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. |
This page was created by Jake. |
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Platform(s) | Nintendo Switch | |
Mode(s) | ||
1-8 players | ||
Age Rating(s) | ||
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 |
, 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.
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 | |||||||||
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Clerk | Appearance rate | ||||||||
Tomodachi Clerk | 45% | ||||||||
Rusty Slugger | Inuji Darumeshi | 30% | |||||||
Timmy & Tommy Nook | 20% | ||||||||
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 | |||||||||
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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]
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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]
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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. | |||||||||||||||||||||||
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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..
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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". | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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!.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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.. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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 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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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 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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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..." | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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:
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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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." | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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:
The Reporter's victory theme is a remix of the short tune that played when Rhythm Heaven Fever was selected from the Wii menu.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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.. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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!
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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:
Elma's victory theme is a more percussion-based remix of an excerpt of the MONOX theme from Xenoblade Chronicles X.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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:
Lin's victory theme is a slight remix of the opening of the Don't Worry theme from Xenoblade Chronicles X.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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"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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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Credit to Ziegs for the artwork of Goku. Recolours made with permission. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
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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.
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]
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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). | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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Credit to Nibroc-Rock for making the Donkey Kong Jr. render. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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".
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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 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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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:
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. | |||||||||||||||||||||||
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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:
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.
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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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:
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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:
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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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]
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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!" | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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). | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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!". | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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"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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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.
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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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 凶 (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!" | |||||||||||||||||||||||
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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.
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." | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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. | |||||||||||||||||||||||
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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!" |