are large flowers that can be found sprouting from the ground in various parts of both Hyrule and Termina in Ocarina of Time and Majora's Mask. In Ocarina of Time, they serve no purpose other than as places for Deku Scrubs to hide in; in Majora's Mask, Deku Link can use them to glide around. In Super Smash Bros., Young Link uses this to float upwards a fair bit, dealing a bit of damage to those that touch the spinning flower. In Majora's Mask, only Deku Link can use Deku Flowers, but Hylian Young Link does so in Super Smash Bros..

Down Special: Mirror Shield is a shield that can be obtained in various Zelda games, initially debuting in The Legend of Zelda: A Link in the Past. The shield can be obtained in both Ocarina of Time and Majora's Mask, though it takes its appearance from the latter game. Using the Mirror Shield, Young Link can reflect any projectile back at his foes. While standing still, Young Link's normal Deku Shield can block projectiles, but they don't deal damage to foes that happen to be standing close enough to him.

Final Smash: Fierce Deity's Mask is the final mask that Young Link can obtain in The Legend of Zelda: Majora's Mask by giving the 20 non-transformation-based masks to the four children that live on the surface of the Moon. When used, Young Link temporarily takes the form of a Terminian deity known only as "The Fierce Deity". While the Fierce Deity, the player has full control over Young Link, who is much faster and stronger than normal Young Link or his adult counterpart; he wields a two-handed helix-looking sword; all of his standard attacks are replaced with simple slashes, while his special attacks are replaced by a Sword Beam attack. While in this form, Young Link still takes damage, but the amount is severely decreased; he is immune to all knockback in this form.

Alternate Costumes
Miscellaneous
Young Link's entrance animation sees him fall from the sky and into a pile of leaves, which he then stands up from and brushes himself off.

Young Link's taunt sees him pulling out and admiring one of four masks: the Goron Mask, Zora Mask, Deku Mask, or Keaton Mask.

Young Link's victory theme is a orchestral remix of the Song of Time, which first appeared in The Legend of Zelda: Ocarina of Time.

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Victory theme

Young Link's victory poses are as follows: Young Link slashes his sword around lazily (as it is too heavy for him), before removing the Keaton Mask he wore while he did so; Young Link drinks a bottle of Moo Moo Milk before wiping his face and holding it against his hip; and Navi flies around Young Link's head, screaming "HEY!" and "LISTEN!" at him, as he swats at her.

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Skull Kids are human-like creatures, created from the spirits of young Hylian children that lose their way in the Lost Woods. A Skull Kid appears as a prominent antagonistic figure in The Legend of Zelda: Majora's Mask, having found the cursed Majora's Mask and donned it to obtain its power. The Skull Kid that appears under Majora's control was once great friends with the Four Giants that guard the land of Termina, and felt an intense loneliness after they entered a dormant state. Harnessing Majora's strength, this Skull Kid used magic to drag the Moon out of the planet's orbit to have it crush Termina and destroy the world. Throughout the Zelda series, Skull Kids are almost always seen with a wind instrument, be it a flute in Ocarina of Time or a horn in Twilight Princess; in Hyrule Warriors he uses an ocarina to control Tael and Tatl, his and Link's fairy companions from Majora's Mask.
First appearance:
The Legend of Zelda: Ocarina of Time (1998)
Special Attacks
Neutral Special: Flute Needle is the sole attack actually used by a Skull Kid, being used by the one in Ocarina of Time when approached by adult Link. In Ocarina of Time, this Skull Kid will fire needles at Link from afar, often three in a consecutive manner. This technique is essentially recreated to an extent in Super Smash Bros. - Skull Kid fires a needle from his flute forwards, and the button can be tapped to fire three at once. The needles deal minor damage and mainly serve to temporarily stun fighters.

Side Special: Puppets are a type of enemy in The Legend of Zelda: Twilight Princess. When Link and Midna enter the Sacred Grove, they are greeted by the Skull Kid and his puppet minions. As the Hero of Twilight and the Twilight Princess continue to chase down the Skull Kid, they are hounded by these wooden puppets, who attack them by holding their arms out as they spin around on the spot. In Super Smash Bros. Skull Kid will blow into his instrument and summon a Puppet. This Puppet will glide forwards a short distance before performing the same attack it did in Twilight Princess before disappearing. It will also perform the attack should it run into a fighter before reaching its maximum distance.

Up Special: Final Day, in name, is a reference to the fact that the events of The Legend of Zelda: Majora's Mask play out on a repeating three day cycle. At the dawn of each day a title card appears to inform the player of how much time they have left before the Moon destroys Termina, and when the player reaches the third day they are greeted with a title card that reads "Dawn of The Final Day -24 Hours Remain-". The attack itself has little reference to this event however, instead being based on Skull Kid's Y Button Y Button Y Button Y Button X Button combo from Hyrule Warriors, which sees his fairies, Tatl and Tael, spin around to create a hurricane to drag in nearby enemies, before Skull Kid attacks them by dropping a meteor down onto them. The Super Smash Bros. technique sees Tatl and Tael spin around Skull Kid to send him a fair distance upwards, then he crashes downwards at a high speed as he temporarily transforms himself into a smaller version of the Majora's Mask Moon.

Down Special: Lanterns are small portable devices that often contain candles that allow a person to use the burning flame to see in dark areas. In The Legend of Zelda: Twilight Princess, the Skull Kid that appears in the Sacred Grove carries a small lantern that glows a pale white-blue light that allows him to see clearly in the otherwise dimly-lit forest. In Super Smash Bros. Skull Kid summons the same lantern from the aforementioned title and throws it down at the ground, creating a blue pillar of flames that remains in place for a short moment to deal damage to any foe who may wander into it before it burns out. The lantern will also detonate should it hit a wall or an enemy, and in the latter case the initial explosion of the lantern deals an additional amount of damage.

Final Smash: Majora's Wrath is the final boss of The Legend of Zelda: Majora's Mask, being the true form of the deity that resides within Majora's Mask. Majora's Wrath is a large humanoid creature that possesses extremely long tentacles that extend out of the palms of its hands. For Skull Kid's Final Smash, Majora's Mask lifts itself off of Skull Kid and throws him aside, before transforming into Majora's Wrath. Majora's Wrath then whips its tentacles forwards multiple times, extending a significant distance and dealing massive damage to foes on contact.

Alternate Costumes
Miscellaneous
Skull Kid's entrance animation sees him teleport onto the screen in a multicoloured vortex, lounging in midair with his arms crossed.

Skull Kid's taunt sees him blow into his instrument, causing Tatl and Tael to fly around him quickly.

Skull Kid's victory theme is a rock remix of the opening of Saria's Song from The Legend of Zelda: Ocarina of Time, which serves as the theme for the Lost Woods and the Skull Kids in general. The remix ends with the same sound made by Skull Kid's horn from Twilight Princess.

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Victory theme

Skull Kid's victory poses are as follows: Skull Kid hops from foot to foot as he plays his instrument, Tatl and Tael bouncing in the air beside him; Skull Kid laughs, spinning a very small version of the Termina Moon on his finger before throwing it into the sky behind him; and Skull Kid summons three Puppets around him and they clap for him as he floats in the air in a manner similar to his entrance animation.

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Sheik is a member of the secretive Sheikah tribe of ninjas that have sworn to protect Princess Zelda and the Hylian royal family from the shadows. During the events of The Legend of Zelda: Ocarina of Time Sheik makes contact with Link after his seven-year slumber after pulling the Master Sword from its pedestal, and serves to guide him through a variety of objectives that will allow him to defeat Ganon. In addition to telling Link about what has changed in the seven years he missed, Sheik also teaches the Hero of Time songs to play on his ocarina that allow him to warp to various locations.
First appearance:
The Legend of Zelda: Ocarina of Time (1998)
Special Attacks
Neutral Special: Needle Storm is a technique that sees Sheik utilize Bo-shuriken, a type of hidden blade used by ninjas as throwing weapons or to distract foes. Bo-shuriken, unlike their more well-known bladed counterparts, appear to be based upon needles, and were thrown in a manner similar to darts. Needle Storm sees Sheik throw a needle forwards (or, when in the air, at a downwards angle) that deals minor damage. Holding the special attack button will cause Sheik to add more darts into the attack, increasing to a maximum of six, to deal more damage.

Side Special: Burst Grenade is an attack that, much like most of Sheik's other special attacks, isn't particularly based on any action she performs in a game. The attack sees Sheik pull out a short chain with a grenade tied by its pin to the end of it. She will whip the chain to drop the grenade a short distance away that will explode to deal damage to foes. Prior to exploding, a small vortex will surround the grenade to draw in nearby foes and deal slight damage.

Up Special: Vanish is a technique based upon a recurring trait Sheik and Impa, another member of the Sheikah tribe, both display throughout Ocarina of Time. Often, whenever Sheik is done speaking with Link, she will throw down a Deku Nut and be absent once the flash of light subsides; though it can also be assumed that, as the Deku Nuts that Link can throw merely stun foes, Sheik (and Impa) is just running away while Link is paralyzed by the explosion. In Super Smash Bros. Sheik will disappear in a flash of light, dealing flame damage to anyone nearby, before appearing a short distance away in whatever direction the control stick is pointed (or upwards otherwise), once again dealing damage albeit much less.

Down Special: Bouncing Fish is a flipping kick maneuver seemingly based solely on the more-acrobatic movements that ninjas (particularly those in popular culture) often display. When the move is used, Sheik will perform a back flip as she moves forwards, kicking as she does so to deal damage. Though Sheik is completely vulnerable from other directions while kicking, should she make contact with an opponent or a solid surface she will rebound in the opposite direction, and pressing the special move button again will allow for her to perform the move again up to two more times before she will fall helpless.

Final Smash: Song of Storms is a recurring song within the Zelda franchise and the source of a bootstrap paradox within Ocarina of Time. Adult Link learns this song from a man with a phonograph within the Kakariko Windmill, though this man only knows of such song because a child Link would earlier (or, in the context of Link's own adventure, later) use this song to drain the well due to the windmill picking up speed. In Super Smash Bros. Sheik dashes forwards a fair distance as she strikes with her kunai to knock foes to the top of the screen before playing the Song of Storms on her harp. The Song of Storms summons a series of small lightning bolts that strike those that were trapped by Sheik's initial attack, and a single large lightning bolt will pierce down the centre of the stage to damage any foe that touches it and launch away those that had been trapped prior.

Alternate Costumes
Miscellaneous
Sheik's entrance animation sees her appear out of a puff of smoke, with the Sheikah eye symbol glowing red behind her for a quick moment.

Sheik's taunt sees her perform the breakdance "pike" technique, which is a one-handed handstand where the performer's feet hang straight upwards at a slight angle.

Sheik's victory theme is an oriental, harp-based remix of her own theme song from The Legend of Zelda: Ocarina of Time.

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Victory theme

Sheik's victory animations are as follows: Sheik performs a kick before spinning around on her back and jumping into a pose with both of her arms crossed in front of her face; Sheik slashes the air twice with her kunai before disappearing in a puff of smoke; and Sheik brandishes her chain before coiling it around herself quickly.

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Ganondorf is the sole male member of the Gerudo tribe who first appeared in The Legend of Zelda: Ocarina of Time. Being the sole male born into the otherwise-exclusively female Gerudo race, Ganondorf serves as its ruler though holds little regard for his tribe. Ganondorf strives for power, and throughout Ocarina of Time and later Twilight Princess and The Wind Waker, Ganondorf wishes to be almighty and powerful, and as such, despite his malignant desires, he holds the Triforce of Power. Just as Princess Zelda is the mortal reincarnation of the Goddess Hylia and Link the reincarnation of Hylia's chosen hero, Ganondorf is the reincarnation of the hatred that burned within the demon Demise who, like Ganondorf, wished to obtain the three pieces of the Triforce.
First appearance:
The Legend of Zelda: Ocarina of Time (1998)
Special Attacks
Neutral Special: Beastly Blow is an attack based on a power Ganondorf demonstrates in Hyrule Warriors while fighting with the Great Swords. In Hyrule Warriors, Ganondorf's Y Button Y Button Y Button Y Button Y Button X Button attack combo sees him conjure up a large ethereal form similar in appearance to a ghastly Ganon through his dark magic, who proceeds to swipe the area to defeat all nearby foes. In Super Smash Bros. Ganondorf charges up his dark magic before punching forwards, his arm transformed into that of a beast's to deal massive damage. This attack has the longest start-up time out of any in the game, but because of it the player can perform a 180° spin as he charges up.

Side Special: Flame Choke is based on an attack Ganondorf performs in The Legend of Zelda: Twilight Princess, during a cutscene that depicts him being granted the Triforce of Power and using his newfound strength to kill one of the six Sages that reside in Arbiter's Grounds' Mirror Chamber. In Super Smash Bros. Ganondorf dashes forwards a short distance. Should he make contact with an opponent as he dashes forwards, he will grab them by the head and pulsate dark magic into them to deal minor damage before slamming them into the ground, creating an explosion of dark magic that launches them. Should he grab someone while midair, Ganondorf will crash downwards at a high speed and the explosion will be slightly larger; should no platforms be below Ganondorf, he, and whomever may be in his grasp, will continue falling until they are KO'd off the bottom blast line.

Up Special: Brutish Blow is an attack that, much like Ganondorf's netural special move, sees Ganondorf transform his arm into that of a beast's in order to enhance his physical strength. In the case of his up special move, Ganondorf transforms his arm and performs a powerful punch upwards that deals massive damage but does little in the way of vertical recovery. From a grounded position, Ganondorf has a longer start-up period than should the attack be used while aerial, but Ganondorf performs a spin while moving upwards to deal more damage.

Down Special: Sword of Six Sages is the sword that Ganondorf wields in The Legend of Zelda: Twilight Princess, being the weapon that was to be used for his execution at the hands of the Sage he murdered. This move drastically changes in use depending on the amount that Ganondorf's Darkness Gauge is filled, though when empty Ganondorf will simply perform his own slower, yet still powerful, version of Link's recurring Spin Attack technique, enhanced with his dark magic to compensate for its slower start-up. When the gauge isn't completely full, Ganondorf will smash the sword into the ground to create a pulse of dark energy that deals minor damage but an intense amount of knockback, the range increasing the more the bar is filled; when used in the air, Ganondorf will instead outstretch his arms with his sword in one hand. When the bar is completely filled, Ganondorf will perform his Spin Attack, which releases waves of energy that knock away nearby foes as well. Whenever this attack is performed, no matter how filled the bar is, Ganondorf's Darkness Gauge will completely empty.

Final Smash: Dark Beast Ganon is a large demonic boar-like form that Ganondorf is capable of transforming into by harnessing the Triforce of Power's strength. In The Legend of Zelda: Twilight Princess, Dark Beast Ganon is the second of Ganondorf's four forms that Link must face off against after climbing to the top of Hyrule Castle. Ganondorf transforms into this form for his Final Smash, slamming the ground to unleash a blast of dark magic that stuns all nearby foes, before charging forwards off the screen at a high speed to damage all in his path.

Alternate Costumes
Miscellaneous
Ganondorf's entrance animation sees Ganondorf stomp out of a swirling purple vortex.

Ganondorf's taunt sees him pull out the Sword of Six Sages and admire it as his dark magic courses through it.

Ganondorf's victory theme is an intense remix of the short fanfare that played in the original The Legend of Zelda when Link approached Ganon for the final battle.

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Victory theme

Ganondorf's victory poses are as follows: Ganondorf stands with his arms crossed laughing maniacally before he lowers his chin and grins darkly; Ganondorf, initially with his back to the camera, turns around before raising his fist, the Triforce of Power glowing on the back of his hand; and Ganondorf raises the Sword of Six Sages, which pulses with dark magic, before spinning it around and stabbing into the ground.

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Purah is a character that appears in The Legend of Zelda: Breath of the Wild. Despite her childish appearance, Purah is actually over 120 years old and the older sister of Impa. Purah resides in Hateno Village, where she researches the ancient Sheikah technology, specifically the Sheikah Slate tablet and its mystical runes. Her appearance being the result of an experimental age-reversing rune she created and, lacking anyone besides her assistant Symin to test the rune on, decided to use it upon herself. When Link was fatally wounded 100 years prior to the beginning of Breath of the Wild, Purah was the one to place him in the Chamber of Resurrection to undergo a slow healing process.
First appearance:
The Legend of Zelda: Breath of the Wild (2017)
Special Attacks
Neutral Special: Ancient Arrows are one of the six types of arrow present in The Legend of Zelda: Breath of the Wild, alongside basic wooden arrows, fire arrows, ice arrows, bomb arrows, and shock arrows. Ancient Arrows were designed to deal a significant amount of damage to Guardians and other ancient technology-based enemies, and Link can craft these arrows from Robbie's robot assistant Cherry at the Akkala Ancient Tech Lab. In Super Smash Bros. Purah fires an Ancient Arrow using an Ancient Bow. The attack can be charged up the attack by holding down the special move button, increasing the damage, speed, and distance of the arrow. When the arrow comes in contact with an opponent it will explode in a blue, circular discharge of energy, though this is simply an aesthetic design.

Side Special: Cryonis is one of the four original runes that Link is tasked to obtain before he is capable of leaving the Great Plateau. The Cryonis rune allows Link to create a pillar of ice in any pool of water, which he can then climb up and use as a platform to cross water or block incoming attacks. Link is only capable of creating up to three Cryonis pillars at one time; the earliest one spawned will be destroyed upon trying to create a fourth. In Super Smash Bros. Purah will create a Cryonis pillar in front of her, which will act as a wall or platform that fighters can use to their advantage. The Cryonis pillars can be destroyed by any fighter, and a pillar will be destroyed automatically after a certain amount of time. Unlike in Breath of the Wild, Purah can only have one Cryonis pillar at one time. The attack can not be used in the air, though if Purah is close-enough above a platform she will create one right below her.

Up Special: Ancient Bladesaw is one of the "Ancient"-type weapons in The Legend of Zelda: Breath of the Wild. The Ancient Bladesaw is a large two-handed weapon that Link can obtain from the Akkala Ancient Tech Lab. In Super Smash Bros. Purah wields the Ancient Bladesaw and performs a clumsy upwards slash that sends her a very short distance upwards but deals massive damage to foes.

Down Special: Remote Bombs are one of the main weapon types in The Legend of Zelda: Breath of the Wild. Utilizing the Sheikah Slate, Link is capable of creating an unlimited amount of these bombs, which can be detonated with a second use of the rune. In Super Smash Bros., Purah spawns a Remote Bomb and can throw it around - Purah can pick it up and throw it around like an item, and while other fighters can not, they are capable of knocking it around with attacks. If the Remote Bomb is left alone for a while it will explode, but Purah is also capable of detonating them by using the special move again. Because the Remote Bomb will also damage Purah, the bomb can be detonated in mid-air to act as a sort of recovery. In Breath of the Wild, the Remote Bombs can be spawned in either a rounded or cube shape, but in Super Smash Bros. the bomb will always be the rounded version.

Final Smash: Guardians are a type of basic enemy type in The Legend of Zelda: Breath of the Wild, and is by far the most deadliest of all the non-boss opponents. The "Guardian" name actually refers to a large number of different types of enemies in Breath of the Wild, but the most common use of the name refers to the large octopus-like Guardian Stalkers. All of the Guardians were developed long ago using the ancient Sheikah technology also present in the Sheikah Slate and the many Shrines hidden around Hyrule, and were designed to take down the Calamity Ganon with no issue. The Calamity that occurred 100 years prior to Breath of the Wild happened mainly due to the Calamity Ganon using his power to take control of the Guardians and wreak havoc on the Hylians that oppose him. When Link awakes from his slumber, the Guardians still functional still aim to fight anyone who opposes Calamity Ganon. In Super Smash Bros. Purah summons and grabs onto a Guardian Skywatcher, that carries her up off the top of the screen and into the background. This keeps her safe from the Guardian Stalker that then comes crashing through from the stage's background, firing lasers at foes that deal massive damage, and flailing its legs about as it crashes through the battleground.

Alternate Costumes
Miscellaneous
Purah's entrance animation sees her appear in a stream of light blue lights, akin to the fast-travel animation from The Legend of Zelda: Breath of the Wild.

Purah's taunt sees her cheer happily as she stands on one leg and pose with her hands making two peace signs.

Purah's victory theme is a remixed excerpt of the main theme from The Legend of Zelda: Breath of the Wild.

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Victory theme

Purah's victory animations are as follows: Purah taps on a Sheikah Slate, and accidentally summons a metallic crate that drops down right behind her and explodes, causing her to leap up in shock; Purah reads a book, which she then slams shut and looks at the screen; and a Bokoblin runs up to Purah, which she freezes with the Stasis rune, and curiously wanders around and examines.

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SSB The Legend of Zelda Series.png
Lana is the good half of Cia, being the physical embodiment of Cia's positive traits that were excised from her body by Ganon's power. Prior to the events of Hyrule Warriors, Cia watched over the land of Hyrule and was tasked with maintaining the balance of the Triforce evenly throughout the generations. After Ganon takes over Cia's mind Lana fights alongside the Hyrulean Army against her dark magic counterpart, whose envy of Zelda and lust for the reincarnating hero have twisted her mind.
First appearance:
Hyrule Warriors (2014)
Special Attacks
Neutral Special: Barrier Walls are vertical objects that can be summoned by Lana in Hyrule Warriors when she is equipped with the Tome weapon. These barriers are used in a large number of her charge attacks, and she can use them to push foes around, shatter them to damage a significant amount of nearby foes, or charge them with electricity to deal even more damage. In Super Smash Bros. this "attack" works a little differently depending on whether the special attack button is held down or simply pressed when the move is performed. Should the special attack button be pressed, Lana will summon a Barrier Wall in front of herself, which she can slide into with her side special move to propel herself upwards or otherwise will reflect a small number of projectiles before it explodes. If the attack button is held down, Lana will first summon the Barrier Wall before pushing it forwards a short distance (pushing foes but not reflecting projectiles) and causing it to explode to damage foes after a moment. The Barrier Walls are weak and can only take a minimal amount of damage before exploding (or doing so once Lana slides into one), though they do deal some minor damage to nearby foes when they do so.

Side Special: Slide is a technique that Lana performs for her basic charge attack. In Hyrule Warriors pressing the heavy attack button at any time will have Lana slide forwards, her feet glowing a golden light. The technique is fairly useless as a standalone attack, though Lana can slide into one of the barriers she had created to bounce off them and throw an explosive blast of energy into the ground. In Super Smash Bros. this "attack" is more a technique that can be used to close-in on foes. Much like in Hyrule Warriors, Lana will bounce off any solid vertical surface when she hits them during her slide, bouncing up off them and allowing her an extended vertical recovery option.

Up Special: Deku Leaf is a recurring item from The Legend of Zelda series, and Lana uses it much like Link does in The Legend of Zelda: The Wind Waker as part of her Spear weapon in Hyrule Warriors. In The Wind Waker, Link can hold on to one of these large leaves and use it as a paraglider, gliding through the air and being propelled around by air currents. With the Spear weapon, Lana creates an updraft and transforms her Spear into a Deku Leaf, knocking nearby foes upwards while doing so. In Super Smash Bros. Lana does this same thing, creating an updraft and pulling out a Deku Leaf to ride it upwards a fair distance, dealing no damage and simply travelling through any foe she runs into.

Down Special: Barrier Cube is another type of object that Lana can summon via her Tome weapon in Hyrule Warriors. Unlike the Barrier Walls, which she often uses to manipulate large groups, Lana uses the Barrier Cube in a different way: rolling the cube around to flatten nearby foes. In Super Smash Bros. Lana will summon a Barrier Cube underneath her and can move left or right atop it for a moment should the special attack button be held down, dealing slight damage to foes she runs into. Should the Barrier Cube not be rolled it will remain in place for a moment, acting as a solid platform, before disappearing. When Lana does roll the cube however, it will explode much like the Barrier Walls once she jumps off it; when the move is used in the air, she will send it straight downwards a short damage before it explodes in the same way.

Final Smash: Gate of Souls is a very important object featured within the story of Hyrule Warriors. Described as the "doorway of time", the Gate of Souls can be used to access the different eras of Hyrule's history, and Cia summons monsters from the Era of Twilight, Era of Time, and Era of the Sky into the game's present after being corrupted by Ganon's power. In Super Smash Bros. Lana summons a small Gate of Souls in front of her, which draws in nearby foes before they are thrown into a short cinematic where they are attacked by some of the Giant Bosses from the original Hyrule Warriors: first Manhandla fires seeds at them, Argorok flies above the trapped foes and drowns them in its fire breath, Gohma then falls down onto them before jumping away, and finally King Dodongo rolls into them to launch them away.

Alternate Costumes
Miscellaneous
Lana's entrance animation sees her jump out of the small blue Gate of Souls she uses as a weapon in Hyrule Warriors, which lays horizontal on the ground, and lands as light blue sparks of magic fly up around her.

Lana's taunt sees her hold open her tome as the pages magically flip, before Lana slams it closed and happily winks towards the screen.

Lana's victory theme is a more upbeat remix of the victory fanfare from Hyrule Warriors.

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Victory theme

Lana's victory poses are as follows: Lana performs the same dance she does in Hyrule Warriors when she summons Manhandla's stalks with the Summoning Gate weapon- bordering her face with her arms horizontal before putting one arm into the air, then swinging her arms in a circular motion, pumping her fists on one side of her then the other, and finally jumping up and finishing by making a sideways V-shape with her fingers in front of one of her eyes; a number of blue orbs of energy fly around Lana, with one larger one hovering right in front of the open tome she carries, and they all explode in fireworks as she slams the book closed; and Lana creates three Barrier Walls in a row while facing away from the screen, then sends them off and they explode as she jumps up and spins around to face the camera happily.

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Pikachu, the Mouse Pokémon, is an Electric-type Pokémon that takes the spot of 025 in the National Pokédex. Pikachu is a small rodent-like creature and the overall mascot of the Pokémon multimedia franchise, as well as the mascot of The Pokémon Company, who owns it. Within the Pokémon series, Pikachu evolves into Raichu when exposed to a Thunder Stone, and evolves from a Pichu when it is levelled up when it has a deep bond with its trainer. All three members of Pikachu's evolution family are pure Electric-type Pokémon, and as such have the ability to use a variety of electricity-based attacks in battle. Like some other Pokémon, female Pikachu differ in appearance slightly from male Pikachu: female Pikachu have a small indent in their tail to make it appear heart-shaped; thus, two of Pikachu's alternate costumes are of a female Pikachu.
First appearance:
Pokémon Red and Blue Versions (1996)
Special Attacks
Neutral Special: Electro Ball is a special Electric-type attack that was introduced in Pokémon Black and White Versions. In the Pokémon franchise, Electro Ball takes the speed stat of both the user and the target into account in order to determine its power; should the user have a significantly higher speed stat than their target, the attack will be much more powerful than should they have near-equal stats. In Super Smash Bros., Pikachu simply fires a ball of electric energy forwards, that explodes after travelling a short distance into a spark that traps foes before launching them away.

Side Special: Iron Tail is a physical Steel-type attack that was introduced in Pokémon Gold and Silver Versions. Within the Pokémon series, it is a powerful attack that has the possibility of lowering the target's defence stat by one level. In Super Smash Bros., Pikachu performs a front flip in a forwards direction, ending the flip with a powerful meteor smash tail attack.

Up Special: Volt Switch is a special Electric-type attack introduced in Pokémon Black and White Versions. When used in the Pokémon series, the attack has the user first deal damage by firing an electric charge at their opponent before returning to their Poké Ball, allowing another Pokémon to take their place in battle. Similarly in Super Smash Bros., Pikachu will fire an orb of electricity in a downwards direction when airborne, before backflipping away from it. If used on the ground, Pikachu will instead fire a smaller orb of electricity forwards, but will still backflip away from it. In both cases, Pikachu's backflip has him enter a pseudo-helpless state, in that it can still use standard attacks but not special attacks until it hits the ground once more.

Down Special: Thunder is a powerful special Electric-type attack introduced alongside Pikachu in Pokémon Red, Blue, and Green Versions. In the Pokémon series, the attack sees a Pokémon summon a bolt of lightning from the heavens to strike their foe, and non-Electric-type Pokémon hit by the attack may be paralyzed by such a strike. In Super Smash Bros., this attack is similar in that Pikachu summons a bolt of lightning from the heavens, but to strike him. The attack does not hurt Pikachu, but it does hurt anyone who touches the lightning bolt and those within a small radius of Pikachu. The thunderbolt can not travel through all platforms.

Final Smash: Catastropika is Pikachu's exclusive Z-Move introduced in Pokémon Sun and Moon, and is a powered-up version of the Pikachu family's physical Electric-type exclusive move Volt Tackle. Pikachu surrounds itself with electricity before pouncing forwards; should Pikachu make contact with an enemy, they will be knocked into a cinematic of Pikachu rushing through them multiple times before releasing a powerful Thunderbolt attack to knock them away.

Alternate Costumes
Miscellaneous
Pikachu's entrance animation sees him being released from a Poké Ball alongside golden sparks.

Pikachu's taunt sees him scratch his ear quizzically while muttering "Pikachu?"

Pikachu's victory theme is an orchestral remix of an excerpt of the Pokémon Red, Blue, and Green Versions main theme.

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Victory theme

Pikachu's victory poses are as follows: Pikachu scratches at its ear playfully, before saying "Pika Pika!"; Pikachu runs around in circles before tripping over a bottle of Ketchup, which it then picks up and tries to open; and Pikachu simply remains asleep on the ground, with bubbles rising from it in a cartoony manner.

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Jigglypuff, the Balloon Pokémon, is a Normal/Fairy-type Pokémon that takes the spot of 039 in the National Pokédex. Jigglypuff is the evolution of Igglybuff and the pre-evolution of Wigglytuff; Igglybuff evolves when it is levelled up with high friendship, while Jigglypuff evolves when given a Moon Stone. Though just another recurring Pokémon in the Pokémon video games, the original Pokémon anime series featured a recurring Jigglypuff character, that would follow Ash Ketchum, Misty, and Brock around Kanto. The PokéDex explains that, while it loves to sing, Jigglypuff's song puts any who hear it to sleep; the Jigglypuff in the anime series just wanted to perform its song without making Ash and his friends fall asleep, and would scribble all over their faces should they doze off.
First appearance:
Pokémon Red and Blue Versions (1996)
Special Attacks
Neutral Special: Disarming Voice is a Fairy-type special attack in Pokémon X and Y. In the Pokémon series, this attack bypasses a Pokémon's accuracy stat, meaning the attack will always hit unless its target unless they're invulnerable. In Super Smash Bros., Jiggypuff pulls out a microphone and sings "Purin" (the Japanese name of Jigglypuff) slowly into it, firing a cone of golden energy forwards. When used in the air, the attack halts her movement (or slows her down considerably should she be moving at a high speed).

Side Special: Pound is a Normal-type physical attack introduced in Pokémon Red and Green Versions. In Super Smash Bros., Jigglypuff punches forwards; in the air, she will dash forwards a short distance, making it a great horizontal recovery option.

Up Special: Sing is a Normal-type status move introduced in Pokémon Red and Green Versions. This attack, which has been associated with Jigglypuff due to its use in the Pokémon anime series, puts its target to sleep. In Super Smash Bros., Jigglypuff lulls her own name, a circle of lines surrounding her to put those who are nearby to sleep.

Down Special: Rollout is a powerful Rock-type physical attack introduced in Pokémon Gold and Silver Versions. In the Pokémon series, the Pokémon that uses it rolls into their target consecutively for five turns, its power doubling each time it hits or even further if the one being hit has previously used Defense Curl. In Super Smash Bros., Jigglypuff rolls forwards; the speed at which she moves can be charged by holding down the special attack button.

Final Smash: Twinkle Tackle is a Fairy-type Z-Move introduced in Pokémon Sun and Moon; any Pokémon that holds a Fairium Z and knows a damage-dealing Fairy-type move is capable of using it. In Super Smash Bros., Jigglypuff sings into a microphone, shooting a series of three large stars forwards; these stars deal minor damage but keep those who are hit by them in place. Jigglypuff will then inflate her body and perform Gyro Ball: spinning around at a high speed, she will dash forwards to launch all those away with a powerful hit.

Alternate Costumes
Miscellaneous
Jigglypuff's entrance animation sees her being released from a Poké Ball while asleep alongside bubbles. These bubbles then pop to wake Jigglypuff.

Jigglypuff's taunt sees her fall asleep before shaking awake quickly.

Jigglypuff's victory theme is an orchestral remix of an excerpt of the Pokémon Red, Blue, and Green Versions main theme.

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Victory theme

Jigglypuff's victory poses are as follows: Jigglypuff bounces up and down while waving its arms up and down while slowly chanting its name; Jigglypuff happily sings its name over and over into a microphone after spinning around once; and Jigglypuff puffs its body up with an angry look on its face before deflating, smiling, and giggling its name out.

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SSB Pokémon Series.png
Pichu, the Tiny Mouse Pokémon, is an Electric-type Pokémon and the pre-evolution of the Pokémon series' mascot, Pikachu. Numbered 172 in the National Pokédex, Pichu is a small rodent-like creature who carries enough electricity within its body to damage itself. Because it is still a developing Pokémon, Pichu's electricity can have unpredictable and spontaneous releases, such as when Pichu is surprised.
First appearance:
Pokémon Gold and Silver Versions (1999)
Special Attacks
Neutral Special: Thunder Jolt is an attack not present within the Pokémon video games themselves, but was named on the original Pikachu card released as part of the Base Set of the Pokémon Trading Card Game. In Super Smash Bros., Thunder Jolt sees Pichu fire a small ball of electricity that bounces along the ground or walls. Thunder Jolt is fired out at a diagonal angle by Pichu, and the ball will bounce four times before it disappears.

Side Special: Skull Bash is a physical Normal-type attack introduced in Generation I. As its name implies, Skull Bash sees the user perform a powerful headbutt attack on their opponent, though this attack takes place over the course of two turns, with the first turn being used to "charge" the headbutt. In Super Smash Bros., Pichu flies forwards as if a missile, dealing damage on contact. The speed and distance that Pichu flies, and the damage it deals on contact, will increased should the move be charged up.

Up Special: Quick Attack is a Normal-type attack that, as its name implies, almost always sees the user attack before their opponent. In the Pokémon series, Quick Attack is a rather weak tackling move, with the fact that it has priority over most other moves being one of its sole redeeming features. In Super Smash Bros. Pichu will dash upwards (or in whatever direction the control stick is tilted) once, and then again in an upwards-forwards (or, again, in the specified direction of the control stick) angle. Unlike in the Pokémon series, Pichu leaves a faint trail of electricity when it moves, and deals very minor damage to those it passes through while the move is used.

Down Special: Thunder is a powerful special Electric-type attack introduced in Pokémon Red, Blue, and Green Versions. Throughout all of its appearances in the Pokémon series, a Pokémon will use Thunder to summon a giant lightning bolt to strike the foe from above. In Super Smash Bros., Pichu will do just this, though summon a lightning bolt to strike itself instead. This lightning bolt deals damage and, unlike Pikachu's special move of the same name, launches foes in an upwards direction as opposed to horizontal. Like Pichu's other electric-based attacks, Thunder contradicts Pichu's Pokédex entries that state that the electricity Pichu generates harms itself and thus it doesn't take damage even when struck. The lightning bolt will travel down through some platforms in its race to Pichu, though most solid platforms will stop it from doing so.

Final Smash: Volt Tackle is a physical Electric-type attack that serves as the signature move of Pichu, Pikachu, and Raichu. In the Pokémon series, Volt Tackle is, as its name implies, essentially a glorified, yet very powerful, version of Tackle that sees the user become engulfed in a large torrent of golden sparks as it charges. Starting with Pokémon Diamond and Pearl Versions, Volt Tackle also gained the ability to potentially paralyze foes. In Super Smash Bros., Pichu engulfs itself in a ball of electricity and can fly around the stage. While the player is in control of Pichu's movements, they do not have a direct influence on how it moves; rather, Pichu follows around a pivot point that the player can move around, and Pichu does so with an elastic-like movement. Pichu can travel through any solid surface for a majority of the attack, though is unable to once nearing its end. Pressing either the standard or special attack button while the move is active will see Pichu unleash a discharge of electricity, though this will cause Pichu to use up all of its electricity for a short moment, and as such will not deal damage to those that come in contact with Pichu until it recharges.

Alternate Costumes
Miscellaneous
Pichu's entrance animation sees Pichu being released from a Poké Ball, asleep, before it wakes up in surprise.

Pichu's taunt sees Pichu perform a backflip before posing as it cries out its name happily.

Pichu's victory theme is a sped-up, orchestral remix of the main menu theme from Pokémon Gold and Silver Versions.

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Victory theme

Pichu's victory poses are as follows: Pichu lies asleep on the ground, a bubble expanding and shrinking as it breathes; Pichu strums a few notes on a light blue ukulele in a reference to the ukulele-playing Pichu from Pokémon Ranger: Guardian Signs; and Pichu angrily lets loose a discharge of electricity, shocking itself in a comical way that leaves it charred and dizzy.

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Roserade, the Bouquet Pokémon, is a Grass/Poison-type Pokémon and the final evolution of Budew. Though its arms end in bouquets of flowers, Roserade's Pokédex entries reveal that these bouquets actually hide thorny vines that contain deadly toxins, which it uses to trap its prey. Despite its very dangerous tendencies and the fact that both of its hands contain two different types of deadly poisons, Roserade appear to dance around while fighting, gracefully luring its prey closer to snare them with their vines.
First appearance:
Pokémon Diamond and Pearl Versions (2006)
Special Attacks
Neutral Special: Toxic Spikes is a status-based Poison-type attack first introduced in Pokémon Diamond and Pearl Versions. As its name implies, the user scatters poisonous barbs around the feet of its target, which instantly poison any Pokémon that is sent out of a Pokéball into them. In Super Smash Bros. Roserade can place up to three Toxic Spikes down into the ground, acting as a land mine that explodes once a fighter gets close enough, releasing a small cloud of poisonous gas. Though the move doesn't deal much damage or knockback initially, it will continue to deal damage over a short period of time, and the poisonous cloud will remain for a moment after the spike's detonation, causing anyone who enters it to also get poisoned. Any placed Toxic Spike will disappear should Roserade be KO'd, and, should Roserade attempt to place a fourth Toxic Spike, the earliest-placed one will despawn.

Side Special: Energy Ball is a special Grass-type attack that was introduced alongside Roserade in Pokémon Diamond and Pearl Versions. In the Pokémon series, a Pokémon who attacks with Energy Ball appears to harness the power of nature in order to create an orb of green energy that deals damage to its target and may also lower their special defence stat. In Super Smash Bros. Roserade simply throws forwards a small orb of green energy, that disperses once it travels a set distance or should it hit a foe. Roserade can also charge this attack to increase the amount of damage that is dealt by the orb of energy, as well as its size and the distance it travels. The ball's power and size can be increased further the more damage Roserade has taken.

Up Special: Venomous Launch is a combination of two different moves from the Pokémon series: the Grass-type attack Seed Bomb and the Poison-type attack Poison Jab. Both attacks are physical-based ones with their main uses being to deal damage, though Poison Jab also has the potential to poison its target. In Super Smash Bros. Roserade uses these two moves in conjunction with each other as a powerful vertical-based attack. First Roserade uses Seed Bomb to launch itself into the air, causing an explosion beneath it that deals damage, and performs a poisonous uppercut attack while travelling upwards to deal even more damage to those above Roserade. Though the move has high KO potential, it has little in the way of recovery potential, as Roserade jumps straight-upwards a short distance before falling helpless.

Down Special: Ingrain is a status-based Grass-type move that debuted alongside Roserade's pre-evolution, Roselia, in Pokémon Ruby and Sapphire Versions. Ingrain is move that heals the user over the course of a number of turns, by way of, as described in most titles, the Grass-type Pokémon laying roots to absorb nutrients from the ground. In Super Smash Bros. Ingrain is a double-edged sword, both very useful for Roserade but at the same time a major hindrance: once used, Roserade will begin to heal damage back slowly as long as Roserade stands on the ground. The move has a long start-up period however, and its effects end the moment Roserade's feet leave the platform that the move was used on.

Final Smash: Bloom Doom is the Grass-type's Z-Move introduced in Pokémon Sun and Moon, usable by any Pokémon that both knows a damage-dealing Grass-type attack and carries the Grassium Z. Bloom Doom, in the Pokémon series, sees the area around the battle bloom with a large variety of flowers, which the Pokémon harnesses power from to summon a blast of energy around itself and engulf its target. In Super Smash Bros. the attack works fairly differently however: Roserade will hold its arms out in front of itself and release two long thorny vines that will travel a fair distance, through any fighter in its path to trap them in place. After the vines expand to their full length a short cinematic will play out should Roserade have trapped any fighters: first the Grass/Poison-type Pokémon will jump into the air and throw its trapped targets into a field filled with a large variety of flowers. While in the air, Roserade will release a powerful beam of green energy at the foes in the field, which deals massive damage to them and knocks them away as the cinematic ends.

Alternate Costumes
Miscellaneous
Roserade's entrance animation sees it appear out of a Poké Ball alongside a tornado of leaves.

Roserade's taunt sees it cross its arms over its chest, close its eyes, and tilt its head slightly downwards as a small tornado of leaves kicks up around its feet.

Roserade's victory theme is a slowed-down, piano-based remix of the Great Marsh background theme from Pokémon Diamond and Pearl Versions.

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Victory theme

Roserade's victory poses are as follows: Roserade leaps forwards like a dancer before pirouetting, causing flower petals to dance around it before it stops and smiles to the camera; Roserade chuckles to itself as it lightly dances in place with its eyes calmly closed; and Roserade spins around, arms wide, while looking up at the sky before quickly performing a spin and a kick into a crouching position, glaring as it slides towards the camera.

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SSB Pokémon Series.png
Lucario, the Aura Pokémon, is a Fighting/Steel-type Pokémon and the evolution of Riolu. Lucario has the power to sense and read the auras of every living thing, and uses this ability to determine who is trustworthy. Its psychic abilities are not limited to this, as it is also capable of reading the thoughts and feelings of humans and Pokémon, as well as manipulating its own aura for use in battle.
First appearance:
Pokémon Diamond and Pearl Versions (2006)
Special Attacks
Neutral Special: Aura Sphere is a Fighting-type special attack introduced alongside Lucario in Pokémon Diamond and Pearl Versions. Aura Sphere sees the Pokémon using it concentrate their aura through its palms, creating a ball of energy that they can throw towards foes. It acts identically in Super Smash Bros., and the move can be charged up to increase its size and the damage it deals. Like Lucario's other special attacks, Aura Sphere becomes stronger the more damage Lucario has taken, and as such it can charge up longer as well.

Side Special: Bone Rush is a physical Ground-type attack originally introduced in Pokémon Gold and Silver Versions as the signature move of Cubone and its evolution, Marowak. In the Pokémon anime series, Lucario are fairly often shown using this attack by creating a thin bone made of aura, which it uses to attack foes with. In Super Smash Bros. the attack is based more on this version of the attack, as Lucario dashes forwards with a bone of aura, and stabs multiple times with this makeshift staff after travelling a fair distance or should he encounter a foe. When Lucario has taken enough damage, Lucario will stab even more times with the bone and travel a further distance.

Up Special: Extreme Speed is a Normal-type attack that originally debuted as the signature move of Arcanine in Pokémon Gold and Silver Versions. Extreme Speed is a much more powerful version of Quick Attack, and a Pokémon using Extreme Speed will have their turn in battle before a Pokémon that uses Quick Attack. Lucario learns the move by levelling up, and is one of only, as of the release of Pokémon Sun and Moon, three non-Legendary Pokémon to learn the move this way. In Super Smash Bros. Lucario hesitates a moment before flying upwards at an incredibly high speed, curving in whatever direction the control stick may be tilted. Though the basic version of the attack deals no damage to foes, it will begin to do so as Lucario takes damage. Once enough damage has been taken, Lucario will perform a kick at the end of the move to launch foes away.

Down Special: Double Team is a Normal-type status move introduced in Pokémon Gold and Silver Versions, increasing the user's evasiveness as they create illusions of itself around them. In Super Smash Bros. Lucario enters a martial arts-esque stance. Should he be hit by an attack, he will quickly dodge out of the way with Double Team and counterattack with a flying kick that sends Lucario forwards a fair distance. When Lucario takes damage, Double Team will deal more damage to foes and Lucario will fly a further distance afterwards.

Final Smash: Flash Cannon is a Steel-type special attack introduced in Pokémon Diamond and Pearl Versions alongside Lucario, who can learn the move via TM. The move is described as having the user charge up their energy before releasing a beam of pure light at their target that may also lower their special defence. In Super Smash Bros. Lucario will undergo Mega Evolution before releasing a long beam of white energy from its palms, which the player can direct upwards or downwards.

Alternate Costumes
Miscellaneous
Lucario's entrance animation sees it be released onto the stage from a Poké Ball in the tree pose with its eyes closed.

Lucario's taunt sees it stand on one leg, pull one arm back behind its head and put its other arm out in front of it, growling as aura flares around its feet.

Lucario's victory theme is an oriental remix of the opening of the background music that plays on Iron Island in Pokémon Diamond and Pearl Versions.

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Victory theme

Lucario's three victory animations are as follows: Lucario pushes one of its paws forwards as aura flares up around its body and it says "Behold the power of aura"; Lucario meditates in a crane pose; and Lucario spins the bone staff it uses for Bone Rush around its body, before jumping up and balancing on it vertically.

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SSB Pokémon Series.png
Garbodor, the Trash Heap Pokémon, is a Poison-type Pokémon native to the Unova region. Garbodor evolves from Trubbish at level 36, and is described by the Pokédex, as being capable of absorbing garbage in order to grow and repair itself. This Poison-type Pokémon has the ability to shoot a poisonous gas from its mouth and its right hand's fingertips. Apparently, the Garbodor in the Alola region are stronger as they often must tussle with the regional Muk and Grimer, who dissolve garbage in their acidic bodies.
First appearance:
Pokémon Black and White Versions (2010)
Special Attacks
Neutral Special: Sludge Bomb is a special Poison-type attack introduced in Pokémon Gold and Silver Versions. Ever since its debut, the Sluge Bomb attack has been described as the user hurling sludge at their foe to damage, and potentially poison, them. In Super Smash Bros. Garbodor barfs up a purple ball of sludge that he spews out forwards, which is effected by gravity and thus will fall down towards the ground.

Side Special: Belch is a Poison-type attack introduced in Pokémon X and Y that can only be once the Pokémon that knows the attack eat a Berry. This attack sees the user belch up the Berry that they had previously eaten, dealing damage to them. This attack acts very differently in Super Smash Bros. than in the Pokémon series, appearing as a grab attack. When the special move is used, Garbodor will grab forwards. Should the attack be missed, nothing will happen. If Garbodor does successfully grab a fighter, he will keep them in his grasp and spew out a purple liquid to continually deal damage as the special move button is tapped. Like a fighter's normal grabs, opponents can escape from Garbodor's grasp.

Up Special: Body Slam is a Normal-type physical attack introduced in Pokémon Gold and Silver Versions. The move's in-game description often says that it is a body slam attack that has the ability to leave the user's target with the paralysis status effect. In Super Smash Bros. Garbodor jumps a short ways into the air before performing a spin and belly-flopping down towards the ground.

Down Special: Toxic Spikes is a status-based Poison-type attack that first appeared in Pokémon Diamond and Pearl Versions. Toxic Spikes is, as its name implies, a poisonous version of the Normal-type attack Spikes, which sees the user release some poisonous barbs on the ground that will poison most Pokémon upon them being sent into battle. In Super Smash Bros. Garbodor will release a few of these small spikes on the ground around it. While they will despawn if the move is used again or after a certain amount of time has passed, when an opponent walks over the barbs they will be "poisoned" and take a small amount of damage continuously over a fair period of time.

Final Smash: Acid Downfall is the Poison-type Z-Move introduced in Pokémon Sun and Moon, usable by any Pokémon holding a Poisonium Z that knows a Poison-type move. In the Pokémon series, this move sees the user create, as the game describes, a "poisonous swamp" that drags in and traps their target, with poisonous rain crashing down upon them to deal damage. In Super Smash Bros. this attack acts very much in the same way: Garbodor creates a purple vortex behind it to drag in nearby foes, before calling upon a storm cloud to rain poison down upon them and deal massive damage to the trapped foes and any who should wander into it. The attack deals a substantial amount of damage, but it does not actually launch foes and thus could allow for others to steal Garbodor's KO's.

Alternate Costumes
Miscellaneous
Garbodor's entrance animation sees it be released onto the stage from a Poké Ball before it releases a purple gas around itself.

Garbodor's taunt sees it pull out a piece of trash (be it an opened tin can, a fish's skeleton, or an apple core) and swallow it hold, happily patting its belly as it does so.

Garbodor's victory theme is a rock remix of the battle victory theme from Koei Tecmo's Pokémon Conquest, ironically a game it does not appear in.

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Victory theme

Garbodor's three victory animations are as follows: Garbodor waves its hand, before belching out a Sludge Bomb and acting embarrassed afterwards; Garbodor roars flailing its arms, before a smiling happily; and three Trubbish dance around Garbodor, who looks at them happily while waving his arms.

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SSB Pokémon Series.png
Meloetta, the Melody Pokémon, is a Normal/Psychic-type Mythical Pokémon. Meloetta is a Pokémon with a love of singing, its songs inspiring many famous compositions within the world of Pokémon. While its songs are also world-renown, the way that Meloetta sings them has a direct impact on the brains of those who hear them, and will alter their feelings in whatever way Meloetta desires. The Melody Pokémon has the ability to transform into a Normal/Fighting-type Forme by singing a special composition known as Perish Song.
First appearance:
Pokémon Black and White Versions (2010)
Special Attacks
Neutral Special: Echoed Voice is a Normal-type attack that debuted alongside Meloetta in Pokémon Black and White Versions. While the attack doesn't cause any status effects, the damage dealt by the move increases the more times it is used in succession. In Super Smash Bros., Meloetta sends out a ball of colourful pastel energy with a music note inside of it forwards, and it will explode after travelling a short distance or should it hit a foe. Echoed Voice can also bounce off walls.

Side Special: Light Screen is a defensive Psychic-type move that has appeared in every game in the Pokémon series. Light Screen reduces the amount of damage the user's party takes from special attacks. Meloetta can learn Light Screen via TM in its series of origin. In Super Smash Bros. Meloetta performs a spin in place and a wall appears for a short moment, which reflects projectiles, in front of it.

Up Special: Close Combat is a Fighting-type attack that debuted in the Generation IV titles Pokémon Diamond and Pearl Versions, which Meloetta learns at Level 78 and has a same-type attack bonus when used by Meloetta in its Pirouette Form. In the main Pokémon series, the attack is one of the strongest Fighting-type moves in terms of power, though cuts the user's Defense and Special Defense stats. In Super Smash Bros., Meloetta performs a spinning kick at a slightly-upwards angle in a manner similar to a pirouette. While not entirely useful as a vertical recovery, the attack deals a significant amount of damage and has high knockback potential in addition to covering an impressive horizontal distance.

Down Special: Last Resort is a Normal-type attack that debuted in Pokémon Diamond and Pearl Versions. In the Pokémon series, the attack is special in that it can only be successfully used once the user has used all of their other moves at least once, and it deals an impressive amount of damage because of this. In Super Smash Bros. Last Resort is actually a counterattack that bares little resemblance to its Pokémon counterpart. Should the attack's use be timed correctly in regards to taking an attack, Meloetta performs a fancy backflip to dodge the attack before letting out a shockwave of music that deals damage to any foe, including those who didn't attack Meloetta, in the direct area.

Final Smash: Perish Song is a Normal-type attack introduced in Pokémon Gold and Silver Versions. Perish Song could, in a sense, be classified as a one-hit KO move, as all Pokémon on the field that hear the song will 4 faint turns after the move is used. When Meloetta uses Perish Song in the Pokémon series, it will transform into its Pirouette Forme, making it Normal/Fighting-type instead of Normal/Psychic-type. In Super Smash Bros., Meloetta transforms into its Pirouette Form and begins to spin, a diamond of music notes appearing around Meloetta's body. Meloetta will then proceed to spin around the stage in a zig-zag pattern, dealing minor damage to all those that come in contact with it. If Meloetta hits the same foe four times during the duration of the move, the knockback dealt will be incredible, and will more than likely KO the fighter.

Alternate Costumes
Miscellaneous
Meloetta's entrance animation sees it float down from the sky on a bubble with a music note inside it.

Meloetta's taunt sees it perform a spin before posing in a manner near-identical to its pose in official artwork while floating.

Meloetta's victory theme is an orchestrated version of the opening of Champion Iris' battle theme from Pokémon Black and White Versions 2.

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Victory theme

Meloetta's victory poses are as follows: Meloetta sings, pastel-coloured music notes appearing above its head, as it floats midair in a relaxed position; Meloetta floats in a slow backflip, before performing a Pirouette as it lands; and Meloetta bounces across the ground on the tips of its toes three times in a ballet-esque fashion, before pirouetting.

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SSB Pokémon Series.png
Litten, the Fire Cat Pokémon, is one of the three Starter Pokémon given to new trainers in the Alola region. Litten is a quadruped feline Pokémon that, like most cats, licks itself clean; Litten stores its fur in its stomach, which it can light ablaze and spit from its mouth. Unlike its Grass- or Water-type counterparts, Rowlet and Popplio, Litten is a very solitary Pokémon who hides their emotions from humans or other Pokémon until it fully gains their trust. In the Pokémon anime series, Ash Ketchum caught a Litten in the episode "One Journey Ends, Another Begins..."
First appearance:
Pokémon Sun and Moon (2016)
Special Attacks
Neutral Special: Ember, in the Pokémon series, is a weaker special Fire-type attack. With a power level of 40, several Pokémon with the ability to learn Ember can evolve and/or learn more powerful special Fire-type attacks to replace it. In Super Smash Bros., Litten will fire a small hairball of fire forwards, which will travel a short distance before burning up into smoke. The hairball will power up and increase in size over time, and, at max power, will turn into a flamethrower-like attack. Litten will take on a red glow at full charge.

Side Special: Bite is a physical Dark-type attack introduced (as a Normal-type move) in Pokémon Red, Blue, and Green Versions. In the main Pokémon titles, Bite is a weaker version of the attack "Crunch", and may cause the target to flinch. In Super Smash Bros., Bite actually takes the appearance it does in the Nintendo GameCube titles Pokémon Colosseum and Pokémon XD: Gale of Darkness. Litten will leap forwards, a large purple pair of fangs will appear around it and move slightly forwards before chomping down. The attack doesn't deal a large amount of damage, but it does deal tremendous amounts of knockback to those bitten.

Up Special: Fire Blast is a powerful special Fire-type attacked introduced with a power level of 120 in the first generation of Pokémon titles; though it has since had its power decreased to 110. In Super Smash Bros., the attack is almost unrecognizable to its Pokémon counterpart; in the Pokémon games, a Pokémon will shoot a projectile of fire in the shape of the kanji for "big" or "giant" (大). In Super Smash Bros., Litten jumps straight upwards, propelling through rings of fire that explode as it jumps through them to knock away any foe around them. Unfortunately, while a good attack, it does not propel Litten a great distance upwards.

Down Special: Revenge is a physical Fighting-type attack introduced in the the third generation of Pokémon titles: Pokémon Ruby and Sapphire Versions. Revenge is a decreased-priority move, meaning the user will always use the attack after their foe. Normally, Revenge's power level is 60, though if the user takes damage in the same turn, then the attack will be doubled to 120. In Super Smash Bros., Litten performs a headbutt to counter an opponent's attack; if not hit by an attack, Litten will still perform a weaker headbutt attack.

Final Smash: Inferno Overdrive is the main Fire-type Z-Move introduced in Pokémon Sun and Pokémon Moon. In both the Pokémon series and Super Smash Bros., the user engulfs themselves in fire and rushes forwards as a powerful missile. In Super Smash Bros., Litten will rush all the way across the screen in a fiery missile, before reappearing where the Final Smash was activated.

Alternate Costumes
Miscellaneous
Litten's entrance animation sees it being released from a Poké Ball alongside red embers, its tail briefly on fire before putting itself out.

Litten's taunt sees it arch its back and hiss, a small stream of fire emitting from its mouth as it does.

Litten's victory theme is a remix of an excerpt of the beginning of the Pokémon Sun and Moon regular trainer battle theme.

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Victory theme

Litten's victory poses are as follows: Litten grooms its legs, before coughing up a flaming hairball that sizzles out very quickly; Litten curls up in a ball and falls asleep; and Litten paws at a Cutiefly that flies around Litten in a hurry.

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SSB Pokémon Series.png
Magearna, the Artificial Pokémon, is a Steel/Fairy-type Mythical Pokémon. Magearna is a Pokémon said to have been created 500 years ago by an ancient civilization, though the "living" part of the Pokémon isn't the mechanical body, but rather an organ known as the "Soul Heart" that exists within it. Though Magearna can not speak human languages, it can clearly understand them and link its consciousness to others' in order to understand their emotions. Though it is grey in appearance now, Magearna was once coloured red and yellow, and its regal visage is due to it being presented as a gift to the daughter of the ancient civilization's king.
First appearance:
Pokémon Sun and Moon (2016)
Special Attacks
Neutral Special: Flash Cannon is a special Steel-type attack that has been present in all games of the Pokémon series since Pokémon Diamond and Pearl Versions. Flash Cannon is essentially the Steel-type variant of the Ghost-type attack Shadow Ball, with both being a special attack with 80 power and the potential to lower the target's special defence stat. Like in its initial Pokémon series appearances, in Super Smash Bros. the move takes the form of a pure-white orb of energy that Magearna throws forwards. The move can be charged upon before use to increase the speed and distance it travels, but it will always deal the same amount of damage and remain the same size.

Side Special: Mirror Shot is a Steel-type attack introduced in Pokémon Diamond and Pearl Versions. This special attack is described as seeing the user release a concentration of energy from its body, dealing damage and also possibly lowering the target's special attack stat. In Super Smash Bros. Magearna charges up for a moment before letting loose a white flash of light from its hands in front of itself. In the short moment while Magearna charges up the move, any energy-based projectile will be absorbed by the Mythical Pokémon and increase the power of Magearna's attack. Mirror Shot's power will be increased by the strength of the projectile it absorbs, and it can absorb multiple energy-based projectiles to stack the additions in power.

Up Special: Iron Head is a physical Steel-type attack with a power of 80. The attack sees the user deal damage with a powerful headbutt attack, the power of this attack also possibly causing the target to flinch. In Super Smash Bros. Magearna performs a spinning motion as the Mythical Pokémon moves upwards a short distance, engulfing itself in a white light. Though Magearna does not travel a far distance vertically, the attack will trap nearby foes and drag them upwards alongside Magearna, who will launch them away at the end of the attack.

Down Special: Shift Gear is a Steel-type attack that first appeared in the Generation V titles Pokémon Black and White Versions. Upon its introduction, it was one of the two signature moves of the Klink evolutionary line, though Magearna would also later be shown capable of learning the move. In the Pokémon series, the move is said to raise the user's Speed and Attack stats by rotating the gears within its body. In Super Smash Bros. Shift Gear acts somewhat similarly in that it does affect Magearna's stats, though not in the same way. When used, Magearna will quickly shift its gears to specialize in one area for a short period of time, with the three different gears that Magearna can shift to being signified by the Mythical Pokémon gaining a coloured glow. The red Attack Gear increases Magearna's damage and knockback output, but lowers the Pokémon's weight; the green Defense Gear increases Magearna's weight and dulls the amount of knockback it takes a fair amount at the cost of speed and attack power; and the blue Speed Gear increases Magearna's movement speed and jump height, but lowers the amount of knockback its attacks deal. Gear Shift must be used multiple times, with the special move button being tapped, in order to switch gears, in the order of Attack → Defence → Speed → Base (Magearna's default stats).

Final Smash: Fleur Cannon is Magearna's signature move, introduced alongside the Steel/Fairy-type Mythical Pokémon in Pokémon Sun and Moon. Fleur Cannon's in-game description details the attack as a strong beam of energy with a power of 130, the recoil of which causes Magearna's special attack stat to be lowered. In Super Smash Bros. the attack sees Magearna perform a spin through the air as it travels a short distance forwards. Upon reaching a foe, it will trap them with a pink burst of energy, before jumping to the top of the stage and firing a pink beam of light down through the entire screen from the centre of the top of the screen down through the foe that it trapped. While the attack does deal a significant amount of damage to foes that touch it, only the foe that is initially trapped by Magearna (and any nearby) will be launched away when the pink energy keeping them in place explodes. If Magearna does not hit anyone in its initial dive, it will not perform the actual Fleur Cannon attack.

Alternate Costumes
Miscellaneous
Magearna's entrance animation sees it float down towards the ground, with the Mythical Pokémon waving one of its arms.

Magearna's taunt sees it spin around as it says its names, a pink circle of light releasing from its body around its waist as it does.

Magearna's victory theme is a regal, orchestral remix of the opening bars of Ultra Necrozma's battle theme from Pokémon Ultra Sun and Ultra Moon.

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Victory theme

Magearna's victory poses are as follows: Magearna flies up a short distance, spinning around as it does, before releasing a white light as it poses with one arm pointed upwards; Magearna cheers its name, waving with both of its arms towards its right, then towards its left; and Magearna releases a pink spark from one of its hands, and points towards the heart in the centre of its torso, saying its name as it does.

Tom Nook is a major recurring character from the Animal Crossing series. In some of the series' earlier titles, Tom Nook was the owner of the town's main store, originally dubbed "Nook's Cranny" and eventually expanding and growing into "Nookington's Department Store" when the player shops there and supports his business. In Animal Crossing: New Leaf, Tom Nook has begun selling homes and exterior decorations at a store called "Nook's Homes", giving his nephews, Timmy and Tommy, his old store.
First appearance:
Dōbutsu no Mori (2001)
Special Attacks
Neutral Special: Pockets serve as the player's inventory in the Animal Crossing series. Surprisingly, despite being described as the player's "pocket", the inventory can hold, depending on the game, fifteen or sixteen different items in addition to their collection of letters and Bells. In Super Smash Bros., Tom Nook reaches forwards, and will snatch any projectile or item out of the air. Using the button again will cause Nook to throw the projectile in the same way that it was thrown at him, though it may disappear if it isn't used within a period of time (this is shown by a sparkle that appears at Nook's hip). If he picked up an item that was laying on the ground, he will pull it out and be able to use it as is; the only item he is unable to pick up is the Smash Ball, due to the unique way in which it is "used".

Side Special: Fishing Rods are one of the most recurring tools in the Animal Crossing series. Like in real life, fishing rods are used to catch fish, which can be sold at the store for Bells or donated to the town's museum. In Super Smash Bros., Tom Nook uses a fishing rod as a type of tether grab, throwing it out and, should he hit an opponent (and deal some minor damage to them), reel it, and thus the fighter, back towards him. It can also be used to tether recover.

Up Special: "New Leaf" is the subtitle for the fourth main title in the Animal Crossing series, originating from the phrase "turning over a new leaf"; the game's subtitle is also a reference to the symbol of the Animal Crossing series: a leaf with a small circular leaf in its top-right position. Tom Nook uses the latter, the series' symbol, in his attack, summoning a large version of it and performing an uppercut attack that sees him travel a short distance upwards.

Down Special: Bag O' Bells is a type of counterattack that sees Tom Nook utilize a bag of 1000 Bells, the currency used in the Animal Crossing series. Dodging out of the way, Tom Nook drops a heavy bag of Bells on his foe, burying them into the ground (or spiking them downwards should the move be used in the air) and dealing a fair amount of damage.

Final Smash: Debt is a major gameplay mechanic in the Animal Crossing series, always brought on by Tom Nook. The debt system serves as the only major goal in the game, as paying it off allows the player to upgrade their house. In Super Smash Bros., Tom Nook summons his two nephews, Timmy and Tommy, and together they all hold out bags before Bells rain down from the sky upon them, damaging all nearby foes.

Alternate Costumes
Miscellaneous
Tom Nook's entrance animation sees him step out of a small recreation of Nook's Cranny, as it appeared in the original Animal Crossing game.

Tom Nook's taunt sees him hold out a bag of Bells, reach his paw inside, and pick out a few bells which he stares at for a moment before quickly putting them back and stuffing the bag of Bells behind is back.

Tom Nook's victory theme is a remix of the theme that plays after the player successfully pays off their debt in Animal Crossing: New Leaf.

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Victory theme

Tom Nook's victory poses are as follows: Timmy and Tommy dance around Tom Nook as the latter watches them happily; Tom Nook throws a bag of Bells up and down, before he throws it too wildly and it hits him on the head; and Tom Nook kicks away a sign advertising Crazy Redd's store before dusting his paws off smugly.

Isabelle is a major character who appears in Animal Crossing: New Leaf, acting as the assistant to the mayor of the player's town. While the first player holds the title of mayor, it is Isabelle who does most of the mayoral duties, which often results in her working late finishing her paperwork and thus falling asleep the next day. While a chipper young dog, it is implied that she had a rough past; some villagers claim that she and her twin brother Digby - who works for the Happy Home Showcase - lived alone in a cardboard box as pups. Isabelle aids the mayor by allowing them to change the town's laws, change the town tune, begin public works projects, or redesign the town hall. She also take over Mr. Resetti's job in reminding the player to save their game should the Reset Surveillance Center not be built.
First appearance:
Animal Crossing: New Leaf (2012)
Special Attacks
Neutral Special: Fruits are items that appear in all Animal Crossing titles. Every town has its own native fruit - one of apples, cherries, oranges, peaches, and pears - and players can either eat or sell these at the local store for Bells. In Super Smash Bros., Isabelle throws one of these fruits, each with its own properties, in the order of apple → peach → orange → cherries → pear. Each fruits' unique properties are as follows:
  • Apples are the most basic, and deal minor damage.
  • Peaches are thrown downwards and bounce at an upwards-forwards angle.
  • Oranges do not travel far, but deal more damage than apples do.
  • Cherries travel a very far distance and act like a boomerang, travelling through foes without causing them to flinch.
  • Pears roll across the ground a short distance, travelling though opponents, before bouncing up and exploding. If thrown in the air it will tumble through the air a lesser distance before exploding.

Side Special: Lloyd Rocket, while not directly based on anything from the Animal Crossing series, does incorporate the character of Lloyd, who first debuted in Animal Crossing: City Folk. Depending on whether the special attack button is tapped or held down, this move will act differently. If simply tapped, Isabelle will send Lloyd forwards, who will travel a short distance before loosing speed and crashing downwards, exploding once he hits the ground or another fighter. If the button is held down, Isabelle will instead ride atop Lloyd, allowing her to fly horizontally for quite a long while, with, once again, Lloyd exploding should he come in contact with a fighter or a wall. Once the button is let go, Isabelle will jump off Lloyd; should Lloyd explode or should she jump off, Isabelle will enter a helpless state.

Up Special: Presents are a recurring item in the Animal Crossing series; they are small gift-wrapped boxes tied to balloons that can be knocked down by using the slingshot item. In Super Smash Bros., Isabelle will hold on to a Present and kick her legs feverishly, propelling her upwards quickly. This does not deal damage to anyone, and any foe can force her to enter a helpless state should they simply attack her, making the balloon pop. As this move does not deal damage, Isabelle can essentially travel upwards indefinitely. Additionally, while airborne, the player can tilt the control stick to slightly move Isabelle left or right. The player can tap the special attack button to increase the speed of her ascent, or transition directly into her side special move; Lloyd Rocket is the sole attack Isabelle can transition into while using Present.

Down Special: "Timber!" is an exclamation used by lumberjacks to warn others of a falling tree. In the Animal Crossing series, the player can purchase an axe in order to cut down trees. This is an incredibly powerful attack in Super Smash Bros. that takes three uses to actually be performed. On the first use, Isabelle will plant a seed should she be on the ground (or just wave a shovel in a confused gesture should she be airborne). On the second use, Isabelle will then pull out a watering can to water the sapling; this water will also slightly push foes away from her. Finally, once the tree has been grown, Isabelle will pull out an axe and swing it. Though powerful on its own, should Isabelle's axe hit the tree twice, the tree will fall over and deal massive damage to those who come in contact with it. The tree, however, is considered a projectile attack, and as such can be stored by an opposing Isabelle's Pocket move or reflected by any other fighter's reflectors. The tree will remain on stage for a short time after being grown; it will absorb attacks and act like a wall to block projectiles, though will disappear should it take enough damage.

Final Smash: Public Works Projects are features that can be added to the town by the mayor by speaking to Isabelle. Paid for by the player and the town's various villages, these can range from a variety of different objects, from a balloon arch or sundial to a manhole or streetlight. In Super Smash Bros., Isabelle will summon Lloyd beside her who will trap those around her in a fence. After a few seconds, cartoon-y clouds of dust will appear and an object will appear where the fenced-in area once was, knocking away the fighters damaged by the project's construction. The objects that can be built are purely cosmetic, and will disappear after a short moment, though regardless, several can appear. These projects are: the bell, the yellow bench, the fire hydrant, or the tulip topiary. Isabelle will also shoot out confetti from a party popper as the object is revealed after its construction.

Alternate Costumes
Miscellaneous
Isabelle's entrance animation sees her step out of a small Animal Crossing-styled house, shielding her eyes as she looks upwards.

Isabelle's taunt sees her hold up a fruit as she cheers, a small music note appearing out of her head. The fruit that she holds up can be any of: an apple, a pear, a durian, a peach, a coconut, an orange, two cherries, or three bananas.

Isabelle's victory theme is an up-beat orchestrated remix of the opening bars of the Town Hall theme from Animal Crossing: New Leaf, with an original ending.

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Victory theme

Isabelle's victory poses are as follows: Isabelle marks something off of her clipboard, before sighing and waving with a smile; Isabelle swings her net and pulls a Horned Dynastid out of it; and Isabelle jumps up and down a few times before looking towards the camera with a dazed look on her face. Unlike other characters, should the player remain at the results screen for long enough after Isabelle's third victory pose is performed, she will eventually fall asleep.

Rover is a character who makes an appearance in every instalment of the Animal Crossing series. In most of his appearances, Rover is a traveller who greets the player on their journey to their new home, asking them questions that determine their appearance and allowing them to name their town. Rover is also a frequent patron of The Roost, where he tells Brewster and his other customers of his adventures around the globe.
First appearance:
Dōbutsu no Mori (2001)
Special Attacks
Neutral Special: Candy Bomb is based upon an item that makes numerous appearances in the Animal Crossing series: Candy. Candy is sold throughout the month of October leading up to Halloween, when it can be given to Jack to get a piece of the Spooky furniture set in return, and can also be found in eggs on Bunny Day. The Candy Bomb attack from Super Smash Bros. sees Rover throw out a piece of candy (with a lit fuse protruding from it), which will explode upon hitting a foe or once its fuse burns out - if the candy hits the ground before then, it will land on the ground and can even be picked up by other fighters, though it can detonate in their hands. Rover throws the Candy Bomb forwards but in a slight arc, and as such it is affected by gravity should it be thrown over a ledge.

Side Special: Paper Parasol is a type of Umbrella that appears in all main titles of the Animal Crossing series. The Paper Parasol is, as its name implies, an umbrella with a shade made of oil-paper, its design being of classical Chinese origin. In Super Smash Bros. Rover holds the Paper Parasol open in front of him, and spins it to let loose a flurry of rain drops to deal minor damage to close-enough foes without even stunning them. The Paper Parasol's main use is that it will reflect projectiles when timed correctly.

Up Special: Bunny Balloons are a type of balloon that appears throughout the Animal Crossing series. Unlike normal balloons, Bunny Balloons do not pop should the player trip while holding it, and it can be placed down as an object in the player's house. In Super Smash Bros. Rover inflates a Bunny Balloon and flies upwards a short distance before letting it go as it pops. The Bunny Balloon that Rover summons can appear in any of its eight colours: blue, light blue, green, purple, orange, pink, red, and yellow. These different colours do not change the move at all.

Down Special: Gyroid Mine is a technique that sees Rover utilize a Gyroid - specifically Lloyd from Animal Crossing: City Folk - as a land mine. Depending on whether the special move button is held down or simply pressed, the move acts slightly differently. When pressed, Rover will plant the Gyroid in the ground, allowing it to be "detonated" should another fighter walk over it; if the button is held down, it will detonate immediately upon use. Once detonated, the Gyroid will fly up into the air a fair distance, dragging along the foe that detonated it, before exploding. When the Gyroid has been planted in the ground, Rover can detonate it whenever by using the move again, but it will disappear should it not be launched after a set amount of time. This attack can not be used while Rover is airborne.

Final Smash: Morning Aerobics is an event that runs from July 25 to August 31 in the original Animal Crossing titles. The Morning Aerobics sessions see Copper the police dog lead four villagers in exercising, and the player can join in by moving the C stick. When the player speaks to Tortimer he will stamp a card, and gift them the radio that plays music during these sessions after earning fourteen stamps. In Super Smash Bros. Rover will place down the Aerobics Radio, which plays the same song it does in Animal Crossing and generates fairly large shockwaves to damage and knock away foes that are close to it. The Aerobics Radio will explode as well after playing its song for long enough. Rover can be controlled as the radio plays its song, meaning the player can knock their opponents into the shockwaves should no one be close enough to it.

Alternate Costumes
Miscellaneous
Rover's entrance animation sees him step out of Kapp'n's taxi from Animal Crossing: Wild World, which speeds away into the background. Ironically, Wild World is the only Animal Crossing game in which Rover doesn't appear.

Rover's taunt sees him drink a cup of Brewster's coffee.

Rover's victory theme is a remix of the first part of the main theme of both the Japan-only Dōbutsu no Mori and its international counterpart Animal Crossing.

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Victory theme

Rover's victory poses are as follows: Rover juggles three fruits (an apple, a pear, and a peach), before catching them all and looking towards the camera with his arms filled; Rover waves a Sparkler around, leaving behind a trail of orange light that resembles the Animal Crossing series icon (a leaf with a hole taken out of it); and Rover admires a piece of ore (which can be any of the ores that appear in New Leaf: silver nugget, gold nugget, amethyst, sapphire, emerald, or ruby) before looking up and waving with his other hand.

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JSSB Metroid symbol.png
Samus Aran is the main protagonist of the Metroid science-fiction video game series. Samus is an intergalactic human bounty hunter infused with DNA from members of both the Chozo and Metroid species. Samus is an orphan from the Earth colony of K-2L, and the sole survivor of the colony after it was destroyed by Ridley and his Space Pirates. She was later found and raised by the Chozo race, and would later go on to join the Galactic Federation to serve under Adam Malkovich; though, after his death, she would later leave to become an independent bounty hunter who would become famous for completing missions many thought to be impossible. Many of her successes are possible due to the Power Suit designed by the Chozo (Chozo Battle Suit Ver SA1-4468-VM6-P) that she wears, which can be upgraded with a variety of different beams and gadgets.
First appearance:
Metroid (1986)
Special Attacks
Neutral Special: Charge Beam is a recurring ability that Samus can obtain and use with her Power Suit in various Metroid games; with some games even having Samus being able to use it by default. The Charge Beam allows Samus to charge up the blasts she can fire from her arm blaster, allowing her to fire larger blasts that deal more damage. In Super Smash Bros., tapping the button will have Samus fire a small energy blast, while holding it will allow her to charge up her arm blaster to increase the size of it, distance it travels, and damage/knockback it deals.

Side Special: Missiles are projectile weapons that have made appearances in every game of the Metroid series. Missiles in the Metroid series are a more powerful version of the normal Charge Shot, though Samus can usually only carry a select amount, meaning players' use of the missiles must be strategic. In Super Smash Bros., Samus fires one of two missile types forwards- this is dependant on how the control stick is pushed when the move is activated: tapping the stick will release a more powerful missile that travels horizontally at a high speed, while holding the stick will release a weaker missile that can, to an extent, home in on a nearby fighter.

Up Special: Screw Attack is a recurring ability within the Metroid series. Throughout all of its appearances, including Super Smash Bros., the Screw Attack involves Samus somersaulting into the air at a high speed as energy surrounds her body, which heavily damages foes on contact. While it is great at dealing damage, the vertical movement Samus performs isn't great, making it a lackluster recovery option.

Down Special: Bombs are most commonly seen in the Metroid series as the most basic ability that Samus can use while in Morph Ball form. In Super Smash Bros., much like in the Metroid games, Samus transforms into her Morph Ball form and releases a bomb where she sits, which will promptly explode. The bombs can propel Samus upwards a very short distance upwards if she remains in Morph Ball form (as in, should the move be used in rapid succession), making it a dangerous, but effective, vertical recovery option should players get skilled enough at the timing.

Final Smash: Annihilator Beam is a Luminoth weapon that Samus can obtain within Metroid Prime 2: Echoes. In-universe, it was once wielded by the Luminoth Keybearer A-Kul, and it fires both light and dark ammo that combine to create an anti-matter substance. In Super Smash Bros., Samus will fire anti-matter energy blasts that home in on all nearby foes around her (which, somewhat ironically, deal very little damage and mainly serve to stun foes to keep them in place), before firing a powerful Disruptor beam attack in front of her to knock all foes in its path away.

Alternate Costumes
Miscellaneous
Samus' entrance animation sees her slowly stepping out of a Super Metroid-styled Save Station.

Samus' taunt sees her adjust something on her arm cannon, before looking at it and nodding.

Samus' victory theme is remix of the fanfare that would play in the original Metroid game whenever Samus obtained a new weapon, or after she defeated Ridley or Kraid.

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Victory theme

Samus' victory poses are as follows: while kneeling, Samus fires several small bursts of fire from her cannon before facing the screen, turning her cannon skyward, and placing her hand on it; Samus removes her helmet and shakes her head around to release her hair, saying "Mission accomplished" as she puts her helmet under her arm; Samus puts her hand on her hip, and points her cannon at her head in a salute.

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JSSB Metroid symbol.png
Samus Aran is a well-known intergalactic bounty hunter who, adopted by the Chozo race and infused with their DNA at a young age, grew up training in varous martial arts. Though she often dons a Power Suit during her excursions to other planets, there are times when she must shed this armour and instead traverse landscapes wearing nothing but her Zero Suit. Zero Suit Samus, the name given to this form to differentiate her armoured appearance, must rely on stealth, due to her lack of armour and generally-ineffective Paralyzer weapon. While a significant downgrade in terms of offensive and defensive capabilities, the Zero Suit does allow Samus to show off her acrobatic prowess to the fullest.
First appearance:
Metroid: Zero Mission (2004)
Special Attacks
Neutral Special: "Paralyzer" is the name of the pistol that Samus carries when wearing her Zero Suit. Due to the Zero Suit's lackluster defensive capabilities, the Paralyzer aims to stun foes instead of out-right neutralizing them. In Super Smash Bros. Zero Suit Samus will charge up a shot for a short moment before firing forwards an orange burst of energy that paralyzes foes and keeps them in place for a short moment.

Side Special: Plasma Whip is a technique that Zero Suit Samus is capable of performing using her Paralyzer pistol. Instead of firing a small burst of energy, the Paralyzer is capable of condensing the energy into a long whip-like form. In Super Smash Bros., Zero Suit Samus crouches as she unleashes the Plasma Whip from her Paralyzer. While touching any part of the Plasma Whip deals damage to foes, the whip ends in a bright starburst of energy that deals more damage and knockback to foes. This attack can also be used by Zero Suit Samus to tether recover.

Up Special: Boost Kick makes use of Zero Suit Samus' jet-propelled shoes. This technique sees Zero Suit Samus perform a sliding kick at a steep upwards angle before kicking out once more. The first slide deals damage and keeps foes trapped within her momentum, while the second kick knocks them away.

Down Special: Flip Jump is a technique that Zero Suit Samus can perform that displays her superhuman acrobatic prowess. Performing a high flip in an arch as she travels forwards, leaving behind blue silhouettes of herself as she travels. While the flip deals minor damage to foes who touch her as she performs it, pressing the special attack button again causes Zero Suit Samus to perform a kick before falling helpless. If Zero Suit Samus comes in contact with another fighter at the end of her flip however, she will perform a more powerful downwards smash that buries grounded opponents and meteor smashes airborne ones.

Final Smash: Gunship makes use of Samus' recurring mode of transportation, aptly named Samus' Gunship, that has made several notable appearances in the Metroid series since its debut in Metroid II: Return of Samus. This orange-coloured spacecraft (that bares a similar design to the helmet of Samus' Power Suit) is capable of traversing the vastness of space with ease, and comes equipped with lasers in case of any danger. Calling upon the Gunship, Zero Suit Samus boards it for her Final Smash and enters the foreground, where she gains a large reticle and can aim, and fire, a high-powered laser at foes as she pleases for a limited time. The design of Samus' Gunship is primarily based on the one she rides in Metroid: Other M, with some design changes to make it similar to the (nearly-identical) one from Metroid Prime and Metroid Prime 2: Echoes.

Alternate Costumes
Miscellaneous
Zero Suit Samus' entrance animation sees her jump out of her gunship, which flies over the stage into the foreground.

Zero Suit Samus' taunt sees her throw her Paralyzer into the air and catch it behind her back, saying "Is that all?","Try me!", or "You're mine!" as she catches it.

Zero Suit Samus' victory theme is a remix of the fanfare that would play in Metroid: Zero Mission when Samus would appear on-screen at the beginning of the game.

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Victory theme

Zero Suit Samus' victory poses are as follows: Samus swings her Plasma Whip wide around her and raises her arm up in front of her face in a defensive position as she says "Be still!"; Samus performs a pirouette while twirling her Plasma Whip around her, saying "Nice try"; and Samus performs a front flip off of the roof of her parked Gunship that rests in the background, landing in a crouching position.

SSB Kirby Series.png
SSB Kirby Series.png
Kirby is, for lack of a better term, a pink puffball with the incredible power to inhale foes and steal their abilities. Kirby lives on the planet Pop Star, and often must protect the inhabitants of the planet from the various evils that threaten it; whether it be intergalactic criminals plotting to take over Pop Star - like Magolor, Queen Sectonia, 02, or Star Dream - or other villains such as King Dedede, Dark Matter, or Marx. Despite his small size, Kirby has an insatiable appetite, and seems to have a black hole in place of a stomach. On occasion, Kirby has teamed up with some of his foes - or those affiliated with his foes - to take down whatever evils he is pitted against; his most notable partners are the different Animal Friends from Kirby's Dream Land 2 - Rick, Coo, and Kine, though he has also teamed up with King Dedede, Meta Knight, and a bandana-clad Waddle Dee in some titles.
First appearance:
Kirby's Dream Land (1992)
Special Attacks
Neutral Special: Inhale is Kirby's trademark ability, in which he inhales deeply, drawing in a nearby fighter before swallowing them (which, in Super Smash Bros., sees the fighter be thrown away as a star that transforms back into their normal appearance once it hits the ground). Kirby will copy the neutral special move of the fighter he inhales, which replaces his inhale ability until he either taunts or takes a hit with powerful knockback.

Side Special: Hammer is one of Kirby's most recurring Copy Abilities, and it first debuted as one of the first of his Copy Abilities in Kirby's Adventure. In the Super Smash Bros. series, Kirby swings the hammer forwards in a horizontal motion. If used in the air, Kirby will swing the hammer around himself twice; when used on the ground, it can also be charged up, taking on a fiery aura as it charges up.

Up Special: Hi-Cutter is an attack that takes inspiration from two of Kirby's different Copy Abilities that have appeared throughout the series; these being the Hi-Jump and Cutter abilities. The Hi-Jump ability allows Kirby to jump to great heights, and the Cutter ability is the series' main projectile weapon. In Super Smash Bros., Kirby uses the Hi-Jump ability to jump upwards a great height, before throwing a Cutter projectile downwards from whence he came.

Down Special: Stone is a Copy Ability that was first introduced in Kirby's Adventure. In the Kirby series, Stone is a defensive ability that turns him into an invincible stone. In Super Smash Bros., this stone isn't actually invincible, as Kirby still takes damage (though less damage than normal), but is completely immune to knockback. As he is a stone, when used in the air, he can fall onto fighters to damage them. Kirby doesn't just transform into a stone, and can transform into a large variety of different objects, listed below.

Final Smash: Ultra Sword is a Super Ability that appears in Kirby's Return to Dream Land, and it is the most common Super Ability that can be found in that game. In Super Smash Bros., Kirby pulls out the giant Ultra Sword and slashes forwards multiple times before performing one more, larger slash to knock away any foe he may have trapped within his fury of slashes.

Alternate Costumes
Miscellaneous
Kirby's entrance animation sees him crash onto the stage via a Warp Star.

Kirby's taunt sees him standing on the tips of his feet and wave wildly while yelling "Hi!"

Kirby's victory theme is remix of the recurring "level complete" theme that has appeared in many games of the Kirby series ever since Kirby's Dream Land.

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Victory theme

Kirby's victory animations are as follows: Kirby performs a shorter version of the dance he does once he completes a level in various Kirby titles; Kirby sits and rocks side-to-side on the ground as Ribbon the fairy from Kirby 64: The Crystal Shards flies around him; and Kirby jumps up and down before inhaling a Maxim Tomato that he sees.

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SSB Kirby Series.png
King Dedede is the self-proclaimed King of Dreamland, and one of Kirby's many rivals (or, in some cases, allies.) King Dedede has an insatiable appetite rivalled only by the pink puffball Kirby, and several of their bouts centre around the king trying to accumulate as much food as possible, stealing from Kirby and the other Dreamland citizens. Despite his selfish nature, Dedede isn't an 'evil' character, and, while he butts heads with Kirby fairly often, he's not above working with him to defeat those that threaten their home; he has even acted as a hero in the past, though Kirby unfortunately misinterpreted his intentions and sought to undo the work he did to protect Planet Pop Star from Nightmare.
First appearance:
Kirby's Dream Land (1992)
Special Attacks
Neutral Special: Inhale is an ability, very similar to Kirby's, that King Dedede has demonstrated to be able to use throughout the Kirby series; unlike the pink puffball however, King Dedede is unable to copy an enemy's ability. In Super Smash Bros., King Dedede can inhale an opponent and walk around with them in Dedede's stomach for a very short period of time, or fire them out as a star-shaped projectile that quickly transforms back into their normal form.

Side Special: Gordo Throw is an attack that utilizes the recurring, indestructible Gordo enemy from the Kirby series. After pulling a Gordo out of nowhere King Dedede chucks it forwards, the angle at which he does depending on how the control stick is tilted. Only one Gordo can be on-screen at a time, but it can bounce off a foe or two to deal some significant damage before it disappears.

Up Special: Super Dedede Jump is a technique that sees King Dedede launch himself high into the air before he slams back down to the Earth with a powerful thud that damages all those beneath him. Though the initial jump is great for recovery, as Dedede will begin to descend quickly once he reaches the peak of his jump, this could make it difficult to accurately grab some ledges.

Down Special: Jet Hammer is a special attack introduced in Super Smash Bros. Brawl and seemingly inspired by the hammer Masked Dedede would wield in the then-upcoming Kirby Super Star Ultra. In the aforementioned Kirby title, Masked Dedede's hammer would have a more metallic appearance than Dedede's more-wooden one, with the metallic hammer also having the ability to fire missiles and flames. In Super Smash Bros., Dedede's hammer will break apart to reveal a jet engine inside it, and Dedede will perform a powerful swing which has increased power and flame properties because of this. The attack can be charged up to increase the damage it deals, and Dedede is capable of moving around (albeit extremely slowly) while it is charged, though this can be overcharged to cause the jet engine to explode and deal recoil damage to Dedede.

Final Smash: Masked Dedede is a masked version of King Dedede that first appeared in Kirby Super Star Ultra. This alter ego boasted higher physical strength and a metallic hammer with the ability to fire missiles and flames. Once Dedede uses his Final Smash in Super Smash Bros., he will equip his mask and the player will be able to control Masked Dedede for a limited time. Masked Dedede is faster and general stronger than Dedede is, and while he can only jump twice, these two jumps equal about the same amount of height as Dedede's five normal ones. Masked Dedede's standard, smash, and aerial attacks are all essentially the same as their normal counterparts, but some now have fire or electrical properties to them; the main changes in Dedede's moveset are to his special moves, which have been replaced with Masked Dedede instead firing missiles from his hammer or a jet of fire depending on whether the special attack button is tapped or held down.

Alternate Costumes
Miscellaneous
King Dedede's entrance animation sees him being carried onto the stage by four Waddle Dees as he lay on a golden bed.

King Dedede's taunt sees him dance around in a circle as he chants with each step and drums on his stomach.

King Dedede's victory theme is an orchestrated remix of the opening few notes of King Dedede's recurring theme song.

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Victory theme

King Dedede's victory animations are as follows: King Dedede stands with a smug smile on his face as a Waddle Dee waves beside him, who he then kicks away; King Dedede drums on his belly a few times as a Waddle Dee jumps out from behind him; and King Dedede twirls his hammer quickly before slamming it into the ground and leaning against its shaft.

SSB Kirby Series.png
SSB Kirby Series.png
Rick, Kine, and Coo are three allies of Kirby who appear in Kirby's Dream Land 2. Rick the hamster, Kine the fish, and Coo the owl can be found in sacks hidden around levels, and assist Kirby by powering up his Copy Abilities in certain ways. Like with their appearance in Kirby: Star Allies, Rick, Kine, and Coo all appear as one character, with Rick being the "main" character that the player controls, while Kine and Coo replace him for certain moves as well as when in the water and air, respectively.
First appearance:
Kirby's Dream Land 2 (1995)
Special Attacks
Neutral Special: Spark is an electrical Copy Ability that first appeared in Kirby's Adventure. When Kirby has this ability, Spark allows him to surround his body with sparks of electricity to zap nearby enemies. When this move is used on the ground in Super Smash Bros. Rick will fire a short beam of electricity forwards from his mouth, which decreases in length as the special move button is held down. When the move is used in the air by Coo, the special attack is instead Cutter. In the Kirby series, Cutter allows Kirby to throw boomerang-like projectiles that sprout from his hat. In Super Smash Bros. Coo throws three razor-sharp feathers forwards a fair distance, which does not cause enemies to flinch and thus allows Coo to damage foes who are in a helpless state without causing them to revert to their normal state.

Side Special: Stone is a Copy Ability that, in the Kirby series, allows Kirby to transform into a stone, granting him temporary invulnerability. In Super Smash Bros. and Kirby's Dream Land 2, Rick curls up into a ball and rolls forwards a far distance, and in the former he will bounce back into his normal form after hitting an enemy or wall, and will enter a helpless state should a platform not be beneath him. When in the air, Coo will instead perform Burning, which, like in Kirby's Dream Land 2, sees him become engulfed in flames as he dives forwards in a downwards direction. Like Rick, Coo will bounce off an enemy or a platform, and will enter a helpless state should this occur when in midair. Additionally, Rick and Coo will cease their movement should they not make contact with anything after a short period of time, also entering a helpless state then.

Up Special: Parasol is a recurring Copy Ability in the Kirby series, first appearing as one of the original power-ups in Kirby's Adventure. Parasol was originally introduced as a defensive ability, where Kirby can use a red and white-striped parasol to slow his descent or hold it out as a shield. In Kirby's Dream Land 2, Rick and Coo appear to use this Copy Ability in similar ways from a glance, but are fairly different in practice. Despite this, both of them perform the move in an identical way in Super Smash Bros., with the move based upon how Coo used it originally: Rick or Coo will summon a parasol and spin upwards, dealing damage to any they hit from below as they spin upwards a fair distance. The parasol will not automatically close after they fly upwards: Rick and Coo will keep the parasol open until they land on the ground, slowing their descent. While the parasol is held open as they are falling the player can forcibly close it by pressing down on the control stick, though this will force them into a helpless state; this will also happen should they get hit by an attack.

Down Special: Needle is a Copy Ability introduced in Kirby's Adventure. Like Parasol, Needle is a Copy Ability introduced to act as both a defensive and offensive power-up for Kirby, as he can sprout retractable spines that extend off his hat to deal damage to any enemy around him. In Kirby's Dream Land 2 Rick and Coo use spikes as weapons to assist Kirby whenever he should have the Needle ability: Rick would grow spines off his back to make his backside invulnerable to attacks while also damaging any enemy that runs into him, while Coo would hold a Kirby below him who extends spikes downwards while the two fly through the air. The attack works in the same way for Rick in Super Smash Bros., while Coo will hold a Gordo beneath him as he dives straight downwards.

Final Smash: "Dream Friends" is a term that refers to the playable characters in Kirby: Star Allies that are essentially not Kirby nor any enemy character from the game. These characters all hail from previous Kirby titles, and include the likes of Rick, Kine, and Coo, Marx, Daroach, Magolor, and Gooey. In Kirby: Star Allies, all Dream Friends can be recruited by using the Dream Rod that exists inside of a Dream Palace, though some need to be downloaded as they were released post-launch in free game updates. In Super Smash Bros. Rick, Coo, and Kine will all appear together and hold out the Dream Rod and fire a beam of stars forwards. Any foe who touches this beam will be sent into a cinematic, where a number of Dream Friends from Star Allies attack the foes one-after-another: Bandana Waddle Dee will dash through them and pierce them with his spear, Daroach uses the Triple Star to send three large star-shaped projectiles at them, and Susie will fire at them with a Haltmann Works Company energy blaster before Rick, Coo, and Kine all just fall from the sky and land on them, knocking them away.

Alternate Costumes
Miscellaneous
Rick's entrance animation sees him escape from a sack that is already on the stage. Rick is the character that the player controls while on the ground, so he is the only one that has an entrance animation.

Rick's taunt sees him look around with his head tilted upwards as he sniffs around. As taunts can not be performed when in the air or in water, Coo and Kine do not have taunts.

Rick, Kine, and Coo's victory theme is a shortened acoustic remix of the opening of Coo's theme from Kirby's Dream Land 2.

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Victory theme

Rick, Kine, and Coo's victory animations are as follows: Rick, Kine, and Coo bounce around before Rick and Coo high-five and Kine simply flops alongside them; Coo lands on Rick's head, while Kine bounces up and down around them; and Rick spins around before posing with his arms in the air, as Kine and Coo jump out from behind him performing similar poses.

Ike is the main protagonist of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn. Unlike the other main protagonists of Fire Emblem titles, Ike is not of noble birth; Ike is the son of Greil and the leader of his father's mercenary group (the appropriately-named Greil Mercenaries) after his father's passing. Ike is the only character able to wield the Divine Blade Ragnell, a large two-handed sword blessed by the Goddess Ashera (though Ike is strong enough to wield it proficiently with only one hand), and he wishes to test his strength and grow by fighting stronger warriors.
First appearance:
Fire Emblem: Path of Radiance (2005)
Special Attacks
Neutral Special: Eruption is a powerful fire-based attack seemingly inspired by the Bolganone spell from Path of Radiance and the blue flames that appear as Ike channels the Goddess Yune in Radiant Dawn. The attack, which can be charged, sees Ike simply slam Ragnell into the ground, creating an eruption of blue flames around him; charging the attack will increase the amount of damage this attack deals, as well as the size of the eruption itself.

Side Special: Quick Draw is an attack based upon Ike's critical hit animation from Fire Emblem: Path of Radiance. Upon pressing this side special move button combination, Ike will dash forwards, slashing quickly with his sword once he travels a short distance. If the special move button is held down, the attack can be charged in order to increase the distance Ike travels. Additionally, Ike will stop prematurely if he comes in contact with an opponent in his way, and will slash them instead of waiting until he travels the set distance.

Up Special: Aether is an attack that initially only Ike could learn in Path of Radiance and Radiant Dawn, before becoming a common skill that all Great Lords could learn in Fire Emblem Awakening (namely Chrom and Lucina). The move acts near-identically to Lucina's move of the same name - Ike throws the Ragnell upwards before leaping to grab it and slamming downwards. Unlike Lucina's however, the weight of Ragnell means that Ike does not travel upwards as far as Lucina does, though he deals more damage and will drag foes he hits with his sword down with him as he travels (unlike Lucina, who simply travels through them).

Down Special: Counter is a recurring skill that first appeared in Fire Emblem: Path of Radiance. As its name implies, Counter sees the defending unit dodge their opponent's attack before striking back at them to deal double the amount of damage they would have to them. In Super Smash Bros., Ike takes a defensive stance; if he is hit while in this state, he will deal back 1.2x the amount of damage he would have taken, in addition to massive knockback due to his sword's size.

Final Smash: Great Aether is a more powerful version of Ike's Aether move. When the move is initiated, Ike will perform an upwards slash in front of him. Should he miss any opponent, the move will end there; if Ike does hit an opponent (or multiple opponents), they will be knocked up to the top of the screen, where Ike will then begin to slash at them furiously as he yells out "Great.... AETHER!!" After slashing at them seven times, Ike will then slam downwards into the ground, taking all of his targets with him, and exploding upon touching the ground to launch them away.

Alternate Costumes
Miscellaneous
Ike's entrance animation sees her warping onto the stage using magic, the Ragnell stabbed into the ground. He then removes his sword from the ground.

Ike's taunt sees him sling the Ragnell over his shoulder as he says "No holding back!"

Ike's victory theme is an orchestrated remix of the beginning of the Requiem of the Fallen theme from Fire Emblem: Path of Radiance.

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Victory theme

Ike's victory animations are as follows: Ike plants his sword into the ground and crosses him arms before saying "You'll get no sympathy from me;" Ike slashes with his sword twice before shouldering it, saying "I fight for my friends" as he does so; and Ike shoulders his sword and turns away from the screen, his cape blowing in the wind, as he says "You shouldn't have been in my way."

Lucina is one of the main playable characters of Fire Emblem Awakening. The daughter of Chrom, the prince of Ylisse, and a descendant of the Hero-King Marth, Lucina is the princess of Ylisse who travels back from the future alongside a group of other warriors to rewrite history and save the world from the dragon Grima. A serious, strong-willed, and no-nonsense girl, Lucina first takes the name of the legendary Hero-King Marth in part due to not wanting Chrom to learn of her true identity. As a fighter driven to change the future, she focuses primarily on her goal with her only other focus being to protect her father and spend time with him in ways she wouldn't be able to in the future.
First appearance:
Fire Emblem Awakening (2012)
Special Attacks
Neutral Special: Rapiers are a recurring type of sword found throughout the Fire Emblem series. Exclusive to the Lord unit class, these weapons have the unique ability to penetrate shields with their normal attack. Lucina's rapier - the Falchion (or the Parallel Falchion, to differentiate her weapon from its present-day counterpart wielded by Chrom) - also shares this ability in Fire Emblem Awakening. In Super Smash Bros., Lucina thrusts it forwards, and, just as in Fire Emblem, it will deal massive damage to shields. It can be charged to increase its power, and will fully destroy a shield at full charge.

Side Special: Astra is a recurring skill in the Fire Emblem series, initially debuting in the series' fourth instalment Fire Emblem: Genealogy of the Holy War. In all of its appearances, Astra halves the amount of damage that the weapon would normally deal, though the user instead performs five consecutive attacks; essentially dealing 150% more than they would normally. In Super Smash Bros., pressing the special attack button sees Lucina swing her sword once; though the attack can be used up to five times in a row, with each use continuing a combo. The fifth hit will deal the most damage and knockback to a foe.

Up Special: Awakening Aether is based upon Aether, a skill from the Fire Emblem series. Initially appearing in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn as a skill that only the main protagonist of those games - Ike - could learn; all Great Lords - including Lucina, should she be promoted to that class - were later able to learn this skill in Fire Emblem Awakening. In Super Smash Bros., Lucina performs an attack fairly different from Ike's similarly-named up special move in that she hesitates for a moment before slashing upwards at a 45° angle at a very high speed, appearing as a simple white flash as she moves. Lucina travels through foes during the move, dealing damage as she does, but the attack deals the strongest amount of knockback and damage in the centre of her slash, with the sweetspot appearing as a white star-like flash as she moves.

Down Special: Pavise is a defensive skill that debuted in Fire Emblem: Genealogy of the Holy War and has since made several other appearances in the Fire Emblem series. In its original appearances, Pavise would halve the amount of damage taken from an attack. In Super Smash Bros., it acts as a stronger shield for Lucina. Utilizing an animation from Fire Emblem: The Sacred Stones, Lucina shines with a bright energy before holding her sword up in a defensive way, that significantly decreases damage taken from attacks targeting her front. If timed correctly, Pavise will also reflect projectiles. The attack can be held up as long as the special move button is held, though she can only take a certain number of hits before flinching and letting her guard down.

Final Smash: Critical Hits are an action that is commonplace in role-playing games. Often decided upon by RNG - random number generation - critical hits are, in the case of RPGs, cases in which attacks deal more damage than they normally would. In Super Smash Bros., Lucina rushes straight forwards a long distance, performing a slash once she comes in contact with a foe. Comically, once she comes in contact with a foe, the HP gauge from Fire Emblem Awakening appears beside the foe before they are launched, quickly draining from 80HP to 0HP. Unfortunately, if Lucina is facing the wrong direction when she uses her Final Smash, Lucina may rush off the screen and KO herself.

Alternate Costumes
Miscellaneous
Lucina's entrance animation sees her warping onto the stage using magic, while masked. She then removes the mask and places her hand on the Falchion.

Lucina's taunt sees her put on her mask and point the Falchion into the air, before removing the mask and returning to her idle position.

Lucina's victory theme is a remix of the fanfare that plays in Fire Emblem Awakening whenever a unit levels up. This remix extends the fanfare by adding the first few notes of the Fire Emblem main theme at the beginning.

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Victory theme

Lucina's victory poses are as follows: Lucina swings her sword before taking on the same pose as she does in her artwork (as Marth) for Fire Emblem Awakening, saying "The future is not written!"; Lucina appears out of the Outrealm Gate with her mask on, landing in a kneeling position and removing her mask; and Lucina says "Father, I won", while pointing her sword towards the sky in a pose similar to her artwork from Project X Zone 2.

The Reporter is a non-playable character in the Rhythm Heaven series, appearing opposite the player's character in the Ringside minigame that first debuted in Rhythm Heaven Fever. In Ringside, the player, who controls a wrestler, is interviewed by a reporter, and they must react appropriately in response to the questions asked. The Reporter herself appears to work for a newspaper company known as Nintendo Times, which seems to specialize in sports news as her interview with the player appears as its front page article.
First appearance:
Rhythm Heaven Fever (2011)
Special Attacks
Neutral Special: Tambourine is a minigame that initially appeared in Rhythm Heaven Fever. In this minigame, the player must mimic a monkey, who beats a specific rhythm on a tambourine. In Super Smash Bros., the Reporter pulls out a tambourine and hits it, creating a small shockwave. If this attack is timed according to the rhythm she beats her head to, the shockwave becomes larger, growing in size the more times she successfully times the attack; after it grows a set amount, it will remain at this size, however.

Side Special: Karate Man is a minigame from Rhythm Heaven Fever, though it was later renamed to Karate Man Combos! in Rhythm Heaven Megamix to differentiate it from the other minigames featuring Karate Joe. A sequel of sorts to the Karate Man minigame from the original Rhythm Tengoku (later renamed to Karate Man Returns!), the game sees the player tapping the A button in time to the rhythm to knock away objects flying towards Karate Joe, with him performing combos depending on how the button is pressed. In Super Smash Bros., Karate Joe appears from behind the Reporter, and performs a punch. If the button is pressed in time to the Reporter's rhythm, his punch will be more powerful. Additionally, Karate Joe will remain on stage for a moment after punching, and the player can make him punch again by pressing the special attack button; if the player continues to hit the special attack button in time with the rhythm, Karate Joe will follow up his original punch with a flurry of punches and then a powerful kick, otherwise he'd just continue punching normally.

Up Special: See-Saw is a recurring minigame featured within the Rhythm Heaven series. The game features two "seesaw testers", the identical Mr. See and Mr. Saw, who bounce up and down on a seesaw, and the player needs to time their button presses to successfully launch the other character high into the air. In Super Smash Bros., a seesaw appears beneath the Reporter, and one of the seesaw testers slams down on the other end, launching her a fair distance upwards and into a pseudo-helpless state. If timed to the rhythm, the Reporter will be launched even further upwards.

Down Special: Flipper-Flop is a minigame from Rhythm Heaven Fever, where the player, controlling a Flipper, must perform the action that corresponds to their captain's calls. In Super Smash Bros., a Flipper will roll out from behind the Reporter, rolling along the ground and dealing damage. If used in the air, the Flipper will instead act like a drill, spinning around as it moves downwards at a high speed. When the button is pressed in time to the rhythm, it will move at a faster speed, and deal slightly more damage as well.

Final Smash: Ringside is the minigame that the Reporter originates from. While named after the minigame, the Reporter's Final Smash is actually fairly different: first the Reporter spawns the wrestler in front of her, who flexes in various poses and traps any of those who touch him in place. After a moment, the Reporter yells "Give us a show!" (Nē, misete! / Hey, show off!), and a short cinematic plays out where the wrestler jumps from the ropes of a wrestling ring, body slamming those he trapped in place. If the wrestler does not trap anyone, the Reporter frowns and says "I guess, that's all..." (Intabyū o arigatō... / Thanks for the interview...) instead.

Alternate Costumes
Miscellaneous
The Reporter's entrance animation sees her simply appear on the stage as a spotlight illuminates her from above.

The Reporter's taunt sees her hold out her microphone in front of her as she says one of her lines from the Ringside minigame. These lines can be:

  • "Wubbadubbadubba, is that true?" (Tekiteketeki desuka? / Tekiteketeki is it?)
  • "Whoa, you go big guy!" (Eh, sugoi desu ne! / Wow, that's amazing!)
  • "Pose for the fans!" ("Kotchi mite!")

The Reporter's victory theme is a remix of the short tune that played when Rhythm Heaven Fever was selected from the Wii menu.

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Victory theme

The Reporter's three victory animations are as follows: the wrestler that the Reporter interviews in Ringside flexes his muscles as she holds her microphone up to him, earning the response of an annoyed look towards the camera from the Reporter; the Reporter kicks away a soccer ball, swats away a Treat Spider, and catches the Barista dog that falls from the sky into her arms; and the Reporter winks as she puts the hand with her microphone down onto her hip and pumps the other one.

Spring Man is one of the 10 default fighters that are playable at launch in the 2017 fighting game ARMS. Spring Man is the newest entrant into the ARMS Grand Prix, and represents Spring Gym, where he trains. Spring Man, as his name implies, has spring-like arms, with several other aesthetic designs (i.e. his hair) also taking on a spring aesthetic. When not fighting or training for a fight, Spring Man can be found loafing about in his house, watching TV or eating pizzas; the latter of which is Spring Man's favourite food: he is capable of eating 12 whole pizzas in one sitting.
First appearance:
ARMS (2017)
Special Attacks
Neutral Special: ARM Punch is Spring Man's neutral special attack. After pressing the special attack button, Spring Man will fire his fist forwards at a high speed; the distance and speed it travels at can be increased by charging the attack longer. The ARM that Spring Man fires is determined by whichever ARM he currently has equipped- which can be changed via his down special move. Each ARM can be directed up or down slightly by tilting the control stick after it has been fired.

Side Special: Block Counter is a technique that takes inspiration from the blocking technique in ARMS. Spring Man will take a defensive position, and counter an attack that hits him by retaliating with a two-handed punch that meteor smashes foes downwards. The damage dealt by the attack will be decreased should Spring Man attempt, and fail, to use this attack several times in a row.

Up Special: Spring Pads are present on the Spring Stadium stage, which also acts as Spring Man's home stage in ARMS. These pads bounce anyone who jumps onto the upwards. When used, a pad will spawn underneath Spring Man, bouncing him into the air. While in the air, he is still capable of using standard aerial attacks, and will not fall helpless. The Spring Pad will remain in place for a moment after Spring Man bounces off it, allowing for others to do the same.

Down Special: ARM Switch is a technique based off the ability to switch between different combinations of ARMS in-between rounds of ARMS matches. Pressing the down special move button combination will cause Spring Man to simply change which ARM he has equipped, which effects his neutral special move. At the beginning of the match he will have the Toaster ARM equipped, which has no unique abilities. The Toaster will then change into the Boomerang ARM, which will travel in a loose semi-circle-like path, and has better maneuverability than the Toaster. The Boomerang will the change into the Tribolt ARM once the down special move is used while it is equipped; which fires three small projectiles vertically, but it can not be maneuvered as much as even the Toaster. The Tribolt will then switch back to the Toaster, resetting the cycle. Depending on Spring Man's alternate costumes, the Toaster may be replaced with Kid Cobra's Slapamander, Coolerang, and Hydra combination or Ninjara's Buff, Chakram, and Triblast combination, though they all act identically and are merely aesthetic changes.

Final Smash: Rush is a technique that can be activated in ARMS by pressing both ZR and ZL on the Joy-Cons simultaneously once the player has filled up their special attack meter. Once Rush is activated, their character is capable of punching at a rapid pace, with great damage increase. In Super Smash Bros., Spring Man will perform a powerful close-ranged flurry of punches (always with the Toaster equipped), which traps foes, before knocking them away with a two-handed punch.

Alternate Costumes
Miscellaneous
Spring Man's entrance animation sees him fall from the sky, land on his springy arms, and bounce into a fighting position.

Spring Man's taunt sees him point forwards, saying "Spring to the top!"

Spring Man's victory theme is a series of bongo beats taken from the beginning of the ARMS main theme.

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Victory theme

Spring Man's victory animations are as follows: Spring Man punches the ground, to send himself upwards, where he poses by performing an uppercut with his left hand; Spring Man performs a backflip, bounces into the air, and then punches the air in a flexing-like motion; and Spring Man eats a slice of pizza, having to extend his arm in order to snap a gooey string of cheese, before looking at the camera and smiling with his mouth closed, but still full. The first two victory animations are Spring Man's victory poses in ARMS, and he will say one of several quotes - "Whoo! Spring!", "Woo-hoo!", "Kaboom!", "Gotta bounce!", "Yeah, baby!", or "Boi-oi-oing! Yeah!" - as he does them.

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JSSB Kid Icarus symbol.png
Pit is the main protagonist of the Kid Icarus series of video games. Inspired by Icarus, the character from Greek mythology, Pit is an angel that is unable to fly on his own for long periods of time. In the Greek myth pertaining to Icarus, he and his father - the skilled craftsman Daedalus - attempt to escape the island of Crete using wings made of wax and feathers, which burn up (and cause the two to perish) when they fly too close to the sun. Similarly, Pit is only able to fly whenever the Goddess of Light, Palutena, grants him the ability to; though using this power for extended amounts of time could cause his wings to burn up in a similar manner to Icarus. Pit is the captain of Palutena's Centurion guard and is often tasked with saving his home of Skyworld from the Underworld Army's attacks.
First appearance:
Kid Icarus (1986)
Special Attacks
Neutral Special: Palutena Bow is Pit's signature weapon, which can be unlocked in Kid Icarus Uprising by clearing Chapter 24 within 11 minutes. In Super Smash Bros., Pit fires a blue arrow from the bow forwards, which he can maneuver up or down slightly. Pit can also charge the bow by holding the button downwards, which increases the speed and distance it travels, while also decreasing its maneuverability. While charging, the player can also tilt the control stick upwards to have Pit fire the arrow upwards as opposed to in front of him.

Side Special: Upperdash Arm is a weapon from Kid Icarus Uprising and is, despite needing to be unlocked by clearing Chapter 17 within 18 minutes on Intensity 7.5 or higher, one of the most recognizable Arm-type weapons in the game. In Super Smash Bros., Pit will dash forwards while wielding the Upperdash Arm, performing an upwards swing after travelling a set distance. Should he come in contact with an opponent, he will stop moving and hit them wherever they may be. If used in the air, Pit will fall helpless after travelling or hitting a foe. The Upperdash Arm will also reflect projectiles should Pit dash into them.

Up Special: Power of Flight is a power that Palutena (and, in some cases, Viridi) can grant to Pit throughout the Kid Icarus series, with its usage being heavily featured in Kid Icarus Uprising. While in Kid Icarus Uprising Palutena is capable of granting Pit the power for up to 5 minutes before his wings burn up, in Super Smash Bros. Pit instead is blasted upwards quickly a fair distance as his wings glow blue with Palutena's power.

Down Special: Guardian Orbitars are a type of Orbitar weapon from Kid Icarus Uprising. In Uprising, the Guardian Orbitars are unlocked by narrowly avoiding a total of 25 shots in air battles. In Super Smash Bros., Pit will use the Guardian Orbitars to summon two large shields on either side of him for a split second, which will reflect any projectile that hits them. The Orbitars will also push away nearby foes, though they may break should opponents attack them enough.

Final Smash: Three Sacred Treasures are, as implied, the three strongest weapons that can be found in Angel Land: the Arrow of Light, Wings of Pegasus, and the Mirror Shield. In Super Smash Bros., Pit will equip the Three Sacred Treasures (while saying either "Equipped!" or "Bye now!") and fire wildly around the stage. After a short moment, Pit will then aim towards the heavens and fire arrows upwards that rain down across the stage.

Alternate Costumes
Miscellaneous
Pit's entrance animation sees him slowly descend from the sky while bathed in a holy light from the heavens.

Pit's taunt sees him break apart the Palutena Bow into its two blades, crouch down, twirl them, and then cross them above his head while saying "The fight is on!"

Pit's victory theme is a direct rip of the fanfare that plays at the end of any Together Mode match in Kid Icarus Uprising.

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Victory theme

Pit's victory animations are as follows: Pit stumbles around with a large amount of hearts in his hand, dropping them as he steps before stumbling and dropping the rest; Pit jumps up into the sky, punching the air in a pose that mimics Mario's trademark pose, before realizing he can't fly and falls to the ground, stumbling forwards; and Pit flashes a smile and a peace sign.

JSSB Kid Icarus symbol.png
JSSB Kid Icarus symbol.png
Palutena is the Goddess of Light and a major character featured within the Kid Icarus series. Palutena is the ruler of Angel Land who commands Pit and the army of Centurions he serves as the captain of. Prior to the events of the series, Palutena ruled Skyworld alongside another, a goddess named Medusa, whom the Goddess of Light cursed and banished to the Underworld when she learned of her conspiracy to cause the humans unnecessary strife.
First appearance:
Kid Icarus (1986)
Special Attacks
Neutral Special: Autoreticle is a Power that Pit is capable of equipping in Kid Icarus Uprising. Powers are upgrades collected through the completion of various challenges or by finding them in Treasure Chests that can enhance the player's abilities, either by assisting them in various passive ways, or by being limited-use attacks. Autoreticle is one such passive Power, as it automatically focuses the player's reticle over the enemy nearest to Pit. In Super Smash Bros. Palutena locks-on to a nearby foe (indicated by a green reticle) and fires three blasts of magic from her staff in their direction. She can not lock-on to foes who are invulnerable or should there be platforms in the way, and will fail should she not lock-on to anyone.

Side Special: Goddess' Halo is an attack inspired by one of the abilities Palutena displays while under control of the Chaos Kin and fought as a boss in Chapter 20 of Kid Icarus Uprising. Palutena summons her halo symbol and sends it forwards a short distance in front of her, before it returns to her. The halo acts as a sort of distant grab attack, as an opponent who touches it will be trapped in place before the symbol explodes in a bright light to damage and knock them away.

Up Special: Warp is another Power introduced in Kid Icarus Uprising. As its name implies, Warp will send the player to a random checkpoint around the map after use, allowing them to escape potentially-fatal situations. In Super Smash Bros. Palutena simply teleports upwards, or in whichever direction the control stick is held, a fair distance before falling helpless, dealing no damage through this technique.

Down Special: Rings of Light are used by Palutena when she is fought as a boss in Kid Icarus Uprising. Like in Uprising, this attack in Super Smash Bros. serves as a counterattack - Palutena will hold her staff vertically and, should she be hit by an attack, summon a series of golden rings around her to damage nearby foes as she dodges an incoming attack. If she counters a projectile attack the rings will also reflect it back at a high speed, a unique trait among other counters.

Final Smash: Palutena Glam Blaster is a technique that Palutena can use in Chapter 3 of Kid Icarus Uprising, should the player not defeat the Hewdraw boss after a certain amount of time. Though the Super Smash Bros. attack shares its name with this technique, it is quite different in execution as a Final Smash. Palutena will call out the name of the move before stepping into the stage's background and summoning a laser to cross the entire stage horizontally where she once stood. Then she will do so again, except this time it will travel vertically through the stage instead.

Alternate Costumes

One of Palutena's alternate costumes transforms her into the imitation created by Dyntos: Pseudo-Palutena. Both the announcer and the crowd refer to her as "Pseudo-Palutena", and this costume also has a filter placed over all her voice clips.

Miscellaneous
Palutena's entrance animation sees her step out of a golden doorway, bathing in a heavenly light.

Palutena's taunt sees her flip her hair with a smile, her staff hovering in midair beside her, as she says "Ready when you are."

Palutena's victory theme is a remix of a portion of the Kid Icarus title screen theme.

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Victory theme

Palutena's victory animations are as follows: Palutena, floating in the air, illuminates her symbol behind her as she spins her staff and calls out "Too bad for you"; Palutena spins her staff and, floating in midair, sits upon it with a chuckle saying "Remember your place, friends"; and Palutena swings her staff around gracefully before holding it up in the air and having heavenly light bask down upon her.

JSSB Kid Icarus symbol.png
JSSB Kid Icarus symbol.png
Dark Pit is a clone of Pit born from the Mirror of Truth just as it was being destroyed. Due to the mirror fracturing as he was created, Dark Pit is an imperfect clone of Pit, instead being a free agent who embodies many of the traits Pit does not openly display. While Dark Pit's creation was planned by Pandora, who aimed to use him to defeat Pit, he instead goes rogue and becomes a rival, and sometimes tentative ally, to his original counterpart; should Pit be defeated, Dark Pit would vanish as well because of their connection. During the final battle against Hades in Kid Icarus Uprising, Dark Pit uses the Lightning Chariot to save Pit, who had been trapped within the Lord of the Underworld's chest and forced to face off against his heart. After this final battle, Dark Pit eventually went on to join Viridi as an officer in her army, the Forces of Nature.
First appearance:
Kid Icarus Uprising (2012)
Special Attacks
Neutral Special: Viridi Palm is a weapon from Kid Icarus Uprising that is said to appear when one pledges their loyalty to the Goddess of Nature. In Uprising, the weapon is unlocked by collecting five unique Palm weapons, a challenge in Viridi's Treasure Hunt, and can be used by Pit at his leisure afterwards. The weapon, like all Palms, harnesses the user's life force, allowing them to fire orbs of energy that can home in on nearby foes. In Super Smash Bros., Dark Pit uses the Viridi Palm to fire a large pink and green burst of energy forwards. Depending on Dark Pit's current damage percentage, the attack changes in several ways: at lower percentages the blast he fires is larger and deals more damage though has long ending lag and must charge before use, while at higher percentages it can be shot further and at a rapid pace though the blasts are smaller and deal less damage.

Side Special: Tiger Claws are the most-basic type of Claws weapon in Kid Icarus Uprising. Tiger Claws act as the default for the Claws weapons, offering little in the way of unique traits that other Claws don't also grant. Nonetheless, the Tiger Claws are fairly powerful weapons that developed primarily for melee combat, and increase the user's speed significantly when equipped. In Super Smash Bros., Dark Pit equips the Tiger Claws and, as the special attack button is tapped, will frantically swipe with them a number of times. If the special attack button is held down instead of tapped or pressed, Dark Pit will dash forwards a short distance before performing two powerful slash attacks that launch opponents straight forwards or, when Dark Pit is airborne, straight downwards.

Up Special: Power of Flight is one of the most recurring mechanics in the Kid Icarus series, though is formally introduced and primarily utilized in Kid Icarus Uprising. While Pit is often the one to be temporarily granted this power by Palutena, Dark Pit has also been granted the ability on occasion as well. After defeating Pandora, he absorbs part of her power and can fly indefinitely, although he later loses this power and again must rely on Palutena or another god to grant him the ability again. In Super Smash Bros. it is Viridi who grants him this ability, as evident by the green glow his wings get. When the move is activated, Dark Pit dashes upwards (or in whatever direction the control stick is held) forwards. This move is identical to Pit's in every way barring Viridi's green glow.

Down Special: Virus is a Power that can be equipped in Kid Icarus Uprising. Only usable within Together Mode once a specific challenge in Hades's Treasure Hunt is completed, Virus causes all nearby foes to receive significant debuffs for a short amount of time, decreasing their movement speed and also halving their current health. In Super Smash Bros. this Power works similarly, but not identically: the area in a very small radius around Dark Pit explodes in a blue light, which decreases the movement speed, damage output, and jump height of all those who touch it (barring Dark Pit) for a limited time. The move will decrease in power should Dark Pit use the move several times in a short period of time.

Final Smash: Dark Pit Staff is, as implied by its name, Dark Pit's signature weapon (yet not his most-used weapon) that can also be obtained by Pit in Kid Icarus Uprising. Though called a "staff", the Dark Pit Staff can fire bursts of energy that deal massive damage the further the target is away from the user, and the speed at which these blasts travel is also much faster than the projectiles of most other weapons. In Super Smash Bros., Dark Pit fires a powerful blast that travels the length of the screen from the Dark Pit Staff, which deals massive damage and knockback to all those who are hit by it. Like in Uprising, the further away someone who is hit by it is from Dark Pit, the more damage and knockback they will take.

Alternate Costumes
Miscellaneous
Dark Pit's entrance animation sees him jump out of the Lightning Chariot, which barrels through from the background into the foreground.

Dark Pit's taunt sees him hold out his fist and scowl angrily, shouting "Who wants some!?"

Dark Pit's victory theme is a slight remix of a portion of his theme from Kid Icarus Uprising.

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Victory theme

Dark Pit's victory animations are as follows: Dark Pit fires a blast from the Dark Pit Staff to his left before utilizing Viridi's Power of Flight to blast off; Dark Pit looks at the Viridi Palm on his hand and shakes his head, complaining "I can't believe she made me use this thing"; and Dark Pit shouts "Is that it?" after he slashes with the Tiger Claws three times.

JSSB Kid Icarus symbol.png
JSSB Kid Icarus symbol.png
Viridi is the Goddess of Nature and the leader of the Forces of Nature army that, during the events of Kid Icarus Uprising, formed a temporary truce with Palutena's Army to assist in defeating Hades and his Underworld Army once more. Viridi has a deep hatred for humanity due to their desecration of the Earth's nature, and wants to rid the planet of this species to preserve the plants and get revenge for them taking advantage of nature's resources without giving back anything. Despite this, she is not inherently evil, as she will work in favour of humanity should a big enough danger - be it Hades or the Aurum invaders - threaten the planet. After the Chaos Kin takes control of Palutena, Viridi assists Pit in the same way the Goddess of Light does; though she says this is because he is working in her same interests, it is implied that she has a soft spot for Pit.
First appearance:
Kid Icarus Uprising (2012)
Special Attacks
Neutral Special: Dipple Drop is an attack based on the one performed by the Dipple Dop enemy from Kid Icarus Uprising. The Dipple Dop is a creature that bears a vague resemblance to a pitcher plant, though instead of eating insects it instead absorbs moisture from the air. The water that a Dipple Dop absorbs can be fired out in a bomb. The Dripple Drop move from Super Smash Bros. sees Viridi point her staff forwards, shooting a bomb of water that travels a short distance forwards and will blast apart upon hitting something solid.

Side Special: Bumpety Bombs are a type of enemy that appears in Kid Icarus Uprising, and are one of the many troops that comprise Viridi's Forces of Nature. As implied by their name, Bumpety Bombs are essentially explosives that appear to be made of a stony material. They roll around on wheels towards Pit once he comes near them, exploding once they're close enough. In Super Smash Bros. Viridi summons a small Bumpety Bomb, which rolls forwards on the ground a short distance before exploding. The Bumpety Bomb will roll through other fighters, causing them to flinch, until they reach the set distance. This small Bumpety Bomb is affected by gravity, and will fall towards the ground while travelling forwards should it be used in the air.

Up Special: Sky Jump is a Power that appears in Kid Icarus Uprising. Its name perfectly describes its usage: Sky Jump propels the user high into the air, acting as an additional high jump. The basic Level 1 version of this Power allows it to be used four times in a level, though it can be upgraded up to Level 4, increasing the amount of uses by two each time it levels up (for a total of 10). In Super Smash Bros. Sky Jump essentially acts as a third jump, albeit Viridi travels a fair distance higher with this jump than her normal ones. It has all the same properties as Viridi's normal jumps, and as such Viridi can perform any action (except using Sky Jump again) after using it.

Down Special: Boom Stompers are a type of creature that Viridi treats as one of her children and a troop of the Forces of Nature. The Boom Stomper is a tall, rocky creature with cream-coloured runes marking its tower-like body and root-like limbs that it waddles around on. These enemies topple over and try and flatten Pit when he gets too close to them, emitting shockwaves as it crashes into the ground. In Super Smash Bros. Viridi summons a slightly smaller Boom Stomper in front of her, who will stand firm for a moment acting as a wall. After a moment, or should it be hit with an attack that deals enough knockback, the Boom Stomper will fall forwards and bury any foe beneath it. A Boom Stomper can be placed on a ledge and will fall over into the air, spiking foes straight downwards should they fall down onto an airborne fighter.

Final Smash: Reset Bombs are a large seed-like weapon formed within Viridi's natural, flying fortress, the Reset Bomb Depot. The Reset Bomb converts anything in its explosion radius back into its natural state, designed to negatively impact the expansion of the human race while also not damaging the environment enough to harm the other natural residents of the targeted area. In Kid Icarus Uprising Viridi drops a Reset Bomb on the human race after they begin fighting over the mythical Wish Seed during Chapter 11: Viridi, Goddess of Nature. In the following chapter, Pit has to destroy a second Reset Bomb that Viridi intends to use to harm the human race even more, with the bomb acting as a mini-boss of sorts. In Super Smash Bros. Viridi summons a Lethinium - a flower-like enemy capable of firing laser blasts, to paralyze any opponents in a small area in front of Viridi. Afterwards, assuming the Lethinium's blast hits a foe, a short cinematic will play where Viridi launches a Reset Bomb into her enemies, dealing massive damage to them but also creating a shockwave to launch away any nearby foe.

Alternate Costumes
Miscellaneous
Viridi's entrance animation sees her appear and float down to the ground in a pink light with rings that circle around her feet as she lands.

Viridi's taunt sees her flip her staff around in the air as she chuckles smugly.

Viridi's victory theme is a remix of the opening bars of the theme that plays in Viridi's version of the Solo Menu during the events of Kid Icarus Uprising where Palutena is unable to assist Pit.

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Victory theme

Viridi's victory animations are as follows: Viridi says "The world's better off without you!" as spins around before pointing off towards the right side of the screen; Viridi smugly fixes the vines in her hair before crossing her arms and tilting her head up with a chuckle; and Viridi raises her staff, creating a spire of pink energy around her and a tornado of leaves.

Little Mac is a seventeen year-old boxer from the Bronx borough of New York City. He stands at 5' 7" (170cm) and weighs in at 107lbs (49kg), classifying him as a light flyweight boxer, fitting to his nickname of "Little Mac". Mac is the main protagonist of the Punch-Out!! series of boxing games, which see him climbing up the ranks of the World Video Boxing Association with the help of his trainer, and former heavyweight boxer, Jerome "Doc" Louis. Little Mac fights in an orthodox stance, and often uses the Star Uppercut technique created by Doc Louis to defeat foes he should otherwise be unable to. Little Mac has appeared in the NES and Wii titles, both named Punch-Out!!, as well as the Super Nintendo Entertainment System title Super Punch-Out!!; the Wii instalment of the series updated his look, weight, and height in order to improve him in ways that the original NES and SNES titles could not allow.
First appearance:
Mike Tyson's Punch-Out!! (1987)
Special Attacks
Neutral Special: Straight Lunge is a powerful attack that sees Little Mac charge forwards quickly, dealing damage with a great punch. The distance and speed at which Little Mac travels can be increased by charging it (this charge, unlike most chargeable attacks, can not be stored), though the amount of damage does increase when the attack is fully charged. Little Mac will stop at a ledge should he reach one while travelling. Once his Power Meter is filled, this attack is replaced with Star Uppercut, an incredible attack that deals massive damage and knockback to those he punches; unfortunately, as he does not move, the range of this attack is fairly small and he must be directly beside a fighter in order to make contact.

Side Special: Jolt Haymaker is Little Mac's side special move, and his most effective recovery option. Little Mac will jump forwards, performing an overhead punch should he make contact with a fighter in the midst of this jump or should the player press the special attack button once more while midair. Unfortunately, as Little Mac can not halt his trajectory in midair, using the attack near a ledge may cause Little Mac to self-destruct; as he becomes helpless once he punches (or, even if he doesn't within a short amount of time), it is not recommended for players to use this attack near a ledge.

Up Special: Rising Uppercut is Little Mac's main recovery option, though not a very useful one. As Little Mac is fairly when airborne compared to while he is on the ground, his Rising Uppercut is his sole means of vertical recovery yet doesn't allow him to travel that far. Little Mac punches several times while climbing upwards in the air. His punches can juggle foes, and his final punch will knock those trapped away. The attack doesn't propel him that high, only reaching slightly higher than his normal single jump.

Down Special: Slip Counter is a counterattack move; countering is an important technique in both the Punch-Out!! series as well as boxing in general. Little Mac takes a defensive stance, which will last fewer frames should the attack be used several times in a row. Should Little Mac be attacked while in a defensive stance, he will dash backwards a short distance before countering the attack with a powerful uppercut while he jumps forwards once more.

Final Smash: Giga Mac is a large, beastly form that Little Mac can take in the multiplayer head-to-head mode of the Wii instalment of the Punch-Out!! series. In Punch-Out!!, Little Mac can transform into Giga Mac by filling up a certain gauge with "Giga Mac Juice", which can be obtained by attacking the other player at certain times. In Super Smash Bros., Little Mac temporarily transforms into Giga Mac, boosting his attack and knockback for a limited amount of time. He can be attacked while Giga Mac, but will take only a fraction of the normal damage he would as Little Mac and no knockback.

Alternate Costumes
Miscellaneous
Little Mac's entrance animation sees him jog onto the stage before squatting and stretching.

Little Mac's taunt sees him pull out a water bottle and dump it on his face. He then shakes his head quickly to dry off.

Little Mac's victory theme is a remix of the theme that plays in both the NES and Wii instalments of the Punch-Out!! series whenever Little Mac defeats an opponent.

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Victory theme

Little Mac's victory animations are as follows: Little Mac holds a champion's belt above his head, smiling proudly and cheering loudly; Little Mac punches a punching bag twice before knocking it away with a Star Uppercut; and Little Mac rubs his face with a towel, places it around his shoulders, and drinks a bottle of water which he crushes once empty.

Captain Falcon is a character from the F-Zero series of high-speed action racing games. The pilot of the speed-focused F-Zero machine known as the Blue Falcon, Douglas Jay Falcon hails from Port Town, and is an accomplished pilot and bounty hunter. Because of his legacy as one of the most well-known F-Zero pilots and a fierce bounty hunter, Falcon lives on a secluded archipelago where he keeps watch for those wishing to get their revenge on him. During an F-Zero Grand Prix, Captain Falcon was caught up in an accident and hospitalized, where his DNA was stolen and used to create a clone of him dubbed Blood Falcon, who appears as one of his alternate costumes in Super Smash Bros..
First appearance:
F-Zero (1990)
Special Attacks
Neutral Special: Falcon Punch is Captain Falcon's trademark technique, though he has only demonstrated it once within the F-Zero series: Captain Falcon uses his Falcon Punch in the F-Zero: GP Legend animated series in order to defeat Black Shadow and keep him trapped within the explosion of a reactor. In Super Smash Bros., Captain Falcon performs a slow, albeit incredibly powerful, punch that also encases his arm in a crimson flame that takes the shape of a bird.

Side Special: Raptor Boost is an attack that sees Captain Falcon pause for a moment before dashing forwards quickly, performing a fiery uppercut should he make contact with a foe. If Captain Falcon does not come in contact with an opponent, he will instead perform a weaker downwards swing before he falls helpless; he will not fall helpless if he does hit a foe.

Up Special: Falcon Dive is a special move that sees Captain Falcon jump with his fist extended above his head and engulfed in flames. If he makes contact with an opponent, he will latch onto them before bouncing off and causing an explosion. If Captain Falcon misses an opponent, he will simply enter a helpless state, something which he does not do otherwise.

Down Special: Falcon Kick sees Captain Falcon perform a strong kick that engulfs his leg in flames. Depending on whether the attack is used on the ground or in the air Captain Falcon will travel at a different angle: if on the ground Captain Falcon will travel straight across the ground, but will instead travel at a downwards angle when used in the air; he will also fall helpless should he be airborne after its use. If Captain Falcon uses a Falcon Kick into a wall, he will bounce upwards before entering a helpless state, allowing this to be used as a recovery of sorts.

Final Smash: Blue Falcon is Captain Falcon's F-Zero machine of choice, and one of the most-balanced vehicles for use within the series. Serving as the most recognizable machine from the F-Zero series, Captain Falcon summons it from the foreground of the stage to cross through into the background right beside him. If the Blue Falcon comes in contact with any foe, they will be launched into a cinematic which sees them get run over, and launched away, by the Blue Falcon and its pilot.

Alternate Costumes

One of Captain Falcon's alternate costumes transforms him into Rick Wheeler, the main protagonist of the F-Zero: GP Legend animated series. While the announcer refers to him as "Rick" instead of "Captain Falcon" and he has his own unique voice clips, the crowd still uses performs a "Falcon Punch!" chant when supporting him.

Miscellaneous
Captain Falcon's entrance animation sees him drive onto the stage in the Blue Falcon, and perform a vault over the lip of the cockpit before it speeds off.

Captain Falcon's taunt sees him perform a salute towards the screen as he says "Show me your moves!"

Captain Falcon's victory theme is an electric guitar remix of the fanfare that plays at the end of a race in F-Zero GX.

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Victory theme

Captain Falcon's victory animations are as follows: the Blue Falcon speeds onto the screen and the hatch opens to reveal Captain Falcon, who performs a salute; Captain Falcon performs a fiery kick before landing in a crouching position; and Captain Falcon salutes before turning away, putting one hand on his holstered pistol.

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SSB Star Fox Series.png
Fox McCloud is the main protagonist of the Star Fox series. The leader of the series' titular team of intergalactic bounty hunters, Fox strives to live up to the reputation left by his missing father James McCloud, who was believed to have been killed after one of the former members of Star Fox, Pigma Dengar, betrayed the team. Fox carefully chose the members of his reformed Star Fox crew, adding in his two friends Slippy Toad and Falco Lombardi to the sole returning member Peppy Hare.
First appearance:
Star Fox (1993)
Special Attacks
Neutral Special: Blasters are the main weapons the members of Team Star Fox wield during ground missions. A small pistol-like gun, this blaster fires short lasers that travel a fair distance. The lasers fired from this blaster are slower, and they stun foes in place when an opponent is hit by one. Though Fox can fire the blaster in succession indefinitely, there is a slight period of cooldown between each shot.

Side Special: Fox Illusion is a technique that Fox is not actually able to perform in a Star Fox title, but may be inspired by the Arwing's ability to enter lightspeed to travel across long distances in an incredibly short amount of time. Upon pressing the side special move button combination, Fox dashes forwards at a high speed, leaving behind three illusions of himself as he moves and dealing damage to all those in his path as he does so.

Up Special: Fire Fox is a recovery ability that sees Fox being encased in fire as he dashes upwards a short distance at a relatively high speed. As Fox travels, surrounded by fire, he will drag foes along with him, before launching them away when the fire disperses and he begins to fall helpless. The direction that Fox travels in is based on the control stick's designated direction.

Down Special: Reflectors are gadgets developed by Slippy Toad that can create a hexagonal energy field that, as implied by its name, reflects any projectile that touches them. In addition, when the Reflector is initially activated it will deal slight damage to a foe should they be within the Reflector's energy field.

Final Smash: Landmasters are a recurring vehicle used by Star Fox. It is a ground-based tank with the ability to hover over the ground for short periods of time, and many are outfitted with a cannon that fires large and powerful laser projectiles. Fox summons a Landmaster, which is warped onto the stage, and the player can drive it around and deal damage by firing lasers via the special attack button. In addition, the Landmaster acts as a platform for the other fighters, meaning that Fox can fly off the top of the screen while an opponent stands atop the vehicle to KO them. When on the ground, the Landmaster can also perform a stationary roll that deals damage to those around it.

Alternate Costumes
Miscellaneous
Fox's entrance animation sees him jump out of an Arwing that flies through into the foreground, landing in a crouching position.

Fox's taunt sees him bend down slightly and lean back as he waves his hand in a beckoning gesture. As he does so, he will shout "Come on!" or "Here I come!"

Fox's victory theme is an orchestral remix of an excerpt of the Star Fox 64 main theme.

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Victory theme

Fox's victory poses are as follows: Fox throws his blaster into the air before catching it behind his back with a cocky smile; Fox spins his blaster in a flashy manner before placing it in his holster as he says "This is Fox. Returning to base." into his radio; and Fox points his blaster at the camera saying "Mission complete!"

Captain Olimar is a veteran spaceman who hails from the planet Hocotate, and the first person to discover the species of plant-like creatures native to an uncharted planet referred to only as PNF-404. Captain Olimar is employed by an interstellar cargo company known as Hocotate Freight, and it was during one of his missions for his profession that he crash-landed upon this planet. He named the Pikmin species, with whom he needed to team up with in order to repair his spaceship, the S.S. Dolphin, so he could return home before the power of his life support system ran out. Olimar fights alongside Pikmin, whom he can pluck from the ground via his neutral special move. These Pikmin creatures all have unique attributes, and he uses them as both allies and weapons in battle.
First appearance:
Pikmin (2001)
Special Attacks
Neutral Special: Pikmin Pluck is a maneuver that Captain Olimar can perform. Much as its name describes, Olimar plucks a Pikmin from the ground, and it will join in line behind him. Olimar can have up to three Pikmin out alongside him at a time, and will always pluck them in the same order: red → yellow → blue → white → purple. Each Pikmin type has different attributes, and their strength will increase the longer they remain alive; they can be defeated by attacks and have a limited number of HP. As Olimar plucks them from the ground, this move can not be used when airborne.

Side Special: Pikmin Throw is an attack that sees Olimar grab the Pikmin directly behind him and toss it forwards quickly. Once thrown at an opponent, all Pikmin barring Purple Pikmin will latch onto foes and wail on them to deal damage over time that does not cause their target to flinch. As these Pikmin act as projectiles, they can be reflected back at Olimar, and they will also damage him in the same way they would anyone else. Uniquely, this is the attack that Kirby copies should he inhale Olimar, as he will quickly pluck a Pikmin before throwing it; this is due to the fact that Olimar's neutral special move would be useless to Kirby on its own.

Up Special: Winged Pikmin are a pink-coloured species of Pikmin that first appeared in Pikmin 3. As their name implies, Winged Pikmin are more bug-like then the other types of Pikmin, with large blue eyes and translucent wings. When this "attack" is used, Olimar will summon three Winged Pikmin to carry him upwards a fair distance. The distance that Olimar travels upwards is decreased should he have more Pikmin in tow.

Down Special: Pikmin Order is a technique that sees Olimar blow into the whistle installed into his helmet, creating a rainbow-like design around him as he does so. Doing this will retrieve any Pikmin that may be away from Olimar, and can even save those that may be falling or are about to be defeated. If no Pikmin is out of line, performing Pikmin Order will instead order his Pikmin by colour, with the Pikmin taking the same order as they are plucked (red → yellow → blue → white → purple).

Final Smash: End of Day is an attack based on Olimar's actions once a day ends in the Pikmin series: as dangerous creatures will begin to hunt during the night, Olimar must blast off and remain in the planet's atmosphere in order to remain safe. Likewise in Super Smash Bros., Olimar will blast off in the Hocotate Ship, and the screen will show a starry sky as monsters attack all fighters (unless they are high-enough off the ground; in most cases, fighters must be off the screen in order to avoid it). Though this attack is powerful as it damages all fighters, the move only deals knockback as Olimar crashes down to the ground, his spaceship exploding as he does so. This explosion is relatively small, though quite powerful. Unlike in the Pikmin series, those in-line behind Olimar will remain safe after he blasts off, though those that were not are instantly defeated once Olimar blasts off.

Alternate Costumes
Miscellaneous
Olimar's entrance animation sees him step out of his ship from Pikmin 2, the Hocotate Ship, which then blasts off. As the countdown occurs, Olimar quickly plucks three Pikmin.

Olimar's taunt sees him blow his whistle and point forwards dramatically. Should he have any Pikmin alongside him, they will also jump up and down a few times.

Olimar's victory theme is a remix of part of Pikmin's title screen theme.

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Victory theme

Olimar's victory poses are as follows: Olimar quickly plucks three Pikmin from the ground and throws them upwards as he does so, only for them to crash down and knock him into the ground; Olimar stands still and rocks side to side as three Pikmin joyfully bounce around him; and a group of Pikmin all toss Olimar up and down a few times, before three Winged Pikmin pluck him out of the air.

Chibi-Robo is the central character in a series of self-titled adventure games developed by Skip Ltd. Chibi Robo is a silver robot created by a company named Citrusoft that stands at a height of 10 centimetres and is programmed to ensure the happiness of its owners. Chibi-Robo are designed to assist in the completion of household chores, and they themselves come with a small house of their own, a Chibi-House, in which they can recharge. In the first entry of the Chibi-Robo! series one of these robots is owned by the Sandersons family, who was purchased as a replacement for their older Giga Robo assistant.
First appearance:
Chibi-Robo! Plug Into Adventure! (2005)
Special Attacks
Neutral Special: Chibi-Blaster is a piece of equipment that appears in Chibi-Robo! Plug Into Adventure! as one of the upgrades that Chibi-Robo can purchase from the Chibi-PC. Much like in Chibi-Robo!, when he sues the move in Super Smash Bros. Chibi-Robo will equip the weapon on his arm and fire a blast of energy forwards. It can be charged up, increasing its size and the damage and knockback it deals.

Side Special: Zip Lash is the titular technique and the focus of Chibi-Robo! Zip Lash, a 2D platforming game that deviates from the gameplay formula of the other games in the series. In Zip Lash, the technique of the same name sees Chibi-Robo lash out his power chord to deal damage to foes and grapple to faraway locations. In Super Smash Bros. it acts the same way, glowing blue to deal electrical damage to foes the plug actually hits. Unlike Chibi-Robo's normal grab, this attack allows for tether recovery.

Up Special: Chibi-Copter is a type of upgrade that the Chibi-PC offers to Chibi-Robo units in Chibi-Robo! Plug Into Adventure! The Chibi-Copter is a small yellow propeller that allows Chibi-Robo to slow his descent or hover slightly above the ground. In Super Smash Bros. Chibi-Robo pulls out the Chibi-Copter and travel upwards a fair distance slowly. The spinning blades deal damage to those that touch them, and Chibi-Robo will enter a pseudo-helpless state once he lets go of the equipment.

Down Special: Squirter is a tool that Chibi-Robo takes from Jenny Sanderson's doctor toy set. A syringe-like object, the Squirter allows Chibi-Robo to clean objects with a blast of water. The Squirter is one of the most recurring tools in the series, appearing in Chibi-Robo! Plug Into Adventure, Chibi-Robo! Park Patrol, and Welcome Home, Chibi-Robo! In Super Smash Bros. Chibi-Robo will fire a stream of water, its strength increasing as the move is charged up. The stream of water does not deal damage, but does push foes around.

Final Smash: Super Chibi-Robo is a form that Chibi-Robo can take on in Chibi-Robo! Zip Lash once the Chibi-Robo amiibo is scanned. Super Chibi-Robo is golden, and has increased speed and Zip Lash length. In Super Smash Bros., Super Chibi-Robo is larger than Chibi-Robo normally is, and the player can control Super Chibi-Robo. This form has all the same attacks as Chibi-Robo normally would, but are much more powerful, and Super Chibi-Robo does not flinch from attacks.

Alternate Costumes
Miscellaneous
Chibi-Robo's entrance animation sees it walk out of its Chibi-House.

Chibi-Robo's taunt sees it place its power chord on its head as it balances on one foot with its arms outstretched. After a moment, it will wave its arms and lose its balance.

Chibi-Robo's victory theme is a techno remix of the "Celebration" fanfare from Chibi-Robo! Plug Into Adventure!

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Victory theme

Chibi-Robo's victory poses are as follows: Chibi-Robo scrubs the ground with a toothbrush, cleaning the ground before looking up towards the camera; Telly dances around Chibi-Robo as the small robot jumps up and down; and Chibi-Robo's legs appear out of a mug, and it kicks around trying to get free before Telly pushes the cup over to free it.

Inklings are a species of humanoid squids, and the main playable avatar characters in the Splatoon series. Inklings evolved from squids as the rising water levels of the Earth came to overtake most of the land and wipe out a vast majority of terrestrial creatures, and the Inklings, alongside the Octolings, became one of the two dominant lifeforms on the planet as a result. While Inklings commonly take the form as pre-teen humanoids, this body is actually made of ink and will dissolve in water and revert them into a form that more-closely resembles that of a squid. Inklings and Octolings fought over the remaining land, using their respective inks as weapons, and after the Inklings proved victorious they spawned the sport of "Turf War" from this war.
First appearance:
Splatoon (2015)
Special Attacks
The Inkling is a unique character in that many of their attacks utilize the ink in the tank on their back. As such, most moves can only be used should they have the necessary ink needed to damage foes with their weapons. The Inkling's Ink Tank is refilled completely upon being KO'd, though the player may also simply crouch down in order to fill it mid-battle.

Neutral Special: The Splattershot is the default weapon that Inklings can use in Splatoon and Splatoon 2, and the most basic form of Shooter weapon used in Turf Wars. The Splattershot is a fully-automatic rifle that fires bullets of ink at an alarming rate; though because of its fire rate, it also must be refilled fairly often. In Super Smash Bros. the Inkling always carries the Splattershot and uses it in some of their standard moves in addition to it being their neutral special. When the special move button is held down, the Inkling will continuously fire ink from the Splattershot, which deals minor damage but does cover those they hit with ink. The Inkling can move around left and right while firing the weapon, and they can also perform a short hop.

Side Special: Splat Brella is the name of the basic form of Brella weapon present in Splatoon 2. As its name implies, the Splat Brella (like all Brella weapons) resembles an umbrella, and in-battle fires ink short bursts similar to those fired by shotguns. In both Splatoon 2 and Super Smash Bros. the Splat Brella's ink blasts deal far more damage at close range than a distance, though the ink will continue to fly forwards after the initial use, and uses up a significant portion of stored ink when fired. In Super Smash Bros. the Splat Brella can also be used to reflect projectiles if its use is timed correctly with an incoming projectile; the Inkling can even use this as a reflector should they have no ink in their tank, making the Splat Brella useful no matter the circumstance.

Up Special: Super Jump is a technique present in the Splatoon series. The technique does not deal any damage, but it does allow any Inkling to instantly cross the stage by leaping to one of their teammates, their team's initial spawn point, or any Squid Beakons that their allies may have placed. In Super Smash Bros. this technique acts identically, and serves as a great vertical recovery option that deals minor damage to foes. The Inkling will leap high into the air in their squid form, arcing a small bit, before nose-diving towards the ground. The attack only deals damage to foes near the Inkling when they initially use the technique and when they land, as both instances see ink rise up around them as they transform; despite this, and the fact that the Inkling's squid form leaves a trail of ink as it flies through the air, this attack does not use up any of the ink saved in the Inkling's Ink Tank, and the ink is purely cosmetic because of this.

Down Special: Fizzy Bombis a type of Sub-Weapon introduced in Splatoon 2. Utilizing the motion controls of the Nintendo Switch's Joy-Cons and pro controller, the weapon must be charged up by having the player shake their controller (or jump repeatedly) before use. The Fizzy Bomb is very similar in appearance to a soda can, and will detonate into a significant explosion that only increases in size the longer the move is charged up. In Super Smash Bros. holding down the special move button will charge the weapon, increasing its damage and launching power the longer it is charged though also using more of the Inkling's ink. Should the Inkling's Ink Tank completely drain while the move is charging, the Inkling will continue to shake it but it will not increase in strength any more - in this manner it acts similarly to cooking a grenade in one's hand before throwing it; if the Inkling lacks the necessary ink when attempting to use the attack, they will just look at their tank in a worried manner. While charging the Fizzy Bomb, the Inkling can move left or right.

Final Smash: Booyah Bomb is a Special Weapon introduced in the 4.0.0 update of Splatoon 2, and appears to be an homage to the Spirit Bomb technique commonly used by characters of Akira Toriyama's Dragon Ball franchise. Much like the aforementioned Spirit Bomb, the Booyah Bomb sees the Inkling using it create a large orb of energy (or, in the Inkling's case, ink) above their head, which they throw downwards at an angle into the ground (or at foes) before it detonates. In Splatoon 2, the user's teammates can help charge the move by shouting "Booyah!", which also fills their own special gauge slightly. In Super Smash Bros. Inkling will slowly create a Booyah Bomb above their head, which damages anyone on touch and traps foes within it. After it grows large enough, the Inkling will then throw the Booyah Bomb downwards at an angle. After hitting a platform, reaching the edge of the screen, or travelling a far enough distance, the Booyah Bomb will then exploding, dealing massive damage and knockback to anyone around it or trapped within it.

Alternate Costumes
The colour of the Inkling's ink changes with each alternate costume. Because the artwork may not be reflective of the ink colour (primarily denoted by the colour of the Inkling's tentacles), the colour is specified below each image.
Miscellaneous
The Inkling's entrance animation sees them rise up from a puddle of ink.

The Inkling's taunt sees them fire their Splattershot into the air with one hand while making a gun-like gesture with their other. Despite the Splattershot firing ink, this does not use up any of the ink stored in the Inkling's tank, nor does it damage foes.

The Inkling's victory theme is an upbeat, funky remix of the "To Be Continued" fanfare from Splatoon.

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Victory theme

The Inkling's three victory animations are as follows: the Inkling spins their Splosher bucket on their finger, with a smirk on their face, before throwing it upwards, catching it, and quickly placing it upside-down on the ground so they can sit on it; the Inkling jumps up twice, with them exaggeratedly throwing one arm above their head as they do so, before landing, spinning, and posing with one hand on their hip and their Splattershot aimed upwards; and the Inkling jumps up, pumping their fist as the do, before punching forwards with a smirk and casually holding their fist close to their chest as they turn sideways.

Alexandra Roivas is an American woman studying abstract mathematics and number theory at an unnamed Washington university. She travels to her grandfather's estate on Rhode Island after learning that he had been killed in an unknown way, and begins her own investigation two weeks after. The main protagonist of the 2002 GameCube horror title Eternal Darkness: Sanity's Requiem, Alexandra uses the titular Tome of Eternal Darkness to experience the long-running war against darkness through the eyes of those who had the Tome in their possession at that time, learning how to use Magick and about the darkness that possessed the Roman centurion Pious Augustus.
First appearance:
Eternal Darkness: Sanity's Requiem (2002)
Special Attacks
Neutral Special: Damage Field is a Magick spell that can be performed by those wielding the Tome of Eternal Darkness, by combining the Bankorok and Redgormor runes. In Eternal Darkness, the spell would create a field that damages all foes within a certain radius. Similarly, in Super Smash Bros., Alexandra creates a ball of energy around herself, which damages those who touch it. It will explode a moment later to knock away any foe within the vicinity.

Side Special: Shield is a Magick spell from Eternal Darkness. Those who wield the Tome of Eternal Darkness can combine the runes Bankorok and Santak in order to summon a ball of light that protects the user from attacks. In Super Smash Bros., this ball of light will spin around Alexandra very quickly. The ball of light deals damage to any who touch it, and it is also capable of reflecting projectiles.

Up Special: Magickal Attack is a Magick spell that wielders of the Tome of Eternal Darkness can perform by combining the Antorbok and Redgormor runes. In Eternal Darkness, the Magickal Attack spell is a powerful attack that hops from foe to foe in a chain attack. In Super Smash Bros., Alexandra uses the Tome of Eternal Darkness by creating a ball of light underneath her, which explodes to launch her upwards a short distance. While not great for recovery, it deals massive damage and can meteor smash foes.

Down Special: Summon Trapper is a Magick spell in Eternal Darkness and one of the three summon-based spells that wielders of the Tome of Eternal Darkness can use. The spell, as its name suggests, summons a Trapper, which, in Eternal Darkness, is a creature capable of transporting others into the Trapper Dimension. In Super Smash Bros., the Trapper will instead dash forwards at a high speed before disappearing, damaging any in its way. If used in the air, the Trapper will instead travel downwards and along the ground a shorter distance before disappearing.

Final Smash: Summon Horror is a Magick spell in Eternal Darkness. In Eternal Darkness, the spell, which can be used by combining the Tier, Aretak, and Pargon and one of the Ancients' alignments (Chattur'gha, Xel'lotath, or Ulyaoth). In Super Smash Bros., Alex will summon a Horror of one of the Chattur'gha, Xel'lotath, or Ulyaoth alignments, which will run around the stage, swiping their claws or stomping the ground to create electrical charges. Alex is still capable of running around and attacking foes as normal while the Horror is on the stage, and it will remain for a limited amount of time.

Alternate Costumes
Miscellaneous
Alexandra's entrance animation sees her wander in from the background with a flashlight in one hand.

Alexandra's taunt sees her flip through the Tome of Eternal Darkness and mutter the name of one of various runes. These runes can be: "Bankorok", "Tier", "Narokath", "Nethlek", "Antorbok", "Magormor", "Redgormor", "Aretak", "Santak", and "Pargon".

Alexandra's victory theme is a direct rip of an excerpt of "The Last Hope" from Eternal Darkness: Sanity's Requiem.

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Victory theme

Alexandra's victory poses are as follows: Alexandra will close the Tome of Eternal Darkness in a dramatic way, before sighing and looking up with a smile; Alex will accidentally summon a Mantorok Zombie, before shooting it with her rifle quickly; and Alex will shake her flashlight after it shorts out.

Tethu is a young Seedling and the main protagonist of Ever Oasis. After his home, and his brother, falls to the Chaos that plagues the desert wasteland, Tethu is transformed into a seed-like form and launched far away, where he meets a water spirit named Esna. Together with the water spirit, and a beetle named Khepri, Tethu creates his own Oasis, and traverses the desert in order to find people in need of a home and to complete the tasks he must in order to keep the Chaos away and keep the citizens of his Oasis happy.
First appearance:
Ever Oasis (2017)
Special Attacks
Neutral Special: Green Gale is the main technique used by those who serve as the head of their own Oases in order to clear away piles of sand and knock away Chaos. In Super Smash Bros., Tethu swings his sword and launches a small green tornado forwards, which, while it does not deal much damage, launches foes straight upwards. The attack can be charged up, increasing the size of the tornado but decreasing its movement speed and the distance it travels.

Side Special: Leaf Wall is an ability some Seedlings are capable of performing. In Ever Oasis, this ability transforms the Seedling into a large wall of leaves, which can be used to keep others safe from rolling boulders. In Super Smash Bros., this attack works a little differently: Tethu creates a wall of leaves in front of him, which can take a fixed amount of damage before it is destroyed. Tethu places this wall of leaves on the ground, and thus it can be used to hinder movement, though only one can be on-stage at a time.

Up Special: Paraflower is a technique that can be used by different Seedlings in order to reach higher, or otherwise-inaccessible areas by transforming into a seed-like form. In Super Smash Bros., Tethu doesn't transform into such a form, but does hang on as one carries him upwards. The four leaves on the seed spin around to deal damage, with only the final hit as Tethu lets go of the seed actually launching away foes.

Down Special: Pellet is a Seedling ability that allows one to transform into a ball and travel through small holes and into areas otherwise inaccessible. In Super Smash Bros., Tethu transforms into this ball form and dashes forwards at a high speed, with the player able to control whether h moves left or right once in this form, though he only deals minute damage when coming in contact with an opponent after the initial dash. By holding down the special move button, this attack can be charged up in order to increase the strength, speed, and distance of the initial dash, though this could also hinder the player as they may launch themselves off a ledge.

Final Smash: Oasis is an area that serves as a fragile refuge away from both the natural dangers of the desert world where Ever Oasis is set, as well as the malicious Chaos that aims to destroy peace. In Ever Oasis, Tethu is the leader of an Oasis, and he must work with the water spirit Esna in order to keep it well-kept. In Super Smash Bros., Tethu calls upon Esna, who rises out of a small body of water beneath him and unleash a powerful wave of energy to damage and launch away all those around them, with the glowing heart of the Oasis appearing in the background behind them as she rises from the pool.

Alternate Costumes
Miscellaneous
Tethu's entrance animation sees him roll onto the stage from the background as a seed, before popping into his true form.

Tethu's taunt sees Khepri, carrying a bubble through which Esna can communicate to Tethu, come out and fly around him, as Esna waves happily.

Tethu's victory theme is a direct rip of the jingle that plays in Ever Oasis when travellers are entering the Oasis.

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Victory theme

Tethu's victory poses are as follows: Tethu hops up and down happily while Khepri flies around him; Esna, who sits in a pool of water nearby, and Tethu high-five one another, before Tethu gives a thumbs up to the player; and Tethu uses Green Gale, and it hits and knocks the camera over, so he goes to pick it up. Tethu is the only individual who has a victory pose that breaks the fourth wall and actually makes contact with the camera.

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Xenoblade SSB symbol alt.png
Elma is a high-ranking member of the private military organization BLADE (Builders of the Legacy After the Destruction of Earth), and the central character of Xenoblade Chronicles X. Prior to the human race needing to evacuate Earth due to the Ganglion, Elma worked as a subordinate of the hero who saved those aboard the White Whale as the colonel of the Coalition Heavy Armor Training Unit (Skelleton Unit). After the White Whale crashed-landed on Mira and New Los Angeles was established, Elma chose to become the leader of the Reclaimers Division and navigate the dangerous alien terrain in order to reclaim the fractured pieces of the ship that brought humanity to Mira.
First appearance:
Xenoblade Chronicles X (2015)
Special Attacks
Neutral Special: Side Slash is a Battle Art from Xenoblade Chronicles X, which can be used to inflict an enemy with Fatigue. In Super Smash Bros., the attack's properties differ depending on how Elma deals damage to an opponent with it. When used, Elma will perform a close-ranged, but fairly strong and quick, attack with both of her swords. If this attack hits someone with their back turned to Elma, it will deal little damage but high knockback. If the opponent is facing Elma however, the attack will deal more damage and, while it doesn't deal any knockback to them, does decrease their movement speed and jump height for a short period of time.

Side Special: Sliding Slinger is a ranged Art from Xenoblade Chronicles X, which many Commandos that wield Dual Guns are capable of learning. Upon use, both in Xenoblade Chronicles X and Super Smash Bros., Elma will slide forwards while shooting upwards; in the latter game, both her slide and her bullets deal damage to foes. When in the air, Elma will instead slide at a slight upwards angle and shoot forwards.

Up Special: Shadowstrike is one of Elma's two Signature Arts, and one of the two Arts that she knows at he beginning of Xenoblade Chronicles X. The attack is a fairly mobile one that allows Elma to move about the battlefield while also dealing damage. In both its debut title and Super Smash Bros., the move begins with a backflip, followed by Elma propelling herself at an upwards diagonal angle followed by a downwards heel kick.

Down Special: Electric Surge is an Art that can be used by characters that wield Dual Swords in Xenoblade Chronicles X. In that game, this is a melee attack that would deal more damage to a foe depending on how low the user's HP is when it is used: the lower it is, the more damage it deals. In Super Smash Bros. this attack is very similar in terms of use, though not appearance: Elma crouches and performs a 360-degree spin quickly that has electrical properties. Like how in Xenoblade Chronicles X this attack would become more powerful the lower the user's HP is, in Super Smash Bros. this attack will deal more damage and knockback depending on how high Elma's damage percentage is.

Final Smash: Crisis Catalyst is a Skill in Xenoblade Chronicles X that members of the Full Metal Jaguar can acquire at rank 7. Crisis Catalyst increases the user's critical hit rate when the player's HP decreases below half, and its effects are doubled when the user has less than a quarter of their maximum HP remaining. In Super Smash Bros. Elma will charge up, gaining a red glow, that increases her speed, damage, and knockback output a substantial amount. Elma can use all of her special moves in addition to her standard attacks while Crisis Catalyst is active, and many of her attacks gain a fire effect to signify their increased strength. The effects of Crisis Catalyst last for a short amount of time, with the glow surrounding Elma fading over time to denote this.

Alternate Costumes
Miscellaneous
Elma's entrance animation sees the Verus Skell, in its motorcycle-like form, crash through the stage, which Elma ejects from to land in a crouching position.

Elma's taunt sees her cross her arms and mumble one of several different phrases. These phrases are:

  • "I'm good to go."
  • "Okay it's time to attack."
  • "It's not over yet."

Elma's victory theme is a more percussion-based remix of an excerpt of the MONOX theme from Xenoblade Chronicles X.

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Victory theme

Elma's victory animations are as follows: Elma spins her two swords before putting them away as she says "Hostiles neutralized"; Elma crouches down and rests her hand on the ground, muttering "I don't know why they even bother"; and Elma shoots her guns on either side of her, then towards the camera.

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Xenoblade SSB symbol alt.png
Lin Lee Koo is a child genius, working as one of the top engineers of the private military outfit BLADE in Xenoblade Chronicles X. Despite being only 13 years old, Lin is an incredibly intelligent girl, who primarily works to develop and maintain Skells, the large vehicular weapons capable of traversing areas otherwise unfit for human life. Lin is highly respected by the other BLADE members due to her engineer talents, and she herself thinks highly of Elma and appears to be the one closest to her. In addition to working on Skells, Lin is also a competent chef, and can often be found cooking when not travelling Mira with Elma and Cross.
First appearance:
Xenoblade Chronicles X (2015)
Special Attacks
Neutral Special: Fire Carnival is one of Lin's Signature Arts in Xenoblade Chronicles X, and makes use of the large gatling gun she wields (in addition to a shield) in battle. In its game of origin, Fire Carnival is a move that sees Lin fire a barrage of small missiles at her target. In Super Smash Bros. this attack is somewhat similar to its Xenoblade appearance, in that Lin fires a missile from her gun, though instead of a barrage of small missiles, Lin only fires a single missile from her gun. The missile flies forwards a fair distance at a slower speed, and will explode upon making contact with anything solid or should it simply fly far enough.

Side Special: Shield Wall is a Support Battle Art in Xenoblade Chronicles X that Bastion Warriors can learn. Bastion Warriors are the levelled-up version of the Shield Trooper class, which Lin begins the game as, and the Shield Wall Art sees the use project a Barrier around the party to decrease the amount of damage they take from physical attacks. In Super Smash Bros. Lin hides behind her shield, which creates a bubble around her. Projectiles that hit her shield will be reflected, while those that hit the bubble around Lin will still hit her but she will only take a third of the amount of damage from it as normal.

Up Special: Bullet Storm is an Art in Xenoblade Chronicles X. This attack can be used by membes of the Shield Trooper class, who fire wildly with their gun at their target, with the chance to cause humanoid enemies to flinch. In Super Smash Bros. Lin will fire her gun down below her as the special attack button is held down, propelling herself upwards a distance at a slow speed. The gun that Lin wields fires bullets, which can not be seen, but fire a fair distance forwards; the barrel of her gun creates white bursts of light as it is fired, with these being the only part of the special move to cause knockback, as the bullets deal damage without causing foes to flinch. The gun will overheat should the move be used for too long, and Lin will fall helpless upon her gun overheating; she will instead enter a pseudo-helpless state if the player ends the move before the gun overheads.

Down Special: Drum Roll is, alongside Fire Carnival, one of Lin's Signature Arts in Xenoblade Chronicles X - as Fire Carnival utilizes Lin's gatling gun, Drum Roll makes use of her large shield. In Xenoblade Chronicles X, is a Melee Art that inflicts a variety of status effects - mainly Physical Resistance Down and Knockback - upon use, with its damage increasing should it be part of a combo of melee attacks. In Super Smash Bros. the attack simply sees Lin perform a powerful attack by swinging her shield. This move is fairly strong on its own, but can also be used as a counterattack - should the move's use be timed correctly, Lin will dodge to the side and perform an even stronger version of her shield swing attack, with a small sweetspot in the attack dealing a significant amount of knockback.

Final Smash: Skells are giant weaponized exoskeletons developed by BLADE researchers to combat the larger, and more dangerous, creatures native to Mira. These large crafts are outfitted with different pieces of armour and weapons that allow them to be classified as any of Light Type, Medium Type, or Heavy Type Skells, which differ in the amount of fuel they consume. In Super Smash Bros., Lin summons the Formula Skell, which she rides into the background. While in the background, she will automatically fire a machine gun at the fighters, which deals somewhat minor damage and doesn't stun foes. The player is also able to target certain areas of the stage manually and fire missiles at them via the special attack button, which detonate in massive explosions to launch away foes. The player is only capable of firing up to three missiles during the short time that Lin is inside of the mech.

Alternate Costumes
Miscellaneous
Lin's entrance animation sees the Urban Skell, in its motorcycle-like form, crash through the stage, which Lin ejects from and performs a spin in midair, landing clumsily and stumbling forwards a step.

Lin's taunt sees her prod at her gun before saying one of three phrases:

  • "Locked and loaded."
  • "Only one of us is going down!"
  • "You won't beat me!"

Lin's victory theme is a slight remix of the opening of the Don't Worry theme from Xenoblade Chronicles X.

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Victory theme

Lin's victory animations are as follows: Lin tinkers with her shield as Tatsu the Nopon jumps around her saying "We won Linly!" to which Lin replies "You didn't do anything, Tatsu"; Lin fires her gun upwards as she moves it to her left, before lowering it and pumping her fist; and Lin performs a motion similar to her down special move, Drum Roll, posing with her shield and gun afterwards.

Aisya is the main protagonist of the 2007 tactical role-playing game ASH: Archaic Sealed Heat. Aisya is the crown princess of Milinear, and wishes to understand the power of an ancient flame created by the Fire Snake that turns those burnt by it to ash but does not kill them. Twelve years prior to setting out on a journey to learn more about this creature, her parents, the king and queen of Milinear, were murdered, and she was raised by her bodyguard and the head of Milinear's militant force, Bullnequ. She has the power to take the negative emotions of others - hatred, sorrow, regret, etc. - into her own heart, and this power will also revive those who have been turned to ash by the Fire Snake.
First appearance:
ASH: Archaic Sealed Heat (2007)
Special Attacks
Neutral Special: Aquara is a spell that the Black Mage class is capable of learning in ASH: Archaic Sealed Heat. This water-based spell, learned at level 11, can be used both on the map and in-battle to damage multiple opponents at once. In Super Smash Bros., Aisya fires a fairly-large bubble of water forwards with her weapon. While the attack is fairly weak on its own, Aquara has the unique property to be able to trap an incoming projectile within it, which increases the amount of damage it deals when it explodes after travelling a set distance or when it hits a fighter or wall.

Side Special: Double Attack is a status attack that can be learned at level 10 by members of the Longsword class. This spell grants the user a 30% chance of attacking with a normal attack twice in one turn. In Super Smash Bros. Aisya instead performs two different attacks with her sword - the first attack is a quick forwards slash that stuns opponents to keep them in place, which she follows up with a slower downwards swing that spikes airborne foes.

Up Special: Windra is a magical spell that can be learned at level 13 by members of the Black Mage class. This spell is a wind-based attack that acts near-identically to the Aquara spell, albeit with different elemental properties - the spell can be used both in-battle or on the map to damage multiple foes in one turn. In Super Smash Bros., despite the ASH counterpart of Windra being based on the same move Aisya uses for her standard special move, the two attacks are largely unrelated, as Windra takes the form of a spinning attack with her sword that also sees Aisya surround herself with golden waves of energy to carry herself upwards before entering a helpless state.

Down Special: Speed Aura is a status-based spell that can be used by the Thief class in ASH: Archaic Sealed Heat. This spell raises the user's speed by 50 points, or by 100 points should the player maximize their proficiency in the move. Speed Aura, in Super Smash Bros., acts much in the same way, increasing Aisya's movement speed and jump height for a limited period of time - this is indicated by a golden glow around her feet.

Final Smash: Spread Attack is a status spell that members of the Longsword class begin the game with. Despite being one of the base spells, Spread Attack is a fairly strong spell that grants the user a 30% chance of hitting all enemies when a normal attack is used in battle. In Super Smash Bros., the Spread Attack is a much different attack that instead sees Aisya summon her party members from ASH: Archaic Sealed Heat - namely her father-figure Bullnequ, Captain Dan of Sumnelthia's army, the strong magical child Emu, a member of the Iron Legion's military from the future named Cootrolan, Princess Maritie of Aceshin, the mysterious freelancer Jeekawen, and Maritie's mother Queen Aceshin XV. The attack begins with Aisya, alone, rushing forwards across the stage. Any opponent that she hits is then launched into a cinematic where Aisya and her party members all assault the foes with both physical and magical attacks, before they are knocked out of the cinematic and launched away.

Alternate Costumes
Miscellaneous
Aisya's entrance animation sees her appear out of a burst of fire, with one flame coiling upwards towards the sky in a serpentine way.

Aisya's taunt sees her swing her sword up towards the sky, fire burning up around her feet.

Aisya's victory theme is an intense, acoustic guitar-based remix of Aisya's Tears, a shorter theme from ASH: Archaic Sealed Heat.

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Victory theme

Aisya's victory animations are as follows: Aisya swings her sword downwards before bashing with her shield towards her left; Aisya swings her sword close-up to the camera before quickly dashing and standing back-to-back with Bullnequ, both with their hands on their weapons; and Aisya fires her rifle towards the sky, and a fiery aura surrounds her and coils up with the rifle.

Takamaru is an apprentice samurai serving under the shogun Ietsuna Tokugawa. After an alien entity appears in Edo-era Japan, Takamaru is sent by the shogunate to investigate the lords of the four castles - Aosame Castle, Akasame Castle, Ryokusame Castle, and Momosame Castle - that came in contact with the alien being. After defeating the four castle lords, Takamaru goes on to defeat the main antagonist of The Mysterious Murasame Castle: the alien who had their soul placed within the golden Murasame statue.
First appearance:
The Mysterious Murasame Castle (1986)
Special Attacks
Neutral Special: Windmill Sword is one of the four power-ups that can be obtained from the Tanooki that follow Takamaru on his quest. Compared to Takamaru's normal throwing knives, the Windmill Swords deal the same amount of damage, though they travel the length of the entire screen. In Super Smash Bros., Takamaru charges up for a moment before throwing four Windmill Swords diagonally away from him. Unlike in The Mysterious Murasame Castle, the swords do not travel indefinitely, though they still travel a very far distance away from Takamaru, and even through other fighters. If the move is used again while swords are still moving on-screen, the active ones will disappear as new ones are summoned.

Side Special: Kesa Giri is a technique used by samurai and those who fight with katanas. A very defensive attack, Kesa Giri is used when anticipating an opponent's attack, slashing them diagonally from their right arm down to their left shoulder. In Super Smash Bros., Takamaru hesitates for a moment before slashing at a high speed, a trail of cherry blossom petals dancing from his sword as he does so. While an attack that deals a fair amount of damage but little knockback, Kesa Giri also has the ability to reflect physical projectiles if timed correctly.

Up Special: A Kabuto is a type of Japanese helmet dating back to the fifth century. In feudal Japan, samurais wore these types of helmets into battle, and they in turn became a very symbolic piece of armour for them, with many phrases being coined with reference to them. In The Mysterious Murasame Castle, Takamaru can collect a Kabuto, though here known simply as "Helmet", to grant him temporary invincibility. In Super Smash Bros., a Kabuto, or more specifically a Suji Bachi Kabuto, appears on Takamaru's head as cherry blossom petals swirl around him, lifting him up a short distance before he enters a pseudo-helpless state.

Down Special: The Invisibility Technique is an item from The Mysterious Murasame Castle, another one that Takamaru can obtain from a Tanooki. As its name implies, the Invisibility Technique makes Takamaru invisible for a very short amount of time, thus allowing him to sneak by enemies without needing to engage in combat. In Super Smash Bros., Takamaru holds his sword straight-up in front of his face and disappears, before reappearing a short distance forwards (or backwards, should the control stick be held in that direction) and performing an extremely powerful slash with his katana.

Final Smash: The Inazuma Technique (or Lightning Technique) is one of the most powerful items that can be collected in The Mysterious Murasame Castle, alongside the Invisibility Technique. Unlike the aforementioned, which is a very defensive technique, the Inazuma Technique is the opposite: once used, lightning rains down to defeat all enemies on the screen. In Super Smash Bros., Takamaru pulls a scroll out from behind him and calls out "Inazuma, ten kara no ame!" ("Lightning, rain from the heavens!") before he pierces it with his sword, and lightning bolts begin to rain down in the area around him, dealing massive damage to those who make contact with them. While the lightning continues to strike the stage (travelling through semi-soft platforms and even some specific solid platforms), Takamaru is free to move around and attack his foes, or attempt to launch them into the bolts of lightning.

Alternate Costumes
Miscellaneous
Takamaru's entrance animation sees him appear out of a spiralling tornado of cherry blossom petals.

Takamaru's taunt sees him slash his katana back downwards, as cherry blossoms flutter around his feet.

Takamaru's victory theme is an oriental remix of the stage clear fanfare from The Mysterious Murasame Castle.

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Victory theme

Takamaru's three victory animations are as follows: Takamaru holds out his hand, and catches a cherry blossom as it flutters down into his palm; Takamaru slashes once with his katana before crouching, and muttering "Anata no tame ni" ("For you"); a Tanooki dances up from behind Takamaru, creating a fireball in its palm that it throws at Takamaru, who dodges to the raccoon's delight.

"Duck Hunt", as a fighter, is a trio of three characters: the dog and a duck from Duck Hunt, and a player from off-screen who wields the NES Zapper. This is fitting, as Duck Hunt utilizes elements from several NES games that utilized the NES Zapper peripheral, from Hogan's Alley to Wild Gunman. The name "Duck Hunt" stems from the NES game of the same name, in which the player must shoot ducks from out of the sky so they can be picked up by a dog; Duck Hunt is the most recognizable title to use the NES Zapper.

For ease of reference: "Duck Hunt" in this profile typically refers to the dog, as the duck is almost always prominently perched on his head.

First appearance:
Duck Hunt (1984)
Special Attacks
Neutral Special: Trick Shot is Duck Hunt's neutral special move, and is based on the game mode of the same name from Hogan's Alley. In Hogan's Alley, the player must shoot at a tin can to knock it in a small arc with the intent of fitting it into one of three openings. In Super Smash Bros. this attack basically acts the same: pressing the special attack button for the first time sees Duck Hunt kick the can out and in a small arc. Pressing the special attack button more causes the off-screen shooter to zap the can, sending it upwards once more. The player can do this several times before the can will self-destruct, or will explode should the player arc it into a foe. If the can lands on the ground, it can be attacked by foes to knock it around, though it will explode if left alone for long enough, it takes enough damage, or one of Duck Hunt's smash or charge attacks that utilize the off-screen shooter come in contact with the can.

Side Special: Clay Shooting is inspired by "Game C" in Duck Hunt, in which, instead of firing the NES Zapper at ducks, the player must shoot clay pigeons as they are shot from off-screen into the play area. In Super Smash Bros., Duck Hunt's side special move sees Duck Hunt toss a clay pigeon forwards, which will travel quite a distance and shatter upon running into a foe. If the special attack button is pressed again as the clay pigeon flies through the air, the off-screen shooter will zap it, damaging all those within the vicinity.

Up Special: Gumshoe is a game for the Nintendo Entertainment System that also utilizes the NES Zapper peripheral. A predecessor to the popular "unlimited runner" games often released on mobile devices, Gumshoe saw players having to shoot at enemies to keep the titular gumshoe - Mr. Stevenson - safe, as well as shoot at him to cause him to jump. In Super Smash Bros., pressing the special move button causes Duck Hunt to quickly summon Mr. Stevenson underneath them, who will then jump upwards. If the button is pressed more times, the player can bounce upwards up to three times, before Mr. Stevenson disappears. The NES Zapper crosshairs, like with several of Duck Hunt's smash and charge attacks, damages nearby foes when the off-screen shooter shoots at Mr. Stevenson and the Duck Hunt duo.

Down Special: Wild Gunman is a game that utilizes the NES Zapper peripheral released in 1984. The game sees the player go up in a western-style showdown against a wild gunman, and, once he yells "FIRE!", the player must fire at this cowboy before they fire at the player. In Super Smash Bros., this game itself doesn't inspire the attack; the wild gunmen themselves make appearances. Using the down special move causes Duck Hunt to summon one of the five different opponents from Wild Gunman. These gunman all have slight differences - such as 1% damage differences or reduced/increased start-up time - but they all fire their gun forwards once before disappearing. Opponents can attack the wild gunman before he fires in order to knock them away, cancelling the attack entirely.

Final Smash: To the Earth was a game for the Nintendo Entertainment System developed by Cirque Verte and published by Nintendo. The game, which was released exclusively in Europe and North America, utilized the NES Zapper peripheral and was released to average to negative reviews, due to its incredible difficulty. In Super Smash Bros., the move sees Duck Hunt summon one of the enemy ships from that game, which will fly across the screen horizontally from where Duck Hunt is when the attack was initiated. After reaching the other end of the screen, all opponents that came in contact with the ship - which deals no damage and merely freezes foes in place - are knocked into a cinematic where they are placed within the To the Earth game - riding on spaceships that are quickly destroyed by the off-screen zapper, which deals damage and knocks all of them away.

Alternate Costumes
Miscellaneous
Duck Hunt's entrance animation sees him walk in from the right while sniffing the ground before jumping behind a [pixellated] patch of grass, standing on his two hind legs, and laughing.

Duck Hunt's taunt sees him stand on his hind legs and chuckle as the duck falls off its head.

Duck Hunt's victory theme begins as a direct rip of the 8-bit theme that plays at the beginning of a new game of Duck Hunt before transitioning into a remix.

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Victory theme

Duck Hunt's victory poses are as follows: the dog jumps behind a patch of grass and the duck tries to land on its head as it begins to snicker, but the off-screen shooter shoots at the bird causing both of them to flinch and dodge the crosshair; Duck Hunt kicks a tin can away, which is then shot out of the air by the off-screen shooter, and the dog jumps backwards in shock; and a cowboy from Wild Gunman and a cut-out of a gangster from Hogan's Alley are both shot by the off-screen shooter and Duck Hunt, who stands in-between them, cowers on the ground with the dog's paws covering the duck's eyes.

Popo and Nana, collectively the Ice Climbers, are a duo of young children with a love of exploration. Hailing from an icy land known as Infinite Glacier, Popo and Nana have dedicated themselves to becoming expert mountain climbers, and they must work together to ascend a mountain that is home to Polar Bears and Topis wishing to defend their turf. These two fight together as a duo, with Popo (in blue) leading Nana; the player directly controls Popo with Nana mimicking their movements.
First appearance:
Ice Climber (1985)
Special Attacks
Neutral Special: Ice Shot is the Ice Climbers' neutral special move, and seemingly based upon the attack patterns of the Topis of Ice Climber. In Ice Climber, these yeti-like (or seal-like, in Japanese releases) enemies push small, pointed, shards of ice around, hoping to drop them down onto the head of either Popo or Nana. In Super Smash Bros., the Ice Climbers create a similar icy projectile and hit it along the ground with their hammers. Popo and Nana both create their own projectiles, meaning that two will be hit along the ground should the two be together.

Side Special: Squall Hammer is a technique that can be used by the two Ice Climbers: the two spin around each other to damage others using the large wooden hammers they carry. Both in the air and on the ground, the Ice Climbers will move forwards a fair distance as they spin, and tapping the special attack button while airborne will cause them to rise a short distance upwards. When only Popo is active, he will move a greater distance forwards, but deal less damage and be unable to rise upwards when airborne.

Up Special: Belay is a safety technique often used by mountain and rock climbers, which sees two (or more) people connect themselves together using a secure rope so that, if one falls, they will be safely suspended in midair. The Ice Climbers use this same technique when they are together, connecting themselves with a rope and throwing themselves forwards a short distance before falling helpless. Popo travels a further distance than Nana does. When only Popo is active, he will throw himself a very short distance upwards (essentially making the move useless) but enter a psuedo-helpless state instead.

Down Special: Blizzards are a natural weather phenomenon that is described as a prolonged snowstorm that creates powerful winds. In Super Smash Bros., Popo and Nana essentially create their own "blizzard" by standing back-to-back and firing a stream of ice from their hands in both directions to freeze, and slightly deal, nearby foes.

Final Smash: Icebergs are large chunks of ice, often that have broken off of a glacier, that float freely in a large body of water. For their Final Smash, Popo and Nana clap their hands together and summon a large Iceberg up through the centre of the stage, which, although it acts as a platform, damages opponents who touch it. The icy wind the Iceberg generates also has the potential to freeze fighters when they are within it. Though this acts more as a hazard than an actual attack, the Iceberg is unique in that, while it will last for a specific amount of time before receding, opponents can also damage it and cause it to shrink at a faster rate.

Alternate Costumes
Miscellaneous
The Ice Climbers' entrance animation sees the two children get carried onto the stage via a condor.

The Ice Climbers' taunt sees the two point their hammers diagonally up into the air as wind blows around them.

The Ice Climbers' victory theme is a remix of the fanfare that plays when a bonus level is cleared in Ice Climber.

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Victory theme

The Ice Climbers' victory poses are as follows: the two nod while looking at each other before performing a high-five and looking at the camera; the two jump up and down alternatively, raising their hands in the air as they bounce off the ground; and Popo hits away an icy projectile from Ice Shot while using his hammer as a golf club, and Nana waves enthusiastically as it slides away.

Goku is a major character from the second title in the Famicom Mukashibanashi series, Yūyūki. Yūyūki is a parody of the Chinese novel Journey to the West, and Goku serves as the counterpart to that story's main character, the Monkey King named Sun Wukong (on whom Goku's Super Smash Bros. moveset is primarily based). Goku is a rude and selfish monkey who, alongside the bull yokai Gyumaou, attempted to take over heaven far in the past, only to be caught and banished to a far corner of the world by the heaven's peacekeeper, Oshakasama. He dutifully protects a young girl named Chao who rescued him from his mountain prison, but after being separated from her Goku is forced to travel across the continent to return to her. While on his journey to the west, Goku is joined by a number of odd companions - including the alcoholic Kappa named Gojo, a lazy monk named Sanzo, and a greedy pig yokai named Hakkai - while also being tasked to stop Gyumaou's revenge against the heavens by the mystic peacekeeper Oshakasama.
First appearance:
Famicom Mukashibanashi: Yūyūki (1989)
Special Attacks
Neutral Special: Jùrén de Yáobǎi is an attack that, unlike many of Goku's other techniques, not entirely based upon a skill that Sun Wukong is shown to have in Chinese legends, nor is it based upon an action Goku performs in Yūyūki. Rather, Jùrén de Yáobǎi, which translates to "Giant's Swing", is based on the mythology surrounding Sun Wukong's 8.1 tonne staff, the Rúyì Jīn Gū Bàng: Wukong is said to be able to control the size of this weapon, and often shrinks it to the size of a sewing needle and keeping it behind his ear when it is not in use. In Super Smash Bros. Goku swings his staff around himself before growing the staff to a large size and performing a heavy downwards swing. The tip of the Rúyì Jīn Gū Bàng acts as a sweetspot, and can spike foes downwards when used in the air.

Side Special: Jīndǒuyún is a technique that Sun Wukong, the character that Goku is based off of, is commonly described to be able to perform in the Chinese legends in which he appears. Jīndǒuyún, which translates to "cloud somersault", is both the name of the magical cloud that Wukong is known to be able to summon and a technique he performs with it. In Super Smash Bros. the Jīndǒuyún technique sees Goku use his staff as a vaulting pole, launching himself a far distance forwards. The Jīndǒuyún technique can be charged up, increasing the distance Goku travels and the amount of damage he will deal to an opponent he should collide with; when used in the air, Goku will summon his magical cloud to act as a platform for him to use to launch himself with. The move is fairly strong, but should Goku miss a target he will continue forwards and could potentially self-destruct.

Up Special: Qǐshì is, much like Goku's neutral special move, not entirely based on any technique that Sun Wukong nor Goku are shown to perform in their respective stories, though is instead based on the "helicopter spin" technique performed by wielders of a bō staff. As its name implies, the technique sees the user spin the staff above their head, mimicking the rotating blades of a helicopter. The Qǐshì technique is essentially an inverse of this however: Goku's staff spins as the monkey sits in a prayer position atop it, flying upwards a fair distance as he does so; foes that connect with the spinning staff will take damage, and as Goku will travel through opponents while moving upwards, this could cause them to be launched in a downwards direction. The name of Goku's up special move, Qǐshì, translates to "enlightenment", which is a reference to how Wukong attains Buddhahood throughout the events of Journey to the West.

Down Special: Shēn Wài Shēn Fā is perhaps Sun Wukong's most notable ability - the technique that allows him to create clones of himself using the magical hairs that cover his body. In Super Smash Bros. the Shēn Wài Shēn Fā technique is a fairly unique special move, as it sees Goku create a clone of himself (with dulled colours), which will remain by his side for a short time. This clone will mimic the player's actions, though it can not perform any of Goku's special moves. Additionally, it is far lighter than Goku normally is, and thus can be KO'd by foes. Goku can only have one clone out on the stage at once, and the move has a cooldown timer upon the clone disappearing; this cooldown is slightly longer should Goku's clone be KO'd instead of disappearing on its own after a limited time.

Final Smash: Om Mani Padme Hum is a Mandarin mantra and the phrase written on the paper talisman that traps Sun Wukong within a mountain prison for 500 years. In Chinese legends, the Buddha challenges the smug Sun Wukong to escape from his palm, however this is simply a trick to keep the warrior captive after his attacks on heaven - the Buddha's hand becomes the mountain prison that Wukong remains trapped in for 500 years. In Super Smash Bros. this legend inspires Goku's Final Smash, as the monkey will summon five pillars of light that reach off a fair distance in a circle around him. Though these pillars of light do not damage foes, they do trap them in place. All those who were captured will then appear in a cinematic where a mountain will rise up from the ground, trapping the foes that Goku caught, before launching them away.

Alternate Costumes

Credit to Ziegs for the artwork of Goku. Recolours made with permission.

Miscellaneous
Goku's entrance animation sees him perform a flip from the background, landing on the stage as he swings his staff.

Goku's taunt sees him perform a backflip before spinning his staff around his body.

Goku's victory theme is an orchestral remix of the opening of the main theme of Yūyūki.

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Victory theme

Goku's victory poses are as follows: Goku surfs around on his magical cloud before performing a front flip off of it and landing in a crouched position; Goku spins his staff around him, ending with an upwards kick, before smiling towards the camera; and Chao claps for Goku, who abashedly looks away from her while scratching the back of his head.

The unnamed prince of the Sablé Kingdom is the main protagonist of the Japan-only Game Boy adventure game Kaeru no Tame ni Kane wa Naru. The young heir to the Sablé Kingdom's throne travels to the Mille-Feuille Kingdom alongside Prince Richard of the Custard Kingdom in a race to save Princess Tiramisu from the Geronian Army led by King Delarin. During his quest the Sablé Kingdom's prince, as well as Richard and a variety of others, get curses placed on them that transform them into frogs and other small creatures.
First appearance:
Kaeru no Tame Ni Kane wa Naru (1992)
Special Attacks
Neutral Special: Wasabi, or Japanese horseradish, is a plant that is commonly made into a paste and served with a variety of different sushi dishes. The paste this plant can be made into has a spicy taste that, unlike some foods such as chili peppers, stimulates through the nose instead of through the mouth. In Kaeru no Tame ni Kane wa Naru, the Sablé Kingdom's prince can throw spicy wasabi at enemies to burn them. Much like in that game, in Super Smash Bros. the prince throws a ball of green paste at foes to deal minor flame damage.

Side Special: Tongue Grab is a technique that sees the prince of the Sablé Kingdom transform into a frog temporarily and use his now-much longer tongue to grab opponents from afar. This is not inspired from a technique he can perform in Kaeru no Tame ni Kane wa Naru, but instead based on an ability frogs themselves use to grab their insect food.

Up Special: Frog Jump sees the prince transform into his frog form and use his new agility to perform a high jump. As he performs a high jump, the prince whips his tongue out while he jumps upwards, dealing damage to foes that are hit by that and that alone.

Down Special: Venom Snap is a technique sees the Sablé Kingdom's prince transform into a small snake. The attack sees the prince transforms into a snake and dives forwards at a quick speed and chomping down once he travels a set distance, dealing light damage and stunning them, but poisoning the foe to damage them over time.

Final Smash: Bell's Toll, based on the official English title of Kaeru no Tame ni Kane wa Naru, "The Frog for Whom the Bell Tolls", is a technique that is purely of original creation for Super Smash Bros.. When the attack is started the prince will dash forwards a fair distance with his sword outstretched. Any foe hit by the prince will send them into a quick cinematic where the prince knocks the foes into a large bell, which rings and causes the shockwaves created by the bell to stun them and keep them in place so that the prince can attack the foes with a flurry of sword strikes, with a final thrust attack finally being the one to launch the foes.

Alternate Costumes
Miscellaneous
The Prince of Sablé's entrance animation sees him hop onto the stage from the background as a frog, before transforming into his human form in a comical puff of smoke.

The Prince of Sablé's taunt sees him raise his sword into the air, a glint shining off it, before he sheathes it again.

The Prince of Sablé's victory theme is an orchestral remix of the victory theme from Kaeru no Tame ni Kane wa Naru.

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Victory theme

The prince of the Sablé Kingdom's victory poses are as follows: the prince drinks a bottle of Recovery Wine, wiping his mouth off before showing a smile to the camera; the prince writes in his diary, which in Kaeru no Tame ni Kane wa Naru was used to save the game, before looking towards the camera, embarrassed, and throwing the book over his shoulder; and the prince holds his sword up in the air, before he transforms into a snake and his sword gets stuck in the ground beside him.

The Robotic Operating Buddy was a small toy robot designed for use with the Nintendo Entertainment System. Originally, R.O.B. and marketed in order to ease the fears of retailers following the North American video game crash of 1983, with the belief that marketing the robotic peripheral as a toy that can be used in-conjunction with two NES titles - namely Gyromite and Stack-Up - would be able to re-introduce the video game market to North America. Though the R.O.B. peripheral was on sale for only a short period of time, it made a fairly large impact within the North American market and R.O.B. has since appeared as a character within several video games.
First appearance:
Stack-Up (1985)
Special Attacks
Neutral Special: Robo Beam is an attack that, while not directly based on any element from the games R.O.B. was used with, is inspired by how R.O.B. worked with the Nintendo Entertainment System: R.O.B. can receive signals from games when the screen flashes (though only should the game be played on a cathode ray tube.) In Super Smash Bros., this attack works opposite to how it receives signals - instead of receiving a signal, R.O.B.'s Robo Beam attack sees the robot send one out as a laser projectile. Like several other projectile attacks, the Robo Beam can be charged up to increase its power; unlike the other projectiles however it is charged up over time as it is not used.

Side Special: Arm Rotor is a relatively simple attack that R.O.B. can perform. Much as its name describes, the Arm Rotor attack sees R.O.B. spin around its torso at a high speed, effectively turning himself into a tornado as the robot also outstretches its arms. When the move is performed on the ground, R.O.B. will slide forwards a very short distance, though the move can be continued by tapping the special attack button. While the arms deal damage and can trap opponents, R.O.B. will only knock away foes once the robot stops spinning.

Up Special: Robo Burner is an action that sees R.O.B. let out steam from the robot's underside in order to propel itself upwards quite a distance, which increases as the button is held down. R.O.B. has a set amount of steam that can be released when this special move is performed, but all of it does not need to be used up at once: R.O.B. can fly up a short distance, stop and fall back down, before activating it again. Throughout the move's usage, R.O.B. can still perform any of its normal attacks, and this trait carries on even once there is no more steam, though R.O.B. will need to touch the ground again in order to use this move again.

Down Special: Gyromite was one of the two games R.O.B. was compatible with, and arguably the more popular one. This game sees R.O.B.'s creator, Professor Hector, as well as his assistant, Professor Vector, navigating through their lab and having to avoid "bugs" called Smicks, as well as other obstacles. R.O.B., who must be attached to a pod that includes several spinning top-like gyros, must be interacted with in order to lift and lower gates to allow the professors to continue on. In Super Smash Bros., R.O.B. pulls out one of the gyros that this game used and throws it forwards. The gyro acts as an item, though will disappear once it stops spinning; the initial attack can be charged up to increase the distance, speed, and damage that R.O.B.'s initial throw will deal, and this will also affect how long it spins for. As it is treated as an item, other fighters can pick it up off the ground in addition to R.O.B..

Final Smash: Diffusion Beam is an attack that appears to be a more powerful version of R.O.B.'s Robo Beam ability. This Diffusion Beam attack sees R.O.B. transform himself into a cannon-like position and fire a wide, yet short, beam of energy that deals massive damage to foes and traps them within. This large beam eventually splits into four smaller ones, with each dealing less damage that the wider one. After a few moments of the beam being fired, R.O.B. will then let loose a pulse that knocks all those trapped within the beam away. While the move is used, the player can tilt the control stick in order to adjust the angle R.O.B. fires at slightly.

Alternate Costumes
Miscellaneous
R.O.B.'s entrance animation sees his parts fall from the sky in three large chunks, which crash down together to make the robot.

R.O.B.'s taunt sees the robot spin its head around 360 degrees twice, illuminating sparks from its eyes as it does so.

R.O.B.'s victory theme is a remix of the Memory Mode title screen theme from Stack-Up.

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Victory theme

R.O.B.'s victory poses are as follows: R.O.B., while using Robo Burner to hover slightly above the ground, performs a spin before landing; R.O.B. rotates its arms around before stopping with them raised and raising and lowering them in a cheering gesture; and R.O.B., taking the same cannon-like appearance as during its Final Smash, fires a ball of energy upwards which explodes into the shape of Professor Hector's sprite from Gyromite before transforming back to normal.

Miis are a species of caricatures that were included on the Nintendo Wii system. Players could customize these Miis' faces to match their own or those of their friends on the Mii Channel, and all of the Miis would live together in the Mii Plaza. In Miitopia, the Miis lived happily in the peaceful land of Miitopia. One day, the Dark Lord appeared and began to steal the faces of all the happy Miis in Miitopia, and insulted them by taking their stolen faces and placing them on monsters. The knight is one of the classes one of the heroic Miis could take in Miitopia to fight against the Dark Lord and reclaim the Miis' faces.

The player can choose which Mii they will play as after picking them on the character select screen, and are able to choose from any of the Miis saved on the console. The Mii that is chosen affects gameplay in more than just an aesthetic sense- the Mii's set height and weight also affect their height, weight, and running speed in Super Smash Bros., which means that two Miis can play vastly different from one another.

First appearance:
Miitopia (2016)
Special Attacks
Neutral Special: Jump Attack is, as its name implies, a simple jump attack. The Mii will hop, and slice downwards as they do. In the air and on the ground, this attack can be charged. When charged up, the Mii will jump forwards a short distance, performing a slash in the middle of their jump or should they fly into another fighter. This extended Jump Attack does leave the Mii helpless, whereas the normal, un-charged attack will only leave them in a pseudo-helpless state.

Side Special: Cross Attack sees the Mii slash twice: the first hit sees the Mii stab forwards, while the second slash diagonally upwards. The initial stab doesn't deal knockback, instead stunning foes and keeping them in place so the second slice will hit them.

Up Special: Spin Attack is very similar to Link's well-known ability from The Legend of Zelda series, and in Super Smash Bros. as well; and it acts identically. The Mii spins around with their sword outstretched; in the air, this action propels them upwards. When used on the ground, the Mii will not travel upwards, but the attack can be charged to increase its duration.

Down Special: Everyone's Shield is a technique in Miitopia that sees a Warrior-class Mii increase the defence of his party, shielding them from most damage. In Super Smash Bros., this technique acts as a counter-attack; the Mii will hold their sword in front of their chest with the blade pointing upwards. Should they be attacked, the Mii will then furiously slash five times in front of them. If used multiple times within a short time without actually countering an attack, the Mii will instead only slash twice and deal less damage when they do eventually counter an attack.

Final Smash: Dark Attack is a more powerful version of the Jump Attack in Miitopia, and the final skill a Warrior can learn. In Super Smash Bros., the Mii will hold up their sword and it will be corrupted by a black and purple energy. They will then jump forwards, a distance slightly shorter than a fully-charged Jump Attack - and perform a slash should they come in contact with a foe. This will cause the dark energy to surround the foe, and then the Mii will strike at them multiple more times before the energy explodes and deals damage and knockback to all those nearby.

Alternate Costumes
A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
Miscellaneous
The Mii's entrance animation sees them drop from the sky as a light blue bubble, before popping into existence and holding their sword up skywards.

The Mii's taunt sees their face pop off of their head and into a blue bubble, which they pop with their sword. It then returns to its face.

The Mii's victory theme is a direct rip of the opening of The Great Sage's theme from Miitopia, with an original ending that incorporates a few beats of the Mii Channel theme from the Wii.

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Victory theme

The Mii's victory animations are as follows: the Mii, laying on the ground asleep, wakes up and fumbles around for their sword; the Mii holds their sword upwards, and it gleams bright; and the Mii swings its sword a few times before holding it out in front of them.

Miis are a species of caricatures that were included on the Nintendo Wii system. Players could customize these Miis' faces to match their own or those of their friends on the Mii Channel, and all of the Miis would live together in the Mii Plaza. In Wii Music, the player creates a band of Mii characters and work together to play various different songs by a number of different artists and from several classic Nintendo titles.

The player can choose which Mii they will play as after picking them on the character select screen, and are able to choose from any of the Miis saved on the console. The Mii that is chosen affects gameplay in more than just an aesthetic sense- the Mii's set height and weight also affect their height, weight, and running speed in Super Smash Bros., which means that two Miis can play vastly different from one another.

First appearance:
Wii Music (2008)
Special Attacks
Neutral Special: Handbell Harmony is one of the three side-minigames featured in Wii Music. In Handbell Harmony the players must try and accurately hit the notes of the song being played by shaking their Wii Remote and Nunchuck to play two handbells. In Super Smash Bros. the Mii shakes a handbell once, creating a small shockwave around its body. The attack is fairly weak and the Mii can even use the attack while moving, as they do not stop when they shake the bell. The attack can be used indefinitely in succession, though the shockwave will get smaller and smaller, and thus deal less and less damage, the more times it is used.

Side Special: Electric Guitars are a type of hand-based instrument that are imitations of the typical wooden chordophone that use transducers to convert the string's vibrations into electrical signals. In Super Smash Bros. the Mii mimics a popular move often performed by rock stars: the Mii jumps forwards, sliding forwards across the ground as they strum their guitar. If used in the air the Mii will jump forwards before entering a pseudo-helpless state. Either in the air or on the ground, the Mii damages all those they touch while the move is being performed.

Up Special: Trumpets are a type of brass aerophone, often used in orchestral or jazz performances. In Wii Music the Trumpet is one of the most basic types of instruments that can be used, and is played by using the 1 and 2 button exclusively. In Super Smash Bros. the Mii comically aims their trumpet downwards and produces a loud noise) that launches them upwards a fair distance, which also pushes nearby foes downwards without dealing damage to them.

Down Special: Maracas is a rattle instrument often made of wood and filled with small beans, and a playable instrument in Wii Music. Contrary to how it is used to create music, the Mii instead throws it forwards quickly, sending it tumbling through the air.

Final Smash: Be-Bops are a collection of four, apparently somewhat-sentient, musical notes that serve as the metronome for the player in Wii Music, keeping time to the song by bouncing up and down. In Super Smash Bros., the Mii will summon and begin to play a piano, creating a musical score that continues a fair distance to its right. This musical score traps foes in place and, after a moment, the four Be-Bops will bounce down and destroy this musical score and launch away the fighters trapped within it.

Alternate Costumes
A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
Miscellaneous
The Mii's entrance animation sees them appear on a small stage that rises up from the ground slowly, which then descends again and leaves the Mii on the ground of the stage.

The Mii's taunt sees them spin around and pose with both arms above their head at an angle, one leg bent slightly, and the other held straight-out with their heel perched on the ground.

The Mii's victory theme is a short remixed portion of the Wii Music main theme.

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Victory theme

The Mii's victory animations are as follows: the Mii and Sebastian Tute both play pianos, and they grin at each other happily as they tap the keys; the Mii sits down on the ground playing a shamisen along their victory theme; and the Mii beats on a large timpani drum three times before The Tutes from Wii Music break out of it, startling them.

Unlockable Fighters[edit | edit source]

Bowser Jr. King Boo Blue Bowser Koopa Troopa Mimi Dr. Mario Funky Kong Donkey Kong Jr. Timber Ashley Rudy Purple Wind Midna Toon Link Tetra Ravio Ganon Lickitung Mewtwo Tropius Deoxys Zoroark Moon Meta Knight Gooey Marx Marth Tiki Tsubasa Fighter Medusa Doc Louis Falco Callie Marie Shulk Wii Fit Trainer Ness Kumatora Urban Champion Sukapon Mike Icarus Mr. Game & Watch Maria Nester


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SSB Mario Series.png
Bowser Jr. is one of the main antagonists of the Super Mario series, and the second-in-command of Bowser's army. As Bowser's sole son, Bowser Jr. has as much say when it comes to the Koopa Troop's actions, and he often tries to defeat his foes without his father's help so that he can impress him. Bowser Jr. first appeared when Princess Peach and Mario were vacationing on Isle Delfino, and he kidnapped the former after being told that she was his mother. He rides around in his Junior Clown Car, a small flying mech that sports a clown's face on the front and hovers over the ground.
First appearance:
Super Mario Sunshine (2002)
Special Attacks
Neutral Special: Clown Cannon sees the Junior Clown Car open its mouth to reveal a cannon, and fire a small cannonball forwards, which succumbs to gravity and will fall to the ground after a short while. This attack can be charged up to increase the distance, and therefore damage, that the attack deals. The cannonball's appearance is very similar to those that are fired by the cannons often placed around Bowser's many airships.

Side Special: Clown Kart Dash is an attack that sees the Junior Clown Car sprout vehicles as it drops to the ground, essentially transforming into a kart from the Mario Kart series. After gaining wheels, Bowser Jr. charges forwards at a high speed, and will continue to do so as long as the special attack button is held down; once it is let go of, the Junior Clown Car will perform a spin to knock away foes, and return to its normal hovering state.

Up Special: "Abandon Ship!" is a warning call, often sounded as a warning that a ship, be it an aerial or aquatic-based one, is sinking. In the case of Bowser Jr.'s up special move, Bowser Jr. launches upwards and enters a unique pseudo-helpless state in which he wields a small hammer, abandoning the Junior Clown Car and leaving it to explode. Once Bowser Jr. lands on the ground, another Junior Clown Car will appear.

Down Special: Mechakoopas are a recurring type of enemy from the Mario series that, as its name implies, is a robotic unit of Bowser's Koopa Troop. When the move is activated, the Junior Clown Car lets a small Mechakoopa out of a hatch on its underside, and the small robot will wander forwards, and turn around when it reaches a ledge. After a short period of time the Mechakoopa will explode, though both Bowser Jr. and his foes can pick it up and throw it around to cause it to do so prematurely.

Final Smash: Shadow Mario Paint is a technique that sees Bowser Jr. transform into his blue, paint-based form of Shadow Mario from Super Mario Sunshine. Upon transforming, Bowser Jr. paints a large X across the screen, which damages those that touch it; while it is active, Bowser Jr. can go around and attack foes like normal. After a short while, the paint will disperse in a pulse, knocking away everyone currently touching it.

Alternate Costumes

Instead of having two special alternate costumes like all other characters, Bowser Jr. instead has each of the seven Koopalings as "special" costumes to replace them: in order these are Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa, Roy Koopa, Lemmy Koopa, and Ludwig von Koopa. Each of the Koopalings has their own unique voice clips, announcer calls, and crowd chants, but play identically to Bowser Jr. in every way. Though, in the Mario series some of the Koopalings have proportions that may be different from Bowser Jr.'s, in Super Smash Bros. their proportions have been altered slightly as to keep Bowser Jr.'s hitboxes the same.

Miscellaneous
Bowser Jr.'s entrance animation sees his Junior Clown Car, apparently empty, fly onto the stage, before Jr. pops out and makes an intimidating face towards the camera.

Bowser Jr.'s taunt sees him cross his arms and stand on the ridge of the Junior Clown Car, as he chuckles menacingly.

Bowser Jr.'s victory theme is a remix of the opening part of the "Enter Bowser Jr.!" theme from Super Mario Galaxy.

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Victory theme

Bowser Jr.'s victory poses are as follows: Bowser Jr. jumps out of his Junior Clown Car, performs a flip in midair, and lands with his hands on his hips as he chuckles menacingly; the Junior Clown Car, in kart mode, performs three donuts, as Bowser Jr. waves around his hammer; and Bowser Jr., searching around the Junior Clown Car, throws out two hammers and a Goomba before posing with his Magic Paintbrush.

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SSB Mario Series.png
King Boo is the leader of the Boo species. After Luigi wins a mansion in a contest (that he never even entered), Mario sets out to inspect his brother's prize. This, however, leads him into a trap set by the Boo king, who traps him within a portrait deep beneath the haunted mansion. After Luigi saves his brother from King Boo, the two become nemeses, echoing Mario and Bowser's rivalry. During the events of the Luigi's Mansion titles, Luigi always has to clash with King Boo's army of ghosts as they run rampant through the Mushroom Kingdom.
First appearance:
Luigi's Mansion (2001)
Special Attacks
Neutral Special: Lasers are a concentrated beam of light that utilizes gases or crystals to amplify a single colour of light and thus prevent it from getting wider or weaker the longer the beam is. In the prologue of Luigi's Mansion: Dark Moon, King Boo demonstrates the ability to fire lasers from his crown, and does so to destroy the Dark Moon that has kept the ghosts of Evershade Valley in a peaceful state. In Super Smash Bros. King Boo fires a laser from his crown, which deals damage on contact with any foe. As the special move button is held down, King Boo is unable to move while firing the laser but the player can angle it up or down. The laser deals minimal amounts of damage to foes, who do not recoil when hit by it.

Side Special: Spirit Balls are ghostly hazards featured in Luigi's Mansion: Dark Moon. King Boo gifts the Boos around Evershade Valley the ability to create these blue orbs, which turn any object they congregate around invisible. When Luigi uses the Dark-Light Device, he must use his Poltergust to suck up these ghosts before they either fly into him to deal damage or return to the object and make it invisible once more. In Super Smash Bros. King Boo spits one of these blue orbs from his mouth. The Spirit Ball will move forwards slowly and explode upon touching a fighter, wall, or after travelling a set distance. Because of the speed the Spirit Ball moves at, King Boo can use it as a trap by spitting one out and knocking an opponent into it.

Up Special: Teleporting a skill that King Boo, like all Boos, is often shown capable of performing. In Super Smash Bros. King Boo will disappear in puff of smoke and reappear a fair distance upwards or in whatever direction the control stick is tilted, dealing damage as he does. The special move button can be held down in order to increase the distance that King Boo teleports, but as charging the move does not halt his momentum when airborne, this could be disastrous and lead to him falling past blast lines.

Down Special: Ghostly Blowback is, while unnamed in Luigi's Mansion, a technique that King Boo uses on Luigi should he not have captured enough Boos before trying to face the ghostly king, who sends the green plumber back to the foyer of his mansion. In Super Smash Bros. King Boo will inhale deeply as the special move button is held down, increasing in size as he does so, before exhaling with great force that pushes foes caught in the blast a fair distance. The move does not need to be charged up, and pressing the special move button will instead see King Boo exhale weakly in a way that has minimal (but still potentially disastrous) effect on foes.

Final Smash: Paranormal Portal is, as its name implies, a portal to the Paranormal Dimension that King Boo creates prior to his boss fight in Luigi's Mansion: Dark Moon. When the king of the ghosts creates this portal, it releases a large number of ghosts that Luigi must capture in a limited amount of time, or risk his dimension collapsing in on itself. In Super Smash Bros. King Boo creates a Paranormal Portal that is slightly larger than his body; this portal draws in nearby foes and traps them in a cinematic where King Boo calls upon a variety of ghosts from Dark Moon (namely Greenies, Slammers, Hiders, Gobbers, Boos, one Polterpup, and a suit of armour possessed by the Tough Possessor) who then charge towards the foes who were sucked into the portal. After they are attacked by the ghosts, they are returned to the battle where they are launched away.

Alternate Costumes
Miscellaneous
King Boo's entrance animation sees him appear in a puff of smoke, before swinging his tongue towards the camera.

King Boo's taunt sees him laugh gleefully, waving his arms up in the air as he spins around.

King Boo's victory theme is a remix of King Boo's Mad, a theme from Mario Party 9.

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Victory theme

King Boo's victory poses are as follows: King Boo summons some Greenie ghosts from Luigi's Mansion: Dark Moon, who angrily fly off as King Boo chuckles; Bowser breathes fire as he swings his head around while looking up, but after a moment his head pops off (revealing it to be a suit) and King Boo reveals himself with a joyful laugh; and King Boo bounces up and down happily, mimicking his victory animation from Mario Kart Wii.

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Blue Bowser is a member of the same Koopa sub-species as Bowser is, though his identity and relationship to Bowser is unknown. Appearing exclusively in the Famicom Disk System version of Super Mario Bros.: The Lost Levels, Blue Bowser initially appears in World 8-4 and later again in World 9-3. Original documents claimed this mysterious Blue Bowser to be brother of the Koopa King, though 2015's Encyclopedia Super Mario Bros. claims otherwise, stating that nothing is known about this strange beast. Some believe him to be just another Fake Bowser created by Bowser's magic, though defeating him with fireballs reveals that he is not just another member of the Koopa Troop disguised as their king. Interestingly, a Fake Blue Bowser also appears in Super Mario Bros.: The Lost Levels, appearing in World D-4; this Fake Blue Bowser turns into a Spiny when defeated by fireballs, clearly showing that Blue Bowser is a separate entity to Bowser, and to the Fake Bowsers.
First appearance:
Super Mario Bros.: The Lost Levels (1986)
Special Attacks
Neutral Special: Fire Blast is based on Bowser's well-known ability to shoot fire from his mouth; Blue Bowser is also shown to possess this skill. In Super Smash Bros., Blue Bowser fires a small arrow of fire from his mouth, which travels quite far before disappearing. However, while it has decent range, it travels relatively slowly, and shorter fighters can even duck underneath it.

Side Special: Hammer Throw is one of Blue Bowser and Bowser's attacks in Super Mario Bros.: The Lost Levels. Similar to how the Hammer Bro. enemy from that game attacks by throwing hammers upwards while jumping, Blue Bowser (and Bowser) will throw a number of hammers in an arc at Mario. In Super Smash Bros., Blue Bowser will throw three. Should the special attack button be held down, Blue Bowser will throw them higher and in a wider arc; if simply tapped, he will weakly lob them. The damage dealt by these hammers is not dependant on how far they fly.

Up Special: Axe Slice, while not an attack Blue Bowser (or, for that matter, Bowser) has been shown to perform in the Super Mario series, it is based off the technique that Mario can use to defeat the Koopa King's doppelgänger. In Super Mario Bros. and Super Mario Bros.: The Lost Levels, Mario must touch an axe located behind Bowser (or Blue Bowser) in order to destroy the bridge and knock the Koopa into a pool of lava. In Super Smash Bros., Blue Bowser uses this same axe to perform a powerful uppercut-like attack, which sends him soaring upwards a short distance while also dealing great damage to those nearby. If the special attack button is pressed again while Blue Bowser is airborne, he will slam downwards into the ground.

Down Special: Spiny Bomb, is yet another attack that isn't inherently based on an action performed by Blue Bowser in Super Mario Bros.: The Lost Levels, though again, does take inspiration from that game; the Fake Blue Bowser that appears in World D-4 of Super Mario Bros.: The Lost Levels is revealed to be a Spiny should it be defeated by Fire Mario's fireballs. In Super Smash Bros., Blue Bowser will throw a Spiny Egg downwards, which, unlike actual Spiny Eggs, explodes to propel Blue Bowser a short distance upwards. In the air, this Spiny Egg will fall downwards and only explode should it come in contact with a foe or a platform.

Final Smash: Game Over is an event that occurs in most video games should the player run out of extra lives and be defeated once more; in Super Mario Bros. and The Lost Levels, Mario would be defeated if he fell into a either bottomless pit or a pit of lava, or if an enemy were to hit him while he was Small Mario. If he were to be defeated once more with no extra lives remaining, a black screen with the words "GAME OVER" would appear and the player would be returned to the title screen. In Super Smash Bros., Blue Bowser will pull out an axe and chop forwards. Any foe that he hits will be knocked into a cinematic where they will appear stunned and sitting on a bridge that Blue Bowser destroys with his axe, sending them into a pit of lava which deals damage to them and sends them flying upwards. As Blue Bowser cuts the bridge down, the Game Over fanfare from Super Mario Bros. will play as the words "GAME OVER" appear above the bridge and those on it.

Alternate Costumes
Miscellaneous
Blue Bowser's entrance animation sees him stomp out of a small fortress which collapses as he exits it.

Blue Bowser's taunt sees him take out a magic wand and spin it in the air in a circle.

Blue Bowser's victory theme is a rock remix of the fanfare that played in Super Mario Bros. when Mario got a Game Over.

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Victory theme

Blue Bowser's victory poses are as follows: Blue Bowser slams his axe into the ground before crossing his arms and laughs; Blue Bowser stomps the ground, causing embers to flare up around him as he turns his back to the player; and Blue Bowser punts a Spiny Egg off the right-side of the screen before laughing evilly.

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Koopa Troopas are a turtle-like species that serve Bowser as members of the Koopa Troop. One of Mario's oldest foes, Koopa Troopas first debuted in Super Mario Bros. and have since become one of Bowser's most-deployed troops. Though not as common, or as weak, as the Goombas, Koopa Troopas are still one of the enemies that the Mario Bros. encounter, and defeat, the most. What sets them apart from most other enemies is that they are not defeated in a single stomp, as the first stomp will instead eject it from its shell, allowing it to then be defeated.
First appearance:
Super Mario Bros. (1985)
Special Attacks
Neutral Special: Spiked Balls are objects used by the Spike enemy to attack in most Mario games that they appear in. In Super Smash Bros., Koopa Troopa pulls out a small spiked ball and lobs it forwards, and it disappears upon touching the ground.

Side Special: Flashing Shells are initially yellow-coloured Koopa Shells that flash a variety of different colours when a Kamikaze Koopa enters it. In Super Mario World, the Kamikaze Koopa slides around the ground, chasing Mario until he can get far enough away. In Super Smash Bros., Koopa withdraws into its shell and it can be controlled left or right, with a very long and clumsy delay. Koopa can exit his shell and hop up into his bipedal form via a press of the special attack button.

Up Special: Super Koopas are a type of shell-less Koopa Troopa that can be found in Super Mario World. These Beach Koopas, instead of having shells on their back, instead wear yellow capes and fly through the air at the Mario Bros., dropping Cape Feathers when they're stomped on. In Super Smash Bros., Koopa Troopa temporarily dons a yellow cape and blasts upwards in a diagonal direction at a high speed, dealing damage to and travelling through any opponent he comes in contact with during his movement.

Down Special: Thwomps and Grrrols are almost entirely-invulnerable stone-based enemies that have made frequent appearances throughout the Mario series - Thwomps first appeared in Super Mario Bros. 3, while Grrols in New Super Mario Bros. U. Thwomps are known to suspend themselves in the air, and crash down at a high speed to damage Mario when he travels beneath them. In Super Smash Bros., Koopa summons either a Thwomp or a Grrrol depending on whether the move is used in the air or on the ground. When in the air, Koopa will throw a Thwomp straight downwards at a tremendous speed, while when on the ground he will instead kick forwards a Grrrol. Both enemies deal massive damage and knockback to foes, though Koopa will enter a helpless state when airborne after the move's use, whereas on the ground the move instead has a very long startup period.

Final Smash: Bill Blasters are stationary cannons that fire Bullet Bills; these "enemies" first debuted in Super Mario Bros., and have appeared in almost all the same games that Bullet Bills have. In Super Smash Bros., Koopa Troopa uses a Bill Blaster as a bazooka, and fires three Bullet Bills that travel forwards and converge onto a single point in front of him at a high speed, before firing a larger Banzai Bill forwards to decimate all enemies directly in front of him. The Banzai Bill drags foes along with it as it travels all the way across the screen.

Alternate Costumes

Half of Koopa Troopa's alternate costumes transform him into the skeletal Dry Bones. The two play identically to one another, though are acknowledged as separate by the crowds and announcer, in addition to having different vocal clips. Corporal Paraplonk and Kylie Koopa, from Mario & Luigi: Bowser's Inside Story and Mario & Luigi: Partners in Time respectively, also appear as two of Koopa's alternate characters, and, while referred to as "Paraplonk" and "Kylie", they reuse Koopa Troopa's voice clips.

Miscellaneous
Koopa Troopa's entrance animation sees him slide onto the stage in his shell, before stopping and standing up while chirping.

Koopa Troopa's taunt sees him jump up and down three times, arms raised in the air, while chirping happily.

Koopa Troopa's victory theme is a remix of the battle victory fanfare from Paper Mario.

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Victory theme

Koopa Troopa's victory poses are as follows: Koopa spins around while in his shell, before popping out and hopping up with one arm in the air; Koopa slides across the screen, and bounces back from off-screen, jumping out of his shell while dizzy; and Koopa, alongside a Goomba and a Boo, all toss small spiked balls up in their hands before throwing them at the screen.

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Mimi is a mysterious individual who serves as one of the villains of Super Paper Mario. Mimi is a girl who serves under Count Bleck, who often uses her cute appearance to mask her true cruel and violent nature. She is theorized by Carson to be a failed Pixl or the unintended result of shape-shifting experiments, as not only can Mimi accurately mimic another person's appearance, but her true form is that of a large spider.
First appearance:
Super Paper Mario (2007)
Special Attacks
Neutral Special: Rubee Barrier is a technique that Mimi uses a number of times during the events of Super Paper Mario, utilizing the red jewels to protect herself instead of as an attack like she usually does. In Super Smash Bros. Mimi summons a ring of three small Rubees around herself, which spin around her to act as a shield. These Rubees will absorb the power of up to three energy-based projectiles before breaking, though the player can use this special move again at any time to throw the remaining Rubees forwards. Physical attacks and projectiles will destroy one of the Rubees in a single hit.

Side Special: Rubee Shot is a move based on one of the attacks Mimi uses in her true, spider-like form, in Super Paper Mario. Rubees are a type of red crystal adored by the little girl, and she has a large stash of such stones kept in Merlee's Mansion, which she had taken over and cursed for a time. In Super Paper Mario, Mimi would fire these crystals out at Mario and his allies, which could be picked up and thrown by Thoreau the Pixl. In Super Smash Bros. Mimi summons a Rubee and throws it in a slight arc forwards with a spiked end facing away from her. This Rubee acts as a physical projectile that travels a fair distance at a slow speed, though it has a unique quality in that in can be thrown at a wall and be used as a soft platform temporarily. A Rubee that is stuck in the wall can be destroyed with a single attack, and it will disappear after a few short moments or when Mimi throws another one.

Up Special: Teleporting is a skill that most of the villains affiliated with Count Bleck display in Super Paper Mario, Mimi being one of them. In Super Smash Bros., Mimi teleports upwards, or in whatever direction the control stick is tilted, a fair distance, appearing and disappearing in a red light that deals slight damage to any nearby foe.

Down Special: Shapeshifting is Mimi's most notable ability, which she uses quite a number of times during the events of Super Paper Mario, sometimes for comedic effect despite her nature. In Super Smash Bros. Mimi uses her shapeshifting ability as a counterattack. Mimi will perform a pirouette to dodge out of the way of her opponent's attack, before transforming into them to perform the exact same move that was used on her. If she tries to counter a projectile, she will instead just dodge out of the way and not actually retaliate.

Final Smash: Rubee Rain is an attack based on an attack that Mimi uses against Mario and his allies when in her spider-like form. As its name implies, the attack sees Mimi rain large Rubees down upon the enemy. In the first battle against her, in Chapter 2 of Super Paper Mario, Mimi transforms into her spider form and climbs onto the ceiling, summoning these large red jewels and throwing them at her opponents. In Super Smash Bros. the attack acts similarly, with Mimi transforming into her true form and climbing up the side of the screen and off the top of it. She will then begin summoning a series of red jewels down upon the area around where the move began. After throwing five of these large Rubees, Mimi will teleport back to where she used the move.

Alternate Costumes
Miscellaneous
Mimi's entrance animation sees her warp onto the stage, clap, and wink.

Mimi's taunt sees her wink and blow a kiss out in front of her, a small pink heart rising from her head as she does so.

Mimi's victory theme is a cheerful remix of Mimi's battle theme from Super Paper Mario.

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Victory theme

Mimi's victory poses are as follows: Mimi jumps out of a large pile of Rubees, waving with both of her arms as she does so; Mimi winks towards the camera before summoning a giant Rubee to lean against; and Mimi transforms from her true form into her girl form, before angrily waving her hand at the camera.

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Dr. Mario is the main protagonist of the Dr. Mario series of puzzle games. Dr. Mario is essentially just the name that Mario takes while operating on patients infected by various Viruses, using the power of Megavitamins to cure their strange diseases. Dr. Mario works alongside Dr. Luigi and Nurse Toadstool in the virus research lab at the Mushroom Kingdom Hospital, the kingdom's foremost medical centre dedicated to complete eradication of the colourful Viruses.
First appearance:
Dr. Mario (1990)
Special Attacks
Neutral Special: Megavitamins are the main focus of gameplay within the Dr. Mario series, acting as the element around which the puzzle gameplay is based. The Megavitamins developed by Dr. Mario are pills that are composed of two halves, with each half often being a separate colour - a capsule's half can be red, blue, or yellow, with a Megavitamin being any combination of the three or a solid colour. Though the Dr. Mario series shows these capsules to be small enough so that many can be fit in a glass jar, counted only though a magnifying glass, the Megavitamins in Super Smash Bros. are based on their appearance in artwork for the first Dr. Mario game, with each pill being long enough to extend out of Dr. Mario's open hand. In Super Smash Bros. Dr. Mario will throw a pill forwards, and it will travel forwards a slow distance as it spins through the air, dealing damage multiple times as it drags foes along with it.

Side Special: Ambulances are a type of vehicle used by medical professionals to transport patients to a medical centre and sometimes provide assistance to them in the back of the vehicle; for this reason, ambulances and (despite them often not being the ones inside the vehicles) doctors are commonly associated with one another. Ambulances have never appeared in the Mario series proper, though a piece of artwork for Super Mario Print World depicts Dr. Mario driving such a car. In Super Smash Bros. Dr. Mario will summon an ambulance and drive it forwards a short distance, dealing massive damage and knockback to a foe he runs through, though the attack has a long period of ending lag as he performs a turn while braking, dealing the most amount of damage and knockback during this time.

Up Special: "Miracle Cure" is the subtitle of the seventh entry in the Dr. Mario series. Dr. Mario: Miracle Cure was released for the Nintendo 3DS and was the final Mario title where Satoru Iwata was credited as executive producer prior to his death in July 2015. Despite sharing its name with this downloadable game, Dr. Mario up special move in Super Smash Bros. has no other connection to this game. Instead, the technique is loosely based on a piece of artwork for Super Mario Print World that depicts the titular character holding a vial of bubbling purple liquid: Dr. Mario pulls out a comically-large syringe filled with this purple liquid and releases it downwards, which propels him upwards. The purple liquid deals some minor amount of damage, but does push them a fair distance away.

Down Special: Viruses are the main antagonists of the Dr. Mario series. Most games in the Dr. Mario series feature three types of Virus: the blue Chill, the red Fever, and the yellow Weird. In the puzzle games all of these Viruses act the same, though are said to cause those infected by them to feel extreme cold, feel extreme heat, or randomly transform into different shapes, respectively. In Super Smash Bros. Dr. Mario throws forwards a (very large) Virus, who will latch on to the first enemy in its path. The colour of the Virus that Dr. Mario throws is random, though they all mainly act the same. The sole difference between each Virus is that they all deal different types of elemental effects as they "infect" the foe they latch on to: blue deals icy damage, red deals fire damage, and yellow deals electrical damage.

Final Smash: Dr. Mario is a series of puzzle games that first released on the Nintendo Entertainment System and Game Boy with Dr. Mario in 1990. This puzzle game series is similar to other tile-dropping video game series, such as Tetris and Puyo Puyo, as it sees the player needing to line-up items (in this case, Megavitamins) of one colour to cause them to disappear and take any Virus trapped in the pile along with them. In Super Smash Bros. Dr. Mario points upwards and giant Megavitamins will begin to fall from the sky, through the entire stage, which explode in the same way they do in the Dr. Mario series should they hit a foe, causing them to be launched away. These Megavitamins will fall for a short period of time, and Dr. Mario can move around and attack foes while they do, potentially knocking enemies into their line of movement.

Alternate Costumes
Miscellaneous
Dr. Mario's entrance animation sees him already on the stage, appear from behind a wall of Megavitamins that quickly disappear.

Dr. Mario's taunt sees him toss a Megavitamin up into the air, and angrily snatch it out of the air as it falls down near his face.

Dr. Mario's victory theme is a techno remix of the opening of the victory theme from Dr. Mario 64.

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Victory theme

Dr. Mario's victory poses are as follows: Dr. Mario juggles three Megavitamins in the air, before catching them in his arms; Dr. Mario throws two Megavitamins, one to his left and one to his right, before pointing up into the air; and Dr. Mario examines a bubbling purple liquid in a thin beaker, which lets out a small poof that causes him to flinch.

Funky Kong is a major recurring character from the Donkey Kong series. A very athletic member of the Kong family, Funky primarily runs a number of different stores that Donkey Kong and his pals can purchase items or services from. His first shop was Funky's Flights (where he'd fly Donkey Kong and Diddy Kong to other areas of DK Island), followed by Funky's Flights II (which was essentially the same service), Funky's Rentals (where he'd rent out a watercraft to Dixie Kong and Kiddy Kong), Funky's Store (where the Kongs of Donkey Kong 64 could buy weapons and ammo for them), and lastly Funky's Fly 'n' Buy (which was a store that carried several different items for the use of Donkey, Diddy, Dixie, and Cranky Kong).
First appearance:
Donkey Kong Country (1994)
Special Attacks
Neutral Special: Funky Skip is based upon an ability that Funky Kong demonstrates in the Nintendo Switch version of Donkey Kong Country: Tropical Freeze. In that game's "Funky Mode", the player can control Funky Kong, who has a wide range of abilities that make the game easier for beginners. One such ability sees Funky Kong use his surfboard to skip across the surface of water. In Super Smash Bros., Funky Kong will pull out his surfboard and fly forwards a short distance as he lands down on it. When on the ground, players can continually skip forwards by timing presses of the special attack button. When in the air, Funky Kong will fly forwards a further distance but will then enter a pseudo-helpless state.

Side Special: Spinning Kong is a technique that, while originally created for Donkey Kong's use in the Nintendo 64 title Super Smash Bros., mimics Funky Kong's wild and outgoing personality. Upon pressing the special move button, Funky Kong will spin his body, with his arms outstretched, horizontally, and fly forwards a short distance as if he were a helicopter's propeller. If the player holds upwards on the control stick, Funky will instead fly upwards a very short distance before falling helpless, making it useful as both a vertical and horizontal recovery.

Up Special: Barrel Cannons are a recurring object in the Donkey Kong franchise, first appearing in Donkey Kong Country and returning in all subsequent entries of the Donkey Kong Country and Donkey Kong Land series. Barrel Cannons are, as implied by their name, wooden barrels that launch those who enter them like a cannon. Though Funky has never used a Barrel Cannon outside his playable appearances, in the first two Donkey Kong Country titles Funky Kong offers a service where he will fly the playable Kongs around the world using his half-plane, half-barrel hybrids. In Super Smash Bros. Funky Kong will summon a Barrel Cannon beneath him and it will launch him high into the air. Funky will deal damage to foes as he is fired upwards, and the Barrel Cannon will also explode after a short moment to also damage nearby fighters; the Barrel Cannon can be used by other players in the short period of time between Funky using it and its detonation.

Down Special: Surfboard Smash is, as accurately described by its name, a powerful attack that sees Funky slap the ground with his surfboard to create shockwaves in front of him. While a single use is fairly useless, multiple can be chained together by rapidly pushing the special attack button, making it a gamble should a foe wish to land on a smaller platform that is being rocked by such shockwaves. If used in the air, Funky will smash his surfboard downwards in front of him and cause foes he hits to be meteor smashed downwards, but they can not be chained together as they could be on the ground.

Final Smash: Funky's Flights, or variations thereof, is a recurring structure in the Donkey Kong series, initially appearing in Donkey Kong Country, but is also the name of a minigame in the Game Boy Advance remake of Donkey Kong Country 2: Diddy's Kong Quest, off which this Final Smash is based. Summoning the Gyrocopter, Funky Kong takes to the skies, and the player can fly him around and shoot small missiles that denote in golden explosions after travelling a short distance (or when they hit an opponent) with either the special or standard attack buttons.

Alternate Costumes
Miscellaneous
Funky Kong's entrance animation sees him bursting out of a Star Barrel with a powerful breakdancing-esque kick, followed by a thumbs up and a smile to the camera. Tawks the Parrot, who was perched on the Star Barrel prior to its destruction, gives Funky a thumbs-up as he flies away.

Funky Kong's taunt sees him perform a surfing pose, despite not being on a surfboard, as he gives a peace sign with his hand.

Funky Kong's victory theme is a cover of the fanfare that plays in the Donkey Kong Country titles whenever Donkey Kong (or any other playable character) defeats a boss or completes a Bonus Game. Though the song is the same as the one used for Donkey Kong's victory fanfare, Funky Kong's remix has a more tropical vibe to it and is distinctly different.

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Victory theme

Funky Kong's victory animations are as follows: Funky Kong, standing on his surfboard, performs a backflip and lands in a one-handed handstand, with the other hand showing off a thumbs up; Funky Kong snaps his fingers and holds his hand above his head before performing a somersault and landing in a surfing position; and Funky Kong runs atop a rolling barrel, which bounces off the ground and into the air before landing vertically on the ground, and Funky lands in a sitting position atop it.

Donkey Kong Jr. is the father of the current Donkey Kong and the son of Cranky Kong. In his debt title, in which he stars, Junior must work to rescue his father from Mario, who has locked the ape in a cage after he saved his girlfriend, Pauline, from him. Prior to the success of Donkey Kong Country, Junior made appearances in a number of Mario spin-off titles, including Super Mario Kart and the Nintendo 64 Mario Tennis, though would eventually be phased out in favour of Diddy Kong.
First appearance:
Donkey Kong Jr. (1982)
Special Attacks
Neutral Special: Primate Punch Jr. is Donkey Kong's neutral special move in Super Smash Bros., and while Junior isn't a clone of Donkey Kong, the two do share this attack. Borrowed from Chunky Kong, Donkey Kong Jr. winds his arm in circular motions before punching forwards, the amount of damage dealt increasing should the move be charged up by holding the special move button. Compared to Donkey Kong's Primate Punch attack, it is weaker and can not be charged up as long, though Junior punches faster.

Side Special: Vine Snares are traps made by hunters in order to catch prey. Though more commonly made with rope, a snare will loop around a part of an animal that enters it, before stringing them up over the support. In Donkey Kong Jr., though the snare part of the attack is absent, Donkey Kong Jr. must make his way up to the top of the stage by climbing up vines. In Super Smash Bros. Junior uses a vine like a lasso, throwing it forwards a fair distance to grab a foe from afar, before throwing them away as he spins 180 degrees. This special attack can also be used by Junior to tether recover.

Up Special: Nitpickers are small birds, apparently tamed by Mario, that appear in Donkey Kong Jr. as enemies. In Donkey Kong Jr. they will fly straight forwards once Mario releases, and will also drop an egg once they reach the end of the screen and turn around. In Super Smash Bros. Junior summons a Nitpicker, which, like the Snapjaw, uses its redesign from the Mario vs. Donkey Kong titles, who grabs Junior's back and carries him upwards a short distance. After flying a set distance, the Nitpicker will automatically drop Junior, who will enter a helpless state, and disappear. If the special attack button is pressed while Junior is being carried however he will jump off the bird of his own will, entering a pseudo-helpless state instead. The Nitpicker will carry Junior straight upwards, though this can be angled by tilting the control stick.

Down Special: Snapjaws are a type of enemy present in Donkey Kong Jr., sent by Mario to hinder Junior's attempts at freeing his father. Snapjaws appear to be mechanical in nature, fashioned after crocodile heads, and they travel across the ground before climbing down, and back up, one of the vines Junior may be climbing. In Super Smash Bros. Junior sends out a Snapjaw, which uses its redesign from the Mario vs. Donkey Kong series (but will be coloured blue or red instead of green, much like in Donkey Kong Jr.), which travels forwards a short distance snapping its jaws before disappearing. Snapjaws will also travel up or down vertical surfaces they encounter.

Final Smash: Donkey Kong Jr. Math was the third entry in the Donkey Kong series, and a launch title for the Nintendo Entertainment System. Essentially reusing the code and graphics of Donkey Kong Jr., Donkey Kong Jr. Math was an educational platforming game where Junior would need to answer the mathematical problems given to him, collecting the needed numbers that are scattered around the level. In Super Smash Bros., Junior's Final Smash is a parody of this game, likely due to the game's negative reception. The attack simply sees Junior hold up a sign, much like his father would in the two-player mode of Donkey Kong Jr. Math, before numbers and other mathematical symbols begin to rain from the sky, dealing damage to all those that touch them. Junior will freak out for a moment as the numbers begin to fall, though will quickly regain his composure, and the player will be able to move about and attack for the rest of the Final Smash's duration.

Alternate Costumes

Credit to Nibroc-Rock for making the Donkey Kong Jr. render.

Miscellaneous
Donkey Kong Jr.'s entrance animation sees him climb down a vine, which, unlike most other elements from Donkey Kong Jr. that appear in his moveset, appears as its sprite from the aforementioned title.

Donkey Kong Jr.'s taunt sees him pull out a large golden key and hold it above his head as he smiles, before he puts it away.

Donkey Kong Jr.'s victory theme begins as a direct port of the Donkey Kong Jr. title screen fanfare, before it quickly transitions into a more upbeat remix of the same song.

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Victory theme

Donkey Kong Jr.'s victory animations are as follows: Junior swings from off the right-side of the screen on a vine, performing a front flip as he jumps off but landing clumsily; Junior slaps the ground with his hands as he happily hops up and down; and Junior holds up a key with one hand, and points towards the camera with the other as he chuckles.

Timber the Tiger is one of the ten playable characters in Diddy Kong Racing. Timber's family owns an island, and after it is invaded by Wizpig while his parents are away the young tiger calls upon Diddy Kong and the rest of his friends to help him defeat the alien in his racing challenges. In the Nintendo DS remake of Diddy Kong Racing, Timber's stats are all balanced, at 3 stars each, whereas in the original Nintendo 64 title Timber's turning stat was slightly lower than his top speed and acceleration. In both versions of the game, Timber's vehicles are dark green in colour.
First appearance:
Diddy Kong Racing (1997)
Special Attacks
Neutral Special: Mini Missiles are the basic type of item acquired by hitting a single Red Balloon in Diddy Kong Racing. By running through more Red Balloons, the Missile can be upgraded into a single Homing Missile by hitting a second balloon, and into a scattershot of ten Missiles upon hitting a third. In Super Smash Bros. Timber fires a small missile forwards from the front of his kart, which will travel a short distance and detonate in a small explosion upon hitting a wall or enemy.

Side Special: Zipper Boosts are objects that appear on the racecourses throughout Diddy Kong Racing, granting the one who drives over it (or travels through it should they be in the air or on the water) a boost. By travelling through a Blue Balloon a racer can obtain a small speed boost as an item, with consecutive hits to Blue Balloons giving the user more-powerful boosts. In Super Smash Bros. Timber will blast forwards at a high speed as blue flames erupt from the exhausts of his kart, signifying that this is the second-tier boost item.

Up Special: Aileron Roll is a maneuver that can be performed in an aerial vehicle such as a plane. This technique sees the pilot of such a vehicle spin their vehicle 360 degrees while moving forwards in a way that causes the vehicle to lose no altitude or speed. In Super Smash Bros. Timber's kart will transform into a plane as he dashes at a steep upwards angle, performing an aileron roll to deal damage and knock away foes as he does so.

Down Special: Spike Mines are an item that can be obtained in Diddy Kong Racing by driving through two consecutive Green Balloons. Due to Diddy Kong Racing allowing the player to race with karts, hovercrafts, or planes, Spike Mines can be placed on the ground or in the air above water or after ramps. In Super Smash Bros. Timber will drop such a mine behind his kart, which deals damage to foes on contact with an explosion. The mine will disappear after a short period of time, and Timber can only have one mine on the stage at a time. Like in Diddy Kong Racing, a Spike Mine will float in the air.

Final Smash: Adventure Mode is the main gameplay mode of Diddy Kong Racing, where the player travels around Timber's Island, collecting Golden Balloons in order to challenge Wizpig and his hypnotized goons, and stop him from adding his island into the amusement park of usurped worlds that is Future Fun Land. In Super Smash Bros. Timber holds up a Wizpig Amulet before calling upon Tiptup, Pipsy, Bumper, T.T., Krunch, and Drumstick who all race through the stage's entire length while piloting karts (Tiptup and Krunch), hovercrafts (T.T. and Krunch), and planes (Pipsy and Bumper), damaging any in their path as they move along. Those in kart and hovercrafts will drive straight-through the stage where Timber is, while those in planes will fly up and down at varying heights; all will travel through any platform that may be in their way, however.

Alternate Costumes
Miscellaneous
Timber's entrance animation sees him hop onto the stage from the background in his kart, performing a spin as he lands.

Timber's taunt sees him throw his hat up and wave towards the screen, his hat landing on his head after a flip.

Timber's victory theme is a surf remix of the opening of his version of the character select theme from Diddy Kong Racing.

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Victory theme

Timber's victory animations are as follows: Timber uses a wrench to tighten the bolts on the tire of his vehicle, before wiping his forehead with his arm and waving with his wrench towards the screen; Timber performs a doughnut in his kart, throwing his hat into the air after he does so; and Timber holds a Red Balloon, which he lets go of and watches it fly away.

Ashley is a young witch girl who makes frequent appearances as an employee of the titular company of the WarioWare series. Ashley, and her small demon servant Red, live alone in a large haunted mansion, but frequently travel around Diamond City and the world in order to train their magical powers. Despite having Red by her side almost all the time, Ashley herself is fairly lonely, as her parents live far away in her hometown, and she relies on most of the other WarioWare employees for company, albeit on rare occasions.
First appearance:
WarioWare: Touched! (2004)
Special Attacks
Neutral Special: Vortex of Chaos is an attack that sees Ashley hold her wand in the air to create a tornado of dark energy that whips around her at a high speed for a short moment, damaging all those nearby while also absorbing energy-based projectiles. The attack itself is not based on any ability Ashley is shown to be able to perform in the WarioWare series, instead being inspired by the "Ashley Meets Halloween" webcomic. If Red is not around Ashley when she attempts to use it, she will instead hold her stuffed rabbit up in the air by mistake, and spin herself around in an attempt to attack, but only deal very minimal damage to those who actually run into her.

Side Special: Shadow Blast is yet another attack not based directly on another move Ashley has not explicitly demonstrated in the WarioWare series, but again is based on another ability she has shown to be able to perform. In Game & Wario Ashley is shown capable of firing blasts of magic from her hand in her minigame, though in Super Smash Bros. she once again uses her wand. When the move is activated, Ashley holds out her wand and fires a pulse of dark energy that extends out in a conical fashion away from her, dealing more damage and knockback to those closer to the witch. If Ashley attempts to use this move without Red, she will instead pull out a lollipop and hold it out in front of her for a moment before putting it away, not dealing any damage.

Up Special: Broomsticks are a common item used by witches, and is used by Ashley herself prominently throughout her minigame in Game & Wario. In the Ashley minigame of Game & Wario, the player must control Ashley as she flies horizontally through levels on her broomstick, and fire purple orbs to destroy obstacles in her path. In Super Smash Bros., Ashley summons her broomstick and dashes upwards at an angle a short distance, while encasing herself in a magical aura that deals damage to those she hits. This is Ashley's only special move that can still be used should Red be KO'd, though Ashley is unable to project a magical aura due to his absence and will thus travel through opponents instead of damaging them.

Down Special: Trident Charge is an attack that is actually based around Red's signature trident weapon, which is said to be part of his body. Appearing in front of Ashley, Red holds out his Trident as Ashley launches them forwards a fair distance with a blast of magic. The attack damages fighters both in front of and behind Ashley and Red, as coming in contact with Red's trident will deal damage, as will Ashley's initial blast of magic. If used in the air, Ashley will instead propel them at a downwards angle, though they will continue to move forwards a short distance should they land on the ground during its duration. Should Red not be around when Ashley tries to use the attack, she will instead propel herself a short distance forwards both in the air and on the ground with a weak magical blast; while the attack normally leaves Ashley and Red helpless should they be airborne at the move's end, Ashley can use this multiple times in the air as a weak horizontal recovery.

Final Smash: Ashley's Star Revolution is the name of the collection of songs that plays during the "Ashley" minigame in Game & Wario, on which this Final Smash is based. Once used, Ashley will summon her broom and cross the entire length of the screen, trapping any she hits inside of cookie-like prisons. Once she reaches the other side of the screen, a short cinematic plays out where Ashley uses her wand to summon a stream of purple orbs to destroy the cookies she trapped her opponents in, which launches them away once the battle resumes shortly thereafter.

Alternate Costumes
Miscellaneous
Ashley's entrance animation sees her fly in on her broomstick, waving her wand around, before it stops and gracefully steps off it, the wand turning back into Red as she does so.

Ashley's taunt sees Red perch himself on Ashley's shoulder, and he raises his pitchfork while making a sound resembling a growl.

Ashley's victory theme is a remix of an excerpt of her (instrumental) theme song from WarioWare: Touched!, dubbed "Ashley's Song".

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Victory theme

Ashley's victory poses are as follows: Ashley flies in on her broom, before stopping and allowing Red to shift back into his normal form; Red transforms into a number of different objects (Link's Master Sword, a Splattershot, and a frying pan) before turning back into his normal form and falling to the ground dizzy; and Ashley hums along with her theme song as she sits reading a book and munching on a cookie, with Red laying down next to her asleep while cuddling Ashley's stuffed bunny.

Rudy the Clown, also referred to as simply "a hidden figure", is the main antagonist of Wario Land 3. After Wario ends up getting trapped in the world within a music box, Rudy introduces himself to the greedy treasure hunter as the ruler of this domain. Claiming that an evil being robbed him of his power, he tasks Wario with breaking the seals on five special music boxes and bringing them to him. After he does so however, the hidden figure reveals his true form - a giant demonic clown - and explains that the monsters that Wario had faced along the way were actually the original inhabitants of the music box's world, transformed by Rudy's power before those remaining could seal it away.
First appearance:
Wario Land 3 (2000)
Special Attacks
Neutral Special: Madcap Wallop is an attack inspired by Rudy the Clown's battle in Wario Land 3. Despite being the final boss of that game, Rudy only has a single attack: he attempts to grab Wario, and successfully doing so results in an instant Game Over. The Madcap Wallop technique is a powerful punch attack, which sees Rudy expand his fist to a larger size before punching forwards. The move is very powerful, dealing massive knockback, but the move's start-up is fairly tedious.

Side Special: Gagman Grip is loosely based on Rudy's method of attack in Wario Land 3. The move sees Rudy make his fist slightly larger as he grabs while dashing a very short distance forwards. If he successfully grabs a foe, he will dive downwards like a torpedo, spinning while carrying his opponent in a tight embrace that leaves both of them helpless until they hit the ground. The higher Rudy and his opponent fall before colliding with the ground increases the amount of damage the latter will take in a firework-like explosion as they land; though if they were to fall from too high, Rudy would take a bit of recoil damage as well. If the distance Rudy and his opponent fall is short enough, instead of taking damage Rudy's opponent will be buried in the ground.

Up Special: Clown Clonk serves as Rudy's main method of recovery, though it primarily serves to deal damage as the amount of vertical (and horizontal) distance he travels is minimal. The attack begins with Rudy jumping upwards, swinging his arms out in a wild upwards punch as he does so, before he performs a powerful downwards smash with both of his hands after a short ascent. The second attack will spike airborne foes, though the first punch is fairly weak.

Down Special: Zany Bulwark is the only one of Rudy's special attacks not based off his use of his large fists in the final boss fight of Wario Land 3. Instead, this is a more-defensive technique. Rudy makes an 'X'-like shape with his arms across his chest, his hands spread with their palms facing away from his body. This pose somehow creates a shield around Rudy, which, while not making him impervious to attacks, does deafen the amount of damage he takes. This technique can be held indefinitely, though Rudy's head is left wide open, and he will also break posture should he sustain enough damage or take an attack that deals a particularly great amount of knockback.

Final Smash: Overlord's Grasp is the name of Rudy's Final Smash, and is the attack most based on his boss fight in Wario Land 3. Upon activating the move, Rudy will go into the stage's background and grow to an immense size. The player will then be able to take control of Rudy's hands, and he punches downwards through the entire stage once the special or standard attack buttons are pressed. The amount of time that the player has control of the giant Rudy is very limited - the player could hypothetically punch the same area three times if they were to use their button presses to attack with perfect timing, though it is more likely that a player will only get two punches in at maximum. If the player does not manually punch during the move's duration, Rudy will automatically punch down on whatever spot his hands are above before he shrinks back to normal.

Alternate Costumes
Miscellaneous
Rudy's entrance animation sees him appear out of a puff of smoke, five small square lights charging away from him in a star-like shape at a high speed.

Rudy's taunt sees him smile deviously as he claps three times at a slow rate.

Rudy's victory theme is an intense, electric guitar-based remix of an excerpt of the theme that plays during his boss fight in Wario Land 3.

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Victory theme

Rudy's victory poses are as follows: Rudy laughs, hands on his stomach, before posing with one of his hands displaying a thumbs-down gesture as he smiles deviously; Rudy snaps his fingers dramatically before crossing his arms and laughing; and Rudy punches his fists together and gets ready to punch forwards, but sneezes instead.

The Purple Wind is Wario's alter-ego and the main protagonist of Wario: Master of Disguise. Using an invention of his own creation known as the Telmet, Wario enters the world inside of the television and steals Goodstyle, the wand belonging to the master thief The Silver Zephyr/Count Cannoli. With the powers granted to him by Goodstyle, Wario, the Purple Wind, engages in a race against time as he and Count Cannoli battle to reclaim the scattered pieces of the mythical Wishstone. Incredibly agile, the Purple Wind can harbour Goodstyle's magic in order to grant him new skills and abilities, leaving behind only his motto: "Silent but deadly!"
First appearance:
Wario: Master of Disguise (2007)
Special Attacks
Neutral Special: Cosmic Wario is the first transformation, not counting the Purple Wind's outfit, that Wario obtains in Wario: Master of Disguise. Clad in a spaceman's outfit, Cosmic Wario is capable of jumping higher (and slower) than Wario's other disguises due to not being as harshly affected by the world's gravity. In addition to his floaty movements, Cosmic Wario also carries a small pistol that can fire lasers and small blue orbs of energy that can activate certain objects. In Super Smash Bros. the Purple Wind dons Cosmic Wario's outfit and fires a shot from his blaster. Holding down the special move button will have Cosmic Wario charge up the blaster and increase its width and damage output but decreasing the amount of distance it covers.

Side Special: Sparky Wario is a superhero costume that the Purple Wind obtains inside the television world. As this form's name implies, Sparky Wario possesses electrical powers - he can use the Black Gems he collects to surround himself in electricity. In Super Smash Bros. Sparky Wario's attack combines Wario's recurring shoulder charge dash attack with the electrical abilities this form possesses. In Super Smash Bros. the Purple Wario changes into his Sparky Wario attire as he throws himself forwards, his shoulder forwards, in a short tackle that sees him become surrounded in a discharge of electricity.

Up Special: Wicked Wario is the final disguise that Wario obtains in Wario: Master of Disguise. Donning a red devil-like costume, Wicked Wario possesses the ability to fly through the air and will do so as the player blows into the Nintendo DS' microphone. In Super Smash Bros. the Purple Wind will don the Wicked Wario costume and fly upwards, punching the sky as he flies into the air before falling helpless.

Down Special: Dragon Wario is the second-to-last transformation the Purple Wind obtains in Wario: Master of Disguise. Wario wears a costume that combines elements of an alligator's head with a dinosaur-like body to mimic a dragon's appearance. Dragon Wario possesses an immunity to fire and lava, and he himself can shoot fireballs from his mouth. In Super Smash Bros. the Purple Wind dons the dragon costume and breathes a stream of fire from his mouth as he performs a spin on the spot. When used in the air, Dragon Wario will fall downwards at an increased speed, a reference to him being heavier than Wario is normally in his debut title, turning Wario's basic spin into a missile of sorts.

Final Smash: Genius Wario is one of the Purple Wind's seven transformations in Master of Disguise. The goggles that Genius Wario wears grant him the ability to see invisible items and objects, such as hidden platforms or doors, and he wields an Ultra Hand with a boxing glove attached to fight enemies. In Super Smash Bros. he utilizes the latter ability for his Final Smash: he will extend his extendable boxing glove to punch forwards once, before pulling out a comically-large one from his pocket, which he then extends forwards to deal a significant amount of damage and knockback to any in his way.

Alternate Costumes
Miscellaneous
The Purple Wind's entrance animation sees Wario fall from the sky, landing stomach-first and transforming into the Purple Wind in a puff of smoke.

The Purple Wind's taunt sees him take Goodstyle out from behind him, and wave him around angrily before putting him away.

The Purple Wind's victory theme is a techno remix of the fanfare that plays at the beginning of an episode in Wario: Master of Disguise.

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Victory theme

The Purple Wind's victory poses are as follows: The Purple Wind flexes one of his arms before charging forwards and posing as if performing his shoulder bash; Goodstyle draws a series of glyphs on the ground (a checkmark, a circle, and a lightning bolt) before the Purple Wind jumps onto them and poses with his arms in the air while laughing; and the Purple Wind transforms back into Wario's overalls as he laughs boisterously.

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Midna is a member of the Twili clan, who resides in the Twilight Realm, and the secondary protagonist of The Legend of Zelda: Twilight Princess. Midna initially asks for Link's help in retrieving the scattered pieces of the Fused Shadow, one of which she wears on her head, so she can return to her home after being banished by Zant. Once the two work together and become closer, Midna is revealed to be the princess of the Twilight Realm, who was usurped by Zant and escaped to Hyrule just as he began his conquest of the world of light.
First appearance:
The Legend of Zelda: Twilight Princess (2006)
Special Attacks
Neutral Special: Twilight Shock is a technique based on an ability Midna displays when she first meets Link in The Legend of Zelda: Twilight Princess. After encountering Link, who has been transformed into a wolf due to the power of the Triforce of Courage, in the jail cells beneath Hyrule Castle, Midna creates a small orb of black and orange energy which easily cuts through the chain that shackles Link to the wall. In Super Smash Bros. Midna creates this same orb of energy in her hands before throwing it straight forwards a short distances, paralyzing the a foe should they be hit by it.

Side Special: Dark Energy Attack is one of the deadliest attacks that Wolf Link can perform in conjunction with Midna, and must be used to defeat the Shadow Beasts that Zant sends after them. Similar to Link's recurring Spin Attack, Wolf Link charges up, with Midna pointing with her hair upwards to release a circle of black energy in a radius around them, before lunging towards any foe that steps within the circle around them. In Super Smash Bros., Midna summons one of the black Twilight wolves she utilizes in Hyrule Warriors, and will lunge forwards a short distance before the wolf disappears to knock away foes. If the attack is charged up by holding the special move button down, Midna will hold her hand up, like she does while Wolf Link charges this attack up in Twilight Princess, and charge up with energy to deal more damage. The basic, uncharged version of this attack can be seamlessly connected into a second dive should the special move be performed in the opposite direction before the wolf disappears.

Up Special: Twilight Portals are a common feature used by Link, Midna, and a variety of enemies throughout the events of The Legend of Zelda: Twilight Princess. Floating high above the ground, these portals are black with either teal or red lines crossing through them, and transform users into shards of twilight in order to transport them through the Twilight Realm and between the portals. In Super Smash Bros. this portal doesn't act in the quite the same way as it does in Twilight Princess, as it doesn't appear at the top of the screen. Instead, Midna simply disappears, leaving behind shards of Twilight, and appears a short distance away in whichever direction the control stick is held, the image of a vertical portal (which does not appear in Twilight Princes) appearing behind her.

Down Special: Hair Grab is a technique that uses Midna's hand-like hair, and based upon a technique that, while more prevalent in her Hyrule Warriors moveset, she first used in the battle against Dark Beast Ganon in Twilight Princess. Much like her basic charge attack from Hyrule Warriors, Midna grabs forwards with her hair, and will squeeze whatever foe she grabs in her clenching fist. The move will obviously fail should she miss an opponent, but if she does grab a foe it temporarily increases her speed and damage output, signified by a faint purple glow around Midna's body.

Final Smash: Fused Shadow is the name of an ancient relic that contains the tremendous power of the Dark Interlopers, who after being sealed away in the Twilight Realm by the Hyruleans would eventually evolve into the Twili. Collecting the shattered pieces of this relic is a major objective in Twilight Princess, and Link must defeat those who have been tainted by the shards' dark power. When Midna dons all three of the missing pieces, as well as the one she usually wears on her head, she transforms into a large, seven-legged, spider-like creature that pulses with teal energy. In Super Smash Bros., the three missing pieces of the Fused Shadow float around Midna before she transforms into this spider-like form, stabbing a spear she gains into the ground to release a pulse of energy that deals massive damage and knockback to all those nearby.

Alternate Costumes
Miscellaneous
Midna's entrance animation sees her appear out of a Twilight Portal.

Midna's taunt sees her float in a position similar to how she does in artwork for Hyrule Warriors, humming the beginning of her own theme song.

Midna's victory theme is a slightly-more aggressive orchestral remix of her own theme song from The Legend of Zelda: Twilight Princess, with a violin as the main instrument.

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Victory theme

Midna's victory poses are as follows: Midna rides on the back of one of her Twilight wolves, who howls up to the sky to the tune of Midna's theme; Midna teleports around quickly, eventually popping up with a twirl as she smirks; and Midna hides behind the completed Mirror of Twilight, popping up and laying down as she floats above it.

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"Toon Link" is the name given to the Link that appears in the cel-shaded titles in The Legend of Zelda series (particularly those that make up the Adult Timeline: The Wind Waker, Phantom Hourglass, and Spirit Tracks) in a number of spin-off titles to differentiate the Hero of Winds from the other Links. During the events of The Legend of Zelda: The Wind Waker, Toon Link leaves his home of Outset Island after a giant bird named the Helmaroc King kidnaps his sister, and a slew of other blonde Hylian girls, on the command of Ganondorf trying to locate Princess Zelda. Toon Link travels the Great Sea that has flooded Hyrule on a living boat known as the King of Red Lions, who is actually Hyrule's last king.
First appearance:
The Legend of Zelda: The Wind Waker (2003)
Special Attacks
Neutral Special: Hero's Bow is an item that Link can acquire in The Legend of Zelda: The Wind Waker. The bow can be picked up once Link learns the Command Medley in the Tower of Gods. Link can play a minigame where he must shoot arrows at a Fishman to relieve his body aches. In Super Smash Bros. Toon Link will fire out an arrow with the Hero's Bow, with the distance and power of the arrow determined by how much the attack is charged up beforehand.

Side Special: Sand Wand is an item from The Legend of Zelda: Spirit Tracks, where Link acquires the item by defeating three Stalfos in the Sand Temple. The Sand Wand allows Link to create blocks of sand, which can be used to trap foes and solve puzzles. The attack in Super Smash Bros. is based more on the item's use in Hyrule Warriors: when the special move is performed, Toon Link will use the Sand Wand to create a block of sand. He performs an overhead swing downwards with the rod, with the block following the wand's movements, slamming the block of sand into the ground. The block of sand will explode upon hitting the ground, with the particles of dust that fly out dealing minor damage to nearby foes as well.

Up Special: Ballad of Gales is a song that Link learns from the Wind God Cyclos during the events of The Legend of Zelda: The Wind Waker. The short song, when performed with the magical Wind Waker, allows Link to instantly be teleported to one of several islands. In Super Smash Bros., Toon Link points at the ground with the Wind Waker before pointing up to the sky as he thrown a short distance upwards by a tornado that deals damage to the foes that touch it.

Down Special: Boko Sticks are a type of wooden club that are wielded by the Bokoblins that Link faces during The Wind Waker. When Link faces off against a Bokoblin, they may drop their weapon and allow Link to wield it for himself. Though the Boko Stick is weak and flammable, it does grant him more range than his normal sword does. In Super Smash Bros. Link pulls out a Boko Stick, which acts as an item. Link has a full set of unique standard, tilt, smash, and aerials while wielding this weapon, and he can throw the stick away at will as well. Though it acts like a weapon, other fighters can not pick the Boko Stick up, and it will disappear once it stops moving.

Final Smash: Spirit Train is a legendary train used by Link and Princess Zelda during the events of The Legend of Zelda: Spirit Tracks. The Spirit Train, which was created by the Spirits of Good and entrusted to the Lokomo tribe, serves as Link's main mode of transportation throughout his adventure in New Hyrule, and can be used to travel between the five realms: the Forest, Snow, Ocean, Fire, and Sand Realms. In Super Smash Bros., Link plays the Spirit Flute to summon the Spirit Train into battle, which crashes from the left side of the stage through to the right, swerving up and down in a wavy line as it does so. Alfonzo, the royal engineer from Aboda Village, conducts the Spirit Train as it moves through the stage, and Link will wave to him as he passes by. The Spirit Train deals massive damage and knockback to the foes it touches, and the smokestack's fumes will burn any foe who manages to narrowly dodge the vehicle.

Alternate Costumes
Miscellaneous
Toon Link's entrance animation sees him, dizzy, appearing out of a whirlwind and unsheathing the Master Sword.

Toon Link's taunt sees him conduct with the Wind Waker in a manner similar to how he conducts the Wind God's Aria, with a small jingle playing once he completes this. This jingle is the same as the one from The Wind Waker that plays whenever Link conducts a song correctly.

Toon Link's victory theme is a tropical remix of the opening few beats of the background music for Outset Island from The Legend of Zelda: The Wind Waker.

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Victory theme

Toon Link's victory animations are as follows: Toon Link chases after a small black pig, who will run in an ovoid path before charging through Link's legs to topple him; Toon Link conducts with the Wind Waker, much like as he does in his taunt, as a Fairy flies around him; and Toon Link sits atop Link the obese black pig, who trots slowly before looking towards the camera, which Toon Link gives a weary smile at.

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Tetra is a young girl who, orphaned as a baby, grew up on a pirate ship with her adoptive mother. Tetra's mother was the captain of her own pirate crew, and Tetra would later inherit this title after her mother passes away. Despite being the youngest member, her entire crew respects her to a great extent, and she has earned a reputation as a ruthless and bossy pirate with a brash and caring interior. Though she grew up knowing nothing about her birth family, she is the reincarnation of the Goddess Hylia, and thus the princess of Hyrule during the Era of the Great Sea.
First appearance:
The Legend of Zelda: The Wind Waker (2002)
Special Attacks
Neutral Special: Flintlock Pistol is a weapon that Tetra uses, in conjunction with a cutlass, in Hyrule Warriors Legends. This small pistol, the first appearance of any firearm in the Zelda series, is a customized weapon that fires orbs of condensed water instead of bullets. Much like in Hyrule Warriors, in Super Smash Bros. Tetra fires a small orb of water from her pistol to damage foes. While the move can not be charged up, the player can tap the special attack button to have Tetra fire three shots in rapid succession.

Side Special: Skull Hammer is an item that Link can acquire in The Legend of Zelda: The Wind Waker after defeating Forsaken Fortress' Phantom Ganon. In that game, Link could use this large heavy hammer to push down switches, and bash foes with it. In Super Smash Bros., Tetra performs a slow, but very powerful, downwards smash with this hammer, which spikes opponents downwards. Though the attack has quite a bit of ending lag, the move's high launching power makes it easy to KO foes.

Up Special: Crashing Wave is not a maneuver from the Zelda series, though, like many of Tetra's standard and smash attacks, makes use of her cutlass from Hyrule Warriors Legends. Tetra jumps up and performs an upwards slash with her cutlass, with water dispersing from it as she travels upwards. At the peak of her jump, she fires her pistol downwards to further propel herself upwards.

Down Special: Hurricane Spin is a variation of the recurring Spin Attack move that Link is capable of performing throughout the Zelda series; the Hurricane Spin in particular is a stronger variation that first appeared in The Legend of Zelda: The Wind Waker. In Super Smash Bros., simply pressing the down special move button combination will have Tetra spin around quickly with her cutlass extended and perform a stationary Spin Attack with short range. The move can be charged however to increase the duration that Tetra spins for, and the player is capable of moving Tetra left or right as she spins across the ground. In the air, Tetra's Hurricane Spin does not act like Link's Spin Attack, as instead of gaining height Tetra will instead become a drill as she spins down into the ground.

Final Smash: Light Arrows are a powerful weapon often wielded by Link or Princess Zelda during their final confrontation with Ganon, and are the second-most useful weapon used to defeat him after the Blade of Evil's Bane itself. In Super Smash Bros., Tetra pulls out a normal bow, but uses the power of the Triforce held within her to create three golden arrows of light, which she fires in rapid succession at three angles forwards. While the Light Arrow will initially paralyze and damage any foe in place that it hits, after a moment those hit will be launched away.

Alternate Costumes
Miscellaneous
Tetra's entrance animation sees her gently glide to the ground using a Deku Leaf.

Tetra's taunt sees her take out a telescope and look off into the distance before putting it away.

Tetra's victory theme is a nautical remix of Zelda's Lullaby, a recurring theme from the Zelda series often directly associated with Princess Zelda.

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Victory theme

Tetra's victory poses are as follows: Facing away from the player, Tetra spins her cutlass around her finger before holstering it, then she turns around and winks; Tetra fires three shots from her pistol, with each hitting and shattering a pot placed around her, before she points it towards the sky and winks; and Tetra tosses a bomb up and down carelessly in her hand, and it explodes in the air after a few times.

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Ravio is the Lorulean counterpart to Link. Unlike the Hyrulean hero, whom he very closely resembles, Ravio is not a fighter and instead appears to be fairly cowardly, as he flees from Lorule after learning the nefarious plans of Princess Hilda and Yuga, the former of whom he works as a loyal attendant for. During the events of The Legend of Zelda: A Link Between Worlds Ravio takes up residence in Link's house, opening a shop where he rents equipment out to the Hyrulean for a fee. He is very rarely seen without his large burlap sack, which contains something "more important than life itself", and his pet bird Sheerow.
First appearance:
The Legend of Zelda: A Link Between Worlds (2013)
Special Attacks
Neutral Special: Rented Fire Rod is one of the items that Ravio rents out to Link in A Link Between Worlds. This Fire Rod is capable of creating a pillar of fire that can be used to damage enemies, much like how it is used in most Zelda titles. In Super Smash Bros. the Fire Rod instead creates small tornadoes, which travel forwards a short distance and disperse should they hit a wall or another fighter. Ravio can charge the Fire Rod up before use, increasing the distance the tornado travels as well as its size, but decreasing the speed it does so.

Side Special: Rented Hookshot is the weakest version of the recurring Hookshot item present in The Legend of Zelda: A Link Between Worlds. Throughout the Zelda titles in which it appears, the Hookshot acts as a very reliable mode of transportation, latching on to targets and other specific types of walls or materials so that Link can pull himself towards them, no matter the distance. In Super Smash Bros. the Rented Hookshot attack is actually based off one of the Hookshot's uses in Hyrule Warriors, as an attack is involved in its use. Ravio uses the Rented Hookshot, firing it forwards. Should it pierce a foe it will deal a small amount of damage to them before Ravio will pull himself towards them, before he knocks them away with his Rented Hammer.

Up Special: Rented Tornado Rod is another item that Link is able to rent from Ravio during the events of The Legend of Zelda: A Link Between Worlds (and as such Super Smash Bros. uses the design of the Rented Tornado Rod despite not being named as such). In A Link Between Worlds Link is able to use the Tornado Rod in order to lift himself, and other enemies and objects around him, into the air by summoning a tornado around him. In Super Smash Bros. Ravio uses the Tornado Rod in the same way, and while it can also lift up nearby opponents, the tornado itself damages any foe who becomes trapped within it.

Down Special: Lamps, or Lanterns, are another type of recurring item from the Zelda series. First appearing in The Legend of Zelda: A Link to the Past, most of the games in which the Lamp appears make use of it as a way to see in pitch-dark areas, as opposed to a weapon like many of Link's other items. In Super Smash Bros. Ravio instead uses the Lamp in a way similar to how the Moblins of The Wind Waker do: Ravio throws it at foes, causing it to break apart and light them ablaze. While Ravio carries the Lamp around it acts like an item, meaning Ravio can drop it should he sustain enough damage or knockback.

Final Smash: Ice Rod and Bow of Light are two items from The Legend of Zelda: A Link Between Worlds; the Ice Rod (or, more specifically, the Rented Ice Rod) is one of the many different items Ravio will rent to Link throughout his adventure, while the Bow of Light is a very powerful weapon utilized by Link during the final battle against Yuga. In Super Smash Bros. Ravio uses both his Rented Ice Rod and the Bow of Light to deal massive damage to nearby enemies: he first uses the Rented Ice Rod to trap foes in front of him within a crystal of ice, before jumping backwards and firing several Light Arrows into this crystal to destroy it, launching away all trapped enemies. Should Ravio fail to trap any enemies with the Rented Ice Rod, the crystal will shatter immediately and Ravio will not produce the Bow of Light at all.

Alternate Costumes
Miscellaneous
Ravio's entrance animation sees him appear out of a green tornado generated by the Tornado Rod, which Ravio puts away behind him before the battle begins.

Ravio's taunt sees him pull out one of several items and polish it with a small dirty rag. These items can be the following: his Rented Hammer, Rented Boomerang, Rented Bow, Rented Hookshot, Rented Sand Wand, or, humorously, the Hint Glasses.

Ravio's victory theme is a remix of the beginning of his theme song from The Legend of Zelda: A Link Between Worlds, with the recurring "item get" fanfare that has made numerous appearances in the series finishing off the composition.

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Victory theme

Ravio's victory animations are as follows: Ravio rummages around through his large sack, throwing away his Rented Bomb, Rented Sand Wand, and a Foul Fruit before Sheerow flies out, and circles around his head happily; Ravio tosses his hammer up in the air, catches it, throws it up in the air again, and this time it clonks him on the top of his mask, leaving him dazed; Ravio waves his Sand Rod around in a circle above him, and accidentally creates a sand pillar around him, his eyes popping out of the pillar comically.

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SSB The Legend of Zelda Series.png
Mandrag Ganon, or simply Ganon, is the beastly form taken by the Gerudo chief Ganondorf upon using the full power of the Triforce of Power he wields in The Legend of Zelda: Ocarina of Time. The beastly Ganon is the most recurring antagonist in the Zelda series, originally appearing as a bipedal pig-like sorcerer in The Legend of Zelda and assuming this form in all other Zelda titles set in the Downfall Timeline; the Child and Adult Timelines tend to include Ganon's original humanoid form instead, though he is not absent from the former. He is almost-always seen wielding a large trident imbued with a dark energy that allows him to perform magic spells instantaneously.
First appearance:
The Legend of Zelda (1986)
Special Attacks
Neutral Special: Dead Man's Volley is a technique performed by Link against Ganon, Ganondorf, and many other bosses in the Zelda series; it is first used against Agahnim in A Link to the Past. The term "Dead Man's Volley" refers to various projectile attacks in the series that Link must deflect back at his enemy in order to deal damage to them; the most prominent use of the term refers to an attack performed by Ganondorf in Ocarina of Time, where he creates a large orb of dark energy which he then throws at Link, who can hit the attack back with his sword and must do so as Ganondorf also deflects it back at the hero in a tennis-like volley. In Super Smash Bros. Ganon creates a ball of energy at the tip of his trident, which he points upwards, before swinging his weapon downwards to launch the projectile forwards. After the move is used, and the projectile still be on the screen, Ganon's neutral special simply sees him create a white circle of energy around his body, which reflects any projectile that touches it. While the projectile is small and weak at first, it grows in both size and power each time the move is reflected, and, due to this, it will not disappear unless it should hit anything solid (that, obviously does not reflect projectiles); due to its unique traits, the projectile can increase in power an indefinite amount of times, though because Ganon must also reflect the projectile and can fail such a task, the projectile appears to be more a gimmick than an actual, useful attack.

Side Special: Blazing Bats are a type of enemy that appears in The Legend of Zelda: A Link to the Past. These fiery creatures are summoned by Ganon during his final battle against Link; they originally appear as a basic fireball for a short moment before transforming into the bat-like creature to fly at Link. In Super Smash Bros. Ganondorf will summon a fireball in front of him from his palm, which will then transform into the Blazing Bat and swoop forwards, dealing damage as it pierces through foes.

Up Special: Quake Stomp is an ability that combines two techniques that Ganon displays in a number of titles: his teleportation from The Legend of Zelda and his earthquake stomps from A Link to the Past. In the former of those two titles Ganon will teleport around the battle arena, constantly emitting fireballs at the green-clad hero, at a high speed, making it difficult for Link to hit him; in the latter, Ganon will begin to stomp the ground after taking enough damage, destroying part of the room and shrinking the area Link can run around on. In Super Smash Bros. Ganon will teleport upwards a short distance before stomping downwards, releasing a short purple wave of energy as he lands that deals minor damage (without stunning) any nearby foe.

Down Special: Trident Toss is a technique based upon his initial mode of attack from The Legend of Zelda: A Link to the Past: at the beginning of his battle against Link, the large wizard will start combating the hero by throwing his trident at him. In Super Smash Bros. Ganon will throw his trident forwards, charged with electrical energy to create a small shockwave as it hits an enemy or a platform/wall. If it hits the latter, the trident will stick into the ground and remain there for a few moments before Ganon teleports the trident back into his hand; while the trident is in the ground, Ganon can not use any attack relating to his trident.

Final Smash: King of Evil Trident is a golden trident and the level 2 version of the Trident weapon that Ganondorf can wield in the Hyrule Warriors titles, and is based upon the one wielded by Yuga Ganon in A Link Between Worlds. Ganon's Final Smash in Super Smash Bros. is almost-identical to an attack performed by Yuga in his Hyrule Warriors appearances, specifically the standard A Button attack that can be performed once the Special Attack gauge has been filled: Ganon will make his trident grow to an exuberant size, and will then teleport it up high, off the screen, before it crashes downwards through any platform down the entire length of the screen to reach Ganon himself and upon reaching him it will create a large shockwave of energy that deals significant damage and also launches away any nearby foe.

Alternate Costumes
Miscellaneous
Ganon's entrance animation sees him fly onto the screen as a large bat, akin to the form he can take on in The Legend of Zelda: A Link to the Past.

Ganon's taunt sees him crouch down, placing one hand on the ground in front of him and clenching his other into a fist by his side to mimic his sprite while creating an earthquake in the Oracle titles, as he lets out a laugh identical to the one from the Game Over screen of Zelda II.

Ganon's victory theme is an intense, organ-based remix of the opening of his boss theme from the Oracle titles, The Legend of Zelda: Oracle of Ages and Oracle of Seasons.

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Victory theme

Ganon's victory animations are as follows: Ganon, without his trident, flexes both of his arms downwards in a manner similar to his sprite from The Legend of Zelda as he grunts; Ganon spins his trident before holding it behind his head in one hand, while his other his held out in front of him, and he roars; and Ganon roars as he shoots a fireball out of his mouth towards the sky, before swinging his trident across his body.

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SSB Pokémon Series.png
Lickitung, the Licking Pokémon, is a Normal-type Pokémon. Lickitung is the pre-evolution of Lickilicky, evolving once levelled up after learning the move Rollout, and both it and its older counterpart are characterized by their incredibly-long tongues. Lickitung's seven foot-long tongue is covered with a strange ooze that can be used to paralyze its enemies, and acts as another limb as it is far more dexterous than either of its feet and even memorizes the taste and texture of objects to identify them easier.
First appearance:
Pokémon Red and Blue Versions (1996)
Special Attacks
Neutral Special: Lick is a special Ghost-type move that, in the Pokémon series, deals damage and has a 30% chance to paralyze any Pokémon that is not of the Ghost-type (or, as they are immune to the status effect entirely, Electric-type). In Super Smash Bros. Lick is a weaker attack that simply sees Lickitung lick forwards with his long tongue, paralyzing a foe that is hit with the move.

Side Special: Rollout is a Rock-type physical attack that has made many frequent appearances in the Pokémon series ever since the move's debut in Pokémon Gold and Silver Versions. Able to be learned by Lickitung at level 33, and will cause the Pokémon to evolve into Lickilicky once levelled up once more, Rollout is a simple attack which sees the user roll into their opponent for five consecutive turns, the attack's power increasing with each successful hit. In Super Smash Bros. Lickitung will curl up into a ball. As the special move button is held down, Lickitung will store up white energy, and will blast forwards in a roll upon letting go of the aforementioned button. The amount of distance and damage that Lickitung travels is dependant on how long the special move is charged, and the attack will deal more damage, but less knockback, to foes hit with it consecutively.

Up Special: Slam is a Normal-type attack introduced in the Generation I Pokémon games, which Lickitung can learn at level 29 in Pokémon Sun and Moon. The move's description in many titles describes Slam as an attack that utilizes a long appendage that the user has, such as a tail, to attack their opponent. While this description also applies to its Super Smash Bros. counterpart, Lickitung's performance of it is more akin to its appearance in the Pokémon anime series albeit with one major difference. Lickitung will use its tongue as a spring to launch itself upwards, before performing a flip in mid-air and travelling downwards with its tongue held out in-front of itself; this attack will drag unlucky fighters down with Lickitung, though if pulled off past a blast line Lickitung will be KO'd first.

Down Special: Power Whip is a Grass-type attack introduced in Pokémon Diamond and Pearl Versions, and one Lickitung can learn upon reaching level 53 in Pokémon Sun and Moon. Power Whip's description in the Pokémon series has always described the attack as having the user use whips, tentacles, or similar appendages in order to harshly whip their opponent. In Super Smash Bros. the appendage that Lickiung uses is, aptly, his tongue: Lickitung will perform a slow spin before slamming his tongue down, hard, onto the ground to bury opponents or spike airborne foes.

Final Smash: Rock Slide is a Rock-type move introduced in Generation I, and Lickitung can learn it via TM80 starting from Pokémon Diamond and Pearl Versions. From Pokémon Gold and Silver Versions onward, Rock Slide has a 30% chance to make those hit by it flinch, and the move will target all opposing Pokémon adjacent to the user in Double, Triple, and Rotation Battles. In Super Smash Bros. Lickitung will stomp the ground a few times before pounding his tongue against it, causing large boulders to rain down from the top of the screen, through any platforms, and deal damage to any foe that may hit them. The boulders come in three sizes: the smallest boulders deal minor damage and shatter upon impact with any foe, the medium-sized boulders can be damaged and destroyed by projectile attacks and will break upon hitting three enemies, while the largest boulders can not be destroyed and will spike opponents downwards. While the rocks rain from the sky, Lickitung can be controlled like normal.

Alternate Costumes
Miscellaneous
Lickitung's entrance animation sees it being released from a Poké Ball, with a mix of berries on its tongue which it hurriedly swallows.

Lickitung's taunt sees it close its mouth fully, before rolling its tongue out as far as it can go.

Lickitung's victory theme is a jovial remix of the opening of the contest theme from Pokémon Ruby and Sapphire Versions.

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Victory theme

Lickitung's victory poses are as follows: Lickitung waves its tongue around as it hops between its left and right feet, its arms in the air; Lickitung, originally facing away from the camera, turns around, revealing a popsicle stick poking out of its closed mouth as it turns its head in confusion; and Lickitung slams its tongue on the ground first to its right, then to its left, then try and licks the camera but falls over in the process.

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Mewtwo, the Genetic Pokémon, is a Psychic-type Legendary Pokémon. Mewtwo is a Pokémon created by a team of scientists working on Cinnabar Island utilizing the DNA of Mew in a project dedicated to creating the most powerful Pokémon ever. Because of the cruel treatments performed on it during its creation, Mewtwo lacks compassion for humans and it has uses cold reasoning to rationalize its decisions both in and out of battle. After destroying the laboratory in which it was birthed, devastating the team that created it, Mewtwo fled deep into Cerulean Cave and will only reveal itself to people that can prove its strength.
First appearance:
Pokémon Red and Blue Versions (1996)
Special Attacks
Neutral Special: Confusion is a weaker Psychic-type attack introduced in Pokémon Gold and Silver Versions. The attack, which only has a power level of 50, deals damage and has a 10% chance of confusing the target. Mewtwo will always be found with Confusion, as it technically learns the move at Level 1. In Super Smash Bros. Mewtwo nods as it points forwards. As it points forwards, Mewtwo will use its psychic powers to disrupt the air in front of itself, which spins foes around and deals damage to them in the process. The attack can also reflect projectiles.

Side Special: Psycho Cut is a physical Psychic-type attack introduced in Pokémon Diamond and Pearl Versions. The attack is described as the user sending a blade of psychic energy towards their target, these blades dealing damage with a high chance to critical hit. In Super Smash Bros. Mewtwo will summon a large crescent-shaped blade of pink energy and dash forwards a fair distance, the blade floating alongside it, before Mewtwo throws it forwards. The blade will disappear after travelling a set distance or when it hits a solid platform or opponent.

Up Special: Teleport is a Psychic-type status move introduced in the first entries of the Pokémon series. In Wild Pokémon battles, Teleport lets the user escape from the battle instantly unless they have been trapped in battle via a move or ability. Teleport is one of the few attacks that can also be used outside of battle, and will transport the player to the last healing spot they visited unless they are in a town or city. In Super Smash Bros. Mewtwo disappears and reappears a fair distance away in whatever direction the control stick is pointed. Though Teleport does not deal any damage in the Pokémon series, in Super Smash Bros. Mewtwo will disappear in a purple flash that does damage foes.

Down Special: Psywave is a Psychic-type special attack that, in Generation II, was the signature move of Misdreavus. Psywave inflicts a random amount of damage that is based upon the user's level - the attack can deal between 0.5 and 1.5 their current level. In Super Smash Bros. the attack changes whether or not the attack is charged or not; if the special attack button is pressed Mewtwo will throw a small disc of rainbow-coloured energy forwards, but this will change into a beam when fully charged. The fully-charged beam deals the same amount of damage as Mewtwo has currently attained, but the attack's charge can not be stored and must be used immediately.

Final Smash: Psystrike is the signature move of Mewtwo that was introduced in Pokémon Black and White Versions. In the Pokémon series, the amount of damage that is dealt is determined by the user's Special Attack stat and the target's Defense stat, and not the target's Special Defense like other special attacks do. In Super Smash Bros. Mewtwo undergoes Mega Evolution to evolve into Mega Mewtwo Y, and fires a large orb of rainbow-coloured energy forwards that paralyzes any foe it touches in place for a moment. After the orb crosses the screen and disappears, a short moment will pass before everyone suffers a mental shock that deals damage and an extreme amount of knockback.

Alternate Costumes
Miscellaneous
Mewtwo's entrance animation sees it teleport onto the screen with its arms crossed, small rocks flying around it.

Mewtwo's taunt sees it hold its left hand towards the camera, purple aura flaming around its hand.

Mewtwo's victory theme is an intense techno remix of an excerpt of its own battle theme from Pokémon FireRed and LeafGreen Versions.

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Victory theme

Mewtwo's victory poses are as follows: with its back to the screen, Mewtwo looks over its shoulder, asking "Why am I here?" telepathically; punches forwards with its fingers out-stretched and purple energy exploding around it saying "I cannot afford to lose!" telepathically; spins around before pulsing with energy and outstretching its arm downwards as it says "Foolish!" telepathically.

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SSB Pokémon Series.png
Tropius, the Fruit Pokémon, is a Grass/Flying-type Pokémon. Tropius is a large leafy Pokémon that grows a banana-like fruit from its chin; it is said to do this because it is its favourite food and primarily consumes them. The sweet fruit, whose flavour is said to be even sweeter when plucked from Tropius raised in the Alola region, is popular among children, and is often served with tropical meals. It also has the ability to fly by flapping its large, leafy wings.
First appearance:
Pokémon Ruby and Sapphire Versions (2002)
Special Attacks
Neutral Special: Razor Leaf is a physical Grass-type attack introduced in the first instalments of the Pokémon series. While the move's power level is only 55, Razor Leaf will hit all foes in Double Battles, or the two nearest the user in Triple and Rotation Battles. Razor Leaf, akin to its name, is detailed as the user hurling small, razor-sharp leaves at the foe. In Super Smash Bros. Tropius does just this, throwing forwards a crescent-shaped leaf-like projectile that acts as a sort of boomerang.

Side Special: Tropius' side special move differs slightly depending on whether it is used on the ground or in the air. When used on the ground it is Bulldoze, while in the air it is Aerial Ace. Both attacks act the same way - Tropius throws itself forwards a fair distance - though the properties change depending on where it is used. For instance, Bulldoze is designed more to deal damage, and buries any foe that Tropius comes in contact with as it moves a short distance; Aerial Ace is instead designed for horizontal recovery, only dealing damage at the beginning of the move, but allowing Tropius to fly forwards a further distance at a greater speed.

Up Special: Whirlwind is a Normal-type move introduced in Pokémon Red and Green Versions. This technique sees the user create a whirlwind of air that has different effects when used against another trainer's Pokémon or a Wild Pokémon; if used against the latter the battle will immediately end as the Wild Pokémon is blown away, while in the case of the former it instead switches the opponent's Pokémon out to another (random) one in their party. In Super Smash Bros. Tropius creates a whirlwind by flapping its wings. Though the attack does not carry Tropius a great distance upwards, as Tropius spins at a high speed while caught in the whirlwind he will deal a significant amount of damage to any foe that comes in contact.

Down Special: Solar Beam is a damage-dealing Grass-type attack introduced in the Generation II titled Pokémon Gold and Silver Versions. Solar Beam is often considered one of the strongest Grass-type moves, due to it taking two turns to use and having a power of 120. When the move is initially selected, the Pokémon using it will first begin to gather sunlight, and will, the next turn, unleash it in a powerful beam attack. In Super Smash Bros., Tropius will fire out a weak Solar Beam upon use, though it grows stronger in power whenever Tropius isn't using the attack. At its maximum strength, Solar Beam will travel a considerable distance, and the front of the beam (which becomes thicker the stronger it is) will be splayed out in a wall-like fashion, giving it more range than normal.

Final Smash: Leaf Storm is the Grass-type attack in the Pokémon series with the second-highest base power level, being second only to Frenzy Plant, a move that can only be learned by the fully-evolved state of each region's Grass-type Starter Pokémon. Leaf Storm, which Tropius learns at Level 61, seems to be a more-powerful version of the move Razor Leaf, as it too is described as utilizing razor-sharp leaves to damage foes. When the attack is used in Super Smash Bros., Tropius flaps its wings to create an extraordinarily large tornado of green leaves, which traps all nearby foes and deals continuous damage to them as they are hit by it. When the tornado dissipates, it does so in a small detonation, being the only time that the move can actually KO foes.

Alternate Costumes
Miscellaneous
Tropius' entrance animation sees it being released from a Poké Ball alongside a flurry of leaves.

Tropius' taunt sees it wave its head up towards the sky as it roars.

Tropius' victory theme is a tropical remix of the opening of the Route 119 theme from Pokémon Ruby and Sapphire Versions. Route 119 is the only place where Tropius can be caught in those games.

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Victory theme

Tropius' victory poses are as follows: Tropius happily bounces its head around while cheering its name; Tropius stomps before waving its wings out, and several leaves fly out around it; and Tropius lowers its head into the ground so that several small Pokémon (Budew, Fomantis, Caterpie, and Hoppip) can grab at the fruit hanging around its neck, and it smiles gleefully as they hop around joyfully.

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SSB Pokémon Series.png
Deoxys, the DNA Pokémon, is a Psychic-type Mythical Pokémon that first appeared in Pokémon Ruby and Sapphire Versions. Deoxys is a hyper-intelligent Pokémon who was created when an extraterrestrial virus was exposed to a laser beam. The crystalline organ embedded in its chest appears to be Deoxys' brain, and from that it is capable of firing lasers. Though a creature of alien origin, Deoxys has a place in both Hoenn's Regional Pokédex as well as the National Pokédex - #211 in the former, and #386 in the latter.
First appearance:
Pokémon Ruby and Sapphire Versions (2002)
Special Attacks
Down Special: Forme Switch is a move that takes advantage of Deoxys' special ability to change its Forme. Deoxys' Forme alters the way its special attacks work, in addition to altering Deoxys' overall damage, knockback, and defensive capabilities. When used, Deoxys will cycle through its Formes in the order of Normal → Speed → Attack → Defense, and back to Normal. Speed Forme increases Deoxys' movement speed and jump height while decreasing its attack and knockback output; Attack Forme increases Deoxys' damage output and weight while decreasing its speed; and Defense Forme decreases Deoxys' attack output and movement speed but increases its weight and makes its shield larger.

Neutral Special: Shadow Ball, in the Pokémon series, is a Special Ghost-type attack introduced in the second generation of Pokémon titles; in Pokémon Sun and Moon, Deoxys can only learn Shadow Ball via TM. In Super Smash Bros., Deoxys will throw a purple orb of energy forwards, which disappears when it hits a wall or a fighter, damaging the latter and launching them as it does hit them. Depending on Deoxys' Forme, the way Shadow Ball acts changes. In Normal Forme, Deoxys can charge it up to increase the distance it travels, the size of it, and the amount of damage it deals by holding down the special attack button; in Speed Forme, Deoxys can not charge it up but instead throw up to three smaller Shadow Balls in rapid succession, which travel the same distance as a fully-charged Normal Forme Shadow Ball; in Attack Forme the attack can be charged up but only the amount of damage the Shadow Ball deals is increased, as it will always remain the size of a basic Normal Forme Shadow Ball; and in Defense Forme the Shadow Ball will always be at its largest size but move a much shorter distance at a slow speed, also dragging along any foe in its path before dissipating to launch them away.

Side Special: Deoxys' side special move completely changes depending on its current Forme to take advantage of that Forme's different attributes. In Normal Forme, Deoxys' side special move is Zen Headbutt, which sees it dash forwards in a drill-like manner as a pink glow surrounds it, dealing damage to all those it may come across during its travel; in Speed Forme Deoxys' side special move is Extreme Speed, which sees Deoxys dash forwards (the distance it does so can be charged by holding the special attack button) at a high speed, performing a powerful slash with its arms at the end of its travel; in Attack Forme it is Superpower which sees Deoxys intertwine its arms to perform a powerful punching attack, which can be used three times in rapid succession to form a punch-punch-uppercut combo; and in Defense Forme is is Mirror Coat, a shield that surrounds Deoxys to reflect all physical-based projectiles and absorb energy-based ones.

Up Special: Teleport is a Psychic-type move that debuted in Pokémon Red and Blue Versions. As its name explains, Teleport simply sees the user teleport away; when in Wild Pokémon battles or when adventuring caves, using this move will teleport the player either out of the battle or back to the cave's entrance. In Super Smash Bros., this move sees Deoxys teleport a short distance away. Much like Deoxys' other special moves Teleport does change depending on its current Forme, though the differences are minute. Normal Forme Deoxys will simply teleport a short distance in whichever distance the control stick is tilted, though it will not deal any damage to foes; Speed Forme Deoxys travels a further distance at a high speed, but Deoxys will always teleport in an upwards-diagonal direction, with the control stick only determining whether Deoxys moves left or right; Attack Forme Deoxys will travel a shorter distance but deal damage as it reappears; and Defense Forme Deoxys will travel a distance in-between that that Attack and Normal Forme Deoxys travels and push away all those nearby when it reappears.

Final Smash: Psycho Boost is a Psychic-type attack in the Pokémon series that can be learned exclusively by Deoxys. In the Pokémon anime series the move is often portrayed as Deoxys creating an orb of highly-condensed energy that it will fire at the opponent, and this serves as its main inspiration for its Super Smash Bros. appearance. Deoxys will hold its tentacles above its head and form a large ball of energy above it. This orb will damage those that touch it, and once large enough Deoxys will then slam it into the ground beneath it to cause a massive explosion to deal even more damage and blow all nearby foes away. Once Psycho Boost has been used, Deoxys will revert back to its Normal Forme, and will be unable to change into another Forme for a short period of time afterwards.

Alternate Costumes
Miscellaneous
Deoxys' entrance animation sees a glowing meteor crash from the sky, before it appears from behind the smoke releasing from around the meteor.

Deoxys' taunt sees it quickly shift into one of its other three Formes (Attack Forme, Defence Forme, or Speed Forme) as the jewel in its chest glows. If Deoxys is currently in one of his other Formes, he will instead shift into his normal Forme for a second.

Deoxys' victory theme is a remix of the opening part of the theme that plays in Pokémon Omega Ruby and Alpha Sapphire when the player fights Deoxys. In particular, it is the part of the beginning bracketed by the three chimes.

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Victory theme

Deoxys' victory poses are as follows: Deoxys (Attack Forme) fires an orb of rainbow energy as it flies around, before landing and changing back into Normal Forme; Deoxys teleports in, spinning its tentacles around each other; and Deoxys shifts through its other Formes (Attack, Defense, and Speed Forme) quickly as the jewel in its chest glows bright.

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SSB Pokémon Series.png
Zoroark, the Illusion Fox Pokémon, is a Dark-type Pokémon that debuted in Pokémon Black and White Versions. The evolution of Zorua, Zoroark has the ability to perfectly imitate any Pokémon by projecting an illusion onto themselves. Their illusive abilities allow them to avoid humans and other Pokémon by hiding their homes from others. Zoroarks are known to trust each other very easily, and many can create a large illusion to further trick others and keep themselves hidden and safe.
First appearance:
Pokémon Black and White Versions (2010)
Special Attacks
Neutral Special: Dark Pulse is a special Dark-type move that Zoroark can learn via TM. As described in the Pokémon titles, the user projects an aura of dark energy around it, damaging all surrounding Pokémon with the potential to make them flinch. In Super Smash Bros., Zoroark claps its claws together and a dark aura explodes out from around it. If timed correctly, this attack can reflect projectiles.

Side Special: Pursuit is a Dark-type attack that first appeared in Pokémon Gold and Silver Versions, and acts differently from most other attacks in the series. When used on an opponent who intends to switch out their Pokémon in the same turn, this attack will hit them before they do so, and deal double the amount of damage it normally would. In Super Smash Bros., Zoroark creates a small black orb and throws it forwards, before dashing and cutting it apart. The attack does not deal knockback to foes that are hit, instead only stunning them and dealing damage to them, unless they shield the attack; if the attack hits an opponent's shield, they will cut through it and deal massive knockback to them.

Up Special: Night Slash is a Dark-type attack based on the practice of tsujigiri, the practice of a samurai randomly attacking an unsuspecting human opponent upon receiving a new weapon; the move's description in the Pokémon games - "The user slashes the target the instant an opportunity arises. Critical hits land more easily." - directly references this. In Super Smash Bros., Zoroark teleports upwards a fair distance and slashes with its claws. The direction Zoroark travels in does not necessarily need to be directly upwards, as moving the control stick dictates Zoroark's angle of movement.

Down Special: Feint Attack, previously known as Faint Attack, is a recurring move from the Pokémon series that Zoroark (or its pre-evolution, Zorua) is capable of learning upon reaching Level 17. In Super Smash Bros. this attack acts as a sort of counterattack, as Zoroark's movements slow for a moment as a dark aura surrounds it. If timed so that Zoroark is hit just before this attack is initiated, Zoroark will dodge the attack while in slow-motion and counter with a powerful downwards slash, spiking the foe downwards.

Final Smash: Night Daze is a Dark-type move that, up until the release of Pokémon Sun and Moon, could be learned exclusively by Zorua and Zoroark. This attack is described as being a "pitch-black shockwave" that the user releases to damage any foe. Though that is how the attack is described in the Pokémon games, Super Smash Bros. instead loosely bases the attack off of its appearance in the thirteenth Pokémon film, Pokémon — Zoroark: Master of Illusions. Upon activating the attack, Zoroark crouches down and a large pink sphere begins to surround it, enlarging over a short period of time. After it expands to its full size, Zoroark dashes and slashes through any foe that stands within the sphere, though its attacks merely keep them locked in place so that they are unable to escape as the sphere explodes to launch the trapped fighters away.

Alternate Costumes
Miscellaneous
When Zoroark first spawns on the stage, either at the beginning of a match or after being KO'd, it takes the appearance of another fighter currently in battle. Because of this, Zoroark will almost always perform a replication of another fighter's entrance animation. The only way for the player to see Zoroark's own entrance animation - in which it appears in a flash of black light, honing its claws - is to have a match where all participants are Zoroark.

Zoroark's taunt sees it scrape its claws together, generating a purple aura around its body which dissipates as it yells its name. If Zoroark is using its Illusion ability to mimic the appearance of another fighter, it will instead perform that character's taunt, with a purple aura flaring around it as it does so.

Zoroark's victory theme is a remix of the opening part of N's Castle theme from Pokémon Black and White Versions.

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Victory theme

Zoroark's victory poses are as follows: Zoroark's claws will glow a crimson colour and it swipes three times, leaving behind trails in the air for a moment; Zoroark swipes one of its claws downwards in front of its face, yelling "Zoro!" with a smirk; and Zoroark, back to the camera, unleashes a purple aura for a moment before it dissipates.

SSB Pokémon Series.png
SSB Pokémon Series.png
Moon is the female playable character in 2016's Pokémon Sun and Moon. A young girl from the Kanto region, she and her mother move to the Alola region, where she begins her Pokémon adventure. Living in the Hau'oli Outskirts, she initially travels to Iki Town to get her Starter Pokémon from the Melemele kahuna, Hala, befriending Professor Kukui's assistant, Lillie, before meeting him. Moon's appearance in Super Smash Bros. more closely draws from her appearance in the Pokémon Adventures manga series, where she is a pharmacist from a family of scholars who is also a proficient archer.
First appearance:
Pokémon Sun and Moon (2016)
Special Attacks
Neutral Special: Bows are a weapon capable of firing arrows. In the Pokémon Adventures manga series, Moon, a skilled archer, uses a bow and PokéBall-tipped arrows in order to knock down berries (or other ingredients for her medicines) that are too high for her to reach normally. In Super Smash Bros., she fires this PokéBall-tipped arrow forwards; the player can hold down the button to charge the attack, increasing the distance it travels and speed at which it does. As it has a PokéBall stuck to its tip, the arrow will merely bounce off any foe it hits, and thus it can bounce off one foe and, should another be close enough, into another foe; though the second hit will, of course, deal much less damage.

Side Special: Poison Jab is a physical Poison-type attack that appears in all Pokémon games beginning with Pokémon Diamond and Pearl Versions. Obviously, being a human, Moon can not perform the attack in the same way as a Pokémon would be able to. Instead of performing a punch infused with poison, Moon instead uses one of her PokéBall-tipped arrows (this time, the head is based off the appearance of a Master Ball, however) in a manner similar to how one would a dagger; slicing forwards quickly. This attack deals little knockback, but it will deal significant damage to any hit. The attack also 'poisons' those hit, meaning they will take 1% or 2% damage every few moments for a second or two after the attack hits.

Up Special: Rowlet is a Grass/Flying-type Pokémon introduced as one of the three Starter Pokémon of the Alola region in Pokémon Sun and Moon; in the Pokémon Adventures manga series, Moon adds a Rowlet she rescues from a Popplio's water balloon to her party after leaving Melemele Island. In Super Smash Bros., Rowlet quickly exits its PokéBall and carries Moon upwards a fair distance, before dropping her. When in midair, Moon is in a pseudo-helpless state.

Down Special: X Speed is a type of medicine that has appeared in every Pokémon title to date. Since the series' inception, the X Speed can be used in battle in order to increase the speed level of a Pokémon by one. In the Pokémon Adventures manga, Moon is a pharmacist, and in Super Smash Bros. she swallows a modified X Speed to increase her own running speed and jump height temporarily (as indicated by a cyan glow that surrounds her).

Final Smash: Venoshock is a powerful Poison-type attack introduced into the Pokémon series with Pokémon Black and White Versions. Moon is an avid fan of Poison-type Pokémon and attacks - she carries both an Alolan Grimer and Mareanie on her team. While neither have been shown capable of using Venoshock in the manga series (they can both learn it in the Pokémon video games however), in Super Smash Bros. she summons them both to use this move simultaneously. This attack unleashes a powerful barrage of poisonous spikes that spray out around Moon in all directions, dealing massive damage to those around her.

Alternate Costumes

Credit to Morki95 for making the Team Skull and Aether Foundation alts.

Miscellaneous
Moon's entrance animation sees her jog onto the stage, with her Grubbin resting on her head, which then promptly goes into its PokéBall.

Moon's taunt sees her pull out a piece of candy wrapped in blue foil - making it appear similarly to a Rare Candy - and eat it.

Moon's victory theme is a remix of the Grand Trial completion fanfare from Pokémon Sun and Moon.

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Victory theme

Moon's victory poses are as follows: she sprays a potion on her Alolan Grimer, which smiles happily and she pats on the head, its goop getting on her hand which she wipes on her shirt; Moon feeds a berry to her Grubbin, sitting on her head, before she eats one of her own happily; and Moon tries adjusting her bow, accidentally firing a PokéBall-tipped arrow towards the ground which bounces back to hit her face, releasing her Alolan Grimer.

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SSB Kirby Series.png
Meta Knight is the leader of a sort-of militia group known as Meta Knight's Corps and the pilot of the army's main base of operations, a flying airship based on his likeness known as the Battleship Halberd. Meta Knight is a character who works for himself, and sometimes assists Kirby while other times duelling him as a foe; his motives for doing either are always shrouded in mystery, though he seems to have righteous intents as he presents himself as a chivalrous warrior. Meta Knight is never seen without his mask, or his two main pieces of equipment: his Dimensional Cape, which is capable of manipulating space and transforming into a pair of bat wings, and his golden sword Galaxia, which grants him incredible power and is rumoured to have been created by the fire god Photron.
First appearance:
Kirby's Adventure (1993)
Special Attacks
Neutral Special: Sword Beams are an attack commonly used by Meta Knight when he is fought as a boss within the Kirby series, and can additionally be used by Kirby himself should he gain the "Master" Copy Ability. In most Kirby titles, the Sword Beam attack sees Meta Knight swing his sword to create a large crescent projectile that flies forwards. In Super Smash Bros., Meta Knight's sword instead is engulfed with a green light and he swings it horizontally to create a small crescent projectile that travels quite a fair distance before it dissipates.

Side Special: Drill Rush is an attack that is used by Kirby when he acquires Meta Knight's sword after his defeat in Kirby & The Amazing Mirror. The Drill Rush, as one could imagine from its name, sees Meta Knight fly forwards while he holds his sword out in front of him and spins like a drill. This attack acts nearly identical to how Kirby performs it in Kirby & The Amazing Mirror, with the sole difference being that the player can adjust Meta Knight's angle while the move is active.

Up Special: Shuttle Loop is a move that Kirby is capable of performing in a number of different games should he gain the "Wing" Copy Ability; Meta Knight would also gain a similar move in his later appearances. The Shuttle Loop attack sees Meta Knight perform a jump as he holds his sword out to deal damage, before transitioning directly into a loop. After this move is used, Meta Knight will enter a gliding state, and he can perform a unique swiping attack should the standard move button be pressed while in this state; normal special moves can also be used while gliding. Upon attacking, or being damaged, while gliding, Meta Knight will immediately enter a helpless state.

Down Special: Mach Tornado is, in name only, an attack that Meta Knight (and Dark Meta Knight) often perform in their fights against Kirby. The attack in Super Smash Bros. however is more similar to the main maneuver that Tornado Kirby can use: transforming into a yellow tornado that can hover above the ground as the attack button is tapped. In Super Smash Bros. this attack acts nearly identical to the "Tornado" Copy Ability's technique: Meta Knight will spin around and become a tornado that damages foes on contact, and he can move left and right while the move is used. Tapping the special move button while Meta Knight spins will cause the move to be extended, and he can even float over nothing should he move off of a platform while Mach Tornado is being used.

Final Smash: Meta-Knights are a group of individuals led by Meta Knight that appear as mid-bosses in Kirby's Adventure and Kirby: Nightmare in Dream Land. Implied to be the elite attack force of Meta Knight's Corps, the group consists of Axe Knight, Javelin Knight, Trident Knight, and Mace Knight, who work under Meta Knight's direct commands. In Super Smash Bros. the attack begins with Meta Knight charging up a dark purple energy before he performs a larger, purple version of his Mach Tornado attack; this tornado has a vacuum effect that drags those nearby into it. After he has spun as a tornado for a short moment, he will raise his sword and call out "Come!" summoning the Axe Knight, Javelin Knight, Trident Knight, and Mace Knight to attack with their weapons to launch the trapped foes away.

Alternate Costumes
Miscellaneous
Meta Knight's entrance animation sees him teleport onto the stage, his cape wrapped around him.

Meta Knight's taunt sees him swing his sword down to his side as he calls "Fight me!"

Meta Knight's victory theme is a rock remix of the theme that plays in a number of Kirby games after the titular pink puffball defeats a mini-boss.

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Victory theme

Meta Knight's victory animations are as follows: Meta Knight unfolds his wings as he swings his sword with a flourish saying "Come back when you can put up a fight"; Meta Knight points his sword in the air, and it gleams brightly; and Meta Knight's sword is engulfed in flames and he swings it to shoot a crescent of fire.

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SSB Kirby Series.png
Gooey is a goofy blob who appears to be made of the same material as Dark Matter, a recurring boss in the Kirby series. Unlike Dark Matter, Gooey is one of Kirby's friends, who acts as the character that the second player can control in Kirby's Dream Land 3. Like Kirby, Gooey is capable of copying the powers of enemies, doing so by wrapping them with his tongue and pulling them into his mouth.
First appearance:
Kirby's Dream Land 2 (1995)
Special Attacks
Neutral Special: Star Spit is the attack Gooey gains after acquiring the Love-Love Stick during the final battle of Kirby's Dream Land 3. In Dream Land 3, the Love-Love Stick allowed Gooey to fly and spit out an infinite number of stars from his mouth. In Super Smash Bros., Gooey instead just spits a star out of his mouth.

Side Special: Burning is a recurring Copy Ability from the Kirby series. In most of its appearances, Burning allows Kirby to transform into a fireball, and rush forwards to defeat enemies. In Super Smash Bros., Gooey dashes forwards a short distance as he is engulfed in flames, bouncing off the first foe he touches.

Up Special: Parasol is a Copy Ability that first debuted in Kirby's Adventure. Gaining a red and white-striped parasol, Kirby can use it as both a battering weapon and a shield. In Super Smash Bros., a parasol protrudes from Gooey's mouth and he performs an upwards spin with it out-stretched before opening it and beginning a slow descent.

Down Special: Spark is a defensive Copy Ability that first appeared in Kirby's Adventure. Originally allowing Kirby to fire small bolts of lightning at foes, in Kirby's Dream Land 3 it was changed to allow Kirby to create an electric forcefield around himself. In Super Smash Bros., Gooey creates a sphere of electricity around himself that damages those who touch it and absorbs energy-based projectiles. Though the attack can be used continuously by holding down the special attack button, doing so for a too long will cause Gooey to eventually take slight damage.

Final Smash: Lightning Attack is based on a technique Gooey can perform in Kirby: Star Allies (which itself is based on one of Dark Matter's attacks from Kirby's Dream Land 3). Upon using the move, Gooey will release four waves of black lightning in a skewed X-like shape around himself, which deals damage to all those who touch it. After a few moments, the lightning will rotate around Gooey's body to damage all foes around him. After making two rotations around Gooey's body, the lightning will disperse in a pulse to knock away all nearby opponents.

Alternate Costumes
Miscellaneous
Gooey's entrance animation sees him bounce out of a bag, referencing how he is encountered in Kirby's Dream Land 2.

Gooey's taunt sees him pull out a broom and, despite not having any appendages, sweep the ground a few times before eating the broom.

Like Kirby's victory theme, Gooey's victory theme is remix of the recurring "level complete" theme that has appeared in many games of the Kirby series ever since Kirby's Dream Land. Though they share the same base, Kirby and Gooey's victory themes are distinctly different, with Gooey's having a more synthetic feel to it.

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Victory theme

Gooey's victory animations are as follows: Gooey bounces up and down, performing flips by bouncing off his tongue; Gooey sweeps with the broom from the Cleaning ability a few times, before he uses his tongue to throw it into the air; and Gooey flies around in the air, using the six small orange spheres that protrude from him.

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SSB Kirby Series.png
Marx is a character from the Milky Way Wishes sub-game of Kirby Super Star. Marx introduces himself to Kirby, hoping to get the pink puffball's assistance in ending a war between the Sun and the Moon by summoning Nova and grant this wish. Marx's true nature is revealed once Kirby does summon Nova, as the small jester pushes him out of the way in order to make his own wish: to take over Planet Popstar. He is commonly seen bouncing on a striped ball that is larger than his own body.
First appearance:
Kirby Super Star (1996)
Special Attacks
Neutral Special: Ball Kick is one of the attacks that Marx can perform in his Dream Friend appearance in Kirby: Star Allies. As its name implies, the attack sees Marx kick the ball he often runs atop. In Super Smash Bros. this attack is essentially identical to its Star Allies appearance in that Marx kicks his ball forwards, and it can bounce off walls and foes to deal damage after a rebound. Once the move is used, Marx will lose his ball for a short moment, but will spawn another one shortly.

Side Special: Jester Ball Ride is another one of Marx's attacks in Kirby Star Allies, which is based off one attack Kirby can perform with the Bomb Copy Ability. In both Kirby Star Allies and Super Smash Bros. the move sees Marx, on top of his ball, roll forwards at a high speed, bowling down foes in front of him to bury them into the ground.

Up Special: Radiant Flight sees Marx transform into a small version of his boss form from the climax of Milky Way Wishes from Kirby Super Star. Named after a similar move from Kirby Star Allies, the Radiant Flight move in Super Smash Bros. sees Marx fly upwards at a diagonal angle, travelling through any foe that may be in his way while also knocking them away as he does so.

Down Special: Time-Bomb Jester Ball sees Marx use his ball as a bomb. This move, one that Marx can perform in Kirby Star Allies, has Marx place his ball on the ground, summoning another one to move around on immediately, with the first one exploding after a second. The ball can be affected by attacks before it detonates however, and Marx can use this to his advantage - sending the explosive ball into a faraway crowd before it explodes - though opponents can also attack the ball to sabotage his plans by knocking it back into Marx.

Final Smash: Black Hole is perhaps Marx's most iconic attack, seen in the final phase of his Kirby Super Star boss fight. Its notability primarily comes from the strange way that Marx performs this attack: Marx splits into two halves, creating a black hole in the space in-between. In Super Smash Bros. Marx transforms into his boss form from Milky Way Wishes, a much larger size than in his up special move, and splits in half in an identical manner. The large black hole that Marx creates draws in nearby foes, but doesn't damage opponents. What does damage and launch opponents is Marx repairing himself, returning into a single form, as he does so with a powerful slam that creates a shockwave to launch any trapped enemy as well as any that may be too close to him.

Alternate Costumes
Miscellaneous
Marx's entrance animation sees him simply teleport onto the stage, bouncing on top of his ball happily.

Marx's taunt sees him transform into his boss form (the small version seen in his up special move) and perform an aerial backflip, before he transforms back into his normal appearance.

Marx's victory theme is a techno-rock remix of the opening of the Milky Way Wishes theme from Kirby Super Star.

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Victory theme

Marx's victory animations are as follows: Marx bounces up and down on his ball, before transforming into his boss form before creating a powerful shockwave; Marx flies around as his boss form, ending with a spin before firing off some crescent-shaped projectiles down to the ground; and Marx rolls on his ball but falls off it, landing on his back and firing a projectile at the ball to pop it.

Marth is the central character of the first entry in the Fire Emblem series, Fire Emblem: Shadow Dragon and the Blade of Light. Marth is the prince of the Archanean kingdom of Altea, and the descendant of the legendary hero, and founder of the kingdom, Anri. Wielding the legendary blade, the Exalted Falchion, Marth is tasked with bringing together the kingdoms that fell to the reincarnated dragon emperor Medeus and return the continent of Archanea to its former glory, and restore the Fire Emblem shield in order to use its divine power to seal away the dragon for good.
First appearance:
Fire Emblem: Shadow Dragon and the Blade of Light (1990)
Special Attacks
Neutral Special: Shield Breaker is a technique loosely based on the Fire Emblem rapiers' ability to break through the shields of foes. In Super Smash Bros. Marth charges up for a moment before thrusting his sword forwards quickly to deal damage. The attack can be charged up by holding down the special attack button to increase the power of the move. Much as its name implies, Shield Breaker is particularly useful against the shields of foes, and will fully break an opponent's shield at the move's full charge.

Side Special: Dancing Blade is a technique that sees Marth perform four consecutive attacks in rapid succession as the special attack button is tapped. The first attack sees Marth perform an outward swing, followed by an inward swing, a downward swing that can meteor smash airborne foes, and a final slash as Marth takes a step forwards. By tilting the control stick, the player can have Marth direct the final three attacks up or down slightly, and/or the final two hits forwards slightly.

Up Special: Dolphin Slash is an attack based on one part of the Critical Hit animation from Fire Emblem Thracia 776. The attack is a basic upwards slice, where Marth jumps up while he slices in a slight arc. The attack deals the most amount of damage and knockback right as the attack is used, and Marth can travel forwards a further distance at the cost of vertical movement if the player tilts the control stick forwards. After Marth performs the move, he will enter a helpless state.

Down Special: Counter is a recurring skill from the Fire Emblem series, first appearing in Fire Emblem: Path of Radiance. As its name implies, the skill allows the user to dodge away from their opponent's attack and strike back with a counterattack that deals double the amount of damage as their attack would have. In Super Smash Bros. the attack works nearly identical: Marth will take a defensive stance for a short moment and, if he is hit, will dodge the attack and counter with a slash that deals 1.2x the damage of the attack he would have taken.

Final Smash: Critical Hits are a common element of role-playing games, the genre which Fire Emblem is classified as. "Critical Hits" are stronger versions of a user's attack, decided at complete random. In Super Smash Bros., Marth rushes straight forwards a long distance, and, once coming in contact with a foe, will perform a powerful slash to launch foes. The attack works identically to Lucina's Final Smash of the same name, and, like her attack, an the HP gauge will appear and quickly drain once he hits an attack; unlike her attack, Marth's HP gauge is based on the one that appears in Fire Emblem: Shadow Dragon instead of Fire Emblem: Awakening. If Marth dashes off past the blast line when the attack is first activated, he will be KO'd.

Alternate Costumes
Miscellaneous
Marth's entrance animation sees him warping onto the stage using magic, before he points his sword downwards as it glistens.

Marth's taunt sees him point his sword upwards, the tip of his blade glistening, as he says "Everyone, watch over me!"

Marth's victory theme is an orchestral remix of an excerpt of the main theme of Fire Emblem: Shadow Dragon and the Blade of Light and the Fire Emblem series as a whole.

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Victory theme

Marth's victory poses are as follows: Marth brushes aside his bands before holding his arm out straight beside himself, saying "This time victory is mine"; Marth sheathes his sword before standing proudly, saying "Today, I have survived"; and Marth performs a spin before spinning his sword with his arm outstretched and sheathing it, saying "There's no way I could lose!"

Tiki is a recurring character from the Fire Emblem series. A member of the Manakete species, Tiki is the sole remaining member and the princess of the Divine Dragon clan. In Fire Emblem: Shadow Dragon and the Blade of Light and Mystery of the Emblem, Tiki is sealed into a deep slumber in order to protect her, and the human residents of Archanea, from the power stored within her; in Fire Emblem Awakening, Tiki acts as a priestess serving Naga, the deity-leader of the Divine Dragon dragon clan.
First appearance:
Fire Emblem: Shadow Dragon and the Blade of Light (1990)
Special Attacks
Neutral Special: Ice Breath is a recurring skill in the Fire Emblem series; one that Ice Dragons are shown to be able to use. Tiki, though not an Ice Dragon but rather a Divine one, is still capable of learning this skill in Fire Emblem: Mystery of the Emblem. In Super Smash Bros., Tiki breathes a stream of light blue fire from her mouth, which deals damage over time and will eventually freeze foes if they remain within it long enough. The attack can be kept going as long as the button is held down, though after a certain amount of time Tiki herself will become frozen for a moment, taking slight recoil damage.

Side Special: Moonbow is a skill that was introduced in the free-to-play mobile game Fire Emblem Heroes. Moonbow is a variation of the New Moon skill, and both act fairly similarly: the unit using the ability fires a giant arrow of energy forwards at their target, damaging them as if they had a reduction to their defense applied. In Super Smash Bros. this attack is the same in name and appearance, though has several major differences in how it is performed by Tiki; the size of the arrow can be increased by charging the attack, starting out small and eventually growing larger, with its size slightly affecting the arrow's movement. The small arrow, though it does not travel far, does so at a quick speed and will angle itself upwards or downwards slightly in an attempt to slightly home in on a nearby foe; the large arrow is the opposite, travelling a far distance but doing so at a slow speed. When small, the arrow will also stop once it hits a foe, but it will instead travel through multiple foes when larger. When used in the air, Tiki can fire three small arrows in rapid succession or one large arrow before entering a helpless state, though will enter a pseudo-helpless one should she have fired only one small arrow.

Up Special: Rising Flame is a skill that debuted in Fire Emblem Heroes, though its appearance in Super Smash Bros. does not resemble it in any way but name. When used, Tiki will transform into her dragon form and fly upwards in a corkscrew motion as fire dances around her. Though she does not travel high, she does deal quite a fair bit of damage to those nearby, with those around her when the move is initiated being launched a considerable distance with minor damage.

Down Special: Distant Counter is a skill from Fire Emblem Heroes that, as its name implies, allows the user to counter an opponent's attack no matter the distance between them. In Super Smash Bros., this skill differs from other counter-attacks in that it's primary purpose is to reflect other projectiles. If initiated as she is being hit, Tiki will dodge out of the way before she breathes a small fireball back in the direction of the attacker. How this differs from normal counter-attacks is that the fireball will actually grow in size, and therefore deal more damage, as it travels at a quick and steady pace, exploding as it comes in contact with a foe. If Tiki counters a melee attack the small fireball will only be enough to knock the foe away from her to give her room, but if she counters a projectile attack the larger fireball can knock the one who tried to attack her and KO them at relatively low percentages.

Final Smash: Lifetaker is a skill that debuted in Fire Emblem: Awakening, where it was associated with the Dark Knight class. In Awakening, the skill heals 50% of the unit's max health after they defeat an enemy. In Super Smash Bros., this basic idea is kept, but heavily expanded upon and made into an attack worthy of 'Final Smash' status: Tiki transforms into her dragon state and surrounds herself in dark purple flames that trap all those near-enough to her. Those trapped within her fire will take 1.25x the amount of damage Tiki had when she initiated the attack, while Tiki herself is healed to 0%. Once fully healed, Tiki will flap her wings to knock them away, without dealing any more damage, before transforming back into her human form.

Alternate Costumes
Miscellaneous
Tiki's entrance animation sees her gracefully fly down in her dragon form, before transforming into her human form in a green-yellow flash.

Tiki's taunt sees her sprout two white, almost-angelic, wings from her back, which she flaps twice as she winks. They then disappear.

Tiki's victory theme is an orchestral remix of an excerpt of "The Little Divine Dragon" from Fire Emblem: Shadow Dragon.

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Victory theme

Tiki's three victory animations are as follows: Tiki claps while jumping up and down happily; Tiki spins around with her arms out-stretched before falling over, dizzy; and Tiki holds the Shield of Seals against her chest, and smiles happily as she brandishes her angelic wings.

Tsubasa Oribe is one of the main protagonists of Tokyo Mirage Sessions ♯FE. Tsubasa Oribe is an eighteen year-old high school student who dreams of becoming an idol. This dream stems from a strange incident where an entire theatre full of people, including her older sister Ayaha Oribe, mysteriously disappeared without a trace, leaving her the sole survivor. Five years later, Tsubasa, and her friends Itsuki Aoi and Touma Akagi awaken as Mirage Masters upon being transported to the Idolasphere, and later go on to join Fortuna Entertainment to fight alongside others with high levels of Performa. Upon awakening as a Mirage Master, Tsubasa forms a bond with Caeda, a Pegasus Knight who, like Tsubasa, wields a large lance in battle.
First appearance:
Tokyo Mirage Sessions ♯FE (2015)
Special Attacks
Caeda is the Mirage that Tsubasa Oribe forms a bond with, and is based on the character of the same name who serves as the main female protagonist opposite Marth in Fire Emblem: Shadow Dragon and the Blade of Light. The Mirage Caeda becomes a sort of sisterly figure to Tsubasa Oribe as they fight together in the Idolasphere, appearing to grow closer than most other Mirages do to their Masters. In Super Smash Bros. Caeda does not fight alongside Tsubasa at all times, but rather is only active for short periods of time. Tsubasa plays identically no matter should Caeda be present or not, though the Mirage assists her master in a number of smash attacks and all of her special attacks, altering their properties in different ways. Caeda must be summoned again after Tsubasa sustains a certain amount of damage though this is an automatic process. Tsubasa will be surrounded by a green glow as Caeda is active.

Neutral Special: Skewer is a basic physical attack usable by lance wielders in battle. It is perhaps the weakest special attack usable by lance users, as its description merely states that it is a light physical attack. In Super Smash Bros. Tsubasa stabs forwards with her lance, the tip of which acts as a sweetspot that deals a significant amount of damage and knockback. When Caeda is active, this attack becomes Life Drain: Life Drain will heal Tsubasa by the same amount of damage she deals to foes she hits with the attack's normal sweetspot.

Side Special: Zandyne is the most-powerful single-target version of the wind-elemental "Zan" family of spells that appears in the Megami Tensei franchise. In Tokyo Mirage Sessions ♯FE Tsubasa is capable of using most Force (wind-elemental) skills present in the game, and this includes Zandyne. The move's appearance in Super Smash Bros. is actually based upon the appearance of many wind-based attacks in the Fire Emblem series, seeing Tsubasa send out a large green crescent-shaped projectile that acts as a type of spinning saw blade with boomerang-like movement patterns. When Caeda is present this attack becomes Excalibur, a legendary wind tome that makes a number of appearances in the Fire Emblem series. Excalibur acts similar to Zandyne, though both Tsubasa and Caeda summon blades, with the latter's being slightly larger and travelling a further distance.

Up Special: Agilao is the main name of the medium-strength fire spell in the Megami Tensei franchise, and a spell Tsubasa can use. As the second single-target stage of the "Agi" spell line, Agilao has consistently remained as one of the most basic, albeit still very useful, spells in the Megami Tensei titles. Its appearance in most titles comes in the form of a fiery pillar and in Super Smash Bros. this is no different. Tsubasa will jump straight upwards as a pillar of fire rises beneath her, with this dealing damage to foes. When Caeda is active the attack powers up to Agidyne, greatly increasing the attack's damage output and the distance Tsubasa travels but also making the pillar thinner.

Down Special: Tarukaja and Rakukaja are two status-based spells that make frequent appearances in the Megami Tensei franchise, and both are usable by Tsubasa in Tokyo Mirage Sessions ♯FE. Tarukaja increases the party's offensive capabilities for three turns, while Rakukaja instead focuses on defence. Tsubasa will use the former when Caeda is not present, buffing her damage output for a short period of time but also disabling Caeda's ability to be summoned. When Caeda is present this attack instead becomes Rakukaja, decreasing the amount of damage she takes from opponents' attacks, and thus also making it harder for Caeda to be defeated.

Final Smash: Falling Star is the Duo Art that is performed by Tsubasa and her childhood friend Itsuki Aoi in Tokyo Mirage Sessions ♯FE. In that game the attack sees Itsuki throw Tsubasa high into the air, who then slams down into the ground as if a falling star (hence the attack's name). A very similar cinematic will play in Super Smash Bros. should Tsubasa hit a foe with the initial attack performed upon pressing the special move button once she has gained the power to use her Final Smash: she will throw her lance forwards a fair distance forwards, piercing through them and trapping them in the Falling Star attack.

Alternate Costumes
Miscellaneous
Tsubasa's entrance animation sees her appear out from behind a flash of light blue and green energy.

Tsubasa's taunt differs depending on whether Caeda has been summoned or not. If Caeda is not present Tsubasa will simply swing her lance in a circle before pointing it down towards the ground. If Caeda is present however, Tsubasa and her Mirage will stand back to back and point their weapons towards the sky. In both cases Tsubasa will say "Daijōbudesu" (I'm fine) as she taunts.

Tsubasa's victory theme is an instrumental version of her debut song as an idol "Feel", which she sings in Tokyo Mirage Sessions ♯FE.

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Victory theme

Tsubasa's three victory animations are as follows: Tsubasa waves happily as she cries out "Min'na arigatō!" (Thank you everyone!); Tsubasa and Caeda spin around each other before standing back-to-back with their lances pointed down the lengths of their torsos; and Itsuki takes Tsubasa by the hand and the two spin around before Tsubasa flies up into the air.

JSSB Kid Icarus symbol.png
JSSB Kid Icarus symbol.png
Human-like beings capable of wielding weapons imbued with the powers of the Gods and Goddesses compete in the divine sports for the entertainment of those who reside in Skyworld; lacking a name, they are simply referred to as "Fighters". The Fighters are capable of many of the same feats as Pit, the captain of Palutena's guard, though as they are distinctly not angels, they are far less powerful than him, lacking the defensive and offensive prowess to take on the likes of the Underworld Army. Some sports require Fighters to be separated into the Light Team and Dark Team, though ironically the more-friendly of them often participate for the latter.
First appearance:
Kid Icarus Uprising (2012)
Special Attacks
Neutral Special: Celestial Firework is a Power from Kid Icarus Uprising, and the only one classified as a "Miscellaneous" type to have any significant use. Celestial Firework sees the user, be it Pit or a Fighter, launch a small firework high into the air to damage and knock away all nearby enemies; in team-based Together Mode matches, this can also be used to signal the user's teammates. In Super Smash Bros. the Fighter points their First Blade skywards and launches a small ball of light that travels a fair distance before exploding. When used directly next to a foe, the firework will drag an enemy along with it, knocking them away as it explodes.

Side Special: Burst Blade is a type of Blade, one of the weapon classes that Fighters can wield in Kid Icarus Uprising. Compared to the others of its type, the Burst Blade has significantly less range and is one of the weaker weapons, though the Burst Blade also fires three blasts of energy at once in a triangular pattern, thus allowing them to neutralize enemy fire easily. In Super Smash Bros. the Fighter fires the Burst Blade, releasing three small bolts of energy that fly a short distance before exploding. The blasts will also explode once they come in contact with anything solid, be it a wall or another fighter.

Up Special: Rocket Jump is a Power that appears in Kid Icarus Uprising. When this Power is used it launches Pit or a Fighter skywards "with the force of a rocket", blasting through foes as they do so. In Super Smash Bros. it acts the same way: the Fighter will straighten-out before flying upwards a fair distance at a great speed, performing a spin at the peak of their jump with a sweetspot that deals significant more knockback present at the end of the First Blade they hold.

Down Special: EZ Cannon is the most-basic type of Cannon that can be acquired in Kid Icarus Uprising. All Cannon weapons are large firearms that slow the user's movement, and most fire explosive blasts of energy capable of bouncing off of any surface; the EZ Cannon is no exception to this, and its ricocheting shots posses homing capabilities. In Super Smash Bros. the Fighter equips the EZ Cannon and fires a large blast of energy forwards which can bounce off of a single surface, but will explode upon hitting a second or another fighter. Unlike in Uprising, the EZ Cannon must be charged up for a hefty duration (by holding the special move button down) prior to firing, which can leave the Fighter open to attacks; the later part of the EZ Cannon's charge does grant the Fighter super armour that makes them less likely to flinch from attacks, though any attack prior to this will cancel the attack. Simply pressing the special move button will have the Fighter fire a weak blast of energy that acts as a close-ranged attack and deals very little damage or knockback.

Final Smash: Explosive Flame is a Power in Kid Icarus Uprising, and one of the strongest that can be used. Once activated a large explosion will occur in front of the user, the centre of the explosion laying in the ground to create a semicircular detonation that only expands over time. In Super Smash Bros. the Fighter points forwards with their First Blade, creating an explosion a short distance in front of them that expands over a short period of time, dealing massive damage to any who become trapped in it. The Fighter is immune to the effects of the Explosive Flame, and can even run around to knock their opponents into the explosion after they summon it onto the stage. As the explosion dissipates, it will launch away all foes trapped in it.

Alternate Costumes
Miscellaneous
The Fighter's entrance animation sees them warp onto the stage with their back to the camera, holding their First Blade down the length of their back.

The Fighter's taunt sees them wave their First Blade in an arc above their head, before swinging it down harshly in front of them.

The Fighter's victory theme is a direct rip of the fanfare that plays at the end of a Together Mode match in Kid Icarus Uprising.

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Victory theme

The Fighter's victory animations are as follows: The Fighter launches a Celestial Firework into the air, before pointing forwards with their staff; the Fighter fires a blast of energy from their First Blade before swinging it in an X-shape and draping it down their side; and the Fighter will throw their First Blade into the air, pump their fist, then catch their weapon and turn around.

JSSB Kid Icarus symbol.png
JSSB Kid Icarus symbol.png
Medusa, the "One-Time Queen of the Underworld", is one of the main antagonists of the Kid Icarus series, seeking vengeance against Palutena and the Skyworld inhabitants that she believes to have wronged her. Prior to the events of the original Kid Icarus title Medusa ruled Angel Land together with the Goddess of Light, though after creating chaos for humanity by destroying their crops and petrifying innocents, Palutena banished her to the Underworld and transformed her into a large cyclops. Over twenty years later, the Lord of the Underworld, Hades, would go on to revive Medusa (unbeknownst to her) and give her a new body by adding some of her memories into a pool of lost souls that, like Medusa, each harbour a deep loathing for Palutena.
First appearance:
Kid Icarus (1986)
Special Attacks
Neutral Special: Slip Shot is the name of a Power that Pit and the Fighters can equip in Kid Icarus Uprising, though Medusa's neutral special move only borrows this technique's name. In all of Medusa's appearances, her primary mode of attack (or sole mode of attack in Kid Icarus) is the ability to fire lasers. This ability is reflected in Super Smash Bros. in a way that also borrows elements from one of Medusa's attacks from the first phase of her Uprising battle: Medusa will summon a small black eyeball that will float in-place in front of Medusa. After a moment, the eyeball will blink and fire a laser forwards that travels a fair distance forwards and deals more damage to foes closer to the eyeball itself. While this can be used in tactical ways, opponents can also attack the eyeball prior to it firing the laser to defeat it; additionally, Medusa can only have one such eyeball out on the stage at a time.

Side Special: Petrify Attack is a Power that Pit and the Fighters can equip in Kid Icarus Uprising. This attack is based on Medusa's signature ability both in the Kid Icarus series and in Greek mythology: in the former it is said that anyone who stares at Medusa's face will immediately be turned to stone, which remains one of the most commonly-used aspects of the Greek mythology in modern fiction. In Super Smash Bros. this attack does not inherently "petrify" the fighter in the same way, though it does paralyze them in place for a moment as Medusa stabs her staff forwards quickly as it is engulfed in a red energy, dealing massive damage to opponents hit by the tip of the staff and petrifying any who are hit by this attack in place for a short moment to allow Medusa to follow-up with another attack.

Up Special: Warp is a Power that appears in Kid Icarus Uprising. As its name implies, Warp allows the user to teleport away from their current position in Together Mode in a way that mimics the teleportation ability that many of the enemies that Pit must fight possess; Medusa is one such deity who displays the ability to teleport in her boss battle in Chapter 9 of Uprising. In Super Smash Bros. Medusa teleports a short distance upwards (or in whichever direction the control stick is tilted), reappearing in a red flash of energy that deals damage to nearby foes.

Down Special: Trip Mines are used by Medusa during the second phase of her Kid Icarus Uprising battle. After Pit damages her enough, Medusa will begin leaving mines in the air that can not be destroyed, before sending an eyeball projectile to chase down Pit. These mines are about the size of Pit, red in colour, and appear to spark with a pink energy; a much smaller version of these mines are used for Medusa's down special move in Super Smash Bros. Though they do not explode in Uprising, in Smash Bros. a mine will float in place and explode upon contact with a foe or after a short period of time has passed. Up to two of these mines can be on-stage at once, and the one placed first will explode should a third attempted to be placed.

Final Smash: Gorgon's Gaze is an original term, coined from the three "Gorgon" sisters from Greek mythology of which Medusa was one. The attack itself is based on the final phase of Medusa's Kid Icarus Uprising battle, which itself is inspired by the final battle of Kid Icarus: in both of these cases, Medusa's giant head fires lasers at Pit, with the former title seeing the angel having to dodge the Gorgon as her head flies around at a high speed. In Super Smash Bros. Medusa "melts" before her giant cycloptic head reappears from the side of the screen. The player is the able to control Medusa's head for a short period of time, which damages foes on contact and can deal significantly more damage by firing lasers via the standard or special attack buttons. Medusa's head can fly through any platform, as the Gorgon will reappear in the place where the attack was initiated after the attack ends.

Alternate Costumes
Miscellaneous
Medusa's entrance animation sees her cycloptic head fly onto the stage, before her body appears beneath it as a column of purple and black energy rises up from the ground.

Medusa's taunt sees her hold her free hand up to the side of her face, and the red snake that sprouts from her head then coils around it and hisses as she chuckles.

Medusa's victory theme is a remix of her battle theme from Kid Icarus, featuring an organ and electric guitar.

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Victory theme

The Fighter's victory animations are as follows: The Fighter launches a Celestial Firework into the air, before pointing forwards with their staff; the Fighter fires a blast of energy from their First Blade before swinging it in an X-shape and draping it down their side; and the Fighter will throw their First Blade into the air, pump their fist, then catch their weapon and turn around.

Doc Louis is a major character from the Punch-Out!! series. A former heavyweight boxer, Doc Louis now serves as trainer to the up-and-coming lightweight Little Mac, and has passed down his unique Star Punch to his trainee. Much of Doc Louis' past as a boxer is shrouded in mystery as he's now more in to confectioneries, but it's implied that he had a rivalry with Bald Bull in the past. Though he's let himself go as of late, Doc Louis still tries to keep his moves in check, and will also go biking from time to time.
First appearance:
Mike Tyson's Punch-Out!! (1987)
Special Attacks
Neutral Special: Star Punch is a powerful attack created by Doc Louis and passed down to Little Mac. In Punch-Out!! for the Wii, the Star Punch must be earned by punching a foe at certain moments. In both Punch-Out!! and Super Smash Bros., Star Punch is a powerful attack that drains those hit of their stamina; in Super Smash Bros., Doc Louis' Star Punch has little range but dramatically increases in knockback depending on the amount of damage Doc Louis currently has.

Side Special: Bicycles are a type of self-powered pedal-driven vehicles which consists of two large wheels connected by a thin metal frame. In the Punch-Out!! series, a recognizable sight is Doc Louis riding a bicycle ahead of a jogging Little Mac at the side of a river overlooked by the Statue of Liberty. In Super Smash Bros., Doc Louis will summon a bike and pedal forwards. If airborne, Doc Louis will instead just bounce forwards, but if on the ground the player will be able to control Doc Louis' movements, and he can turn around. Whether in the air or on the ground, pressing the special move button again will allow Doc Louis to jump off it.

Up Special: Uppercut is a vertical punch often used in boxing in which the performer punches upwards towards their opponent's chin. Doc Louis performs an uppercut when he fights against Little Mac in Doc Louis's Punch Out!!, but the attack is much different in Super Smash Bros.. In Super Smash Bros., Doc Louis jumps upwards a short distance while he performs an uppercut, dealing massive damage when the move is initiated.

Down Special: Shuffle Counter is a type of counterattack based upon one of the moves Doc Louis uses against Mac in Doc Louis's Punch Out!!. In that game, Doc Louis may perform a shuffle followed up by either a jab or a hook. In Super Smash Bros., Doc Louis will shuffle and, if attacked, he will counter with a hook that knocks away foes.

Final Smash: Training is Doc Louis' profession; he is the trainer of Little Mac. Doc Louis summons a large red punching bag in front of him, which he punches several times - both his punches and the swinging punching bag deal damage - before he performs a downwards hook that knocks the punching bag off its hook and forwards an exceptional distance which deals massive damage to those who are hit by it.

Alternate Costumes
Miscellaneous
Doc Louis' entrance animation sees him ride his bicycle onto the stage, then slowly climb off it with a sigh.

Doc Louis' taunt sees him pull out a chocolate bar and devour it in a single bite.

Doc Louis' victory theme is a remix of the theme that plays in both the NES and Wii instalments of the Punch-Out!! series whenever Little Mac defeats an opponent.

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Victory theme

Doc Louis' victory animations are as follows: Doc Louis wipes his forehead with a towel that he then drapes over his shoulder before flexing and saying "Learned your lesson yet?"; Doc Louis chomps down one chocolate bar, which covers his mouth in chocolate. He then takes his towel and wipes first his mouth then his forehead, smearing the latter with chocolate; and Doc Louis claps twice, wipes his forehead, and says "Join My Nintendo today, Mac!"

SSB Star Fox Series.png
SSB Star Fox Series.png
Falco Lombardi is one of the main protagonists of the Star Fox series. Falco is an ace pilot, highly respected by the other members of Team Star Fox, but does often act in a brash and cocky way; though often appearing to be uncooperative, he is devoted to assisting his allies. Little is actually known about Falco's past before he joined Team Star Fox, though it is known that he is particularly close to Katt Monroe, who knew the avian as a child and fought alongside him as a member of the gang Free-As-A-Bird.
First appearance:
Star Fox (1993)
Special Attacks
Neutral Special: Sniper Rifle is a weapon that makes an appearance in the Sega-developed Nintendo GameCube title Star Fox: Assault. In that game, the Sniper Rifle can be used to combat foes from a distance, as it features a scope that allows the user to zoom in on a potential target before firing a powerful, albeit thin, laser blast towards them. In Super Smash Bros. Falco will crouch down and fire a burst from the gun, though this projectile features several unique properties. The Sniper Rifle's shot pierces through fighters close enough to Falco, and deals significant knockback to those in the same radius. As the projectile travels however, its knockback output decreases while its damage output increases. The shot can travel the entire length of a stage, and does so at a high speed, though the move has long ending lag and the projectile is incredibly thin and thus easy to dodge.

Side Special: Homing Launcher is a weapon featured in Star Fox: Assault, and is described as Falco's preferred method of combat while active in on-foot missions. The Homing Launcher is a large red rocket launcher manufactured by Space Dynamics, which has a tracking device that allows its rockets to home in on opponents. In Super Smash Bros. the homing capabilities are much weaker, as is the rocket's damage output: Falco will fire a rocket from the blaster and it will loosely fly in the direction of the nearest enemy to Falco. If the rocket flies for a long-enough period of time without coming in contact with a foe, it will simply fall to the ground and explode upon impact with an enemy or the aforementioned platform.

Up Special: Free Bird is a recovery ability based upon that used by Fox and his Echo Fighter, Fay, that is not inherently based upon any ability the characters demonstrate in the Star Fox series. Like Fox's up special move "Fire Fox", Falco's technique sees him fly upwards a fair distance at a high speed, with the direction Falco travels in being determined by the current position of the control stick. Unlike Fox and Fay's special moves, Falco is not surrounded by an elemental effect as he travels (only blue lines that can be interpreted as stylized wind effects), and flies a further distance and through opponents while dealing minimal damage.

Down Special: Sensor Bomb is a type of proximity mine featured in Star Fox: Assault. As its name implies, the Sensor Bomb reacts to individuals who pass by it, exploding should someone enter its search radius. Once triggered, the Sensor Bomb will jump into the air a short distance before detonating. This weapon acts the same in Super Smash Bros. as it did in Star Fox: Assault, though unlike in the latter title Falco is unable to set-off the bomb he placed. Falco can only have one Sensor Bomb on the stage at any given time, and it will despawn should it not be triggered for a long-enough period of time or when Falco is KO'd.

Final Smash: Arwings are a type of space combat vehicle designed by Space Dynamics for use by Team Star Fox. An Arwing can only hold a single passenger, and comes equipped with a variety of weapons and defensive gadgets that essentially allow it to be an incredibly-mobile flying tank - such inclusions include the G-Diffuser (which allows it to defy gravity and adjust its speed at a near-instantaneous speed), a cannon that fires laser beams, and an electromagnetic shield that absorbs the shock of energy projectiles. In Super Smash Bros. Falco uses an Arwing, his preferred vehicle, to deal damage to foes once he is granted his Final Smash: upon activation, a crosshair will appear a short distance in front of him before lasers are fired from the foreground into it. If enemies are hit by them, a short cinematic will play out where a Walker (an Arwing that has the ability to transform into a ground-based version wherein its wings become leg-like appendages) will dash through the stage and Falco will jump into it as it does. Any fighter hit will then appear in a cinematic where Falco, alongside Slippy, Peppy, and Miyu fly in a formation with Falco in front, and fire blasts at the targets that deal a substantial amount of damage before launching them away.

Alternate Costumes
Miscellaneous
Falco's entrance animation sees him jump out of an Arwing that flies through into the foreground, landing in a crouched position with one of his wings held upwards at an angle.

Falco's taunt sees him pull out his Homing Launcher and polish it with his wing, saying "Hold still and lemme shoot you."

Falco's victory theme is an electric guitar-based remix of the opening of the "Mission Complete" theme from Star Fox Command.

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Victory theme

Falco's victory poses are as follows: Falco sits on the ground with one leg out, scoping through his Sniper Rifle, which he first points off towards the right-side of the screen before moving to face the camera's lens; Falco, in a crouching position while holding his Sniper Rifle, says "Scratch one bogey" before standing up with a spin; and Falco says "Game over pal" while holding his Homing Launcher, before slinging it over his shoulder and turning it around.

Callie is one half of Inkopolis' most popular idol duo, the Squid Sisters, and one of the hosts of the Inkopolis News program that aired in Splatoon. She is much more cheerful than her cousin, Marie, though the two get along with few faults in their relationship - namely, they never seem to be able to agree when it comes to which side to choose for a Splatfest. Callie's career began when she and her cousin won a Youth Folk-Singing Contest as children, and the two cousins worked together to expand their influence from that sole win. Callie's also a member of the Squidbeak Splatoon formed by her grandfather Cap'n Cuttlefish, and goes by the name of Agent 1 when undercover.
First appearance:
Splatoon (2015)
Special Attacks
Neutral Special: Suction Bombs are a Sub Weapon attached to a number of different weapons in both Splatoon and Splatoon 2. As its name implies, the Suction Bomb will stick to any surface and explode after a few moments, covering the nearby area in ink. In Super Smash Bros., Callie will throw the Suction Bomb forwards, and it will stick to the floor of any platform or a wall. After a second it will explode and release ink, which damages foes on contact, but only the initial explosion will cause knockback.

Side Special: Hero Roller is a Roller-type weapon used by Agent 1 during her exploits with the Squidbeak Splatoon in Octo Valley. The attack in Super Smash Bros. acts differently depending on whether the button is pressed or held down. When the button is held down, Callie will roll the Hero Roller along the ground and the player can move her forwards or backwards to deal damage and potentially trap foes against it. If the attack is used in the air, Callie will wave the Hero Roller to send a wave of ink forwards that deals less damage but acts as a projectile attack instead.

Up Special: Splashdown is a Special Weapon from Splatoon 2 that can be activated in multiplayer should the player be on the ground, or while they are performing a Super Jump to one of their teammates. The Splashdown technique, as its name implies, is a jumping maneuver that sees the Inkling release an explosion of ink around them when they hit the ground. In Super Smash Bros. this attack works similarly, with Callie jumping up a distance before rushing downwards and causing an explosion when she hits the ground. If the special attack button is held down instead of pressed Callie will perform a higher jump at the beginning, though the damage-dealing Splashdown will be smaller and weaker. The ink she releases when she hits the ground mainly deals damage, and knockback is dealt to those she directly lands on.

Down Special: Curling Bomb is a Sub Weapon type introduced in Splatoon 2 that is set with a fair number of weapons. It is a versatile little bomb that travels along the ground, leaving a path of ink in its wake, before exploding after it travels a set distance. Similarly, in Super Smash Bros. the bomb will travel forwards and explode after being out for a short period of time, or when it hits an opponent. Just like in Splatoon 2, if the Curling Bomb comes in contact with a wall, it will bounce off it and travel in the direction it came from instead of exploding.

Final Smash: Killer Wail is a Special Weapon in Splatoon that, when used, releases a loud sound that paints the area in front of it in ink and disintegrates any Inkling that hears it. In Super Smash Bros. this attack is actually fairly unique as it doesn't deal damage to foes; instead, the attack deals an insane amount of knockback to any foe that is in the cone of noise it releases. The Killer Wail will not activate the second the special attack button is pressed however, and Callie is able to adjust its angle upwards or downwards before the Killer Wail's wail is released.

Alternate Costumes
Miscellaneous
Callie's entrance animation sees her rise up from a pink puddle of ink.

Callie's taunt sees her perform her signature Squid Sisters pose while saying "Stay Fresh!" in the Inkling language.

Callie's victory theme is a direct rip of the battle win result theme from Splatoon. Unlike most other victory themes, this song will continue to loop as the player remains on the results screen.

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Victory theme

Callie's three victory animations are as follows: Callie rolls her hands around each other before jumping up, throwing her hands over her head, and landing in her signature Squid Sisters pose; Callie mimics one of the dance moves she performs in Splatoon - she puts her hands on her elbows and tilts her arms up and down a few times before putting her hands on her cheeks as she smiles and raises one of her legs; and Callie spins around before she poses as she did while under the control of the Octarians in Splatoon 2, pointing three of her fingers upwards on one hand that is crossed over her head and pointing downwards beneath her torso with the other.

Marie is one half of Inkopolis' most popular pop idol duo: the Squid Sisters. Along with her partner, and cousin, Callie, she runs the Inkopolis News program that displays the Turf War stages currently in rotation. Marie serves as a counter to her cousin, being more sarcastic and flat than Callie is, though that doesn't mean she dislikes being an idol. Ever since her career began when she and her cousin won a Youth Folk-Singing Contest as a child, she has become more popular than her partner (as proven by the final Splatfest) though the revelation of this hasn't severed their relation at all. Alongside her cousin and grandfather, Marie is a member of the Squidbeak Splatoon, a squadron of elite agents that serve to protect Inkopolis from the Octarians that may threaten it.
First appearance:
Splatoon (2015)
Special Attacks
Neutral Special: The Hero Charger is the weapon Marie uses as Agent 2, a member of the Squidbeak Splatoon. The Hero Charger is, true to its name, a Charger weapon, which is a weapon that fires a thin stream of condensed ink, which travels far and deals massive damage to any Inkling hit by it. In Super Smash Bros., Marie uses the Hero Charger to fire a stream of ink. Holding the attack button down allows it to be charged up, increasing its range and damage output. The damage dealt is increased the more it is charged up, and the closer the opponent is to Marie.

Side Special: Burst Bombs are a type of Sub-Weapon introduced in Splatoon. In that game, the Burst Bomb is a type of grenade-like weapon which explodes when it comes in contact with any surface or Inkling. In Super Smash Bros. this is fairly similar: Marie throws a Burst Bomb in a small arc forwards which explodes to deal damage to those hit by it, or (less damage) to those who are hit by the ink it releases. Marie is capable of throwing three out in rapid succession, but will only be able to throw one Burst Bomb out for a short time afterwards.

Up Special: Inkjet is a jetpack Special Weapon which Inklings can use in Splatoon 2. Upon activation, the Inkling will equip the Inkjet and begin to fly upwards, allowing them to fire down on enemies or the turf around them. In Super Smash Bros., Marie uses this to fly upwards a short distance at a fair speed, but will begin to fall helpless after reaching the height of the Inkjet's use.

Down Special: Ink Mines are a type of Sub-Weapon introduced in Splatoon which explode to release ink over a small area once stepped on by an opponent, covered by the opposing team's ink, or if left alone for a certain amount of time. In Super Smash Bros., Marie can place them in battle and they will similarly explode should an opponent walk over it or after a certain amount of time has passed. The Ink Mine appears as a small flat circle of a checkerboard pattern, which changes colour depending on the costume Marie is currently using.

Final Smash: Inkstrike is a Special Weapon in Splatoon, and one of the most efficient weapons to have equipped in a Turf War. In the original Splatoon, the player would need to use the Wii U Gamepad to target an area, after which a large missile of ink will strike the specified location to cover it in ink and obliterate all Inklings that may be within it. Similarly, in Super Smash Bros., Marie fires her Inkstrike up into the air, and the player is able to set a specific location for it to crash into, decimating down through all of a stage's platforms. While the attack deals a lot of damage and traps foes within the explosion for a moment, the area it will strike is heavily indicated, and no knockback is dealt to grounded foes hit by it.

Alternate Costumes
Miscellaneous
Marie's entrance animation sees her rise up from a lime green puddle of ink.

Marie's taunt sees her perform her signature Squid Sisters pose while saying "Stay Fresh!" in the Inkling language.

Marie's victory theme is a direct rip of the battle win result theme from Splatoon 2. Unlike most other victory themes, this song will continue to loop as the player remains on the results screen.

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Victory theme

Marie's three victory animations are as follows: Marie rolls her hands around each other before jumping up, throwing her hands over her head, and landing in her signature Squid Sisters pose; Marie mimics one of the dance moves she performs in Splatoon - she points to her left before swinging her arm around in front of her and to her right, and ending the movement by performing an action that mimics the firing of a gun as she places her other hand on her forearm; and Marie takes out her umbrella from Splatoon 2 and holds it over her shoulder as she turns away from the camera.

Xenoblade SSB symbol alt.png
Xenoblade SSB symbol alt.png
Shulk is the main protagonist of the 2010 role-playing game Xenoblade Chronicles. Shulk is a teenage Homs and a researcher who wishes to unlock the secrets of the legendary blade Monado, said to have been wielded by the titan Bionis in battle against its mechanical counterpart Mechonis. Early in life Shulk was the sole survivor of an expedition to retrieve the blade, which spurred him to research the weapon and eventually grow to become the only Homs capable of using its power to foresee the future.
First appearance:
Xenoblade Chronicles (2010)
Special Attacks
Neutral Special: Monado Arts are a series of special Arts usable only by the wielders of the Monado. These Arts, in Xenoblade Chronicles, serve to increase the stats of the wielder (and the entire party, at times), deal out status effects to foes, or perform massive damage through dangerous attacks. In Super Smash Bros. Shulk can fully modify his stats through this move, by choosing one of five arts that remain active for a short time. The player can freely choose which Monado Art they activate by either tapping the special move button (which cycles through the Arts until the player stops pressing the button) or by holding the special move button down and flicking the control stick in a specific direction. In order, the five Monado Arts are:
  • Jump - Jump focuses Shulk's stats around aerial combat, heavily increasing his jump height and fall speed. Unfortunately, due to his more mobile nature, Shulk's defensive capabilities are lessened, making it so that he takes 1.22x the amount of damage as he normally would.
  • Speed - Speed focuses Shulk's stats around making him agile, increasing his running speed by 1.7x its normal amount and his air movement speed by 1.3x its normal amount. The focus on mobility also comes with a number of downsides however, lowering the amount of damage he deals as well as lowering his jump heights and his traction.
  • Shield - Shield is a very defensive type of Monado Art, focusing Shulk's stats around reducing the amount of damage and knockback he takes. This focus on defence allows him to take 0.78x the amount of knockback and 0.67x less damage from opponents' attacks, but also limits his mobility a fair bit. To compensate for taking much less damage and knockback, making it harder to KO him, Shield lowers Shulk's jump height, air speed, and movement speed.
  • Buster - Buster is a fairly-unique type of Monado Art that focuses Shulk's stats around both dealing and taking damage. This odd Monado Art increases both the amount of damage Shulk deals by 1.4x its normal amount, and the amount of damage he takes by 1.13x the normal amount. In addition, Buster also decreases the amount of knockback Shulk deals by 0.66x, making it easier to rack up damage to foes, but harder to actually launch them past the blast lines.
  • Smash - Smash, much as its name implies, focuses on the attributes that make Super Smash Bros. unique from other fighting games. This Monado Art focuses Shulk's stats around knocking opponents off the stage, as his attacks deal 1.18x more knockback than they normally would. To counter this however, Shulk's attacks are weaker while this Art is active, and he himself takes more knockback from opponents' strikes.

Side Special: Back Slash is a physical Art that is usable by Shulk in Xenoblade Chronicle. The Art is a simple attack that deals double damage to enemies should they be hit by the attack from behind. In Super Smash Bros. Shulk jumps up and forwards a very short distance, holding the Monado out horizontally as he does so. Like its Xenoblade Chronicles counterpart, the attack deals double damage and knockback should Shulk hit the backside of an opponent, otherwise the attack deals only moderate amounts of both.

Up Special: Air Slash is a physical Art usable by Shulk. In Xenoblade Chronicles the attack is capable of dealing damage in addition to one of two status effects - the status effect varies depending on where the attack is performed on the enemy. If the attack hits the opponent's side Air Slash can inflict Slow, which slows their movements and attack rate, otherwise the move has a chance of inflicting Break, which makes an enemy susceptible to being toppled over. In Super Smash Bros. Shulk jumps up, slashing vertically as he does so. Should the special attack button be pushed again while the attack is being used Shulk will perform a quick horizontal slice before falling helpless.

Down Special: Vision is a gameplay mechanic heavily featured within Xenoblade Chronicles, as well as the signature ability of the Monado. The Monado has the ability to allow its wielder to see a few moments into the future, so that they may change the outcomes of battle; in Xenoblade Chronicles Shulk may witness such a Vision prior to an enemy using a strong Art capable of incapacitating a party member. In Super Smash Bros. Vision instead acts as a counterattack - Shulk dodges out of the way as a blue light flairs around him and he counters with a powerful slash. If the player tries to counter multiple times in a row and failing each time, the window of how long Vision is active, and how much damage it deals, is slightly lessened.

Final Smash: Chain Attacks are a special type of attack capable of being performed by both the party and certain enemies in Xenoblade Chronicles as well as Xenoblade Chronicles 2. To activate a Chain Attack, which sees one or more party members teaming up with the party's leader to deal massive damage to their foes, the player must fill all three bars of the Party Gauge and have specific characters capable of chaining Arts together. In Super Smash Bros. Shulk will hold his hand out for a moment and release a blue light. Should an opponent be caught in that light, a short cinematic will play out where Shulk will call upon his friends Reyn and Fiora to team up and viciously attack the trapped foes with powerful sword strikes by Shulk's Monado, slow but strong pierce attacks and shots from Reyn's gunlance, and quick slashes and spin attacks from Fiora's twin daggers. The cinematic continues for only a short moment before any trapped fighters are launched away.

Alternate Costumes
Miscellaneous
Shulk's entrance animation sees him land from the sky in a crouching position before he removes the Monado from his back.

Shulk's taunt sees him pump his left fist in the air, saying one of a selection of phrases:

  • "I'm really feeling it!"
  • "I can feel the power!"
  • "Nothing's gonna stop me!"

Shulk's victory theme is a remix of the second half of "You Will Know Our Names", a song from Xenoblade Chronicles that plays while the player's party is fighting a unique enemy.

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Victory theme

Shulk's victory animations are as follows: Shulk swings the Monado as it is active, before deactivating it and holding it over his shoulder, saying "The future is ours to decide!"; Shulk swings his deactivated Monado upwards and places it on his back, saying "I got through that pretty good!"; and Shulk crouches down and holds the Monado in a vertical position, with the centre ring beside his face, which glows as he says "I can change the future!"

The Wii Fit Trainer is one of the only actual characters, besides Miis, to appear in the Wii Fit series. The Wii Fit Trainer assists the player during exercises, often performing yoga poses that the player must mimic. The trainer also serves as the player's partner, encouraging them to continue their Wii Fit training.
First appearance:
Wii Fit (2007)
Special Attacks
Neutral Special: Sun Salutation is a series of yoga poses that the Wii Fit Trainer guides the player through in Wii Fit. The series begins with the player having to stretch backwards with their arms up above them, before they have to bend over with their legs straight and touch their toes, then into a pose where their legs must be bent while they reach upwards, before returning to their original position. In Super Smash Bros., the Wii Fit Trainer performs the first pose as a yellow ball of energy is created at their abdomen; as the player holds the button down this ball enlarges, allowing it to travel further and deal more damage to foes. Letting go of the special attack button causes the Wii Fit Trainer to perform the second pose, and fire the yellow ball of energy forwards. At full charge the attack heals the Wii Fit Trainer a very small amount: 2%. The Wii Fit Trainer may also say "Salute the sun!" or "Sun Salutation!" as they send the orb off.

Side Special: Header is a technique based off the Soccer Heading minigame from Wii Fit, and sees the Wii Fit Trainer summon a small green and black soccer ball and headbutt it forwards. The special attack actually consists of two components: the trainer's headbutt and the ball itself. If the special attack button is pressed once, the Wii Fit Trainer will headbutt the ball forwards, though the player can have the trainer launch the ball at different angles by pressing the button a second time before the trainer headbutts it. The ball will bounce off walls and the floor once, and being hit by the Wii Fit Trainer's headbutt directly deals slightly more damage and meteor smashes airborne foes.

Up Special: Super Hoop is a technique based off the hula-hooping aerobics activities present throughout the Wii Fit series. Summoning three hula-hoops of various colours, the Wii Fit Trainer rolls their hips in a circle, spinning the hoops around them, and travelling straight upwards a short distance while doing so. Foes that touch the hula-hoops take slight damage, and push them backwards a fair distance when hit. Should the special attack button be tapped as the move is being performed, the Wii Fit Trainer will travel a further distance upwards at a faster rate.

Down Special: Deep Breathing, or diaphragmatic breathing, is the natural form of breathing that all mammals perform when in a relaxed, or neutral, state. Such technique is often used in yoga, to help calm participants and keep their body in a relaxed state in order to ease tension. In Super Smash Bros., the Wii Fit Trainer breathes in, and a pink circle appears behind the trainer. A blue bar will quickly move around the trainer, and pressing the special attack button a second time, or letting go of it should it be held down, when the blue bar enters this pink circle will cause the move to be successful. A successful Deep Breathing heals for 2%, and increases all of the trainer's stats - walking speed, damage output, and knockback output - for a short time. In order to prevent overuse of this technique, the speed the blue bar moves at drastically decreases, speeding back up to its normal speed as the move goes unused or returning to its normal speed once the trainer is KO'd.

Final Smash: Hose Down is a minigame featured in Wii Fit U. This minigame has the player is tasked with cleaning off the dirtied Miis that try and rush towards them using a water cannon aimed via the Wii Balance Board. In Super Smash Bros., the Wii Fit Trainer temporarily summons this water cannon and they will continually fire a stream of high-pressured water that pushes foes around and deals damage as long as they are hit by it. The player can aim up and down, and pressing the special attack button will have the Wii Fit Trainer stall the cannon for a moment before firing a large bubble of water that deals more damage and actually knocks away the foe(s) it breaks on.

Alternate Costumes

Half of the Wii Fit Trainer's alternate costumes consist of the male trainer from the Wii Fit series. Both have different voice clips, but are otherwise identical in every way.

Miscellaneous
The Wii Fit Trainer's entrance animation sees her surf onto the stage on the living Wii Balance Board from the Wii Fit series, who jumps into the background while waving once she steps off it.

The Wii Fit Trainer's taunt sees her perform a shoulder stretch while saying either "Stretch those shoulders" or "Let's get a good stretch."

The Wii Fit Trainer's victory theme is a remix of the jingle that plays after a save file is selected in Wii Fit.

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Victory theme

The Wii Fit Trainer's victory animations are as follows: the Wii Fit Trainer wipes their forehead with a light green towel that is draped around their shoulders before giving a thumbs up; the trainer performs the Tree Pose for a moment before quickly transitioning into the Warrior Pose; and the Wii Fit Trainer performs the Triangle Pose, then stands up straight and claps. The Wii Fit Trainer has a number of quotes they may say during any of these poses, and the male and female trainers have different quotes. These quotes are:

  • Female trainer:
    • "The key is to focus on your balance."
    • "Work hard to tone that tummy!"
    • That's it, feel the burn!"
    • Let's tone up those legs."
    • "Good posture begins with a strong base."
    • "Let's step up the intensity!"
    • "Let's work on your balance."
    • "Feel the burn in your thighs and glutes!"
    • "Don't forget to exhale when exerting yourself."
    • "How about some deep breathing?"
    • "Watch your posture. Keep those glutes tucked in!"
    • "Tuck in those glutes!"
    • "Now that was a great workout!"
  • Male trainer:
    • "Feel the stretch through your arm and leg."
    • "Let's work on building a strong upper body."
    • "Stretching your spine will help stimulate your body."
    • "Time to firm up your thighs and back muscles!"
    • "This pose strengthens the back and improves posture."
    • "Stabilize your upper body."
    • "Let's work on your coordination."
    • "This exercise works your core muscles."
    • "Keep at it every day to improve your posture!"
    • "Let's do some jackknife exercises!"
    • "Follow my lead as we do this pose together!"
    • "Exercise every day to tone your body!"
    • "That was a great workout!"
  • Both trainers:
    • "Work towards strong, firm abs!"
    • "Your lower body is key for support."
    • "When exerting yourself, remember to keep breathing."
    • "Firm up those abs!"
    • "You're wobbling! Try to keep your balance."
    • "Now, let's try it together!"
    • "Let's get fired up!"
Ness is the main protagonist of EarthBound. A 13-year old child from the Eagleland town of Onett, Ness has the power to harness the power of PSI to attack otherworldly enemies. According to Buzz-Buzz, an insect from the future, Ness, alongside three other children, is destined to stand up and save the world from the alien threat Giygas. Ness is rarely seen without his trademark red baseball cap (which, according to the 1995 EarthBound Player's Guide published by Nintendo of America, bares the logo of his favourite baseball team), and uses a variety of different baseball bats in battle.
First appearance:
EarthBound (1994)
Special Attacks
Neutral Special: PK Flash is an attack from EarthBound that targets all foes and may cause them to suffer from crying, numbness, feeling strange or becoming unconscious. In Super Smash Bros., Ness creates a ball of green energy and floats it in an arc above him. Holding the attack button down will cause it to float a further distance and explode; if the button is pressed, it will simply explode but deal less damage.

Side Special: PSI Fire is an attack from every game in the EarthBound series; Ness is incapable of learning this attack in EarthBound, instead it can be learned by Paula. In Super Smash Bros., Ness throws a bolt of orange lightning forwards, which explodes after a short moment into a column of fire. The bolt will also explode should it hit another foe or a wall.

Up Special: Teleport is an ability that appears in EarthBound Beginnings and EarthBound; Teleport allows the party to travel to areas that they had previously visited. In Super Smash Bros., Ness will teleport upwards a short distance in a ball of light green energy.

Down Special: PSI Shield is an ability from EarthBound Beginnings, EarthBound, and Mother 3. As its name implies, it is a shield of PSI energy that protects the party (or specific party members) from harm for a single turn. In EarthBound, Ness is incapable of learning this move; though Buzz-Buzz can use it during the short time he is a member of Ness' party. In Super Smash Bros., Ness surrounds himself in a diamond of blue energy that absorbs all energy-based projectile attacks and decreases the amount of damage he takes from physical projectile attacks. While Ness can hold it indefinitely, the attack will be cancelled should he take any damage.

Final Smash: PSI Rockin' is Ness' signature PSI attack in EarthBound; its name, like those of Ness, his party members, and his dog, can be changed while creating a new EarthBound save file. In Super Smash Bros., Ness will summon a flurry of technicolor lights that rain from the sky at the centre of the stage; Ness is also capable of angling these lights left or right to target specific foes. Any who touch these lights suffer major damage; though the attack deals little knockback, it is capable of juggling foes and trapping them within the attack.

Alternate Costumes
Miscellaneous
Ness' entrance animation sees him quickly teleporting in, with his face comically getting covered in soot, which he quickly shakes off.

Ness' taunt sees him put his hands on his hips and nod while facing the player while saying "okay!"

Ness' victory theme is a rock remix of the first few notes of the theme that plays in EarthBound after a battle is won.

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Victory theme

Ness' victory animations are as follows: Ness conjures green energy into his finger and traces the air in a Z-shaped line; Buzz-Buzz flies around Ness' head as he throws a PK Fire bolt off to one direction; and Ness' dog, King, runs up and tackles him, and Ness pets him happily as his dog licks him repetitively.

Kumatora is called the princess of Osohe Castle, though she is not of royal blood and instead just an orphan who was hidden away by the Magypsy clan. Despite her overly-feminine caretakers and title of "princess", Kumatora is a fierce and resourceful tomboy who joins with the party of MOTHER 3 in their search for the Egg of Light and stays with them to fill the role of the user of powerful PSI attacks.
First appearance:
MOTHER 3 (2006)
Special Attacks
Neutral Special: Brainshock is a special move that inflicts the strangeness status effects on foes. Appearing in all three games of the EarthBound series, when used by enemies the effects of Brainshock increases the higher the characters' IQ's are. In Super Smash Bros. Kumatora points forwards, creating an explosion of blue and purple energy in front of her for a very short moment. This burst of energy reflects projectiles, and deals minor damage to foes while also causing them to flipped upside-down.

Side Special: PK Thunder is a recurring PSI ability in the EarthBound series that is highly-effective against mechanical enemies. PK Thunder sees the user summon down a lightning bolt from the heavens to damage targets with the potential to paralyze enemies. In Super Smash Bros. Kumatora performs a punch while jumping forwards, and connects with an explosion of electricity.

Up Special: PK Flash is an attack that can be learned by Lucas in MOTHER 3, making it the only one of Kumatora's special attacks to not be used by her in MOTHER 3. In the EarthBound series, PK Flash causes the target to cry in addition to one of three random effects: strangeness, paralysis, or simply defeat them outright. In Super Smash Bros., the only resemblance Kumatora's special attack has to the original move is the effect that appears over Kumatora as it is used. In Super Smash Bros. Kumatora disappears as a series of green dots blink around her before she teleports upwards a fair distance, the green dots damaging any foe who touches them.

Down Special: PK Freeze is a PSI ability that appears in all three entries of the EarthBound series. Kumatora can learn the basic level of PK Freeze at level 7, and it has a chance to freeze the target. In Super Smash Bros. Kumatora creates a hexagon of light blue energy behind her. When the special attack button is pressed this hexagon will simply appear for a moment to deal minor damage to any foe near her. If the attack button is held down, the hexagon will expand and eventually explode into a snowflake-esque design that deals more damage and freezes foes.

Final Smash: PK Starstorm is one of the strongest attacks in all of the EarthBound series, rivalled only by the final levels of Ness' and Lucas' special attacks PK Rockin' and PK Love, respectively, and PK Ground (which changes power depending on the enemy's health). In MOTHER 3 Kumatora is the only party member capable of learning this attack, which hits all foes and will never miss. In Super Smash Bros. Kumatora points up to the sky and fires a very small, thin blast of energy from her fingertip; this blast of energy travels up to the top of the screen and will not deal damage. After a moment, large meteors of energy will rain from the sky around the entire stage, but primarily around Kumatora's current location, who is invulnerable during its use.

Alternate Costumes
Miscellaneous
Kumatora's entrance animation sees her teleport onto the stage with a kick.

Kumatora's taunt sees her reach into her hoodie's front pocket and pull out the Egg of Light, which she stares at, clearly confused, before shrugging and putting it back.

Kumatora's victory theme is a remix of the Chapter 2 introductory fanfare from MOTHER 3, as that chapter is when she first makes her appearance.

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Victory theme

Kumatora's three victory animations are as follows: Kumatora creates a small flame on her fingertip and writes a K in the air, leaving behind a trace; Kumatora kicks the ground as she looks down, before giving a thumbs-up to the screen; and the Egg of Light flies around Kumatora, who snatches it out of the air with a scowl, hiding it in her hoodie's front pocket.

The Urban Champion is the unnamed playable character from the 1984 NES fighting game of the same name. Urban Champion is a one-on-one fighting game where the objective is to knock the other street fighter into a manhole, while also keeping mind to the characters' stamina. Flowerpots could also be dropped by onlookers from the buildings that appear in the background, and cops may also drive, after which both players will reset into starting position/ The Urban Champion character has not made any prominent appearances outside of his debut title, and his history remains unexplored.
First appearance:
Urban Champion (1984)
Special Attacks
Neutral Special: Heavy Punch is, alongside the normal Punch attack, one of the main attack options in Urban Champion. As its name implies, it is more powerful than the normal punch, though it would also drain more of the Urban Champion's stamina. In Super Smash Bros., the Heavy Punch deals more damage than the Urban Champion's standard attacks, but it is primarily used as a tool for knocking away foes, something which it excels at.

Side Special: Flowerpots could be dropped onto the street fighters in the game Urban Champion, which would temporarily stun the fighter hit and make them lose some of their stamina. In Super Smash Bros., the Urban Champion simply throws a flowerpot as his side special move, whipping it forwards. Though it doesn't travel that far, it deals a significant amount of damage, especially to shields.

Up Special: Manholes were used in place of health bars in the Urban Champion game: instead of having to deplete the opponent's health bar, the player instead had to knock their foe into an open manhole. In Super Smash Bros., the Urban Champion uses a manhole cover as a projectile attack, throwing it downwards (which somehow propels him slightly upwards). When used on the ground, the Urban Champion instead throws the manhole cover in front of him.

Down Special: Rolling was the sole evasive maneuver that players could perform in Urban Champion, though using it cost a significant amount of stamina to be used up. In Urban Champion, the player would roll backwards to dodge a foe; in Super Smash Bros. the Urban Champion does the opposite: rolling forwards in order to deal damage to the foe.

Final Smash: The Popo, or Police, could be seen as the "antagonists" of Urban Champion: whenever police sirens rang out, both players would break up their fight and return to starting position, thus resetting the match. Should time run out, they would also arrest the fighter who was furthest from their starting position. In Super Smash Bros., the Urban Champion's Final Smash has him summon a police car that barrels from one side of the screen to the other.

Alternate Costumes
Miscellaneous
The Urban Champion's entrance animation sees him slowly climb out of a manhole, which he kicks closed.

The Urban Champion's taunt sees him perform his flexing victory pose from Urban Champion.

The Urban Champion's victory theme is a rock remix of the Urban Champion title screen jingle.

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Victory theme

The Urban Champion's victory animations are as follows: the Urban Champion leans against a lamppost and whistles; the Urban Champion, wearing bandages on his face, performs a flex; and the Urban Champion waters a small flower in a flowerpot, before standing up.

Sukapon is the default playable character and main protagonist of Joy Mech Fight. Sukapon is a robot created by Dr. Little Emon and Dr. Ivan Walnuts to be a comedic owarai entertainer, and trained to become one in the Osaka region of Japan prior to the events of the game. After Dr. Walnuts stole seven of Sukapon's brethren and declared his intent to rule the world, Sukapon was remodelled by Dr. Emon in order to be a fighter, so that he could take down the evil robots and stop Dr. Walnuts' plan.
First appearance:
Joy Mech Fight (1993)
Special Attacks
Neutral Special: Tondeker is Sukapon's signature special move. Due to the robot's lack of limbs, Sukapon sues its large, rounded head as his main weapon. Tondeker in particular sees Sukapon perform a headbutt, which summons a fake copy of his head forwards a short distance. Though the attack can easily be avoided by ducking, it has the ability to travel through multiple foes as it always moves a set distance.

Side Special: Sukapon Roll is another one of Sukapon's special moves from Joy Mech Fight. The attack once again takes advantage of Sukapon's lack of limbs, though this time instead displays the amount of flexibility he has in his design. Sukapon's body parts create a circular shape as Sukapon rolls forwards a short distance, tackling foes. While Sukapon is rolling, if the player presses the special attack button once again he will propel himself forwards and boost a slightly further distance.

Up Special: Konaniran is an attack that Sukapon can perform in Joy Mech Fight, though the way Sukapon performs the attack differs quite differently from its original counterpart. In Joy Mech Fight, Sukapon would throw his head forwards, much like Tondeker, before the rest of his body follows in its path. In Super Smash Bros. however, Sukapon launches his head upwards a fair distance, and Sukapon's body spins in a way very similar to Sukapon Roll as his body catches up to where his head moved to.

Down Special: Sukapon Suplex is a throwing-based technique inspired by one of Sukapon's special attacks from Joy Mech Fight. Sukapon Suplex sees Sukapon perform a close-ranged grab before suplexing his opponent into the ground, burying the foe into the ground and damaging them a fair bit. When successfully performed in the air, Sukapon will spin downwards a fair distance before letting go of his opponent and entering a helpless state.

Final Smash: Joy Mech Fight is the name of the game in which Sukapon debuted. Joy Mech Fight was originally designed by Koichi Hayashida and Koichiro Eto, who met and developed the game while at a seminar hosted by Nintendo; upon the two being hired by Nintendo, the game, originally titled "Battle Battle League", was expanded upon and released as a full title for the Famicom. In Super Smash Bros., Sukapon performs a powerful version of Tondeker, firing an extra-large copy of his head a fair distance to paralyze all foes hit by it in place. After a moment, Sukapon will call upon a number of other robots from Joy Mech Fight - namely Eye, Sasuke, Flame, and Neo - and the five work together to attack the affected opponents in a quick cinematic before they are launched away.

Alternate Costumes
Miscellaneous
Sukapon's entrance animation sees them spin onto the stage from the background, hands above their head.

Sukapon's taunt sees them put their hands above their head and move them up and down happily.

Sukapon's victory theme is a techno-pop remix of the fanfare that plays should the player KO their opponent in Joy Mech Fight.

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Victory theme

Sukapon's victory animations are as follows: Sukapon spins around, hands above its head, before posing in a punching motion; Sukapon moves its hands around before performing a single-handed handstand; and Sukapon stands in front of a microphone, before spinning counter-clockwise.

Mike Anderson is the main protagonist of Battle Clash, a game which utilized the Super Scope peripheral for the Super Nintendo Entertainment System. He is an American contender in the Battle Game, and the pilot of the Standing Tank mecha called the Falcon. The champion of the Battle Game, a ruthless fighter known as Anubis, fought and killed Mike's father, and now he swears revenge on the leader of the Eltorian race.
First appearance:
Battle Clash (1992)
Special Attacks
Neutral Special: Blastris was one of the many games included within Super Scope 6, which came packaged with the Super Scope peripheral. Based upon the Blastris B minigame, Mike fires a small cube from his Super Scope, which travels forwards. Once the cube is on the screen, using the attack button will cause Mike to shoot a small orb of energy that will knock the Blastris cube over. The cube will explode should it touch a foe, but the explosion will change depending which coloured side of the cube touches a foe. If blue, the cube's explosion will be more of a pulse, dealing less damage but more knockback; if green, the explosion will deal a mediocre amount of damage with knockback depending on the foe's current amount of damage; and if yellow, will deal a massive amount of damage but a set amount of little knockback. Shooting the Blastris will always change the colours in the order of blue → green → blue → yellow. Only one cube can be on-screen at a time, though it will explode if left alone for long enough.

Side Special: Yoshi's Safari was a first-person rail shooter titled that starred Mario and Yoshi as they used the Super Scope to defeat the invaders of Jewelry Land. As Yoshi appears as a playable character in Super Smash Bros., the move substitutes him out for the Yoshi Bike from Mario Kart 8 and Mario Kart 8 Deluxe. Mike will summon this Yoshi bike and blast forwards at a high speed, and the player can have him fire his Super Scope to deal damage as he's on the bike using the standard attack button, as the special attack button will cause him to disembark the vehicle. Unlike Wario's similar Wario Bike, Mike does not deal damage if he runs into a foe while on the Yoshi Bike, and will instead only travel through them, forcing the player to use his Super Scope to shoot foes.

Up Special: LazerBlazer was a minigame included alongside the Super Scope peripheral's pack-in game title Super Scope 6. In that game, the player had to use the Super Scope to shoot down missiles that travelled from one side of the screen to the other. In Super Smash Bros., Mike will ride atop the white missile found in that game as it travels upwards in a diagonal direction, exploding once it hits a foe or if the the special attack button is pressed again; in the case of the latter, the missile will be shot down by a red reticle, forcing Mike to abandon it and begin to fall helpless. While the explosion is fairly powerful and the distance the missile flies is fairly great, if Mike is riding the missile when it collides with a foe he will take a small amount of recoil damage.

Down Special: Mole Patrol was another game included within the Super Scope 6 minigame collection. In it, the player had to use the Super Scope to shoot strange little creatures that pop out of holes in the ground; a game similar to the Whac-A-Mole game found in many arcades. In Super Smash Bros., Mike will toss one of these small creatures into the air before using his Super Scope to send it flying forwards at a high speed.

Final Smash: Falcon is the name of Mike's Standing Tank from Battle Clash, which he summons from the sky and boards for his Final Smash. When he is in the Falcon, he is capable of marching around and jumping, in addition to attacking with energy blasts; he is capable of firing a rapid-shot blaster with the standard attack button, and can charge up more powerful blasts with the special attack one. After a short amount of time, the Falcon will eject Mike and explode, damaging all those nearby.

Alternate Costumes
Miscellaneous
Mike's entrance animation sees him fall slowly down onto the stage as he rides atop the Tetromino-esque series of blocks found in Blastris: Type A. As the blocks touch the ground, they disappear in a flash, and Mike hops down and readies his Super Scope.

Mike's taunt sees him get targeted by a yellow reticle, before he fires at the screen and it disappears.

Mike's victory theme is a remix of the "Test Aim" theme from Metal Combat: Falcon's Revenge.

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Victory theme

Mike's three victory animations are as follows: Mike flies in while riding the Falcon, ejects, and fires a bolt at the ground before landing; an Octo from Yoshi's Safari flies up out of the ground and Mike shoots it, launching it away; and Mike fires three blasts in the air before turning and aiming at the camera with a smirk.

Icarus is a figure who appears in Greek mythology. He is the son of Daedalus, the most talented craftsman in the human race. Icarus is most recognized for his death at the hands of his own hubris - wishing to escape from the Greek island Crete, Icarus uses wings made of wax and feathers to fly away, though these wings burn up when he flies too close to the sun and falls to his demise. In the 2008 title Glory of Heracles, Icarus' soul, as well as part of Heracles', is placed within a marionette crafted by his father and sent to earth. He wields the Titan Sword and Olympian Shield, and while he has no recollection of his previous life as Icarus, he is coincidentally granted this name by several humans he meets after his creation.
First appearance:
Glory of Heracles (2008)
Special Attacks
Neutral Special: Byrn is one of the most-basic spells in Glory of Heracles and one of the first attacks that Icarus is capable of learning. The attack is a fire-based spell, which can burn the targeted foes. In Super Smash Bros., Icarus throws a fireball that he creates on the tip of his sword forwards a fair distance. The distance it travels can be charged up, and the fireball grows larger the further it does, exploding after reaching its peak size.

Side Special: Shield Bash is a technique in the Nintendo DS title Glory of Heracles. As its name implies, it is a melee attack that sees the user knock back their opponent with their shield, cancelling their Focus and Chant stat buffs. In Super Smash Bros., Icarus swings his shield to bash a nearby foe. The attack deals minor damage to foes but can also reflect projectiles if timed correctly.

Up Special: Ceranus is a spear forged by Zeus and gifted to Icarus. Though neither Icarus' most powerful or most-used weapon, the Ceranus is unique in that it channels Zeus' command over electricity to further damage foes. The technique in Super Smash Bros. named after this spear is of original creation, but it does utilize this spear - Icarus thrusts upwards at a diagonal angle at a quick speed, travelling as he is encased in electricity.

Down Special: Ise is a magic spell that Icarus can learn in Glory of Heracles. It is an ice-based spell that sees Icarus attack his foe and freeze them in a block of ice, decreasing their resistance to thrust-based attacks. In Super Smash Bros. this attack takes the form of a basic melee attack enhanced with ice magic: Icarus swings his sword with a flourish that can freeze foes if they are close enough to him when he uses the move.

Final Smash: Byrngarm is the strongest version of the fiery Byrn spell in Glory of Heracles. The attack calls upon pillars of flames to damage foes, and the attack works just in the same way in Super Smash Bros. Upon activating his Final Smash, Icarus will swing his sword downwards as he points its tip forwards, summoning three large pillars of flames in front of him.

Alternate Costumes
Miscellaneous
Icarus' entrance animation sees him appear in a tornado, which disappears and he swings his sword off to his right.

Icarus' taunt sees him spin his spear Ceranus before holding it upwards as it sparks with electricity.

Icarus' victory theme is an instrumental remix of the opening of the victory fanfare from Glory of Heracles.

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Victory theme

Icarus' victory animations are as follows: Icarus swings his sword twice before swinging it diagonally across his body and pointing it at the camera; Icarus spins the Ceranus around before stabbing it in the ground, and standing with his arms crossed; and Icarus spins around with his sword leaving behind a trail of flames that remains for a moment before disappearing.

Mr. Game & Watch is not technically a singular character from any title, but rather an amalgamation of all the shadowy human-like creatures known as Monochromes that appear in the Game & Watch handheld games developed by Nintendo from 1980 to 1991. The Game & Watch titles were created by Gunpei Yokoi, and several different variations of the initial single screen tablet-like design would become available in time and eventually inspire the designs of the Game Boy Advance SP, Nintendo DS, and Nintendo 3DS handheld consoles. Mr. Game & Watch appears to be aesthetically based on the generic characters from the Fire and Parachute titles, with a thin stickfigure-like frame and big head with a bulbous nose.
First appearance:
Ball (1980)
Special Attacks
Neutral Special: Chef was an early Game & Watch title that saw release in North America and Japan in September 1981. In this game, the player controls a chef, who must move back and forth to keep different items of food, such as bacon or sausages, from touching the ground by flipping them up with his frying pan. In Super Smash Bros., Mr. Game & Watch uses a frying pan to flip these same food items forwards at set trajectories. While weak projectiles, fighters can also come in contact with the frying pan Mr. Game & Watch holds to be burned and take more damage as well. Up to five pieces of food can be thrown in rapid succession by holding the special attack button down or by tapping it.

Side Special: Judge was one one of the first Game & Watch titles, initially released in October 1980. In this game, two characters with hammers would hold up a sign with a randomly-chosen number from 1-9 printed on it. Depending on whether the player's number was higher than their opponent's, the player could then choose to either hit the other player or run away. In Super Smash Bros., Mr. Game & Watch holds up a sign as he swings a hammer forwards. The sign he holds up will also have a randomly-generated number printed on it, changing the effects of the attack. The numbers and their effects are:

  • 1 - This attack deals a minuscule amount of damage that doesn't even cause opponents to flinch. Regardless of whether this attack connects with a foe or not, Mr. Game & Watch will always take 10% recoil damage.
  • 2 - This attack deals more damage as well as a minor amount of knockback to foes. It also has a slight chance of causing opponents hit by it to trip.
  • 3 - This attack is weaker, but deals quite a lot of damage to shields. Those hit by the attack are knocked towards Mr. Game & Watch, allowing him to hit them with another attack right away easily.
  • 4 - This attack deals moderate amount of damage, but launches fighters in a diagonal direction.
  • 5 - This attack deals a very small amount of damage, but sees the user get shocked by four electrical discharges, thus adding up to a moderate amount of damage dealt.
  • 6 - This attack deals quite a bit of damage and deals flame damage to a foe while also knocking them downwards. This attack has the second best knockback potential.
  • 7 - This attack deals a moderate amount of damage but little knockback. Regardless of whether the Food item is turned on or not, an apple will appear should Mr. Game & Watch's hammer make contact with a foe; even if they are invincible, the apple will still drop.
  • 8 - This attack deals a fair amount of damage but knocks foes a set distance away while also encasing them within a chunk of ice.
  • 9 - The strongest and rarest number Mr. Game & Watch can draw, this attack deals massive damage and knockback that has the ability to KO foes at smaller damage percentages, being able to KO most reliably at 13%.

Up Special: Fire, which initially released in July 1980, was a Game & Watch title that saw the player control two firefighters as they used a trampoline to bounce people escaping from a fire to safety. In Super Smash Bros., Mr. Game & Watch summons these firefighters to launch him upwards with their trampoline. While this causes Mr. Game & Watch to enter a pseudo-helpless state, at the peak of his jump Mr. Game & Watch will also open up a parachute to slow his descent, though this parachute will disappear either once he takes damage or once he performs an attack.

Down Special: Oil Panic was a Game & Watch title released on a dual-screen handheld in 1982. This game saw a character having to use a bucket to catch oil from a leaky pipe and dump it from the building's second story into a large oil drum. In Super Smash Bros., this attack acts as a sort of projectile-based counterattack: Mr. Game & Watch holds an empty bucket that will transform any energy-based projectile into a small portion of oil. After collecting four projectiles, using the move again will see Mr. Game & Watch release the contents of the bucket as a large oil spill. The damage and knockback dealt by the attack is dependant on the projectiles Mr. Game & Watch absorbed previously, and some more-powerful projectiles are capable of filling up the bucket in only one or two uses; this move can potentially OHKO an opponent should the absorbed projectiles be strong enough. Mr. Game & Watch also does not need to collect all projectiles at one time, and the current contents of his bucket are not depleted even should he be KO'd.

Final Smash: Octopus, released in 1981, was a single-screen Game & Watch title. The game featured a diver, who needed to avoid the randomly-moving tentacles of a large octopus as they went to retrieve treasure. In Super Smash Bros., instead of emulating this game as many of his other moves do, Mr. Game & Watch instead transforms into the octopus from this game, and can move about (at a slow speed) and attack his opponents with his tentacles. Pressing the standard or special attack buttons cause the octopus' tentacles to extend slightly. Oddly, though the Octopus appears to float above the ground, it still requires ground beneath it; it can fall off stages still.

Alternate Costumes
Miscellaneous
Mr. Game & Watch's entrance animation sees him travel across two faded Game & Watch LCD frames, and then appearing in his full coloration on the third.

Mr. Game & Watch's taunt sees him ring a bell three times.

Due to the Game & Watch consoles lacking the ability to play music (or any sounds other than generic beeps), Mr. Game & Watch's victory theme is of purely original creation, though does include the aforementioned beeping.

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Victory theme

Mr. Game & Watch's three victory animations are as follows: Mr. Game & Watch rings his bell, changing direction after the soundbite plays; Mr. Game & Watch juggles three balls in an identical way to the juggler from Ball; and Mr. Game & Watch jumps up and down.

Maria is a doll released by Nintendo in 1968, as part of the company's People House toy sets. People House were collections of various toys created by Nintendo marketed towards little girls - each of the six packages came with a doll, a small puppet, and a collection of N&B Blocks (which Nintendo had released earlier that year); the box all of this came packaged in itself served as a house for the doll to live in. Maria, the nurse, was one of the six dolls that were released in these People House playsets, and one of the three that were not licensed from Disney; alongside Maria, Nintendo released dolls based on Disney's Cinderella and Alice in Wonderland films, as well as original characters Little Red Riding Hood, Ukiuki the Florist and Bambi and Milli. The dolls themselves were based on the American PeePul Pals, which Nintendo bought the license to recreate for the Japanese market.
First appearance:
People House (1968)
Special Attacks
Neutral Special: Picture Cutter was a utensil released by Nintendo in 1965. Marketed as a toy, this utensil consisted of a pair of special scissors that could cut shapes out of stencils. In Super Smash Bros., Maria briefly produces the titular Picture Cutter, using them to hit opponents at a distance with a physical attack. When on the ground the attack can be charged up, and Maria will slide forwards a short distance when she displays the device.

Side Special: Home Bowling was a toy developed by Nintendo and released in 1966 to capitalize on the sudden boom that bowling saw in 1963. Home Bowling, as its name suggests, was a small bowling alley, where players could line up the shot, and have the ball thrown by a miniature man. In Super Smash Bros., Maria summons this miniature man, who rolls a bowling ball along the ground to damage opponents; if used in the air, the man will try and roll the ball, but the ball will just fall straight downwards.

Up Special: Bikkuri Game was a game created by Nintendo and released during the 1970's. This game, based upon the Japanese folklore Bunbuku Chagama, saw players competing to try and catch a raccoon toy that was shot out of a pot high into the air. In Super Smash Bros., a pot appears beneath Maria and the raccoon toy from the Bikkuri Game blasts out. Maria holds onto the raccoon and flies upwards a short distance before losing her grip and falling helpless; the raccoon will keep travelling a short distance more and explode into fireworks to deal damage to nearby foes.

Down Special: Ultra Machine was a toy designed by Gunpei Yokoi for Nintendo and released in 1967. This pitcher was designed for younger children, coming packaged with seven very soft balls that it would shoot out, and players could use this as a pitching machine and try and hit home runs with them. In Super Smash Bros., Maria will place the Ultra Machine on the ground, and it will shoot out four of these balls at a high speed before it disappears. While it acts as a turret that Maria can place down, opponents can attack the Ultra Machine and cause it to break. Additionally, Maria can not place down another Ultra Machine until after the first disappears, and these pitchers can only be placed on a platform and will not float.

Final Smash: Rabbit Coaster was the first toy Nintendo ever released, doing so back in 1964 after 75 years of being primarily a playing card manufacturer. This simple toy was a small roller-coaster of sorts, where users would place a capsule on a starting position and have it race down a set of slides. In Super Smash Bros., this is a very unique Final Smash, as its usage is unique in regards to how it is performed. Upon activating her Final Smash, Maria will pull out a Rabbit Coaster box, and shake out its contents. For a moment afterwards, the player can run around to create a course as the special move button is held down, the pieces forming beneath her feet allowing her (and other fighters) to run around in mid-air. After a set period of time, capsules will begin to roll down the course she created, damaging any opponent who gets in their tracks. Four capsules will roll down the course, and the course will break apart as the final one races down it.

Alternate Costumes
Miscellaneous
Maria's entrance animation sees her fall face-forwards out of a People House box, but standing up immediately after hitting the ground.

Maria's taunt sees her take out a piece of paper and quickly fold it into either an airplane or an F-1 race car, both referencing Nintendo's Paper Model sets released during the late 1970's.

Due to the Maria being the only character in Super Smash Bros. who does not originate from a game, her victory fanfare has nothing to do with her roots. Instead, her victory fanfare is a remix of the Famicom Disk System boot-up song.

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Victory theme

Maria's three victory animations are as follows: Maria waits excitedly for the raccoon toy to be launched out of the Bikkuri Game, but gets surprised by it as it launches out just as she looks towards the camera; Maria plays with a Space Ball toy, trying to catch a small spinning planet toy on a rotor device; and Maria puts the final brick in place as she finishes up building a windmill of N&B Blocks, standing back and looking at it proudly afterwards.

Nester was the mascot of the Nintendo Power magazine from the first issue that released in 1988 all the way until its fifty-fifth issue released in 1993. While also serving as the magazine's mascot Nintendo Power also featured a comic strip that focused around Nester and a fictionalized version of then-president of the "Nintendo Fun Club" Howard Phillips titled Howard & Nester (later Nester's Adventures, after Howard Phillips left the company), which often saw the two travel into the world of various NES games to offer tips to the reader and the game's characters. Nester eventually starred in his own video game released for the Virtual Boy titled Nester's Funky Bowling, and appeared under the name of "Lark" in Pilotwings 64. The 20th anniversary issue of Nintendo Power depicted a grown-up Nester, who had a kid named Max. Max and Nester would appear together one final time in the last issue of Nintendo Power, with the latter reminiscing about all the memories he had with the magazine.
First appearance:
Nintendo Power #1 (1988)
Special Attacks
Neutral Special: Bow is a recurring weapon from The Legend of Zelda series, and the original The Legend of Zelda title was the focus of the first Howard & Nester. In the first entry of the Zelda series, the bow can be acquired by Link in Level-1, and after the Arrow is purchased from a merchant, he will have a near-infinite amount of long-ranged attacks at his disposal, as using the bow costs Rupees instead of arrows. In Super Smash Bros. Nester equips the bow and will fire an arrow from it, both of which use their sprites from the original The Legend of Zelda, forwards. The distance, speed, and damage dealt by the arrow can be increased by charging the attack.

Side Special: "Alakazam!" is a nonsensical word often used by magicians while performing tricks. In the tenth issue of Nintendo Power, Nester, dressed as a mage, attempts to use a magical spell in an attempt to break into the Tantegel Castle of Dragon Warrior. This attempt, much like his earlier ones, fails, and Nester begins working on another plan. In Super Smash Bros. Nester pulls out the same wand he wielded in the panel of the comic, and releases a stream of yellow energy from the jewel at its top, which travels in a small arc.

Up Special: Super Leaf is the name of a power-up from the Super Mario series, first appearing in Super Mario Bros. 3. Howard and Nester visit the Mushroom Kingdom in the twelfth issue of Nintendo Power, where they teach the reader that it is possible to fly above the level with the Super Leaf to avoid any dangers that they may otherwise face. In Super Smash Bros. Nester gains the ears and tail that signify the Super Leaf's power and begins to fly upwards at a diagonal angle in a pose identical to the one Mario takes when flying in Super Mario Bros. 3. Unlike Mario in the games where he can use the Super Leaf, Nester deals damage to any fighter he touches during the move's use, but will fall into a pseudo-helpless state once it is done.

Down Special: Tetris is a tile-matching puzzle game created by Alexey Pajitnov and originally released on the Electronika 60 as an entirely text-based program. Nintendo eventually developed a version of Tetris for the Game Boy, which is perhaps the most well-known of the game's many re-releases and successor and Pajitnov has gone on record to say the version is his favourite. Howard and Nester of the Nintendo Power comics starred in a strategy guide for the Game Boy release of the title, with Howard appearing as the orange L Tetromino and Nester the yellow O. In Super Smash Bros. Nester takes this appearance, and crashes downwards to deal damage to any foe that may be beneath him. When used on the ground, Nester will temporarily transform into his appearance from this guide and spin around, holding his stick-like arms straight outwards to damage nearby does.

Final Smash: Nintendo Power is the name of a magazine published by Nintendo of America, containing tips, previews, and reviews for a number of different titles released on Nintendo consoles, and where the Howard & Nester comics were featured. When the move is activated in Super Smash Bros., Nester summons a large Nintendo Power comic in front of him, which shuts closed after a moment to trap all foes nearby. These fighters are thrown into a cinematic where they are attacked by a variety of sprites from a number of Nintendo titles including Birdo from Super Mario Bros. 2, Bowser from Super Mario Bros. 3, Link from Zelda II: The Adventure of Link, Ridley from Metroid, and Pit with the Three Sacred Treasures from Kid Icarus before being launched away by a large number of racers from Excitebike.

Alternate Costumes
Miscellaneous
Nester's entrance animation sees him crash through a brick wall, marked with a crossed-out red bow-tie.

Nester's taunt sees him pull out the first issue of Nintendo Power and flip through it, eventually looking up and throwing the magazine over his shoulder.

Nester's victory theme is a remix of the High Score fanfare from Nester's Funky Bowling.

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Victory theme

Nester's three victory animations are as follows: Nester, sitting on the ground, reads the first issue of Nintendo Power; Nester balances on a stack of ? Blocks and Brick Blocks while he plays a Game Boy; and Nester rolls a bowling ball off the screen, before pumping his fist.

Third Party Fighters[edit | edit source]

Sonic Amy AiAi Joker Arle PAC-MAN Ludger Heihachi Mega Man Ryu Phoenix Snake Simon Banjo & Kazooie Steve Rabbid Mario Cloud Yukimura Kunoichi Lu Bu Yuanji Ragna Akiho Monokuma Emily Shantae Richtofen DJ Candy Lady Sia


Sonic the Hedgehog is the main titular protagonist of SEGA's flagship Sonic the Hedgehog franchise. Created to rival Nintendo's Mario, Sonic is the self-proclaimed "fastest thing alive", and is capable of travelling at supersonic speeds that essentially make him look like a blue blur, which he has been called in the past. Created to be a direct contrast to Mario, Sonic is bursting with personality. Though he is kind, he possesses an enormous ego, which at times makes him overconfident in his abilities. Also a thrill seeker, Sonic often sees each new adventure as a chance to have fun; even should the world be in danger, he will still still have fun on his adventure.
First appearance:
Sonic the Hedgehog (1991)
Special Attacks
Neutral Special: Homing Attack is one of Sonic's most famous and recurring abilities within the Sonic the Hedgehog series. The Homing Attack first appeared in Sonic Adventure, to assist players in targeting enemies in a three-dimensional world. In Super Smash Bros., Sonic travels in an arc-like shape towards the nearest fighter while spinning in a ball; coming in contact with an opponent will cause Sonic to snap back into his normal form, allowing him to transition into other attacks. Sonic will always aim towards the nearest fighter (marked with a reticle), though he can not travel indefinitely.

Side Special: Spin Attack is Sonic's main form of attack, and has appeared in most Sonic the Hedgehog games ever since the first instalment of the series- Sonic the Hedgehog. As its name implies, the Spin Attack sees Sonic rolling into a ball to travel forwards at a high speed. Similarly, in Super Smash Bros., Sonic will dash forwards in his ball form, barrelling through any opponent that may be in his way. The attack may also be charged, which increases the initial force that propels him forwards. When used in the air, Sonic's side special move is replaced by Air Boost. While very similar in execution, the Spin Attack is effected by gravity (as in, Sonic can fall should he fall off of the platform he begins to Spin Attack on), whereas the Air Boost is not. Air Boosts first appeared on Sonic Unleashed and, like in that game, serve as a form of vertical recovery, allowing Sonic to dash forwards in midair in order to reach a platform he may miss otherwise. In Super Smash Bros., Sonic will fall helpless after using the Air Boost, though the attack will drag along any foe he runs into.

Up Special: Spin Jump Stomp, while not a technique directly from the Sonic the Hedgehog series, is an attack that combines two different techniques that have made several appearances within Sonic the Hedgehog titles: the Spin Jump (from the original 1991 title Sonic the Hedgehog) and the Stomp (from Sonic Unleashed). Spin Jump is, essentially, a jump in which Sonic transforms into his ball form in order to deal damage to enemies midair; while Stomp, another attack defined near-entirely by its name alone, sees Sonic bounce downwards at a high speed in order to damage foes beneath him. In Super Smash Bros., Sonic will jump upwards a fair distance in a Spin Jump, before slamming downwards, still in this ball form, to deal damage. Should he hit the ground or another fighter, he will bounce from his ball form into his normal hedgehog form, though will become helpless.

Down Special: Sliding Attack, or simply Slide, is an ability that Sonic can perform in a number of Sonic the Hedgehog titles ever since the 2006 title Sonic the Hedgehog (though Sonic's clone, Shadow, could perform that maneuver in Shadow the Hedgehog, released prior). When used on the ground, Sonic will slide across the platform, which deals minor damage, but allows Sonic to then quickly transfer into any of his other special or standard attacks. When used in the air, Sonic will slide at a downwards angle and fall helpless after travelling a short distance.

Final Smash: Super Sonic is a form that Sonic can take on after acquiring and harnessing the power of all seven Chaos Emeralds. Changing him into a gold colour, Sonic's speed and attack power is increased tenfold in this form. Since first appearing in Sonic the Hedgehog 2, this form has made numerous other appearances in the Sonic the Hedgehog series, and is arguably Sonic's most well-known ability. In Super Smash Bros., Sonic will transform into Super Sonic for his Final Smash. For a limited time afterwards, the player is able to control Sonic, who will fly around at high speeds, dealing damage to all those he touches.

Alternate Costumes
Miscellaneous
Sonic's entrance animation sees him bounce in from off-screen in a similar way to a Spin Dash, before striking a pose extremely similar to one from artwork of him from the original Sonic the Hedgehog game.

Sonic's taunt sees him place his hands on his hips and tap his left foot on the ground while looking impatiently at the player. This is a reference to his idle animation from Sonic the Hedgehog.

Sonic's victory theme is a direct rip of the mission clear fanfare from the 2006 title Sonic the Hedgehog.

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Victory theme

Sonic's victory poses are as follows: Sonic performs a backflip before running off the left of the screen, spinning around a Goal Plate from an image of Dr. Eggman to an image of [Classic] Sonic giving a thumbs up; Sonic will backflip before showing off a Chaos Emerald and saying "That was almost too easy!"; and Sonic runs in from off-screen before screeching to a halt, giving a thumbs up saying "Sonic's the name, speed's my game!"

Amy Rose is the self-proclaimed girlfriend of the titular protagonist of the Sonic the Hedgehog series. Amy often shows herself as a kind and fairly girly individual, though has also been described as a tomboy due to her immense strength and aggressive tendencies. Amy is easily able to befriend others and is a kind-hearted optomist, so despite her obsessive crush on Sonic, her entire life does not revolve solely around trying to gain his interest. Amy wields a large (and heavy) mallet known as the Piko Piko Hammer, which she is capable of wielding with ease.
First appearance:
Sonic the Hedgehog CD (1993)
Special Attacks
Neutral Special: Homing Attack is a technique that many characters in the Sonic the Hedgehog series can perform, and Amy is no exception, who first uses the technique in the multiplayer mode of Sonic Adventure 2. In Super Smash Bros. the move acts the same way as in the three-dimensional Sonic the Hedgehog titles: Amy will target the nearest enemy (marked with a reticle), spin into a ball, and rush towards them. While the move also acts as Sonic's neutral special move, Amy's version of the attack has different properties to the Blue Blur's. Amy can not travel as far as Sonic can during the attack, however she does attack with a powerful smash with her Piko Piko Hammer that allows her to deal more damage and knockback in comparison.

Side Special: Propeller Hammer is an attack that Amy can perform in Sonic Heroes, which allows her to temporarily hover through the air. Much like in the aforementioned title, in Super Smash Bros. Amy swings her hammer out around her in a circle. Unlike in Sonic Heroes Amy will not move into the air when it is used, though, when performed mid-air, Amy will be temporarily unaffected by gravity during the move's use, hovering as she performs it. Propeller Hammer leaves Amy helpless when used in the air, but regardless of where it is used Amy can be moved in either a forwards or backwards direction as she spins her hammer around her.

Up Special: Hammer Jump is a technique that Amy has used throughout the Sonic the Hedgehog series, first appearing in Sonic Adventure. The attack sees Amy slam her hammer into the ground, which launches her high into the air with a trail of hearts following behind her. Its mid-air counterpart, Mid-Air Hammer Jump, from Sonic Advance 3 acts the same way, though Amy does not need to hit the ground to launch herself upwards. This attack works the same way in Super Smash Bros., and leaves Amy in a pseudo-helpless state upon launching upwards.

Down Special: Rose Typhoon is Amy's special Soul Surge skill that she can perform in the multiplayer mode of Sonic and the Black Knight. The move sees Amy jump into the air before slamming her hammer into the ground, creating a pink shockwave in a radius around her. In Super Smash Bros. the move acts differently but retains several ideas from its original counterpart. The attack instead sees Amy swing her hammer overhead into the ground, creating a detonation of pink energy when her hammer comes in contact with something.

Final Smash: Hyper Tornado Hammer is a special attack based upon two techniques that Amy has shown to be able to perform in the Sonic the Hedgehog series, namely the Tornado Hammer from Sonic Heroes and the Hyper Mode state from Sonic the Fighters. Hyper Mode is a universal ability that all characters have in the aforementioned fighting game, which temporarily boosts their attack power and speed at the cost of defence after harnessing the power of the Chaos Emeralds. Tornado Hammer is a weaker projectile attack that sees Amy create a pink tornado, which she knocks towards enemies with her hammer to stun them. For her Super Smash Bros. Final Smash, Amy combines these two abilities: Amy harnesses the power of the Chaos Emeralds (which fly around her from off-screen) to power up, gaining a white glow. She then creates an extraordinarily large tornado, launching it across the stage to deal damage to all foes. This tornado traps foes as it moves across the stage, dealing damage to all foes as they are beaten by the winds.

Alternate Costumes
Miscellaneous
Amy's entrance animation sees her bounce in from off-screen in a similar way to a Spin Dash, before taking out her hammer and spinning it around out to her side.

Amy's taunt sees her plant the Piko Piko Hammer's head flat against the ground and pose with one hand on its handle, the other pumped up in front of her face, and, facing sideways, her foot closer to the hammer tucked upwards. She does all this with a smile, before saying "leave it to me!"

Amy's victory theme is a pop-styled remix of the opening of the Seaside Hill theme from Sonic Heroes.

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Victory theme

Amy's victory poses are as follows: Amy jumps high into the air, raising her arms above her head, before landing in a crouch and flashing a peace sign towards the camera; Amy tosses her Piko Piko Hammer into the air and looks back and forth, asking "I wonder if Sonic saw that?" as she catches it; and Amy slams her Piko Piko Hammer into the ground before giving a thumbs up with a wink.

AiAi is a carefree monkey who is deeply obsessed with bananas. The main hero of the Super Monkey Ball series, AiAi, often with his family and friends, likes to partake in challenges that involve trapping himself within a gashapon ball and clearing challenging momentum-based stages. He has, on multiple occasions and with the help of his friends, also had to save his home and its neighbouring kingdoms from a number of different threats, the most notable of which was when the evil Dr. Bad Boon attempted to rob all of the monkeys of their bananas.
First appearance:
Monkey Ball (2001)
Special Attacks
Down Special: "Monkey Ball" is the name given to the main object featured within the Super Monkey Ball series, it being the gashapon balls that the monkeys trap themselves in. In Super Smash Bros., using this move will see AiAi either summon this ball around himself, or have it disappear. While he is less mobile in the air while within the Monkey Ball, AiAi is faster and more powerful on the ground.

Neutral Special: Monkey Fight is a recurring Party Game from the series, which serves as a competitive battle royale. In this game mode, the monkeys must use the large fist attached to the front of their Monkey Ball in order to launch fighters off the sides of the stage in a manner not unlike the combat featured within the Super Smash Bros. series. In Super Smash Bros., this move sees AiAi's ball sprout this arm and punch forwards quickly (or, should he not be within the Monkey Ball, he will instead use a device quite similar in appearance to an Ultra Hand) to knock away foes. The attack can be used rapidly in succession by tapping the button, though the range, damage, and knockback this attack deals when uncharged is minimal; when fully charged, the attack has quite a large range and is incredibly powerful.

Side Special: Monkey Bowling is a Party Game that first appeared in Super Monkey Ball. As its name implies, this Party Game is a version of bowling, with the monkeys using themselves as the ball. In Super Smash Bros., AiAi will charge forwards at a high speed, the distance and damage dealt increasing should the move be charged up by holding down the special attack button. Humorously, the sound of bowling pins falling can be heard should AiAi bowl over an opponent using this attack.

Up Special: Monkey Target is one of the Super Monkey Ball series' most popular Party Games. In Monkey Target, the player must glide onto a target floating on an ocean, and they gain points depending on the areas they land in; what makes this difficult is that fog or bombs and spiked balls may be placed to hinder the monkeys' approach. In Super Smash Bros., either AiAi's Monkey Ball unfolds into a pair of wings or his backpack sprouts two long banana-shaped wings before the monkey is propelled at a relatively high speed in a diagonal-upwards direction. When in the Monkey Ball, AiAi travels a much shorter distance but deals damage to those he comes in contact with, and will travel a much further distance yet deal no damage should he be outside of it.

Final Smash: Monkey Roulette is based off the roulette found in the Monkey Target party game, which determines which obstacles (if any) will be present during that player's turn. In Super Monkey Ball, the player could land on a blank space (no obstacles), fog, spiked balls, bombs, or a combination of all three; in Super Smash Bros., the fog has been omitted. When used, AiAi will hold up the roulette above its head as it spins, though no matter what it lands on initially AiAi will shake it until the clicker points to a section with both spiked balls and bombs. These two items will drop from the sky, the bombs dealing damage as they land on the ground while the spiked balls remain on the ground for a moment to deal damage to those who touch them (even AiAi can be damaged by the latter should he be knocked into them, though he can run into them on his own without taking damage.) The spiked balls will remain on the stage for a short period of time before disappearing.

Alternate Costumes

Half of AiAi's alternate costumes transform him into his wife, MeeMee. The two play identically to one another though the announcer and crowds acknowledge them as separate characters.

Miscellaneous
AiAi's entrance animation sees him, in his Monkey Ball, fall from the sky as he spins around. The Monkey Ball shatters upon impact to reveal a dazed AiAi who slaps his cheeks before standing up.

AiAi's taunt sees him take out a banana and squish the peel in a way that launches the banana out and into his mouth. He then places the peel on his head. The peel will remain on his head for a short time, but will eventually fall off and disappear as he moves around.

AiAi's victory theme is a remix of the 'Super Score' fanfare from the Monkey Flight 2 mode of Super Monkey Ball 2.

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Victory theme

AiAi's victory poses are as follows: AiAi, in his ball, runs around in a circle before getting dizzy and losing his balance, rolling along the ball's interior as it rolls; AiAi sits in a pile of bananas and waves his arms happily, a banana in each one; and AiAi runs through the goal from the Super Monkey Ball series, confetti flying around him as he cheers.

Akira Kurusu is a high school student who is transferred from a suburban town to Tokyo after being wrongly convicted as a criminal for injuring the highly-influential Masayoshi Shido. On his first day at Shujin Academy, Akira and another student - Ryuji Sakamoto - find themselves within a castle-like Palace within the Metaverse where he awakens to the power of the Wild Card and summons his Persona: Arsene. Later, when he, Ryuji, and the mysterious cat-like Morgana, form the Phantom Thieves, which he becomes the leader of, he takes on the code name of "Joker". As the leader of the Phantom Thieves, he decides when the group travels into the Metaverse tunnels of Mementos, whichever Palace they may be infiltrating, or other general missions. Additionally, with the help of Igor, Caroline, and Justine in the Velvet Room, "Joker" can fuse Personas together in order to create new ones, or merge two to strengthen one. His Wild Card ability makes him the strongest member of the Phantom Thieves.
First appearance:
Persona 5 (2016)
Special Attacks
Neutral Special: Gun is one of the main combat options available to use in Persona 5 battles. In Persona 5, Joker wields a pistol, and he can fire one bullet at a time. In Super Smash Bros., Joker fires a bullet forwards, which deals damage and temporarily stuns a foe. It doesn't travel that far, but it can be shot up to four times in rapid succession.

Side Special: Eiha is a Curse-based skill in Persona 5, and the only skill Arsene knows once he is first summoned. It is the weakest Curse-based attack, dealing a small amount of damage to a single foe in Persona 5. In Super Smash Bros., Arsene creates a circular spiral of black and red energy a short distance in front of Joker, which traps foes in to deal minor damage several times before letting them go.

Up Special: Cleave is a physical attack from the Shin Megami Tensei series, and one that Arsene can learn at Level 2. In Persona 5, it deals a small amount of physical damage to a single foe at the cost of 6% of the user's HP. In Super Smash Bros., Joker and Arsene work together to fly a short distance in an upwards direction, slashing as they do to deal massive damage to any foe that may be nearby.

Down Special: Dream Needle is a physical attack that, in Persona 5, Arsene is capable of learning at level 5. It deals a small amount of physical damage to one foe, but it has a chance to put the target to sleep, taking up 8% of the user's HP to do so. In Super Smash Bros., instead of being a fury of several small needles, the Dream Needle attack is portrayed more like a lance- one that Arsene fires forwards. While it travels slowly and through foes to deal minor damage, it will put the first one hit to sleep.

Final Smash: All-Out Attack is a recurring ability shown within the Persona series, first appearing in the Persona 2 duology as "Triple Charge", and later in Persona 3 under it's present name of "All-Out Attack". It can be activated by knocking down all foes, which can be done by getting a critical hit on a foe, or by attacking them with an attack of an attribute they are weak to. In Super Smash Bros., Joker fires a golden bullet forwards, which travels a short distance before disappearing. After it disappears, all those that were hit are thrown into a cinematic, which starts off with cut-in portraits of the faces of Persona 5 characters Joker (Akira Kurusu), Panther (Ann Takamaki), Skull (Ryuji Sakamoto), and Mona (Morgana), before transitioning to a red background with silhouettes of the foes being bombarded by black blurs that bounce about on the screen in a comical fashion. After this occurs for a second, the characters are thrown back into the match, and knocked away.

Alternate Costumes
Miscellaneous
Joker's entrance animation sees him walk out of the jail cell-styled Velvet Room door slowly, hands in his pocket.

Joker's taunt sees him rest his knife behind his head and waves his hand in a provoking manner. This is a reference to his idle animation from Persona 5.

Joker's victory theme is a direct rip of the theme that plays after a battle has been won in Persona 5: "Triumph". Unlike other victory themes, this song plays on loop while the player remains on the results screen.

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Victory theme

Joker's victory animations are as follows: Joker waves his hand in a "come on" gesture as he runs to the left (Joker runs to the left but does not move, the background does though to signify his movement); Joker removes his mask and summons Arsene, who crosses his arms; and Ryuji walks up to Joker, and two high-five before Joker turns to the screen with a sly smile.

Arle Nadja is the main protagonist of the Madō Monogatari series of role-playing games, but is possibly far more well-known as the mascot of the Puyo Puyo puzzle games. Arle is a cheerful (yet sometimes snarky) and hygienic young girl who acts as the straight man within the Puyo Puyo cast. Arle has a notable aptitude for magic, and has been able to perform incredibly powerful skills ever since she was in kindergarten; though strong, she has a limit on the amount of power she can expend and over-exerting herself will cause her fingers to bleed. She holds a particularly strong relationship with the yellow creature named Carbuncle, and has stated on several occasions that she would be devastated if he disappeared. Arle is the love interest of Satan though she does not reciprocate his feelings and often appears to be oblivious to "girly things" and the idea of being in a relationship.
First appearance:
Madō Monogatari 1-2-3 (1990)
Special Attacks
Down Special: Diacute is a spell in the Madō Monogatari series. It is a buff spell, that increases the strength of Arle's next spell. In Super Smash Bros. this technique acts similarly, powering up the rest of Arle's special moves and often changing how they work in certain ways.

Neutral Special: Ice Storm is one of the eight combat skills that Arle can use against enemies in Madō Monogatari I. One of the elemental spells, Ice Storm sees Arle summon four spikes of energy that form into dagger-like icicles, which then rush and stab her enemy to freeze them solid. In Super Smash Bros. this ability has been changed, instead seeing Arle summon a series of small icicles forwards down towards the ground in front of her to deal minor damage and potentially freeze enemies. When powered up by Diacute, Arle will shoot a large icicle down at the ground, which will detonate upon contact with an enemy or the ground to deal more damage while also increasing the likelihood of freezing opponents.

Side Special: Carbuncle is a small yellow creature who, like Arle, appears to contain a strong magical power. He was introduced in Madō Monogatari II as the pet of Satan, and he intended to gift the yellow creature to the woman who would be his fiance - upon his defeat at the hands of Arle, Carbuncle joins the young woman as her companion, and thus Satan believes Arle to be his destined wife. Carbuncle displays a number of different abilities throughout the Madō Monogatari and Puyo Puyo series, and one of his most prominent sees him shoot forwards to pierce through enemies. This same attack serves as Arle's side special move in Super Smash Bros. and the player can hold down the special attack button to charge up the distance that Carbuncle flies. When powered up by Diacute, Carbuncle will instead fire a laser from his forehead back towards Arle as he flies away from her that also deals damage (albeit less damage than taking a direct hit from Carbuncle) to foes. Regardless, once Carbuncle is shot forwards he will linger on the stage for a short moment; if he is attacked during this cooldown period, he can be defeated causing Arle to need to wait in order to summon him again.

Up Special: Puyo Trampoline is a technique that makes use of the eponymous Puyo creatures of the Puyo Puyo series. The Puyo first appeared in the Madō Monogatari as basic enemies, with each of the different colours having different properties, strengths, and weaknesses. In the Puyo Puyo series the Puyos appear as the puzzle pieces that characters use to fight against each other, appearing to fill a similar role as the Tetrominos from the Tetris series. In Super Smash Bros. Arle summons a Puyo beneath her and bounces off of it, flying upwards a fair distance before state where she can use any of her moves barring her up special move again. The Puyo she summons can be red, purple, yellow, blue, or green, though they all act the same; it will remain behind for a short moment as well, allowing any other fighter to use it in the same way. When powered up by Diacute, Arle will bounce the same distance upwards but summon three Puyos of the same colour, which will then explode to deal damage, thus also eliminating the possibility of other fighters using the Puyo as well.

Final Smash: Heaven Ray is a spell that Arle performs in Puyo Puyo Fever upon reaching a combo of 10 consecutive Puyo eliminations. The short animation that plays sees Arle fire a beam of light up into the air, joined by Carbuncle who similarly fires a thinner beam as well. In Super Smash Bros. Arle performs the same animation, firing a laser of light into the air (dealing damage) and off the top of the screen. After a short moment, a series of five lasers (all thinner) will then crash down from off the top of the screen in the area around Arle, detonating as they hit the ground around her.

Alternate Costumes
Miscellaneous
Arle's entrance animation sees her teleport onto the stage while jumping, pointing to sky, before landing with a flourish.

Arle's taunt sees her spin around before pointing towards the camera with both arms as if casting a spell, releasing a dim glow from in-between her hands.

Arle's victory theme is a light and poppy remix of the victory theme for the original Puyo Puyo game for the Sega Genesis.

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Victory theme

Arle's victory animations are as follows: Arle spins around before showing a peace sign towards the camera; Carbuncle runs up to Arle and jumps into her arms, and the girl spins around with him in her arms before smiling to the camera; and Arle, with Carbuncle on her back, performs a small dance before posing in a manner identical to how she does in a piece of artwork released for Puyo Puyo Fever 2.

PAC-MAN is the main protagonist of the franchise of the same name, which is one of the most well-known video game franchises due to the popularity of the original 1980 arcade game PAC-MAN. PAC-MAN himself has always been a yellow, spherical being who is often pitted against ghosts, but he's been in a number of different situations over the years. In Super Smash Bros., PAC-MAN is an amalgamation of his various appearances, while also incorporating elements of other classic Namco titles into his moveset.
First appearance:
PAC-MAN (1980)
Special Attacks
Neutral Special: Bonus Fruits were items that could be collected in the original PAC-MAN to increase the player's total point count. In both Super Smash Bros. and PAC-MAN, there were eight "Bonus Fruit" items, with two coming from previous Namco titles: Cherry, Strawberry, Orange, Apple, Melon, Galaxian Starship, Bell, and Key. When the attack is used, PAC-MAN will hold out a Bonus Fruit, which will cycle through all of them in order. When the button is pressed again, PAC-MAN will throw the selected Bonus Fruit forwards. All deal between 4%-15%, but their movements vary. The cherry, strawberry, and apple will all be thrown towards the ground and will bounce twice (cherry), thrice (strawberry), or four times (apple) before disappearing; the orange will travel in a straight line and never touch the ground; the melon will travel slowly in a slight arc; the Galaxian Starship (which comes from Galaxia) will perform a shuttle loop after being thrown before travelling straight and through any enemies; the bell (which, in this instance, comes from Mappy) will be thrown in a high arc before abruptly falling downwards through opponents, paralyzing those who it hits; and the key travels forwards at a high speed to deal the most amount of damage and knockback while also travelling through opponents.

Side Special: Power Pellet is an item from the original PAC-MAN that, when grabbed, would allow PAC-MAN the ability to temporarily defeat the ghosts that chase him. In Super Smash Bros. however, this attack works very differently: PAC-MAN summons up to five 8-bit Pac-Dots (determined by how long the special move button is held down) followed by an 8-bit Power Pellet, before traversing this line as his 8-bit sprite. While the button is held down and the Pac-Dots appear, the player can tilt the control stick to change the angle of the line.

Up Special: Trampolines are important objects that appear in the 1983 arcade game Mappy. In that game, the titular character - a policemouse named Mappy - would have to use trampolines to cross over gaps, though these trampolines had a limited number of uses. The number of uses remaining for a trampoline can be determined by looking at its colour, which changes each time Mappy bounces on it, going through the order of green, blue, yellow, then red. In Super Smash Bros., PAC-MAN summons one of these trampolines beneath him, which propels him upwards and leaves him in a pseudo-helpless state. After PAC-MAN bounces off it, the trampoline will remain on the stage for a short while afterwards, allowing for other fighters to use it. Because PAC-MAN bounces on the trampoline immediately, the trampoline can only be used by others two more times, as landing on a red trampoline will cause it to break and force the fighter(s) who used it to enter a helpless state.

Down Special: Fire Hydrants are a common obstacle that PAC-MAN must deal with in the 1984 platforming game Pac-Land. In that game, as well as Super Smash Bros., the Fire Hydrants will shoot out jets of water; in Super Smash Bros., it will do this twice and its direction will be determined by PAC-MAN's current position: if PAC-MAN is above the hydrant it will shoot water upwards but will otherwise shoot two jets simultaneously from both sides. The Fire Hydrant can be attacked and launched by other fighters, allowing it to be used as a powerful projectile attack; if used on a steep-enough incline, the Fire Hydrant will begin rolling and never spew water, making it a deadly weapon that can be difficult to avoid in these circumstances.

Final Smash: Namco Tussle is an original attack that sees PAC-MAN summon various characters from various classic Namco titles. Depending on whether PAC-MAN is on the ground or in the air, he will begin the attack by summoning either Runner from Metro-Cross or the Red Baron from Sky Kid respectively, who will travel forwards a short distance, through any opponents that they may come in contact with; these opponents will remain stunned for a moment before they are knocked into a cinematic where they are shot at by Kissy from Baraduke and the ship from Bosconian while in space, before Wonder Momo (from the game of the same name) performs a flying kick from off-screen to launch them into the fire breath of Amul from Dragon Spirit, which finally launches foes upwards. In addition to these characters, a number of characters are shown as Amul launches the opponents away, these characters being: Mappy from Mappy, Gil from Tower of Druaga, Bravoman from Bravoman, Pooka and Frygar from Dig Dug, Topcup from Libble Rabble, Tarosuke from Yōkai Dōchūki, Valkyrie from The Legend of Valkyrie, and Don-chan from Taiko no Tatsujin.

Alternate Costumes

Half of PAC-MAN's alternate costumes transform him into Ms. PAC-MAN. She plays identically to PAC-MAN, though the announcer and crowds acknowledges her as a separate character.

Miscellaneous
PAC-MAN's entrance animation sees him bounce onto the stage in his 8-bit sprite before transforming into his modern appearance and giving a thumbs up.

PAC-MAN's taunt sees him give a thumbs up gesture while he smiles and winks to the camera.

PAC-MAN's victory theme is a remix of the introductory fanfare from the original PAC-MAN game.

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Victory theme

PAC-MAN's victory animations are as follows: PAC-MAN, in his 8-bit sprite, bounces up and down a few times before popping into his modern appearance and giving a thumbs up while winking; PAC-MAN dashes forwards before stopping and giving a thumbs up; and PAC-MAN gives a thumbs up, summoning one of an apple, grape, melon, cherry, or strawberry.

Ludger Will Kresnik is the main protagonist of the 2012 role-playing game Tales of Xillia 2, the fourteenth main entry in Bandai Namco's Tales series. Ludger was caught up in a train hijacking by the terrorist group named Exodus, an event that changed his life as he would learn that both he and his older brother Julius carry a power passed down through generations known as Chromatus. Seeking to learn more about his power (and put a stop to the debt he acquires from the medical expenses he needs once he escapes the train), he joins Spirius Corporation as his brother's replacement and goes out in search for him alongside a strange young girl named Elle Mel Marta.
First appearance:
Tales of Xillia 2 (2012)
Special Attacks
Down Special: Weapon Shift is a mechanic that Tales of Xillia 2's Cross Double-Raid Linear Motion Battle System focused heavily on in order to make the game stand out among the other entries in the Tales of series. The Weapon Shift mechanic allowed Ludger to switch between three types of weapons in a flash while fighting in battle, which allowed him to have three sets of Artes as opposed to the one set that all other party members could have. In Super Smash Bros., Ludger retains the fact that the weapon he wields greatly changes the way he plays in battle, with all of his special moves and many of his standard ones changing depending on what he is carrying, essentially making him three playable fighters in one. In order, Ludger will shift from his Dual Blades to his Sledgehammer, and then Dual Pistols. Dual Blades are his more balanced weapon, while the Sledgehammer a slower and more powerful melee one and the Dual Pistols quicker more distance-based one.

Neutral Special: Azure Edge is one of the Tales series' most recurring Artes, and was designed to be the basic projectile attack for sword wielders. When wielding his Dual Blades, Ludger slashes the two two create a small yellow-green orb of energy that travels a short distance forwards, through opponents. Both the slash and the orb deal damage to foes, with the former dealing slightly more, but with very limited range. Pow Hammer is a recurring attack which sees the user strike a foe with a small toy hammer, though Ludger, wielding an actual Sledgehammer, performs the Arte much differently from most as he instead slams the ground to summon such toy hammers to rise from where he struck. In Super Smash Bros., Ludger will strike the ground to deal minor damage to foes around him, with the small toy hammer that rises up from the spot that was struck dealing more damage. In the air, Ludger will instead just perform a single, albeit slightly more powerful, downwards swing. Bubble Blast is an Arte that only two characters from Tales of Xillia 2 have been shown to be able to perform, these two characters being Ludger and one of the game's bosses, a man named Victor. Once used, Ludger fires a small bubble from his pistol, which explodes on contact to deal damage to a foe; it acts much the same way in Super Smash Bros., though the distance the bubble will travel is a set one.

Side Special: Falling Snow is an Arte used by Ludger, his brother, and the aforementioned Victor in Tales of Xillia 2. A somewhat weaker Arte, Falling Snow simply sees the user dash forwards quickly, damaging any foe they touch as they move. In both Super Smash Bros. and Tales of Xillia 2, when used in the air Ludger will instead travel at an upwards angle. If the player uses the attack and then, as it is ending presses tries to use it in the opposite direction, Ludger will travel back to where he came from in a version known as "Reverse Falling Snow". Hammer Flail is an Arte that sees Ludger swing his Sledgehammer in a circle around him before performing an upwards swing in front of him, allowing him to hit foes on any side. In Super Smash Bros. this attack acts in the same way, though the upwards slash following the spin will be the only part of the attack to deal any knockback; should an opponent be hit by his spin, they will simply flinch and, only at higher percentages, be knocked away a step. Rolling Thunder is a very mobile gun-based Arte that sees Ludger perform a roll forwards before he gets into a crouching position and fires back the way he came. Unlike in Tales of Xillia 2, in Super Smash Bros. Ludger will instead fire in the direction the control stick is tilted once the move is used, allowing him to fire forwards, backwards, or upwards in three fixed angles. When used in the air, Ludger can also fire downwards after he performs an aerial spin, though this attack also leaves him helpless afterwards.

Up Special: Crimson Fury is an Arte that first debuted in Tales of Xillia 2 but would later become one most characters wielding Dual Blades could learn. The Arte, both in Tales of Xillia 2 and Super Smash Bros., sees Ludger perform a kick that sends him (and the foe he hits) upwards a short distance, before he attacks with a flurry of spinning strikes as his blades get encased in flames. Crushing Blow is an Arte that, in Tales of Xillia 2, sees Ludger perform a short hop before he slams his hammer down into the ground to cause an earthquake. In Super Smash Bros. this Arte acts a little differently, with Ludger jumping a short distance into the air before he proceeds to slam downwards, allowing him slight vertical recovery. Stun Blitz is an attack that Muzét could use as both a boss in Tales of Xillia and as a party member in Tales of Xillia 2, and one that Ludger could also learn. In Ludger's case, this Dual Pistol-based Arte sees him jump into the air and fire his pistols as he spins around. In Super Smash Bros., Ludger will jump high into the air and spin around as he fires both of his guns, though they will only damage foes at point-blank range.

Final Smash: Chromatus is a special power that special individuals descended from the Kresnik clansmen can wield. This power sees the user be granted immense strength as their body is covered in a near-impenetrable armour. Ludger, who can use this ability, also gains a spear when in this mode, and can use many of the same Artes as he can when he wields his Dual Blades with it. In Super Smash Bros., Ludger will enter his Chromatus form to increase his speed and attack power tremendously; while he can still take damage in this form, the amount he does take is much lower and he does not flinch. The player has access to the same attacks as they would while wielding the Dual Blades, though many have been charged up with electrical or darkness properties. The only exception is Ludger's up special move, which is changed into Dark Projection. Dark Projection sees him dash upwards a fair distance at an incredibly high speed before he crashes downwards to deal damage with his spear.

Alternate Costumes
Miscellaneous
Ludger's entrance animation sees him appear in a flash with golden gears lighting around him that quickly disappear.

Ludger's taunt changes depending on whatever weapon he is wielding. With the Dual Blades, Ludger quickly slashes the weapons at the screen a few times before slashing in an X shape; with the Sledgehammer, he slams the end of the pole into the ground, leans on it, and sighs; and with the Dual Pistols he throws one up into the air, which spins rapidly, and reloads the other, before catching the one he threw before.

Ludger's victory theme is a direct rip of the track "A Victory for You" from the Tales of Xillia 2 soundtrack, which will play on repeat until the Results Screen is exited.

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Victory theme

Ludger's three victory animations are as follows: Ludger, while holding a frying pan, flicks it upwards, and three pancakes hop out of it and are caught by Elle Mel Marta and his cat Rollo; Ludger shoulders Elle and the two nod at each other while smiling; and Ludger transforms out of his Chromatus while in a crouching position, and stands up with a tired smile.

Heihachi Mishima is the mascot of the Tekken series, in which he appears as one of the main antagonists. Throughout most of the Tekken storyline, Heihachi is the head of the Mishima Zaibatsu, a conglomerate that consists of Mishima Financial Empire, Mishima Industries, and Heihachi's private militant force known as the Tekken Force, who serves as the main sponsor of the King of Iron Fist Tournaments that the series focuses around. Heihachi served as the host of the first, third, fourth, and seventh tournaments, and was crowned the victor of the second tournament after defeating his son (and the winner of the first King of Iron Fist Tournament), Kazuya Mishima, and throwing his body into a volcano, a fate that would later befall Heihachi himself at the end of Tekken 7, ultimately killing him.
First appearance:
Tekken (1994)
Special Attacks
Neutral Special: Wind God Fist is an attack that can be used by all practitioners of Mishima Style Fighting Karate, which Heihachi and all of his family members, use in battle. The Wind God Fist allows the user to get up-close to their opponent in the Tekken series, as the one performing the attack will dash forwards and finish with an uppercut attack. In Super Smash Bros. Heihachu executes this move in the same way, dashing a set distance before performing a short uppercut; in the air, Heihachi will dash forwards a slightly greater distance but will fall helpless after the attack is used, while on the ground Heihachi can combo the Wind God Fist into others seamlessly. Like Heihachi's other special moves, the attack has a very small sweetspot that will deal a slight bit more knockback. Additionally, when Heihachi dashes forwards, the special attack button can be pressed at a very specific moment right before he jumps to cause Heihachi to jump higher than he normally would; this can only be done on the ground.

Side Special: Demon Scissors is one of the oldest and most-recurring attacks in the Tekken series, used by all practitioners of Mishima Style Fighting Karate, as well as Ogre and True Ogre. Demon Scissors is a powerful leg-based attack that sees the user flip forwards and perform a drop kick on their foe. Heihachi's variation of the attack is slower than the way other users perform it. In Super Smash Bros. the attack is almost-identical, though is slightly slower to start-up than it is in its original appearances. Like in Tekken, Heihachi will fall onto his back after using the attack. The attack has a small and precise sweetspot that will spike foes hit by this attack while also dealing quite a bit more damage. When used in the air Heihachi will fall downwards as he performs his drop kick, and will only stop upon hitting an opponent or a platform; if still airborne, he will then enter a helpless state.

Up Special: Omen Thunder God Fist, or Electric Dragon Uppercut, is a recurring attack that has appeared as part of Heihachi's moveset throughout the Tekken series. This attack is essentially a stronger version of Dragon Uppercut, and acts very much in the same way. Dragon Uppercut sees Heihachi, or the other practitioners of Mishima Style Fighting Karate, step forwards before crouching and transitioning into a strong uppercut. The Omen Thunder God Fist is very similar, although Heihachi does not step forwards, and the attack takes slightly longer to perform, in addition to it gaining an electric effect and dealing more damage. In Super Smash Bros. Heihachi performs a small jump into the air while performing an electrically-charged uppercut that deals massive knockback should the move's precise sweetspot be utilized. The move is unique, as while it does technically force Heihachi into a helpless state after it is used, Heihachi is capable of transitioning into his down special move, Iron Hand, even in this state, though will fall helpless after its use.

Down Special: Iron Hand is the signature attack of Heihachi Mishima, and one of the most well-known attacks in the Tekken series. Though a simple, quick punch with his right hand as Heihachi steps forwards, the Iron Hand move embodies the feud that burns at the centre of the series' story. In Super Smash Bros. this attack is just as quick as its Tekken counterpart, though does have several unique traits to it. The attack has a very small, precise, sweetspot that, should Heihachi hit a foe with this specific part of the attack, will deal massive damage (albeit no knockback) and stun foes for a moment; this sweetspot can also deal massive damage to shields. Even should Heihachi not hit a foe with the attack's sweetspot, the amount of damage dealt is exceptional in contrast to other attacks that take just as long to execute.

Final Smash: Mishima style 10-hit combo is a variation of the 10-hit combo that the practitioners of Mishima Style Fighting Karate use. The attack is a series of 10 basic attacks that are performed in rapid succession, dealing massive damage to all those who are caught in it. The attack consist of four quick punches, then a left kick, an axe kick, a sweeping kick with his right leg, two small uppercuts, and finally a Dragon Uppercut. In Super Smash Bros., Heihachi stomps the ground and three small geysers of lava erupt in front of him, freezing all opponents hit by them in place so that Heihachi can perform the Mishima style 10-hit combo on them.

Alternate Costumes
Miscellaneous
Heihachi's entrance animation sees a spout of lava sprout up from the ground, and Heihachi appears, facing backwards, as it disappears.

Heihachi's taunt sees him perform a circular arm movement above his head before tucking his elbows in fiercely while saying "Kuyamu mamonaku shine!" ("I'll be quick with your death!") This is identical to his taunt in Street Fighter × Tekken.

Heihachi's victory theme is a rock remix of the Tekken Tag Tournament results theme, with the theme itself condensed to be much shorter.

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Victory theme

Heihachi's three victory animations are as follows: Heihachi stomps the ground and steps towards the right with his arm in a flexing position in front of his face as a dark aura surrounds him; a lava geyser erupts behind Heihachi, who stands with his arms crossed before glaring down towards the camera and saying "Umarekawatte denaoshite koi!" ("Come back when you're ready to fight!"); Heihachi punches forwards, his fist charged with electricity, before he cries out "Washi wa muteki ja"! ("No one can defeat me!") as he turns his back to the camera.

Mega Man is the successor to Proto Man, and a robot designed and created by Dr. Thomas Light as a way to demonstrate a new artificial intelligence program he himself developed. Mega Man and his "sister" Roll were created to be assistants for Dr. Light, with Roll focusing on housekeeping and Mega Man on being his actual lab assistant. In the Mega Man series, Mega Man must fight against the other robots Dr. Light created for industrial purposes, who had been reprogrammed to fight for one of Light's former assistants, Dr. Albert Wily. After his 'siblings' had been reprogrammed, Mega Man volunteered to be upgraded from a simple lab assistant into a fighting robot, donning an arm cannon and gaining the ability to copy the abilities of the Robot Masters he defeats.
First appearance:
Mega Man (1987)
Special Attacks
Neutral Special: Metal Blade is the main weapon of Metal Man, and the ability that Mega Man would copy from that Robot Master after his defeat in Mega Man 2. The titular "Metal Blade" is a small circular saw blade made of a lightweight yet sturdy metallic alloy known as Ceratanium. In Mega Man 2 and Super Smash Bros., Mega Man is capable of throwing the Metal Blade in eight directions, dependant on how the control stick is tilted while the attack is used. The Metal Blade deals a moderate amount of damage and travels a fair distance, but doesn't deal knockback nor travel at a high speed. Mega Man can have up to two Metal Blades on screen at the same time. Throwing a blade directly at the ground will cause it to ricochet upwards, but it will get stuck into platforms after travelling a far enough distance, allowing any other fighter to pick it up and use it as Mega Man would.

Side Special: Charge Kick is an ability that Mega Man takes after defeating Charge Man in Mega Man 5; though Charge Man himself never uses this kicking attack himself, Mega Man harnesses Charge Man's speed and power in order to power-up his slide. In Super Smash Bros., Mega Man will slide forwards at a powerfully high speed which isn't affected by gravity; even should the attack be used in the air, Mega Man will still slide forwards a fair distance. The attack itself doesn't deal a major amount of damage, but Mega Man will trap foes and drag them as he travels and knock them around at the end of his travel. If Mega Man is airborne after using this move, he will enter a pseudo-helpless state.

Up Special: Mega Upper is an attack Mega Man is capable of using in many of the fighting games he appears in, but not any of the platforming games of the Mega Man series. First appearing in 1996's Mega Man 2: The Power Fighters, it has since made appearances in Mega Man's Marvel vs. Capcom movesets, as well as in Bad Box Art Mega Man's Street Fighter × Tekken moveset. In all of its appearances, the Mega Upper is a powerful uppercut move that launches foes upwards. Though Mega Man doesn't jump upwards a fair distance, it does deal a decent amount of damage and knockback, with the amount of knockback and damage strongest when the move is initiated and not at the top of his jump. This also causes Mega Man to fall helpless.

Down Special: Fire Storm is an ability that Mega Man would be able to copy from a defeated Fire Man in the original Mega Man. The Fire Storm, attack sees Mega Man summon five small fireballs that circle around the robot. These fireballs are extinguished when they come in contact with a foe or a projectile, meaning the shield could protect Mega Man from five attacks, assuming they don't hit Mega Man directly. When Fire Storm is active, the Mega Man's smash attacks are also granted fiery effects, slightly increasing their damage and knockback output.

Final Smash: Black Hole Bomb and Atomic Fire are two weapons that have made appearances in Mega Man 9 and Mega Man 2 respectively; they could be obtained from Galaxy Man and Heat Man in their respective games. In Super Smash Bros., Mega Man fires the Black Hole Bomb forwards a short distance, which explodes to draw nearby foes in to its centre. After a few moments of being active, the Black Hole Bomb will disperse and Mega Man will deal massive damage with a powerful fiery burst fired from his arm cannon, which encases the same area as the Black Hole Bomb did.

Alternate Costumes

One of Mega Man's alternate costumes transforms him into Proto Man. He plays identically to Mega Man, though the announcer and crowds acknowledge them as separate characters.

Miscellaneous
Mega Man's entrance animation sees him warp onto the stage in a yellow light. This animation is identical to how he warps into stages in Mega Man titles.

Mega Man's taunt sees him pump his arm cannon into the air and let loose a small spark from it.

Mega Man's victory theme is a remix of the first part of the Mega Man 2 title screen theme.

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Victory theme

Mega Man's victory poses are as follows: Mega Man fires a small ball of fire downwards, before jumping up with his arm outstretched above his head in a manner similar to his appearance on the box art for Mega Man Powered Up; Mega Man teleports onto the victory screen in a yellow column before posing with one arm held up in the air at a slight backwards angle, the other crossed in front of his chest, and his knees bent slightly; and Mega Man puts his hand on his arm cannon and fires a blast at an upwards angle.

Ryu is considered to be the main protagonist of the Street Fighter series, both in part due to him appearing in all of the series' media as well as being designed to be "beginner-friendly". A practitioner of the Shotokan martial arts, Ryu trained under his adopted father, Gouken, alongside his childhood friend Ken Masters, until his master was near-fatally injured in a battle against his older brother Akuma. Ryu has at times nearly succumbed to the dark energy-based martial arts style Satsui no Hadou, which stems from hatred and a desire for victory; this internal conflict lays at the heart of Ryu's stories throughout the series.
First appearance:
Street Fighter (1987)
Special Attacks
Uniquely, Ryu is capable of performing his special attacks in ways other than by using the general special attack button and directional input method. Following the gameplay mechanics of the Street Fighter series, performing a specific series of directional inputs followed by either of the special or standard attack buttons will also cause Ryu to perform often-stronger versions of such moves. When Kirby has inhaled Ryu, the former is also capable of performing any directional input related to Ryu's neutral special move.

Neutral Special: Hadoken is Ryu's signature (yet not exclusive) attack from the Street Fighter series, and the most well-known one from that series. Much like in Street Fighter, the Super Smash Bros. incarnation sees Ryu put his hands together with his palms facing outwards as he fires a blue spherical projectile forwards. A slightly stronger and larger variation can be performed by inputting the directional inputs of ↓ ↘ → followed by either of the attack buttons. Another version known as the Shakunetsu Hadoken, which is red in coloration and hits multiple times, can be performed by inputting ← ↙ ↓ ↘ → followed by an attack button.

Side Special: Tatsumaki Senpukyaku is a spinning kick that debuted in the original Street Fighter title. Much like its appearance in Street Fighter titles, Ryu, in Super Smash Bros., will fly forwards as he spins around with a leg out-stretched. The special attack deals more damage and knockback at the beginning of its use than it does at the end. In addition, a stronger variation, that also sees Ryu travel a much further distance, can be performed by inputting ↓ ↙ ← followed by an attack button.

Up Special: Shoryuken is an attack from Street Fighter that both Ryu and his friend Ken Masters can perform. Shoryuken is a leaping uppercut that also sees the user spin as they jump. While the attack is fairly powerful with little start-up, it suffers from long ending lag and will leave Ryu helpless if he is still airborne after its use. The normal Shoryuken's power can be increased slightly if the special attack button is held down, but inputting → ↓ ↘ followed by an attack button will cause an even stronger version, with less landing lag, to be performed instead.

Down Special: Focus Attack is a move that every fighter in Street Fighter IV can perform that, while it has a long start-up period, grants the user super armour temporarily, allowing them to take an attack without flinching. If the special attack button is pressed this attack merely ends with a punch with ink-like aesthetic details matching its Street Fighter IV incarnation, but if it is held down the move becomes much different; although it takes longer to charge up, the punch can break through shields and counterattacks to cause the target to enter a slow crumpling animation. Unlike Ryu's other special attacks, the Focus Attack can only be performed via the normal special attack button + directional input method.

Final Smash: Unlike other fighters, Ryu has two different Final Smash attacks which vary depending on Ryu's distance from another fighter. At point-blank range, he will perform Shin Shoryuken, while he will instead perform Shinku Hadoken if he is further away. Shinku Hadoken is a stronger version of Ryu's Hadoken attack, being slightly larger in size and having a vacuum effect that traps nearby foes against the Shinku Hadoken as it travels forwards before it explodes to launch them away. The Shin Shoryuken is a three-hit combo attack which sees Ryu first perform an uppercut, then an under-hand punch, followed by a powerful Shoryuken to launch them away. The latter attack is unique, as, if the opponent is guaranteed to be KO'd by the attack, the final hit will see the screen turn into an orange and yellow star-like explosion to mimic the Special/Ultra combo KO screen from Street Fighter IV.

Alternate Costumes
Miscellaneous
Ryu's entrance animation sees him stride onto the stage from the background as mist dances up from his footsteps.

Ryu's taunt sees him hold his fist forwards, saying "Talk is cheap" or "Come on" to his opponent.

Ryu's victory theme is a direct rip of the results screen theme from Street Fighter V. Unlike most other victory themes, this song plays on repeat until the results screen is exited.

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Victory theme

Ryu's victory poses are as follows: Ryu winds up a punch before throwing a hook with his left hand, calling out "Give it your all!" as he does so; Ryu slings a duffel bag over his shoulder, saying "The journey... has just begun"; and Ryu smiles before raising his hand in the air triumphantly, saying "Your range is one fist short." Albeit rare, it is possible that Ryu will say "You must defeat Sheng Long to stand a chance" instead during any of his victory poses.

Phoenix Wright is a defence attorney and the main protagonist of the Ace Attorney series. He is the current manager of the Wright Anything Agency, which employs both defence attorneys and, due to his adopted daughter being a magician, other theatrical talents. Phoenix's agency was founded by his mentor and former-boss Mia Fey, who was murdered one night after he went home. Since then, Phoenix has earned quite a reputation as a defence attorney capable of overcoming all odds in order to arrive at the truth, even should this truth not be in his favour. As a defence attorney, Phoenix has worked alongside and against a variety of different interesting individuals, from the spirit channeler Maya Fey, to the defence attorneys he employs (Apollo Justice and Athena Cykes).
First appearance:
Phoenix Wright: Ace Attorney (2001)
Special Attacks
Neutral Special: "Hold It!" is one of the many speech bubbles to appear in the Ace Attorney series, and one of the three speech bubbles to appear in the original Ace Attorney game (the others being "Take that!" and the much more well-known "Objection!"). Phoenix Wright and other characters often yell out "Hold It!" when interrupting courtroom proceedings or a witness' testimony. In Super Smash Bros., Phoenix will point his finger forwards dramatically as he yells "Hold It!", the speech bubble appearing. Both his point and the speech bubble deal damage and can knock away foes. Once Phoenix's down special move, Examine, has been used, Hold It! turns into Present. Present simply sees him throwing whatever evidence he had collected forwards in a suitcase, which is larger depending on how many items he has collected.

Side Special: Missile, in real life, is the name given to the Pomeranian dog owned by Shu Takumi, the creator of the Ace Attorney series; this Pomeranian appears as a character in one of Takumi's other works: Ghost Trick: Phantom Detective. In the Ace Attorney series, Missile is a Shiba Inu police dog that Phoenix Wright and prosecutor Miles Edgeworth have both employed during the series. In Super Smash Bros., Phoenix will throw missile forwards, who will deal damage to those he hits. If used in the air, Missile will not travel as far forwards, though comically hover in the air for a moment with his feet kicking wildly before falling, dealing minor damage to foes that touch him while kicking his legs and while he falls.

Up Special: A Sneeze is an act caused involuntarily due to irritation on the inside of one's nostril(s). In the first episode of Phoenix Wright: Ace Attorney: Trials and Tribulations - Turnabout Memories - Phoenix Wright (who at the time is attending college) is sick with a cold and violently sneezes various times while being cross-examined by his future-employer Mia Fey. In Super Smash Bros., Phoenix Wright has a particularly violent sneeze which propels him upwards a short distance, while also dealing damage to those who are around him (the sneeze itself is shown as three jagged action lines that protrude downwards from his face, and these are what deal damage to foes). Interestingly, this attack can also reflect projectiles.

Down Special: Examine is one of the main commands players can use while in the Investigation phase of Ace Attorney games; this action must be used to look around the surroundings to gather evidence or look at particularly interesting items. In Super Smash Bros., Phoenix quickly crouches down and scrounges about before holding out a random item (this item can be a number of different things, including his cell phone, his tuque from Apollo Justice: Ace Attorney, a coffee mug, a miniature statue of The Thinker, and Trucy's magical undergarments). Phoenix can carry up to three items; if used again, he will crouch down but not find anything. The player can discard this evidence with the Present attack.

Final Smash: Verdicts are handed out by the presiding judge at the end of each Ace Attorney trial, with most wanted verdicts being "Not Guilty"; only one case in the series sees the player trying to get a "Guilty" verdict, though this same verdict will also be carried out should the player's Confidence Gauge (health) be depleted. In Super Smash Bros., Phoenix Wright yells out "Objection!" (accompanied by the speech bubble) while dramatically pointing forwards. Should a fighter be hit by his "Objection!" speech bubble, they will be thrown into a mini cinematic in which the giant nightmarish judge from the Phoenix Wright: Ace Attorney: Justice For All episode "The Lost Turnabout" will slam his large gavel into the ground, flattening whatever fighters Phoenix previously knocked into this cinematic, launching them away and dealing massive damage.

Alternate Costumes
Miscellaneous
Phoenix's entrance animation sees him hurriedly run onto the stage before slouching over and putting his hands on his knees to catch his breath.

Phoenix's taunt sees him hold out a stack of papers in one hand, while he taps it with his other. As he does so, he says one of a variety of lines, including "Take this!", "This is the answer!", "Hold on...", and "The evidence suggests... this!".

Phoenix's victory theme is a direct rip of the opening of the "Objection! 2016" theme from Phoenix Wright: Ace Attorney: Spirit of Justice.

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Victory theme

Phoenix Wright's victory animations are as follows: Maya Fey runs up to Phoenix and begins to jump up and down happily as Phoenix puts one hand on his hip and wipes at his head abashedly while saying "Case... closed?" hesitantly; Missile runs around Phoenix's feet and he tries to dodge him before bending down to pet him; and Phoenix adjusts his tie before pointing forwards while yelling "Take that!".

Solid Snake is the codename for the main protagonist of the Metal Gear series of stealth action games released by Konami. Snake is one of the products of a project known as Les Enfants Terribles, run by the United States government with the intent on creating clones of famed mercenary Big Boss. Snake is known as "the Man Who Makes the Impossible Possible", as he has continuously completed missions that should have never ended in success. He carries a virus known as FOXDIE, which was engineered to target specific engineers and induce cardiac arrest in them.

Despite the game stating that the playable character is specifically "Solid Snake", his main appearance is based off Naked Snake (Big Boss), as he appears in Metal Gear Solid 3.

First appearance:
Metal Gear (1987)
Special Attacks
Neutral Special: Hand Grenades are a type of small handheld explosive device that is designed in a way so that the explosives contained within the shell will detonate a short time after a fuse is pulled, blowing up the casing to release shrapnel. In the Metal Gear series, various different types of grenades are used by friend and foe alike and many are based on their real-world equivalents; Snake and the United States military are often equipped with the M67 fragmentation grenades. In Super Smash Bros. Snake will lob the (more stylized) M67 a short distance forwards, and it will detonate after a set amount of time. Like in real life, the frag can be "cooked" in Snake's hand, by holding down the special attack button. Though doing so for too long will cause the grenade to explode in his hand and cause recoil damage, cooking decreases the amount of time between when Snake throws the M67 and its detonation, and Snake will throw it faster and in a straighter line.

Side Special: Remote Missile is an attack that sees Snake make use of the Nikita missile launcher. The Nikita fires missiles that can be remote-controlled by its user for a short period after they are launched, and can be directed to hit far-away foes or objects. Snake makes use of the Nikita during the Shadow Moses Incident in Metal Gear Solid, primarily using it to damage a switchboard and shut off electrified traps that blocked the way to Otacon's laboratory. In Super Smash Bros., Snake fires a missile from the Nikita launcher, and the player can control its movements. While the player is in control of the missile, Snake is completely vulnerable to attacks. Additionally, after a set period of time after the missile is fired it will fall to the ground and detonate upon landing; of course, guiding the missile into another fighter or a platform will cause the missile to detonate as well, though the player may also detonate the missile at will by pressing the special attack button.

Up Special: Cypher is a type of machine used throughout the events of Metal Gear Solid 2: Sons of Liberty. Typically unmanned, a variety of Cypher variants exist though were primarily developed to assist in scouting as a camera is stationed above the fan used to propel it in the air. In Super Smash Bros., Snake holds on to a Cypher that carries him upwards a fair distance, but Snake will enter a helpless state once he lets go of it.

Down Special: C4, Composition 4, is a type of plastic explosive coated in a sticky material that allows it to be attached to any surface. The chemicals within a C4 are designed in a way so that the device will not detonate should it be shot at or be incinerated to higher temperatures, allowing whoever placed it to detonate it at will via a remote control or a timer. Snake has used C4 explosives throughout the Metal Gear series, primarily using them to destroy walls or structures. In Super Smash Bros., Snake will plant a C4 on the ground on the move's initial use, and he will detonate it when the move is used again. If Snake is close-enough to a fighter when he uses the move initially, he will stick the C4 on an opponent.

Final Smash: Homing Missiles are, as their name suggest, missiles that use infrared technology to home in on targets (usually sea vessels or aircraft). In the Metal Gear series there are a number of launchers that fire missiles of this nature, with one such being the FIM-92 Stinger, which Snake was forced to use to take down the Hind D gunship piloted by Liquid Snake during the Shadow Moses Incident. In Super Smash Bros., Snake throws down a flare grenade before the Stinger's UI appears overlaid on the battle. Five opponents (or, if there are fewer than five opponents, then locations around other fighters) are then targeted, and homing missiles are fired at them. The missiles are not truly "homing", as they instead target the location these five fighters were at, detonating as they crash into the battlefield to create large, and very powerful, explosions.

Alternate Costumes
Miscellaneous
Snake's entrance animation sees him, on all fours, slowly deactivate a cloaking device, electricity flaring around him, before he stands up.

Snake's taunt differs in several ways from those performed by other characters. The animation simply sees Snake sit on the ground and hide beneath a cardboard box. What makes this different is that it lasts for an indefinite amount of time - Snake will only stand up once the special or standard attack button is pressed. Additionally, other fighters can pick up the box and throw it as an item.

Snake's victory theme is a remix of an excerpt of the Metal Gear series theme, specifically being the same fanfare that plays whenever Snake earns a Game Over.

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Victory theme

Snake's three victory animations are as follows: Crouching low to the ground Snake says "Colonel, mission accomplished" into his codec; Snake throws away his cardboard box as he stands up and says "Not even close"; and Snake performs a forwards roll and lands in a crouched position as he says "I'm done here" into his codec.

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Simon Belmont is the main protagonist of Castlevania and Castlevania II: Simon's Quest, the first two entries into Konami's gothic action-adventure Castlevania franchise. Simon hails from the 17th Century, and his family has for generations been a clan of vampire hunters destined to face off against the ever-returning Dracula. One hundred years after Dracula's previous defeat at the hands of his great-grandfather Christopher Belmont, Simon was tasked to kill Dracula again after he was resurrected by a dark cult. Thogh he would initially fail, with Dracula placing a curse upon Simon that he would eventually get his revenge for seven years later. In his possession is the Vampire Killer, a legendary whip enchanted with holy magic that has been passed down through the Belmont bloodline.
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First appearance:
Castlevania (1987)
Special Attacks
Neutral Special: Axes made of silver are a recurring type of weapon featured within the Castlevania series. The axe was one of the original sub-weapons that could be obtained by Simon in the first Castlevania title, and would consume one heart upon use. Like in Castlevania, the special attack in Super Smash Bros. sees Simon throw an axe upwards in an arc, with the weapon spinning around as it travels to damage foes.

Side Special: Cross, originally localized as "Boomerang" and sometimes as the "Banshee Boomerang" to avoid religious connotations, is a sub-weapon that can be obtained in the Castlevania series, and is based upon the holy crosses primarily featured in a variety of different religions. Much as its localized names imply, the Cross acts as a boomerang-type weapon throughout the Castlevania series: the user throws the Cross forwards and, after travelling a set distance, it will return to them. The Cross acts just as it does in Super Smash Bros. as it does in the original Castlevania.

Up Special: Uppercut is a technique featured in Castlevania: Symphony of the Night. Once Alucard obtains the Gravity Boots, pressing ↓, ↑, followed by the jump button allows him to perform High Jump, a technique that sees him jump higher into the air. Upon completion of Symphony of the Night, Richter mode is unlocked, which allows the player to play through the game as Castlevania: Rondo of Blood protagonist Richter Belmont. Richter can perform an uppercut attack based on Alucard's High Jump without the need of any item. imon mimics Richter's uppercut in Super Smash Bros., jumping upwards while holding a sword back-handed to deal damage.

Down Special: Holy Water, originally localized as "Fire Bomb" to avoid religious connotations, is a type of blessed water from a church, and a recurring sub-weapon debuting in the original Castlevania title. This blessed water is said to burst into flames when in the presence of dark energy, which is exactly what it does in the Castlevania series. Throughout all of its appearances, the user throws a small bottle of Holy Water onto the ground, shattering the bottle to create a flame that rises from the ground and travels forwards a fair distance to defeat enemies. The attack works similarly in Super Smash Bros., though the flame does not travel forwards upon the bottle being broken on a solid surface or opponent.

Final Smash: Grand Cross is an Item Crash attack that originally debuted in Castlevania: Rondo of Blood. In Rondo of Blood, a large crucifix appears behind Richter as a number of crosses fly upwards at a high speed to damage nearby enemies. The basic attack is similar in Super Smash Bros.: Simon cracks forwards his whip, and traps any foe he hits within a coffin before a short cinematic begins. This cinematic sees Simon use his whip to throw the coffin into the air, before summoning a series of cross-shaped blasts of energy up to damage the coffin and launch all trapped foes.

Alternate Costumes
Miscellaneous
Simon's entrance animation sees him, already on the stage, throw away a tattered brown cloak and unfurl the Vampire Killer.

Simon's taunt sees him swing the Vampire Killer around his body wildly.

Simon's victory theme is a remix of the Stage Clear theme from Castlevania.

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Victory theme

Simon's three victory animations are as follows: standing with his back to the camera, Simon holds his whip curled up in one hand, before he spins around and swings it towards the camera sternly; Simon whips off to the left-side of the screen and pulls a cross back to him, which he holds in his arms as he looks towards the camera; and Simon draws back his whip as a bat flies around him.

Banjo and Kazooie are two best friends who live together in a small house at the base of Spiral Mountain. In the Banjo-Kazooie series, the two must work together, with the help of the mole named Bottles and the mystical shaman Mumbo Jumbo, to take down the wicked witch Gruntilda Winkybunion, whose plans constantly aim to disrupt their peaceful existence, from attempting to steal the beauty of Banjo's younger sister, Tooty, to trying to prevent Banjo and Kazooie from ever meeting.
First appearance:
Diddy Kong Racing (1997)
Banjo-Kazooie (1998)
Special Attacks
Neutral Special: Egg Firing is one of the most-basic techniques that Banjo and Kazooie can perform in the Banjo-Kazooie series, which Bottles teaches the duo in the first the two visit upon entering Grunty's Lair: Mumbo's Mountain. In Banjo-Kazooie Banjo crouches down so that Kazooie can fire an egg straight forwards over his head, and in Banjo-Tooie a more-strategic version of this ability, called Breegull Blaster, saw Banjo hold Kazooie like a rifle, allowing her to shoot eggs at a rapid pace. Like in Banjo-Kazooie, the Super Smash Bros. incarnation of this ability sees Banjo crouch down and Kazooie fire an egg forwards a short distance. Though the eggs are fairly weak and do not travel incredibly far, tapping the special move button will allow for up to three eggs to be shot out in rapid succession.

Side Special: Rat-a-tap Rat is one of the most-basic, yet fairly powerful, abilities that Banjo and Kazooie learn from Bottles in Banjo-Kazooie. Rat-a-tap Rat, which Bottle teaches the bird and bear duo in their home turf of Spiral Mountain, sees Banjo duck his head before Kazooie stretches her neck over Banjo and pecks forward three times. The move acts identically in Super Smash Bros., with Kazooie's third peck dealing more knockback and damage over the first two.

Up Special: Shock Spring Jump is a technique that can be performed by Kazooie in both Banjo-Kazooie and Banjo-Tooie. Utilizing the Shock Spring Pads present throughout the different worlds, Kazooie rotates herself to carry Banjo on her back, and uses her legs to spring up into the air. In Super Smash Bros., Kazooie does just this in order to launch the two into the air and through any foes above them. When on the ground, Kazooie will launch the two higher into the air than should the move be used on the ground, and in either case Banjo and Kazooie enter a pseudo-helpless state once they travel upwards high enough.

Down Special: Beak Bayonet is a technique that Kazooie can perform in the Breegull Blaster areas of Banjo-Tooie. With Kazooie being carried much like a rifle in these specific areas, the ability sees Kazooie lunge forwards to deal damage to close-ranged foes. In Super Smash Bros., Banjo quickly takes Kazooie out of his backpack and the two dash forwards with Banjo using her much like a spear. The Beak Bayonet attack can only be performed when on the ground, as a different attack, Beak Buster, is performed in the air. Beak Buster is a very powerful and very useful ability that Banjo and Kazooie learn from Bottles in Mumbo's Mountain, the first world of Banjo-Kazooie. Somewhat humorously, the ability sees Banjo flip upside-down into the air, before Kazooie pops out of his backpack and the two drill into the ground, the breegull's beak smashing into the ground. This attack is nearly-identical in Super Smash Bros., and the attack drills through opponents allowing the bear and bird to pass through foes.

Final Smash: Grenade Eggs are one of the eight types of Eggs that Kazooie can use throughout the Banjo-Kazooie series. Though described as Grenade "Eggs", the design of them are essentially large grenades with the pin missing. As their name suggest, these eggs explode on contact with anything, and deal massive damage to enemies or obstacles. In Super Smash Bros., Banjo pulls Kazooie out of his backpack and holds her like a rifle, in the same way he would while performing the Breegull Blaster ability. After a short moment, Kazooie will begin to fire a stream of Grenade Eggs, and the player can tilt the control stick to have Banjo aim Kazooie up or down as she fires. After a short duration, Kazooie will fire an extra large Grenade Egg to create a much larger explosion before she returns into his pack.

Alternate Costumes
Miscellaneous
Banjo & Kazooie's entrance animation sees Banjo be teleported onto the stage in a shower of golden lights, akin to the warping animation from Banjo-Kazooie.

Banjo & Kazooie's taunt sees Kazooie come out of Banjo's backpack and tap his head with her beak three times, before Banjo angrily looks up at her.

Banjo & Kazooie's victory theme is a remix of the fanfare that would play whenever Banjo and Kazooie obtain a Jiggy in Banjo-Kazooie.

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Victory theme

Banjo and Kazooie's victory poses are as follows: Banjo happily chuckles his "guh-huh" before Kazooie pops out of his backpack and taps his head three times, to which Banjo responds by clonking her on the head with his fist; Kazooie happily waves her head around before firing three blue eggs into the air, as Banjo strums a banjo; and Kazooie waves around the wrench from Banjo-Kazooie: Nuts & Bolts, and pulls their basic trolley vehicle from the game towards them, which Banjo backflips over.

"Steve", sometimes parsed as "Steve?", is the name of the default male avatar character that the player controls in Minecraft. Very little detail is actually given about the avatar character, as they technically just exist as a blank slate to allow the player to imprint themselves (or their favourite characters) upon them - even Steve's appearance is completely customizable, and his textures completely replaced.
First appearance:
Minecraft (2011)
Special Attacks
Neutral Special: Blocks make up the world of Minecraft - almost everything in the universe is a cube. Minecraft features an extraordinary amount of blocks that can be mined using the player's fist or various tools such as a pickaxe or axe. Different tools can break certain blocks at different speeds, while others can only be collected by breaking them with certain items. As the game's name implies, Minecraft allows players to build and craft items with the blocks the player collects. In Super Smash Bros. Steve switches between which block he currently holds, which directly affects his down special move. Steve will begin a battle with dirt in his hand, which can easily be broken by any fighter. Pressing the special move button will change the block in the order of Oak Wood Plank → Cobblestone → TNT → Slime Block → back to Dirt. Oak Wood Planks are sturdier than the Dirt block, and Cobblestone is even sturdier than that; TNT will explode after a few moments after being placed; and Slime Block acts as a trampoline that bounces players upwards a fair distance. The current block that Steve is holding also appears next to his damage percentage.

Side Special: Splash Potion of Harming is one of the many types of potions that can be brewed in Minecraft. The Potion of Harming can be brewed by adding a fermented spider eye to an already-brewed Potion of Poison (which is made with a spider eye and piece of nether wart), and to make it a splash potion the player just needs to add gunpowder to it. The Splash Potion of Harming has a different effect depending on whether it is thrown at a living or undead creature - the former will take damage from it, while the latter will instead be healed by it. In Super Smash Bros. Steve will throw the Splash Potion of Harming forwards a fair distance, which explodes and acts similarly to a bomb despite not creating an explosion. Once he has thrown one he can not throw another for a limited time, as he must brew another one.

Up Special: Elytra is a piece of armour that the player can obtain starting in the 1.9 update for Minecraft. The item can only be obtained by finding it in an End City, located in the vast dimension known simply as The End. The Elytra allows the player to glide through the air once equipped in place of a chestpiece. In Super Smash Bros. Steve will don the Elytra and be thrown upwards by a gust of wind, throwing him at a steep angle. Steve will continue to wear the Elytra until he touches the ground, and it will slow his descent after he enters a pseudo-helpless state at the peak of his travel.

Down Special: Block Placing is the main gameplay technique of Minecraft. The game that Steve originates from allows you to break and obtain the various blocks that make up the world, and use them to build structures. In Super Smash Bros., Steve places the block that he has in his hand (designated via the neutral special move). Once he places a block he is unable to place the same one again until it is destroyed, and it is removed from the rotation of the neutral special move; Steve can only have up to three blocks on the stage at once, and the explosion of the TNT block will blow up any block nearby, friend's or foe's.

Final Smash: Golden Apples are a rare, edible item that one can find in the chests that spawn in a Minecraft world or create by surrounding an apple with gold ingots on a crafting grid. The Golden Apple grants the Absorption and Regeneration effects to the player that eats it - they are granted two extra hearts for the duration of its use and their health will return at a much faster rate than normally. By surrounding an apple with solid blocks of gold instead of ingots, the player can create the more-powerful "Enchanted Golden Apple" (or "Notch Apple", named after Minecraft creator Markus Persson' in-game username) which increases these effects a significant amount and for a longer duration. In Super Smash Bros. Steve will don Diamond Armour, equip a Diamond Sword, and eat a Golden Apple. The player is then able to control Steve and attack foes with his powerful Diamond Sword, with all of his attacks being replaced by simple sword swings. Steve can be attacked, though he will not take damage during the Final Smash' use and the amount of knockback he takes is decreased by an incredible amount.

Alternate Costumes

Half of Steve's alternate costumes consist of his female counterpart introduced in the 1.8 update of Minecraft: Alex. The two play identically, though the crowd and announcer acknowledge them as separate.

Miscellaneous
Steve's entrance animation sees him break down a wall of dirt using a wooden shovel.

Steve's taunt sees him eat a piece of food. This food can be any of: bread, steak, carrot, apple, golden apple, or cookie.

Steve's victory theme is a remix of a portion of a theme from Minecraft's Battle Minigame.

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Victory theme

Steve's victory poses are as follows: Steve places a door with his back to the camera, opens it, and closes it after walking through it; Steve uses a flint and steel tool to light a fire on the ground, before crouching down and looking over it; and Steve places a red bed onto the ground, and lays down on it.

Once upon a time, Rabbid Mario was just another Rabbid with a carefree (and somewhat insane) attitude. When Spawny found the SupaMerge however, he accidentally fused together this Rabbid with a replica of Mario's famous red cap, transforming him into an imposter of the Mushroom Kingdom's hero. Though he retains his playful and curious personality, Rabbid Mario tries to perfectly imitate Mario, and as such tries to act as a courageous adventurer and fearless hero; though his willingness to brag about his heroics makes him distinctly different from Mario, who originally found him frozen in a block of ice in Sherbet Desert.
First appearance:
Mario + Rabbids Kingdom Battle (2017)
Special Attacks
Neutral Special: Sam Kingfisher is the name of one of Rabbid Yoshi's Grenaduck secondary weapons in Mario + Rabbids Kingdom Battle; the design and name of the Grenaduck are an homage to Tom Clancy's Splinter Cell protagonist Sam Fisher. Rabbid Mario throws the Sam Kingfisher Grenaduck forwards a short distance, which will bounce upwards. Whenever it comes in contact with a foe, it will explode to knock away foes; if no enemy touches right after it is thrown, it will just rest on the ground for a short while, exploding when someone comes in contact with them or disappearing after a short while.

Side Special: Big Blue Bopper is the name of Rabbid Mario's default melee weapon in Mario + Rabbids Kingdom Battle. In Super Smash Bros., Rabbid Mario jumps forwards as he pulls out a hammer. If, in the middle of his jump, he comes in contact with a foe, he will smash them away with his hammer and bounce upwards a short distance before entering a helpless state. If he does not come in contact with a foe, he will slam the ground with his hammer once he lands on a platform.

Up Special: Team Jump is an important gameplay mechanic in Mario + Rabbids Kingdom Battle that allows for one character to propel themselves off them and to another part of the map. In Super Smash Bros., Rabbid Mario summons either Rabbid Yoshi or Rabbid Luigi, who throws him upwards a high distance. While he travels upwards, Rabbid Mario can not do anything, but will enter a pseudo-helpless state once he reaches the peak of his jump.

Down Special: Excavator is the name of Rabbid Peach's default secondary weapon in Mario + Rabbids Kingdom Battle. A sentry robot, in Kingdom Battle this device would slowly travel towards a specified enemy, destroying when it nears them or any other enemy in its way. In Super Smash Bros., this small device races forwards slowly before exploding after travelling a set distance. If an opponent gets in the way of the Excavator they will be pushed along by the drill on its front, taking minor damage as they are.

Final Smash: Kingdom Battle is an attack that takes a variety of different aspects of Mario + Rabbids Kingdom Battle. Rabbid Mario summons Rabbid Yoshi and Rabbid Luigi to his side, and the three attack with their default Boomshot, Bworb, and Rumblebang weapons by firing forwards in a conoid way. After spraying forwards for a few moments, Rabbid Mario will scream out in anger and fire a larger blast from his Boomshot.

Alternate Costumes

Half of Rabbid Mario's alternate costumes transform him into Rabbid Peach. She plays identically to Rabbid Mario, though the announcer and crowds acknowledge them as separate characters.

Miscellaneous
Rabbid Mario's entrance animation sees him, encased within a block of ice, spin in from the left before the ice shatters and he lands face-first in the ground.

Rabbid Mario's taunt sees him try and fire his gun before hitting it against the ground a few times while grunting in frustration.

Rabbid Mario's victory theme is a version of the Super Mario Bros. overworld theme sung by Rabbid Mario himself. An instrumental remix of the same theme additionally plays quietly beneath his singing.

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Victory theme

Rabbid Mario's victory poses are as follows: Rabbid Mario performs the same dance he performed in the E3 2017 reveal trailer for Mario + Rabbids Kingdom Battle; Rabbid Mario fires his gun wildly in all directions before falling over; and Rabbid Mario holds a Super Mushroom and looks at it confused before trying, unsuccessfully, to shove the entire thing into his mouth. Additionally, Rabbid Peach has a single, unique victory pose: Rabbid Peach flips her hair before taking a selfie while displaying a goofy smile.

Cloud Strife is the main protagonist of the 1997 PlayStation role-playing game FINAL FANTASY VII. Cloud is an egotistical young man who hails from a small town named Nibelheim, who travelled to the city of Midgar in order to join the militant group SOLDIER. Unable to actually join this group's ranks, he instead becomes a common infantryman, though one who earns special treatment due to his skills with a sword.
First appearance:
FINAL FANTASY VII (1997)
Special Attacks
Down Special: Limit Charge is a technique that Cloud Strife can use in order to charge up his Limit Gauge. When filled, the Limit Gauge powers up one single use of one of any of Cloud's special moves in addition to increasing his movement speed. When the special attack button is held down, the Limit Gauge is charged up as Cloud holds his sword out horizontally in front of him. When fully charged, Cloud's down special move changes into an attack known as "Finishing Touch". Finishing Touch sees Cloud perform a horizontal spin attack to deal massive knockback but only 1% damage to foes that are hit by it.

Neutral Special: Blade Beam is a recurring technique from the FINAL FANTASY series, first appearing as one of Cloud's Limit Break attacks in FINAL FANTASY VII. In Super Smash Bros., like in FINAL FANTASY, Cloud performs a downwards slash to send forwards a green crescent-shape projectile forwards. When the Limit Gauge is filled, the Blade Beam is blue and slightly larger, and travels further at a faster speed.

Side Special: Cross Slash is a technique that, should the initial use come in contact with an opponent, can be used three times in rapid succession. The Cross Slash attack sees Cloud slash once with his sword, and again twice more should the button be tapped. Cloud's three slash attacks form a stylized version of he kanji (wicked), with the final slash being the one to knock foes away. When Limit Break is activated, Cloud will slash three times to create a larger version of the 凶 kanji character, creating it even should the first slash not come in contact with a foe. Unlike most other attacks, the 凶 character does not flip horizontally depending on which direction Cloud faces, meaning that the attack has different hitboxes depending on this.

Up Special: Climhazzard is the name of one of Cloud's Limit Break attacks from FINAL FANTASY VII, though the attack in Super Smash Bros. is fairly different from its FINAL FANTASY incarnation. When the initial attack is used, Cloud will jump up a fairly high distance, holding his sword out straight in-front as he does so. If the button is pressed while Cloud is jumping he will stop his ascent and perform a downwards slash before entering a helpless state. When the Limit Gauge is filled, Cloud's sword unleashes a blue energy as he jumps (as opposed to the pink one it releases normally), and he jumps a much higher distance by default.

Final Smash: Omnislash is the final Limit Break attack Cloud is capable of learning in FINAL FANTASY VII, and one of the FINAL FANTASY series' most-recurring and powerful attacks. When the special attack button is pressed, a text box will appear at the top of the screen reading "Omnislash", and Cloud will charge a long distance forwards at a high speed. When he comes in contact with an opponent, he will send them up to the top of the screen and slash them as his sword glows a bright light with each contact with an opponent. Once he slashes an opponent fifteen times, he will charge up and perform one final attack that sends his target down to the ground in a mighty explosion. When the attack is first initiated Cloud will shout "This ends here!" though if his Limit Gauge is filled he will instead shout "Your luck's run out!"

Alternate Costumes
Miscellaneous
Cloud's entrance animation sees him fall from the sky and catch his Buster Sword with a flourish.

Cloud's taunt sees him place the Buster Sword on his back and clasp his hands together, creating a green glow around him. This references the spellcasting animation from FINAL FANTASY VII, complete with the original sound effect.

Cloud's victory theme is a remix of the FINAL FANTASY VII battle victory theme. While the theme begins with a special flourish, the rest of the song plays on loop until the screen is exited.

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Victory theme

Cloud's victory poses are as follows: Cloud twirls his sword with one hand in front of him before placing it on his back as he says "No hard feelings"; Cloud performs Sword Beam then, with a flourish, spins around and places his sword on his back; and Cloud dashes forwards and performs a slash before holding his sword out in front of him, stating "You cannot defeat me."

Nobushige Sanada, more commonly known as Yukimura Sanada, was a Japanese samurai who fought during the Sengoku period of Japan. In history, Yukimura Sanada is most well-known as the leading general during the Siege of Osaka, which he worked with other Toyotomi generals to defend against the Tokugawa shogunate. Yukimura was a well-known samurai who was regarded as one of the most powerful warriors in all of Japan. He was killed during the Battle of Tennōji at age 47/48 by Tokugawa samurai Nishio Nizaemon. Because of his fame as one of Japan's strongest warriors, Yukimura Sanada serves as the main mascot character of Koei's Samurai Warriors series.
First appearance:
Samurai Warriors (2004)
Special Attacks
Neutral Special: Fire Plume is based on one of Yukimura Sanada's attacks from Warriors All-Stars, specifically the end of his 20px 20px 20px 20px 20px 20px combo attack from that game. In Super Smash Bros. and in Warriors All-Stars, Yukimura spins his staff at a high speed in front of him, releasing a thin stream of fire forwards as he does. In Super Smash Bros., Yukimura will continue spinning his staff for as long as the button is held down, but the stream of fire he releases from it is temporary. Additionally, as the fire is considered a projectile, it can be absorbed or reflected. Hyper Mode is a recurring gameplay mechanic from Koei's different Warriors series, though it has gone by different names throughout its many appearances. Often times, Hyper Mode - or its equivalent - increases the speed and attack power of a warrior for a temporary time, and they will often perform a powerful attack once it runs out to launch away and defeat nearby foes. In Super Smash Bros., this final attack does not happen, but Yukimura's attack power and knockback output is increased for a temporary time as his Hyper Gauge depletes.

Side Special: Fire Rush is based on Yukimura Sanada's 20px + 20px attack from Samurai Warriors 2. In both Super Smash Bros. and Samurai Warriors 2, Yukimura dashes forwards a short distance, leaving a thin trail of fire as he does. In Super Smash Bros., this gives Yukimura a reliable horizontal recovery option. Coming in contact with Yukimura causes a fighter to take damage and knockback, while the fire itself will stun those and deal very minor damage.

Up Special: Cyclonic Triple is based on, and named after, Yukimura Sanada's Triple Attack 3 from Warriors Orochi 2. In Warriors Orochi 2, Yukimura would jump into the air, creating a small cyclone as to carry nearby enemies with him. In Super Smash Bros., this cyclone is much smaller, though it does propel him, and anyone nearby, upwards a short distance. Like his side special move, using this in the air will cause him to enter a psuedo-helpless state.

Down Special: Eruption is based on a move that an elder Yukimura can perform in Samurai Warriors 4 - specifically his 20px 20px 20px combo. In Super Smash Bros., Yukimura will slam his spear beneath him, creating a small explosion in his general vicinity to knock away nearby foes. Despite looking impressive, it deals very little damage, though it does deal massive knockback. While none of Yukimura's special moves cause him to enter a fully-vulnerable state, if used in the air, Yukimura will crash downwards at a constant speed until he comes in contact with a platform.

Final Smash: "Sanada-Style Secret Skill" (真田流奥義, Sanada-Ryuu Ōgi) is the name of Yukimura's 20px attack from Warriors Orochi. In Super Smash Bros., like in Warriors Orochi, Yukimura dashes forwards in a fiery blaze; should he connect with a fighter, he will slash at them repeatedly before knocking them away with a powerful burst of flames.

Alternate Costumes
Miscellaneous
Yukimura's entrance animation sees him jump in from the background and thrust his spear into the ground as embers surround him.

Yukimura's taunt sees him stab the ground with his spear, which causes embers to fly out and around him. He will say "Sanada no sen, goran are!" ("Sanada, heading out!") as he does.

Yukimura's victory theme is a remix of the Samurai Warriors 2 victory fanfare.

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Victory theme

Yukimura's victory poses are as follows: Yukimura swings his spear at various angles, which is mimicked by his Samurai Cats counterpart Sanyada Yukimura; Facing away from the camera, Yukimura stabs his spear into the ground with his right hand before spinning around raising his left arm out while saying "Waga yari ga sakigake to naran!" ("My spear will not let you be ahead!"); and Yukimura tightens his headband then forms a fist and holds it in front of him as he says "Honō to moero!" ("Let the fire burn!).

Kunoichi is a recurring playable character in Koei Tecmo's Samurai Warriors series, though, unlike most of the series' characters, is not based on a historical figure or a character from Luo Guanzhong's Romance of the Three Kingdoms. Kunoichi is the daughter of Shingen Takeda, adopted by him after her parents were casualties in a battle between Takeda and his rival, Kenshin Uesugi. She now serves, extremely loyal to Takeda, as Yukimura Sanada's bodyguard. It is implied that she was trained by Mochizuki Chiyome, a woman who ran an intelligence agency and trained ninjas in gathering the info she sold out. Kunoichi holds a grudge against Hanzō Hattori, believing herself to be an inferior ninja compared to him, and often clashes with Lady Kai, whose personality and interests are very close to Kunoichi's own. She has a pet Japanese dwarf flying squirrel named Tsukimaru.
First appearance:
Samurai Warriors (2004)
Special Attacks
Side Special: Hyper Attack is a gameplay mechanic introduced in Samurai Warriors 4 and carried over into the later titles Samurai Warriors 4-II, Samurai Warriors: Spirit of Sanada, and (partially) Warriors Orochi 4. Hyper Attacks replace the basic C1 (20px) attack, and serve to easily take down large crowds of foes with quick dashes and a reversed button-combo attack system (i.e. a "normal" attack combo could be 20px 20px 20px while a Hyper Attack combo would be 20px 20px 20px). The basic Hyper Attacks can be combined together to also serve as a way to navigate the battlefields, and the spurts of speed can easily be transitioned into an attack to disperse any enemies they may come across. In Super Smash Bros. Kunoichi dashes forwards a fair distance at a high speed. The attack does deal damage to any foe she may dash through, though it does not deal any knockback. Instead, much like its Samurai Warriors counterpart, Kunoichi can transition into a normal attack, or another special attack, at any time during her dash. When on the ground, two Hyper Attacks can be stringed together, though Kunoichi will automatically halt should she reach a ledge; in midair, she can only perform one.

Neutral Special: Kunai is a Japanese tool originally created during the Tensho era as a farming tool, being intended to be used as small hand shovels. Kunai have since been adapted as a martial arts weapon, and this spiked version of the kunai is commonly associated with ninjas, who used the weapon to pierce through walls or to aid in grapelling up walls or trees; due to them also originally being designed to assist in farming, the handle of a kunai also made it more efficient in hand-to-hand combat than many other ninja weapons. Throughout the Samurai Warriors series, Kunoichi is shown to use multiple kunai in addition to her two daggers to fight. In Warriors Orochi 3, Kunoichi's 20px attack sees her throw out a number of kunai, which serve more to stun her opponents than defeat them. In Super Smash Bros. Kunoichi mimics this attack, throwing a kunai a fair distance that will pierce through fighters. The damage the kunai deals increases the less distance it has travelled, and it will deal a fair amount of damage to shields at close range. When combined with Kunoichi's Hyper Attack Kunoichi will instead aim her throw at a downwards angle should she be airborne, propelling her forwards a very short amount as well, in a move reminiscent of her 20px 20px 20px 20px combo from Samurai Warriors 4. No matter if in the air or grounded, the kunai will fly further and deal a consistent amount of damage to a foe no matter the distance it travelled.

Up Special: Cyclone Storm is an attack inspired by Kunoichi's extended 20px 20px combo from Samurai Warriors 4. After performing a quick slash with both of her daggers, Kunoichi then transitions into an upwards jump, spinning her blades around her body as she moves upwards. In Super Smash Bros. this attack works the same way: Kunoichi spins her daggers around her as she travels upwards. The attack can trap nearby fighters within her spin, though only the last hit of the attack deals any major knockback. Compared to Kunoichi's version of this attack from the Samurai Warriors series, she does not travel as high in Super Smash Bros. When combined with her Hyper Attack, this attack instead becomes a weaker jump attack referred to as Sakura Smash, which is based on her aerial charge attack (20px 20px) from throughout the series. This attack in Samurai Warriors sees an airborne Kunoichi crash down into the ground, her daggers pointed downwards to dig into the earth. Similarly, when combined with her Hyper Attack, Kunoichi will perform a short hop upwards before performing the same move.

Down Special: Gas Bomb is an attack inspired by her 20px 20px 20px combo from Samurai Warriors 4. The combo in particlar sees Kunoichi perform a forwards kick before dashing forwards while spinning her blades around her. This combo ends with her posing with her daggers mimicking a rabbit's ears as she creates a bomb of green gas right in front of her. The last part of this combo serves as the basis for her down special move in her Super Smash Bros. appearance: Kunoichi will perform a backwards flip to dodge an incoming attack and counter by creating such an explosion to launch her foe. When combined with her Hyper Attack the Gas Bomb special move instead becomes a move called Flurry Stomp. This move is directly based on her 20px 20px 20px 20px 20px 20px combo from Samurai Warriors 4, itself inspired by her 20px 20px 20px 20px 20px combo - both of these combos end with her furiously performing a serious of rapid kicks while in midair, though the former combo sees her moving horizontally as she stomps down on foes while the latter sees her remain stationary in the air as she kicks down in front of her. In Super Smash Bros. Kunoichi will combo into a flurry of quick downwards stomps that deal damage and will spike foes with the final hit.

Final Smash: Tsukimaru Spirit Slash is an attack based upon Kunoichi's Rage Attack from Samurai Warriors 4, while its name is derived both from Kunoichi's pet squirrel (who aids her during this attack) and the Spirit Gauge that must be filled before she can enter Rage Mode and thus perform this attack. This attack, in both Super Smash Bros. and Samurai Warriors 4, sees Kunoichi and Tsukimaru perform quick slashes as they crisscross over the ground, devastating a fairly large area in a matter of moments. In Super Smash Bros. the attack is instead performed vertically rather than horizontally, as the game is a 2.5D fighter instead of a 3D one, and thus she and Tsukimaru instead dash at a high speed around a specific area, even cutting through solid platforms should it be in the move's area of effect.

Alternate Costumes
Miscellaneous
Kunoichi's entrance animation sees her jump down from the sky, cherry blossom petals fluttering around her.

Kunoichi's taunt sees her, with one hand on her hip and her daggers pointed out away from her, perform a salute, cheerfully calling out as she does.

Kunoichi's victory theme is a more upbeat and cheerful, yet still distinctly oriental, remix of the Samurai Warriors 4 victory fanfare.

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Victory theme

Kunoichi's victory poses are as follows: Kunoichi performs a flip before throwing her daggers in a circle around her, catching them with a smile; Tsukimaru jumps onto Kunoichi's shoulder and she pets him on the head, before spinning one of her daggers around her finger; and Kunoichi says "Yatta yo!" ("I did it!") as she performs a backflip, posing with her daggers mimicking a rabbit's ears.

Lu Bu was historically a powerful warlord who lived during the Later Han dynasty. He is always referred to as one of the mightiest warriors in the history of the Three Kingdom, who had a bloodthirsty attitude who was always suspicious of his allies. In the Dynasty Warriors series, Lu Bu is a warrior who searches for warriors stronger than him to fight, and is feared by almost all other characters due to his immense strength and often being dubbed a "demon" due to it. Lu Bu is extremely dedicated to his lover, Diaochan, and aims to create a perfect world for her. He is commonly seen riding a unique steed, a jet black horse with a fiery red mane known for its incredible steed, named Red Hare.
First appearance:
Dynasty Warriors (1997)
Special Attacks
Neutral Special: Absolute Strength is a technique based upon Lu Bu's 20px 20px attack combo from Warriors All-Stars. This attack, in Warriors All-Stars, sees Lu Bu perform one strong slash with his halberd, before performing another as he steps forwards; this second slash is charged with red energy, and creates an orb that draws in and juggles nearby foes for a short period of time. In Super Smash Bros. Lu Bu's neutral special move is based off the later part of this combo: Lu Bu performs a slash attack as he steps forwards, creating an orb of swirling red and black energy that deals damage to any foe that gets trapped in it for the short while that it is on the stage.

Side Special: Rush Charge is a technique based upon Lu Bu's extended 20px 20px 20px combo from Dynasty Warriors 8. In the aforementioned title, Lu Bu begins with a series of furious strikes, with the extension adding a full-bodied rush that Lu Bu ends by grabbing a nearby foe and slamming them into the ground. While not identical in Super Smash Bros. the attack is fairly similar to the last part: Lu Bu rushes forwards a fair distance. While this initial dash does little damage and knockback, instead dragging nearby foes with him, he will end the move with a powerful swing of his halberd to launch them away.

Up Special: Buried Edge is an attack based on Lu Bu's strong aerial attack (20px 20px) from Dynasty Warriors 8. Much like most other aerial attacks, this technique's Dynasty Warriors counterpart sees Lu Bu travel down towards the ground at a high speed to deal damage to nearby enemies; in Lu Bu's case, he slams his halberd down (held horizontally) into the ground at a high speed. In Super Smash Bros. this attack is very similar: Lu Bu jumps up a very short distance before charging downwards with his halberd out-stretched in the same way.

Down Special: Power Slash is a technique not entirely based on one of Lu Bu's movesets from the Dynasty Warriors series, but inspired by several techniques he can perform throughout the series. In Warriors All-Stars, one of Lu Bu's Hero Skills is called Tyranny, which sacrifices some of the user's health in exchange for a powerful attack. In Super Smash Bros. this idea is retained, and the attack that Lu Bu performs is based on the ending of several of his combo attacks from a number of his appearances. Power Slash sees Lu Bu steel himself for a moment before performing a powerful slash attack with his weapon, energy engulfing his weapon and leaving a trail in the air. This attack does not deal a significant amount of knockback, instead specializing in dealing damage, but does deal a moderate amount of recoil to Lu Bu when he uses it, and it also has a large period of ending lag.

Final Smash: Unparalleled Might is Lu Bu's alternate Musou attack from Dynasty Warriors 8, and its appearance in Super Smash Bros. mimics its original appearance in that game. In both games, the attack differs in use depending on how close Lu Bu is to a foe. When directly in-front of a foe, Lu Bu will charge his halberd with energy and swing it down onto their head, smashing them hard into the ground. If Lu Bu is further away from an enemy, he will instead point his weapon forwards and release a large burst of red and black energy from its tip in a conical shape. Though these attacks have far less range than many other Final Smashes, their damage and knockback can KO fighters at lower percentages than most others.

Alternate Costumes
Miscellaneous
Lu Bu's entrance animation sees him hop off his horse, and raise his chin with a smirk and a slight chuckle.

Lu Bu's taunt sees him swipe his halberd down beside him, as he says "Watashi wa kono sekai ga imamade mita naka de mottomo idaina senshidesu!" ("I am the greatest warrior this world has ever seen!")

Lu Bu's victory theme is a rock remix of the opening bars of his own theme song from the original Dynasty Warriors title.

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Victory theme

Lu Bu's three victory animations are as follows: Lu Bu slashes with his weapon a number of times, before posing in the same way as he does in his Dynasty Warriors 5 render, with his weapon pointed towards the ground in one hand, and his other hand held out to his side; Lu Bu holds one hand in the air before shouting "Watashi no michi o ayumi, kudaka re nasai!" ("Step in my way and be crushed!"); and Lu Bu shouts "Tatakai de, watashi wa watashi no ha de kotaemasu!" ("In battle, I answer with my blade!") after chucking, pointing his arm into the air.

Wang Yuanji was historically a woman that lived in China during the Three Kingdoms period. The wife of Sima Zhao, a regent of the Wei Kingdom, Wang Yuanji was said to be incredibly intelligent, and is quoted to having predicted the eventual rebellion of Zhong Hui. In the Dynasty Warriors series, Wang Yuanji instead serves as Sima Zhao's supervisor, and is a well-known fighter within the Jin armies. Since her debut playable appearance in Dynasty Warriors 7, Wang Yuanji has appeared as a calm and reserved warrior who fights by throwing daggers at her foes.
First appearance:
Dynasty Warriors 7 (2011)
Special Attacks
Neutral Special: Stardust is the name of Wang Yuanji's Musou attack from Dynasty Warriors 7. In that game, Yuanji continually throws knives in a conical area in front of her; similarly, in Super Smash Bros., Yuanji throws three knives forwards in a conical shape in front of her, with one travelling at an upwards angle, one forwards, and one at a downwards angle.

Side Special: Salvo is Yuanji's Speed Musou attack from Dynasty Warriors Next, though is more loosely inspired by the attack than directly derived from it. In Dynasty Warriors Next, Yuanji would throw knives at all enemies in her sight; in Super Smash Bros., this attack instead sees Yuanji dash forwards a short distance before pivoting around and throwing three knives back from where she came. If used in the air, Yuanji will fall helpless after being used.

Up Special: Falcon Kick is the name of Wang Yuanji's aerial Musou attack from Dynasty Warriors 7, and acts somewhat similarly in Super Smash Bros.. In Dynasty Warriors 7, Yuanji would spin around counterclockwise before crashing into the ground as fire surrounds her; in Super Smash Bros., Yuanji jumps upwards a short distance before kicking downwards at about a 45° angle as fire surrounds her. Should she come in contact with a foe, she will cause a small explosion before entering a helpless state; this explosion does not happen if she lands on the ground, however.

Down Special: Frost Blades is one of Wang Yuanji's Hero Skills from Warriors All-Stars. In Super Smash Bros., Yuanji throws one larger dagger forwards, which deals more damage than her other knives. It can be charged up to increase the damage dealt, and at full charge will freeze any foe it hits. This seldom resembles its Warriors All-Stars incarnation, where Yuanji would simply just throw a number of blades around her to freeze nearby foes.

Final Smash: Celestial Strike is Wang Yuanji's alternate Musou attack from Dynasty Warriors 8. In Super Smash Bros., Yuanji's Final Smash sees her perform a sliding kick forwards, which knocks any foe she hits upwards. Then, she will throw a variety of ice-infused knives that home in on the foes she launched upwards, the last of which knock foes upwards in an icy explosion.

Alternate Costumes
Miscellaneous
Yuanji's entrance animation sees her already standing on the stage, holding a rose before its petals are blown off it into the wind.

Yuanji's taunt sees her hold six knives in a fan-like formation and whip them in a downwards motion away from her while saying "Watashi wa korera no kekka ga ima wa manzokudearu to omoimasu." ("I suppose these results are satisfactory for now.")

Yuanji's victory theme is a remix of the victory fanfare from Warriors Orochi, a spin-off of the Dynasty Warriors series that crosses it over with the Samurai Warriors series.

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Victory theme

Yuanji's three victory animations are as follows: Yuanji holds five daggers splayed out in fan formations in each hand, and poses in a manner similar to artwork of her done for the the Dynasty Warriors series' 15th anniversary while saying "Soredesu ka?" ("Is that it?"); Yuanji and Sima Zhao pose together, with Sima Zhao posing almost identically to his Dynasty Warriors 9 render and Wang Yuanji posed with her right arm crossed over her and grabbing her left elbow as Zhao praises Yuanji by saying "Yuanji, anata wa Sangokushi no shin no senshidesu." ("Yuanji, you are a True Warrior of the Three Kingdoms."); and Yuanji throws three knives into the ground around her feet as she smiles warmly.

Ragna the Bloodedge is the main central character of the BlazBlue fighting game series. He is an SS-class criminal hunted by the Novus Orbis Librarium, earning the name of Grim Reaper as he goes around destroying the NOL bases in through the 23 Hierarchical Cities. In his youth he lived with his two siblings Jin Kisaragi and Saya until the church he lived in was burned down and his arm chopped off by his brother and Yūki Terumi. Now as an adult he hunts down Yūki Terumi with the power of the Azure Grimoire that takes the form of the arm he lost, carrying the large sword and jacket of a long-deceased hero named Bloodedge.
First appearance:
BlazBlue: Calamity Trigger (2008)
Special Attacks
Neutral Special: Horizontal Blowback is one of Ragna's special attacks that has appeared in every entry of the BlazBlue series. When performing an uppercut, the player can combo into Horizontal Blowback. In Super Smash Bros. and BlazBlue the Horizontal Blowback attack is a quick punching maneuver that sees Ragna slide forwards a short distance as he punches. In Super Smash Bros., Ragna slides forwards while punching. When grounded, the attack can be charged up to have Ragna finish his slide with an uppercut, which knocks foes upwards and deals more damage than the normal Horizontal Blowback attack. If Ragna uses Horizontal Blowback while facing a wall, he will dash towards the wall then bounce off it back the way he came. While not the most powerful attack, the Horizontal Blowback can be performed once even if Ragna is in a pseudo-helpless state, and will not enter a helpless state if Ragna is airborne after bouncing off of a wall.

Side Special: Dead Spike is a recurring special attack that Ragna the Bloodedge is capable of performing throughout the BlazBlue series. Dead Spike sees Ragna perform an upwards swipe with his sword, releasing dark energy in the shape of one of the Black Beast's heads. This attack deals damage in different spots - the head deals damage - much more damage to shields than foes - while Ragna's sword also deals powerful knockback and damage if it hits a foe directly. The Black Beat's head heals Ragna slightly if an opponent is hit by it.

Up Special: Blood Scythe is one of Ragna's special attacks that has appeared in every BlazBlue title since BlazBlue: Chrono Phastasma. Depending on whether this attack is used in the air or when grounded, this attack will act quite differently. When used in the air, Ragna will jump upwards, performing a powerful upwards slash as energy in the form of the head of a scythe surrounds his sword. When grounded, Ragna will instead throw himself forwards and swing his sword in a downwards motion as he spins his body, and will bounce up if his attack comes in contact with a foe. Whether or not this attack is used on the ground or in the air, if it successfully damages a foe then Ragna will be healed slightly.

Down Special: Nightmare Edge is a special attack introduced to Ragna the Bloodedge in BlazBlue: Centralfiction. In both BlazBlue and Super Smash Bros., the attack is a powerful aerial attack that sees Ragna slam his sword, covering in darkness, down as he crashes into the ground. In BlazBlue this attack could only be used while airborne, but in Super Smash Bros. this attack can also be used while grounded; if used on the ground, Ragna will slam his sword into the ground to cause an explosion of darkness that slightly damages him, but causes damage and knockback to all those around him. If Ragna hits an opponent with the aerial version of Nightmare Edge, Ragna will recover a small bit of health.

Final Smash: Black Onslaught is Ragna the Bloodedge's Astral Heat attack throughout all games in the BlazBlue series. When activated, Ragna will just perform an upwards slash with his sword. If Ragna hits a foe, he will slash at them repeatedly with his sword (which, like with his Blood Scythe attack, has taken the appearance of a scythe) multiple times before launching them away with a much more powerful swipe. While the swipes themselves do not actually deal that much damage, it does heal him slightly as he slashes at those trapped, with the amount he heals increasing the more foes he attacks.

Alternate Costumes
Miscellaneous
Ragna's entrance animation sees him wander in from the background with his head down and sword shouldered.

Ragna's taunt sees him shoulder his sword before saying "I don't have time for this" while scratching the back of his head as if annoyed.

Ragna's victory theme is a remix of the fanfare that plays before a VS match battle in the BlazBlue series.

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Victory theme

Ragna's victory poses are as follows: Ragna turns away from the camera as he shoulders his sword, saying "You’re too weak to stand in front of me"; Ragna slouches over in pain as he holds his side, muttering "Tsk, pathetic" as he straightens up; and Ragna slams his sword into the ground and crosses his arms while turning away from it, asking "What the heck are you doing?"

Akiho Senomiya is the main heroine of the third instalment in the Science Adventure series of visual novel titles, Robotics;Notes. The childhood friend of playable character Kaito Yashio, Akiho serves as the president of Tanegashima High School's Robot Research Club, and dreams of completing the "Let's Build a Life-Sized Gunvarrel" Project that began when her elder sister founded the club. Akiho fights alongside the small hobby robot Tanegashimachine, which was created by her sister and her friends to participate in the robot combat tournament Robo 1.
First appearance:
Robotics;Notes (2012)
Special Attacks
Neutral Special: Skal is Akiho Senomiya's favourite brand of soda, which she and Kaito often purchase from Mizuka Irei's corner store. In Super Smash Bros., Akiho throws a plastic bottle of Skal forwards, which explodes to let loose its contents as it hits the ground. Both the bottle and the soda it releases deal damage, which the former dealing more knockback.

Side Special: "Tanegashi Accel Impaaaaaact!", as named by Akiho, is the signature attack of the Tanegashimachine. The Tanegashimachine has wheels attached to its backside so, when knocked over, it can propel itself forwards at a high speed to tackle foes. In Super Smash Bros., Akiho will sit the Tanegashimachine down and it will propel itself forwards at a high speed, and only stop as it travels a certain distance. The attack can be charged up to increase the distance Tanegashimachine travels and the speed it begins moving at.

Up Special: Gunvarrel Ankh Striker is the signature finishing move of Gunvarrel, the "Giant Robot of Justice" piloted by the main protagonist of the Gunvarrel in-universe anime series. Gunvarrel Ankh Striker sees the rocket thrusters on Gunvarrel's wrists activate to allow him to perform a powerful uppercut attack. Akiho tries to mimic this attack, by charging up before performing a very powerful, uppercut that stalls her in midair and causes her to rise a very short amount. Tanegashimachine also performs this attack, jumping up higher than Akiho but dealing very little damage.

Down Special: Monopoles, or magnetic monopoles, are a hypothetical elementary particle that actually makes an appearance in Robotics;Notes. As its name implies, monopoles are magnets that have only one of a north pole or south pole. In Robotics;Notes, monopoles are used to power the Robot Research Club's Gunvarrel replia. In Super Smash Bros., Akiho ducks down and a monopole falls down from the sky down in front of her, meteor smashing those it hits who are aerial while creating a shockwave as it lands to knock away nearby foes.

Final Smash: Gunvarrel is the titular character of the fictional Gunvarrel anime series present in the world of Robotics;Notes and the greater Science Adventure series. Gunvarrel is a giant "Robot of Justice" piloted by a character named Genki Dotou. For her Final Smash, Akiho summons the life-sized Gunvarrel replica built by her Robot Research Club, with a cut-in of Kaito as he gets ready to pilot the mech. The Gunvarrel replica has two pile drivers attached to its arms, which Kaito will shoot at the stage, following where Akiho moves (though it does not hurt her should she be hit).

Alternate Costumes
Miscellaneous
Akiho's entrance animation sees her slide onto the stage while pointing at the sky as she stands on a black rolling office chair, which she kicks away as she jumps off.

Akiho's taunt sees her perform a spin (donning a pair of glasses as she does so) before pointing at the sky and shouting "Don't give up! This isn't over!"

Akiho's victory theme is a remix of a portion of the theme "Energetic Force" from Robotics;Notes.

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Victory theme

Akiho's three victory animations are as follows: Akiho performs a spin before posing in a manner with one hand up in the air in front of her; Akiho and Kaito perform a high five in the same manner as to how they do so on the cover art for Robotics;Notes; and Akiho and Tanegashimachine perform the same pose, with Akiho throwing a peace sign towards the camera and Tanegashimachine just sticking his arm out forwards.

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SSB Danganronpa Series.png
Monokuma is, as implied by his name, a small robotic bear who sports a monochromatic colour scheme, who serves as the mascot for the Danganronpa franchise. Monokuma serves as the host of the series' many Killing Games, taunting those who have been trapped in a game of life or death with various motives in order to drive his targets to despair, and eventually to murder one of their acquaintances. Monokuma primarily acts as the de facto headmaster of the elite private school Hope's Peak Academy, where only students with "Ultimate" talents are selected to study.
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First appearance:
Danganronpa: Trigger Happy Havoc (2010)
Special Attacks
Neutral Special: "It's Punishment Time!" is a quote said by Monokuma at the conclusion of any trial, before the execution of a blackened occurs. In the short cinematic that plays in every Danganronpa title that features this quote, Monokuma slams a small gavel down onto a large red button, before the screen transitions to a pixellated arcade game-like screen where Monokuma walks onto the screen and drags the blackened back the way he came. In Super Smash Bros. this short cinematic has been exaggerated a bit - Monokuma pulls out a large wooden hammer and slams it downwards. The attack can be charged by holding down the special attack button, and doing so for long enough will have it glow a light blue energy and also bury foes. When playing as Monokuma and not one of his alternate character slots, he will sometimes yell "it's punishment time!" while before swinging the hammer down, and other times may laugh.

Side Special: Mr. Monokuma's Lesson is not the name of an ability Monokuma has demonstrated in the Danganronpa series, but rather the name of a recurring musical piece that serves as the character's theme song. The attack in Super Smash Bros. is actually a series of four different powerful physical attacks that can be executed in succession should the player push the special attack button four times. The first punch is an extended punch out to his left as he faces towards the screen, followed by an upwards kick, a front-handed slap, a downward punch with his hand engulfed in flames, and following it up with him putting his the base of his paws together and facing the ends of them away together as he shoots forwards a small blue laser blast. These all come from different attacks Monokuma performs on similar mascot-like characters throughout the series, with him performing the first two attacks in Chapter 1 of Danganronpa 2 on Monomi, the third attack (Monokuma Heaven's Door) in Chapter 3 of Danganronpa 2 again on Monomi, and the final two in the prologue of Danganronpa V3 on the Monokuma Kubs.

Up Special: Despair-Inducing Uppercut is an attack based upon a pose Monokuma frequently takes in promotional artwork for the Danganronpa series. Initially being used in the opening sequence of Danganronpa: The Animation this pose sees Monokuma jumping up and performing an uppercut-like slash attack with his left claw flying upwards over his head. In Super Smash Bros. Monokuma performs this same attack while also jumping upwards a fair distance.

Down Special: Guard Monokumas are a type of Monokuma present in Danganronpa Another Episode: Ultra Despair Girls, serving as one of the recurring enemies that Komaru Naegi must defeat. Guard Monokumas carry large riot shields and wear protective gear, making them very defensive enemies that can only be damaged from behind. In Super Smash Bros. Monokuma pulls out the Guard Monokuma's large riot shield, which is black with Monokuma's red eye printed on it and the word "KUMA" typed underneath, and holds it in front of him. Contrary to it being a simple piece of metal, the shield reflects all physical-based projectiles and absorbs any energy-based ones. Energy-based projectiles absorbed by the shield also push Monokuma backwards a very short distance, but he will not be knocked back should he be on a ledge.

Final Smash: "Blast Off!" is the name of the first execution that occurs in the Danganronpa games. The execution of the actual headmaster of Hope's Peak Academy features as the opening sequence of Danganronpa: Trigger Happy Havoc, depicting the man getting trapped in a rocket and launched into orbit before disintegrating due to being unprotected by the g-forces of the high-velocity launch. In Super Smash Bros., Monokuma's Final Smash mimics the original appearance of the Blast Off! execution: Monokuma spawns a small iron maiden-like rocket in front of him that remains open for a short moment before closing itself, trapping any opponent that touches it inside. After closing Monokuma chuckles and points upwards, causing the rocket to blast upwards off the top of the screen, damaging anyone in its path, before a short cinematic of the rocket blasting up into space before running out of fuel and falling back to Earth plays, and the rocket falls back down into the stage (as the battle resumes), detonating upon impact on any platform to knock the trapped foes, and anyone nearby, away. During the rocket's launch, a small excerpt of the theme that plays during said execution can be heard, replacing whatever theme was playing during the battle.

Alternate Costumes

Instead of having two special alternate costumes like all other characters, Monokuma instead has seven different Monokuma units as "special" costumes to replace them: in order these are Monotaro, Monophanie, Monokid, Monosuke, Monodam, Shirokuma, and Kurokuma. Each of the different characters have their own unique voice clips, announcer calls, and crowd chants, but play identically to Monokuma in every way.

Miscellaneous
Monokuma's entrance animation sees him get launched straight into the air from beneath the ground, and he flails his arms about while airborne before landing with his feet on the ground.

Monokuma's taunt sees him place his paws on his stomach and cackle loudly, his eye glowing brighter than normal as he does so.

Monokuma's victory theme is a remix of the jingle that plays whenever an NG Code is activated in Danganronpa 3: The End of Hope's Peak Academy - Side: Future in the style of his recurring theme song, Mr. Monokuma's Lesson. Interestingly, Monokuma's victory theme is the first in the series to not originate from a video game, as Danganronpa 3 is an animated television program.

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Victory theme

Monokuma's three victory animations are as follows: Monokuma performs a strange dance, identical to the one he performs in the opening sequence for Danganronpa: The Animation; Monokuma laughs, his paws on his stomach, and begins to laugh even more increasingly-insanely before he detonates; Monokuma sits on the ground and stirs around a large pot of honey while looking upwards in bliss.

Emily Kaldwin is the Empress of the Empire of the Islands and the daughter of the late Jessamine Kaldwin. At 10 years old her mother was assassinated by the Knife of Dunwall, Daud, and she was placed at the centre of a conspiracy that attempted to take away her family's power from the throne and was kidnapped. After she was rescued by her mother's protector Corvo Attano, Emily was crowned Empress, a title she held for 15 years until a coup occurred and her throne usurped by Delilah Copperspoon.
First appearance:
Dishonored (2012)
Special Attacks
Neutral Special: Incendiary Bolts are one of the three types of crossbow ammunition that can be acquired by Corvo in Dishonored and one of the five types that Emily and Corvo can use in its sequel. Incendiary Bolts are a special type of crossbow bolt with a small canister of whale oil attached to it, which ignites to create a napalm effect when it is fired at something. In Super Smash Bros., Emily will fire an Incendiary Bolt forwards with her crossbow, the distance increasing as the special attack button is held down. Because the bolt detonates when it comes in contact with a wall, Emily can be damaged if she is too close to whatever she may hit; additionally, if the attack is charged for too long, the bolt will explode and only damage her.

Side Special: Domino is one of the supernatural abilities Emily Kaldwin acquires from The Outsider in Dishonored 2. In that game, it is a powerful ability that connects between two to four individuals together, linking the damage one takes to all of the others connected to them. Due to the nature of the ability in Dishonored, its appearance in Super Smash Bros. makes it a much different ability. While it still links together all those that are hit, Emily instead dashes forwards a fair distance, slashing with her knife at the end of her travel. In order to mimic its use in Dishonored 2, Domino causes all those who are hit by Emily's dash and swipe attack to be stunned together, and they will all take the same amount of knockback regardless of what their current damage percentage is at, based off the final foe to be hit. For instance, if Emily were to hit three different opponents with damage percentages of 2%, 33%, and 97% respectively, all of the targets will be knocked back as much as they would if they were to all be at 97%.

Up Special: Blink is an ability that Corvo is able to use in both Dishonored and Dishonored 2; though Emily is incapable of using it herself, she does have a similar ability in the form of Far Reach. Blink, in Dishonored, is essentially the ability to teleport - the player can target a wall or platform to teleport Corvo towards, marked with a white circle; this differs from Emily's Far Reach ability in that the latter is more akin to a grappling hook, and Emily is only able to target ledges and will pull herself towards it with a shadowy tendril. In Super Smash Bros., Emily's version of Blink is identical to Corvo's in Dishonored - she will teleport in the direction specified by the control stick, appearing and disappearing in a flash of white light, dealing no damage as she appears or disappears.

Down Special: Doppelgänger is one of the abilities Emily can obtain in Dishonored 2, and its appearance in Super Smash Bros. makes it more akin to how it acts when the Transposition upgrade is equipped to it. As her down special move, Emily uses her Doppelgänger ability as a sort of counterattack, using her summoned doppelgänger to create a decoy that will take an attack for her, before appearing behind the foe that attacked her and dashing into them with her Far Reach ability to knock them away and damage them.

Final Smash: Shadow Walk is a powerful ability that was gifted to Emily Kaldwin by The Outsider. One of the most unique abilities she (or Corvo, for that matter) can acquire, Shadow Walk allows Emily to transform into a small beastly creature made of smoke in order to silently creep up on her targets and take them out with a powerful attack. In Super Smash Bros., this attack is very temporary, though it acts nearly-identical to its appearance in Dishonored 2: Emily transforms into this smokey state where she can move at high speeds and jump high, performing a powerful punch with a sharp-ended tendril of smoke. This attack, while incredibly powerful, will also decrease the time remaining before Emily transforms back into her human state.

Alternate Costumes
Miscellaneous
Emily's entrance animation sees her fall from the sky while in her smoky Shadow Walk state before transforming into her human appearance while in a crouching position before standing up.

Emily's taunt sees her hold her clenched fist up to her face, showing the back of her hand towards the camera as the Mark of the Outsider on it glows blue.

Emily's victory theme is an orchestral, sped-up remix of the opening of the track "Honor For All" from the Dishonored soundtrack.

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Victory theme

Emily's three victory animations are as follows: Emily pulls down her mask and holds her hand with the Mark of The Outsider on it up to her face as it glows; Emily, with her mask down, pulls out The Heart ad it glows a few times before she puts it away and puts her mask up; and Emily pulls out her sword and her flintlock pistol as she crouches down and looks up and down off to the right.

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ACL Shantae SSB icon.png
Shantae is the Half-Genie guardian of Scuttle Town and the main protagonist of WayForward's Shantae series. Shantae lives in a small lighthouse on the outskirts of Scuttle Town, and uses her house as a way to spot incoming ships and travellers that may pose a threat to the citizens she is supposed to protect. She is a professional belly dancer, whose dances have the power to transform her into different animal forms, or perform different magical abilities such as teleportation. Outside of her magical dances, Shantae's most prominent trait is her long hair, which she uses as a whip to defeat Risky Boots and the others that threaten her home.
First appearance:
Shantae (2002)
Special Attacks
Neutral Special: Fireball is a recurring magical skill Shantae can use in multiple titles. As its name aptly describes, the Fireball skill allows Shantae to shoot a fireball at her foes. When the special attack button is pressed, Shantae will shoot a small fireball forwards which will extinguish itself once it travels a short distance or hits a foe. It can be charged up to increase the size of the fireball and the distance it travels, as well.

Side Special: Pike Ball is a recurring magical item that Shantae has been able to use ever since the original Shantae title. Pike Balls, in most games, are spiked orbs that spin around Shantae to protect her from foes. In Super Smash Bros., Shantae summons three Pike Balls, which damage foes by exploding on touch, but can also protect Shantae from three projectiles. Shantae is capable of moving around while the Pike Balls spin around her, and she can send them flying forwards in a line by pressing the special attack again; while she is also capable of performing standard attacks while the Pike Balls spin around her, they may explode upon contact and damage Shantae slightly.

Up Special: Bat is an optional form that Shantae can learn in Shantae: Half-Genie Hero. Shantae's Bat form allows her to fly in a straight, horizontal line, though she can also shoot out ultrasonic waves to light up dark areas. In Super Smash Bros. Shantae transforms into this Bat form and flies upwards in a diagonal line for a fair distance before falling into a pseudo-helpless state.

Down Special: Transformation Dance is the main gimmick of the Shantae series, and Shantae's most well-known ability outside of attacking foes with her long hair. In Super Smash Bros., Shantae will transform into one of four animals depending on how long the button is held down. Each animal transformation has a single attack that can be performed with the standard attack button, and use the special attack button to transform back into her normal form (or wait a set period of time that differs for each form). In order, Shantae will transform into a monkey, - which allows her to move around at high speeds and jump high, but deal out minor damage with her tail - her anthropomorphic spider-esque form, - which allows her to climb up vertical surfaces for a very short amount of time, scuttle at high speeds, and spit a poison that deals more damage but no knockback at all - and elephant - which is slow and has a weak jump, but a powerful charge attack that deals massive damage and knockback to foes.

Final Smash: Storm Puff is a recurring magical spell in the Shantae series that sees the Half-Genie protagonist summon a storm cloud to defeat foes. In Super Smash Bros., Shantae summons a storm cloud over the stage, causing it to periodically fire large, and powerful, lightning bolts at the ground. The Storm Puff will remain for a limited time, and Shantae is capable of moving around and attacking foes while it is present on the stage.

Alternate Costumes
Miscellaneous
Shantae's entrance animation sees her appear in a puff of colourful smoke.

Shantae's taunt sees her pose with one hand in the air and one leg tucked up behind her, as she yells her catchphrase "Ret-2-Go!"

Shantae's victory theme is a direct rip of the level complete fanfare from Shantae: Half-Genie Hero.

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Victory theme

Shantae's three victory animations all see her transform into different forms and perform an action based on that form's abilities. She can transform herself into her golden vase form from Shantae Half-Genie Hero ("Gemjug") and spew colourful gems as she bounces left and right happily, her pink Blobfish form from Shantae Half-Genie Hero and splash around in a comedic manner, or her Tinkerbat form from Shantae and swing a sword around her head as she hops from one foot to the other.

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Edward Richtofen is a German scientist who worked alongside Dr. Ludvig Maxis as part of Group 935 during World War II. In the timeline that is told throughout the events of Call of Duty: World at War, Call of Duty: Black Ops, and Call of Duty: Black Ops II, Richtofen (or "Ultimis Richtofen") can be considered the main antagonist as he wishes to use his three test subjects from his experiments with the fantastical Element 115, Takeo Masaki, Tenk Dempsey, and Nikolai Belinski, to collect the objects he needs and eventually take control of the zombies that have tormented the Earth as a result of Element 115's power. The Richtofen of another timeline ("Primis Richtofen" from Black Ops III) instead works with the three soldiers sent to investigate him to right the course of history and create a timeline free from the horrors brought upon them by the influences of the mystical Keepers who aim to protect Summoning Key from those of their kin who have been tainted by the Dark Aether, the Apothicons.
First appearance:
Call of Duty: World at War (2008)
Special Attacks
Neutral Special: Ray Gun was the first Wonder Weapon introduced in the Call of Duty series' Zombies mode, appearing in every map developed by Treyarch. The Ray Gun was created by Group 935, and fires green blasts of energy that explode once they hit something solid such as another person, the wall, or the ground. In Super Smash Bros. the Ray Gun acts similarly, albeit fairly weaker. Richtofen pulls out the Ray Gun and fires a blast of energy that explodes on contact with any fighter or a platform. Due to the Ray Gun's blasts being explosive, they can cause splash damage to Richtofen if it is fired at a wall or opponent too close to him. If the special move button is tapped, Richtofen can continue to fire the Ray Gun, but he will need to reload after firing three bolts.

Side Special: Rocket Shield is a defensive weapon that can be built in the Call of Duty: Black Ops III Zombies maps Shadows of Evil and Der Eisendrache, and serves as an upgraded version of the Zombie Shield previously featured in Black Ops II's Mob of the Dead and Origins maps. When picked up by the player, their character will wear it on their back to protector their behind from zombie attacks, but they can take it off and hold it in front of them with the D-Pad. When carrying the Rocket Shield in their hands, the player can perform a rocket boost that sends them forwards a fair distance and can bowl over hoards of zombies. In Super Smash Bros. Richtofen will equip the Rocket Shield and blast forwards a fair distance. Unlike a lot of other special moves that act similarly, Richtofen is still effected by gravity during the move's use, meaning he can launch himself off ledges.

Up Special: Ragnarok DG-4 is a Wonder Weapon featured in Call of Duty: Black Ops III, being a buildable weapon in Der Eisendrache and available from the Mystery Box in Revelations. The Ragnarok DG-4 consists of two spikes, which are powered with Element 115 to generate electricity. The player can place them down to create an electric trap for a limited amount of time, or use them as a weapon to slam down into groups of zombies. Richtofen's attack in Super Smash Bros. is based off the latter, as he will take out the DG-4 spikes and jump high into the air before slamming downwards. In his ascent he does not deal damage, while coming in contact with the spikes while Richtofen is descending will cause foes to be meteor smashed. When Richtofen lands on the ground after using this move, he will detonate in an electric explosion to deal damage to all those in his immediate vicinity.

Down Special: Zombie Shield is a type of defensive weapon that appears in a number of Call of Duty Zombies maps, beginning with Mob of the Dead. The Zombie Shield was the first shield introduced into the Zombies mode, later succeeded by the Rocket Shield (which is used as Richtofen's side special move) in Shadows of Evil and the Guard of Fafnir in Gorod Krovi. Unlike the later versions of the weapon, the Zombie Shield can be placed on the ground to act as a wall. In Super Smash Bros. the move will act differently depending on whether the special move button is held down or pressed; if the former Richtofen will hold the Zombie Shield in his hands to reflect any projectile that hits it, while doing the latter will have Richtofen plant the shield on the ground to act as a wall, though it will be destroyed after taking enough damage. If the Zombie Shield has been planted on the ground Richtofen can not use the move unless he is right next to the placed shield. Otherwise the shield must be broken or Richtofen KO'd (which will cause the shield to break) in order to use the move again.

Final Smash: Kreema'ahm la Ahmahm, colloquially referred to as the Storm Bow, is one of the four elemental upgrades of the Wrath of the Ancients bow featured in the Call of Duty: Black Ops III Zombies map Der Eisendrache. Of the four elemental upgrades, the Storm Bow is commonly described as being the easiest to achieve, as doing so primarily revolves around firing arrows to light three large bonfires located around the map. When fired, the Kreema'ahm la Ahmahm's arrows explode into large electrical tornadoes, that move around slowly to electrocute zombies. For Richtofen's Final Smash he fires the Kreema'ahm la Ahmahm at his feet, creating an extremely large tornado that slowly moves forwards a short distance that deals massive damage traps foes that get stuck within it. Richtofen can move around the stage after firing the bow, and as such can even knock his opponents into the tornado as it remains on the stage for a short duration.

Alternate Costumes
Miscellaneous
Richtofen's entrance animation sees him step out of one of the red and black portals used by the Keepers.

Richtofen's taunt sees him pull out the Kronorium and open it up. He reads it for a moment before he shuts it closed and puts it away.

Richtofen's victory theme is a direct rip of the short song that plays once the player gets a Game Over on the map Revelations from Call of Duty: Black Ops III.

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Victory theme

Richtofen's victory poses are as follows: Richtofen holds the Ray Gun close to his face, facing upwards, before he puts it down to his side and says "There is something out there much worse than me. Trust me"; Richtofen holds the Summoning Key out in his hand, which glows yellow, as he says "Mein Gott... is this the Key's true power?"; and Richtofen turns his back to the camera as he says "I do what I must to secure the future that I... no, we seek."

DJ Candy "Supergroove" is one of the most recurring characters in Electonic Arts' MySims series, appearing in every game except the Nintendo DS and mobile versions of the first entry in the series. Throughout the series, DJ Candy is a girl with a great passion for music, always partying and making the most of her life. In most games of the MySims series DJ Candy runs her own nightclub named Club Candy, though in MySims Kingdom she instead owns her own island named Candypalooza. In MySims SkyHeroes she serves of the leader of the Gal Force 4, working with Evelyn Gray and Silvia to find a fourth member to their trio and live up to their name.
First appearance:
MySims (2007)
Special Attacks
Neutral Special: Bubble Blowing is an activity that some Sims perform in MySims while sitting down on a chair. In Super Smash Bros. DJ Candy simply pulls out a bubble wand and blows a stream of bubbles. While these projectiles do not travel a far distance or deal much damage, they can juggle fighters as the multiple bubbles pop and can also serve as a type of shield.

Side Special: Record Breaker is a technique that sees Candy make use of large record vinyls. Throughout the MySims series, DJ Candy is often shown to juggle these discs, happily doing so to pass the time while she isn't DJing. In Super Smash Bros. DJ Candy simply throws one record vinyl forwards as if a frisbee, travelling through multiple opponents.

Up Special: Glow Away is a technique that sees DJ Candy utilize glow sticks, objects she, and her roadies Zack and Sapphire, are often associated with throughout all of their MySims appearances. Zack in particular makes it his goal to develop glow sticks that never stop illuminating, thus reducing the amount of them thrown out after parties. In Super Smash Bros. DJ Candy takes out two glow sticks and spins them around in her hands above her head, and does so at a fast enough speed that these act as propellers that carry her up into the air. DJ Candy will fly straight-upwards a fair distance before their glow stops and she falls helpless.

Down Special: Dance-Off is an activity that Fun-loving Sims can begin in MySims. The activity simply sees the Sim place down a radio before dancing around it, and up to two other Sims can join them in a dancing competition. In Super Smash Bros. DJ Candy will simply place a radio down on the ground, which, after a short moment, will release a small shockwave that forces any nearby enemies to perform their taunt, essentially allowing DJ Candy to get in a free attack; before the radio releases this shockwave it can be attacked by anyone, even DJ Candy, to cause it to explode and instead deal minor damage to anyone besides the one who damaged it. When used in the air, the radio will instead fall downwards and explode on impact with the ground or another fighter.

Final Smash: Turntables are an object that appears in several MySims games. In the first MySims title DJ Candy tasks the player with designing a set of turntables for her using six 8-Ball and fourteen Clown Fish essences, and the object reappears in all subsequent games except MySims SkyHeroes. In Super Smash Bros. DJ Candy summons a turntable in front of herself, and begins spinning the vinyls as she DJ's. This releases a number of essences from MySims and MySims Kingdom (namely musical notes, spades, diamonds, 8-Balls, and sapphires), which bounce out of her turntables and act as explosives, detonating after bouncing onto platforms or off walls. These explosions increase in power over time, concluding with DJ Candy's turntable itself detonating.

Alternate Costumes

Half of DJ Candy's alternate costumes consist of her jumpsuit from MySims SkyHeroes instead of her original design from MySims and the rest of the series. This has no bearing on gameplay and is simply an aesthetic change.

Miscellaneous
DJ Candy's entrance animation sees her parachute onto the stage, spinning glowsticks as she does.

DJ Candy's taunt sees her perform a short dance, moving her arms in a wave-like movement before performing a series of crisscross-like movements with her legs, ending with a proud crossing of her arms.

DJ Candy's victory theme is a more-upbeat version of the beginning of the Club Candy theme from MySims Agents.

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Victory theme

DJ Candy's three victory animations are as follows: DJ Candy spins her glow sticks while bopping her head, before throwing them up into the air and catching them; DJ Candy performs the same dance as her taunt, except she ends by performing a spin on the spot and a handstand; and DJ Candy pretends to DJ on a non-existent turntable before spinning around and punching forwards.

Lady Sia is the main protagonist of RFX Interactive's 2001 platforming title Lady Sia. The queen of the continent of Myriade, which is home to magically-inclined humans; Sia, like the world's other monarchs, possesses incredible magical prowess herself. Wielding her jade sword and the magical ring that has been passed down through her family, Sia works to defeat the half-human half-beast monsters known as the T'soas and their creator Onimen the Warlock, who have begun attacking each of the four continents.
First appearance:
Lady Sia (2001)
Special Attacks
Neutral Special: Blast Spell is Lady Sia's most basic maneuver from Lady Sia, though it goes unnamed in its original appearance with its name being improvised for Super Smash Bros.. In Lady Sia, Sia was capable of firing small orbs of energy in eight directions around her, and could later gain the power to charge the size of these projectiles. In Super Smash Bros., these two abilities are combined; Lady Sia can charge up a ball of energy and fire it in whatever direction the control stick is tilted.

Side Special: Fire Spell is a spell Lady Sia would be able to gain within the aptly-named Fire Kingdom. In Lady Sia, it was a powerful spell that would damage all foes currently on the screen, and instantly-defeat weak enemies. In Super Smash Bros., only the fact that the spell uses fire is retained, with the attack she performs being entirely different: Sia swings her sword upwards, surrounding herself within a torrent of fire for a moment that damages those close to her.

Up Special: Air Spell, in Lady Sia, was a powerful close-ranged attack that would instantly KO the enemy closest to Sia, provided she have enough magic points to perform it. In Super Smash Bros., Sia performs an upwards slash with her sword while jumping, travelling upwards a very short distance, but also firing a crescent-shaped projectile of energy that deals massive damage and knockback.

Down Special: Water Spell was, in Lady Sia, Sia's main defensive maneuver, as using it would make her invulnerable for a short period of time. In Super Smash Bros., the general idea of it being a defensive spell is retained, as Sia creates a bubble of water around her that absorbs all projectiles that hit it. While the spell also pushes away nearby foes when used, as the button is held down and the shield kept, foes can infiltrate it and damage Sia with melee attacks to cause her to end the spell.

Final Smash: Shapeshift was the final spell Sia could learn in Lady Sia, though its usage was limited only to scripted segments. Transforming into a bestial form referred to as a "Sasquatch", Sia's physical strength was increased ten-fold and, while now unable to use magic, could now shield attacks, dash at a high speed, and ground pound. When used in Super Smash Bros., Sia becomes this same Sasquatch form for a short time, gaining powerful claw swipes. Just as in Lady Sia, Sia's special moves are replaced with a horizontal dash (side special), a ground pound (up special), and even more-powerful claw swipes that can be charged up to increase their strength (neutral and down specials).

Alternate Costumes
Miscellaneous
Lady Sia's entrance animation sees her fly onto the stage by riding atop her white griffin friend. When the griffin lands, she jumps off it and it quickly flies off the top of the screen.

Lady Sia's taunt sees her perform her idle animation from Lady Sia: first she sticks her sword in the ground before bending her head over her front and undoing her ponytail to let all her hair loose, before redoing it again.

Lady Sia's victory theme is a remix of an excerpt of the opening/ending theme of Lady Sia.

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Victory theme

Lady Sia's three victory animations are as follows: Sia slices the air twice to make an X, before posing with the sword held against her chest; Sia turns away from the camera and holds her sword down the length of her back and in the other hand creates a small orb of energy; and Sia ruffles the feathers of her white griffin friend.

Echo Fighters[edit | edit source]

Toadette Dry Bowser Dr. Luigi Midbus Twili Midna Dark Samus Morpho Knight Bald Bull Pico Jody Fay Alph Metal Sonic Mokujin Bad Box Art Mega Man Sakura Apollo Pumpkin Maki


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SSB Mario Series.png
Toadette is a fairly-recurring character in the Mario franchise, making prominent appearances in the sports titles ever since her debut in Mario Kart: Double Dash!! Toadette is very commonly portrayed as Toad's partner, and as such she is the most commonly-seen female Toad in the series, but their actual relationship is unknown. Toadette is very similar to Toad in terms of personality, being fairly up-beat and cheerful, though Toadette also harbours a love of music and, despite being fairly forgetful at times, exceptional intellect, using the latter to design papercraft machines for Mario, Luigi, and Paper Mario in Mario & Luigi: Paper Jam.

Toadette is an Echo of Captain Toad, and shares all of his same attacks with only slight deviations.

First appearance:
Mario Kart: Double Dash!! (2003)
Special Attacks
Neutral Special: Cannon Box is an item from Super Mario 3D World that Mario, Luigi, Peach, or Toad could wear that to continually shoot cannonballs forwards. In Super Smash Bros., Toadette will quickly equip and de-equip it, firing a single red-coloured cannonball in the short amount of time she wears it that travels through opponents. Unlike Captain Toad's attack, Toadette's descent will not be stalled should she use the Cannon Box in the air.

Side Special: Boomerang Flower is a recurring power-up in the Super Mario series that first debuted in Super Mario 3D Land. Similar to the Hammer Suit from Super Mario Bros. 3, the power-up makes the user don a costume with the abilities of one of Bowser's minions - in this case a Boomerang Bro. In Super Smash Bros., Toadette will throw a pink-coloured boomerang forwards, and it will travel forwards a set distance before returning to her. While it will return at a high speed should it hit a foe, it is also capable of bringing items to Toadette from afar. Compared to Captain Toad's special attack, Toadette's boomerang is smaller and deals less damage, though it travels a much further distance.

Up Special: Propeller Box is a small block that grants the user hiding inside it the ability to propel themselves sky-high in a manner not dissimilar to the Propeller Mushroom from New Super Mario Bros. Wii In Super Smash Bros., Toadette will quickly equip a pink Propeller Box and travel a fair distance upwards, dealing damage to those above her as she travels. After travelling upwards, Toadette will then enter a unique helpless state where she is unable to attack but the Propeller Box slows her descent drastically and allows her to move left and right with ease. She will lose the Propeller Box when she touches the ground.

Down Special: Goomba's Shoe, or the Kuribo's Shoe, is a large green boot with a wind-up key attached to the back which has made several appearances within the Super Mario series. As its name implies, it is a shoe which Goombas are sometimes seen within, allowing them to take revenge on Mario by stomping on him. In Super Smash Bros., Toadette will jump into the air and equip the Goomba's Shoe, slamming down at a high speed to meteor smash those beneath her and bury those she lands on. There is also a small chance Toadette will instead equip the Goomba's Stiletto from Super Mario Maker, which functions identically and is just an aesthetic difference.

Final Smash: Mega Mushrooms are a larger type of Mushroom power-up that debuted in New Super Mario Bros. and allowed the user to grow to an immense size and crush all obstacles in their path; even Warp Pipes. In Super Smash Bros., Toadette pulls out a Mega Mushroom and grows to a large size. She is unable to attack while giant, but she is still able to jump, and she deals damage simply by touching foes. Toadette can also bury foes by jumping atop them, or slam airborne foes into the ground by doing the same.

Alternate Costumes
Miscellaneous
Toadette's entrance animation sees her dig up from underground using the Super Pickax from Captain Toad: Treasure Tracker.

Toadette's taunt sees her spin around and pull a Power Star out, which she holds above her head for a moment before putting it away.

Toadette's victory theme is a remix of the victory fanfare from Captain Toad: Treasure Tracker. While Captain Toad's victory fanfare is based on the same song, Toadette's version utilizes more wind-based instruments.

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Victory theme

Toadette's victory animations are as follows: Toadette jumps up and down happily before winking towards the camera with her hands up to her face; Toadette sits atop a large Power Star kicking her feet and waves to the camera wildly; and Toadette tries plucking a turnip from the ground, but can't and just rolls backwards clumsily.

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Dry Bowser is the living skeleton of the Koopa King, Bowser, whose skin was burned off after Mario destroyed the bridge he was on and dropped him into lava. is a member of the same Koopa sub-species as Bowser is, though his identity and relationship to Bowser is unknown. Throughout New Super Mario Bros. Bowser Jr. is left in charge of the Koopa Troop after Bowser becomes a skeleton, and it is only once the red-clad plumber reaches the final castle in World 8 that Bowser's new fireproof form is revealed. Bowser has since assumed this form upon his defeat in several other titles, and Dry Bowser has also appeared as a character separate from Bowser in a number of Mario spin-off titles starting with Mario Kart Wii.

Dry Bowser is a unique Echo Fighter in that he is designed to bridge the gaps between Bowser and Blue Bowser. His moveset consists of a selection of these two fighters' attacks, and is classified as Blue Bowser's Echo Fighter due to him having more of his attacks than Bowser's.

First appearance:
New Super Mario Bros. (2006)
Special Attacks
Neutral Special: Fire Blast is based upon Blue Bowser's neutral special move, itself inspired by the small fiery projectiles that Bowser shoots across the screen in the castle levels of Super Mario Bros. The attack acts identically to Blue Bowser's special move: Dry Bowser fires a small arrow of fire from his mouth that travels a fair distance forwards. Mimicking its appearance in Super Mario 3D Land, Dry Bowser's fire breath is a blue colour.

Side Special: Sliding Haymaker is one of Bowser's main attacks in Mario & Luigi: Bowser's Inside Story, with this attack, also Bowser's side special move, based upon the attack's use in the overworld. When used outside of battle, Bowser will slide forwards and over short gaps, as he punches. Dry Bowser performs this move in the same way as Bowser does for his side special move: sliding forwards and performing a downwards punch that can spike foes. Compared to Bowser, Dry Bowser slides forwards a slightly further distance at a slightly faster speed but the attack deals less damage.

Up Special: Axe Slice is Blue Bowser's up special move, and uses the same axe that Mario does in Super Mario Bros. to cut the wooden bridge that the Koopa King resides on in the castle levels. Dry Bowser's up special move is identical to Blue Bowser's: he performs an uppercut-like attack using this axe as he moves upwards, and pressing the special move button again will cause Dry Bowser to slam down into the ground.

Down Special: Spike Ball is a defensive maneuver that Bowser can perform in Mario & Luigi: Bowser's Inside Story, rolling up into his spiked shell to take the appearance of a spiked ball. In Super Smash Bros., Dry Bowser's attack is based on Bowser's down special move and acts in a very similar way: upon rolling into a ball, Dry Bowser will roll forwards at a high speed and the attack can be charged up to increase the distance he travels. Additionally, when used in the air, Dry Bowser will slam downwards at a high speed.

Final Smash: Game Over is an event that occurs when the player runs out of extra lives in most video games. In Super Mario Bros. and The Lost Levels, which Blue Bowser's Final Smash is based on (and Dry Bowser copies), a Game Over is represented by the screen turning black as the words "Game Over" appear in its centre. Dry Bowser's Final Smash is essentially identical to Blue Bowser's: Dry Bowser pulls out an axe and chops forwards, knocking any foe he hits into a cinematic that sees him destroy a bridge with the stunned foes sitting on them, dropping them into lava as the Game Over fanfare from Super Mario Bros. plays and the Super Mario Bros. Game Over screen is mimicked.

Alternate Costumes
Miscellaneous
Dry Bowser's entrance animation sees him stomp out of a small fortress which collapses as he exits it.

Dry Bowser's taunt sees him spins around in a circle before clawing towards the screen twice.

Dry Bowser's victory theme is an electric guitar-based remix of the opening part of the theme that plays when facing a boss at the end of a castle level in New Super Mario Bros. for the Nintendo DS.

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Victory theme

Dry Bowser's victory poses are as follows: Dry Bowser leans forwards as he lets out a powerful roar, raising his skyward-facing claws to the sky as he does; Dry Bowser breathes a stream of blue fire towards the sky before laughing and stomping forwards; and Dry Bowser stomps forwards before crumbling to the ground into a pile of bones.

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SSB Mario Series.png
Dr. Luigi is a major recurring character in the Dr. Mario series. Dr. Luigi works alongside his brother and Nurse Toadstool to eradicate the Viruses that plague the Mushroom Kingdom, working in the virus research lab at the kingdom's foremost medical centre, Mushroom Kingdom Hospital. Dr. Luigi first appeared in the 2013 title of the same name, where he discovered three new types of Viruses.

Dr. Luigi is an Echo Fighter of Dr. Mario. While the two share all of the same moves, Dr. Luigi has some of Luigi's unique properties - such as a higher jump height, faster running speed, and lower traction - to differentiate him from Dr. Mario.

First appearance:
Dr. Luigi (2013)
Special Attacks
Neutral Special: Megavitamins are a major element of the Dr. Mario series of puzzle games. The Megavitamins were developed at the Mushroom Kingdom Hospital to combat the highly-contagious Viruses that plague the Mushroom Kingdom. Dr. Luigi uses types of Megavitamins separated from those that Dr. Mario uses (being pink, cyan, or yellow in colour) to combat the new types of Viruses he encounters. In Super Smash Bros. Dr. Luigi throws an L-shaped package of two smaller Megavitamins forwards in a manner not unlike how Dr. Mario performs his neutral special move. Unlike Dr. Mario's Megavitamins, Dr. Luigi's Megavitamins have very different properties, acting as a boomerang of sorts but travelling through opponents instead of dragging them as it moves.

Side Special: Ambulances are a type of vehicle used as transportation for medical patients. Though ambulances have not actually appeared in the Dr. Mario series (or the Mario series proper), Dr. Mario does drive one in a piece of artwork for Super Mario Print World. In Super Smash Bros. an ambulance will appear around Dr. Luigi, and he will drive it forwards to deal massive damage and knockback to any foe he runs into. Aside from a slight aesthetic difference, Dr. Luigi's attack is identical to Dr. Mario's side special move.

Up Special: "Miracle Cure" is the seventh entry in the Dr. Mario series, and the first in which Dr. Mario and Dr. Luigi appear together. Much like Dr. Mario's special move of the same name, Dr. Luigi's up special move is not based on the game of the same name, but rather a piece of artwork for Super Mario Print World that depicts Dr. Mario with a vial of strange purple liquid. Like Dr. Mario, for his up special move Dr. Luigi pulls out a comically-large syringe filled with liquid and releases it downwards, propelling him him upwards. Compared to Dr. Mario's special move, Dr. Luigi does not travel as high upwards, but the liquid (which is orange in colour as opposed to purple) deals slightly more damage to foes.

Down Special: Viruses are the sole enemy type in the Dr. Mario series. While most games in the series feature red, blue, and yellow Viruses, Dr. Luigi introduced new Viruses to act as Dr. Luigi's main rivals: the cyan Dizzy, the pink Confused, and the yellow Drowsy. In Super Smash Bros. Luigi throws a (larger) Virus forwards, which will latch on to a foe that it hits to deal damage to them over time. As Dr. Luigi throws the Viruses that debuted in Dr. Luigi (as opposed to those from Dr. Mario), the Viruses have slightly-different properties compared to Chill, Fever, and Weird: Dr. Luigi does not throw the Viruses as far, though they do all deal more damage to foes. In addition, the Viruses all act identically, attacking with no elemental properties.

Final Smash: Dr. Luigi is the sixth entry in the Dr. Mario series of puzzle games, releasing on the Wii U as part of The Year of Luigi (succeeding Luigi's Mansion: Dark Moon, Mario & Luigi: Dream Team, and New Super Luigi U as part of Luigi's 30th anniversary celebration). The gameplay of Dr. Luigi is identical to the other entries in the Dr. Mario series, being a tile-dropping puzzle game akin to Tetris or Puyo Puyo where the player must line up Megavitamins of a certain colour in order to clear areas and rid the jar of Viruses. In Super Smash Bros. Luigi points up towards the sky and summons a rain of giant Megavitamins, which fall down through the stage and explode once an enemy makes contact with them. Dr. Luigi's Final Smash is identical to Dr. Mario's in every way besides aesthetics, as Dr. Luigi uses different colours of Megavitamins.

Alternate Costumes
Miscellaneous
Dr. Luigi's entrance animation sees him already on the stage, appear from behind a wall of small Megavitamins that he accidentally knocks down, and looks down at the pile of capsules in shock as they disappear.

Dr. Luigi's taunt sees him pat his pockets in shock before finding an L-shaped packet of Megavitamins in one of them and taking it out, sighing in relief.

Dr. Luigi's victory theme is a Marambá remix of the opening of the victory theme from Dr. Luigi.

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Victory theme

Dr. Luigi's victory poses are as follows: the three Viruses jump around Dr. Luigi, who cowers in fear at them, hugging a Megavitamin to his chest; Dr. Luigi holds up his stethoscope and looks around, holding it outstretched in front of him; and Dr. Luigi looks at a clipboard, taps it, before flashing a thumbs up towards the camera.

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Midbus is the loyal servant who follows Fawful's every whim throughout the events of Mario & Luigi: Bowser's Inside Story. A large creature that resembles both a pig and an armadillo, Midbus serves as the main foil to Bowser throughout the game, consistently showing up with the intent of slowing the Koopa King's progress on his journey back to his castle. Much like how Fawful speaks in a corrupted version of the English language, Engrish, Midbus speaks often in shorter sentences that often go against the rules of grammar.

Midbus is classified as an Echo Fighter, as many of his moves are shared with Bowser. Unlike a number of other Echo Fighters, while Midbus does share most of his special moves with his "original" counterpart, some have been moved to different inputs, giving him the facade of being more original than he truly is.

First appearance:
Mario & Luigi: Bowser's Inside Story (2009)
Special Attacks
Neutral Special: Wrecking Balls are large spherical objects, usually made of steel, that are suspended from cranes for the purpose of demolishing buildings. In Mario & Luigi: Bowser's Inside Story, one of Midbus' attacks sees him travel off screen for a moment before returning with a small wrecking ball (or something more akin to the "hammer" object used in the modern versions of the Hammer Throw sport) in hand, spinning like a tornado as he makes his way towards Bowser. In Super Smash Bros. this attack acts similarly: a similar wrecking ball appears in Midbus' hands, and he performs a 360 degree spin in place before throwing the ball a very very short distance. Though the attack has a long start-up delay (and only the wrecking ball itself deals damage, making it difficult to damage foes that are too close to Midbus), the ball itself will meteor smash airborne foes should they be hit by it once Midbus throws it.

Side Special: Spike Roll is based off an ability that Bowser demonstrates throughout the events of Mario & Luigi: Bowser's Inside Story called Spike Ball; this technique sees the Koopa King curl himself into a large ball, shielding him from certain hazards in the overworld. While Midbus does not display this technique explicitly in battle, he does perform a similar rolling attack, more in line with his armadillo-esque appearance. In Super Smash Bros., Midbus curls up into a ball before rushing forwards a fair distance at a fairly high speed. Compared to Bowser's Spike Ball attack, Midbus' Spike Roll acts identically when on the ground or in the air, making it useful for horizontal recovery. Additionally, while Midbus' attack deals more damage than Bowser's does when uncharged, the former's version of the attack can not be charged up.

Up Special: Belly Flop is a technique in which a person performs a dive where their stomach is parallel to the ground, often with their arms and legs out-stretched. Midbus performs a belly flop attack against Bowser throughout his game of origin, jumping off the top of both screens before returning in a belly flop position. In Super Smash Bros. this attack is technically not derived from any of Bowser's attacks, making it and Wrecking Ball the only special moves that the two do not share. The attack sees Midbus jump into the air a short distance before quickly stretching out into his normal appearance and performing a devastating belly flop downwards.

Down Special: Charging Haymaker is technically based on Bowser's side special move, Sliding Haymaker (itself an ability Bowser possesses in Bowser's Inside Story), but acts more akin to one of the attacks Midbus uses against Bowser when the two face-off against each other in Bowser's Castle. In Super Smash Bros., Midbus performs a straight-forwards punch that, unlike Bowser's similar move, does not send him forwards at all. If the special attack button is held down Midbus will inhale deeply, greatly powering up the punch when it is unleashed; unlike most other special moves that can be charged, Midbus can even walk around, albeit at a very very slow pace, while charging this attack.

Final Smash: Blizzard Midbus is the form Midbus is transformed into by Fawful when the two fight inside Princess Peach's Castle, and has the highest amount of HP of any boss fought throughout Mario & Luigi: Bowser's Inside Story. Granting him ice powers (once again serving as a foil to Bowser's Fire Breath), Midbus also gains immense strength in this new form, and even the ability to summon Snawfuls to heal himself. In Super Smash Bros., the player can control Blizzard Midbus for a short time after Midbus enters this form during his Final Smash. Much of Midbus' attacks remain the same in this form, though are much more powerful and many have ice effects and the ability to freeze foes, though he does gain a new neutral special in place of Wrecking Ball. This new neutral special, Ice Breath, is almost a carbon-copy of Bowser's Fire Breath attack: Midbus unleashes a stream of icy-cold air (from his nostrils instead of his mouth like Bowser), that deals minor damage though juggles foes and can freeze them should they remain in it for a long enough time. Midbus' Ice Breath, unlike Bowser's Fire Breath, also does not become weaker as the move is continually used, though as Midbus takes less damage from attacks, can not be launched, and does not flinch during his time as Blizzard Midbus, it is not ideal to continually use it for too long.

Alternate Costumes
Miscellaneous
Midbus' entrance animation sees him get carried onto the stage by Fawful, who he holds onto by the foot, letting go just before he hits the ground.

Midbus' taunt sees him pull out a piece of food (a drumstick, a doughnut, or a piece of cake), which he holds above his head for a moment before lobbing it into his open mouth. While Midbus does eat food during the fight between him and Bowser in Bowser's Castle, the animation more closely resembles Bowser's eating animation from Bowser's Inside Story.

Midbus' victory theme is an electric guitar remix of an excerpt of the "The Giant" theme from Mario & Luigi: Bowser's Inside Story.

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Victory theme

Midbus' victory poses are as follows: Midbus slaps his stomach twice before flexing one of his arms while looking at the screen; Midbus inhales deeply before swinging his arm and performing an uppercut attack before pumping his same fist; and food gets thrown towards Midbus from off-screen, at first he catches a drumstick before more gets piled on top of him into a large pile.

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SSB The Legend of Zelda Series.png
Twili Midna is the name that was given to Midna's true form in Hyrule Warriors. Throughout the events of The Legend of Zelda: Twilight Princess Midna appears in an imp-like form due to having been cursed by Zant, which in the process strips her of her strong magical powers. After Link and Zelda manage to defeat Ganondorf, the Light Spirits manage to return Midna to her true form before she returns to the Twilight Realm. In Hyrule Warriors, "Twili Midna" appears alongside Midna's more well-known imp form as a playable character, fighting with the Mirror of Twilight.

Twili Midna is an Echo Fighter of Zelda, with darker particle effects that mimic the Twilight shards.

First appearance:
The Legend of Zelda: Twilight Princess (2006)
Special Attacks
Neutral Special: Shadow Crystal is an attack that is based upon the Nayru's Love spell that Link can obtain in The Legend of Zelda: Ocarina of Time and appears as Zelda's down special move. In Super Smash Bros. Twili Midna spins around as a diamond of energy in the shape of the Shadow Crystal, dealing damage to any foe that touches it and will also absorb energy-based projectiles. Unlike Zelda's Nayru's Love attack, which has small shards fly off it to deal more damage, Twili Midna's Shadow Crystal attack does not have those, but the diamond that she summons around her is larger than Zelda's is. Zelda's attack also reflects projectiles, whereas Twili Midna's absorbs energy-based projectiles to heal herself slightly.

Side Special: Sol is an object that appears in the Twilight Realm that acts near-identically to Zelda's side special move, Din's Fire. The Sol appears to be a white orb of light that, according to Midna, is comparable to the sun that shines down upon Hyrule. In Super Smash Bros. Twili Midna summons an unlit Sol and sends it straight forwards, and it explodes as it lights up to damage the first foe it touches or once it travels a set distance. Unlike Zelda's side special move, Twili Midna has no control over the Sol's movement (it only travels straight-forwards) and does not travel as far, but the explosion is more powerful.

Up Special: Twilight Wind is an attack of original creation, made to be identical to Zelda's up special move, Farore's Wind. Twilight Wind sees Twili Midna disappear in a wave of Twilight shards that damage foes that touch them, appearing a short distance away in whatever direction the control stick is tilted in an orange flash that deals slight damage to nearby foes.

Down Special: Mirror of Twilight is an ancient relic hidden by the Seven Sages on the roof of Arbiter's Grounds, only accessible by climbing through the twisting corridors of the prison. The Golden Goddesses banished the Dark Interlopers and their powerful black magic into the Twilight Realm, which can only be accessed through the use of this mirror. In Twilight Princess only the true ruler of the Twili has the power to utterly destroy the mirror, though Zant breaks it into shards to hinder Midna's reclaiming of her throne. This is the only move that Twili Midna does not share with Princess Zelda in Super Smash Bros., which simply sees Twili Midna float the mirror in front of her to reflect projectiles while leaving her backside vulnerable to attack.

Final Smash: Sky Cannon is a rusted cannon created by the Oocca hidden beneath Kakariko Village during the events of The Legend of Zelda: Twilight Princess. After opening up the chamber that houses it with the Dominion Rod, Midna transports it to Lake Hylia to have a cannon expert named Fyer fix it, allowing Link to be sent up into the City in the Sky. In Hyrule Warriors Twili Midna summons the Sky Cannon, which fires blasts of energy, as part of her moveset; this is very similar to how Twili Midna's Final Smash is performed. In Super Smash Bros. Twili Midna summons the Sky Cannon behind her before gesturing forwards with her arm. The Sky Cannon will fire four extremely large blasts of energy across the stage, dealing massive damage to any foe it may hit along the way.

Alternate Costumes
Miscellaneous
Twili Midna's entrance animation sees her descend down the white staircase of light that is produced by the Mirror of Twilight.

Twili Midna's taunt sees her float the Mirror of Twilight around her body as it glows.

Twili Midna's victory theme is a slightly-more aggressive orchestral remix of her own theme song from The Legend of Zelda: Twilight Princess, with a violin as the main instrument. She shares this theme with her imp form, who appears as her own character.

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Victory theme

Twili Midna's victory animations are as follows: Twili Midna throws the Mirror of Twilight up before catching it and cradling it in her arms with a smile; Twili Midna summons one of Midna's twilight wolves beside her, who runs around her in circles before Twili Midna pets its head; and Twili Midna snaps her fingers and the Mirror of Twilight disappears in a cluster of Twilight shards, and Twili Midna just smiles towards the camera.

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JSSB Metroid symbol.png
Dark Samus is a major recurring antagonist that appears throughout the Metroid Prime sub-series of the Metroid franchise. Dark Samus was born from the fusion between the destabilized Metroid Prime and Samus' own Phazon Suit, using the bit of Samus' DNA left within the suit to reconstruct itself into a carbon-copy of her. Dark Samus' sole prerogative is to absorb and redistribute Phazon, a radioactive superorganism that mutates any living creature capable of surviving contact with it and the aim to seize control of a planet's ecosystem.

Dark Samus is an Echo Fighter of Samus, sharing all of her special attacks. Dark Samus has a handful of unique attributes and standard attacks, notably using Phazon in place of some of kicks or punches.

First appearance:
Metroid Prime (2002)
Special Attacks
Neutral Special: Charge Beam is the main form of attack that Samus Aran can perform within her Power Suit, and as such Dark Samus is also capable of performing said attack. Utilizing her suit's Arm Cannon, Samus can charge up a blast of energy before firing it to significantly damage foes. In Super Smash Bros., Dark Samus can do just this, and even store the attack's charge for later use. Compared to Samus' attack of the same name, Dark Samus' shot can grow slightly larger and as such deal more damage, though it takes longer to charge as a result. Due to the energy also being Phazon, the move also has darkness aesthetic effects as opposed to electric.

Side Special: Missiles are projectile weapons that have made appearances in every game of the Metroid series, and often act as Samus' most powerful basic attack. Unlike Samus' special attack of the same name, Dark Samus only launches one type of missile, and while it is slightly more powerful than Samus' large missile, Dark Samus' hesitates a moment after being fired before travelling straight forwards a short distance at a high speed.

Up Special: Warping is a technique that Dark Samus appears to use to traverse short distances throughout the Metroid Prime series, and is the only one of Dark Samus' special attacks in Super Smash Bros. that she does not share with Samus. In Super Smash Bros., Dark Samus simply teleports a short distance in whatever direction the control stick is pointed, dealing no damage to foes but also travelling a further distance than Samus does with her Screw Attack.

Down Special: Bombs a common type of weapon utilized by Samus throughout the Metroid series, often through her Morph Ball form. In Super Smash Bros. Dark Samus transforms into her own Morph Ball form and drops a small bomb in a way identical to Samus, though her bomb has several different properties and Dark Samus can not place a large number in rapid succession. Compared to Samus' Bomb attack, Dark Samus' is larger and as such has a larger explosion radius, though the delay between Dark Samus dropping the bomb and it detonating is significantly longer than that of Samus' attack.

Final Smash: Dark Echoes are beings that Dark Samus is shown capable of spawning during her fights in the Metroid Prime series, and act as doppelgängers of the Phazon being. In Super Smash Bros., Dark Samus' Final Smash acts nearly identically to Samus' Final Smash, Annihilator Beam, though with distinct differences. While Samus fires one single large beam from her Arm Cannon that can be aimed up and down, Dark Samus summons two Dark Echoes and together the three shoot out beams of Phazon from their cannons which, while significantly thinner, can be aimed at a faster rate.

Alternate Costumes
Miscellaneous
Dark Samus' entrance animation sees her teleport onto the stage, a large tentacle of Phazon unwrapping around her as she appears.

Dark Samus' taunt sees her release a small, thin tentacle of Phazon from her Arm Cannon as she raises said arm into the air above her, the tentacle wrapping around it before disappearing.

Dark Samus' victory theme is an aggressive remix of Samus' own victory theme, with elements of Dark Samus' battle theme from Metroid Prime 2: Echoes implemented into it.

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Victory theme

Dark Samus' victory poses are as follows: Dark Samus summons a Dark Echo and the two spin around each other while flying upwards before kicking towards the ground and combining upon impact; Dark Samus charges up with Phazon, letting loose a cry towards the sky as she does; and Dark Samus aims her Arm Cannon towards the ground and large Phazon tentacles erupt around her.

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SSB Kirby Series.png
Morpho Knight is a mysterious being who appears as the final boss of Kirby: Star Allies' Guest Star ???? Star Allies Go! mode. Before Morpho Knight takes up arms against the player, it is implied that the being is actually a fusion between recurring boss Galacta Knight and a strange red butterfly. He is said to be a knight of doom whose entire being was twisted by a dark past.

Morpho Knight is an Echo Fighter of Meta Knight. The two play almost identical and share most moves, though Morpho Knight is stronger and slower and his sword is imbued with fire.

First appearance:
Kirby Star Allies (2018)
Special Attacks
Neutral Special: Solar Flares are the sudden brightness of the sun and often followed up by a "coronal mass ejection", where the sun release a large amount of plasma and magnetic field into space. Morpho Knight's attack with this name is the counterpart to Meta Knight's Sword Beam technique, which, in the Kirby series, sees the warrior swing his sword and create a large crescent-shaped projectile in its wake. In Super Smash Bros., Morpho Knight's sword instead is engulfed with flames, and he swings it quickly to create a fiery projectile that shoots forwards a short distance. Compared to Meta Knight's Sword Beam, the projectile Morpho Knight creates does not travel as far, but deals more damage and is larger.

Side Special: Drill Burn is based upon Meta Knight's Drill Rush, a technique not actually performed by Meta Knight but instead by Kirby once he obtains his sword in Kirby & The Amazing Mirror. This attack sees the user spin quickly in a drill-like fashion while travelling forwards at a high speed. In Super Smash Bros., Morpho Knight imitates this attack perfectly, though it does differ in several ways from Meta Knight's version of this technique. While Meta Knight can adjust his angle up or down while the move is used, Morpho Knight cannot, and he does not fly as far. Instead, Morpho Knight is engulfed in flames as he spins forwards, and deals much more damage to foes he hits because of this.

Up Special: Soul Melter is the name of the hardest difficulty of Kirby Star Allies' boss rush mode, The Ultimate Choice, which is one of the three difficulties of said mode in which Morpho Knight appears. This attack is not directly based on any move Morpho Knight performs in battle, instead being of original creation, and as such is one of the only attacks he does not share with Meta Knight. The attack sees him teleport a fair distance upwards, leaving behind a series of three small fireballs in his wake that explode after a moment to deal damage to nearby foes. The distance Morpho Knight travels is significant considering the amount of damage the attack can deal to foes, though it suffers from a long start-up period, and Morpho Knight can only travel in a straight path vertically; the player can not adjust the angle he travels at.

Down Special: Fiery Tornado is based upon Kirby's Tornado Copy Ability, which sees the pink puffball spin quickly to deal damage to foes. Morpho Knight's version of this attack is almost identical to Meta Knight's Mach Tornado, though he is engulfed with fire as he spins. The attack does not last as long as Meta Knight's Mach Tornado, though deals slightly more damage than it.

Final Smash: Ultra Ignition is yet another technique that Morpho Knight does not actually perform in Kirby Star Allies, and is actually borrowed from Kirby instead of Meta Knight. Based upon Kirby's Ultra Sword Final Smash, Morpho Knight enlarges his sword and swings forwards multiple times while it is engulfed with flames before ending with his sword detonating as it returns to its normal size to launch foes away.

Alternate Costumes
Miscellaneous
Morpho Knight's entrance animation sees him teleport onto the stage in a flash, initially being engulfed in a yellow light as spectral butterflies fly off his form.

Morpho Knight's taunt sees his sword be engulfed in flames as he swings it down diagonally in front of him, letting loose a grunt in the process.

Morpho Knight's victory theme is a techno remix of the theme that plays in a number of Kirby games after the titular pink puffball defeats a mini-boss.

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Victory theme

Morpho Knight's victory animations are as follows: Morpho Knight performs a large backflip, swinging his sword at the camera as he lands; Morpho Knight, facing away from the screen, brandishes his wings before spinning around as he slashes quickly; and Morpho Knight simply stares at the camera, before he disappears in a flash of golden light not unlike his entrance animation.

Bald Bull is a thirty-six year-old boxer who hails from Istanbul, Turkey. Standing at 6' 2" (189cm) and weighing in at 298lbs (135kg), The Reckless Bald Bull is one of the most intimidating WVBA fighters, and even tries to force his opponents to back down even before a fight. Bald Bull is, barring Little Mac, the most recurring character in the Punch-Out!! series, yet has only amassed a total of four losses by the time of the series' entry on the Wii. Despite his reputation as a wildly aggressive boxer, with his signature Bull Charge attack, Bald Bull's appearance as Mask X in the 1985 NES title Arm Wrestling shows that he also possesses a silly personality.

Bald Bull is an Echo Fighter of Little Mac. Bald Bull's larger frame makes him easier to hit, and he moves much slower as well, though he is more capable in the air than the shorter boxer to compensate.

First appearance:
Punch-Out!! (1984)
Special Attacks
Neutral Special: Bull Charge is Bald Bull's trademark ability in the Punch-Out!! series, and its Super Smash Bros. appearance changes it slightly to make it more similar to Little Mac's neutral special move Straight Lunge. In the Punch-Out!! titles, Bald Bull will back up into the ropes before running at his opponent and performing an uppercut that knocks Little Mac down into the ring no matter the amount of health he has. In Super Smash Bros. Bald Bull will charge up before running forwards (even through the air), before performing a powerful uppercut. The uppercut deals a significant amount of knockback and damage, though Bald Bull will also deal damage to foes he comes in contact with as he runs forwards. The attack can be charged up to increase the distance he travels, though at full charge the move has a longer cooldown period; he will enter a helpless state should he be airborne at the end of the attack.

Side Special: Bull's Haymaker is Bald Bull's side special move, based upon Little Mac's Jolt Haymaker attack. While Little Mac jumps forwards and performs a punch as he flies through the air, Bald Bull instead kicks off the ground (or air) to launch himself forwards head-first, headbutting an enemy he meets in midair. Bald Bull's trajectory can not be controlled and the amount of force in his jump can not be controlled; as he does not halt at a ledge, he may fly out into the open, entering a helpless state as he does so.

Up Special: Triple Uppercut is Bald Bull's main recovery option, which sees the Turkish boxer punch upwards three times as he flies upwards. Though it looks very similar to Little Mac's Rising Uppercut attack, the attack acts fairly differently: Bald Bull only deals damage with the three punches, dealing more damage overall than Little Mac, but travelling a shorter distance and entering a pseudo-helpless state afterwards.

Down Special: Taurus Counter is a counterattack move based upon Little Mac's down special move, Slip Counter. Bald Bull will take a defensive stance, and if hit by an attack he will dodge before performing a powerful haymaker punch forwards. The amount of frames that allow Bald Bull to counter attacks decreases as the move is used more times in a row.

Final Smash: Ultimate Bull Charge is the only one of Bald Bull's attacks that is not based directly on one of Little Mac's, though is similar to his Final Smash in Super Smash Bros. Ultimate. Bald Bull's Final Smash sees him dash forwards a far distance, head first, performing a powerful flurry of punches on the first opponent he hits. After this flurry of punches, he will then perform an upwards swing with his head to knock his enemy upwards and away.

Alternate Costumes
Miscellaneous
Bald Bull's entrance animation sees him onto the stage, before ferociously roaring towards the screen.

Bald Bull's taunt sees his body gain a reddish tint and he angrily snorts steam out of his nose as he punches his fists together.

Bald Bull's victory theme is an excerpt of his theme song from the Wii instalment of the Punch-Out!! series.

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Victory theme

Bald Bull's victory animations are as follows: Bald Bull swings a championship belt over his shoulder before punching his fists together twice happily; Bald Bull, facing away from the screen, turns around revealing him to be wearing his mask from Arm Wresting, and he comically points at his face; and Bald Bull performs his same taunt from the NES title, performing two headbutts followed by two punches with his right hand and finishing with an uppercut with his left hand.

Pico is an alien racer who is an infamous racer within the universe of F-Zero. Pico is a former member of an elite unit of the Polipoto Army tasked with completing missions deemed near-impossible, and was an assassin within its ranks. He is a highly competent hitman who entered into the F-Zero Grand Prix after leaving the Polipoto Army, though he does not appear to be retired as, while his age is listed as 123 in F-Zero X, he is still considered an adolescent in regards to his species' biology. Pico is a reckless racer who, prior to F-Zero GX, caused a major accident that injured several racers and caused him to lose his fanbase.

Pico is an Echo Fighter of Captain Falcon. While his moveset is nearly-identical, he is much more reckless in his movements and hitboxes.

First appearance:
F-Zero (1990)
Special Attacks
Neutral Special: Goose Slam is Pico's special move that is based upon Captain Falcon's trademark Falcon Punch technique. Much like the Falcon Punch, the Goose Slam is named after Pico's vehicle (the Wild Goose), and is one of the most powerful special moves in the game. The move sees Pico punch forwards as yellow energy in the shape of a bird covers his arm. The Goose Slam differs from Captain Falcon's Falcon Punch by taking longer to charge up, but Pico throws himself forwards a very short distance.

Side Special: Bering Break is Pico's counterpart to Captain Falcon's Raptor Boost, and much like it, is named after an extinct animal related to the bird they are associated with (The Bering cackling goose is a species of goose currently thought to be extinct due to excessive hunting by humans and arctic foxes). Much like Captain Falcon's Raptor Boost, the attack that sees Pico hesitate for a moment before dashing forwards and performing an uppercut after travelling a set distance, yellow energy engulfing Pico's arm for the duration of the move. Unlike Captain Falcon, Pico performs two uppercuts, pumping upwards with both of his hands, and as such is more powerful but he does not travel as far.

Up Special: Goose Lunge is a special move based upon Captain Falcon's Falcon Dive. The move sees Pico jump into the air as he is engulfed in yellow energy. Should he make contact with an opponent, he will kick at them downwards with both of his feet and bounce upwards a short distance before entering a pseudo-helpless state. If Pico misses a foe, he will enter a helpless state.

Down Special: Goose Jolt is Pico's answer to Captain Falcon's Falcon Kick attack. Much like Falcon Kick, Pico kicks either forwards (when on the ground) or downwards (when in the air), with his leg being engulfed in yellow energy as he does. Pico spins as he kicks forwards, appearing like a drill as he kicks to go through multiple foes.

Final Smash: Wild Goose is Pico's F-Zero machine that first appeared in F-Zero alongside other series staples such as Captain Falcon's Blue Falcon. The machine, which was designed by General Repeat of a particularly chaotic unit of the Polipoto Military located on Death Wind. The attack acts identically to Captain Falcon's Final Smash: Pico calls the Wild Goose, which rushes from the foreground into the background of the stage. Any fighter hit by Pico's F-Zero machine is knocked into a cinematic where they are run over and launched away by Pico's reckless driving.

Alternate Costumes
Miscellaneous
Pico's entrance animation sees him eject out of the Wild Goose, which rushes through into the background in a manner not unlike how his Final Smash is activated.

Pico's taunt sees him take a step forwards and pump one fist down under his chin.

Pico's victory theme is a techno remix of the fanfare that plays at the end of a race in F-Zero X.

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Victory theme

Pico's victory animations are as follows: Pico charges up with yellow energy as he screams up to the sky; Pico performs a sliding kick towards the screen and hops up and looks straight at the camera; and Pico stomps the ground before screaming towards the camera.

Jody Summer is the highly-regarded daughter of Dr. Mason Summer, the creator of the G-Diffuser anti-gravity system utilized by all of the F-Zero racing machines. Jody serves as a spokesperson for the Galactic Space Federation, having competed in various sporting events against people over twice her age as a child, and was the second person ever to climb the solar system's largest mountain, Mars' Olympus Mons, having done so by the age of 18. Despite being a newer F-Zero racer, Jody has incredible control over her machine's speed that has earned her a large number of rivals and forcing John Tanaka, a mechanic that works for the Galactic Space Federation, to race alongside her and serve as a sort of bodyguard due to her reputation. Jody named her machine, the White Cat, after the nickname she received from her late father.

Jody is an Echo Fighter of Zero Suit Samus, fitting as Jody appears to have been inspired by Samus' earlier appearances, in both design and her background.

First appearance:
F-Zero X (1998)
Special Attacks
Neutral Special: Pistol is a type of handgun that often fires bullets one at a time instead of in rapid-fire or spread-shot like akin to assault rifles or shotguns. In Super Smash Bros. Jody shoots a small white laser blast from her pistol, which causes minor damage and causes foes to flinch. The attack acts more akin to Fox's neutral special move than that of the character she echoes.

Side Special: Plasma Whip is a technique that Samus is shown capable of performing via the use of her Paralyzer pistol in the Metroid series. As an Echo Fighter of Zero Suit Samus, Jody's side special move acts in very much the same way, despite the F-Zero pilot never making use of a such weapon in her series of origin. Unlike Samus' Plasma Whip, which extends out from her gun, Jody's counterpart is a separate entity entirely, and she whips it forwards as it extends so that it deals consistent damage all the way through. Also unlike Samus, Jody can not use this to tether recover.

Up Special: Diffusion Kick makes use of the G-Diffuser technology created by Jody's father and implanted into her boots. Activating the diffusers, Jody kicks upwards at a steep angle, being propelled higher than she would without them, before performing a second, sideways, kick to knock away nearby foes. Compared to Samus' Boost Kick, Jody's initial kick isn't performed at as steep an angle, and she covers slightly more horizontal distance because of this.

Down Special: Flip Jump takes advantage of Jody Summer's acrobatics and mobility. The attack sees Jody perform a high flip in an arc, leaving behind a trail of pink silhouettes as she travels forwards. The player can press the special attack button while Jody is in the middle of her flip to have her perform a downwards kick to deal damage, though this will leave her in a helpless state. If she makes contact with an opponent at the end of her flip however, she will automatically perform a powerful downwards attack that meteor smashes airborne foes and buries grounded ones. This attack is, in every way, identical to Zero Suit Samus' attack of the same name.

Final Smash: White Cat is Jody's F-Zero machine gifted to her by the Galactic Space Federation which she uses to race in the F-Zero Grad Prix. The attack is identical to the Final Smash attacks of both Captain Falcon and his Echo Fighter, Pico, and is the only one of her special moves not based on Zero Suit Samus' moveset. Once the move is performed, Jody will call upon her vehicle, which will crash into the background of the stage into the foreground, and Jody will board it as it passes by her. Any foe hit by the White Cat will be knocked into a cinematic where she runs them over in the White Cat, dealing massive damage and launching them away in the process.

Alternate Costumes
Miscellaneous
Jody's entrance animation sees her jump out of the White Cat that races through from the background of the stage into the foreground, spinning in a flip as she does so.

Jody's taunt sees her flip her hair as she puts the back of her right hand on her hip.

Jody's victory theme is an upbeat pop-esque remix of the fanfare that plays at the end of a race in F-Zero GX.

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Victory theme

Jody's three victory poses are as follows: Jody's vehicle drives through the screen and Jody performs a flip out of its cockpit, landing in a crouched position; Jody performs a backflip before brandishing her pistol; and Jody performs a kick, a punch, and then another kick, this one with a spinning flourish.

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SSB Star Fox Series.png
Fay is the daughter of an aristocrat who aims to protect her family and her planet from Andross by enlisting in the Cornerian Army. In Star Fox 2, she and a lynx named Miyu were drafted from the Cornerian Army to temporarily join the group of bounty hunters known as Star Fox, under the orders of General Pepper himself. In battle, Fay pilots a less defensive Arwing designed to travel at high speeds.

Fay is an Echo of Fox McCloud, with all of her moves being deviations of his.

First appearance:
Star Fox 2 (2017)
Special Attacks
Neutral Special: Blasters are the weapon most commonly used by the members of Star Fox while they are present on ground-based missions. In Super Smash Bros., Fay can fire this weapon in rapid succession by tapping the special attack button. Unlike most projectile attacks, the lasers fired by the blaster don't cause enemies to flinch, even though it does deal slight damage to them. This means that Fay can damage a foe from afar in a way that they may not even fully realize they are being damaged by her.

Side Special: Fay Flash is a technique inspired by Fox's side special move, Fox Illusion. While Fox's attack sees him dash forwards and leave behind three clones, Fay Flash instead sees Fay travel a much further distance, leaving five clones in her wake. Unlike Fox Illusion however, Fay does not make the foes that she travels through while using Fay Flash flinch, instead Fay damages them slightly but they are unfazed.

Up Special: Shocker Spaniel is Fay's take on Fox's up special move, Fire Fox. Shocker Spaniel, named so in reference to her being a canine, sees Fay be encased in an electrical aura and perform a drill-like motion as she travels upwards. While many of her other special attacks focus on speed, Shocker Spaniel instead focuses on power, as Fay does not travel a fair distance upwards when the move is used (though, as the move can be charged, the distance that she can travel can vary) but instead traps foes around her as she spins before launching them at the peak of her movement.

Down Special: Reflectors are gadgets supposedly created by the Star Fox's engineer Slippy Toad. These devices create hexagonal-shaped fields of energy that reflect any projectile that hits it. Unlike Fox's use of the Reflector, Fay holds her's in her hand and spins around while it is active, creating a prism around herself for a short time. While Fox's can be used indefinitely, Fay's Reflector automatically activates and deactivates as she spins.

Final Smash: Landmasters are a ground-based tank with hovering capabilities often deployed by Star Fox when in dire ground-based situations. These large tanks come equipped with a laser cannon, and can perform a roll attack by spinning it around its axis. Fay's Landmaster is almost-identical in every way to the one Fox calls upon for his Final Smash, though there are some slight differences. In addition to Fay's Landmaster sporting teal accents instwad of blue, her Landmaster also moves at a slightly faster speed but sacrifices some of the damage she deals.

Alternate Costumes
Miscellaneous
Fay's entrance animation sees her jump out of an Arwing that flies through into the foreground, landing in a crouch before hopping up quickly with both of her arms above her head.

Fay's taunt sees her throw her blaster upwards and twirl around before catching it, giggling as it lands in her paw.

Fay's victory theme is a techno remix of an excerpt of the "Ground" theme from Star Fox 2.

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Victory theme

Fay's victory poses are as follows: Fay performs a backflip before shooting her blaster to both her left and right quickly; Fay spins around as electric sparks dance around her feet; and Fay points her blaster to the sky and, with a smile, fires three times in rapid succession.

Alph is an engineer and one of the three crew members who works aboard the S.S. Drake. During the events of Pikmin 3, Alph and his crewmates, Brittany and Charlie, travel to the assumed-uninhabited planet of PNF-404 with the intent of finding a new stable food source for the population of the planet Koppai. Though not the captain of the S.S. Drake, which his grandfather designed, Alph is a very optimistic engineer and the second-youngest of 15 children. Alph fights alongside Pikmin, whom he can pluck from the ground via his neutral special move.

Alph is an Echo Fighter of Olimar, though he only utilizes Rock Pikmin in battle. Rock Pikmin are essentially identical to Olimar's Purple Pikmin, though are heavier and slower, making them easier to lose track of. Despite these cons, they deal a significant amount of damage and have a significant amount of HP.

First appearance:
Pikmin 3 (2013)
Special Attacks
Neutral Special: Rock Pikmin Pluck is a maneuver that Alph can perform. Pikmin appear to grow out of seeds, and they must be plucked from the ground in order to move about or risk being eaten by their many predators. The move acts identically to Olimar's version of the move, and can be used to summon up to three Pikmin allies, though Alph will only pluck up Rock Pikmin instead the rainbow of Pikmin colours that the veteran spaceman does. Because of the Rock Pikmin's weight, Alph also takes more time to pluck a Rock Pikmin than Olimar does.

Side Special: Rock Pikmin Throw is an attack that sees Alph pick up the Rock Pikmin at the front of the line and throw it forwards. Due to the Rock Pikmin's weight the Pikmin do not fly very far, though Alph can toss them off ledges to meteor smash foes below him. The damage and knockback dealt by the thrown Rock Pikmin is significant, though Alph is unable to throw a Rock Pikmin should they be too far away from him.

Up Special: Winged Pikmin are a pink-coloured species of Pikmin that first appeared in Pikmin 3. As their name implies, Winged Pikmin are more bug-like then the other types of Pikmin, with large blue eyes and translucent wings. This attack acts identically to Olimar's special move of the same name - Alph summons two Winged Pikmin to carry him upwards a fair distance. Unlike Olimar, who carries his Pikmin with him as the move is used, Alph abandons his Rock Pikmin as the Winged Pikmin carry him off.

Down Special: Rock Pikmin Call is a technique that sees Alph blow into the whistle installed into his helmet, creating a rainbow-like design around him as he does so. Doing this will retrieve any Rock Pikmin that may be far away from Alph, and can even save those that may be falling off the stage.

Final Smash: End of Day is an attack based on the actions of the playable captains throughout the Pikmin series: the nocturnal creatures of PNF-404 will target Alph and his Pikmin should they remain on the ground, thus forcing them to board their ship and fly into the atmosphere to stay safe during the night. In Super Smash Bros., Alph will summon the S.S. Drake and quickly board it, flying up and away for a short time, with the camera panning up to a starry sky as monsters attack the fighters that remain in the battlefield. Though the monsters deal damage to all foes - barring those that manage to get high-enough to avoid them - the attack doesn't deal any knockback, and thus can't actually KO foes, until the S.S. Drake begins its descent, as it will explode as it crashes back into the ground. Whatever Rock Pikmin were directly behind Alph will remain safe during the attack, though if any happened to be far away from Alph when his Final Smash is activated they will be instantly KO'd once the S.S. Drake blasts off.

Alternate Costumes
Miscellaneous
Alph's entrance animation sees him step out of the S.S. Drake, which then blasts off. As the countdown occurs, Alph will slowly pluck a Rock Pikmin.

Alph's taunt sees him tap his helmet thrice, before he blows his whistle.

Alph's victory theme is a remix of the "good" version of the End of Day theme from Pikmin 3.

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Victory theme

Alph's victory poses are as follows: Alph tries to pluck a Rock Pikmin from the ground but fails to do so, instead falling backwards with a roll; Alph tosses a wrench from one hand to the other, eventually failing to catch it and causing it to crash into a Rock Pikmin that idly watches him, the wrench comically bending in half as it does so; and Alph blows into his whistle and points upwards, three Rock Pikmin looking at him confused as he does so.

Metal Sonic is a major recurring villain present within the Sonic the Hedgehog series. This robot was created by Dr. Eggman in Sonic's likeness in order to rival his eternal nemesis' speed and power. In his debut of Sonic the Hedgehog CD, Metal Sonic was sent back in time from the future in order to eliminate Sonic and undo any issues that resulted in Eggman's original loss. Despite being created by Eggman to serve him, the advanced artificial intelligent that was implanted in him continues to evolve with knowledge, and Metal Sonic has often gone against his master's wishes in order to further his own goals of eliminating his organic counterpart.

Metal Sonic is an Echo Fighter of Sonic the Hedgehog, with all of his moves being deviations of his. While Sonic focuses primarily on speed and mobility, Metal Sonic sacrifices some of this in order to be much more powerful and heavier, though this is also a detriment as many of his special attacks also have less range.

First appearance:
Sonic the Hedgehog CD (1993)
Special Attacks
Neutral Special: Homing Attack is one of Sonic's more well-known abilities that Metal Sonic has been able to mimic. Metal Sonic first uses this attack in Sonic Adventure DX: Director's Cut, where it acts identically to Sonic's version of the attack. Spinning into a ball Metal Sonic will dash in a straight line towards the nearest fighter, popping back into his normal form once travelling a set distance or once he comes in contact with a foe. Compared to Sonic's version of this attack, Metal Sonic takes less time to charge up and reach foes (due to travelling in a straight line instead of an arc), but does not travel as far and knocks foes downwards instead of forwards.

Side Special: Spin Attack is the main form of attack of most playable characters in the Sonic the Hedgehog series, and Metal Sonic is no exception to this. The Spin Attack, as its name implies, is an attack that sees the user curl up into a ball form and rush forwards at a high speed to damage foes. In Super Smash Bros., Metal Sonic does just this, rolling along the ground. Unlike Sonic's Spin Attack, Metal Sonic's must be charged up before use and can not be freely controlled: Metal Sonic will dash forwards a fair distance in his ball form, stopping should he reach a ledge, and drag along any foe he runs into before throwing them as he turns back into his normal form. This attack can not be used while airborne, as instead Metal Sonic will perform Air Boost, a technique that sees him launch himself forwards a fair distance. While Sonic's Air Boost does not deal damage to foes but pulls them along as he moves, Metal Sonic's Air Boost does not travel as far but he will travel through other fighters and deal damage to them as he does so.

Up Special: Spin Jump Stomp, while not a technique directly from the Sonic the Hedgehog series, is a technique that combines the Spin Jump ability from Sonic the Hedgehog and the Stomp ability from Sonic Unleashed: Metal Sonic curls up into a ball and jumps upwards a short distance before slamming downwards. While Sonic's Spin Jump Stomp has him cover enough vertical distance for this to be an acceptable recovery option, Metal Sonic's version serves more as an attack, as he travels upwards a very short distance before he begins his descent. Additionally, also unlike Sonic, Metal Sonic will create a shockwave as he lands on the ground, dealing damage to foes beneath him and pushing away those nearby.

Down Special: Forcefield is an ability wholly unique to Metal Sonic, though the attack in Super Smash Bros. is based on one used by another fighter. In the Sonic the Hedgehog series, Metal Sonic is shown able to project various barriers around himself by utilizing the technology bestowed upon him by his creator. In Sonic the Hedgehog 4, on which this move is based, Metal Sonic can create a large blue forcefield to block Sonic and Tails' attacks. In Super Smash Bros. he will summon this same forcefield that slightly damages those who touch it and absorbs any energy-based projectile. Though the attack can be used continuously by holding down the special attack button, doing so for a too long will cause Metal Sonic to eventually take slight damage.

Final Smash: Neo Metal Sonic is a form that Metal Sonic takes throughout the duration of Sonic Heroes. Throughout Sonic Heroes Neo Metal Sonic is shown to be a more powerful version of Metal Sonic, who also now has the ability to shapeshift as he does so to disguise himself as Dr. Eggman. In Super Smash Bros. Metal Sonic transforms into Neo Metal Sonic, and creates an electrical shield around himself. For a limited time, the player can control Neo Metal Sonic, who travels at high speeds and will deal great damage to any fighter he touches. This move is identical to Sonic's Final Smash, Super Sonic.

Alternate Costumes
Miscellaneous
Metal Sonic's entrance animation sees him slowly descend to the ground via the jets in his feet, his eyes lighting upon doing so.

Metal Sonic's taunt sees him hold his hand out in front of him, generating electricity around it.

Metal Sonic's victory theme is a direct rip of the mission clear fanfare from the 2006 title Sonic the Hedgehog.

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Victory theme

Metal Sonic's victory poses are as follows: Metal Sonic boosts around before crashing to the ground in a crouched position; Metal Sonic holds his hand out in front of him, as his body generates an electrical pulse; and Metal Sonic turns his back to the camera and activates the jet in his back.

Mokujin is a wooden training dummy created over 2000 years prior to the events of the Tekken series. He is essentially just a wooden statue, and martial artists would use Mokujin to hone their skills or test new techniques. After the awakening of the Ancient Ogre in Tekken 3, the wooden Mokujin was granted life and entered the Iron Fist Tournament in order to defeat the evil that disturbed him and bring peace to the world once again; similar events would unfold twice more, once when Jinpachi Mishima was possessed by a vengeful spirit and again after Azazel was awoken. Mokujin is unique in that he does not have his own fighting style or moveset, and instead mimics the attacks of a different character in every round of combat.

Mokujin is an Echo Fighter of Heihachi Mishima. The training dummy moves slightly faster than Heihachi though lacks the sweetspot he has in many of attacks thus making him weaker. The two fighters are essentially identical in every other way, and Mokujin even uses all of the same animations as Heihachi.

First appearance:
Tekken 3 (1997)
Special Attacks
Neutral Special: Wind God Fist is an attack used by all practitioners of the Mishima Style Fighting Karate. The technique sees the user dash forwards a short distance before performing an uppercut attack. Mokujin executes this move identically to how Heihachi does in both the Tekken series as well as his Super Smash Bros. appearance, dashing forwards before performing an upwards punch with a slight hop. Like Heihachi's technique, pressing the special attack button at a specific moment when the attack is used on the ground causes him to jump upwards a slightly higher distance and thus increase its vertical range. Additionally, when used in the air, he dashes a further distance than he does on the ground but will enter a helpless state after performing the uppercut attack.

Side Special: Demon Scissors is one of the most recurring techniques present in the Tekken series, and is used by all practitioners of Mishima Style Fighting Karate. The attack is a powerful technique that sees the user flip forwards and perform a drop kick on their foe, before collapsing onto their back. Compared to Heihachi's version of this attack, Mokujin's Demon Scissors special move in Super Smash Bros. lacks the sweetspot that can spike foes, though it is performed with much less startup and ending lag. Just like Heihachi, when the attack is used in the air Mokujin will continue his drop kick until he hits a platform or makes contact with an opponent; if still airborne after either of these, he will become helpless.

Up Special: Omen Thunder God Fist has appeared in Heihachi Mishima's moveset throughout the entire Tekken series, and thus can also be used by Mokujin in all games that he appears. Omen Thunder God Fist is a stronger version of the basic Dragon Uppercut attack, and sees the user perform a strong uppercut attack imbued with the power of electricity. Like Heihachi, in Super Smash Bros. Mokujin will perform a short hop as he performs this move; the distance he jumps is slightly greater than Heihachi, though lacks the same damage output. Unlike Heihachi, who enters a unique helpless state where he can still perform his down special move, Mokujin enters a pseudo-helpless state after the use of Omen Thunder God Fist and can not perform any special moves whatsoever.

Down Special: Iron Hand is Heihachi Mishima's signature attack, and perhaps the Tekken series' most-well known technique. The attack is a quick punch with an incredible strength put behind it that embodies the Mishima clan's battles around which the series' plot revolves. In Super Smash Bros. Mokujin's version of the attack is identical to Heihachi's in every way barring the inclusion of a sweetspot. The quick punch that Mokujin performs deals no knockback, with the attack instead dealing a significant amount of damage and stunning a foe for a short moment; compared to Heihachi's version of the move (should the player miss the attack's sweetspot), the damage output is slightly greater due to Mokujin's lacking the sweetspot that increases the amount of damage dealt.

Final Smash: Mishima style 10-hit combo is a 10-hit combo attack that the Mishima Style practitioners utilize in their movesets throughout the Tekken series. The Mishima style 10-hit combo is a series of ten basic attacks strung together in rapid succession, with the attacks being four quick punches, a left kick, an axe kick, a sweeping kick, two small uppercuts, then finishing it off with a Dragon Uppercut technique. In Super Smash Bros. Mokujin will fly forwards a short distance through any opponents in his path before entering a cinematic where he performs the aforementioned combo on the trapped opponents.

Alternate Costumes
Miscellaneous
Mokujin's entrance animation sees the wooden robot fall from the sky, landing in the same pose that Heihachi appears in during his entrance animation.

Mokujin's taunt is essentially identical to Heihachi's taunt: Mokujin performs a circular arm movement above his head before tucking his elbows in fiercely.

Mokujin's victory theme is a direct rip of the Tekken Tag Tournament results theme, albeit shortened in the same way Heihachi's theme is.

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Victory theme

Mokujin's three victory animations are identical to Heihachi's, albeit without the quotes as Mokujin does not speak and the inclusion of lava: Mokujin stomps the ground and steps towards the right with his arm in a flexing position in front of his face as a dark aura surrounds him; Mokujin stands with his arms crossed before glaring down towards the camera and nodding; Mokuji punches forwards, his fist charged with electricity, before turning his back to the camera.

Bad Box Art Mega Man is a large, middle-aged man clad in a yellow and blue jumpsuit that is based off the off-brand design of the series' main protagonist featured on the North American box art of the original Mega Man title. Bad Box Art Mega Man, also named "US Mega Man" or simply "Mega Man", works as a Digger, excavating ancient relics to learn about the past civilizations of the world. Despite his large and overweight appearance, Mega Man is a surprisingly-athletic man who possesses an incredibly strong sense of justice and acts incredibly polite to those around him. In Street Fighter × Tekken Bad Box Art Mega Man is sent by Roll to investigate an alien cube that landed in Antarctica, wielding a small handheld pistol he dubs the "Mega Buster".

Bad Box Art Mega Man is essentially a joke character. While an Echo Fighter of Mega Man, his large frame makes him a much easier target to hit, though is surprisingly faster than Mega Man and packs more of a punch with his far-wackier attacks. Bad Box Art Mega Man also borrows some attacks from Samus, Captain Falcon, King K. Rool, and Ryu.

First appearance:
Mega Man ZX Advent (2007)
Special Attacks
Neutral Special: Ice Slasher is the main weapon of Ice Man, which Mega Man can acquire in Mega Man upon its owner's defeat. Ice Slasher is a piercing projectile attack that is said to freeze foes with temperatures dipping past 200 degrees below zero. Unlike in Mega Man, the Ice Slasher weapon in Super Smash Bros. borrows a number of elements from Mega Man's neutral special move Metal Blade, such as Bad Box Art Mega Man being able to throw the weapon in eight directions instead of straight-forwards as in its original title. Compared to Mega Man's Metal Blade, Ice Slasher deals slightly less damage but will freeze opponents if hit at a close-enough distance, though does travel a fair further distance. Additionally, unlike Metal Blade, Ice Slasher will disappear upon hitting the ground instead of ricocheting off it or sticking in it.

Side Special: Charge Kick is the technique that Mega Man obtains from Charge Man after that Robot Master's defeat in Mega Man 5. In Super Smash Bros., the side special move is very similar in every way to Mega Man's side special move of the same name: Bad Box Art Mega Man will slide forwards quickly, ignoring gravity by travelling forwards while sliding across the air. Unlike Mega Man's side special move, Bad Box Art Mega Man does not travel as far but deals far more damage as he will only hit foes a single time instead of dragging them along with him.

Up Special: Mega Upper is a technique that Mega Man is shown capable of performing in many of the fighting games he appears in, and Bad Box Art Mega Man can use this attack in his Street Fighter × Tekken appearance. Mega Upper is essentially a very powerful uppercut attack that does not see Mega Man travel far upwards but does deal a significant amount of damage at the start of the attack. Compared to Mega Man's attack of the same name, Bad Box Art Mega Man comically jumps up a much further distance, and does so at a faster speed, while dealing the same amount of damage throughout the attack. Unlike Mega Man however, Bad Box Art Mega Man does fall helpless after use, whereas the Blue Bomber only enters a pseudo-helpless state.

Down Special: Rolling Cutter is the weapon utilized against the Blue Bomber by Cut Man in Mega Man. This bladed weapon made of Ceratanium, in its original title, hovers in front of Mega Man and can be thrown forwards with the press of a single button; its appearance in Super Smash Bros. has been modified slightly due to it being based on Mega Man's down special move Fire Storm. When used, Bad Box Art Mega Man will summon three of these blades (albeit at a smaller size) which will then float around Bad Box Mega Man. Like Mega Man's Fire Storm, the blades Rolling Cutter will damage foes on contact or absorb projectiles, disappearing upon contact with either, to act as a shield. By using the move again while these blades are out, Bad Box Art Mega Man will throw the Rolling Cutters in front of him; while Fire Storm spins like a wheel across the stage, the blades of Rolling Cutter instead fly in three directions forwards (up, down, and forwards), with the downwards and upwards-travelling blades disappearing should they have been defeated.

Final Smash: Black Hole Bomb and Thunder Beam are two weapons that first appeared as the weapons of Galaxy Man and Elec Man in Mega Man 9 and Mega Man, respectively. The attack is essentially identical to Mega Man's Final Smash (Black Hole Bomb and Atomic Fire) in Super Smash Bros. - Bad Box Art Mega Man fires a small bomb forwards that explodes into a large black hole that drags in nearby fighters before launching fighters away with a powerful beam attack - with the difference being that Bad Box Art Mega Man's beam attack is lighting-based instead of fire-based.

Alternate Costumes
Miscellaneous
Bad Box Art Mega Man's entrance animation sees him warp onto the stage in a yellow light, not unlike Mega Man, before he scratches his stomach with his pistol.

Bad Box Art Mega Man's taunt sees him crouch down and perform a flex with the arm he carries his pistol with.

Bad Box Art Mega Man's victory theme is a techno remix of an excerpt of his theme song from Street Fighter × Tekken

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Victory theme

Bad Box Art Mega Man's victory poses are as follows: Bad Box Art Mega Man fires his pistol into the air while jumping forwards in a manner identical to his artwork from Street Fighter × Tekken; Bad Box Art Mega Man teleports in a manner not unlike his entrance animation before posing identically to how he appeared on the North American Mega Man box art; and Bad Box Art Mega Man pumps himself up before holding his pistol up across his chest as he flashes a charismatic smile towards the camera.

Sakura Kasugano is a playable character from the Street Fighter series, who first debuted in Street Fighter Alpha 2. Sakura is a Japanese student with an intense fixation on Ryu, whom she wishes to prove herself to in battle having copied many of his techniques. In addition to mimicking Ryu's Shotokan martial arts style, Sakura also trained under Dan Hibiki in the ways of the Saikyo style.

Sakura is an Echo Fighter of Ryu, sacrificing his power for higher mobility.

First appearance:
Street Fighter Alpha 2 (1996)
Special Attacks
Like Ryu, Sakura is capable of performing her special attacks in ways other than by using the general special attack button and directional input method. Following the gameplay mechanics of the Street Fighter series, performing a specific series of directional inputs followed by either of the special or standard attack buttons will also cause Sakura to perform often-stronger versions of such moves. When Kirby has inhaled her, the former is also capable of performing any directional input related to Sakura's neutral special move.

Neutral Special: Hadoken is a technique often associated with series mascot Ryu, though one Sakura has been able to perform ever since her debut in Street Fighter Alpha 2. While very similar to Ryu's neutral special move of the same name (due to Sakura's attempts to mimic Ryu's fighting style), Sakura's Hadoken does not fly as far but, when the special move button is held down, the move can be charged to increase the Hadoken's size and damage output. In addition to Sakura's Hadoken having a different aesthetic appearance to Ryu's move of the same name (Sakura's is pink and deals electrical damage), her Hadoken can also travel through multiple opponents, instead of dissipating once it hits one foe. Sakura's Hadoken can also be performed by inputting the directional inputs of ↓ ↘ → followed by either of the attack buttons, and through this use it will always be at its maximum size.

Side Special: Shunpukyaku is a spinning kick attack that is based upon the Tatsumaki Senpukyaku attack that many other Street Fighter characters (including Ryu) can perform. While the Tatsumaki Senpukyaku is a spinning kick that sees the user travel forwards a distance as it is performed, Sakura's Shunpukyaku instead sees her rise upwards a short distance as she performs the spinning kick; if the control stick is tilted while the move is performed in Super Smash Bros., Sakura will travel at a slight angle in whichever direction designated. While the move normally leaves Sakura in a pseudo-helpless state after being used, a faster version, performed by inputting ↓ ↙ ← followed by an attack button, does not.

Up Special: Shouoken is an attack from Street Fighter Alpha 2 that serves as Sakura's imitation of the Shoryuken move used by Ryu and a number of other characters. While the Shoryuken and Shouoken attacks are both powerful uppercuts, the Shouoken sees Sakura jump at a upwards-forwards angle instead of straight-upwards the Shoryuken users do. When used in the air, Sakura will simply perform the Shouoken, but should the attack button be held down while she is grounded Sakura will instead rush forwards a short distance, performing the attack once she comes in contact with a foe or after running a short distance. By inputting → ↓ ↘ followed by an attack button, a stronger variation of the move, which also sees Sakura travel a further distance, can be performed.

Down Special: Sakura Senpu is one of Sakura's V-Trigger techniques from Street Fighter V and one of the few techniques she uses throughout the series that is not based on any of Ryu's. In Street Fighter V, activating Sakura Senpu would cause Sakura's Shouoken and Shunpukyaku attacks to be powered-up, dealing more damage and also knocking her opponent into the air. In Super Smash Bros., Sakura Senpu instead increases Sakura's knockback output for a short time in addition to all of her melee attacks gaining a very slight damage increase due to electrical properties. Performing the down special move button combination while Sakura Senpu is active will see it end prematurely, and there is a small window of time that must pass before it can be used again.

Final Smash: Unlike other fighters (but like Ryu), Sakura has two different Final Smash attacks which vary depending on her distance from another fighter. At point-blank range, she will perform Haru Ranman, while she will instead perform Shinku Hadoken when further away. Shinku Hadoken is a stronger version of the Hadoken technique that acts nearly identical to the Final Smash used by Ryu. Being larger in size than Ryu's Hadoken (slightly larger than one of Sakura's Hadokens at full-charge), the Shinku Hadoken also has a vacuum effect that traps opponents up against the projectile as it moves forwards, launching those near it with an explosion after moving a set distance. Haru Ranman is Sakura's first Ultra Combo from Street Fighter IV that serves as a string of different, and somewhat slapstick, melee attacks: first Sakura performs an upwards punch followed immediately by an upwards kick, the latter launching a nearby foe into the air, before she smashes down on her opponent with both fists to knock them back to the ground and stomps down on them to deal massive damage.

Alternate Costumes
Miscellaneous
Sakura's entrance animation sees her walk onto the stage from the background while she looks both ways.

Sakura's taunt sees her adjust her gloves and say either "Yeah! Let's go!" or "Pleased to meet you!"

Despite not appearing in that game, Sakura's victory theme is a techno remix of Street Fighter II's victory theme.

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Victory theme

Sakura's victory poses are as follows: with a wide smile, Sakura punches the air triumphantly while she says "Ha ha! Fighting's so much fun"; Sakura stretches with her arms out in front of her and one leg out to her side as she says "Well, I guess that's about it"; and Sakura throws her arm up into the air, displaying the peace sign with two of her fingers as she tucks her other arm up excitedly.

Apollo Justice is a defence attorney employed by Phoenix Wright as one of his employees at the Wright Anything Agency. Apollo first debuted as the main protagonist of the fourth Ace Attorney title, Apollo Justice: Ace Attorney. During the events of Apollo Justice, the titular character, a rookie defence attorney, works to clear veteran defence attorney Phoenix Wright of murder, and forms a bond with him as he becomes his mentor and employer. Apollo grew up in the Kingdom of Khura'in, which he eventually returns to after the dismantling of the Defence Culpability Act that punished any defence attorney who obtained a "guilty" verdict to start the kingdom's only law firm.

Apollo is an Echo Fighter of Phoenix, playing almost identically but having some different actions and being slightly faster due to his shorter height.

First appearance:
Apollo Justice: Ace Attorney (2007)
Special Attacks
Neutral Special: "Take That!" is one of the many cartoon-like speech bubbles that make an appearance in the Ace Attorney series, being one of the three (alongside "Hold It!" and "Objection!") to appear in the series' first entry. When presenting evidence during trial segments, the player character will often yell "Take That!" to signify the player has made the correct choice. In Super Smash Bros., Apollo will point forwards dramatically as the speech bubble containing "Take That!" appears in front of him. Both the pointing action and the speech bubble deal daage and launch foes. Additionally, upon using Apollo's down special move, Examine, "Take That!" turns into Present, which sees Apollo discard any collected evidence by throwing a suitcase forwards, which grows larger depending on how many items have been collected.

Side Special: Shah'do is a small Tibetan Mastiff dog owned by Ahlbi Ur'gaid, a character that appears in Phoenix Wright: Ace Attorney - Spirit of Justice. In Super Smash Bros., Apollo humorously throws Shah'do forwards, who deals damage to those he hits. Unlike Phoenix's similar side special move, Shah'do dives forwards while being thrown, yapping as he does so, regardless of whether the move is used in the air or on the ground.

Up Special: A Sneeze is an involuntary reaction caused by irritation to the inside of one's nostril(s). In the first case of Trials and Tribulations, Phoenix Wright is depicted as being quite ill, and as such sneezes many times during his appearance in said chapter. Despite himself never being shown sick in the Ace Attorney series, in Super Smash Bros. Apollo has a particularly violent sneeze that propels him a short distance upwards. The sneeze, which produces jagged action lines, deals damage to those around him and can also reflect physical projectiles.

Down Special: Examine is one of the main commands players can use while in the Investigation phase of Ace Attorney games; this action must be used to look around the surroundings to gather evidence or look at particularly interesting items. In Super Smash Bros., Apollo quickly crouches down and scrounges about before holding out a random item (this item can be a number of different things, including his cell phone, an Ace of Spades with a bloodstain on it, Trucy's magical undergarments, and his attorney's badge). Apollo can carry up to three items; if used again, he will crouch down but not find anything. The player can discard this evidence with the Present attack.

Final Smash: Verdicts are handed out by the presiding judge at the end of each Ace Attorney trial, signifying the end of the chapter. Apollo himself has never earned a "Guilty" verdict in court, always managing to prove his client innocent (at least, out of those shown in the series proper). In Super Smash Bros., Apollo Justice yells out "Objection!" (accompanied by the speech bubble) while dramatically pointing forwards. Should a fighter be hit by his "Objection!" speech bubble, they will be thrown into a mini cinematic in which a parody of the giant judge from his boss' nightmare in Phoenix Wright: Ace Attorney: Justice For All (though instead utilizing the Judge present in the Khura'inese trials) will slam his large gavel into the ground, flattening whatever fighters Apollo previously knocked into this cinematic, launching them away and dealing massive damage.

Alternate Costumes
Miscellaneous
Apollo's entrance animation sees him hurriedly run onto the stage, before he stands up straight and fixes his tie.

Apollo's taunt sees him tuck both of his arms in towards his chest as he shouts out "I'm fine!"

Apollo's victory theme is a remix of the opening of his theme, "Apollo Justice ~ A New Chapter of Trials! 2016", from Phoenix Wright: Ace Attorney - Spirit of Justice.

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Victory theme

Apollo's victory animations are as follows: Apollo fixes his tie before yelling "Objection!", complete with a speech bubble; Trucy Wright jumps up and down while Apollo Justice smiles to the camera, fiddling with his bracelet; and Apollo sighs, staring at the camera wearily as Trucy trips over and spills a large stack of papers behind him.

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Pumpkin is an unlockable playable character in Castlevania: Lament of Innocence. Pumpkin can be considered a "joke character", due to his more-silly nature and comical appearance, being a living doll with a pumpkin on his head. It makes high-pitched, child-like sounds and has exaggerated footstep noises that sound similar to the sound cartoon characters make whenever they slip. In Lament of Innocence Pumpkin has a unique sub-weapon, named after itself, that can be changed using different orbs. Hector can also summon Pumpkin demons in Castlevania: Curse of Darkness, with these Pumpkins being comically useless barring the stat boosts they grant Hector.

Pumpkin is an Echo Fighter of Simon Belmont. Pumpkin can also be considered a type of "joke character" in Super Smash Bros. due to his high speed and damage output at the cost of being the lightest fighter in the game.

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First appearance:
Castlevania: Lament of Innocence (2003)
Special Attacks
Neutral Special: Pumpkin Mace is a weapon that can be obtained in Castlevania: Curse of Darkness, being an axe-type weapon that can be used by Hector. The Pumpkin Mace is a difficult weapon to obtain, as it can only be created through the fusion of a Piko Piko Hammer and a Pumpkin Head, both of which can only be created with other rare items. Humorously the Pumpkin Mace is said to be able to resurrect a legendary hero, and that is in fact its sole purpose: Hector must use the Pumpkin Mace to awaken the Pumpkin Innocent Devil. In Super Smash Bros. the Pumpkin Mace acts nearly identical to Simon's Axe attack - Pumpkin throws the Pumpkin Mace in an arc, though it travels more horizontal and less vertical than Simon's Axe - with the only difference being the amount of damage the two weapons deal. The Pumpkin Mace deals very little damage to foes - even making a sound reminiscent of a squeaking toy should it hit a foe - though it will meteor smash airborne foes it hits.

Side Special: Spread Pumpkin is the form that Pumpkin's pumpkin sub-weapon becomes when powered up with the White Orb in Lament of Innocence. The attack sees Pumpkin fire ot a small blast of energy that, when it explodes, forms a giant pumpkin. This attack reveals that the piece of candy attached to Pumpkin's left hand is actually a cannon, as that is where he fires the blast of energy from. In Super Smash Bros. Pumpkin fires a blast of energy forwards, which will explode into a firework of a pumpkin after travelling a set distance. It is the only move that Pumpkin does not share with Simon.

Up Special: Pumpkin Serpent is the form that Pumpkin's sub-weapon takes when powered up by the Black Orb. The Pumpkin Serpent attack in Castlevania: Lament of Innocence sees Pumpkin fire out a "Pumpkin Serpent" (a large pumpkin followed by a long trail of very small pumpkins) that will home in on nearby foes as it bounces into and out of the ground. In Super Smash Bros., Pumpkin's Pumpkin Serpent attack act identical to Simon's Uppercut - as it sees Pumpkin jump upwards a fair distance and deal damage as it does so - with the only difference being that Pumpkin seems to transform into the Pumpkin Serpent as he does so.

Down Special: Pumpkin is the base form of Pumpkin's sub-weapon, being a bouncing pumpkin that will explode after a short moment. In Super Smash Bros. the Pumpkin attack is based upon Simon's Holy Water attack, and acts extremely-similarly: Pumpkin throws a small pumpkin down towards the ground and it will explode upon touching a fighter. Unlike the Holy Water the pumpkin does not leave behind fire upon exploding, though it can bounce once off a solid surface.

Final Smash: Grand Pumpkin is the attack that Pumpkin can perform once powered up with the Yellow Orb. Grand Pumpkin is a parody of the recurring Grand Cross attack from the Castlevania series, which Simon uses as his Final Smash. The only difference between Pumpkin's Grand Pumpkin and Simon's Grand Cross attacks are that Pumpkin traps foes within a large pumpkin and sends up exploding pumpkins to attack them, whereas Simon traps foes in a coffin and sends up energy in the shape of crosses.

Alternate Costumes
Miscellaneous
Pumpkin's entrance animation sees Pumpkin jump out of the ground, his arms and legs splayed out in a star-like fashion.

Pumpkin's taunt sees him stomp the ground angrily three times.

Pumpkin's victory theme is a remix of Melancholy Joachim, the theme song for the character whose mode must be completed to unlock Pumpkin in Lament of Innocence, done in the style of a carnival tune.

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Victory theme

Pumpkin's three victory animations are as follows: Pumpkin lays on the ground, asleep; Pumpkin runs in a circle around a giant pumpkin before tripping, and Pumpkin summons a circle of pumpkins around himself, which explode one-by-one.

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Maki Harukawa is one of the participants in the Final Killing Game that the story of Danganronpa V3: Killing Harmony focuses around. Maki initially introduces herself as the Ultimate Child Caregiver, due to her growing up in an orphanage and being in charge of taking care of the children that live there. After the second Class Trial however, Maki's true talent of Ultimate Assassin is revealed, and, while she did in fact grow up in an orphanage, she has been working as a hitwoman to protect the children there. Throughout the Final Killing Game Maki's cold shell is slowly broken down by the Ultimate Astronaut, Kaito Momota, whose charisma and stubbornness served as the only thing capable of making her at least somewhat-social.

Maki is an Echo Fighter of Solid Snake, despite her being a character from Spike Chunsoft's Danganronpa series and him from Konami's Metal Gear. Because of her shorter stature Maki is lighter and more agile, but her attacks tend to deal less damage than his. Also, while her standard attacks are primarily based upon Snake's (with some being taken from Emily as well), many of Maki's special moves are derived from a variety of other characters' attacks.

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First appearance:
Danganronpa V3: Killing Harmony (2017)
Special Attacks
Neutral Special: Crossbows are a type of handheld weapon based upon the bow, though their smaller design and trigger-based firing technique make it a more usable weapon for those unskilled in archery. During the events of Danganronpa V3 Maki is revealed to have a number of crossbows, and she teaches Kaito Momota how to assemble and use one during the fifth chapter, unknowingly assisting in a murder. Maki's neutral special move acts very similar to Emily Kaldwin's in Super Smash Bros., and is what her move is based upon: Maki pulls out a crossbow and fires a bolt forwards, the distance and speed at which it travels increasing as the move is charged. Unlike Emily, Maki uses normal crossbow bolts, which travel further than Emily's Incendiary Bolts and has no chance of dealing recoil damage to herself.

Side Special: Electro Bombs are a type of pink grenade developed by the Ultimate Inventor Miu Iruma, designed to detonate with an electromagnetic pulse that temporarily disrupts any electronic devices. During the penultimate chapter of Danganronpa V3 these Electro Bombs play a vital role in the murder of the fifth victim, being used to disable the alarm system that guards the hangers where the Exisal killing machines are kept. In Super Smash Bros. Maki will throw toss an Electro Bomb forwards and it will detonate after a short period of time has passed; the speed that Maki throws the grenade can be increased by holding down the special attack button, with the angle becoming flatter the longer it is charged, though doing so for too long will cause the grenade to explode in Maki's hand to cause recoil damage. The explosion that the grenade creates is a pulse that deals less damage than Snake's Hand Grenade, though it is larger and has a focus on launching foes instead.

Up Special: Electro Hammers are large hammer-like devices created by Miu Iruma at the behest of the Ultimate Supreme Leader Kokichi Oma. Much like the Electro Bombs, the Electro Hammers are designed to emit an electromagnetic pulse whenever they come in contact with an electronic, though due to the amount of electricity the hammers use up in doing so they must charge for 24 hours afterwards. In Super Smash Bros. Maki's up special move is based upon Ludger's Crushing Blow: Maki jumps into the air before slamming the Electro Hammer's mallet into the ground. The move deals electrical damage, but otherwise acts identical to Ludger's special attack.

Down Special: Monokuma Bomb is Maki's counterpart to Snake's down special move, C4. The attack acts identical to the aforementioned special move - Maki will first place a bomb down on the ground (or on a nearby fighter if close enough) and using the attack a second time will have her detonate the explosive - with the sole difference being that the explosive is designed after Monokuma's head, and is slightly larger (and thus more noticeable) but will also deal more damage once it explodes.

Final Smash: Ultimate Punishment is a technique not directly derived from the Danganronpa series, but is named after the punishments that the killers of each chapter must face after being discovered. Despite its different name, the attack is essentially identical to Snake's Final Smash, Homing Missile: Maki throws down a flare grenade before five opponents (or, if there are fewer than five opponents, then locations around other fighters) are then targeted, and homing missiles are fired at them from the foreground into the designated areas and detonating as they crash into the battlefield and creating large, and very powerful, explosions.

Alternate Costumes
Miscellaneous
Maki's entrance animation sees her begin on the stage, with her throwing off a red cloak with her back to the screen before turning slowly and taking an offensive stance.

Maki's taunt sees her hold her knife towards the screen as her hair flies up and a dark aura surrounds her. This taunt is identical to one of her sprites from Danganronpa V3: Killing Harmony.

Maki's victory theme is a remix of the opening of the "Hope Searching" theme from Danganronpa V3: Killing Harmony.

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Victory theme

Maki's three victory animations are as follows: Maki shoots a bolt from her crossbow off to her left, before she faces towards the screen and scowls; Maki slices quickly with her knife before she spins her weapon around in her fingers and puts it away; and Maki punches her fist into her open palm with a scowl, her eyes glowing slightly.

Fighter Statistics[edit | edit source]

Basic Abilities[edit | edit source]

Some playable characters have their own special quirks, often derived from abilities they may demonstrate within their series of origin. These traits may not be attack-based, instead granting them special defensive- or movement-based techniques that other fighters may be unable to use. There are five abilities that some characters may also exhibit, as well: the ability to crawl, wall jump, glide, the ability to grab opponents from afar (known as tether grab), and use either a tether grab or a special move in mid-air and latch on to a nearby ledge (known as tether recovering). It should be noted that Zoroark has full access to all of these abilities should it transform into a character capable of performing such.

wall jump crawl
JSSB Character icon - Mario.png JSSB Character icon - Luigi.png JSSB Character icon - Daisy.png JSSB Character icon - Yoshi.png JSSB Character icon - Ukiki.png JSSB Character icon - Yarn Yoshi.png JSSB Character icon - Diddy Kong.png JSSB Character icon - Dixie Kong.png JSSB Character icon - Tiny Kong.png JSSB Character icon - King K. Rool.png JSSB Character icon - Wario.png JSSB Character icon - Sheik.png JSSB Character icon - Pikachu.png JSSB Character icon - Pichu.png JSSB Character icon - Litten.png JSSB Character icon - Tom Nook.png JSSB Character icon - Samus.png JSSB Character icon - Zero Suit Samus.png JSSB Character icon - Elma.png JSSB Character icon - Duck Hunt.png JSSB Character icon - Prince of Sablé.png JSSB Character icon - Blue Bowser.png JSSB Character icon - Koopa Troopa.png JSSB Character icon - Midbus.png JSSB Character icon - Funky Kong.png JSSB Character icon - Ravio.png JSSB Character icon - Zoroark.png JSSB Character icon - Moon.png JSSB Character icon - Dark Samus.png JSSB Character icon - Tiki.png JSSB Character icon - Fighter.png JSSB Character icon - Jody.png JSSB Character icon - Wii Fit Trainer.png JSSB Character icon - Nester.png JSSB Character icon - Sonic.png JSSB Character icon - Amy.png JSSB Character icon - AiAi.png JSSB Character icon - Snake.png JSSB Character icon - Kunoichi.png JSSB Character icon - Monokuma.png JSSB Character icon - Emily.png JSSB Character icon - DJ Candy.png JSSB Character icon - Mario.png JSSB Character icon - Luigi.png JSSB Character icon - Daisy.png JSSB Character icon - Ukiki.png JSSB Character icon - Diddy Kong.png JSSB Character icon - Dixie Kong.png JSSB Character icon - Tiny Kong.png JSSB Character icon - Young Link.png JSSB Character icon - Sheik.png JSSB Character icon - Lana.png JSSB Character icon - Pikachu.png JSSB Character icon - Pichu.png JSSB Character icon - Lucario.png JSSB Character icon - Samus.png JSSB Character icon - Zero Suit Samus.png JSSB Character icon - Rick & Kine & Coo.png JSSB Character icon - Spring Man.png JSSB Character icon - Captain Falcon.png JSSB Character icon - Fox.png JSSB Character icon - Chibi-Robo.png JSSB Character icon - Elma.png JSSB Character icon - Funky Kong.png JSSB Character icon - Toon Link.png JSSB Character icon - Tetra.png JSSB Character icon - Zoroark.png JSSB Character icon - Dark Samus.png JSSB Character icon - Tiki.png JSSB Character icon - Jody.png JSSB Character icon - Fay.png JSSB Character icon - Wii Fit Trainer.png JSSB Character icon - Nester.png JSSB Character icon - Sonic.png JSSB Character icon - Bad Box Art Mega Man.png JSSB Character icon - Sakura.png JSSB Character icon - Cloud.png JSSB Character icon - Kunoichi.png JSSB Character icon - Yuanji.png JSSB Character icon - Ragna.png JSSB Character icon - Monokuma.png JSSB Character icon - Maki.png JSSB Character icon - Emily.png JSSB Character icon - Richtofen.png JSSB Character icon - Lady Sia.png
tether grab glide tether recover
JSSB Character icon - Luigi.png JSSB Character icon - Yoshi.png JSSB Character icon - Dixie Kong.png JSSB Character icon - Link.png JSSB Character icon - Young Link.png JSSB Character icon - Roserade.png JSSB Character icon - Samus.png JSSB Character icon - Zero Suit Samus.png JSSB Character icon - Spring Man.png JSSB Character icon - Ravio.png JSSB Character icon - Tropius.png JSSB Character icon - Dark Samus.png JSSB Character icon - Gooey.png JSSB Character icon - Maria.png JSSB Character icon - Arle.png JSSB Character icon - Simon.png JSSB Character icon - Pumpkin.png JSSB Character icon - Emily.png JSSB Character icon - Mario.png JSSB Character icon - Paper Mario.png JSSB Character icon - Rick & Kine & Coo.png JSSB Character icon - Pit.png JSSB Character icon - Dark Pit.png JSSB Character icon - Duck Hunt.png JSSB Character icon - Koopa Troopa.png JSSB Character icon - Tropius.png JSSB Character icon - Moon.png JSSB Character icon - Meta Knight.png JSSB Character icon - Marx.png JSSB Character icon - Morpho Knight.png JSSB Character icon - Banjo & Kazooie.png JSSB Character icon - Steve.png JSSB Character icon - Dixie Kong.png JSSB Character icon - Link.png JSSB Character icon - Young Link.png JSSB Character icon - Roserade.png JSSB Character icon - Tom Nook.png JSSB Character icon - Samus.png JSSB Character icon - Zero Suit Samus.png JSSB Character icon - Spring Man.png JSSB Character icon - Olimar.png JSSB Character icon - Chibi-Robo.png JSSB Character icon - Prince of Sablé.png JSSB Character icon - Donkey Kong Jr..png JSSB Character icon - Ravio.png JSSB Character icon - Tropius.png JSSB Character icon - Dark Samus.png JSSB Character icon - Gooey.png JSSB Character icon - Maria.png JSSB Character icon - Arle.png JSSB Character icon - Simon.png JSSB Character icon - Pumpkin.png JSSB Character icon - Emily.png

Additionally, while all characters can swim in water, some fighters take damage while doing so due to having a weakness of such element in their home titles. The amount of damage is minimal, and should only be a factor should they remain in the water until they sink. The characters that take damage while swimming are Paper Mario, Litten, Chibi-Robo, Inkling, R.O.B., Callie, Marie, and Sonic. Captain Olimar's Pikmin are also defeated immediately upon touching the water, with the sole exception being that his Blue Pikmin will swim alongside him.

Unique Traits[edit | edit source]

Luigi Luigi has less traction than other fighters, meaning he will slide for a moment after sprinting.
Peach When airborne and not in a [pseudo-]helpless state, Peach can temporarily float in the air and move left and right by holding the jump button.
Bowser Due to the horns on his head, those who attempt to Footstool Jump off Bowser will take minor damage, and will not harm Bowser in any way. Bowser also has an ability known as "Tough Guy", which makes it so Bowser won't flinch from attacks that deal light knockback when at low damage percentages.
Yoshi Yoshi's second jump is a flutter jump, which sees him jump up a much further distance than most other characters.
Yarn Yoshi Yarn Yoshi's second jump is a flutter jump, which sees him jump up a much further distance than most other characters.
Donkey Kong Donkey Kong is capable of carrying heavy items without much issue. While other fighters travel at a slow speed, Donkey Kong travels at his normal walking speed and is even capable of performing a short hop while carrying such items.
Diddy Kong Diddy Kong can cling to walls for a short period of time.
Dixie Kong By utilizing her ponytail, Dixie is capable of carrying heavy items without much issue. While other fighters travel at a slow speed, Dixie Kong travels at her normal walking speed, though unlike Donkey Kong she is unable to perform a hop while doing so.
Link When Link is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
Young Link When Young Link is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
Ganondorf Much like he does when wielding the Great Swords weapon in Hyrule Warriors, Ganondorf has a Darkness Gauge that fills up as he performs attacks that utilize his dark magic. Upon being even slightly filled, Ganondorf's down special move changes drastically, become fairly powerful once the bar has been completely filled.
Jigglypuff Jigglypuff can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Lucario Lucario's aura strengthens as it takes damage, increasing the amount of damage and knockback Lucario deals.
Litten Fire-based projectile attacks deal less damage to Litten than they would to other fighters.
Kirby Kirby can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
King Dedede King Dedede can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Rick & Kine & Coo The Animal Friends switch between each other whenever certain attacks are performed. Additionally, Rick is the "main" character that appears on the ground, while Kine and Coo serve as the "main" character while in the water and in the air, respectively. Because of this, Coo can jump five times in a row, while Kine has a faster swim speed than all other playable characters. Lastly, certain special attacks act slightly differently when used in the air or when on the ground, as they are performed by Rick and Coo.
Reporter The Reporter bobs her head in time to a specific rhythm. If attacks are timed to this rhythm, they will deal substantially more damage and knockback than they otherwise would. If attacks are continuously timed accordingly, with no missteps, their power will further increase.
Spring Man Depending on his distance from a foe, Spring Man may grab a far-away foe with his spring ARMS or a close foe with his normal arms, which both have a different throw and pummel attack.
Pit Pit can jump four times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Dark Pit Dark Pit can jump four times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Little Mac While dashing, Little Mac will dodge weaker incoming projectiles with a sidestep. Little Mac also has a bar that fills up as he deals and takes damage. Once filled, this "Power Meter" changes his neutral special move - Straight Lunge - into the powerful Star Uppercut which, though it has little range (Little Mac must be directly beside another fighter to hit them), the move deals enough damage and knockback to KO any foe above 35% (those with lower weights, such as Kirby, can be KO'd at lower percentages). The Star Uppercut can not be blocked nor countered.
Olimar Every different colour of Pikmin has its own unique attributes, which means players should be strategical in how each colour is used. Red Pikmin are immune to fire attacks and deal fire-based damage, and they deal more damage than other types of Pikmin do when they initially latch onto a foe. Yellow Pikmin fly in an arc and have slightly less health than Red Pikmin, but deal and are immune to electrical damage. Blue Pikmin have higher health than Red Pikmin, are the only colour that are capable of swimming (all others will simply perish once they hit the water's surface), and are also immune to water-based attacks and take less damage from ice-based ones. Purple Pikmin are the slowest and heaviest, but have the most amount of health and, while they do not latch on to foes to damage them, they do perform a tackle when in the air in order to knock them back. White Pikmin are the most agile and have the least amount of health, but they can be thrown the furthest and deal three times the amount of damage as a normal Pikmin would when it latches on to a foe.
Inkling Many of the Inkling's attacks make use of ink, which they have a limited supply of. A small gauge appears next to the Inkling's damage percentage to denote how much ink remains in their tank, and this will be automatically refilled completely by being KO'd. The Inkling can also slowly refill their ink tank by crouching, which sees them transform into their squid form and hide in a puddle of ink that makes them difficult to see and hit. Attacks that use up ink will visibly cover the Inkling's foes, and the amount that they are covered increases the amount of damage and knockback that the Inkling deals to them. As all of Inkling's alternate costumes give them different ink colours, the ink's bonus effects only apply to the Inkling that covered that fighter. The ink will fade over time, when a fighter enters water that they can swim in, when KO'd, or when another Inkling sprays them with ink.
Tethu Should Tethu tumble off of a ledge and into water, Esna will allow him to run atop the water for a few steps, allowing him to perform an attack or bounce off the water instead of going into his swimming animation.
Ice Climbers The two Ice Climbers work together as one unit, even though the player only controls Popo. The CPU-controlled Nana will follow the player's movements and attacks, increasing her difficulty as Popo takes damage. While the damage percentage on the UI only displays the damage that Popo takes, Nana has her own, unseen, damage percentage that also affects the knockback she takes. Additionally, Nana can be KO'd but the player will only lose a stock or point should Popo be KO'd; both will disappear should Popo be KO'd first. Finally, due to the boots they wear, both Popo and Nana have higher traction than other fighters and will not slide around on icy platforms.
Mii Knight Due to the nature of the Mii being almost fully customizable, it does not have a special trait that affects it in the battle. Instead, the size and weight of a Mii determine most of its stats, with its height, weight, running speed, and strength being directly connected to these variables. As such, two Miis can face each other but have very different statistical attributes.
Mii Musician Due to the nature of the Mii being almost fully customizable, it does not have a special trait that affects it in the battle. Instead, the size and weight of a Mii determine most of its stats, with its height, weight, running speed, and strength being directly connected to these variables. As such, two Miis can face each other but have very different statistical attributes.
Bowser Jr. Bowser Jr. takes less damage depending on whether he or the Junior Clown Car are hit. Attacks that hit the Junior Clown Car deal 0.88x their normal amount of damage, while those that hit Bowser Jr. directly deal 1.15x their normal amount.
Blue Bowser Due to the horns on his head, those who attempt to Footstool Jump off Blue Bowser will take minor damage, and will not harm Blue Bowser in any way.
Dry Bowser Due to the horns on his head, those who attempt to Footstool Jump off Bowser will take minor damage, and will not harm Bowser in any way.
Koopa Troopa Koopa Troopa takes different amounts of damage and knockback depending on whether he is attacked from the front or from behind. From behind, due to his shell, Koopa takes slightly less damage but more knockback, whereas the opposite is true should he be hit from the front.
Dr. Luigi Dr. Luigi has less traction than other fighters, meaning he will slide for a moment after sprinting.
Midbus Midbus has an ability known as "Tough Guy", which makes it so he won't flinch from attacks that deal light knockback when at low damage percentages.
Donkey Kong Jr. Donkey Kong Jr. is capable of carrying heavy items without much issue. While other fighters travel at a slow speed, Donkey Kong Jr. travels at his normal walking speed, though unlike Donkey Kong he is unable to perform a hop while doing so.
Timber Timber drives a kart in battle, and dashing into a foe will deal a very minimal amount of damage to them because of this.
Ashley Ashley fights alongside her little imp servant Red as a tag-team, though Ashley uses him more like a weapon than an actual partner. Ashley's moveset revolves around utilizing Red's powers, and as such she would be at a large disadvantage should he be KO'd. Once KO'd, Red will respawn after a short amount of time has passed.
Toon Link When Toon Link is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
Deoxys The player can change Deoxys' Forme in the order of Normal → Speed → Attack → Defense. These Formes change Deoxys' weight, movement speed, jump height, attack power, side special move, and defensive capabilities.
Zoroark Upon initially spawning onto the stage, either at the beginning of a match or after being KO'd, Zoroark's Illusion ability will activate and it will take the appearance of another fighter on the stage. A disguised Zoroark has a slightly subdued colour scheme, and when sprinting a light purple trail follows behind Zoroark, in order to differentiate the two fighters. After sustaining enough damage or being hit by an attack that deals a substantial amount of knockback, Zoroark will transform into its normal appearance.
Meta Knight Meta Knight can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Morpho Knight Morpho Knight can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Marth The tip of Marth's sword deals more damage and knockback than the rest of the blade does.
Tsubasa Caeda will power up some of Tsubasa's attacks, though will be defeated when Tsubasa takes enough damage and a short period of time must pass before she will be re-summoned. Caeda's presence strengthens most of Tsubasa's smash attacks and changes the properties of her special attacks as well.
Callie Instead of crouching like other characters would, holding down on the control stick sees Callie transform into her squid form and hide in a puddle of ink, making her almost fully invulnerable to attacks that do not hit her from straight above.
Marie Instead of crouching like other characters would, holding down on the control stick sees Marie transform into her squid form and hide in a puddle of ink, making her almost fully invulnerable to attacks that do not hit her from straight above.
Shulk Via the use of his neutral special move, Monado Arts, Shulk is capable of temporarily altering his stats, often in dramatic ways. He has five Arts that focus on certain aspects of his character: Jump, Speed, Shield, Attack, and Smash.
Wii Fit Trainer Using her down special move, Deep Breathing, the Wii Fit Trainer can temporarily increase all of her stats and heal for a very small amount of damage (roughly 2%) should she perform it successfully.
Ness Ness uses his PSI powers to propel him upwards a fair distance for his second jump.
Urban Champion The Urban Champion has a stamina bar that depletes as he takes damage and performs attacks consecutively and filling as he moves around or dodges. When full, the Urban Champion's movement speed, and damage and knockback output is heavily increased, and all of these are decreased as this gauge empties. When completely empty, the Urban Champion's shield becomes stronger, but his attacks are much weaker than normal.
Mike The Super Scope that Mike wields throughout his standard and smash attacks is treated as a sort of item, meaning players can knock it out of him by dealing enough damage or knockback to him in a single blow; though other fighters are unable to pick up this Super Scope. If he loses the Super Scope he holds normally, Mike will have an entirely-different set of standard, aerial, and smash attacks; he will eventually pull another one out after a certain amount of time has passed. The Super Scope Mike uses for his special attacks is treated differently, as he will only pull this Super Scope out for these attacks.
AiAi Using his down special move, AiAi can alter his movement capabilities and damage output by trapping himself within his Monkey Ball. When outside he is more agile with balanced air and ground games, but when trapped in the Monkey Ball he becomes much stronger when grounded yet increasingly useless when airborne.
Joker Joker's dodge has him appear as a black dot that rushes around quickly; because of this, he has the fastest dodge animation in the game. If beneath a semi-soft platform, he can also teleport up onto it by pressing up on the control stick while shielding.
Ludger Ludger's ability to switch weapons essentially makes him three characters in one, as all of his three weapons have completely different movesets and affect his movement speed and weight.
Heihachi All of Heihachi's special attacks have very precise sweetspots that add additional effects to how the attack would behave otherwise.
Ryu Much like how special attacks are performed within the Street Fighter series, the player can also perform stronger versions of Ryu's normal special attacks via a series of directional inputs followed by either the standard or special attack button.
Sakura Much like how special attacks are performed within the Street Fighter series, the player can also perform stronger versions of Sakura's normal special attacks via a series of directional inputs followed by either the standard or special attack button.
Snake Snake utilizes the Stun Knife from Metal Gear Solid 4 in many of his standard attacks, which has a precise sweetspot that can paralyze foes in place for a moment.
Cloud Cloud has a special gauge known has a Limit Gauge, that charges up as he deals and receives damage. When fully charged, Cloud will begin to glow, and power up the next special attack he performs in addition to increasing his move speed. Once one special move is performed, the gauge will reset. The player can see the current state of the Limit Gauge, as well as forcibly charge it, via Cloud's normal down special move, which changes once it is full.
Yukimura Yukimura has a Hyper Gauge that appears above his damage percentage, which fills up as he dishes out damage. Once filled completely, his neutral special move activates Hyper Mode, which causes all of his attacks to increase in power, his general speed to increase slightly, and for fire to appear in some of his smash and aerial attacks that would not usually include this. After Hyper Mode has been activated, the gauge will drain slowly, and Hyper Mode will end once it has been completely emptied. Additionally, due to the combo-attack-oriented battle system of the Samurai Warriors series, none of Yukimura's special attacks cause him to enter a fully-helpless state; only a pseudo-helpless one.
Kunoichi Kunoichi's moveset is based around the Hyper Attack mechanic introduced in Samurai Warriors 4. Her side special move is a basic dash, though her special and standard attacks all change when performed in conjunction with this technique. Kunoichi also has the capability of jumping three times, though both her double and triple jumps do not allow her to travel as high as her first one does.
Ragna Some of Ragna's special moves heal him slightly should they be successfully performed on a foe.
Akiho Akiho fights alongside the Tanegashimachine developed by her sister and the Robot Research Club she presided over. The Tanegashimachine can be defeated by itself, but a point will only be gained should Akiho herself be KO'd, as the Tanegashimachine will respawn after a period of time.
Monokuma Monokuma has a "Despair Gauge", fashioned after the Focus Gauge of Danganronpa V3: Killing Harmony, that increases as he takes damage and decreases slowly whenever he doesn't. When full Monokuma will become powered up, increasing the amount of damage he deals, the amount of knockback foes take, and his movement speed; the gauge will not begin to empty once it is filled, though it will only remain full for a short amount of time.
Shantae Via her down special move, Shantae has the ability to transform into her monkey, bat, spider, and elephant forms, each of which have their own standard attack and different stats. Her monkey form is small and very agile, but her attack is weak; her bat form allows her to hover over the ground and "fly" (jump) up to six times; her spider form allows her to scuttle up vertical surfaces for a very short duration of time; and her elephant form is incredibly heavy but slow and has only a single, and very weak, jump.

Stages[edit | edit source]

Stage Spread by Series
Super Mario 12
Donkey Kong 6
The Legend of Zelda 6
Pokémon 6
Kirby 5
Yoshi 5
Wario 4
Animal Crossing 2
Banjo-Kazooie 2
Call of Duty 2
EarthBound 2
Fire Emblem 2
Ice Climber 2
Kid Icarus 2
Metroid 2
Rhythm Heaven 2
Shantae 2
Star Fox 2
Ace Attorney 1
Adventure Island 1
ARMS 1
BlazBlue 1
Corpse Party 1
Danganronpa 1
Dishonored 1
Drill Dozer 1
Duck Hunt 1
Dynasty Warriors 1
Electroplankton 1
Eternal Darkness 1
FINAL FANTASY 1
Find Mii 1
Game & Watch 1
Lady Sia 1
The Legendary Starfy 1
Mega Man 1
The Mysterious Murasame Castle 1
PAC-MAN 1
Persona 1
Pikmin 1
Punch-Out!! 1
Rabbids 1
Samurai Warriors 1
Science Adventure 1
Sonic the Hedgehog 1
Splatoon 1
Steel Diver 1
Street Fighter 1
Super Monkey Ball 1
Tomodachi Life 1
Ultimate Chicken Horse 1
Xenoblade Chronicles 1
Wii Sports 1

Jake's Super Smash Bros. includes a number of different stages based on a large pool of Nintendo IPs, as well as select third party series; all third party series with a playable character representative have at least one stage, but other third party series are represented solely with a stage and no playable character counterpart. Unlike traditional fighting games, which tend to feature flat stages, Super Smash Bros. instead opts for a stage designs that border of levels from a platforming title, with a number of different platforms and obstacles being present on stages. Obstacles can be toggled on and off through the settings. Stages are based off various locales from a number of different titles, and consist primarily of two types of platforms: solid platforms, and soft platforms; while the former is self-explanatory, the latter allows fighters to drop-down come-up through the platform. Other types of platforms exist as well. Like in Super Smash Bros. Ultimate, all stages support up to eight players at one time.

The Stage Morph mechanic from Super Smash Bros. Ultimate returns in Jake's Super Smash Bros. When this option is turned on, the stage will shift between two selected (or random, should that option be chosen instead) stages during the battle. Depending on the option, the stages can morph every 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes, or at completely random intervals.

All stages can have their hazards toggled on and off. When disabled, bosses or enemies will not appear on stages and parts of stages that may deal damage on contact do not. Additionally, stages that scroll or travel will instead remain stationary at the point they begin at normally. The Ω (Omega) and Battlefield Forms present in Super Smash Bros. Ultimate do not make a return.

Twenty-three of the stages return from previous Smash Bros. titles, though some have been renamed or altered in aesthetics.

<tabview> Jake's Super Smash Bros./Stages/Default Stages|Default Stages Jake's Super Smash Bros./Stages/Unlockable Stages|Unlockable Stages </tabview>

Stage Bosses[edit | edit source]

Some playable stages include bosses as stage hazards. Unlike normal stage hazards, stage bosses can actually be defeated and will cease appearing once they are. Additionally these bosses act as more dangerous hazards, having a multitude of different attacks, and often grant a point to the fighter that dealt the last hit in timed matches.

Brutus
Brutus is an enemy in the Zombies mode of Call of Duty: Black Ops II and Call of Duty: Black Ops 4, appearing on the maps Mob of the Dead and Blood of the Dead. Brutus is a prison guard employed at Alcatraz, and appears to be the leader of the zombies that invade the prison. As a stage boss, Brutus mainly affects the battle indirectly through his presence in the background of the Alcatraz stage - by yelling and stomping his feet, he can summon geysers of lava or cause the screen to shake, and he can also shoot currents of electricity horizontally through the stage. Brutus himself is perhaps the weakest of the stage bosses, as he only has a single attack that, while strong in both dealing damage and launching his foes, lacks significant range: hitting fighters with his truncheon. He grants the fighter who actually defeats him a point in timed matches, much like the other stage bosses in Super Smash Bros. Brutus is notably one of the only two stage bosses to actually speak, saying phrases like "I will be reborn!" and "I will be back!" when he disappears from the stage if not KO'd.
JSSB Call of Duty symbol.png
Dark Emperor
The Dark Emperor is the main antagonist of Find Mii II, who appears on the stage based upon the Find Mii series. The Dark Emperor is a being of darkness who intends to swallow the world's light, thus plunging the world into one of everlasting shadows, which he will rule over. As the stage boss of Find Mii, the Dark Emperor throws his large size around with powerful thrashing, and will dash across the stage and into the background after remaining on the stage for a short period of time. Though he only has two attacks, he can also damage foes as he enters into the stage's boundaries with a spin and can push away nearby fighters when he roars. Like most stage bosses, the Dark Emperor will grant the one who defeated him a point.
SSB Find Mii Series.png
Giga Mermaid
The Giga Mermaid boss from Shantae: Half-Genie Hero appears as the sole stage hazard for the Mermaid Falls stage. The Giga Mermaid attacks foes by releasing up to six orbs of electricity that home in on fighters. Because of her unique situation, Giga Mermaid can not be directly attacked and instead defeated by destroying the locks that keep her chained up; because of this different method of defeat, she does not grant a point to the fighter that defeated (freed) her in timed matches.
ACL Shantae SSB icon.png
Metal Face
Metal Face is one of the major antagonists of the first half of Xenoblade Chronicles, and the reason why Shulk begins his journey: Metal Face led an army of Mechon on a raid against the Homs of Colony 9, killing Shulk's childhood friend, Fiora, in the process. Metal Face makes a prominent appearance on the Gaur Plain stage as one of the few stage bosses who has the power to directly influence the stage's layout. While Metal Face's primary means of offence are simple, yet very powerful, claw swipes, he also has the power to collapse the overhang of one side of the stage, which will fall and temporarily destroy all of the platforms beneath it. While Metal Face grants the one who defeats him a point in timed matches, he will also explode once he runs out of health, which will blast away any fighter nearby. Metal Face is one of the few stage bosses to actually speak words to taunt those who oppose him, with a myriad of quotes that he will shout upon appearing, attacking, being damaged, leaving if not KO'd, and being KO'd.
Xenoblade SSB symbol alt.png
Petey Piranha
Petey Piranha is a recurring boss from the Super Mario series, who first appeared in Super Mario Sunshine. Appearing on the Bianco Hills stage, Petey performs several of his prominent abilities when he appears. In addition to showing off his (rather strange) ability to fly by flapping his arms, Petey primarily attempts to damage fighters by spewing goop at them. The giant Piranha Plant is also capable of manipulating the stage's layout by snapping the rope in the centre of the stage or by caving in one of the towers' top tiers with a giant globule of goop.
SSB Mario Series.png
Ridley
Ridley is a large purple dragon-like being and the archnemesis of Samus Aran. One of the most recurring characters in the Metroid series, Ridley serves as the leader of the Space Pirates, and contrary to his design, is a being of remarkably high intellect. Ridley serves as the stage boss of Pyrosphere, damaging foes with a number of attacks. Some of Ridley's more-recurring attacks, such as dragging his tail across the ground and attacking with his claws, are used by him when he appears, though there are a large number of other attacks he may perform such as hanging off the side of the stage and spewing fireballs at foes, or crashing down into the centre of the stage. When at low health, Ridley will power himself up by absorbing the liquids in the vats present beneath the stage, increasing his speed and strength significantly. Like most other stage bosses, Ridley will grant the fighter who defeats him a point in timed matches, though he may also ally himself with another fighter should they attack him enough without defeating him.
JSSB Metroid symbol.png
Ultra Necrozma
Ultra Necrozma is a forme of Necrozma introduced in Pokémon Ultra Sun and Moon who appears on the Ultra Megalopolis stage. Utilizing the light of either Solgaleo or Lunala, Necrozma can harness the power of an Ultranecrozium Z to transform into this powerful forme. Ultra Necrozma has a number of fairly powerful attacks, though its large size makes it easy to hit. Ultra Necrozma's attacks include Photon Geyser (creating large pillars of light that rise up from the ground), Psycho Cut (firing large purple crescent-shaped projectiles that cut through the entire stage horizontally), Prismatic Laser (firing a concentrated white beam aimed at a random fighter), or, when at low health, Light That Burns The Sky (creating a large orb at the top of the screen that damages foes that touches it and also fires a laser down the centre of the stage). Ultra Necrozma grants the fighter that dealt the last hit a point, like most other stage bosses.
SSB Pokémon Series.png

My Music[edit | edit source]

See also: Jake's Super Smash Bros./Music

The My Music system introduced in Super Smash Bros. Brawl returns in Jake's Super Smash Bros. with the same function. This "My Music" feature allows the player to set the frequency that each song in the game is capable of playing on a stage during a match. While, like in previous games, some songs must be unlocked via the collection of CDs and all songs are only capable of playing on a single, pre-determined, stage, players are capable of being more specific with each frequencies and also allow songs to be disabled out-right; in previous titles, setting a song to a 0% likelihood still makes it possible to play during a match, albeit it is very unlikely for it to.

Each stage in the game has a total of 10 music tracks, with four of the songs needing to be unlocked through the collection of CD's. In addition, the menu music can also be changed through this feature; while the menu has its own set of specific music tracks, the player can also import songs that can play on stages into the Menu's My Music selection. Below is a list of the different songs that can exclusively be found in the Menu's My Music selection.

Main Menu Music Selection[edit | edit source]

Character Select
Super Smash Bros.
Original Version
 
Lifelight
Super Smash Bros. Ultimate
Original Version
 
Lifelight (JP)
Super Smash Bros. Ultimate
Original Version
 
Main Theme
Super Smash Bros. Brawl
Original Version
 
Main Theme (E3 2018 Ver.)
Super Smash Bros. Ultimate
Original Version
 
Menu
Super Smash Bros. Brawl
Original Version
 
Menu
Super Smash Bros. for Nintendo 3DS / Wii U
Original Version
 
Menu
Super Smash Bros. Ultimate
Original Version
 
Menu 1
Super Smash Bros. Melee
Original Version
 
Menu 2
Super Smash Bros. Melee
Original Version
 
Great Fairy Fountain
The Legend of Zelda: Ocarina of Time
Original Version
Super Smash Bros. 4 prize sprite-CD.pngThis song must be unlocked.
Main Menu
Kirby Air Ride
Original Version
Super Smash Bros. 4 prize sprite-CD.pngThis song must be unlocked.
Main Menu
Mario Superstar Baseball
Original Version
Super Smash Bros. 4 prize sprite-CD.pngThis song must be unlocked.
Main Menu
Star Fox Assault
Original Version
Super Smash Bros. 4 prize sprite-CD.pngThis song must be unlocked.
Main Menu
Super Mario Strikers
Original Version
Super Smash Bros. 4 prize sprite-CD.pngThis song must be unlocked.
Multiplayer Menu
Kid Icarus Uprising
Original Version
Super Smash Bros. 4 prize sprite-CD.pngThis song must be unlocked.

Smash Taunts[edit | edit source]

By holding down the taunt button for an extended period of time, certain fighters can initiate conversations with other characters from their series of origin on specific stages. These conversations are known as "Smash Taunts", and do not actually affect the battle in any way, making them purely fanservice. Most Smash Taunts will change depending on what fighter(s) the player is fighting against, often having the characters reference the movesets of the player's opponents. The following characters can perform Smash Taunts, once per match unless stated otherwise:

Pit On Reset Bomb Forest, Pit can converse with a number of different characters from Kid Icarus: Uprising, primarily Viridi and Palutena, to get advice from them on how to fight the other characters in the game. This is known as Palutena's Guidance.
Akiho On The Grand Obelisk, Akiho can use her PokeCom to communicate with the other members of the Robot Research Club, primarily Kaito and Frau, to get advice from them on how to fight the other characters in the game. This is known as IRUO. Connection.

Game Modes[edit | edit source]

Story Mode[edit | edit source]

Crown of Orchid is the story mode of Jake's Super Smash Bros., and features the playable cast of the game teaming up to defeat a group of villains. Set within its own fictional world made up of aspects of all of the game's represented series, this story focuses on the villains attempting to retrieve the titular Crown of Orchid which is said to be the sole connection to the forbidden realm of Subspace sealed away long ago.

Arcade Mode[edit | edit source]

Main article: Jake's Super Smash Bros./Arcade Mode

Arcade Mode is a new mode that is essentially a replacement of sorts for the Classic Mode that appears in all previous entries of the Super Smash Bros. series. Much like in Super Smash Bros. Ultimate every character has their own pre-set Arcade Mode "campaign" consisting of twelve levels tailored based on the their home series or role within such. Much like the Classic Modes from entries prior to Super Smash Bros. Ultimate, the player faces Master Hand in the final stage; Crazy Hand will join the battle starting from intermediate difficulty (7.2 on the numerical scale), while both will be replaced by the Orchid Palms starting at intense difficulty (9.5).

Jake's Super Smash Bros. features two Bonus Stages, which are the only stages in each character's campaign that is not designed specifically for them. These Bonus Stages both make use of the map designed for the Smash Run mode: Race to the Finish and Break the Targets. Both modes see the player having to fight against the basic enemies from the Smash Run mode while completing certain objectives, namely trying to locate an exit (Race to the Finish) and destroying the 10 targets hidden around the stage (Break the Targets). While these Bonus Stages are not specifically tailored to each fighter, they do feature some instances of randomization, such as the location where the player begins, and the location(s) of their objectives. This Bonus Stage always takes up the sixth stage in a character's campaign.

Like in Super Smash Bros. Ultimate, players decide difficulty by sliding a numerical bar. At the beginning of a game, players can select up to 5.0, and the difficulty will increase as battles are complete by a certain amount dependant on how the player performs. Unlike in Super Smash Bros. Ultimate, players can also pay in-game gold to play a "harder" version of the mode, which begins the game at 7.2 and increases a significant amount more than it normally would.

All-Star Gauntlet[edit | edit source]

All-Star Gauntlet is a game mode where one or two players can team-up and fight all of the game's playable characters in a challenging gauntlet of battles. Characters are fought in groups of five. After a certain amount of characters are KO'd, the player will be given a limited amount of healing items (which do not replenish each time they appear) or they could continue with the gauntlet by entering a teleporter. The stages on which the gauntlet are played on are random, changing after each of the "checkpoints"; the stages' hazards are enabled on Normal difficulty or higher, though due to there being more than four characters on the screen at once no bosses will appear on stages. All players also only get one stock, though both need to be KO'd before the game is "lost".

The mode is available by default, though unlockable characters will only be added to the line-up once they have been unlocked. Once all playable characters have been unlocked, the player will unlock a character's Memory should they beat all characters and complete the mode.

Fighting order[edit | edit source]

The order in which fighters are fought is not wholly randomized, though there are four possibilities. Fighters may be fought in order of their debut appearance (either newest-first or oldest-first), grouped by the series they represent in order of the series' first release, or in order by their designated number; which of these orders is used is randomized. In the first two cases, should multiple fighters have made their debut in a single game, they will be fought in a randomized order. As with other modes, the Mii characters are excluded from this mode.

Oddly, though they share the same symbol and are always-otherwise described as representatives of the "Mario" series, when the player fights the roster in series order, Paper Mario, King Boo, and Midbus are separated from the rest of the Mario fighters and are fought in-line with where the first instalments of the Dr. Mario, Paper Mario, Luigi's Mansion, and Mario & Luigi series would be.

By year (oldest first)
People House
October 1968
Maria
Ball
Game & Watch · April 1980
Mr. Game & Watch
PAC-MAN
Arcade · May 1980
PAC-MAN
Donkey Kong
Arcade · July 1981
Mario Donkey Kong
Donkey Kong Jr.
Arcade · August 1982
Donkey Kong Jr.
Mario Bros.
Arcade · July 1983
Luigi
Punch-Out!!
Arcade · December 1983
Bald Bull
Duck Hunt
NES · April 1984
Duck Hunt
Urban Champion
NES · November 1984
Urban Champion
Ice Climber
NES · January 1985
Ice Climbers
Stack-Up
NES · July 1985
R.O.B.
Super Mario Bros.
NES · September 1985
Peach Bowser Piranha Plant Koopa Troopa
The Legend of Zelda
Famicom Disk System · February 1986
Link Zelda Ganon
The Mysterious Murasame Castle
Famicom Disk System · April 1986
Takamaru
Super Mario Bros.: The Lost Levels
Famicom Disk Dystem · June 1986
Blue Bowser
Metroid
Famicom Disk System · August 1986
Samus
Castlevania
Famicom Disk System · September 1986
Simon
Kid Icarus
Famicom Disk System · December 1986
Pit Palutena Medusa
Street Fighter
Arcade · August 1987
Ryu
Yume Kōjō: Doki Doki Panic
Famicom Disk System · July 1987
Wart
Metal Gear
MSX · July 1987
Snake
Mike Tyson's Punch-Out!!
NES · October 1987
Little Mac Doc Louis
Mega Man
NES · December 1987
Mega Man
Super Mario Land
Game Boy · April 1989
Daisy
Famicom Mukashibanashi: Yūyūki
Famicom Disk System · October 1989
Goku
Madō Monogatari Episode II: Carbuncle
MSX · November 1989
Arle
Fire Emblem: Shadow Dragon and the Blade of Light
Famicom · April 1990
Marth Tiki
Dr. Mario
Multiplatform · July 1990
Dr. Mario
Super Mario World
SNES · November 1990
Yoshi
F-Zero
SNES · November 1990
Captain Falcon Pico
Sonic the Hedgehog
Sega Genesis · June 1991
Sonic
Kirby's Dream Land
Game Boy · April 1992
Kirby King Dedede
Kaeru no Tame ni Kane wa Naru
Game Boy · September 1992
Prince of Sablé
Super Mario Land 2: 6 Golden Coins
Game Boy · October 1992
Wario
Battle Clash
SNES · October 1992
Mike
Star Fox
SNES · February 1993
Fox Falco
Kirby's Adventure
NES · March 1993
Meta Knight
Joy Mech Fight
Famicom · May 1993
Sukapon
Sonic the Hedgehog CD
Sega CD · September 1993
Amy Metal Sonic
Wario Land: Super Mario Land 3
Game Boy · January 1994
Captain Syrup
EarthBound
SNES · August 1994
Ness
Donkey Kong Country
SNES · November 1994
Diddy Kong King K. Rool Funky Kong
Tekken
Arcade · December 1994
Heihachi
Kirby's Dream Land 2
Game Boy · March 1995
Rick & Kine & Coo Gooey
Super Mario World 2: Yoshi's Island
SNES · August 1995
Ukiki
Donkey Kong Country 2: Diddy's Kong Quest
SNES · November 1995
Dixie Kong
Pokémon Red and Green Versions
Game Boy · February 1996
Pikachu Jigglypuff Lickitung Mewtwo
Street Fighter Alpha 2
Arcade · February 1996
Sakura
Kirby Super Star
SNES · March 1996
Marx
FINAL FANTASY VII
PlayStation · January 1997
Cloud
Dynasty Warriors
PlayStation · February 1997
Lu Bu
Tekken 3
Arcade · March 1997
Mokujin
Diddy Kong Racing
Nintendo 64 · November 1997
Timber
Banjo-Kazooie
Nintendo 64 · June 1998
Banjo & Kazooie
F-Zero X
SNES · July 1998
Jody
The Legend of Zelda: Ocarina of Time
Nintendo 64 · November 1998
Young Link Sheik Ganondorf
Pokémon Gold and Silver Versions
Game Boy · November 1999
Pichu
Donkey Kong 64
Nintendo 64 · November 1999
Tiny Kong
Wario Land 3
Game Boy Color · March 2000
Rudy
Paper Mario
Nintendo 64 · August 2000
Paper Mario
Dōbutsu no Mori
Nintendo 64 · April 2001
Tom Nook Rover
Monkey Ball
Arcade · June 2001
AiAi
Luigi's Mansion
Nintendo GameCube · September 2001
King Boo
Phoenix Wright: Ace Attorney
Game Boy Advance · October 2001
Phoenix
Lady Sia
Game Boy Advance · October 2001
Lady Sia
Pikmin
Nintendo GameCube · October 2001
Olimar
Shantae
Game Boy Color · June 2002
Shantae
Eternal Darkness: Sanity's Requiem
Nintendo GameCube · June 2002
Alexandra
Super Mario Sunshine
Nintendo GameCube · July 2002
Bowser Jr.
Metroid Prime
Nintendo GameCube· November 2002
Dark Samus
Pokémon Ruby and Sapphire Versions
Game Boy Advance · November 2002
Tropius Deoxys
The Legend of Zelda: The Wind Waker
Nintendo GameCube · December 2002
Tetra
Castlevania: Lament of Innocence
PlayStation 2 · October 2003
Pumpkin
Mario Kart: Double Dash!!
Nintendo GameCube · November 2003
Toadette
Metroid: Zero Mission
Game Boy Advance · February 2004
Zero Suit Samus
Samurai Warriors
PlayStation 2 · February 2004
Yukimura Kunoichi
Fire Emblem: Path of Radiance
Nintendo GameCube · April 2005
Ike
Chibi-Robo! Plug Into Adventure!
Nintendo GameCube · June 2005
Chibi-Robo
WarioWare: Touched!
Nintendo DS · July 2005
Ashley
MOTHER 3
Game Boy Advance · April 2006
Kumatora
New Super Mario Bros.
Nintendo DS · May 2006
Dry Bowser
Pokémon Diamond and Pearl Versions
Nintendo DS · September 2006
Roserade Lucario
The Legend of Zelda: Twilight Princess
Wii · November 2006
Midna Twili Midna
Wario: Master of Disguise
Nintendo DS · January 2007
Purple Wind
Super Paper Mario
Wii · April 2007
Mimi
Apollo Justice: Ace Attorney
Nintendo DS · April 2007
Apollo
Mega Man ZX Advent
Nintendo DS · July 2007
Bad Box Art Mega Man
MySims
Nintendo Wii · September 2007
DJ Candy
ASH: Archaic Sealed Heat
Wii · October 2007
Aisya
Super Mario Galaxy
Wii · November 2007
Captain Toad
Wii Fit
Wii · December 2007
Wii Fit Trainer
Glory of Heracles
Nintendo DS · May 2008
Icarus
Call of Duty: World at War
Multiplatform · November 2008
Richtofen
BlazBlue: Calamity Trigger
Arcade · November 2008
Ragna
Mario & Luigi: Bowser's Inside Story
Nintendo DS · February 2009
Midbus
Xenoblade Chronicles
Wii · June 2010
Shulk
Pokémon Black and White Versions
Nintendo DS · September 2010
Garbodor Meloetta Zoroark
Danganronpa: Trigger Happy Havoc
PlayStation Portable · November 2010
Monokuma
Dynasty Warriors 7
Multiplatform · March 2011
Yuanji
Rhythm Heaven Fever
Wii · July 2011
Reporter
Minecraft
PC · November 2011
Steve
Kid Icarus: Uprising
Nintendo 3DS · March 2012
Dark Pit Viridi Fighter
Fire Emblem Awakening
Nintendo 3DS · April 2012
Lucina
Robotics;Notes
Multiplatform · June 2012
Akiho
Dishonored
Multiplatform · October 2012
Emily
Tales of Xillia 2
PlayStation 3 · November 2012
Ludger
Animal Crossing: New Leaf
Nintendo 3DS · November 2012
Isabelle
Pikmin 3
Wii U · July 2013
Alph
The Legend of Zelda: A Link Between Worlds
Nintendo 3DS · November 2013
Ravio
Dr. Luigi
Wii U · December 2013
Dr. Luigi
Hyrule Warriors
Wii U · August 2014
Lana
Xenoblade Chronicles X
Wii U · April 2015
Elma Lin
Splatoon
Wii U · May 2015
Inkling Callie Marie
Tokyo Mirage Sessions ♯FE
Wii U · December 2015
Tsubasa
Persona 5
Multiplatform · September 2016
Joker
Pokémon Sun and Moon
Nintendo 3DS · November 2016
Litten Magearna Moon
Danganronpa V3: Killing Harmony
Multiplatform · January 2017
Maki
The Legend of Zelda: Breath of the Wild
Multiplatform · March 2017
Purah
ARMS
Nintendo Switch · June 2017
Spring Man
Ever Oasis
Nintendo 3DS · June 2017
Tethu
Mario + Rabbids Kingdom Battle
Nintendo Switch · August 2017
Rabbid Mario
Star Fox 2
SNES Classic Edition · September 2017
Fay
Kirby Star Allies
Nintendo Switch · March 2018
Morpho Knight
By year (newest first)
Kirby Star Allies
Nintendo Switch · March 2018
Morpho Knight
Star Fox 2
SNES Classic Edition · September 2017
Fay
Mario + Rabbids Kingdom Battle
Nintendo Switch · August 2017
Rabbid Mario
Ever Oasis
Nintendo 3DS · June 2017
Tethu
ARMS
Nintendo Switch · June 2017
Spring Man
The Legend of Zelda: Breath of the Wild
Multiplatform · March 2017
Purah
Danganronpa V3: Killing Harmony
Multiplatform · January 2017
Maki
Pokémon Sun and Moon
Nintendo 3DS · November 2016
Litten Magearna Moon
Persona 5
Multiplatform · September 2016
Joker
Tokyo Mirage Sessions ♯FE
Wii U · December 2015
Tsubasa
Splatoon
Wii U · May 2015
Inkling Callie Marie
Xenoblade Chronicles X
Wii U · April 2015
Elma Lin
Hyrule Warriors
Wii U · August 2014
Lana
Dr. Luigi
Wii U · December 2013
Dr. Luigi
The Legend of Zelda: A Link Between Worlds
Nintendo 3DS · November 2013
Ravio
Pikmin 3
Wii U · July 2013
Alph
Animal Crossing: New Leaf
Nintendo 3DS · November 2012
Isabelle
Tales of Xillia 2
PlayStation 3 · November 2012
Ludger
Dishonored
Multiplatform · October 2012
Emily
Robotics;Notes
Multiplatform · June 2012
Akiho
Fire Emblem Awakening
Nintendo 3DS · April 2012
Lucina
Kid Icarus: Uprising
Nintendo 3DS · March 2012
Dark Pit Viridi Fighter
Minecraft
PC · November 2011
Steve
Rhythm Heaven Fever
Wii · July 2011
Reporter
Dynasty Warriors 7
Multiplatform · March 2011
Yuanji
Danganronpa: Trigger Happy Havoc
PlayStation Portable · November 2010
Monokuma
Pokémon Black and White Versions
Nintendo DS · September 2010
Garbodor Meloetta Zoroark
Xenoblade Chronicles
Wii · June 2010
Shulk
Mario & Luigi: Bowser's Inside Story
Nintendo DS · February 2009
Midbus
BlazBlue: Calamity Trigger
Arcade · November 2008
Ragna
Call of Duty: World at War
Multiplatform · November 2008
Richtofen
Wii Fit
Wii · December 2007
Wii Fit Trainer
Glory of Heracles
Nintendo DS · May 2008
Icarus
Super Mario Galaxy
Wii · November 2007
Captain Toad
ASH: Archaic Sealed Heat
Wii · October 2007
Aisya
MySims
Nintendo Wii · September 2007
DJ Candy
Mega Man ZX Advent
Nintendo DS · July 2007
Bad Box Art Mega Man
Apollo Justice: Ace Attorney
Nintendo DS · April 2007
Apollo
Super Paper Mario
Wii · April 2007
Mimi
Wario: Master of Disguise
Nintendo DS · January 2007
Purple Wind
The Legend of Zelda: Twilight Princess
Wii · November 2006
Midna Twili Midna
Pokémon Diamond and Pearl Versions
Nintendo DS · September 2006
Roserade Lucario
New Super Mario Bros.
Nintendo DS · May 2006
Dry Bowser
MOTHER 3
Game Boy Advance· April 2006
Kumatora
WarioWare: Touched!
Nintendo DS · July 2005
Ashley
Chibi-Robo! Plug Into Adventure!
Nintendo GameCube · June 2005
Chibi-Robo
Fire Emblem: Path of Radiance
Nintendo GameCube · April 2005
Ike
Samurai Warriors
PlayStation 2 · February 2004
Yukimura Kunoichi
Metroid: Zero Mission
Game Boy Advance · February 2004
Zero Suit Samus
Mario Kart: Double Dash!!
Nintendo GameCube · November 2003
Toadette
Castlevania: Lament of Innocence
PlayStation 2 · October 2003
Pumpkin
The Legend of Zelda: The Wind Waker
Nintendo GameCube · December 2002
Tetra
Pokémon Ruby and Sapphire Versions
Game Boy Advance · November 2002
Tropius Deoxys
Metroid Prime
Nintendo GameCube· November 2002
Dark Samus
Super Mario Sunshine
Nintendo GameCube · July 2002
Bowser Jr.
Eternal Darkness: Sanity's Requiem
Nintendo GameCube · June 2002
Alexandra
Shantae
Game Boy Color · June 2002
Shantae
Pikmin
Nintendo GameCube · October 2001
Olimar
Lady Sia
Game Boy Advance · October 2001
Lady Sia
Phoenix Wright: Ace Attorney
Game Boy Advance · October 2001
Phoenix
Luigi's Mansion
Nintendo GameCube · September 2001
King Boo
Monkey Ball
Arcade · June 2001
AiAi
Dōbutsu no Mori
Nintendo 64 · April 2001
Tom Nook Rover
Paper Mario
Nintendo 64 · August 2000
Paper Mario
Wario Land 3
Game Boy Color · March 2000
Rudy
Donkey Kong 64
Nintendo 64 · November 1999
Tiny Kong
Pokémon Gold and Silver Versions
Game Boy · November 1999
Pichu
The Legend of Zelda: Ocarina of Time
Nintendo 64 · November 1998
Young Link Sheik Ganondorf
F-Zero X
SNES · July 1998
Jody
Banjo-Kazooie
Nintendo 64 · June 1998
Banjo & Kazooie
Diddy Kong Racing
Nintendo 64 · November 1997
Timber
Tekken 3
Arcade · March 1997
Mokujin
Dynasty Warriors
PlayStation · February 1997
Lu Bu
FINAL FANTASY VII
PlayStation · January 1997
Cloud
Kirby Super Star
SNES · March 1996
Marx
Street Fighter Alpha 2
Arcade · February 1996
Sakura
Pokémon Red and Green Versions
Game Boy · February 1996
Pikachu Jigglypuff Lickitung Mewtwo
Donkey Kong Country 2: Diddy's Kong Quest
SNES · November 1995
Dixie Kong
Super Mario World 2: Yoshi's Island
SNES · August 1995
Ukiki
Kirby's Dream Land 2
Game Boy · March 1995
Rick & Kine & Coo Gooey
Tekken
Arcade · December 1994
Heihachi
Donkey Kong Country
SNES · November 1994
Diddy Kong King K. Rool Funky Kong
EarthBound
SNES · August 1994
Ness
Wario Land: Super Mario Land 3
Game Boy · January 1994
Captain Syrup
Sonic the Hedgehog CD
Sega CD · September 1993
Amy Metal Sonic
Joy Mech Fight
Famicom · May 1993
Sukapon
Kirby's Adventure
NES · March 1993
Meta Knight
Star Fox
SNES · February 1993
Fox Falco
Battle Clash
SNES · October 1992
Mike
Super Mario Land 2: 6 Golden Coins
Game Boy · October 1992
Wario
Kaeru no Tame ni Kane wa Naru
Game Boy · September 1992
Prince of Sablé
Kirby's Dream Land
Game Boy · April 1992
Kirby King Dedede
Sonic the Hedgehog
Sega Genesis · June 1991
Sonic
F-Zero
SNES · November 1990
Captain Falcon Pico
Super Mario World
SNES · November 1990
Yoshi
Dr. Mario
Multiplatform · July 1990
Dr. Mario
Fire Emblem: Shadow Dragon and the Blade of Light
Famicom · April 1990
Marth Tiki
Madō Monogatari Episode II: Carbuncle
MSX · November 1989
Arle
Famicom Mukashibanashi: Yūyūki
Famicom Disk System · October 1989
Goku
Super Mario Land
Game Boy · April 1989
Daisy
Mega Man
NES · December 1987
Mega Man
Mike Tyson's Punch-Out!!
NES · October 1987
Little Mac Doc Louis
Metal Gear
MSX · July 1987
Snake
Yume Kōjō: Doki Doki Panic
Famicom Disk System · July 1987
Wart
Street Fighter
Arcade · August 1987
Ryu
Kid Icarus
Famicom Disk System · December 1986
Pit Palutena Medusa
Castlevania
Famicom Disk System · September 1986
Simon
Metroid
Famicom Disk System · August 1986
Samus
Super Mario Bros.: The Lost Levels
Famicom Disk Dystem · June 1986
Blue Bowser
The Mysterious Murasame Castle
Famicom Disk System · April 1986
Takamaru
The Legend of Zelda
Famicom Disk System · February 1986
Link Zelda Ganon
Super Mario Bros.
NES · September 1985
Peach Bowser Piranha Plant Koopa Troopa
Stack-Up
NES · July 1985
R.O.B.
Ice Climber
NES · January 1985
Ice Climbers
Urban Champion
NES · November 1984
Urban Champion
Duck Hunt
NES · April 1984
Duck Hunt
Punch-Out!!
Arcade · December 1983
Bald Bull
Mario Bros.
Arcade · July 1983
Luigi
Donkey Kong Jr.
Arcade · August 1982
Donkey Kong Jr.
Donkey Kong
Arcade · July 1981
Mario Donkey Kong
PAC-MAN
Arcade · May 1980
PAC-MAN
Ball
Game & Watch · April 1980
Mr. Game & Watch
People House
October 1968
Maria
By series
Maria
Mr. Game & Watch
PAC-MAN
Donkey Kong Diddy Kong Dixie Kong Tiny Kong King K. Rool Funky Kong Donkey Kong Jr. Timber
Mario Luigi Peach Daisy Captain Toad Toadette Bowser Piranha Plant Wart Bowser Jr. Blue Bowser Dry Bowser Koopa Troopa
Little Mac Doc Louis Bald Bull
Duck Hunt
Urban Champion
Ice Climbers
R.O.B.
Link Zelda Young Link Sheik Ganondorf Purah Lana Midna Twili Midna Tetra Ravio Ganon
Takamaru
Samus Zero Suit Samus Dark Samus
JSSB character logo - Castlevania.png
Simon Pumpkin
Pit Palutena Dark Pit Viridi Fighter Medusa
Icarus
Ryu Sakura
Snake
Joker
Mega Man Bad Box Art Mega Man
Cloud
Ness Kumatora
Goku
Ike Lucina Marth Tiki
Dr. Mario Dr. Luigi
Yoshi Ukiki
Captain Falcon Pico Jody
Sonic Amy Metal Sonic
Arle
Kirby King Dedede Rick & Kine & Coo Meta Knight Morpho Knight Gooey Marx
Prince of Sablé
Wario Captain Syrup Ashley Rudy Purple Wind
Mike
Fox Falco Fay
Sukapon
Heihachi Mokujin
Ludger
Pikachu Jigglypuff Pichu Roserade Lucario Garbodor Meloetta Litten Magearna Lickitung Mewtwo Tropius Deoxys Zoroark Moon
Lu Bu Yuanji
Banjo & Kazooie
Paper Mario Mimi
Tom Nook Rover Isabelle
AiAi
King Boo
Phoenix Apollo
Lady Sia
Olimar Alph
Shantae
Alexandra
Richtofen
Midbus
Yukimura Kunoichi
Chibi-Robo
Rabbid Mario
Akiho
Reporter
DJ Candy
Aisya
Wii Fit Trainer
Ragna
Elma Lin Shulk
JSSB character logo - Danganronpa.png
Monokuma Maki
Steve
Emily
Inkling Callie Marie
Tsubasa
Spring Man
Tethu
By number
JSSB Character icon - Mario.png #001 JSSB Character icon - Link.png #002 JSSB Character icon - Urban Champion.png #003 JSSB Character icon - Pikachu.png #004 JSSB Character icon - Samus.png #005
JSSB Character icon - Dark Samus.png #005JSSB Echo Fighter symbol.png JSSB Character icon - Kirby.png #006 JSSB Character icon - Young Link.png #007 JSSB Character icon - Joker.png #008 JSSB Character icon - Donkey Kong.png #009
JSSB Character icon - Luigi.png #010 JSSB Character icon - Lucina.png #011 JSSB Character icon - Spring Man.png #012 JSSB Character icon - Sonic.png #013 JSSB Character icon - Metal Sonic.png #013JSSB Echo Fighter symbol.png
JSSB Character icon - Litten.png #014 JSSB Character icon - Pit.png #015 JSSB Character icon - Yoshi.png #016 JSSB Character icon - Alexandra.png #017 JSSB Character icon - Ness.png #018
JSSB Character icon - Little Mac.png #019 JSSB Character icon - Bald Bull.png #019JSSB Echo Fighter symbol.png JSSB Character icon - Tethu.png #020 JSSB Character icon - Peach.png #021 JSSB Character icon - Phoenix.png #022
JSSB Character icon - Apollo.png #022JSSB Echo Fighter symbol.png JSSB Character icon - Zelda.png #023 JSSB Character icon - Twili Midna.png #023JSSB Echo Fighter symbol.png JSSB Character icon - Bowser.png #024 JSSB Character icon - Midbus.png #024JSSB Echo Fighter symbol.png
JSSB Character icon - Blue Bowser.png #025 JSSB Character icon - Dry Bowser.png #025JSSB Echo Fighter symbol.png JSSB Character icon - Wario.png #026 JSSB Character icon - Mii Knight.png #027 JSSB Character icon - Jigglypuff.png #028
JSSB Character icon - Isabelle.png #029 JSSB Character icon - Yukimura.png #030 JSSB Character icon - Mega Man.png #031 JSSB Character icon - Bad Box Art Mega Man.png #031JSSB Echo Fighter symbol.png JSSB Character icon - King K. Rool.png #032
JSSB Character icon - Rabbid Mario.png #033 JSSB Character icon - Moon.png #034 JSSB Character icon - Duck Hunt.png #035 JSSB Character icon - Ukiki.png #036 JSSB Character icon - Yuanji.png #037
JSSB Character icon - Doc Louis.png #038 JSSB Character icon - PAC-MAN.png #039 JSSB Character icon - Ike.png #040 JSSB Character icon - Callie.png #041 JSSB Character icon - Marie.png #042
JSSB Character icon - Emily.png #043 JSSB Character icon - Ragna.png #044 JSSB Character icon - Deoxys.png #045 JSSB Character icon - Diddy Kong.png #046 JSSB Character icon - Tiki.png #047
JSSB Character icon - Lady Sia.png #048 JSSB Character icon - Captain Toad.png #049 JSSB Character icon - Toadette.png #049JSSB Echo Fighter symbol.png JSSB Character icon - Captain Syrup.png #050 JSSB Character icon - Mike.png #051
JSSB Character icon - Shantae.png #052 JSSB Character icon - Funky Kong.png #053 JSSB Character icon - Bowser Jr..png #054 JSSB Character icon - Captain Falcon.png #055 JSSB Character icon - Pico.png #055JSSB Echo Fighter symbol.png
JSSB Character icon - King Dedede.png #056 JSSB Character icon - Ryu.png #057 JSSB Character icon - Sakura.png #057JSSB Echo Fighter symbol.png JSSB Character icon - Fox.png #058 JSSB Character icon - Fay.png #058JSSB Echo Fighter symbol.png
JSSB Character icon - Ludger.png #059 JSSB Character icon - R.O.B..png #060 JSSB Character icon - Olimar.png #061 JSSB Character icon - Alph.png #061JSSB Echo Fighter symbol.png JSSB Character icon - AiAi.png #062
JSSB Character icon - Elma.png #063 JSSB Character icon - Meta Knight.png #064 JSSB Character icon - Morpho Knight.png #064JSSB Echo Fighter symbol.png JSSB Character icon - Pichu.png #065 JSSB Character icon - Mr. Game & Watch.png #066
JSSB Character icon - Tetra.png #067 JSSB Character icon - Ice Climbers.png #068 JSSB Character icon - Cloud.png #069 JSSB Character icon - Zoroark.png #070 JSSB Character icon - Koopa Troopa.png #071
JSSB Character icon - Gooey.png #072 JSSB Character icon - Zero Suit Samus.png #073 JSSB Character icon - Jody.png #073JSSB Echo Fighter symbol.png JSSB Character icon - Akiho.png #074 JSSB Character icon - Daisy.png #075
JSSB Character icon - Tom Nook.png #076 JSSB Character icon - Dixie Kong.png #077 JSSB Character icon - Takamaru.png #078 JSSB Character icon - Dark Pit.png #079 JSSB Character icon - Reporter.png #080
JSSB Character icon - Maria.png #081 JSSB Character icon - Ashley.png #082 JSSB Character icon - Palutena.png #083 JSSB Character icon - Ravio.png #084 JSSB Character icon - Mii Musician.png #085
JSSB Character icon - Shulk.png #086 JSSB Character icon - Roserade.png #087 JSSB Character icon - Monokuma.png #088 JSSB Character icon - Wii Fit Trainer.png #089 JSSB Character icon - Heihachi.png #090
JSSB Character icon - Mokujin.png #090JSSB Echo Fighter symbol.png JSSB Character icon - Ganondorf.png #091 JSSB Character icon - Sukapon.png #092 JSSB Character icon - Banjo & Kazooie.png #093 JSSB Character icon - Prince of Sablé.png #094
JSSB Character icon - Lana.png #095 JSSB Character icon - Meloetta.png #096 JSSB Character icon - Donkey Kong Jr..png #097 JSSB Character icon - Midna.png #098 JSSB Character icon - Chibi-Robo.png #099
JSSB Character icon - Nester.png #100 JSSB Character icon - Snake.png #101 JSSB Character icon - Maki.png #101JSSB Echo Fighter symbol.png JSSB Character icon - Simon.png #102 JSSB Character icon - Pumpkin.png #102JSSB Echo Fighter symbol.png
JSSB Character icon - Kumatora.png #103 JSSB Character icon - Lucario.png #104 JSSB Character icon - Sheik.png #105 JSSB Character icon - Mewtwo.png #106 JSSB Character icon - Toon Link.png #107
JSSB Character icon - Marth.png #108 JSSB Character icon - Richtofen.png #109 JSSB Character icon - Yarn Yoshi.png #110 JSSB Character icon - Tropius.png #111 JSSB Character icon - Inkling.png #112
JSSB Character icon - Purah.png #113 JSSB Character icon - Steve.png #114 JSSB Character icon - Rudy.png #115 JSSB Character icon - Aisya.png #116 JSSB Character icon - Paper Mario.png #117
JSSB Character icon - Icarus.png #118 JSSB Character icon - Kunoichi.png #129 JSSB Character icon - King Boo.png #120 JSSB Character icon - Garbodor.png #121 JSSB Character icon - Mimi.png #122
JSSB Character icon - Marx.png #123 JSSB Character icon - Viridi.png #124 JSSB Character icon - Amy.png #125 JSSB Character icon - Piranha Plant.png #126 JSSB Character icon - Rover.png #127
JSSB Character icon - Lu Bu.png #128 JSSB Character icon - Magearna.png #129 JSSB Character icon - Goku.png #130 JSSB Character icon - Lin.png #131 JSSB Character icon - Dr. Mario.png #132
JSSB Character icon - Dr. Luigi.png #132JSSB Echo Fighter symbol.png JSSB Character icon - Rick & Kine & Coo.png #133 JSSB Character icon - Fighter.png #134 JSSB Character icon - Falco.png #135 JSSB Character icon - Timber.png #136
JSSB Character icon - Medusa.png #137 JSSB Character icon - Tsubasa.png #138 JSSB Character icon - Wart.png #139 JSSB Character icon - Lickitung.png #140 JSSB Character icon - Ganon.png #141
JSSB Character icon - Tiny Kong.png #142 JSSB Character icon - Arle.png #143 JSSB Character icon - Purple Wind.png #144 JSSB Character icon - DJ Candy.png #145

Smash Run[edit | edit source]

Smash Run is a locally-single player game mode in which the player is tasked to run around a large map for five minutes, defeating a number of enemies and collecting the stickers, trophies, and, most importantly, stat boosts. These stat boosts affect the character's abilities, from movement speed to damage output, and are carried over into the battle that directly follows the Smash "Run" portion of this mode. Smash Run can be played alone, with the battle at the end of the mode seeing the player facing CPU fighters with random stat changes, or online against three other players; though the player can not interact with other fighters outside of the battle at the mode's end.

Upon defeating an enemy, they may drop different stat boosts that change the way the fighter would play normally. In addition to there being six different types of stat boosts - Attack, Speed, Defense, Jump, Special, and Arms - the size of the stat boost item dropped changes its potency.

Stat Bonus Description
Boosts power of all standard attacks.
Increases dashing, walking, and air speeds.
Decreases the amount of knockback taken (hence also increasing flinch resistance); and makes the fighter's shield more durable.
Increases the heights of single jumps, double jumps, and wall jumps; and also increases falling speed.
Boosts power of all special attacks. Some attacks may also receive increased range or decreased charging times.
Increases power of item attacks, projectile attacks, and throws. Also increases the range a character can grab, and the amount healed by healing items.

Enemies[edit | edit source]

The enemies that appear in Smash Run all come from different franchises, from Super Mario to even third party franchises like Sonic the Hedgehog.

There are two different classes of enemy, which are as follows:

  • Basic enemies are the most common enemies that spawn on the map. They are generally weaker and have a small amount of health, though this is not a rule and there are definite exceptions to this.
  • Dangerous enemies are the strongest class of enemy. They spawn extremely rarely, and are generally marked on the map when they do. These dangerous enemies are comparable to bosses, and yield a large amount of larger power-ups when they are defeated. Unlike Basic enemies, Dangerous enemies have their health indicated by a health bar.
Basic Enemies[edit | edit source]
Adamant Suid
Adamant Suids are one of the many creatures native to the planet Mira, the second home to humans after the Earth is destroyed. They are a member of the Suid species, and can be found near the Miranium deposit FN Site 120 and Seaswept Rise on the continent of Primordia. Like other Suids, male Adamant Suids compete for mates by literally butting heads.

In Super Smash Bros., Adamant Suids are basic enemies that, while they have little health, do move at high speeds in an attempt to headbutt fighters away. While charging, they will move in one direction and only stop after they do so for a set period of time or hit a wall.

Xenoblade SSB symbol alt.png
Ant Trooper
Ant Troopers are a type of enemy that debuted in Super Mario 3D World. Ant Troopers can seldom be called enemies as, while they do hurt Mario and Co. should they run into them, they simply march in one direction continuously at a relatively slow pace. Much like some other Mario enemies, such as Spinies or Buzzy Beetles, Ant Troopers are capable of climbing up completely vertical surfaces.

In Super Smash Bros., Ant Troopers act much in the same was as they do in Super Mario 3D World: they simply march in one direction continually, ad will even march on vertical surfaces or on ceilings. While they have fairly little health and drop only a limited number of power-ups, what make the Ant Troopers stand out is the fact that players can stand atop them and ride them as if a moving platform.

SSB Mario Series.png
Bad Guy
Bad Guys, as their name implies, are the main antagonists of Ninja Reincarnate, a minigame from the Rhythm Heaven series. In Ninja Reincarnate, the player, who controls a boy named Tanaka, must protect his girlfriend from the Bad Guys, who try and attack them by firing bullets at them via slingshots.

In Super Smash Bros., Bad Guys attack fighters from afar using their slingshots. Though they are relatively slow to fire their slingshots, they increase in speed the closer a fighter is to them, though in turn their aiming prowess is decreased, though their damage output increased. While they shot bullets in their Rhythm Heaven appearance, in Super Smash Bros. they instead fire small black orbs.

Blue Badger
The Blue Badger is a recurring character in the Ace Attorney series. The Blue Badger serves as the mascot of the Los Angeles police department, having been created by the chief detective of the police force's Department of Criminal Affairs.

In Super Smash Bros., the Blue Badger, or a man in a large Blue Badger mascot suit, appears as a very comical enemy. Fairly weak, the Blue Badger will salute while standing tall before running forwards flailing his arms. The attack deals minimal damage multiple times, its primary use being to stun fighters.

Bob-omb
Bob-ombs are a species of apparently-sentient bombs with legs. Bob-ombs are a recurring enemy from the Super Mario series, who initially debuted in Super Mario Bros. 2. Super Mario World additionally introduced a variation of this enemy known as "Parabombs" which are essentially Bob-ombs that drop from the sky using a parachute; while it is this enemy that appears in Super Smash Bros., it is referred to as a "Bob-omb" as it essentially acts identically to the item of the same name.

In Super Smash Bros., Bob-ombs will slowly float down from the sky and, once they touch the ground, stroll forwards. Once they run into any other character, be it a fighter or another enemy, or a wall, the Bob-omb will explode.

SSB Mario Series.png
Bokoblin
Bokoblins are goblin-like creatures of Malice created by Ganon's dark magic. First appearing in The Legend of Zelda: The Wind Waker, Bokoblins have become one of the more recurring infantry units deployed by Ganon during his attempts to conquer Hyrule.

In Super Smash Bros., Bokoblins are based on the incarnations that appear in Breath of the Wild. The Bokoblins carry either wooden bows or small wooden clubs, and will either chase after foes that come near them and try and bash them with its club or try and keep its distance and fire arrows at its foes from afar.

SSB The Legend of Zelda Series.png
Bullet Bill
Bullet Bills are apparently-sentient bullets affiliated with Bowser's Koopa Troop. First appearing in Super Mario Bros., Bullet Bills have become one of the most recurring enemies in the series. In almost all of their appearances, Bullet Bills are launched from invulnerable cannons, and either travel straight forwards or home in on Mario when he's near.

In Super Smash Bros. Bullet Bills are fired from off-screen, and travel straight forwards. They explode should they run into a player, knocking them away. Uniquely, Bullet Bills are considered projectiles despite also being enemies and they can be reflected away.

SSB Mario Series.png
Capsule Machine
The Capsule Machine is a character that appeared in Mario Party 5. As its name implies, the Capsule Machine will give a player a Capsule to use on the board when they approach them.

In Super Smash Bros., one Capsule Machine will spawn per game. This Capsule Machine will, when attacked, drop large power-ups and items, though it has only a finite amount of drops.

SSB Mario Series.png
Chippy
Chippy is a species of forest-dwelling creatures apparently native to the Awazon. These furry foes, first fought by Wario in Virtual Boy Wario Land, come in a number of different variants, with some throwing exploding spiked balls at the treasure hunter, while others charging at him with a spiked shield.

Both versions of Chippy from Virtual Boy Wario Land appear in Super Smash Bros., and act relatively the same as in their debut appearance. The Chippy enemies that throw spiked balls will throw three in quick succession before leaving a short gap for fighters to dash through and defeat them; interestingly, their spiked balls no longer explode, but simply disappear once they hit the ground. The shield-carrying Chippies still charge at fighters when they get near.

Chompasaurus
Chompasaurus is a race of apparently-sentient plant-like creatures that appear in Donkey Kong Country: Tropical Freeze. First appearing in the Fruity Factory level, these creatures are capable of walking across floors and ceilings and will attempt to eat the Kongs when they come near, grabbing them with their tongue to restrain them first.

In Super Smash Bros., Chompasaurus acts very differently to its Donkey Kong Country counterpart. While it will still attempt to eat fighters that get near it, this attack of their's will now only be performed should a fighter be at high percentages. Instead, a Chompasaurus' main attack is simply biting forwards, which is fairly strong in comparison to some other basic attacks. Their bite, while most dangerous at close range, also produces a small crescent-shaped projectile that moves forwards a short distance.

Chuchu
Chuchus are small sentient beings that appear to be composed entirely of a gelatinous substance referred to as "Chuchu Jelly". Chuchus are some of the most recurring foes within the Zelda franchise, and they are fairly weak in all of their appearances.

In Super Smash Bros., Chuchus, based off their Breath of the Wild incarnations, will simply hop up and down slowly and try and stomp down upon foes that come near it. In addition to normal blue Chuchus, there exist Fire Chuchus, Ice Chuchus, and Electric Chuchus, which release shockwaves as they land that deal their respective elemental damage.

SSB The Legend of Zelda Series.png
Clown Acrobot
Clown Acrobot is a small humanoid enemy that first appeared in Kirby: Triple Deluxe. These enemies try to hinder Kirby's approach with a variety of different objects often used in circus performances.

In Super Smash Bros., they act much like they do in the Kirby series, and come in two variants. One variant carries three small balls, which they juggle around and will throw at fighters that come near it; these balls can also damage fighters that try and jump over the Clown Acrobot. The other variation, instead of carrying balls, instead dances about while spinning a hula-hoop around its torso, and will try and chase after fighters to launch them away with it.

SSB Kirby Series.png
Clubberskull
Clubberskulls are creatures of the Underworld that debuted in Kid Icarus: Uprising. One of Hades' strongest ground-based minions, the Clubberskull is a large creature who bares some resemblance to a heart, with a sole eye in its centre and vein-like arms ending with bony claws.

In Super Smash Bros., Clubberskulls are strong, and relatively slow, foes who attack with powerful close-ranged swipes and punches. Clubberskulls take less damage and flinch less from attacks than most other fighters.

Darknut
Darknuts are a recurring type of enemy featured in The Legend of Zelda series. Darknts are heavily-armoured foes that wield large swords, making them incredibly difficult for Link to face. In the 3D Zelda games, such as The Wind Waker and Twilight Princess (the latter of which is what the enemy's appearance in Super Smash Bros. is based upon), their backs serve as their weak points, and dealing damage to them will cause their armour to be broken off.

In Super Smash Bros., Darknuts are slow-moving foes with little mobility. Despite this, their sword attacks are very quick and deal massive damage. Darknuts will often attack with a flurry of sword strikes, with the final one being the one to launch fighters away. Like in Twilight Princess, their armour will drop as they are attacked, and once all of their armour is broken off they will throw their large black sword forwards before switching to a longsword. In their armour, the Darknut's shield acts as a reflector, and while they do lose this upon losing their armour, they become much more agile to compensate for this lack of defence.

SSB The Legend of Zelda Series.png
Dodrio
Dodrio is a three-headed Normal/Flying-type Pokémon who debuted in Pokémon Red and Blue Versions. Dodrio is a cunning Pokémon whose three heads work in conjunction to develop complex strategies.

Dodrio runs at high speeds, and will deal damage when it runs into a fighter. At times, Dodrio may also use Tri-Attack, an attack that consists of three arrow-like projectiles each possessing a separate element. When a fighter is hit by this attack, the projectile can do any of paralyzing, freezing, or simply dealing fire-based damage.

SSB Pokémon Series.png
Draglet
Draglets are small dragon-like enemies that appear in Super Mario 3D Land. While they bear some resemblance to the native species of Dinosaur Land, Draglets seem to be wholly members of the Koopa Troop as they only appear in the castle stages of the game.

In Super Smash Bros., Draglets will fly a very short distance above the ground and slowly pursue fighters when they come near. They attack foes by sneezing a large fireball forwards, which pushes and traps foes within it as it moves.

SSB Mario Series.png
Driblee
Driblee is an enemy that debuted in 2018's Kirby: Star Allies. Like most other enemies in Kirby: Star Allies, Kirby can make a Helper out of Driblee, who has the power to shoot torrents of water to blast away enemies (or, as an enemy, Kirby and his allies.) As the Kirby series revolves around the inhalation of enemies in order to copy their abilities, Driblee will grant the Water ability to Kirby.

In Super Smash Bros., Driblee attack by shooting water at a fighter when they get close enough. While this water deals only 1%-3% damage and does not cause targets to flinch, this water can push fighters around and knock them into obstacles or other enemies. They are fairly weak enemies, but due to the nature of their attack, they can be harder to defeat should a character lack a projectile attack. Defeating a Driblee with a melee attack also causes it to drop more power-ups than should it be defeated with a projectile.

SSB Kirby Series.png
Eggrobo
Eggrobo is a recurring enemy type from the Sonic the Hedgehog series, first appearing in Sonic & Knuckles. Eggrobos are robots designed after their creator, Dr. Eggman, that are often deployed by him to complete tasks in his stead.

In Super Smash Bros., Eggrobos are rather pesky enemies who fly about and shoot players with the blaster they are equipped with. A black-coloured variation also exists, which will fire rockets instead of laser blasts.

Feline Clapper
Feline Clappers are characters from the Rhythm Heaven series, who appear in Rhythm Heaven Megamix's Kitties! minigame. In this minigame, the player controls one Feline Clapper in a trio, who must mimic the actions of the other two members while also keeping time to the rhythm of the song.

In Super Smash Bros., the Feline Clappers are weaker enemies who can perform two attacks: clapping and spinning. When a Feline Clapper performs a clap, this creates a shockwave around their paws, dealing damage to and launching nearby foes. While Feline Clappers also move around at a relatively slow pace, they may also perform a spin attack in order to temporarily increase their speed. Feline Clappers often spawn in groups of three.

Fire Chomp
Fire Chomps are members of the same "Chomp" family of creatures as the infamous Chain Chomp is. First appearing in Super Mario Bros. 3, Fire Chomps have since made a number of rare appearances within the Super Mario series. Their unpredictable bouncing movements and fireball trails make them challenging foes to defeat.

In Super Smash Bros., Fire Chomps act the same as they do in most Mario games. They will spawn with a trail of either three or four fireballs behind them, which they will periodically throw at fighters when they're near; touching the fireballs as they follow the Fire Chomp will also hurt the player. Once the Fire Chomp has thrown all of its fireballs, it will explode.

SSB Mario Series.png
Fire Demon
Fire Demons are an enemy type featured in The Mysterious Murasame Castle. Only appearing within the titular Murasame Castle, the Fire Demons replace the Ninjas that Takamaru fought elsewhere throughout the game. These Fire Demons, as their name suggest, are capable of conjuring fire out of thin air, which they throw at the samurai in training.

In Super Smash Bros. Fire Demons attack fighters by throwing fireballs at fighters that come near. They often throw fireballs in pairs, one being thrown in each hand, and the fireballs explode when they touch the ground to leave a small patch of flames that deals minor damage when stepped on.

Flighty Joustmite
Flighty Joustmite is a species of butterfly-like creatures native to the planet PNF-404. First appearing in Pikmin 3, these airborne enemies use their long proboscis to eat unsuspecting Pikmin. In addition to having a long proboscis, the Flighty Joustmite also has a long spear-like appendage which it uses for self-defence purposes.

In Super Smash Bros. the Flighty Joustmite is a fairly weak enemy who flies around and will occasionally attack fighters with its spear-like appendage. While it flies about at a quick pace, the Flighty Joustmite has very little HP, and can be defeated easily from behind.

Fronk
Fronks are a strange, vaguely-humanoid species that have made a number of different appearances in the WarioWare series. One prominent Fronk is the pet of 9-Volt, and this one has been said to be able to survive up to three days underwater. The origin, and exact nature, of these creatures is unknown, though they come in a variety of different colours aside from the yellow that they are most commonly seen as.

In Super Smash Bros., Fronks make appearances as strange "hazards" of sort. These creatures rarely directly damage fighters, instead a group will swarm fighters when they approach and slow their movements as the Fronks latch on to them. These Fronks can be shaken off by dodging, though they will also fall off once a short period of time has passed. Like the Pikmin thrown by Olimar, Fronks are also capable of dealing damage to foes that they are latched on to, though they will seldom do it and mostly just try and slow them down. Somewhat humorously, it is possible, albeit rare, to see a single Fronk fly through the air attached to a balloon; defeating this Fronk will grant the player a large power-up drop.

Gabon
Gabon is an enemy from the Kirby series, most recognized by the large skull it wears on its head. This recurring enemy, first appearing in Kirby's Dream Land 3, does not like showing its bare face, fleeing once the skull it wears is removed.

In Super Smash Bros., much like in the Kirby series, Gabon wanders back and forth and attacks fighters by throwing bones forwards.

SSB Kirby Series.png
Gastly
Gastly is a Ghost/Poison-type Pokémon native to the Kanto region that first debuted in Pokémon Red and Blue Versions. Gastly, numbered 092 in the National Pokédex, is a Pokémon made up almost entirely of poisonous gases, though its power is also comprised of spirits of the deceased.

In Super Smash Bros., Gastly will fly about and try and get up close to fighters. The poisonous gases emanating from its body damage the foes it touches. On occasion, albeit rarely, Gastly will also use Shadow Ball to fire a small orb of purple-coloured energy at faraway foes.

SSB Pokémon Series.png
Goomba
Goombas are the most common, and weakest, of Bowser's minions. Lacking in appendages, the Goombas' sole method of attack is to run head-first into their enemies. Goombas do not seem to be creatures of high intelligence, as they will continually stroll in one direction and only turn around should they run into a wall.

In Super Smash Bros. Goombas, much like in the 3D Super Mario titles, simply charge head-first in an attempt to tackle their enemies. Like in 2D Mario platformers, the Goombas will stroll off a ledge without care. While they have a very small amount of health, jumping and stomping down on their heads deal an incredible amount of damage.

SSB Mario Series.png
Gorilla
Gorillas serve as the main antagonists of the 1981 game Sky Skipper. The Gorillas have kidnapped the royal family, and are the only enemies that stand in the Sky Skipper's quest to save them.

In Super Smash Bros. the Gorillas act the same way as they do in Sky Skipper. They wander back and forth around the area, and will periodically throw white balls at fighters that get close to them, which explode in purple explosions. Unlike in Sky Skipper, the Gorillas will also swat at close-ranged foes with the rolled-up paper they carry.

Gotchawrench
Gotchawrenchs are a species of anthropomorphic wrenches, and an enemy from Wrecking Crew. Gotchawrenches appear in all entries of the Wrecking Crew series, serving as one of the most common enemies of the construction crew consisting of Mario and Luigi.

In Super Smash Bros., Gotchawrenches are fairly weak creatures that wander around and will slam their heads down into the ground in an attempt to spike foes into the ground and launch them either that way, or ricochet fighters off the ground and launch them upwards. Due to being metallic creatures, Gotchawrenches do not flinch from most attacks, though will stall their movements momentarily when hit.

Grizzo
Grizzo is a large polar bear-like creature that first debuted, alongside Kirby, in Kirby's Dream Land. These large bears sometimes appear with Poppy Bros. Jr. riders on their back, though they are formidable foes with quite a bit of health even when facing Kirby alone.

In Super Smash Bros., the Grizzo will move around slowly at first, but charge head-first at fighters when they see one. Sometimes, albeit rarely, Grizzo can spawn with another type of enemy on its back, mimicking their status as a mount in Kirby's Dream Land.

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Hammer-Bot
Hammer-Bots are, as implied by their name, small robots that wield two hammers with which they attack. First appearing in Wario Land 3, the Hammer-Bot's large hammer could be used to flatten Wario and transform him into a spring.

In Super Smash Bros., Hammer-Bots are, unlike in Wario Land 3, fairly small enemies that simply ride forwards while constantly swinging their hammers. While they do not flinch and have high launching resistance, Hammer-Bots do not have a lot of health, and can easily be defeated by projectile attacks.

Hefty Goonie
Hefty Goonies are large birds from the Yoshi series. Appearing as rotund versions of the small Goonie enemies, Hefty Goonies have a hard time flying and thus can be unpredictable in their movements. When Yoshi attacks them, either by throwing an egg or by snatching them with his tongue, they will lose their wings and turn into Bowling Goonies.

In Super Smash Bros., Hefty Goonies fly above the ground at varying heights and try and get above fighters before performing a body slam to try and flatten them. Just like in their Yoshi's Island appearances, when they sustain any amount of damage Hefty Goonies will lose their wings and become Bowling Goonies, instead opting to try and roll into fighters when they are close-by.

Jack Frost
Jack Frost is the mascot of the Megami Tensei franchise, as well as the company that owns the series, Atlus. Jack Frost is a demon based upon the English mythical figure of the same name. The personification of winter itself, Jack Frost embodies the frost that forms on windows. In the Megami Tensei series Jack Frost is a species of small demons clad in jester-like clothing that insert the words "hee" and "ho" into their sentences.

In Super Smash Bros. Jack Frost attacks fighters with icy projectiles (based on the Bufu skill from the Megami Tensei franchise) that have the potential to freeze those they hit. They can also punch players or breathe a stream of ice that is guaranteed to freeze those that touch it.

Jammerjab
Jammerjab is an enemy in the Kirby series, first appearing in Kirby Star Allies as the only creature to grant Kirby the Staff Copy Ability when Inhaled. Jammerjab carries a large baton, which is its main weapon that it uses to attack.

In Super Smash Bros., Jammerjabs fight their foes with weak, albeit fairly flashy, swipes with its baton.

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Kritter
Kritters are members of the Kremling Krew, King K. Rool's army of reptilians that often rival the Kongs in the Donkey Kong series. Kritters are one of K. Rool's most-common troops, serving as the Kremling Krew's main foot soldiers, despite their more-threatening appearance.

In Super Smash Bros., Kritters will wander around the stage and attack fighters that draw near with generic punches or a spinning attack. While their punches are fairly weak, their latter attack has the capacity to KO fighters reliably at higher percentages.

Lakitu
Lakitu is a fairly recurring member of Bowser's Koopa Troop, and a foe uncommonly faced by the Mario Bros. in their quests to save Princess Peach. These smaller Koopas ride in clouds, following Mario or Luigi through a level while also bombarding them with Spinies from a safe distance.

In Super Smash Bros., Lakitus act in the exact same way as they do in their Super Mario appearances. Riding around in clouds, Lakitu will fly back and forth at a fairly quick speed and drop Spinies down onto fighters. Unlike in most Mario games, players can not defeat Lakitu and steal the cloud, as it disappears when Lakitu is defeated.

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Lantern Ghost
Lantern Ghosts are cloaked Shy Guys that first appeared in Super Mario World 2: Yoshi's Island. These "ghosts" are described as loving the dark and despising the light, explaining their cloaked appearance, yet they always seem to carry a lit lantern with them. While their appearance differs from Shy Guys, they are otherwise identical, and replace them in cavernous levels.

In Super Smash Bros., Lantern Ghosts will attempt to attack foes by swinging their lanterns at them, which both deals damage on contact and leaves behind a faint fiery trail that also damages foes without causing them to flinch. Their appearance in Super Smash Bros. differs quite heavily from in the Yoshi series, where in that they usually march back and forth and damage Yoshi on contact.

Magnemite
Magnemite is an Electric/Steel-type Pokémon that appears to be comprised entirely of a metallic alloy. The magnets attached to the sides of its head generate a magnetic energy that allow it to float above the ground as if defying gravity completely.

In Super Smash Bros., Magnemite will fly about at a relatively high speed and try and defeat its enemies from afar using Spark, firing lines of electricity that travel straight-forwards a long distance. While Magnemite also does not have a lot of health, its magnetic body provides a high level of defence that can make them difficult to defeat.

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Magon
Magons are the most basic enemy type from the 2003 3D platforming title Wario World. In that game, they come in two sizes, with the larger variant having more health than the smaller one. Magons are small dinosaur-like creatures of, as described by Wario, very little intellect that seem to be creations of Black Jewel, as they appear, with a different appearance, in all of the game's worlds.

In Super Smash Bros. Magons act nearly identically to how they do in Wario World. In both titles, Magons will rush the player and attack them either with a diving attack or a weak claw attack.

Medusal Slurker
Medusal Slurker is a type of gelatinous enemy of the Umbloda family from Pikmin 3. These translucent enemies are very rarely found on PNF-404, as only two can be found within the Garden of Hope and Tropical Wilds areas of the game. The Medusal Slurker within the Garden of Hope serves as a means to introduce the game's new Rock Pikmin, which have been eaten by this enemy.

In Super Smash Bros. the Medusal Slurker is a rarer enemy with high HP. Much like how it attacks the Pikmin and their captain in Pikmin 3, the Medusal Slurker will fly a short distance over the ground and attempt to land atop a fighter, trapping them within its body should it successfully land on them. Once trapped, the fighter will take damage over time, though shaking the control stick will cause the enemy to let them go.

Merenguy
Merenguy is a weak creature affiliated with Hades' Underworld Army that appears in Kid Icarus: Uprising. While technically enemies, Merenguys lack the capacity to actually fight, instead serving as obstacles for Pit to face: they are capable of performing a hypnotizing dance that forces the camera to lock-on to it, leaving Pit open to other attacks.

In Super Smash Bros., much like its Kid Icarus: Uprising counterpart, the Merenguy does not attack, but instead serves as a distraction. The Merenguy performs its signature dance, complete with its unique theme song, forcing the camera to cease moving, locking in-place as long as the Merenguy is visible. Once defeated the camera will revert back to its animated state and begin following the player.

Metroid
Metroids are a species that originally was native solely to the planet SR388. While their origin is unknown, it is speculated that they are a species of bioweapon manufactured by an ancient, long-dead species; their status as a bioweapon is such due to the species' need to prey on the life energy of other living organisms to survive. While Metroids drastically change their appearance as they age and absorb life energy, the most well-known form is the Larva Metroid.

In Super Smash Bros., the Metroids are a fairly dangerous foe to face, as they can fly about at high speed and have a decently high amount of health. A Metroid will try and latch on to a fighter, dealing damage and slowing their movement as they leech on the fighter's life energy.

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Mimicutie
Mimicutie is a trickster foe created by Hades for battle against Palutena's Skyworld Army. The Mimicutie takes the appearance of a treasure chest, but will sprout legs and attack those who mistake it for one.

In Super Smash Bros., a Mimicutie enemy acts the same as it does in Kid Icarus: Uprising, mimicking a treasure chest and sprouting legs when a fighter comes near it. They have a lot of health and move at a relatively high speed, always trying to stay close to their enemies and kick them away.

Miniblin
Miniblins are recurring enemies from The Legend of Zelda series. Miniblins are small enemies that are members of the "-blin" family of enemies. These creatures have the ability to seemingly appear out of nowhere in large groups, swarming their enemies (Link) and attacking them with their long tridents.

In Super Smash Bros., Miniblins always spawn in groups, and, while they have little health and do not have great launching power, do try and swarm fighters to attack them with their tridents.

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Monoeye
Monoeye is a creature created by Hades as a member of the Underworld Army. The Monoeye is a flying beast whose entire body seems to consist of a single eyeball and tentacles. These creatures have the ability to shoot lasers from its eye, which serves as its main offensive technique.

In Super Smash Bros., the Monoeye enemy is an incredibly weak foe who simply flies about and fires lasers that deal minor damage to fighters from afar. When a fighter gets too close to a Monoeye, it will attempt to rush them and tackle them down.

Mr. Chicken
Mr. Chicken is a playable character from the Rhythm Heaven series, appearing in Rhythm Heaven Megamix's Charging Chicken minigame. In that minigame, the player must charge up Mr. Chicken's electric car just enough to allow him to get to the goal, or else he will fall into water below.

In Super Smash Bros., Mr. Chicken will attack by trying to drive his car into fighters. Though not classified as a "dangerous" enemy, Mr. Chicken is still a formidable foe, due to his knockback resistance, high damage output, fast movements, and ample amount of health. Mr. Chicken only leaves an opening to be attacked should a fighter successfully dodge him, as it takes him a few seconds to turn his car around and then must charge up before he can move again. Mr. Chicken is unable to jump, as well, making it fairly easy to dodge his attacks, though he will drop a large amount of power-ups when defeated.

Negative Man
Negative Man is a character from Mother 3; classified as an enemy, Negative Man can seldom be considered as such. As his name implies, Negative Man is a very pessimistic creature who, in battle, spends his turns speaking nihilistic phrases or performing weak attacks that deal only 1 damage. The sole Negative Man that appears in Mother 3 resides in a cave in Argilla Pass.

Negative Man can be considered a "gag" enemy in both his Mother 3 and Super Smash Bros. appearances. In the latter, Negative Man will remain crying and drop small power-ups when the player is near but does not damage him. He has a large amount of HP and will counter attacks with a swipe that deals only 1% per hit. When defeated, Negative Man will drop a large power-up that actually decreases one's stats when collected as well as his trophy; this is the only way to obtain the latter. Only one Negative Man can spawn during a playthrough, though it is rare for one to even spawn.

Peek-a-Boom
Peek-a-Boom is a ninja-like enemy from Wario Land: Shake It! These are ninja-like creatures that appear to be native to the Shake Dimension that wield large bombs.

In Super Smash Bros., the Peek-a-Boom enemy acts very similarly to how it does in Wario Land: Shake It! in that they simply throw bombs at fighters when they approach. While weaker enemies their bombs are fairly deadly as they deal quite a bit of damage and can launch foes quite a distance when they are at higher percentages. What make the Peek-a-Boom enemies especially irritating is that they can not be damaged except at close range, as they will appear or disappear in a cloud of smoke when a player enters or leaves a certain area around it.

Petilil
Petilil is a Grass-type Pokémon from Pokémon Black and White Versions. Petilil is a small plant-like Pokémon, whose leaves have some sort of medicinal properties.

In Super Smash Bros., Petilil will use the Grass-type Pokémon move Sleep Powder. As its name implies, Sleep Powder puts fighters who are hit by it to sleep. Besides this, Petilil doesn't actually deal damage to foes.

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Polar Bear
Polar Bears are one of the more-powerful enemies present within the NES platforming game Ice Climber. These bears wear pink shorts and black sunglasses, which make them stand out in a mostly-icy landscape.

In Super Smash Bros., Polar Bears attack by wandering around slowly before performing powerful ground pound attacks, which deal massive damage and can bury fighters it lands on. Due to its large size, Polar Bears flinch from very few attacks, and as such can be very difficult to defeat.

Porygon2
Porygon2 is a Normal-type Pokémon from Pokémon Gold and Silver Versions. Porygon2 is the second artificial Pokémon created by humans, succeeding Porygon, and was developed with the intent of aiding space exploration.

In Super Smash Bros., Porygon2 uses Tackle, charging forwards at a high speed before disappearing. The attack is fairly powerful, with high launching power, and it is difficult to actually defeat Porygon2 due to the fact that it only appears while it is attacking. Defeating Porygon2 grants fighters larger power-ups.

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Ptooie
Ptooies are a rare type of Piranha Plant that have seldom made appearances in the Super Mario series. Ptooies are very similar in appearance to the Piranha Plants stationed in Warp Pipes, though differ in the fact that their stems diverge into two feet. While recently they have made fewer appearances, they seem to be related to the Stalking Piranha Plants and River Piranha Plants of New Super Mario Bros. Wii, which have similar attack methods.

In Super Smash Bros., Ptooies act near-identical to their appearance in Super Mario Bros. 3. Like in that game, Ptooies will wander forwards and turn around when it reaches a ledge, all the while keeping a small spiked ball propelled above its mouth by blowing upwards. While this spiked ball can not be defeated, it can be knocked away with a projectile attack, and the Ptooie will be able to propel a fighter above it instead. If a Ptooie is defeated and it is still propelling its spiked ball above it, the spiked ball will also disappear, leaving behind one larger stat bonus power-up.

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Puffy Blowhog
The Puffy Blowhog is a member of the Flotaswine family of creatures native to the planet PNF-404. First appearing in Pikmin, the Puffy Blowhog is a rarely-seen creature primarily encountered by Olimar, Louie, Alph, Brittany, and Charlie within the many caves that snake between the distant planet's surface.

In Super Smash Bros., the Puffy Blowhog acts similarly to how it does in the Pikmin series: this creature will float around, blowing air from its snout to push fighters away. The air it breathes does not actually damage foes, but can push them into other enemies.

Punch
Punch is a species of enemy that appears in Wario Land II. These small enemies are commonly fought by Wario, who can easily defeat them by charging them from behind. Punch is a strange-looking enemy who appears to conceal its body beneath a large helmet, masking all of its features besides its glowing yellow eyes and long arms on which it wears red boxing gloves.

The Punch enemy acts mostly the same in Super Smash Bros. as it does in Wario Land II. These enemies will wander forwards and punch three times at short intervals. Though they can not be harmed from the front while they are punching, from all other angles they can be dealt with easily.

Raven
Ravens are small black birds that frequently appear as enemies within the Yoshi franchise. Unlike their real-world namesakes, the Ravens of Yoshi's Island seem to lack the ability to fly, though they instead appear to be unaffected by gravity as they are commonly seen walking all the way around spherical planetoids.

Unlike in their Yoshi appearances, in which Ravens are generally hazards that merely damage Yoshi should he run into them, in Super Smash Bros. the Ravens actually have a single attack: they will, when a fighter draws near them, waddle fairly quickly and perform a diving attack to try and damage foes. While relatively weak, Ravens do have a fair bit of knockback resistance and health, making them difficult to defeat.

Ringle
Ringle is a small black spherical creature that appears to wear a large bell on its helmet as if a helmet. Ringles first appeared in Kirby: Triple Deluxe alongside the new Bell copy ability, which it gives to Kirby when inhaled and is the only enemy to do so.

In Super Smash Bros. a Ringle is a small enemy that will wander around aimlessly, turning around when it reaches a ledge. When a fighter comes near, the Ringle will jump into the air and ring its bell, creating shockwaves that deal little damage but push away nearby players.

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Schnautzel
Schnautzel is a species of boar that appears as an enemy in Donkey Kong Country: Tropical Freeze. Native to the island of Autumn Heights, a Schnautzel is capable of shooting fireballs from its snout in rapid succession. Due to their pudgy appearance, they have more health than an average enemy, with the Kongs needing to hit a Schnautzel three times before it is defeated.

In Super Smash Bros., Schnautzels will stand still and shoot anywhere between two and six fireballs from its snout towards an approaching fighter. Due to this being their only attack, Schnautzels can easily be defeated from above or should a fighter get up-close to them after dodging their projectiles.

Shotzo
Shotzo is one of the Kirby series' most recurring enemies, appearing in nearly every main title to date. Shotzos are small cannon-like creatures that are immobile, but fire small cannonballs at Kirby when he approaches, and are in most cases completely invincible.

In Super Smash Bros., Shotzo is a completely invincible enemy, thus serving more as an obstacle than a true enemy. Much like in the Kirby titles, Shotzos will remain stationary and fire cannonballs at fixed angles. These cannonballs can be reflected, and will drop power-ups should a player reflect one into a solid platform.

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Skuttler
Skuttlers are members of the Underworld Army, that utilize several different weapons when they go up against their enemies. In Kid Icarus: Uprising, there were six different versions of the Skuttler enemy: some wield large bones as clubs, some carry cannons, others magic staves.

In Super Smash Bros., four of the Skuttler types appear in combat each with their own behavioural patterns: normal Skuttlers wield large bones and fight up-close, Skuttler Cannoneers fight from afar with giant cannons, Skuttler Mages wield skull-faced staves and fire blasts from afar or up close, and Suit of Skuttlers do not attack but are invincible from the front. Though they all act as separate types of enemies, the Skuttlers all have the same amount of health and, barring the Suit of Skuttler variant, take the same amount of knockback from attacks.

Tac
Tac is a semi-recurring cat-like thief enemy from the Kirby series. In Kirby Super Star and Kirby Super Star Ultra, Tac's most defining feature is the fact that he gives the Copy Copy Ability when inhaled by Kirby. While this Copy Ability essentially acts the same way as Kirby's Inhale ability, when made into a Helper, Tac essentially becomes a second Kirby and can steal Copy Abilities to do a variety of different attacks.

In Super Smash Bros., Tac will spawn on the screen in a puff of smoke, and attempt to swipe at fighters. If Tac successfully damages a foe, he will swipe some of their collected power-ups, forcing the player to chase them down and defeat him before he disappears in order to get the power-ups back.

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Tengu
Tengu are a race of divine beings that appear in Shinto mythology, and prominently as recurring enemies within The Mysterious Murasame Castle. In mythology, Tengu are divine beings with both humanoid and avian traits that were originally depicted as harbingers of war or disaster. Over time, the image of Tengu were changed and they became known as protectors of forests and mountains.

In Super Smash Bros., Tengu are enemies with fairly high HP though they are otherwise fairly weak. Much like in their The Mysterious Murasame Castle appearance, a Tengu will teleport around the screen via a whirlwind, stopping to summon smaller tornadoes that deal minor damage but throw fighters in a random direction. Unique to their Super Smash Bros. appearance, they will also throw feathers as darts in an arc around them when a fighter is close enough, jumping into the air before doing so.

Tiki Goon
Tiki Goons are, as suggested by their name, the most recurring enemy sent by Tiki Tong after Donkey Kong and Diddy Kong in Donkey Kong Country Returns. Their small stature and lack of any apparent appendages makes them the weakest member of Tiki Tong's army, and as such do not pose any actual threat to the Kongs.

In Super Smash Bros., Tiki Goons act much the same as they do in Donkey Kong Country Returns: they will dance back and forth across a small area, damaging fighters should they happen to be hit by their incoming movements.

Tinkerbat
Tinkerbats are the most basic enemy units employed by Risky Boots throughout the Shantae series. Tinkerbats are small shadowy humanoids that often carry either small cutlasses or Molotov cocktails. They are all described as fairly intelligent creatures, yet they act as nothing but loyal drones to their ruler.

In Super Smash Bros. Tinkerbats attack in the same was as they do in the Shantae series, as they either wield cutlasses or Molotov cocktails. Those that wield the former march along, swinging their weapon wildly, while those that carry Molotov cocktails throw them at players from a distance.

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Twilit Messenger
Twilit Messengers are shadowy beings created during the events of The Legend of Zelda: Twilight Princess. These creatures have been corrupted by the power granted to Zant by Ganondorf.

In Super Smash Bros., Twilit Messengers are fairly strong creatures that are primarily melee fighters. These beings always spawn in groups of two, and fight by swinging their arms around slowly to deal massive knockback to fighters.

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Ty-foo
Ty-foos are a large cloud-based enemy that first debuted in Super Mario 3D World. Though classified as enemies, and one of the largest members of the Koopa Troop, Ty-foos are more like obstacles, blowing air to push away fighters.

In Super Smash Bros., Ty-foos act just as they do in the Super Mario series. These large cloudy foes blow air to push away fighters when they draw near. Though they have a lot of health, they do not actually deal damage to players, but they can blow them into other enemies.

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Virus
Viruses are microorganisms that appear in the Rhythm Heaven series' Sick Beats minigame. In Sick Beats, a doctor uses a fork to protect a yellow blob from these viruses, the former being what he is experimenting upon.

In Super Smash Bros., the Viruses come in three different colours - blue, pink, and black - though all act in the same manner: they fly through the air at a relatively high speed, and will attempt to lick a fighter when they get near. Though this doesn't deal a lot of damage to a fighter, it paralyzes them in place as they are licked, and their movements are temporarily slowed for a short while afterwards as they continue to take minimal damage at a steady pace.

Waddle Dee
Waddle Dee is a recurring enemy from the Kirby series. These small little creatures appear as King Dedede's loyal servants, following the self-proclaimed king's every order. Though they're enemies, these creatures are very docile, and don't try to extensively attack Kirby.

In Super Smash Bros., Waddle Dees are some of the simplest foes. These creatures simply wander around and will try to slap fighters when they come near or jump and stomp down upon them.

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Waddle Doo
Waddle Doo is a sub-species of the most basic and recurring enemy from the Kirby series, Waddle Dee. Unlike Waddle Dees, the face of a Waddle Doo consists of a large single eye that it is capable of firing a laser from.

Waddle Doo, in Super Smash Bros., serves as a slightly-stronger variant of the Waddle Dee enemy. Both of these enemies have almost the same amount of health, with the only difference between them being that Waddle Doo will sometimes stop walking and fire a beam from its eye to damage nearby fighters.

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Whaler
Whalers are the name of supernatural assassins that follow Daud, who serve as an antagonistic force in Dishonored. These cloaked fighters possess some of the same powers as Corvo does, though they obtained them through Daud's Arcane Bond ability instead of through The Outsider himself. Whalers typically use their transversal (or "Blink") and tether (or "Pull") abilities in battle, making them some of the more-noteworthy adversaries standing in Corvo's way during the events of the first game.

In Super Smash Bros. Whalers fight much as they do in Dishonored. They wield a sword and, although hidden beneath their cloak, wristbows, allowing them to fight at both far- and close-ranges. Whalers can also use their transversal ability to teleport near fighters around them, or use tether to pull them (and enemies near them) close. Whalers are relatively slow and light enemies, making them easy to defeat.

Wosu
Wosu is a wolf-like creature that inhabit the many Palaces dotting Hyrule during the events of Zelda II: The Adventure of Link. Wosus have a number of special attributes that set them apart from most other enemies in Zelda II - while the fact that they steal some of Link's EXP when they hit him isn't unique to them, they are the only enemy that will continuously respawn in a single location, and do not grant Link any experience points once defeated because of this. Also unlike most enemies in the game there is only a single version of Wosu, meaning they do not deal more damage or have more health no matter which Palace they appear in.

In Super Smash Bros. the Wosus act identical to how they do in Zelda II, and even appear as their sprite from that game. A Wosu will bounce forwards continuously, only turning around upon hitting a wall, and deal minimal damage when they run into a fighter. Because Super Smash Bros. does not feature level ups like Zelda II does, a Wosu will instead make a fighter drop whatever item they are currently carrying.

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Yariko
Yariko is a spear-wielding enemy from Kirby 64: The Crystal Shards. Yariko is an infamous enemy whose precise spear-throwing prowess makes her a deadly foe to Kirby. She is described to be a jungle-dweller, who uses her spear to hunt prey, explaining her hunting skells.

In Super Smash Bros. Yariko tries to stay away from fighters so that she could throw her spear at them from afar. These spears deal quite a bit of damage, though Yariko has very low health and can be defeated should the player simply reflect her projectiles back at her.

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Dangerous Enemies[edit | edit source]
Arachnus
Arachnus is a species of armadillo-like predators native to the planet SR388. Characterized by its rounded shell and three-pronged maw, the Arachnus is a powerful and deadly foe that sits at the top of SR388's food chain. It first as a boss in Metroid II: Return of Samus, and a stronger imitation of it made of X Parasites would later appear in Metroid Fusion.

In Super Smash Bros., the Arachnus is an incredibly powerful foe with a variety of different attacks in its disposal. The Arachnus can curl into a ball and bounce about, creating shockwaves as it lands or charging at high speeds into fighters. When not in a spherical form, the Arachnus can also attack with its claws when at close range or fire large fireballs from its mouth.

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Boom Boom
Boom Boom is a high-ranking member of Bowser's Koopa Troop army and a recurring foe fought in the Super Mario series. Throughout almost all of his appearances, Boom Boom is a miniboss character, who is often fought in castles or fortresses in the middle of a world.

In Super Smash Bros., Boom Boom fights identically to how he does in his debut of Super Mario Bros. 3, swinging his arms as he moves around and jumps high in arcs. He does gain a new attack in that, when he is at low health, he will retreat into his shell and perform a spinning rush attack to charge into his foes. While Boom Boom was defeated by Mario by stomping on his head, doing so in Super Smash Bros. does not actually hurt him, but has a chance to stun him.

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Exisal
Exisals are large mechs that appear in Danganronpa V3: Killing Harmony. Four Exisals exist in this game, and are colour-coded to match the five Monokuma Kubs that pilot them. These large robots are used by the Monokubs to enforce the rules of the Killing Game set by Monokuma, as well as to clean up the area around the Ultimate Academy for Gifted Juveniles, which had been overtaken by a large amount of foliage.

In Super Smash Bros., the Red Exisal piloted by Monotaro is the only one that appears. Regardless, even without its four "siblings", the Red Exisal remains one of the most fearsome of enemies. The Exisal is fairly large and heavy, making it easy to hit should one be able to get close to it. The Exisal has two very strong attacks: the first sees it fire from the gatling gun that exists as its right arm that primarily deals damage and merely stuns fighters it hits, while the second is a very slow slash attack with its claw that deals massive knockback.

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Glalie
Glalie is an Ice-type Pokémon designated by the National Pokédex as the Face Pokémon. Glalie is a large rounded Pokémon whose body is comprised of frozen rocks, and as such can control the freely freeze the moisture in the air.

In Super Smash Bros., Glalie is a strong enemy that will try to freeze fighters when it gets near. When fighters get near (but still at a distant), Glalie will use Icy Wind to freeze the area around it, encasing its enemies in ice. When up close, Glalie will try and bite the its foes with Ice Fang. All of Glalie's attacks, as well as damaging the Pokémon with direct melee attacks, have a high chance to freeze foes, thus making it an incredibly difficult enemy to defeat.

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Guardian Stalker
Guardian Stalker is a series of robotic creatures featured prominently in The Legend of Zelda: Breath of the Wild. These six-legged robots are of Sheikah design, created to aid Link in combating the Calamity Ganon. Their long legs allow them to climb up vertical surfaces or other treacherous terrains, and they have a large cannon capable of firing blasts of energy at its target. Upon returning 100 years prior to Breath of the Wild, the Calamity Ganon corrupted the Guardian Stalkers, placing them under its control.

In Super Smash Bros., the Guardian Stalker is slow but, due to its large size, can climb around the area effortlessly. While ineffective in close-ranged combat, its cannon is extremely powerful with infinite range. Unlike other foes, the Guardian Stalker can be climbed upon, though it may attempt to swat them away with its long legs before it can do so.

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Hayreddin, the Territorial
Hayreddin, the Territorial is a prominent member of the Simius race, and a boss in Xenoblade Chronicles X. Hayreddin is a large red Simius who resides on Primordia's East Gate Plain, either wandering alone during the day or sleeping on a rock formation with other members of its species. Hayreddin is capable of entering an Enraged state that makes it completely invincible for a period of time.

In Super Smash Bros., Hayreddin, the Territorial is a very large foe who damages fighters with slow, but fairly powerful, melee attacks. In addition to Hayreddin having a large amount of health and being an incredibly formidable foe when at close range, Hayreddin can also enter an invincibility state just as in Xenoblade Chronicles X.

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Lynel
Lynel is the name of a race of Centaur-like beings that, while rare, have made a number of appearances as an enemy in The Legend of Zelda series. In all aspects, its Super Smash Bros. counterpart is based on the default red-maned Lynel from The Legend of Zelda: Breath of the Wild.

In Super Smash Bros., the Lynel is perhaps the most dangerous enemy in the Smash Run mode. Lynels have an incredible amount of health, and they wield a wide arsenal of weapons that include a sword, shield, and bow, the latter of which it will use to fire either normal arrows or Bomb Arrows. When standing still, the Lynel is impervious to projectile attacks from the front, though take slightly more damage from attacks from behind. In addition to using the different weapons it carries, the Lynel can also charge at high speeds to barrel down foes.

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Orne
Orne is one of Pit's most dangerous foes that have appeared in the Kid Icarus series. First appearing in Kid Icarus: Uprising, the Orne is a large skull-like creature who glows a purple and blue aura. Whenever one is around, a special theme plays, signifying Pit's potential demise as they are foes that can not be defeated.

In Super Smash Bros., a single Orne may spawn during a game. Much like in Kid Icarus: Uprising, an Orne will slowly follow around the player, and instantly KO them when contact is made. The same theme that played when one showed up in Uprising also plays when a fighter is close-enough to a fighter.

Regigigas
Regigigas is a Normal-type Mythical Pokémon, and the ruler of the Regi trio of Legendary Pokémon that consists of Regice, Regirock, and Registeel. Regigigas will only awaken from its slumber when all three of the other members of the Regi trio come meet it together, and it often sleeps in remote caverns or temples to hide away from civilization.

In Super Smash Bros., Regigigas is an exceptionally strong foe, attacking fighters with a large variety of different moves. Perhaps its most notable trait is that it can use its signature move Crush Grip to trap a fighter in its claw, before throwing them an exceptional distance that, while unable to KO a foe, will make it so they would have to travel a ways to make their way back to Regigigas. It throws its body around for most of its attacks, with Giga Impact being its most powerful and dangerous attack, but it can also fire a powerful Hyper Beam at distant foes, or use Stone Edge to send small, but sharp, stones flying all around it.

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Smash Tour[edit | edit source]

Smash Tour is a party game mode that bares some similarity to another one of Nintendo's multiplayer-focused franchises, Mario Party. Smash Tour is a mode in which up to four players run around on one of four boards, each one styled after a different Nintendo property, collecting power-ups in a manner not unlike Smash Run. Unlike Smash Run however, Smash Tour focuses more on the interactions between players (or, should they be enabled, CPU characters), and lasts for a set amount of "turns" (which begin when all players stop their spinners to determine how many spaces, between 1 and 10, they can move).

In Smash Tour mode, up to four players traverse a board, landing on different spaces and collecting power-ups and stickers. There are six different types of power-ups, all of which return from Smash Run and act identically to their appearances in that mode: Attack, Speed, Defense, Jump, Special, and Arms. These power-ups are scattered across a board, and are collected by the player's avatar, a Mii saved on the game's console, as they run through them.

Also found on the board are stickers. Most stickers that are collected have unique qualities in this mode that can be used to affect the player or their opponents before a turn or before a battle, though others gift the player that picks it up a playable character. Before a match begins, a player chooses a playable character out of those that they have collected, and applies it to their Mii - once this character is defeated in battle, they lose this character and must collect them once more. If a player wins a match they will not lose the character they used during such match, though they will retain whatever amount of damage they had when they won.

Players can run into each other on the board, and doing so will automatically begin a one-stock match between these two players once the turn is complete; the loser of this match will be knocked away and sent flying elsewhere onto the map, and they can potentially also lose some of the power-ups they collected. There are also four different colours of spaces that make up the board:

  • Grey spaces are the most plentiful colour on the board. Nothing happens when a player lands on this space.
  • Blue spaces are the second-most plentiful type of space on the board. When a player lands on this, a battle will begin between all four players. This battle can be either time- or stock-based, and is randomly chosen before the beginning of a match. Should it be time-based, the match will last for two minutes, while if stock-based all players will be given two stocks. Certain other elements, such as whether stage gimmicks and items are enabled, are also randomly decided prior to the match's start, though stage bosses will never be enabled.
  • Red spaces are scattered around the map, but are less common than either grey or blue spaces. Red spaces begin special battles once a player lands on them. In these matches, which always last for two minutes, have random attributes assigned to them: players can all be giant, small, metallic, or invisible throughout the duration of the match, damage and knockback modifiers may be present, characters may all have their weights altered to make them floaty, or the battle's speed will be either slightly slower (0.75x its normal speed) or slightly faster (1.25x its normal speed). Which attributes are present during a match are randomly selected at the beginning of a match.
  • Yellow spaces are the rarest type of space, as only a maximum of four may be present on a stage. When a player lands on this type of space, several events may begin. These events could be: power-ups and stickers become more plentiful on the board, Nabbit will appear on the board and steal all of the loose power-ups and stickers and give them to the one who reaches him before he escapes, or a boss will appear on the board that grants large amounts of power-ups to those who defeat them. The bosses that can appear are Ridley, Petey Piranha, or the Dark Emperor, who are fought on their respective stages.

Once the designated amount of turns have been completed, all players will be placed into a unique type of stock match, where each stock has them become another fighter. Players can choose which fighter they wish to start the match as out of those they have collected at the end of the game, but the others in their deck are shuffled into a random order succeeding them. Whichever player is the last one standing wins the entirety of Smash Tour.

Boards[edit | edit source]

Smash Tour contains four boards that players can choose from, all of which are available from the start. Each of the four boards feature four "checkpoints" that, when passed for the first time, grant players large bonuses to all of their stats. Passing each of the four checkpoints also grants a small bonus to the players' stats as well. In addition to these four checkpoints, each board also features a "Capture Point", which becomes "captured" by the player who passes it. The player in command of the Capture Point at any given time receives a small boost in the power-ups they collect (for instance a small power-up, which normally grants 2 points to a stat, instead grants 3). A Capture Point is lost when another player passes by it, and whoever has ownership of it once the final turn ends gains another bonus to their stats.

The four boards have certain gimmicks that make them different from each other, which promotes replaying the mode to see what each board has to offer.

Mario Circuit
Mario Circuit is the simplest of the four boards. Based upon the course of the same name from Mario Kart Wii, the board is relatively rounded but forces all players to traverse two paths that wrap around each other, thus making it easy to run into each other. Due to this, it is the shortest and smallest of the boards. Mario Circuit's gimmick comes in the form of a Chain Chomp, which guards the board's Capture Point. While asleep, every three turns the Chain Chomp will wake up, and remain vigilant for the duration of the turn, lunging at, and thus launching away, any fighter that dares try to approach.
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Checkpoint Emblems
Skyloft
Skyloft is a small village suspended high over the land of Hyrule, that serves as one of the main settings of The Legend of Zelda: Skyward Sword. The village itself is packed with several buildings fairly close together, making for many tight corridors that are tricky to navigate safely. Despite its thinner paths, Skyloft is the largest of the boards, and features two gimmicks. One such gimmick is Beedle, who will land his shop at random points in the battle and give out an exceptionally-large power-up to the first player to reach him. Another gimmick is Levias, who will push a large landmass around the board every five turns, thus altering some of the pathways, and the locations of players should they be on such landmass.
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Checkpoint Emblems
Donkey Kong Island
Donkey Kong Island is a very open and circular board, though also features the most amount of spaces out of all the four boards. Donkey Kong Island, based primarily on its frozen incarnation from Donkey Kong Country: Tropical Freeze, is the home of the Kongs, and features very primitive architecture compared to most other Nintendo worlds. The stage features Barrel Cannons that can launch players around the map without damaging them, though using one will temporarily destroy it.
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Checkpoint Emblems
Space Pirate Ship
The Space Pirate Ship is a ship that flies through the cosmos, collecting constellations to be sold to collectors or used to fuel the ship itself. The board is fairly large, and oval-shaped, but it deviates from a standard oval with various paths that reach out along rectangular platforms.
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Checkpoint Emblems

Sticker Power-ups[edit | edit source]

In Smash Tour, stickers have special attributes that can also be applied to the player's Mii though these will also be completely lost once the battle is finished, no matter if they win or lose. Stickers are divided into red and blue categories, which denote when they can be used: red means they can be used at the beginning of a battle, while blue means they can be used at the beginning of a turn on the board. Excluding the stickers that grant a player a fighter to be used in battle, the following stickers can be collected:

Sticker Description
9-Volt
WarioWare Gold
Doubles the result of the user's spin for a turn.
Abra
Pokémon series
Shuffles the positions of all players on the board.
Adam Malkovich
Metroid: Other M
Protects the user from the effects of all opponents' stickers for the duration of the turn.
Arachnus
Metroid: Samus Returns
Inflicts 50% on a random opponent at the beginning of the battle.
Back Shield
Kid Icarus: Uprising
Begin the battle with a Back Shield equipped.
Ball and Chain
Zelda: Twilight Princess
Randomly turns smash attacks into one-hit KO's.
Barbara the Bat
Jam with the Band
Makes all nearby players lose a fighter.
Birdo
Mario Party 9
Increases the power of all the user's projectile attacks for the duration of the battle.
Bob-omb
Mario vs. Donkey Kong 2
Begin the battle with a Bob-omb.
Boo Buddies
Super Mario World
Begin the battle invisible.
Blooper
Super Mario Sunshine
Have a Blooper blind all opponents at the beginning of the battle.
Candy Kong
Donkey Kong Country
Slightly heals the user when they block attacks.
Captain Rainbow
Captain Rainbow
Allows the user to team-up with a selected opponent for the duration of the battle.
Centurion
Kid Icarus
Begin the battle with a Centurion.
Cryogonal
Pokémon series
Reflects the effects of a harmful sticker back at the user should it harm the player holding this sticker. Activates automatically.
Deku Leaf
Zelda: The Wind Waker
Begin the battle with a Deku Leaf.
Devil
Devil World
Removes all playable character stickers from the board.
Drifloon
Pokémon series
Allows the user to jump once more than normal.
Dr. Wright
SimCity
Summons a boss onto the board.
E. Gadd
Luigi's Mansion: Dark Moon
Nearby power-ups are drawn to the user as they move around the board.
Eggplant Wizard
Kid Icarus
Turns all nearby opponents into eggplants, causing them to skip the turn.
Esna
Ever Oasis
Nullifies traps the user may step on or pass during the turn. Activates automatically.
Fauster
Wario's Woods
Inflicts 100% damage on the user but doubles the amount of knockback they deal.
Francisca
Kirby Star Allies
Causes attacks to randomly freeze opponents.
Franklin Badge
EarthBound Beginnings
Begin the battle with a Franklin Badge equipped.
F-Type
Stunt Race FX
Increases the movement speed of the user and adds one more space to the results of their spin.
Fuzzy
New Super Mario Bros. U
Decreases the jump height of all opponents for the duration of the battle.
Ice Cream
Kid Icarus: Uprising
Slowly heals the user as they remain on the ground for the duration of the battle.
Jill
Drill Dozer
Places a trap that resets a random stat of the next player to land on this space to zero.
Kannon
Donkey Kong Country 2
Inflicts 100% on a random opponent at the beginning of the battle.
Katrina
Animal Crossing: New Leaf
Switches the stickers of all players.
Lord Fredrik
Donkey Kong Country: Tropical Freeze
Freezes a random opponent at the beginning of the battle.
Louie
Pikmin 2
Calls all opponents to the user.
Lucas
Mother 3
Enlarges all power-ups on the board.
Majora's Mask
Zelda: Majora's Mask 3D
Inflicts 50% to the user, but doubles their stats for the duration of the battle.
Metal Mario
Mario Kart 7
Begin the battle with the effects of a Metal Box active.
Mimicutie
Kid Icarus: Uprising
Changes all power-ups and stickers on the board to new ones.
Mipha
Zelda: Breath of the Wild
Automatically fully heals the user once they exceed 100%.
Mr. Chicken
Rhythm Heaven Megamix
Launches any player the user runs into without battling them.
Mr. Resetti
Animal Crossing: New Leaf
Increases the speed of all opponents' spinners for a turn.
Negative Man
Mother 3
Halves all of a random opponent's stats for the duration of the battle.
Nightmare
Kirby: Nightmare in Dream Land
Covers the board in darkness to obscure everything besides the players' locations for three turns.
Noddy
Kirby's Adventure
Puts a random opponent to sleep at the beginning of the battle.
Nruff
Kirby 64: The Crystal Shards
Teleports the user to a checkpoint they have yet to pass.
Pointy Tuck
Donkey Kong Country: Tropical Freeze
Places a trap that launches whomever walks over the space.
Prank
Kirby & The Amazing Mirror
Places a trap that randomizes the characters of whomever walks over the space.
Pyra
Xenoblade Chronicles 2
Fully heals the user's fighter at the beginning of the match.
Robin
Fire Emblem Heroes
Causes the battle to begin in Sudden Death.
Rusty Slugger
Rusty's Real Deal Baseball
Automatically makes the user catch any thrown item.
Sheldon
Splatoon
Begin the battle with a Splattershot.
Slippy Toad
Star Fox Zero
If another player uses a sticker, then the effects of the sticker will also be applied to the user of this one. If multiple other players use stickers, only one will be applied to the player, determined at random.
Spinarak
Pokémon series
Decreases the speed of the user's spinner for a turn.
Ultra Hand
Nintendo Game
Begin the battle with an Ultra Hand.
Vaati
Zelda: The Minish Cap
Lowers one of the user's stats to zero, but maxes out another.
Vividria
Kirby Star Allies
Places a number of dummy stickers and power-ups around the board that launch players that collect them.
Waluigi
Mario Party 8
Launches all nearby foes immediately after use.
Whomp
Mario Party 9
Forces a single opponent to stop moving should they run into the user, with no battle commencing.
Winged Cloud
Yoshi's New Island
Places a trap that randomizes all of the playable character stickers of the one who lands on it.
Xananab
DK: Jungle Climber
Makes the user take control of the board's Capture Point.
Zethia
Dragalia Lost
Teleports the user to the nearest checkpoint.

Online Play[edit | edit source]

Online Play is a subsection of the normal "Smash" mode, where, instead of playing against CPU opponents or other players locally, players can search for opponents via the internet or link up two or more Switch systems together to fight matches. Players can link up exclusively with their friends, and are capable of changing all individual rules available to them, or can fight against strangers in specific match types.

When fighting "With Anyone", there are two main game modes: "For Glory" and "For Fun". When playing With Anyone, players do not get any choice when it comes to which stage the match will take place on - one of the stages will be selected at complete random. When playing With Friends this is not the case however: players can choose a stage and the game will randomly select one of the stages out of those each player has selected. Custom Mii characters also can not be used in With Anyone matches, and choosing them will default to a random default appearance. In addition, both For Fun mode and For Glory mode feature other differences from both each other and settings found in With Friends:

  • "For Glory" mode removes all of a stage's hazards and gimmicks, allowing for a more hardcore experience. These matches are based upon the most common ruleset for Super Smash Bros. tournaments, being one-on-one matches, with each fighter having three stocks. No items drop in this mode.
  • "For Fun" mode instead embraces the insanity of the Smash Bros. formula. In addition to keeping items on, each match can feature up to four players - if fewer than four players can be found, the game will insert CPU-controlled fighters of varying difficulties.

In addition to playing online in random matches, players can also set up or join active tournaments, or spectate the current matches of players on their Friends List.

Items[edit | edit source]

What sets Jake's Super Smash Bros. from other fighting games is the inclusion of items that can be used to change the outcome of battle. Many of these items can be picked up and used as weapons, while others will heal the user of some damage. Items can be classified as "battering", "shooting", "healing", "transformation", and "miscellaneous", though these merely serve to categorize how they are used. Items are not a necessity, and it can be determined by the player which items will spawn in the Items Menu accessible from the Battle Setup screen.

Anchor
Anchors are large heavy objects, often made of metal, that can be used to keep watercraft stationary against all wind and tides by being pushed overboard, tethering the ship to the ground beneath the water. Used in real-life, anchors also make frequent appearances in the Super Mario franchise as being attached to Bowser's Airships, where they serve the same purpose of tethering the flying ship to the ground so that the wind is unable to move it from its current position.

In Super Smash Bros., only one of this heavy item will spawn at a time, and they may not even do so on some stages. Effectively useless on the ground, the anchor can be thrown off a ledge to deal massive damage and meteor smash any fighter beneath them. The anchor in Super Smash Bros. is distinctly one from an airship, as Bowser's insignia is present on the wooden bar attached to it.

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Assist Trophy
The Assist Trophy is a small mysterious artifact of unknown origin. Though it appears to be a trophy stand covered in a glass case that houses colourful mist and a generic silhouette, the item has the power to manipulate time and space in order to summon one of several characters to aid the one that grabbed it. Unlike most items, the Assist Trophy activates automatically once it is grabbed [should the user be planted firmly on the ground].
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Back Shield
The Back Shield is an item from Kid Icarus: Uprising. Usually obtained through Treasure Boxes, the Back Shield would rotate around Pit in order to protect his backside from attacks while he engages in grounded combat.

In Super Smash Bros., the Back Shield retains this same use: it hovers behind the one who grabs it to protect them from all attacks, barring those with that damage foes within a certain radius. The Back Shield will absorb all melee attacks dealt to it, reflect most physical projectiles, and absorb most energy projectiles.

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Banana Peel
Banana Peels are the outer skin that grow around the banana fruits. These objects are commonly seen in cartoons, often being used to trip characters in fairly comical ways. Banana Peels have appeared in all Mario Kart titles to date, being the weakest type of item that can be placed around courses to cause racers to spin out.

In Super Smash Bros., Banana Peels will trip fighters who walk over it, while not actually dealing any damage to them. Fighters can also throw Banana Peels directly at other fighters in order to force them to trip, with the throw itself dealing a measly 1%.

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Barrel
Barrels are large cylindrical containers that contain items. These barrels are heavy, and thus impair the movement of those that pick them up, slowing them to a crawl and making them unable to jump. When thrown or attacked by standard attacks, barrels will often be knocked over into a roll, shattering once they run into a wall or a fighter. When broken the barrel will often release up to five items, though sometimes it will instead explode as a 'dud' item. Barrels come in three different aesthetic variants - wooden, present, and futuristic - with the different variants being used for different stages.
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Beastball
The Beastball is an item that bares a striking resemblance to a baseball. While small in size, the Beastball harbours an incredible power that grants it the ability to teleport. Once thrown it will do just that: the Beastball will teleport to crash into a foe near it.
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Beehive
Beehives are enclosed structures that serve as the nest of honey bee colonies. In the Animal Crossing series, beehives can be shaken out of trees, disrupting the bees that live within it and cause them to mercilessly pursue the player for doing so. The bees serve as one of the very few "enemies" of the Animal Crossing series, though emptied beehives can be sold to stores for a small amount of Bells.

In Super Smash Bros., should a fighter throw it at another fighter, the beehive's inhabitants will exit the beehive and chase down the one the beehive hit. The bees don't actually stun the fighter, but do deal damage over time. Interestingly, the swarm of bees can be split up should their target remain close to another fighter for an extended period of time. The beehive can also be broken by sustaining enough damage when sitting on the ground, with the released bees targeting the one who broke it.

Beetle
The Beetle is an item that can be obtained by Link in The Legend of Zelda: Skyward Sword. This item utilizes the game's focal point of the Wii Motion Plus peripheral, as it can be flown around by tilting the Wii Remote in the desired direction. The Beetle is designed to carry objects back to Link, as the two pincer-like appendages on the front can do just that.

In Super Smash Bros. the Beetle is a dangerous item that can potentially KO a foe no matter their current damage percentage. When thrown at a foe, it will lock them within its pincers and begin to travel upwards, carrying them off-screen. A fighter can escape the Beetle's grasp by shaking the control stick. Timing an attack at an incoming Beetle can be reflect it back at the thrower, something which can also be done via any reflector-type attack.

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Black Hole
Black Holes are an astronomical event, an area of space where the gravitational pull is so intense that no matter can escape. In Super Smash Bros. the small Black Hole can be thrown, and will grow after it travels a set distance after being released. When at its full size, the Black Hole pulls in all nearby fighters (besides the one that threw it), the items, and projectiles for a short period of time. Though it doesn't deal any damage to foes by itself, it does allow fighters to be easily targeted by items and stage hazards.
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Blooper
Bloopers are a recurring enemy often found in underwater levels of the Super Mario series. Bloopers can be seen as an underwater equivalent of Koopa Troopas, being more competent than the more-common Cheep Cheeps, yet still fairly common in their own right. They make their most prominent appearance in the Mario Kart series, where they act as items that blind all of the racers ahead of the user with splotches of ink.

In Super Smash Bros., the Blooper is based on its Mario Kart incarnation. Like in that game, the Blooper sprays ink on the opponents, covering the screen for a short period of time with a splotch of ink. In single player online play, the player that uses the Blooper is unaffected by the Blooper's ink, with only the other fighters' screens being covered in ink.

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Blue Spiny Shell
The Blue Spiny Shell is, as its name describes, a blue-coloured Spiny Shell, and a recurring item from the Mario Kart series. The Blue Spiny Shell is the deadliest item a racer can obtain, as it homes in on first place and creates a large blue explosion once it reaches them. In Mario Kart 64, Mario Kart 7, and Mario Kart 8, the shell will also run along the course, knocking away any racer that may be in its path.

In Super Smash Bros., the Blue Spiny Shell acts near-identically to its Mario Kart incarnation: it locks on to the fighter that is currently in the lead, be it the person with the most amount of stocks or the person with the most amount of KO's, before crashing down on them and creating a small, but fairly powerful, explosion. Unlike in the Mario Kart series, the Blue Spiny Shell will not track the user should they be the one in the lead; if the winning fighter throws it, it will instead target the second-place fighter.

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Bob-omb
Bob-ombs are a recurring enemy from the Super Mario series. As their appearance suggest, they appear to be a species of sentient bombs, and will explode to try and defeat those it is ordered to.

In Super Smash Bros., the Bob-omb is a powerful item that can be thrown to create a small, but incredibly deadly, explosion. If the Bob-omb is not picked up off the ground for a short while, it will begin to walk around, becoming an incredibly deadly obstacle that explodes on contact, or if it wanders around for a moment.

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Bouncy Bomb
The Bouncy Bomb is a combat item featured within the Kid Icarus series, debuting in Kid Icarus: Uprising. As its name suggest, the Bouncy Bomb is capable of bouncing off walls, and thus can be used to scout around corners or to unpredictably damage foes when in claustrophobic environments.

In Super Smash Bros., the Bouncy Bomb acts very similarly to the Bob-omb item, though is much less deadly as its explosion is not nearly as powerful. Unlike the Bob-omb, the Bouncy Bomb's detonation happens after a certain amount of time has passed, and will bounce off enemies or solid platforms as if a simple ball.

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Bullet Bill
The Bullet Bill is a recurring enemy from the Super Mario series, who has also appeared as an item within the franchise's spin-off titles. As an enemy, the Bullet Bill is fired from cannons and either travel in a forwards direction or home in on Mario when he approaches. In the Mario Kart series however, a racer can temporarily transform them into one by using the Bullet Bill item which sees them travel along a set path at a high speed, barrelling down all racers in its path.

In Super Smash Bros., the Bullet Bill is specifically based off its Mario Kart incarnation. When activated, the user is transformed into a Bullet Bill and they blast in the direction they're facing. As a Bullet Bill, they travel a very short distance but deal massive damage and knockback to all those they run into.

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Centurion
Centurions are the grunts that serve Palutena, acting as the main militaristic force that fights against the invaders of Skyworld. Pit serves as the captain of he Centurions, who primarily take the appearance of short men with small wings and large plump noses wearing golden armour. In the original Kid Icarus, Pit could free captive Centurions and they will repay him by aiding his endeavour by following him around and firing on his command. Due to their small size, Centurions are fairly weak, and often fall to a single hit.

In Super Smash Bros. the Centurion will spawn on the stage as a stone statue, referencing their petrified state from Kid Icarus. Once picked up, the Centurion will follow the one who freed them, and fire weak arrows at the nearest foes for a limited amount of time. The Centurion's damage output is minimal - the arrows' main use is to stun foes - but it will follow a fighter around for a significant amount of time.

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Crate
Crates are large cubical boxes that contain items. These crates are heavy, meaning that those who pick it up are incapable of jumping and move at a slow rate. The crate can be broken by attacks or when thrown to reveal up to five items. Crates come in three different aesthetic types - wooden, present, or futuristic - as well as three different variants - normal, exploding, or rolling. Exploding crates are 'dud' items that explode when thrown or when they sustain enough damage (though in some cases, it will instead release five Bob-ombs), while rolling crates are on wheels and can be ridden atop though they can only be broken by powerful attacks.
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Crown
Crowns are a piece of headgear that tend to be symbolic in that they are heavily associated with royalty or the idea of having power over a society. In Super Mario 3D World, the player who earns the most amount of points in a level will get a crown in the next, though the only benefit this gives will be a certain amount of bonus points should a player bring it to the end of the level.

In Super Smash Bros. a fighter can pick up and wear the crown, though upon taking any amount of damage, the crown will fall off and can be picked up by someone else. The fighter who wears the crown gets their damage output increased a fair amount, while their running speed is increased only a tiny amount as well.

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Cucco
Cuccos are a recurring, usually passive, species often encountered in The Legend of Zelda titles. For the most part, they act identically to the chickens of the real world, often wandering about while clucking. What makes the Cuccos stand out among other Zelda species is that they are a very cooperative type of bird; attacking one enough times will see it call out for others of its kind, and they will all get revenge by attacking Link.

In Super Smash Bros., a single Cucco may appear on stage. If successfully thrown at an enemy, the Cucco will call upon a swarm of other Cuccos to harass them, dealing minor damage, but continually stunning them, over a short period of time. If a Cucco is not picked up and is attacked three times, the fighter that dealt the final blow will instead be targeted by the chickens.

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Cymbal Monkey
The Cymbal Monkey, or Monkey Bomb, is a tactical grenade present in a most of the Call of Duty Zombies maps ever since its first appearance in the Call of Duty: World at War map Der Riese. The Cymbal Monkey's origin has never explicitly been detailed (though it was created by Edward Richtofen), but it appears to have been created as a tool to attract zombies; it is a C4 connected to a cymbal monkey toy via an insulated wire, and the song played by the toy attracts zombies to it before it detonates. The Monkey Bomb seems to be somewhat-sentient, and is capable of speech.

In Super Smash Bros., the Cymbal Monkey acts very much like its Call of Duty appearances. Throwing the Monkey Bomb onto the ground will cause it to play one of its three songs as it bangs its cymbals together for a short duration of time; while this will not inherently attract fighters, it does create a suction effect to pull nearby fighters towards it. The explosion it creates after the song stops playing is fairly large and powerful, making it one of the deadliest normal items in the entire game. Unlike in its Call of Duty appearances, it does not speak.

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Deku Leaf
The Deku Leaf is a giant leaf item from The Legend of Zelda: The Wind Waker. In that game, Link could use the Deku Leaf like a sail, and glide over long distances and through updrafts with it. Deku Leaves could also be found in The Legend of Zelda: Breath of the Wild with most being knocked from trees when they are chopped down.

In Super Smash Bros., despite having its appearance from The Wind Waker, the Deku Leaf acts nearly identically to how it does in Breath of the Wild: the user will wave it downwards, creating a powerful gust of wind to knock away foes, while also dealing no damage.

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Dragoon
The Dragoon is a Legendary Air Ride Machine that can be built by Kirby in the City Trial mode of Kirby Air Ride. This Air Ride Machine excels in most stats, and has the best gliding capabilities of any vehicle in the game.

In Super Smash Bros., the Dragoon is a unique item, in that it can not be directly collected by one fighter, and instead it will spawn in three separate parts. A single fighter must collect all three of the Dragoon's parts, which will spawn over the course of a battle, to be able to summon the vehicle. Once all three parts have been collected, the player can ride atop the Dragoon and travel off-screen. When off-screen, the player can use a reticle to choose an area for them to barrel through. The Dragoon deals massive damage and even more knockback to foes that it hits. Once the Dragoon is used by a fighter, the pieces will not spawn again and the user will be dropped from the sky to reenter the fight.

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Fairy
A Fairy is a recurring passive creature from The Legend of Zelda series, most often taking the appearance of a ball of light with white translucent wings. Fairies can be used as healing items, with them being most useful in their ability to revive Link immediately should he fall in battle, restoring a portion of his health as it does. In many games, a fairy can be captured by using a bottle, and it is in this form that the Fairy appears in Super Smash Bros..

In Super Smash Bros., the Fairy is an excellent, albeit somewhat situational, healing item. If picked up by a fighter whose damage percentage exceeds 100%, they will be healed for exactly 100%. However, it will not heal those whose damage percentages are not over 100%, and it can instead be picked up by them and thrown at other foes, though it will heal a foe should it be thrown at an opponent with over 100% damage.

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Fake Smash Ball
The Fake Smash Ball is an explosive item designed to mimic the appearance of a Smash Ball. Like the Smash Ball, the Fake Smash Ball will fly around the stage once it spawns. When enough damage is dealt to the item it will explode in a powerful cross-like shape that mimics the design present on it. Compared to the Smash Ball, the Fake Smash Ball's design is mirrored, making it possible, albeit difficult, to discern which is which should both be present on the stage at once.
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Fire Flower
The Fire Flower is one of the most recurring power-ups from the Super Mario series, being one of the first three power-ups that debuted in Super Mario Bros.. Throughout the Super Mario series, the Fire Flower grants Mario the pyrokinetic abilities he is most identified with.

In Super Smash Bros., the Fire Flower acts as a sort of flamethrower, spewing a small wave of fire. While the player uses the Fire Flower, the user is able to move around left or right and is capable of performing only a single, and slightly shorter, jump.

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Flipper
Flippers are an item that appear in the Nintendo Entertainment System title Balloon Fight, where they serve as one of the main hindrances for the player. In Balloon Fight, Flippers knock away either friend or foe whenever someone touches it, causing it to spin around.

In Super Smash Bros., the Flipper acts as a stationary obstacle that can be thrown by players to deter movement. Though it can only be thrown a fairly short distance, the Flipper will remain suspended in mid-air and deal damage to all those - including the one who threw it - who touch it. Though it doesn't deal a lot of damage nor does it deal much (if any) knockback, it does cause foes to be stunned, and thus they can be trapped in its spin. Much like in Balloon Fight, the Flipper will only spin once a fighter or an item touches it, and it may eventually stop spinning after doing so for a short time.

Food
Food is a recurring item from the Kirby series. Somewhat uniquely, the Food present in that series is often depicted as photographs of real-life food rendered as 2D sprites, which is just as how the food appears in Super Smash Bros..

In Super Smash Bros., Food heals the one who eats it by a very small amount. These items of Food come from Kirby Air Ride, with all of the food from that game - Apple, Curry, Hamburger, Hot Dog, Tempura Soba, Ice Cream, Meat, Omurice, Oigiri, Ramen, Sushi, and the Pep-Brew energy drink - appearing in Super Smash Bros..

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Franklin Badge
The Franklin Badge is an item that has appeared in all three titles of the EarthBound series. This strange badge has the power to reflect certain PSI-based attacks back at the foe. Interestingly, the player does not need to equip this item onto a party member for its power to activate, as just having it in their inventory is enough to unlock its power.

Unlike most other items in Super Smash Bros. the Franklin Badge is not held by the user who picks it up, nor can they throw it away at will. Rather, when the Franklin Badge is picked up, the user will equip it. While the Franklin Badge is worn by a fighter, all projectile attacks (barring Final Smash attacks) will automatically be reflected away from the item's user.

Freezie
Freezies are a recurring enemy from the Mario franchise, first appearing in Mario Bros. and being one of the few enemies from that game to make consistent (albeit rare) appearances since.

In Super Smash Bros. the Freezie will spawn on the stage and begin to slide to the right, only moving to the left should it hit a wall. When attacked or thrown, the Freezie is destroyed, though if the Freezie is successfully thrown at an opponent it will encase them in a chunk of ice.

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Grass
Grass is a type of flowering plant that grows naturally in the real world grasslands that are estimated to cover over 40% of the Earth's landmasses. Bushels of grass appear in Super Mario Bros. 2, which can be plucked to reveal bombs or vegetables that can be thrown at enemies.

In Super Smash Bros., these same bushels of grass can appear on any flat surface. When picked up, the fighter will pluck the grass and obtain a random other item. Barring containers, Assist Trophies, and Smash Balls, fighters can pick up any item from the grass.

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Gust Bellows
The Gust Bellows is an item from The Legend of Zelda: Skyward Sword. Found within the Lanayru Mining Facility, this handheld cannon seems to have been created by an ancient civilization, and can be used to clear away the many sand piles that have since built up over time.

In Super Smash Bros., the Gust Bellows can be used to shoot a small tornado that pushes around foes without damaging them, allowing the user to push around even invulnerable fighters. When thrown away, there is a small chance that the Gust Bellows will go haywire, bouncing around as it spews air out uncontrollably.

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Hammer
Hammers are a type of weapon that can be temporarily used in Donkey Kong. Scattered around the various levels are these large mallets that allow Mario to destroy the many obstacles that stand between him and his kidnapped girlfriend. While wielding a hammer, Mario can not climb ladders or jump, making it just as much a hindrance as an aid.

In Super Smash Bros. the hammer is a very powerful item. Once picked up, the player will begin to swing the hammer up and down, dealing massive damage and knockback to enemies and causing the same explosion-like effect that appeared when Mario hit an enemy with one in Donkey Kong. During the short period of time where the user wields a hammer, the power-up theme from Donkey Kong will play, overwriting whatever song is currently playing on the stage for the few moments that it is active.

Healing Field
The Healing Field is a large gadget that can be thrown to generate a small field of green energy straight-outwards from the top of the machine that slowly heals any fighter that remains within it. The Healing Field originally appears as a large bulb-like item, but once thrown will open up to reveal the healing field for which it is named. When thrown at a wall the Healing Field will stick to it, and thus instead of releasing a Healing Field up towards the sky the Healing Field will instead face in the opposite direction of the wall.
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Ice Mine
Ice Mines are a projectile weapon that appears in Sonic Forces: Speed Battle, and is usable normally by Amy Rose, Sonic the Hedgehog, and Chaos; Metal Sonic can also make use of the item via his Steal ability. Ice Mines will appear in front of the user's opponents once thrown, and will freeze them temporarily to hinder their progress. As with all items they can be upgraded, with the amount of time those that hit them remaining frozen increasing as they become stronger.

In Super Smash Bros., the Ice Mine will initially appear on the ground in an "inactive" state, appearing to be greyed out slightly. Once thrown, the Ice Mine will instantly freeze the first fighter who touches it, exploding into an icy cloud that also damages any fighter nearby. If, after the Ice Mine is thrown, the item travels a set distance without making contact with an enemy or platform, it will simply hover in midair.

Insight Staff
The Insight Staff is a weapon that can be obtained and used by Pit in Kid Icarus: Uprising. The Insight Staff is the most basic of the Staff weapons that Pit can use, with its idol description explicitly stating that it is designed to help players get accustomed to the Staff's strengths in ranged combat.

In Super Smash Bros., the Insight Staff has a limited amount of ammo that can be fired at foes. What makes this staff unique from other projectiles is that the bursts of energy deal more damage and knockback the further they travel, being fairly weak at close range but incredibly powerful should one fire at an opponent on the other end of the stage.

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Item Box
Item Boxes are one of the most-recurring features present within the Mario Kart series, and for good reason. As its name implies, the Item Box grants racers an item once they drive through it, though doing so also causes it to shatter, thus preventing those who may be drafting behind another racer to miss it.

In Super Smash Bros. the Item Box acts identically to its appearance in the Mario Kart series. It can not be picked up, as once a fighter attempts to it will shatter and another random item will appear in its place. Unlike other container items, fighters can not physically damage it - their attacks simply go right through it.

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Launch Star
Launch Stars are objects featured heavily within Super Mario Galaxy and its sequel. These large stars often either hover slightly above the ground or floating in space, and will send Mario flying a fair distance once he performs a Star Spin while in its presence.

In Super Smash Bros., the Launch Star will first appear as a small orange star with a hollowed centre, though when thrown will explode out into its normal form. The Launch Star launches fighters that enter it in the direction opposite from which it was thrown. The Launch Star will float horizontally should it be thrown straight-upwards or downwards, while it will instead float vertically should it be thrown to either side.

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Lightning
Lightning is a recurring item featured in the Super Mario franchise, though most prominently makes appearances in the Mario Kart series. In the latter, the Lightning will temporarily shrink all racers aside from the user; this causes them to move at a very slow speed.

In Super Smash Bros., simply touching the Lightning will cause all other fighters to be temporarily shrunk.

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Lip's Stick
Lip's Stick is a magical wand carried by the fairy Lip in Panel de Pon. As Panel de Pon is a puzzle game, she is never directly seen using it to attack foes, but she will use it to give opponents flower-themed Garbage Blocks. As such, its appearance in Panel de Pon and Lip's later appearances is primarily a cosmetic one.

In Super Smash Bros., the usage of Lip's Stick is actually based upon a scrapped Copy Ability from Kirby Super Star known as "Flower" and seemingly based on Lip herself. Foes that are hit with Lip's Stick get a flower planted atop their head, which will deal slight damage (without any flinching) over time. While Lip's Stick can only be used as a melee weapon, if thrown at opponents it will still place the flower on their head. This flower only lasts a few moments, and will fall off on its own.

Magical Clock
The Magical Clock is a rare item that can be dropped by enemies in the original The Legend of Zelda. Once collected by Link, the Magical Clock freezes all enemies in place until Link leaves the screen.

In Super Smash Bros. the Magical Clock acts fairly similarly, but not identically, as it causes all fighters aside from the one who collected it to slow down significantly for a short amount of time.

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Maxim Tomato
The Maxim Tomato is an item that has made several appearances throughout the Kirby series. In all of its appearances, the Maxim Tomato acts as a healing item, fully restoring all of Kirby's health once eaten (or, in Kirby Mass Attack, completely fills the fruit meter.)

In Super Smash Bros., the Maxim Tomato is a powerful healing item not unlike the various Food items that can also be spawned. Unlike those Food items however, the Maxim Tomato heals the player to remove 50% from their damage percentage.

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Metal Box
The Metal Box is a block that appeared in Super Mario 64. One of the three blocks that granted a transformation cap; in the case of the Metal Box, it grants Mario a Metal Cap that encases him in a heavy metal coating.

In Super Smash Bros., picking up or attacking the Metal Box will encase the user that did so in the same metal coating as in Super Mario 64. This metal coat increases the fighter's weight, thus increasing their jump height while increasing their fall speed, in addition to also lowering the amount of knockback they take and the amount of damage they deal. This lasts for a similar time.

Some characters have special designs for their metal coat, namely Peach, Luigi, and Meta Knight. Peach's design makes her resemble Pink Gold Peach from Mario Kart 8, Luigi takes on a silver colour mimicking his appearance after collecting a Gold Flower, and Meta Knight takes on a fuchsia colour that makes him vaguely resemble Galacta Knight.

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Oranges
Oranges are projectile weapons used by the four playable characters of Donkey Kong 64. These grenade-like explosives can be used to break through barriers and damage more-defensive enemies more than other attacks would.

In Super Smash Bros., the Oranges appear as much-weaker versions of the Bob-omb, as they create a small explosion once they detonate after being thrown, which still deals a fair bit of damage to anyone hit by them, but does not deal as much knockback.

Parasol
Parasols are a common item utilized in the Kirby series, often by the Waddle Dee enemies or by Kirby himself when he gains the Copy Ability of the same name. Kirby's Copy Ability allows him to use the Parasol as a battering item or as a shield.

In Super Smash Bros., the Parasol acts almost identically to how Kirby uses it in the Kirby titles. The Parasol is a fairly weak battering item, but it does slow a fighter's aerial descent when they are carrying it.

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Pitfall Seed
The Pitfall Seed is a recurring item from the Animal Crossing series. The Pitfall Seed is an item that, when buried, creates a pitfall; anyone who walks over the spot where it was buried will fall into a hole as the ground collapses under their feet (or hooves, paws, or whatever they may have).

In Super Smash Bros., the user does not need to bury the Pitfall Seed in order for its effects to be used: simply throwing it will cause it to be buried in the ground where it lands. Much like in Animal Crossing, the Pitfall Seed will cause the first person who walks over where it was thrown to be buried in the ground. If the Pitfall Seed is placed on a semi-soft platform however, a fighter will instead be forcibly pulled beneath it. Unlike in the Animal Crossing series, in which the Pitfall Seed, much like anything that is bury, is marked by a star-like mark, in Super Smash Bros. there is nothing to mark where the Pitfall Seed was buried. Additionally, also unlike in Animal Crossing, the one who throws it can not be affected by the Pitfall Seed; in team battles, the teammate(s) of those who threw it can be buried by the Pitfall Seed.

Plumed Punisher Strap
The Plumed Punisher Strap is a piece of evidence featured in the third episode of Phoenix Wright: Ace Attorney - Spirit of Justice. The strap is a one-of-a-kind piece of merchandise released in the Kingdom of Khura'in to promote the television series The Plumed Punisher: Warrior of Neo Twilight Realm, itself a blatant copycat of the show The Steel Samurai: Warrior of Neo Olde Tokyo from Phoenix Wright's homeland. The charm that primarily appears in Spirit of Justice is owned by Maya Fey, who traded her Steel Samurai strap to Beh'leeb Inmee as part of what she dubs a cultural exchange.

In Super Smash Bros., the Plumed Punisher strap is essentially useless. When the strap is picked up the user is then able to play the Plumed Punisher's theme song by holding down the attack button. Though this item has little fighting use, throwing the strap at a foe's shield deals a surprising amount of damage to it.

Poké Ball
Poké Balls are a gadget that exist to be used to capture Pokémon. They are small orbs that can be thrown at Wild Pokémon, transforming them into data and allowing up to six Pokémon to be carried easily.

In Super Smash Bros., a Poké Ball can be thrown, and it will release a random Pokémon to assist the one who threw it in some way. Unlike other items, the Poké Ball will make a unique sound when it lands, both should it spawn in midair and fall to the ground, or when it is thrown; this sound is the same as the one it makes in the Pokémon series.

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Power Bee
Power Bee is an ally of the Yoshi species that appears in Yoshi's Story. The Power Bee is not an enemy, instead healing the Yoshi whenever it is eaten by them. The Power Bee appears to be somewhat rare, only making a limited number of appearances solely inside the scrapbook world that Baby Bowser sends Yoshi's Island to.

In Super Smash Bros. the Power Bee is an exceptionally-rare item, if one could even classify it as such. Once it spawns, the Power Bee will fly around the stage in a manner not unlike the Smash Ball or Fake Smash Ball. If a player collects it, the Power Bee will disappear and fully heal the one who grabbed it. The amount of time the Power Bee remains on the screen is extremely limited however, as it will fly off past one of the stage's blast lines should no fighter collect it within 15 seconds.

Proximity Mine
The Proximity Mine is a weapon that can be obtained in the Nintendo 64 title Perfect Dark. As its name implies, the Proximity Mine is a type of explosive that detonates once an enemy gets close enough to it, and Joanna Dark is capable of placing it on most surfaces as a trap. The Proximity Mine can also be stuck to enemies, acting similar to a Timed Mine should this method of attack be chosen: the mine will simply explode after a short period of time.

In Super Smash Bros., the Proximity Mine acts the same as it does in Perfect Dark. Once thrown, the explosive will stick to walls or floors, and explode once a fighter - including the one that threw it - touches it. Unlike in Perfect Dark it can not be stuck to enemies; throwing a Proximity Mine at a foe will cause it to detonate immediately upon making contact with them. The mine's explosion is more powerful when stuck on the ground as opposed to direct action, thus rewarding strategical uses.

Punch Ball
The Punch Ball was an item that appeared solely in the 1984 Hudson Soft title Punch Ball Mario Bros., a sequel to the original Mario Bros. arcade title. In this game, the Punch Ball served as a major new gameplay mechanic, as it, alongside the returning POW Block, was the only way to stun enemies and defeat them.

In Super Smash Bros., the Punch Ball is a small red orb that will explode in a cloud of smoke when it hits either a foe or a platform. While the Punch Ball doesn't knock back foes and only deals 1-2% damage, it does paralyze the foe it is thrown at, causing them to be stuck in place for a moment.

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Ramblin' Evil Mushroom
The Ramblin' Evil Mushroom is a weak enemy that can be encountered by Ness and his party in EarthBound. The weaker counterpart to the Struttin' Evil Mushroom, the Ramblin' Evil Mushroom is a fairly useless enemy with low HP, defence, and attack. The enemy will only appear alongside another one of its kind and attempt to call other enemies to its aid.

In EarthBound the Ramblin' Evil Mushroom's most prominent trait is the ability to release spores and inflict the Mushroomization status effect to alter the player's controls in the overworld and randomly decide which target any action in battle the effected will target. In Super Smash Bros. the Ramblin' Evil Mushroom releases these same spores to reverse the controls of fighters, a small mushroom appearing on their head for the limited time the Mushroomization is in effect.

Recorder
The Recorder is an item from the original NES The Legend of Zelda, found within the depths of the fifth "Lizard" dungeon. It has various uses depending on the context in which it is used, and the direction Link is facing: it will summon a tornado to warp Link to the last dungeon he was in when facing east or south, or to the next dungeon he needs to complete when facing north or west.

In Super Smash Bros., the recorder, in its 8-bit appearance, can be played by a fighter in order to summon a tornado from one side of the stage to the other, which deals minor damage and throws those it hits upwards.

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Smart Bomb
Smart Bombs are a type of explosive weapon featured throughout the Star Fox series. These red bombs have been designed by Slippy Toad for use with Team Star Fox's Arwings, where they serve as the vehicle's most-effective weapon. In most of its appearances, the player must wait for the vehicle to lock-on to an enemy before they can fire a Smart Bomb, which they can carry only a limited number of.

In Super Smash Bros. the Smart Bomb is an extremely powerful bomb that acts much differently from similar items. Instead of creating a small, but dangerous, explosion once it detonates, the Smart Bomb will instead create a circular explosion that grows in radius until it reaches a set size, though it can still be set off by being thrown or by being attacked. The closer a fighter is to the centre of the explosion, the more damage and knockback they will take once the explosion subsides.

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Smash Ball
The Smash Ball is a mysterious, but powerful, object that will spawn somewhere on the stage and begin to fly around the stage slowly. Unlike other items, which are picked up, the Smash Ball must instead be broken by attacks in order to harness its power. Once it is broken by someone, that fighter will glow with an intense aura, and they will gain the ability to use their Final Smash attack in place of their neutral special move. The Smash Ball may also spawn with the physics of a Soccer Ball, despawning should it not be destroyed after a certain amount of time.
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Soccer Ball
Soccer Balls, also known as Footballs in many regions of the world, are a black and white ball used to play the sport soccer (which, again, is known as football in many regions of the world). In soccer most players are discouraged from touching the ball with their hands, though the goalies are exempt from this rule.

In Super Smash Bros. a soccer ball may spawn on the stage. Bound to the laws of physics, the soccer ball can be knocked around by being attacked. Attacks with particularly high knockback traits will ignite the soccer ball in flames, and it will deal massive knockback and damage to those who are hit by it.

Splattershot
The Splattershot is a Shooter weapon from Splatoon, seen in many of the first game's promotional materials and appearing as one of the default weapons that can be used. Like all Shooter weapons, the Splattershot fires a steady stream of ink as long as the Inkling using it has some in their tank.

In Super Smash Bros., the Splattershot can be used to fire ink continuously for a short while, and the user will automatically throw it away if they attempt to use it when it has no more ink. The ink fired deals damage to those hit, but it only stuns foes should they be close to the blaster. The damage dealt by the ink also increases the closer one is to the one firing the blaster.

Spud
Spud is one of the most common enemy types present in the game Wario's Woods. Resembling large turnips with eyes, Spuds, much like the other early-game enemies, can be defeated with any colour of bomb. Sometime prior to the events of the game, Wario and his band of monsters invaded Peaceful Woods and caused mayhem for the Sprites that lived there.

In Super Smash Bros., Spud will appear on the stage and can be thrown at enemies. They are larger in appearance than one of the turnips Peach pulls out of the ground for her down special move, and as such deal more damage and do not fly as far, but otherwise they act identically.

Star Rod
The Star Rod is a powerful artifact that serves as the power source of the legendary Fountain of Dreams, which grants the residents of Dream Land good dreams. In Kirby's Adventure, Dedede breaks the Star Rod apart to keep Nightmare, who has corrupted it, from using its powers to sew despair.

In Super Smash Bros. the Star Rod can be used by fighters in the same manner that Kirby uses it during the final battle of Kirby's Adventure. Pressing the standard attack button will see the user swing it to weakly damage fighters, though holding down the standard attack button to perform a smash attack will see the rod release one of a limited supply of star-shaped projectile forwards.

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Stealth Suit
The Stealth Suit is a power-up featured within the multiplayer versus mode of Star Fox Assault. The Stealth Suit, much like the Booster Pack, is a rare item hidden around the mode's battlefields, often in hard-to-reach locations. As its name implies, the Stealth Suit turns the user invisible for a short amount of time, making it difficult to attack them and also causing homing weapons to be completely ineffective.

In Super Smash Bros. the Stealth Suit acts in an identical way to how it does in the Star Fox game in which it appears. Once picked up, the fighter will become mostly-invisible, though they can still be attacked and damaged as normal. Though difficult to see, the invisibility becomes less effective the more a fighter moves around, as one can see their model's outline, albeit all textures removed as to make them invisible.

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Steel Keg
Steel Kegs are recurring items throughout the Donkey Kong series, first appearing in Donkey Kong Country. Steel Kegs are essentially identical to normal barrels in their use, though unlike their wooden counterparts do not break on contact with an enemy, thus allowing them to be used to defeat multiple enemies. Additionally, in some games, Kongs are also capable of running on top of the Steel Keg as it rolls.

In Super Smash Bros., Steel Kegs are, just like in their series of origin, almost identical to barrels in every way. Unlike in the Donkey Kong series, the Steel Kegs can be broken open to reveal items, though they can sustain an incredible amount of damage. Due to this, they can be considered combat-oriented barrels, and are just as heavy as their wooden counterparts.

Super Mushroom
The Super Mushroom is a power-up from the Super Mario series, being one of the first power-ups to appear. Debuting in Super Mario Bros., the Super Mushroom would turn Small Mario into Super Mario, increasing his size and allowing him to get Fire Flowers from ? Blocks.

In Super Smash Bros., the Super Mushroom will spawn on the stage and immediately begin travelling to the right. The fighter that touches it will be granted its effects: growing to a large size which, in addition to making them an easier target to hit, increases their weight, damage output, and knockback output. This lasts for a short period of time.

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Super Star
The Super Star, debuting in Super Maro Bros., is one of the most recurring items in the Super Mario series. Throughout all of its appearances, the Super Star temporarily grants invincibility to the one who touches it; though the fact that it continually bounces to the right makes it hard to catch.

In Super Smash Bros., much like in the Mario series, the Super Star will begin to bounce to the right once it spawns on the stage. The one who touches the Super Star will be granted temporary invincibility, and the theme that plays in the Super Mario series while under the Super Star's effects will play during this time.

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Ultra Hand
The Ultra Hand was a toy created by Gunpei Yokoi and manufactured by Nintendo throughout the later half of the 1960's. Though a simple device that allowed one to grab small balls perched atop orbs, the Ultra Hand was a commercial success and the first of Yokoi's projects that helped save Nintendo from financial difficulties.

In Super Smash Bros., the Ultra Hand can be used to grab foes from a distance, and pull them closer in order to deal damage to them easier. It can also be used to tether recover, automatically latching on to a ledge should it be used close enough to one.

Unira
The Unira is a type of enemy from Clu Clu Land. According to the game's story, the Unira are a type of sea urchin who intend to steal Clu Clu Land's treasures.

In Super Smash Bros. the Unira instead acts as an item. The small sea urchin-like creature can be thrown at walls or floors, and it will stick to them and pop out its spikes. Touching the spikes will damage fighters that touch it. The Unira can retract its spikes by being attacked, allowing other fighters to pick it up safely.

Watermelon Fuse Bomb
The Watermelon Fuse Bomb is an explosive weapon that, as implied by its name, is a large bomb modelled after a watermelon that first appeared in Donkey Kong Country: Tropical Freeze. In that game, both the Kongs and Snowmads can wield these, and the latter often uses them as traps for the Kongs.

The Watermelon Fuse Bomb is a large bomb that impairs the movement of those that pick it up, and its fuse will only become lit once it is thrown or attacked. After its fuse is lit, fighters have a few moments before the bomb detonates in a large, and very powerful explosion. The fuse will deplete quicker as it is attacked, and doing so can also knock it around; if knocked away hard enough, it will detonate should it come in contact with a wall or a fighter, even should time still be left on its fuse.

Weathervane
Weathervanes are bird-like objects found in the final level of Wario World, Pecan Sands. Wario can use the Weathervanes to propel himself sky-high, as it creates a tornado that blows him, and the sand around his feet, upwards in a spiral.

In Super Smash Bros. fighters can throw these weathervanes, and they will float in place wherever they are thrown; due to hovering in the air, they will also float, stopping after moving a short distance. Though it does not deal any damage and will disappear after a short period of time, when attacked it will create a small tornado of wind that propels all nearby fighters and items upwards. Due to its use, it works more as a tool for recovery than to hinder foes.

Whip
The Whip is an item that Link could obtain within the Ancient Cistern in The Legend of Zelda: Skyward Sword. This whip appears to be made of some sort of elastic material that is capable of latching on to certain branches or poles, allowing Link to pull faraway levers, or flip over Peahats.

In Super Smash Bros., the whip is a melee weapon that deals electrical damage to foes. The whip will stretch as it is swung, and will stretch a longer distance when a smash attack is performed instead. More damage is dealt when a player hits a foe with the small ball on the tip of the whip dealing more damage and knockback.

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X Bomb
The X Bomb is, in design, an item from Kid Icarus: Uprising, though its use Super Smash Bros. more closely resembles the bomb of the same name's use from the Meteos series. In Kid Icarus, the X Bomb releases projectiles from the four orange lines that cross through it; these projectiles are capable of bouncing off most surfaces.

In Super Smash Bros., the X Bomb can be thrown and, after hitting a foe or landing on the ground, will bounce upwards a short distance before causing an X-shaped explosion, or +-shaped should the orange lines be oriented in such away, to cross the screen. This behaviour mimics the X Bomb from the Meteos series, thought the explosion it releases is red and with a texture that resembles magma as opposed to the Meteos bomb's pure white explosion.

JSSB Kid Icarus symbol.png

Assist Characters[edit | edit source]

Main article: Jake's Super Smash Bros./Assist Characters

Assist characters are characters that can be summoned from either the Assist Trophy or, in the case of Pokémon, the Poké Ball items. Just as with playable characters, there are some assists may be unlockable. Some third party series may be represented with an assist character despite not seeing any fighter or stage representatives, and only those that are from the same universe as a playable character must be unlocked.

Gallery[edit | edit source]

"Challenger Approaching!" screens[edit | edit source]

Trivia[edit | edit source]

  • The game's heavy use of the colour purple is a multi-layered reference. While the colour is the preferred of the game's creator, the colour is also based upon that of the Polemonium boreale, otherwise known as the Boreal Jacob's Ladder, which grows natively in parts of western Canada. The creator of the game, as well as the game's namesake, goes by "Jake" - which is a shorthand of the name "Jacob" - and lives in Canada.
  • Unlike the original Jake's Super Smash Bros., which completely ignored the actual Super Smash Bros. games released to that point, this new version of the game does acknowledge their existence but does not follow them to a T.
    • However, due to its nature as a soft-reboot, all of these characters are considered to be appearing in the series for the first time, as characters not present in Super Smash Bros. Ultimate are not marketed as "newcomer" characters.
    • Daisy, King K. Rool, and Joker were added to Jake's Super Smash Bros. prior to them being announced for an official Super Smash Bros. title.
  • For April Fools Day in 2018, a special announcement was made revealing a crossover DLC expansion with several manga series serialized in the Weekly Shōnen Jump magazine. Alongside a new story that takes place after the Crown of Orchid story included in the base game, three new fighters were revealed to be included as playable characters as well.
  • The game's tagline of "Jake's Super Smash Bros. is the most ambitious crossover event in history" is a reference to a meme that was created in anticipation for the then-upcoming theatrical release of Avengers: Infinity War, the nineteenth instalment set within Marvel Studios' shared universe in which all their films occur.
  • Jake's Super Smash Bros. is the first game in the Super Smash Bros. series to explicitly feature blood, as Edward Richtofen has two vials filled with blood strapped to his chest. Despite retaining these blood vials however, the bloody stains on his clothes have been removed.
  • This is the first game to feature a character who has never appeared in a video game.
    • This character is Maria, who was a doll released by Nintendo in 1968, prior to them entering the video game industry. Maria's release in 1968 makes her the oldest character to be in the Super Smash Bros. in any form, pre-dating the previous-oldest "character", Color TV-Game 15 (who first appeared as an Assist Trophy in Super Smash Bros. for Nintendo 3DS / Wii U), by nine years and the oldest fighter, Mr. Game & Watch, by twelve.
    • Maria is the second toy created by Nintendo to be added as a playable character in the Smash series, following R.O.B.'s appearance in Super Smash Bros. Brawl. Unlike Maria however, R.O.B. made a number of in-game appearances prior to his Super Smash Bros. debut, appearing in the likes of F-Zero GX, Mario Kart DS, and StarTropics.
    • Nester also joins R.O.B. and Maria as another character playable in Jake's Super Smash Bros. who does not originate from a video game. Like R.O.B. however, Nester has made a number of prominent appearances in video games and even starred in the 1996 Virtual Boy title Nester's Funky Bowling.
  • While Super Smash Bros. for Nintendo 3DS / Wii U featured a fictionalized version of a real life human as an assist trophy (Ryuta Kawashima), this is the first Super Smash Bros. title to include some as playable characters (Yukimura Sanada, Lü Bu, and Wang Yuanji) as well as real-life locations as stage (Edo Castle and Mount Chang). This is primarily due to Samurai Warriors and Dynasty Warriors receiving representation in the game, as both series primarily feature characters and locations from Japanese and Chinese history and myths.
    • Of those who appear in Super Smash Bros., Kunoichi is the only character from the Dynasty Warriors or Samurai Warriors who is of fictional origin. While she does draw some inspiration from reality (such as the rumour that Yukimura Sanada employed Takeda ninja for his militant force), Kunoichi does not have a known historical counterpart and was created simply to fill gaps in the gameplay styles of the initial Samurai Warriors title.
  • Star Fox 64 and Shantae: Half-Genie Hero are the only video games to be the origin of all stages pertaining to series (namely Star Fox and Shantae, respectively) with multiple stages.
  • Cooking Mama Limited is the only third party company to be represented solely by an assist character and not a playable fighter, with Cooking Mama.
    • Cooking Mama is also one of the few third party franchises to be represented by an assist character but not a playable one, the others being Yakuza, Katamari, Dead or Alive, and DOOM. The other franchises are owned by companies that also own characters that are playable fighters (namely Sega, Bandai Namco, Koei Tecmo, and Bethesda Softworks).
    • Team GrisGris and Clever Endeavour Games are the only third party companies to be represented by a stage and not a playable character, with Corpse Party and Ultimate Chicken Horse receiving stages.
  • Ludger Will Kresnik, Monokuma, and Emily Kaldwin are the only third party characters who have never appeared on a Nintendo console in a game from their series of origin.
    • Though a Danganronpa title has not been released on a Nintendo console, Monokuma has made appearances in games released on such. Such titles include Attack on Titan 2: Future Coordinates for the Nintendo 3DS and in DLC for PixelJunk Monsters 2 for the Nintendo Switch among others.
  • The Wii Fit Trainer is the only character to receive voice lines in more languages than just English and Japanese, as the trainers of both genders are fully-dubbed in English, Japanese, Spanish, German, Italian, and French.
    • Additionally, they are the only characters whose voice in a language is different in certain region releases of the game: their Spanish and English voice actors are different between the PAL and North American releases.
  • While most characters are referred to by their given name, Tom Nook, Doc Louis, and Lu Bu are always referred to by their full names. It is unknown why they are not referred to as "Tom", "Doc", and "Bu", respectively.
  • Despite Lana and Timber the Tiger being owned by Koei Tecmo and Rare Ltd., the developers of Hyrule Warriors and Diddy Kong Racing respectively, the two are treated as Nintendo characters instead of third-party ones. This is likely due to these titles' connection to Nintendo franchises.
  • Purah and Ganon are the only two playable characters from The Legend of Zelda series whose designs do not come from The Legend of Zelda: Twilight Princess or Hyrule Warriors. Purah has appeared solely in Breath of the Wild and thus where her design originates, while Ganon's design comes from the Oracle sub-series.
    • Sheik may also count for this, as her design if based of that from Super Smash Bros. for Nintendo 3DS / Wii U; though her design from those games, as well as the earlier Super Smash Bros. Brawl, is based upon an unused design for her that was created for Twilight Princess.[5]
  • While characters created by English and American development studios were present in previous Super Smash Bros. titles, Jake's Super Smash Bros. introduces characters created by teams based out of Canada, Sweden, France, and Italy, in addition to including newcomers of English and American origin. The following characters are of international origin; all others were created by Japanese studios:
    • England: Diddy Kong, Dixie Kong, K. Rool, Funky Kong, Timber the Tiger, Banjo, and Kazooie were created by Rare, Ltd.
    • America: Dark Samus was created by Retro Studios; Nester was created by Howard Phillips for Nintendo of America; Emily Kaldwin was created by Arkane Studios; Shantae was created by Matt Bozon; and Edward Richtofen was created by Treyarch.
    • Canada: Alexandra Roivas was created by the now-defunct Silicon Knights.
    • Sweden: Steve was created by Mojang AB.
    • France: Rabbid Mario was co-created by Ubisoft Paris; Emily Kaldwin was created by Arkane Studios; and Lady Sia was created by the now-defunct RFX Interactive.
    • Italy: Rabbid Mario was co-created by Ubisoft Milan.

Development[edit | edit source]

File:Jake's SSB.png
Logo for the original 2015 incarnation of Jake's Super Smash Bros.

Jake's Super Smash Bros. was originally conceived in 2015, and featured a large cast of playable characters initially exclusively from properties owned by Nintendo. Various sequels were later announced, including Jake's Super Smash Bros. II and JSSB♯ZERO. These games would later be deleted from Fantendo.

The idea to return to the Jake's Super Smash Bros. concept surfaced in late 2016, and was initially conceived as Super Smash Bros. Switch. Not liking the trajectory of the idea, which had quickly gained popularity within the community, the game was scrapped but the page kept on the wiki for reference. After its cancellation, it was quickly decided that a reboot, in the form of Jake's Super Smash Bros., would be created. Original drafts of this game saw a small roster of 15 playable characters, with each having an assist character associated with them as if they were a sort of "partner". At the time, the idea of it being a reboot came in the form of new movesets for each of the playable characters; unlike the final game where some characters reuse aspects of the movesets previous Super Smash Bros. titles gave them, all characters were originally planned to have all-new movesets based entirely off their native appearances. This was changed early in development, as the creator of the title didn't feel as though it was an interesting project to pursue.

File:Jake's Super Smash Bros. original new logo.png
Logo conceived for the first draft of Jake's Super Smash Bros.

After the game was reworked into its pseudo-reboot form, various changes would occur during development. Before work had begun on the game proper, a draft of over 100 characters was conceived, and eventually narrowed down to 52. Over the course of development this roster changed and grew, with some characters who were initially planned being replaced with others, demoted to an assist trophy, or cut out-right. A total of ten third-party characters were included in the initial 52-character draft, though, as with characters from Nintendo's own first- and second-party titles, many of these were replaced or cut outright.

Characters were decided to all have special traits in order to make them stand out more, as such even semi-clone or clone fighters could have their own unique attributes to make them stand out. Characters that made prominent appearances in Nintendo's major series were, for the most part, prioritized over others.

When deciding upon third party representatives, companies who have had prominent relations with Nintendo in the past were focused upon.

  • SEGA, while initially a large rival to Nintendo, became one of Nintendo's biggest supporters over time. Mario and Sonic, the flagship characters for Nintendo and SEGA respectively, would make numerous appearances together in the Mario & Sonic series, which saw them (and characters from both of their home series) compete in a fantasized version of the real-life summer and winter Olympic Games. Sonic's previous appearances in the Super Smash Bros. series also gave him an edge over many other third party characters.
  • Atlus, a company owned by SEGA, is also a frequent supporter of Nintendo's platforms (primarily their handheld ones), having released several entries of the Trauma Center, Megami Tensei, and Etrian Odyssey series on Nintendo consoles. In addition to their own series, Atlus collaborated with Nintendo and Intelligent Systems to release a Megami Tensei/Fire Emblem crossover for the Wii U known as Tokyo Mirage Sessions #FE; it was for this reason that a representative from Atlus was thought to be included. Atlus has a large catalogue of characters that were considered to represent them within Super Smash Bros., with Megami Tensei's Jack Frost, the Fencer from Etrian Odyssey V: Beyond The Myth, Yu Narukami from Persona 4, and Itsuki Aoi from the aforementioned Tokyo Mirage Sessions #FE. In the end, it was decided that the main protagonist of one of Atlus' newest titles, Persona 5, would be included in the game; this was primarily decided due to the many different possibilities his moveset presented, with the ability to use multiple Personas, a knife, and a gun being in his arsenal. At the time of his announcement, Joker's sole appearance and debut - Persona 5 - had only been released on PlayStation-brand systems (namely the PlayStation 3 and PlayStation 4), though Persona Q2, a game in which he appears, was announced for Nintendo 3DS after this.
  • Bandai Namco Entertainment has a healthier relationship with Nintendo than many other third party companies, and they have developed or assisted development of several games that utilize Nintendo's strong IP, including being the developers of the Mario Kart Arcade GP series, Mario Super Sluggers, and publishing the Project X Zone series, which was developed by a second-party studio to Nintendo and features some of the company's characters. In addition to them working closely with Nintendo, Bandai Namco has also published a large variety of their own titles on Nintendo systems; and thus it was known from the beginning of Super Smash Bros.'s development that Bandai Namco would receive a representative. PAC-MAN, being one of the most prominent names in video gaming, was easily decided upon as a representative for the company.
  • Capcom, like SEGA, has also been a fairly prominent supporter of Nintendo's various systems, with a large number of their titles releasing on Nintendo consoles. In terms of a representative from Capcom, the first choice was one of the company's flagship characters - Mega Man - whose popularity caused him to be well recognized as one of the many mascot characters of the Nintendo Entertainment System, on which his first six titles were released on exclusively. Phoenix Wright was another Capcom representative decided early on in development; in addition to him making a previous appearance in a fighting game (Ultimate Marvel vs. Capcom 3), the Ace Attorney series has seen initial releases on the Game Boy Advance, Nintendo DS, and Nintendo 3DS platforms, with some games being ported to mobile or other home platforms after being released on one of Nintendo's handhelds. Because of this release trend, Phoenix Wright has become one of the most well-known faces of Nintendo's handheld platforms. The developers also thought that Phoenix's unorthodox "fighting" style in Ultimate Marvel vs. Capcom 3 would make him fit right in alongside many of Nintendo's own characters.
  • Ubisoft's representation in the game largely comes from Mario + Rabbids Kingdom Battle, a tactical RPG title that features characters from the Super Mario series alongside their Rabbids. While this title's whole existence stems from the two company's close relations, it is much less noteworthy than Nintendo's relations to SEGA or Capcom. Ubisoft has supported many of Nintendo's platforms, and Nintendo has even aided Ubisoft by publishing some of their titles - namely some of the newer instalments of the Rayman series for their consoles - in Japan.
  • Koei Tecmo has released a number of games on Nintendo's platforms throughout all four of the companies' histories (Nintendo, Koei, Tecmo, and Koei Tecmo), but a large factor in deciding whether to include a representative came from the close bond both Koei Tecmo and Nintendo have held for quite a long time. Both companies worked together to make a crossover between their Nobunaga's Ambition and Pokémon series for the Nintendo DS (Pokémon Conquest), and Koei Tecmo has also worked with Nintendo to create Hyrule Warriors and Fire Emblem Warriors, which took Nintendo's The Legend of Zelda and Fire Emblem series and placed them within the gameplay styles of their popular Warriors franchise. When deciding on a character to include from Koei Tecmo, the field was narrowed down to five characters: Lana from Hyrule Warriors, Rowan from Fire Emblem Warriors, Zhao Yun from Dynasty Warriors, and Yukimura Sanada and Nobunaga Oda from Samurai Warriors. In the end, Yukimura Sanada was chosen due to his role as a prominent figure within Japanese history, as well as him being the mascot character for Samurai Warriors. Nobunaga Oda was reportedly "a very-close second choice", mainly due to him being the main [apparent-]antagonist of Pokémon Conquest (a game in which Yukimura Sanada also made an appearance) as well as a main figure in both the Samurai Warriors and Nobunaga's Ambition series. Yukimura Sanada was also chosen over Nobunaga Oda due to the former primarily wielding a spear; spears have not been the main weapon of any previous Super Smash Bros. fighter, so it was thought that this could make him stand out in a way that Nobunaga Oda (who primarily wields a sword) could not. Due to the lack of female playable characters, Wang Yuanji from Dynasty Warriors was also later chosen, with the decision to use her mainly due to the fact that Dynasty Warriors 9 was in development at the time of her reveal, and a port of Dynasty Warriors 8 Empires was planned to be released for the Nintendo Switch in Japan; though Naotora Ii from Samurai Warriors was also strongly considered but decided against as to allow variations in represented series. A large amount of other Koei Tecmo characters were briefly considered to appear in the game, with some cited including Ryu Hayabusa (Ninja Gaiden), Kasumi (Dead or Alive), Ayane (Dead or Alive), Nobunyaga Oda (Samurai Cats) Arnice (Nights of Azure), and Sophie Neuenmuller (Atelier Sophie); though these characters were never seriously considered as playable characters like Nobunaga Oda, Naotora Ii, and Zhao Yun were.

Some characters were cut during development, though the only one to have been added to the page and later removed was Ridley. Ridley was originally added to curb some complaints regarding the cutting of several veteran characters from Super Smash Bros. Ultimate, though it was later decided to disregard these complaints as Jake's Super Smash Bros. was always designed to be an author appeal project. Ridley's appearance in Jake's Super Smash Bros. was based on his Ultimate appearance, though at the time of his reveal the names of his special moves were unknown so all of these are original to this title.

Content hidden by default. Click "Expand" below in order to see the hidden content.
JSSB Metroid symbol.png
JSSB Metroid symbol.png
Ridley is a highly-intelligent dragon-like extraterrestrial and one of the highest-ranking members of the Space Pirates. Ridley is a highly sadistic creature that delights in causing chaos, having lead an attack against a human colony living on K-2L that left a young Samus Aran the sole survivor of the massacre. Though not the main antagonist of the Metroid series, Ridley constantly clashes with Samus as the bounty hunter attempts time and time again to avenge her parents, though with his incredible intellect he has managed to return from the brink of death through the use of cybernetics.
First appearance:
Metroid (1986)
Special Attacks
Neutral Special: Fireballs are, as their names accurately describe, large orbs of fire; Ridley is capable of breathing out these plasma-based balls of fire in addition to a stream of fire not unlike a flamethrower. In the original Metroid, Ridley attacks Samus by jumping up and down and spewing fireballs in zig-zagged patterns at the bounty hunter. In Super Smash Bros. Ridley releases a fireball out of his mouth. If the special attack button is held down, the attack can be charged up to allow Ridley to fire three slightly-stronger fireballs in rapid succession.

Side Special: Rush Attack is a technique that the clone of Ridley uses in Metroid: Other M. Though easy to avoid due to how it is choreographed, should Samus be grabbed by the large dragon he will pick her up and drag her along along the wall to damage her Power Suit. In Super Smash Bros. the attack acts slightly differently depending on whether it is used on the ground or in the air, though both see Ridley perform a claw swipe to grab a foe in front of him. On the ground, Ridley will then begin to drag a fighter forwards along the ground before throwing them away. In the air, Ridley will grab a foe and then begin to dive downwards until he hits a platform, before, much like before, dragging his target along the ground before throwing them away.

Up Special: Hyper Flight sees Ridley utilize his most-well recognized trait - his wings and power of flight. Throughout the Metroid series Ridley often flies around, rarely moving along the ground, and seems to be able to fly through even the void of space without difficulty. The attack in Super Smash Bros. sees Ridley hesitate for a moment before blasting upwards like a missile, spinning his body to damage nearby foes, before falling helpless.

Down Special: Tail Stab is a move that sees Ridley take advantage of his long tail with a spiked end. Starting in Super Metroid Ridley has almost consistently used his tail to fight Samus, and actually kills Gray Voice, the Chozo that donated his cells to Samus thus making him her surrogate father, by impaling him with the spike on the end of his tail. In Super Smash Bros. Ridley stabs forwards with his tail to deal damage. His tail has a very special series of hitboxes, as, while most of his tail lightly damages foes, the spiked tip can impale foes to deal massive damage and cause them to crumple to the ground.

Final Smash: Ultimate Annihilation is a cinematic Final Smash that finally sees Ridley defeat Samus Aran. Headbutting forwards, Ridley will knock any foe in his path up into space and trapping them on the outside of Samus' Gunship before firing a powerful laser to destroy the spaceship, dealing massive damage and launching away any foe as the gunship explodes.

Alternate Costumes
Miscellaneous
Ridley's entrance animation sees him glide onto the stage from the background, roaring as he lands.

Ridley's taunt sees him spin around before roaring forwards as he leans forwards with one hand on the ground and his wings flapping.

Ridley's victory theme is an intense remix of the fanfare that would play in the original Metroid game whenever Samus obtained a new weapon, or after she defeated Ridley or Kraid. Though Samus' victory theme is based on the same song, the fanfares are distinct and use different instruments.

Red-youtube-logo-icon-8.png
Victory theme

Ridley's three victory poses are as follows: Ridley performs a spin before posing with his elbow pointed and one fist beside his chin as he smirks maliciously; Ridley roars towards the camera and fires three large fireballs up into the air; and Ridley swipes at the ground twice before flying up off the top of the screen then crashing back down with a crooked smile as he glares at the camera.

Jake's Super Smash Bros. logo sideways.pngJake's Super Smash Bros. Newcomer Directs[edit | edit source]

Jake's Super Smash Bros. logo sideways.png Newcomer Directs are events in which multiple new fighters are introduced in a single blog post. These blog posts are written in an informal way in order to introduce newcomers in a way that may be easier for those unfamiliar with them to understand as well as to explain the creator's reasoning for their inclusion. The following characters were announced in Jake's Super Smash Bros. Newcomer Directs:

  • Newcomer Direct #1 (09/21/2017)
    • Ukiki from the Yoshi series (#36)
    • Wang Yuanji from the Dynasty Warriors series (#37)
    • Doc Louis from the Punch-Out!! series (#38)
  • Spooky Scary Showcase 2017 Newcomer Direct (10/28/2017)
    • Callie from the Splatoon series (#41)
    • Marie from the Splatoon series (#42)
    • Emily Kaldwin from the Dishonored series (#43)
    • Ragna the Bloodedge from the BlazBlue series (#44)
  • Newcomer Direct #2 (09/05/2018)
    • Snake from the Metal Gear series (#101)
    • Pico from the F-Zero series (#55ϵ)
    • Jody Summer from the F-Zero series (#73ϵ)
    • Simon Belmont from the Castlevania series (#102)
    • Pumpkin from the Castlevania series (#102ϵ)
    • Kumatora from the EarthBound series (#103)
    • Lucario from the Pokémon series (#104)
    • Twili Midna from the Legend of Zelda series (#23ϵ)
    • Sheik from the Legend of Zelda series (#105)

Glossary[edit | edit source]

  • Dash: When the control stick is smashed in a certain direction, the fighter will enter a dash. This is faster than their normal walking speed, and the preferred way to traverse the ground.
  • Double Jump: After jumping once, the player can press the jump button again in order to perform a double jump. This double jump technique essentially allows a fighter to jump twice (or more, depending on the character) before needing to touch the ground again.
  • Flinching: When a fighter takes damage whatever animation they are performing as they are is interrupted. There are certain specific exemptions to flinching- some attacks do not cause fighters to flinch while other fighters can enter temporary forms (either through their Final Smash or through the use of an item) that do not flinch from attacks yet still take the damage.
  • Footstool Jump: The act of jumping off of another fighter, sending the fighter who was jumped upon into a pseudo-helpless state. A fighter can only be jumped off of in midair.
  • Helplessness: Fighters may enter a helpless state after performing certain special moves. While in a helpless state, they are unable to perform any actions (aside from moving left or right) until they land on the ground.
  • Juggling: The act of trapping a foe in a combo of various attacks, preventing them to retaliate unless they can escape or are knocked away.
  • Ledge Bump: When a character tries to grab a ledge should another character already be holding on to it, the former will bump the latter off, sending them down off the ledge.
  • Psuedo-helplessness: A state where fighters are incapable of performing special attacks until they touch the ground. Unlike when they are fully helpless, fighters can still perform standard aerial attacks or dodges while midair.
  • Tether Recovery: A form of recovery that some fighters are capable of performing, which sees them using some sort of extension (whether through internal or external means) to grab onto a ledge from a short distance away. These tether recovery actions tend to automatically be directed towards a ledge should they be close enough.
    • Tether Grab: A similar technique, which sometimes go hand-in-hand. Tether Grabs allow fighters to grab other fighters from far away, giving them an advantage over those who can only grab fighters they are directly next to.
  • Tumbling: The act of dashing off an edge. This will cause fighters to enter a flipping animation, and, should the player continue to hold the control stick in the same direction, they will continue dashing should they land on another platform. Also known as "edge tumbling".

Voice Actors[edit | edit source]

Playable Characters[edit | edit source]

Mario Charles Martinet
Luigi Charles Martinet
Peach Samantha Kelly
Daisy Deanna Mustard
Captain Toad Samantha Kelly
Toad Samantha Kelly
Bowser Kenny James
Wart Charles Martinet
Paper Mario Charles Martinet
Yoshi Kazumi Totaka
Yarn Yoshi Kazumi Totaka
Donkey Kong Takashi Nagasako
Diddy Kong Katsumi Suzuki
Dixie Kong Kahoru Sasajima
Tiny Kong Kahoru Sasajima
King K. Rool Toshihide Tsuchiya
Wario Charles Martinet
Captain Syrup Hitomi Hirose
Link Akira Sasanuma
Zelda Jun Mizusawa
Young Link Fujiko Takimoto
Sheik Jun Mizusawa
Ganondorf Hironori Miyata
Lana Minako Kotobuki
Pikachu Ikue Ohtani
Jigglypuff Rachael Lillis Mika Kanai
Flag of Britain.jpg English Flag of Japan.png Japanese
Pichu Shoko Nakagawa
Roserade Sarah Natochenny Satsuki Yukino
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Lucario Sean Schemmel Daisuke Namikawa
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Garbodor Erica Schroeder Chiaki Takahashi
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Meloetta Megumi Nakajima
Litten Lisa Ortiz Chinami Nishimura
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Magearna Yuka Terasaki
Samus Jessica Martin Ai Kobayashi
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Zero Suit Samus Jessica Martin Ai Kobayashi
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Kirby Makiko Ōmoto
King Dedede Kenichi Ogata Ted Lewis
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Meta Knight Eric Stuart Atsushi Kisaichi
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Ike Greg Chun Hagi Michihiko
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Lucina Laura Bailey Yu Kobayashi
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Spring Man Peter von Gomm
Pit Antony Del Rio Minami Takayama
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Palutena Ali Hillis Aya Hisakawa
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Dark Pit Antony Del Rio Minami Takayama
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Viridi Hynden Walch Makiko Ōmoto
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Little Mac Matt Harty
Captain Falcon Ryō Horikawa
Rick Wheeler Greg Abbey Toshiyuki Morikawa
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Fox Mike West Takashi Ohara
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Template:JSSBCI/v Kazumi Totaka
Template:JSSBCI/v Jennifer Hale
Template:JSSBCI/v Caitlin Glass Houko Kuwashima
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Template:JSSBCI/v Cassandra Lee Morris Mariya Ise
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Template:JSSBCI/v Satomi Akesaka
Template:JSSBCI/v Kenta Miyake
Template:JSSBCI/v Sanae Kobayashi
Template:JSSBCI/v Rikiya Koyama
Template:JSSBCI/v Yū Kobayashi
Template:JSSBCI/v Samantha Kelly
Template:JSSBCI/v Caety Sagoian
Template:JSSBCI/v Toru Asakawa
Template:JSSBCI/v Michelle Hippe
Template:JSSBCI/v David Cooke
Template:JSSBCI/v Ashley Flannegan
Template:JSSBCI/v Dan Falcone
Template:JSSBCI/v David J. Goldfarb
Template:JSSBCI/v Kenny James
Template:JSSBCI/v Kenny James
Template:JSSBCI/v Charles Martinet
Template:JSSBCI/v Eric Newsome
Template:JSSBCI/v Charles Martinet
Template:JSSBCI/v Toshihide Tsuchiya
Template:JSSBCI/v Takashi Nagasako
Template:JSSBCI/v Erica Lindbeck
Template:JSSBCI/v Charles Martinet
Template:JSSBCI/v Akiko Komoto
Template:JSSBCI/v Akiko Komoto
Template:JSSBCI/v Sachi Matsumoto
Template:JSSBCI/v Hikari Tachibana
Template:JSSBCI/v Mitsuki Saiga
Template:JSSBCI/v Christopher Corey Smith Toru Furuya
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Template:JSSBCI/v Katsuyuki Konishi
Template:JSSBCI/v Hitomi Nabatame
Template:JSSBCI/v Kei Shindō
Template:JSSBCI/v Yuri Lowenthal Hikaru Midorikawa
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Template:JSSBCI/v Mela Lee Sumire Morohoshi
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Template:JSSBCI/v Inori Minase
Template:JSSBCI/v Takeshi Kusao
Template:JSSBCI/v Cree Summer Naomi Shindō
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Template:JSSBCI/v Riley Inge Tsuyoshi Koyama
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Template:JSSBCI/v Erse Yagan
Template:JSSBCI/v Mark Lund Hisao Egawa
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Julia Yermakov
Template:JSSBCI/v Makiko Ōmoto
Template:JSSBCI/v Adam Howden Shintaro Asanuma
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Tania Emery Hitomi Hirose
Flag of Britain.jpg English Flag of Japan.png Japanese
October Moore Pilar Orti
Flag of USA.png English Flag of Spain.jpg Spanish
Isabella Arevalo Sylvia St John
Flag of Mexico.png Spanish Flag of Germany.jpg German
Lara Parmiani Corinne Kempa
Flag of Italy.jpg Italian Flag of France.jpg French
70px Luke Smith Tomoyuki Higuchi
Flag of Britain.jpg English Flag of Japan.png Japanese
Steve Heinke Horacio Mancilla
Flag of USA.png English Flag of Spain.jpg Spanish
Javier Fernández-Peña Michael Hulsmann
Flag of Mexico.png Spanish Flag of Germany.jpg German
Giovanni Noto Francois Anseaume
Flag of Italy.jpg Italian Flag of France.jpg French
Template:JSSBCI/v Makiko Ōmoto
Template:JSSBCI/v Kanae Itō
Template:JSSBCI/v Kyle Hebert
Template:JSSBCI/v Roger Craig Smith Jun'ichi Kanemaru
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Cindy Robinson Taeko Kawada
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Kaoru Morota
Template:JSSBCI/v Kaoru Morota
Template:JSSBCI/v Xander Mobus Jun Fukuyama
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Erica Mendez Mie Sonozaki
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Josh Grelle Takashi Kondou
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Unshō Ishizuka
Template:JSSBCI/v Chris Cason Naoki Koshida
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Kyle Hebert Hiroki Takahashi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Brittney Lee Harvey Misato Fukuen
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Sam Riegel Takayuki Kondō
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Orion Acaba KENN
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v David Hayter Akio Ōtsuka
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Keith Silverstein Ken'ichi Suzumura
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Hiroshi Kamiya
Template:JSSBCI/v Chris Sutherland
Template:JSSBCI/v Chris Sutherland
Template:JSSBCI/v Yoann Perrier
Template:JSSBCI/v Yoann Perrier
Template:JSSBCI/v Steve Burton Takahiro Sakurai
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Takeshi Kusao
Template:JSSBCI/v Yūko Nagashima
Template:JSSBCI/v Tetsu Inada
Template:JSSBCI/v Kanae Itō
Template:JSSBCI/v Patrick Seitz Tomokazu Sugita
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Lindsay Seidel Yoshino Nanjo
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Brian Beacock TARAKO
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Sean Chiplock Kōichi Yamadera
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Natalie Hoover Kōichi Yamadera
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Patrick Seitz Kōichi Yamadera
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Brian Beacock Kōichi Yamadera
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Jason Wishnov Kōichi Yamadera
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Amanda Céline Miller Megumi Toyoguchi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Erin Fitzgerald Megumi Toyoguchi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Erica Mendez Maaya Sakamoto
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Erica Luttrell
Template:JSSBCI/v Cristina Valenzuela
Template:JSSBCI/v Nolan North
Template:JSSBCI/v Erica Mendez

Assist Characters[edit | edit source]

Template:JSSBCI/v Tadd Morgan
Template:JSSBCI/v Kazumi Totaka
Template:JSSBCI/v Charles Martinet
Template:JSSBCI/v Atsushi Masaki
Template:JSSBCI/v Chris Sutherland
Template:JSSBCI/v Leslie Swan
Template:JSSBCI/v Yuiko Tatsumi
Template:JSSBCI/v Hironori Miyata
Template:JSSBCI/v Eiji Maruyama
Template:JSSBCI/v Patrick Seitz Kenji Nomura
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Kari Wahlgren Yuka Komatsu
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Alésia Glidewell Teiya Ichiryūsai
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Erica Lindbeck Nao Toyama
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Matthew Mercer Tomokazu Sugita
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Taro Kudo
Template:JSSBCI/v Lani Minella
Template:JSSBCI/v Yoshimasa Hosoya
Template:JSSBCI/v Aya Hara
Template:JSSBCI/v Nicolas Roye Yuki Yonai
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Nate Bihldorff Shinobu Satouchi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Lani Minella
Template:JSSBCI/v Anri Katsu
Template:JSSBCI/v Mikako Komatsu
Template:JSSBCI/v Alesia Glidewell Minami Takayama
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Banjō Ginga
Template:JSSBCI/v Kyle Hebert Takashi Nagasako
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Takaya Kuroda
Template:JSSBCI/v Carrie Keranen Aki Toyosaki
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Ryotaro Okiayu
Template:JSSBCI/v Janet Hsu Saori Yumiba
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Chiharu Sawashiro
Template:JSSBCI/v Lauren Landa Houko Kuwashima
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Yoann Perrier
Template:JSSBCI/v Sumire Uesaka
Template:JSSBCI/v Shin'ichirō Miki
Template:JSSBCI/v Kayzie Rogers Chinami Nishimura
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Kayzie Rogers Yuji Ueda
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Darren Dunstan Yuji Ueda
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Billy Bob Thompson Yuji Ueda
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Maddie Blaustein Unshō Ishizuka
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Maddie Blaustein Rikako Aikawa
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Michele Knotz Mika Kanai
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Rachael Lillis Kotono Mitsuishi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Billy Beach Daisuke Sakaguchi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Tom Wayland Unshō Ishizuka
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Jake Paque Fumiko Takekuma
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Kayzie Rogers Yuji Ueda
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Michael Haigney
Template:JSSBCI/v Shin'ichirō Miki
Template:JSSBCI/v Rachel Lillis
Template:JSSBCI/v Tom Wayland
Template:JSSBCI/v James Carter Cathcart
Template:JSSBCI/v Chiaki Takahashi
Template:JSSBCI/v Sean Schemmel Misato Fukuen
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Emily Jenness Kiyotaka Furushima
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Kiyotaka Furushima
Template:JSSBCI/v Michele Knotz Tomoko Kawakami
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Eric Stuart
Template:JSSBCI/v Kayzie Rogers Miyako Itō
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Billy Bob Thompson Daisuke Namikawa
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Marc Thompson Kenta Miyake
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Marc Thompson Unshō Ishizuka
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Marc Thompson Yuka Terasaki
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Risa Shimizu
Template:JSSBCI/v Kiyotaka Furushima
Template:JSSBCI/v Katsuyuki Konishi
Template:JSSBCI/v Scott Williams Kōji Ishizaka
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Scott Williams Kensuke Satō
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Yoshiko Mita
Template:JSSBCI/v Satomi Kōrogi
Template:JSSBCI/v Katsuyuki Konishi

Other Characters[edit | edit source]

Template:JSSBCI/v Hajime Wakai
Template:JSSBCI/v Lani Minella
Template:JSSBCI/v Nolan North
Template:JSSBCI/v Pete Zarustica Katsuyuki Konishi
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Sarah Anne Williams
Template:JSSBCI/v Toshihide Tsuchiya
Template:JSSBCI/v Tadd Morgan
Template:JSSBCI/v Eric Stuart
Template:JSSBCI/v Timothy Watson Norio Wakamoto
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v Toru Minegishi
Template:JSSBCI/v Michele Knotz
Template:JSSBCI/v Hajime Wakai
Template:JSSBCI/v Hajime Wakai
Template:JSSBCI/v Tomomichi Nishimura
Template:JSSBCI/v Hajime Wakai
Template:JSSBCI/v Atsuko Asahi
Template:JSSBCI/v Hajime Wakai

Characters with no voice actor named either do not speak, or their voice actors go uncredited.

Announcer Voice Clips[edit | edit source]

Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Mario.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Luigi.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Peach.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Daisy.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Captain Toad.ogg File:Jake's Super Smash Bros. announcer call - Captain Toad (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Bowser.ogg File:Jake's Super Smash Bros. announcer call - Bowser (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v TBA TBA
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v TBA TBA
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Yoshi.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ukiki.ogg File:Jake's Super Smash Bros. announcer call - Ukiki (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Yarn Yoshi.ogg File:Jake's Super Smash Bros. announcer call - Yarn Yoshi (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Donkey Kong.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Diddy Kong.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Dixie Kong.ogg
Template:JSSBCI/v TBA
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - King K. Rool.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Wario.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Captain Syrup.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Link.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Zelda.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Young Link.ogg File:Jake's Super Smash Bros. announcer call - Young Link (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Sheik.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ganondorf.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Purah.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Lana.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Pikachu.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Jigglypuff.ogg File:Jake's Super Smash Bros. announcer call - Jigglypuff (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Pichu.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Roserade.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Lucario.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Garbodor.ogg File:Jake's Super Smash Bros. announcer call - Garbodor (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Meloetta.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Litten.ogg File:Jake's Super Smash Bros. announcer call - Litten (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Tom Nook.ogg File:Jake's Super Smash Bros. announcer call - Tom Nook (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Isabelle.ogg File:Jake's Super Smash Bros. announcer call - Isabelle (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Samus.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Zero Suit Samus.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Kirby.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - King Dedede.ogg File:Jake's Super Smash Bros. announcer call - King Dedede (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v TBA TBA
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ike.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Lucina.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Reporter.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Spring Man.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Pit.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Palutena.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Dark Pit.ogg File:Jake's Super Smash Bros. announcer call - Dark Pit (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Viridi.ogg File:Jake's Super Smash Bros. announcer call - Viridi (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Little Mac.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Captain Falcon.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Fox.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Olimar.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Chibi-Robo.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Inkling.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Alexandra.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Tethu.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Elma.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Aisya.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Takamaru.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Duck Hunt.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ice Climbers.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Prince of Sablé.ogg File:Jake's Super Smash Bros. announcer call - Prince of Sablé (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - R.O.B..ogg File:Jake's Super Smash Bros. announcer call - R.O.B. (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
JSSB Character icon - Mii Knight.pngJSSB Character icon - Mii Musician.png File:Jake's Super Smash Bros. announcer call - Mii.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Bowser Jr..ogg File:Jake's Super Smash Bros. announcer call - Bowser Jr. (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - King Boo.ogg File:Jake's Super Smash Bros. announcer call - King Boo (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Blue Bowser.ogg File:Jake's Super Smash Bros. announcer call - Blue Bowser (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Koopa Troopa.ogg File:Jake's Super Smash Bros. announcer call - Koopa Troopa (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Dr. Mario.ogg
Template:JSSBCI/v TBA TBA
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Toadette.ogg File:Jake's Super Smash Bros. announcer call - Toadette (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Dr. Luigi.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Midbus.ogg File:Jake's Super Smash Bros. announcer call - Midbus (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Funky Kong.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Donkey Kong Jr..ogg
Template:JSSBCI/v TBA
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ashley.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Midna.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Twili Midna.ogg File:Jake's Super Smash Bros. announcer call - Twili Midna (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Toon Link.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Tetra.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ravio.ogg
Template:JSSBCI/v TBA
Template:JSSBCI/v TBA TBA
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Mewtwo.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Tropius.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Deoxys.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Zoroark.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Moon.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Dark Samus.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Meta Knight.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Gooey.ogg
Template:JSSBCI/v TBA TBA
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Morpho Knight.ogg File:Jake's Super Smash Bros. announcer call - Morpho Knight (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Marth.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Tiki.ogg
Template:JSSBCI/v TBA
Template:JSSBCI/v TBA
Template:JSSBCI/v TBA
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Doc Louis.ogg
Template:JSSBCI/v TBA
Template:JSSBCI/v TBA
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Pico.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Jody.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Fay.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Alph.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Callie.ogg File:Jake's Super Smash Bros. announcer call - Callie (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Marie.ogg File:Jake's Super Smash Bros. announcer call - Marie (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Shulk.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Wii Fit Trainer.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ness.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Kumatora.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Urban Champion.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Sukapon.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Mike.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Icarus.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Mr. Game & Watch.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Maria.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Nester.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Sonic.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Metal Sonic.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - AiAi.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Joker.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - PAC-MAN.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ludger.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Heihachi.ogg
Template:JSSBCI/v TBA
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Mega Man.ogg File:Jake's Super Smash Bros. announcer call - Mega Man (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ryu.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Sakura.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Phoenix.ogg File:Jake's Super Smash Bros. announcer call - Phoenix (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Apollo.ogg File:Jake's Super Smash Bros. announcer call - Apollo (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Snake.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Simon.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Pumpkin.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Banjo & Kazooie.ogg File:Jake's Super Smash Bros. announcer call - Banjo & Kazooie (JP).ogg
Flag of Britain.jpg English Flag of Japan.png Japanese
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Rabbid Mario.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Cloud.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Yukimura.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Kunoichi.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Lu Bu.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Yuanji.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Ragna.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Akiho.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Monokuma.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Maki.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Emily.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Shantae.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Richtofen.ogg
Template:JSSBCI/v File:Jake's Super Smash Bros. announcer call - Lady Sia.ogg File:Jake's Super Smash Bros. announcer call - Lady Sia (JP).ogg
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References[edit | edit source]

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