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Super Smash Bros. Charged Logo

Super Smash Bros. Charged (グレートフレイスマッシュブラザーズチャージアップ Great Fray Super Smash Brothers Charged Up) is a platform fighting game developed by Crash Co. and released for the Nintendo Switch. It is the sixth game in the Super Smash Bros. series and the second one to be released on the Switch, following Super Smash Bros. Ultimate.

Following the "Everyone is Here!" approach from the previous game, Charged aims to take a more unconventional, gameplay-centric approach. Specifically, the game takes inspiration from the Super Smash Bros. Brawl mod Brawl-, in that every character has been given significant buffs, attacks, tools, and fighting prowess compared to those in previous installments, making them overall much better fighters. However, because every character now has more useful options, the roster is still technically balanced. This was mainly done to make battles much more interesting to play and watch. Several more new mechanics and game modes have also been added to make the game feel fresh.

As the game is directed by Crash Co., their games and properties are taken as canon alongside the rest of the Nintendo franchises.

Gameplay

Gameplay changes from Ultimate

  • All characters have access to new types of attacks, which include the following:
    • Crash Attacks, which are similar to Smash Attacks, but performed in midair.
    • Shield Counters, which are performed when the player presses the attack button after they successfully Perfect Shields an attack. However, this significantly weakens the shield.
      • All characters who previously had Counters as special moves have been replaced with the exception of Incineroar and Bayonetta, who keep Revenge and Witch Time respectively.
    • Charged States, performed by pressing the attack and special buttons simultaneously when the player has reached 150% or over. Similar to transformation Final Smashes in Brawl and Smash 4, players become a stronger version of themselves, allowing them to deal heavy damage and knockback. They are, however, still vulnerable to attacks and can be KO'ed in this state.
  • Custom Moves return from Smash 4. However, an effort has been made to make them more different than the base move, granting the player more options. As such, they have more difference in abilities and application to each other, similar to Mega Man's Custom Moves in Smash 4.
  • Rage no longer has a cap, and knockback from attacks will continually increase as the players take more damage.
  • Perfect Shielding can now be done as the Shield is activated or deactivated. In the former case, the screen will pause just as it does in the latter case.
  • Footstools can no longer be teched as in Brawl and Smash 4.
    • However, via button mashing, players can exit the tumbling animation faster.
  • Gliding from Brawl returns.

Characters

All 82 playable characters from Ultimate return, alongside several newcomers. Much like Ultimate, the game has a rather small starting roster, all of which are "The Original 12". All other characters must be unlocked.

The concept of Echo Fighters also returns, though a greater effort has been made to make them more different from their base character. As such, the definition of an Echo Fighter has changed slightly and made more loose, allowing them to have different moves and properties than their base fighter, like Chrom in Ultimate. As a result of this, two characters that were considered Echo Fighters in Ultimate (Daisy and Dark Pit) are now no longer considered as such. As mentioned, Crash Co.'s own properties and games are taken as canon alongside Nintendo's franchises.

Click on a character to skip to that character. Characters highlighted have their movesets finished.
Mario SSBUltimate Luigi SSBUltimate SSB Ultimate Peach with Perry Bowser SSBUltimate DrMario SSBUltimate BowserJr SSBUltimate
DaisyCharged 8BitMarioCharged DonkeyKong SSBUltimate KingKrool SSBUltimate Yoshi&BabyMario Wario SSBUltimate 2
CountBleck2 Linkultimate Zeldaultimate Ganondorf SSBUltimate 3DS MetroidSamusReturns char 015 MotherBrainPoker'sCut
Kirby SSBU MetaKnight SSBUltimate KingDedede SSBUltimate Dark Meta Knight KSA StarFoxBattleForAtlasTransparent Falco SSBUltimate
Wolf SSBUltimate Pikachu SSBUltimate Jigglypuff SSBUltimate Pichu SSBUltimate PokemonTrainer SSBUltimate (Female) Greninja SSBUltimate
Incineroar SSBUltimate 795Pheromosa Ness SSBUltimate CaptainFalcon SSBUltimate Marth SSBUltimate Ike SSBUltimate (Radiant Dawn)
Robin SSBUltimate (Female) Corrin SSBUltimate (Female) Pit SSBUltimate Olimar SSBUltimate SpringManAlt MrGameandWatch SSBUltimate
ROB JPN SSBUltimate DuckHuntCharged Simon SSBUltimate Sonic SSBUltimate Mega Man SSBUltimate MegaManEnker
Less pale pacman Agumon cs Cloud SSBUltimate AgnèsMillennium
Echo Fighters
Blaze Nibroc-Rock Classic kirby render pink alt by nibroc rock-daxfoo9 DarkSamus SSBUltimate Lanky Lucina SSBUltimate RibbonGirlAlt
Richter SSBUltimate MM11Roll

Mario
Donkey Kong (1981)
Mario SSBUltimate
Mario (マリオ, Mario) is the main protagonist of the Mario series, and is Nintendo's flagship character. He first appeared in Donkey Kong, where he had to rescue his girlfriend Pauline, who was kidnapped by Donkey Kong. Since then, he has starred in over 300 games of varying genres. His mainline games, the platformers, often revolve around him going on an adventure to rescue Princess Peach from Bowser. Most of the other games he appears in often have him participating in sports, from kart racing, to tennis, to baseball, to a wrestling / volleyball hybrid.

Mario is portrayed as the "jack-of-all-trades" character, and as such has balanced stats overall, with middle-of-the-road weight, jump height, attack power, and mobility. However, he has near unmatched frame data, allowing him to quickly combo opponents and rack up damage. He also has a decent selection of finishers.

Mario's moveset has been completely retooled from previous games, now taking inspiration from Crash Co.'s Super Mario Allies. As such, his moveset utilizes Cappy, F.L.U.D.D., Baby Luma, Posi & Nega, and McCraw in order to give him a varied range of attacks, each of which are useful for any situation. Some notable examples include Posi and Nega extending Mario's limbs to cover more range, or Mario using Cappy as a boomerang to damage opponents or use him as a recovery tool.
SSB Mario Series MarioHeadSSBU SSB64 Icon
Mario's Moveset

  • Neutral Attack: Mario throws a one-two punch combo followed by a kick.
  • Forward Tilt: Mario throws a side kick.
  • Forward Smash: Mario summons Posi, who allows Mario to extend his fist as he throws a punch.
  • Up Tilt: Mario throws an uppercut.
  • Up Smash: Mario throws an upward headbutt.
  • Down Tilt: Mario throws a sweep kick.
  • Down Smash: Mario summons Nega, who extends Mario's legs while be performs a breakdance sweep.
  • Dash Attack: Mario dives forward, sliding across the ground. Pressing the attack button again allows Mario to hop forward afterward, which can be cancelled into any attack.
  • Shield Counter: Mario thrusts his palm forward while expelling flames from it.

  • Neutral Aerial: Mario throws a sex kick.
  • Forward Aerial: Mario throws a haymaker. The move can meteor smash opponents.
  • Forward Crash: Mario summons Posi, who extends his arms as he throws a double-handed axle. The move can meteor smash opponents.
  • Back Aerial: Mario throws a dropkick.
  • Back Crash: Mario summons Nega, who extends his leg as he throws a back kick.
  • Up Aerial: Mario throws a bicycle kick.
  • Up Crash: Mario summons Posi, who extends his arm as he throws an uppercut.
  • Down Aerial: Mario spins around with his arms outstretched, damaging opponents multiple times before launching them.
  • Down Crash: Mario summons Nega, who extends his legs as he stomps downward. The move can meteor smash opponents.

  • Grab: Mario reaches out to grab the opponent.
  • Pummel: Mario headbutts the opponent.
  • Forward Throw: Mario spins around before throwing the opponent forward.
  • Back Throw: Mario spins around before throwing the opponent backward.
  • Up Throw: Mario heaves the opponent upward.
  • Down Throw: Mario slams the opponent into the ground.

  • Neutral Special - Star Spin: Mario summons Baby Luma, who allows him to spin, damaging opponents near him. The move can also reflect projectiles. If used in midair, Mario will rise upward slightly.
    • Custom 1 - Gusty Spin: Mario deals less damage and cannot reflect projectiles, but creates windboxes when he spins, pushing opponents backward.
    • Custom 2 - High Spin: Mario rises higher as he spins, but the move has more startup and endlag.
    • Custom 3 - Mario Tornado: Mario damages opponents multiple times while spinning before launching them. While spinning, he can also move left and right.
  • Side Special - Cap Throw: Mario summons Cappy, who he throws forward, damaging opponents he hits before returning to him. If the special button is pressed again, Mario will leap forward and bounce off of Cappy, gaining some vertical height and entering a semi-helpless state.
    • Custom 1 - Hard Cap Throw: Cappy travels less distance and is slower, but deals more damage.
    • Custom 2 - Fireball: Instead of summoning Cappy, Mario throws a fireball that bounces across the ground, damaging opponents it hits.
    • Custom 3 - Cap Throw Ricochet: Mario cannot bounce on Cappy. However, when thrown, Cappy will immediately target a nearby opponent and hit them. If another is close by, he travels to them afterward. This continues until no opponents are in range, and Cappy returns to Mario.
  • Up Special - McCraw: Mario summons McCraw, who carries Mario upward at a quick pace before letting go and sending him into a helpless state. While flying, Mario can move left and right and damage opponents he hits.
    • Custom 1 - Super Jump Punch: Mario leaps upward instead of summoning McCraw. Deals more damage but covers less distance.
    • Custom 2 - High Fly: McCraw carries Mario higher, but will not damage opponents.
    • Custom 3 - Lateral Fly: McCraw carries Mario more horizontally, but less vertically.
  • Down Special - F.L.U.D.D.: Mario summons F.L.U.D.D., who squirts water at opponents to push them away. He can continue squirting water if the special button is held. Directional inputs can also be used to aim the stream up and down. The stream will eventually get weaker until F.L.U.D.D. can no longer squirt water. The move will recharge itself when not in use, and can be cancelled into any other attack.
    • Custom 1 - Scalding F.L.U.D.D.: F.L.U.D.D. squirts hot water that damages opponents rather than pushing them.
    • Custom 2 - High-Pressure F.L.U.D.D.: F.L.U.D.D. squirts water that pushes opponents farther but gets weaker faster and takes longer to recharge.
    • Custom 3 - Poison F.L.U.D.D.: F.L.U.D.D. squirts poison water that pulls enemies toward Mario instead of pushing them away.
  • Final Smash - Super Allies: Mario rushes forward to deliver an uppercut. If he hits an opponent, they are locked in a cinematic where Cappy, Baby Luma, McCraw, Posi, and Nega begin beating the opponents. Mario then dashes into the opponent with F.L.U.D.D.'s Turbo nozzle and delivers a fiery haymaker, sending the opponent back to the stage and launching them.
  • Charged State - Rainbow Mario: Mario uses a Rainbow Star to become Rainbow Mario. In this state, Mario is a lot faster and can deal more damage. His falling speed is also decreased, increasing his aerial prowess and recovery tremendously.

Luigi
Mario Bros. (1983)
Luigi SSBUltimate
Luigi (ルイージ, Luigi) is a major character in the Mario series. He is Mario's taller, thinner twin brother, who serves as the "player 2" character for the platformer games. Though he often tags along with Mario on his adventures, he is known for being extremely cowardly, often preferring to not battle enemies. He has a rival, King Boo, who he often has to defeat with the help of Professor E. Gadd.

Luigi is an extremely awkward character to new players. He is a middleweight with moderate speed, the highest jump height in the game, but also among the slowest air speed. His attacks are quick and deal minimal damage, making them ideal for combos. Uniquely, he slides along the ground while turning like in the Mario series, but he can perform any of his ground attacks while doing so, similar to wavedashing in Melee.

Luigi's moveset itself is rather quirky, featuring unorthodox animations and hitboxes. These can be somewhat difficult to land, but they are effective at starting combos and even escaping out of combos himself. He also has the only taunt in the game that can damage opponents; a kick that meteor smashes anyone near him.
SSB Mario Series LuigiHeadSSBU SSB64 Icon
Luigi's Moveset

  • Neutral Attack: Luigi throws a one-two punch combo followed by thrusting his bottom forward.
  • Forward Tilt: Luigi throws a wheel kick.
  • Forward Smash: Luigi throws a knifehand thrust.
  • Up Tilt: Luigi throws an overhand swipe.
  • Up Smash: Luigi throws an upward headbutt.
  • Down Tilt: Luigi throws a low-angle back kick. The move can trip opponents.
  • Down Smash: Luigi enters a plank position and spins around on his stomach. The move creates windboxes that push opponents away.
  • Dash Attack: Luigi throws a series of childish punches while running forward, damaging opponents multiple times before launching them.
  • Shield Counter: Luigi pokes at the opponent while releasing a spark of electricity, inflicting paralysis on the opponent.

  • Neutral Aerial: Luigi throws a sex kick.
  • Forward Aerial: Luigi throws a downward knifehand strike.
  • Forward Crash: Luigi throws a downward headbutt. The move can meteor smash opponents.
  • Back Aerial: Luigi throws a dropkick.
  • Back Crash: Luigi turns around and throws a haymaker. The move can meteor smash opponents.
  • Up Aerial: Luigi throws a bicycle kick.
  • Up Crash: Luigi performs an upside down corkscrew kick, damaging opponents multiple times before launching them.
  • Down Aerial: Luigi performs a corkscrew stomp, damaging opponents multiple times before launching them.
  • Down Crash: Luigi performs a stall-then-fall move where he falls downward and lands on his stomach in a plank position. The move can meteor smash opponents.

  • Grab: Luigi pulls out the Poltergust G-00 and extends a plunger from it, grabbing the opponent. The move can also be used in midair as a tether recovery.
  • Pummel: Luigi shakes the Poltergust G-00.
  • Forward Throw: Luigi launches the opponent forward.
  • Back Throw: Luigi launches the opponent backward.
  • Up Throw: Luigi launches the opponent upward.
  • Down Throw: Luigi launches the opponent at the ground.

  • Neutral Special - Thunderhand: Luigi throws a ball of electricity from his palm that travels forward in a straight line. The projectile will inflict paralysis on opponents.
    • Custom 1 - Fireball: Luigi throws a green fireball that travels in a circling motion forward. It doesn't paralyze opponents, but deals more damage.
    • Custom 2 - High-Watt Thunderhand: The ball of electricity travels less distance, but upon hitting an opponent it explodes in a web of electricity, damaging them multiple times before launching them.
    • Custom 3 - Iceball: Luigi throws an iceball that bounces along the ground. Has a chance to freeze opponents.
  • Side Special - Hammer: Luigi pulls out a hammer and swings it forward. However, the head becomes loose and flies off the hilt, bouncing along the stage and hitting opponents. Depending on when the special button is pressed, the trajectory of the head can be angled; pressing it sooner will result in a higher, slower angle while pressing it later results in a shorter, faster angle.
    • Custom 1 - Big Hammer: The hammer head is bigger and deals more damage, but there is more startup and endlag.
    • Custom 2 - Burying Hammer: The hammer head deals less damage, but it will bury and meteor smash opponents it lands on as it bounces. Notably, the hammer head bounces in higher arcs.
    • Custom 3 - Hammer Slam: Instead of the hammer flying off, Luigi leaps forward and slams the hammer on the ground. The move can bury and meteor smash opponents it hits.
  • Up Special - Green Rocket: Luigi stores energy before blasting himself upward, damaging opponents with a leaping headbutt and falling into a semi-helpless state afterwards. The special button can be held for the move to charge, increasing its distance and damage, and directional inputs can be used to change the angle Luigi fires in. There is a 1/4 chance that Luigi will launch faster and farther than if he fully charged the move, as well as deal more damage, called a Misfire.
    • Custom 1 - Rising Green Rocket: Luigi damages opponents multiple times before launching them. Takes slightly less time to charge.
    • Custom 2 - Blastoff Green Rocket: Luigi blasts upward immediately without the move needing to be charged. However, he can only fly straight upward and deals less damage.
    • Custom 3 - Green Rocket Blast: The move takes longer to fully charge, but Luigi can launch higher and deal more damage. Once he launches, he also causes an explosion that damages opponents in the blast radius.
  • Down Special - Luigi Header: Luigi leaps upward before falling to the ground headfirst, burying himself. He will bury opponents he lands on, leaving them vulnerable.
    • Custom 1 - Shockwave Header: Luigi damages and launches opponents he lands on rather than burying them.
    • Custom 2 - Slip Header: Luigi deals less damage, but causes opponents around him when he lands to trip.
    • Custom 3 - Turbulent Header: Luigi creates windboxes when he lands, pushing opponents nearby backward. The attack itself deals no damage.
  • Final Smash - Negative Zone: Luigi begins dancing as a large area around him becomes negative. Opponents in this zone become inflicted with various effects, from sleeping, to slowness, to having a flower grow on their heads, etc. Luigi's attack power is also much higher while within the zone, and he has permanent super armor. After awhile, the zone will disappear.
  • Charged State - Negative Luigi: Luigi dances, converting himself to negative colors. In this state, he has much faster air speed and much slower air speed, giving him more aerial prowess. His moves also deal more damage, and most of them are darkness-empowered as well.

Peach
Super Mario Bros. (1985)
SSB Ultimate Peach with Perry
Peach (ピーチ, Peach) is one of the main characters in the Mario series. She is the princess of the Mushroom Kingdom, and typically gets kidnapped by Bowser, only to be saved by Mario. As such, in the platformer games, she usually serves as the damsel-in-distress, though has had a few playable appearances of her own. She also serves as a love interest for Mario.

Peach has the ability to float of the control stick is held up; in this state, she can drift left and right and use aerial attacks without falling down. This also gives her an impressive recovery, which is complemented by her slow falling speed and high jump height. She isn't very fast, but her attacks are strong. Based on her sole starring role in Super Princess Peach, she has a unique Vibe Meter seen by her icon. It will gradually fill up as Peach delivers and takes damage, and once full, she can use the vibe the meter is set to for a short time, allowing her to boost her stats and abilities. The vibe can be altered with her down special, Vibe Change.

Because of her new Vibe Meter, Peach's moveset has been tweaked. Many of her new attacks involve her parasol friend Perry. This gives her moves more range compared to her previous moveset.
SSB Mario Series PeachHeadSSBU SSBM Icon
Peach's Moveset

  • Neutral Attack: Peach throws two slaps and followed by pulling out Perry and opening him.
  • Forward Tilt: Peach pulls out Perry and swings him outward.
  • Forward Smash: Peach pulls out a golf club, a tennis racket, or a frying pan depending on what angle the control stick is held and swings it forward. Each weapon deals varying damage and knockback.
  • Up Tilt: Peach pulls out Perry and swings him in an overarching motion.
  • Up Smash: Peach spins around while twirling a ribbon around herself.
  • Down Tilt: Peach throws a sweeping kick. The move can meteor smash opponents.
  • Down Smash: Peach spins around counterclockwise while crouching, utilizing the edge of her dress as a blade and damaging opponents multiple times before launching them.
  • Dash Attack: Peach takes out Perry and swings him upward.
  • Shield Counter: Peach throws a heavy-handed slap.

  • Neutral Aerial: Peach spins around with her arms outstretched.
  • Forward Aerial: Peach takes off her crown and swings it forward.
  • Forward Crash: Peach pulls out Perry and swings him inward.
  • Back Aerial: Peach strikes behind her with her rear.
  • Back Crash: Peach pulls out Perry before turning around and swinging him backward.
  • Up Aerial: Peach waves her arm above herself in an overarching motion, creating a rainbow that damages opponents multiple times before launching them.
  • Up Crash: Peach pulls out Perry before hoisting him upward and opening him. The move grants her a burst of upward momentum.
  • Down Aerial: Peach kicks downward five times. The last kick can meteor smash opponents.
  • Down Crash: Peach pulls out Perry and opens him up, using him to fall downward. The move can meteor smash opponents.

  • Grab: Peach pulls out Perry and swings him forward as he opens his mouth to swallow opponents.
  • Pummel: Perry chews on the opponent.
  • Forward Throw: Perry spits the opponent forward.
  • Back Throw: Perry spits the opponent backward.
  • Up Throw: Perry spits the opponent upward.
  • Down Throw: Perry spits the opponent at the ground.

  • Neutral Special - Chargebrella: Peach pulls out Perry and swings him forward. If the special button is held, the move will charge, allowing Peach to deal more damage. At full charge, the move sends out a crescent-shaped projectile that damages opponents from afar.
    • Custom 1 - Quick Chargebrella: The move charges faster, but deals less damage.
    • Custom 2 - Breezy Chargebrella: Instead of firing a projectile at full charge, the swing instead creates windboxes that push opponents backward.
    • Custom 3 - Hard Chargebrella: The move deals more damage, but it takes longer to charge and no projectile is fired at full charge.
  • Side Special - Heart Attack: Peach swipes her hand forward, creating a heart-like projectile that travels forward. If it hits an opponent, they will be stunned for a short time. Aerial opponents that touch the heart will suffer light knockback instead.
    • Custom 1 - Pounding Heart: The heart deals more damage, and instead of stunning opponents, it knocks them away.
    • Custom 2 - Swoon Heart: The heart travels less distance, but opponents are stunned for longer.
    • Custom 3 - Cold Heart: The heart is blue-colored and freezes opponents rather than stunning them. Travels more distance but deals less damage.
  • Up Special - Floatbrella: Peach pulls out Perry and leaps into the air, damaging opponents multiple times before launching them. At the peak of her jump, she opens up Perry, allowing her to float downward. While open, Perry will damage opponents that touch him. Holding the control stick down will have Peach fall into a helpless state, while holding up will have her open Perry again and continue floating.
    • Custom 1 - Perry Leap: Peach jumps higher and deals more damage, but does not open Perry to float downward.
    • Custom 2 - Light Floatbrella: Peach doesn't jump initially, but instead opens Perry immediately. She will float upward, damaging opponents she hits. She will fall into a helpless state after awhile or if the control stick is held down.
    • Custom 3 - Armored Floatbrella: Peach has super armor while floating, but doesn't jump as high and won't damage opponents.
  • Down Special - Vibe Change: Peach changes the vibe her Vibe Meter is set to. Once the Vibe Meter is filled, she will enter a unique state based on the vibe the meter is set to. There are four different vibes, each with their own states:
      • Joy: In Joy state, Peach can jump much higher and float much longer. A lot of her attacks also have added windboxes that can push opponents away. She glows orange while in this state..
      • Rage: In Rage state, Peach becomes a lot stronger and can KO opponents quicker. Her attacks also become enhanced in fire. She glows red while in this state.
      • Gloom: In Gloom state, Peach will cry continuously, with her tears being able to make opponents slip. She is also faster on both the ground and in the air. She glows blue while in this state.
      • Calm: In this state, Peach's stats will slightly decrease, but every attack she lands allows her to heal some of her health, being x0.5 of the damage each attack deals. She glows green while in this state.
    • Custom 1 - Extreme Vibes: The vibes' effects are much more pronounced, but it takes longer to fill the Vibe Meter.
    • Custom 2 - Tame Vibes: The vibes' effects are less pronounced, but they remain active for longer.
    • Custom 3 - Mood Swings: It takes less time to fill the Vibe Meter, but the effects don't last as long.
  • Final Smash - Mixed Emotions: Peach enters her Gloom state and begins crying while rushing forward. If she hits an opponent, they are locked in a cinematic where they are sent into the sky, and Peach, in her Joy state, begins smacking them repeatedly. Finally, she enters her Rage state and Ground Pounds them into the ground, sending them back to the stage and dealing heavy damage and knockback.
  • Charged State - Heart Power: Peach dances around before empowering herself with hearts. In this state, while the Vibe Meter is inactive, she has a lot of the traits of her vibe states combined; she jumps higher like Joy, deals more damage like Rage, and runs faster like Gloom.

Bowser
Super Mario Bros. (1985)
Bowser SSBUltimate
Bowser (クッパ, Koopa) is the king of the Koopa Troop, and the main antagonist of the Mario series. Most games see him trying to kidnap Princess Peach or take over the Mushroom Kingdom. However, Mario manages to foil his schemes and defeat him. His plans almost never work, and at times has even teamed up with Mario on occasion, though usually only to stop a greater evil. He leads an entire army of turtle-like beings called Koopas, which serve as basic enemies in the Mario series.

Bowser, fittingly, is one of the heaviest characters in the game. He has universal super armor, known in-game as "Tough Guy", which allows him to withstand attacks that deal 5% damage or less without flinching (with exceptions, such as Cloud's Finishing Touch). Furthermore, attacks that have him enter his shell grant him invincibility. This allows him to tank through opponents' attacks and deal heavy damage. He also has an excellent grab game, with all of them being effective at setting up combos.

Most of Bowser's abilities are taken from his attacks in his boss battles in the Mario series. These attacks can reach ludicrous strengths and can KO opponents quickly. His range is also good, if only because of the sheer size of his frame. His basic attacks mostly consist of punches, claw swipes, and using the spikes on his shell.
SSB Mario Series BowserHeadSSBU SSBM Icon
Bowser's Moveset

  • Neutral Attack: Bowser throws a two-punch combo.
  • Forward Tilt: Bowser throws a punch.
  • Forward Smash: Bowser throws a dropkick.
  • Up Tilt: Bowser swipes his claws in an overarching motion.
  • Up Smash: Bowser gets on all fours and leaps upward to damage opponents with the spikes on his shell.
  • Down Tilt: Bowser punches near the ground twice.
  • Down Smash: Bowser punches near the ground in front of himself and the behind himself.
  • Dash Attack: Bowser throws a flying kick.
  • Shield Counter: Bowser grabs the opponent and slams them into the ground.

  • Neutral Aerial: Bowser crawls into his shell and spins around, damaging opponents multiple times before launching them. The attack grants Bowser invincibility.
  • Forward Aerial: Bowser swipes his claws downward.
  • Forward Crash: Bowser swipes his claws forward.
  • Back Aerial: Bowser thrusts his shell backward.
  • Back Crash: Bowser throws a dropkick.
  • Up Aerial: Bowser throws an upward headbutt.
  • Up Crash: Bowser throws an upward headbutt.
  • Down Aerial: Bowser crawls into his shell and spins downward, damaging opponents multiple times before launching them. The attack grants Bowser invibcibility.
  • Down Crash: Bowser crawls into his shell and falls downward to the ground. The attack buries grounded opponents and meteor smashes aerial opponents he lands on, as well as granting Bowser invincibility.

  • Grab: Bowser reaches out to grab the opponent.
  • Pummel: Bowser bites the opponent.
  • Forward Throw: Bowser puts the opponent on his head and rears his head back, shoving them with his horns.
  • Back Throw: Bowser turns around and throws the opponent backward.
  • Up Throw: Bowser throws the opponent upward and enters his shell, spinning to damage the opponent with his spikes.
  • Down Throw: Bowser pins the opponent on the ground and falls onto them, landing with his stomach.

  • Neutral Special - Fire Breath: Bowser expels flames from his mouth. If the special button is tapped, Bowser will spit a fireball that travels a short distance and explodes on impact, damaging opponents. If the special button is held, he will shoot a stream of flames that damage opponents multiple times. Both the stream and fireballs can be angled with directional inputs. Use of either variation will make the attack weaker, though it will recharge when not in use.
    • Custom 1 - Ice Breath: Bowser expels blue flames. They deal less damage, but can freeze opponents.
    • Custom 2 - Poison Breath: Bowser expels green flames. They become weaker quicker and take longer to recharge, but they will put a flower on opponents' heads.
    • Custom 3 - Sleepy Breath: Bowser expels white flames. They won't make opponents flinch, but they will put them to sleep. Midair opponents will instead suffer light knockback.
  • Side Special - Royal Rampage: Bowser ignites himself on fire and rushes forward, cooling off after a short distance. If he hits an opponent while on fire, he will grab them and throw them upwards, then jump towards them and perform a piledriver. Opponents near him will also take damage from the flames.
    • Custom 1 - Koopa Klaw: Instead of performing a piledriver, Bowser can bite opponents once he grabs them. He can then throw them forward or backward.
    • Custom 2 - Rampage Slam: Instead of performing a piledriver, Bowser performs a belly-to-belly suplex. The player that has the most damage controls what direction Bowser flies in via directional inputs.
    • Custom 3 - Ballistic Rampage: Bowser travels less distance while dashing, but the piledriver deals more damage and knockback. It also ends in an explosion that can damage other opponents in the blast radius.
  • Up Special - Whirling Fortress: Bowser enters his shell and begins spinning around, damaging opponents multiple times before launching them. While spinning, he can move left and right. If used in midair, Bowser rises upward, and can rise higher if the special button is tapped repeatedly, before he falls into a helpless state. The attack grants Bowser invincibility.
    • Custom 1 - Sliding Fortress: Bowser doesn't deal as much damage, but he moves around quicker. In midair, he sacrifices vertical distance for more horizontal distance.
    • Custom 2 - Burning Fortress: Bowser doesn't travel as fast, but he leaves a trail of flames behind himself, which gradually damage opponents that stand in them. In midair, Bowser deals more damage in exchange for lack of horizontal movement.
    • Custom 3 - Whirlwind Fortress: Bowser cannot travel as far, but while spinning, he creates a whirlwind that has vacuumboxes that pull opponents into the attack.
  • Down Special - Bowser Bomb: Bowser leaps into the air, damaging opponents with his horns before falling downward, damaging opponents he lands on. At the peak of his jump, the attack can be cancelled into any other action. If the move is used in midair, he will simply fall downward.
    • Custom 1 - Turbulent Bomb: Bowser deals less damage, but he creates windboxes when he lands, pushing nearby opponents back.
    • Custom 2 - Quake Bomb: Bowser creates a stage-wide tremor when he lands that causes all grounded opponents to slip. He also buries opponents he lands on.
    • Custom 3 - Meteor Bomb: Bowser falls slower, but he meteor smashes opponents he lands on.
  • Final Smash - Giga Bowser: Bowser transforms into Giga Bowser and teleports behind the stage. He then throws a punch, which can be aimed with directional inputs. Opponents over 100% will suffer a Screen KO. After this, he returns to the stage and reverts to his normal state.
  • Charged State - Superclaw Bowser: Bowser transforms into Superclaw Bowser. In this state, his attacks have much larger range and deal more damage, with many of his attacks being enhanced with different effects. He can also run faster and jump higher.

Dr. Mario
Dr. Mario (1990)
DrMario SSBUltimate
Dr. Mario (ドクターマリオ, Doctor Mario) is the doctor persona of Mario that he appears in the Dr. Mario puzzle series. In those games, he works alongside Dr. Luigi and Nurse Peach at the Mushroom Kingdom Hospital, working to destroy Viruses using colorful pills called Megavitamins. To do this, Megavitamins of the same color must be lined up with the corresponding Virus color, which will eliminate them. Once all Viruses are eliminated, the level is complete.

In previous Super Smash Bros. titles, Dr. Mario was considered a slower, stronger clone of Mario. However, since the former has gained a new moveset, Dr. Mario is moreso used to retain Mario's previous moveset. As in previous games, Dr. Mario has a lot of attack power, allowing him to deliver KOs quite easily. However, he has gained quite a noticeable boost in mobility, allowing him to combo opponents better. His frame data is also arguably as fast as Mario's in previous games, which helps him rack up damage before following with a KO move.

Although many of Dr. Mario's basic attacks are similar to Mario's, the two also have completely different moves. Many of them focus on delivering heavy damage and knockback, though he has a few moves available for combos. As mentioned, his moveset is directly derived from Mario's previous moveset.
SSB Mario Series DrMarioHeadSSBU SSBM Icon
Dr. Mario's Moveset

  • Neutral Attack: Dr. Mario throws a one-two punch combo before following up with a kick.
  • Forward Tilt: Dr. Mario throws a roundhouse kick.
  • Forward Smash: Dr. Mario thrusts his palm forward as a burst of electricity emits from it. At full charge, the move can deal paralysis on opponents, leaving them vulnerable for attack.
  • Up Tilt: Dr. Mario throws an uppercut.
  • Up Smash: Dr. Mario throws a headbutt.
  • Down Tilt: Dr. Mario throws a legsweep.
  • Down Smash: Dr. Mario performs the Sweep Kick.
  • Dash Attack: Dr. Mario performs the Slide Kick.
  • Shield Counter: Dr. Mario throws an electrically-charged uppercut.

  • Neutral Aerial: Dr. Mario throws a sex kick. Unlike other sex kicks, the attack grows stronger throughout the duration rather than weaker.
  • Forward Aerial: Dr. Mario rears back his fist and throws an overhead.
  • Forward Crash: Dr. Mario throws a dropkick.
  • Back Aerial: Dr. Mario throws a roundhouse kick.
  • Back Crash: Dr. Mario throws a dropkick.
  • Up Aerial: Dr. Mario throws a bicycle kick.
  • Up Crash: Dr. Mario throws a spinning uppercut, damaging opponents multiple times before launching them.
  • Down Aerial: Dr. Mario performs a spinning drill kick, damaging opponents multiple times before launching them. If the attack button is held, he can continue spinning.
  • Down Crash: Dr. Mario stomps downward. The attack can meteor smash opponents.

  • Grab: Dr. Mario reaches out to grab the opponent.
  • Pummel: Dr. Mario headbutts the opponent.
  • Forward Throw: Dr. Mario spins around once and throws the opponent forward.
  • Back Throw: Dr. Mario holds the opponent by the legs and spins around three times before throwing them backward. While spinning, Dr. Mario can move left and right, and the spinning can also damage nearby opponents if the victim collides with them.
  • Up Throw: Dr. Mario heaves the opponent directly overhead with both hands.
  • Down Throw: Dr. Mario performs a body slam with the opponent.

  • Neutral Special - Megavitamin: Dr. Mario throws a Megavitamin forward, which bounces along the ground in an arc, dealing light damage to opponents that it hits. The Megavitamin comes in a random pair of red, blue, and yellow colors, which deal varying effects if they hit opponents; red can burn opponents, blue can freeze opponents, and yellow can deal electric damage.
    • Custom 1 - Chill Pill: Only blue Megavitamins will be thrown, having a greater chance of freezing opponents.
    • Custom 2 - Mega-Vitamin: Megavitamins are much larger, but slower. They damage opponents multiple times before launching them.
    • Custom 3 - Megavitamin PM: Megavitamins deal less damage and don't even make opponents flinch, though they have a chance of putting them to sleep, leaving them vulnerable for attack.
  • Side Special - Super Sheet: Dr. Mario takes out a large sheet of paper and waves it in front of himself. The attack can reflect projectiles and reverse the opponent's direction.
    • Custom 1 - Breezy Sheet: The sheet deals less damage, but creates a windbox that pushes opponents in front of himself backward.
    • Custom 2 - Shocking Sheet: The sheet cannot reflect projectiles or turn opponents around, but it deals much more damage and knockback.
    • Custom 3 - Sheet Spin: Dr. Mario spins with the sheet three times. This makes it easier to reflect projectiles, as well as allowing him to reflect ones coming from behind, though it cannot flip opponents.
  • Up Special - Super Jump Punch: Dr. Mario performs a jumping uppercut, damaging opponents he hits on the way up and falling into a helpless state afterwards. The attack deals much more damage and knockback at the start of the move, and by using directional inputs, the jump can be angled.
    • Custom 1 - Ol' One-Two: Dr. Mario travels less distance. The attack only damages opponents at the start and end of the uppercut; the first combos into the second, which causes an explosion that deals heavy damage and knockback.
    • Custom 2 - Super Jump: Dr. Mario travel higher, but cannot damage opponents.
    • Custom 3 - Jump Punch: Instead of dealing heavy damage at the start of the move, Dr. Mario instead damages opponents multiple times before launching them at the peak of his jump. Deals more damage but less knockback.
  • Down Special - Dr. Tornado: Dr. Mario rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before assuming a spread-eagle position to launch them. While spinning, Dr. Mario can move left and right, and repeatedly tapping the special button allows him to rise upward.
    • Custom 1 - Clothesline Tornado: Instead of damaging opponents multiple times, Dr. Mario damages opponents once while spinning, dealing heavy damage and kncokback. Has decreased mobility.
    • Custom 2 - Rising Tornado: Deals less damage, but grants Dr. Mario more mobility while spinning. He also rises higher if the special button is repeatedly tapped.
    • Custom 3 - Dr. Cyclone: Dr. Mario cannot rise while spinning, but the move creates vacuumboxes that draw nearby opponents into the attack.
  • Final Smash - Dr. Finale: Dr. Mario rears back and fires two massive Megavitamins forward, which spiral around each other. They damage opponents they hit and carry them across the stage, which can potentially KO them.
  • Charged State - Dr. Mario, PhD: Dr. Mario eats a Megavitamin and begins glowing gold. In this state, he has increases stats in running, jumping, aerial mobility, and attack power. He also has three midair jumps and uses stronger variants of Megavitamins, which are larger and deal more damage.

Bowser Jr.
Super Mario Sunshine (2002)
BowserJr SSBUltimate
Bowser Jr. (クッパJr, Koopa Junior) is the secondary antagonist of the Mario series. As his name suggests, he is the son of Bowser, and heir to the Koopa throne. He often assists his father in his schemes to kidanp Peach or take over the Mushroom Kingdom, though he has also tried to perform villainous acts on his own to impress Bowser. Some titles hint that Bowser Jr. may actually be lonely and wants friends.

Bowser Jr. pilots the Jr. Clown Car, a vehicle he uses in various Mario games. This gives him a unique attribute where attacks that hit the Jr. Clown Car will take 0.5x the damage. The Jr. Clown Car also has universal super armor; attacks that deal 20 units or less of knockback that hit the Jr. Clown Car will not make Bowser Jr. flinch. These defensive increases also apply to attacks that hit Bowser Jr.'s entire frame, most notably grabs and throws. The Jr. Clown Car also allows him to float in midair for a short time if the jump button is held.

As he is always in the Jr. Clown Car, most of Bowser Jr.'s moveset consists of utilizing various gadgets stored inside it. This can range from boxing gloves, to wrecking balls, to Grinders. He can also use other weapons such as a hammer. Overall, his attacks are weak compared to other heavyweights in terms of damage output, but they deliver a lot of knockback. All of his attacks are also disjointed, allowing him to battle from a safe distance.
SSB Mario Series BowserJrHeadSSBU SSB4 Icon
Bowser Jr.'s Moveset

  • Neutral Attack: The Jr. Clown Car throws a one-two punch combo with boxing gloves before following up with a flurry of punches, finishing off with an uppercut.
  • Forward Tilt: The Jr. Clown Car thrusts the Magic Paintbrush forwards.
  • Forward Smash: The Jr. Clown Car uses two drills to drill the opponent in place, damaging them multiple times before launching them. If the attack button is held, Bowser Jr. will continue drilling the opponent, though they will eventually be knocked out of the attack.
  • Up Tilt: The Jr. Clown Car thrusts the Magic Paintbrush upwards.
  • Up Smash: Bowser Jr. performs a handstand to attack with the Jr. Clown Car's spinning propellers. The attack has a windbox and vacuumbox; the former pushes opponents above Bowser Jr. upwards while the latter pulls opponents near him into the attack.
  • Down Tilt: The Jr. Clown Car uses its tongue to lick opponents, damaging them three times. If used near a Food item, it will have 1.7x the healing effect.
  • Down Smash: The Jr. Clown car smashes a pair of wrecking balls on the ground on either side.
  • Dash Attack: The Jr. Clown Car opens its mouth and swings a Grinder forwards, damaging opponents multiple times before launching them.
  • Shield Counter: The Jr. Clown Car opens its mouth as a boot swings out.

  • Neutral Aerial: The Jr. Clown Car spins around with its boxing gloves extended.
  • Forward Aerial: The Jr. Clown Car swings a wrecking ball downwards. This can meteor smash opponents.
  • Forward Crash: The Jr. Clown Car opens its mouth to reveal a Burner, which shoots flames forward, damaging opponents multiple times before launching them.
  • Back Aerial: The Jr. Clown Car swings a wrecking ball backwards.
  • Back Crash: The Jr. Clown Car extends a boot from behind.
  • Up Aerial: Bowser Jr. swings a hammer above himself.
  • Up Crash: Two Bill Blasters appear on either side of the Jr. Clown Car, which fire Bullet Bills upward that explode on impact.
  • Down Aerial: The Jr. Clown Car extends a drill from its underside and drills opponents, damaging them multiple times before launching them.
  • Down Crash: Two Bill Blasters appear on either side of the Jr. Clown Car, which fire Bullet Bills downward that explode on impact.

  • Grab: The Jr. Clown Car extends a metal claw forwards.
  • Pummel: Bowser Jr. hits the opponent with a toy hammer.
  • Forward Throw: The Jr. Clown Car uppercuts the opponent with a boxing glove.
  • Back Throw: The Jr. Clown Car swallows the opponent. Afterwards, they are launched out of a cannon that extends from behind.
  • Up Throw: The Jr. Clown Car flings the opponent upwards.
  • Down Throw: The Jr. Clown Car throws the opponent onto the ground and extends a drill from its underside to drill them.

  • Neutral Special - Clown Cannon: The Jr. Clown Car's mouth opens to reveal a cannon. It shoots a cannonball that travels forward before exploding on impact. By holding the special button, the move will charge. When this happens, the cannonball will fly faster and farther, as well as deal more damage.
    • Custom 1 - Bullet Bill: Instead of firing a cannonball, the cannon fires a Bullet Bill that travels faster. It doesn't explode on impact, but passes through opponents instead.
    • Custom 2 - Air Cannon: Instead of firing a cannonball, the cannon fires a gust of wind that pushes opponents backward. The move also pushes Bowser Jr. back, and has noticeable startup lag.
    • Custom 3 - Big Cannonball: A larger cannonball is fired. It doesn't travel as far and has much more startup and endlag, but deals more damage and has a much larger blast radius.
  • Side Special - Clown Kart Dash: The Jr. Clown Car sprouts wheels and an engine, then dashes forward, damaging opponents it hits. The opposite direction can be held for Bowser Jr. to drift, dealing more damage. If the drift is done in midair, he will gain significant horizontal distance, and as such aids his recovery. The dash can be cancelled into a jump, as well as any attack.
    • Custom 1 - Koopa Drift: Instead of knocking opponents away, the drift damages opponents multiple time before launching them. Bowser Jr. dashes slower and overall deals less damage.
    • Custom 2 - Grounding Dash: Bowser Jr. simply dashes forward a short distance and drifts automatically. The drift deals no damage but he will bury opponents he runs over.
    • Custom 3 - Armored Dash: Bowser Jr. gains super armor while dashing. However, he can't travel as fast and the drift deals less damage.
  • Up Special - Abandon Ship!: Bowser Jr. ejects himself out of the Jr. Clown Car as it falls down. While in the air, he enters a unique helpless state where he has two attacks; pressing the attack button will have Bowser Jr. swing a hammer sideways to damage opponents, and pressing the special button will have Bowser Jr. swing a hammer downwards to meteor smash opponents. After landing or grabbing a ledge, another Jr. Clown Car will spawn under him. The Jr. Clown Car Bowser Jr. ejected from can be picked up and used as an item, exploding on impact after being thrown. Otherwise, it will explode on its own after five seconds.
    • Custom 1 - Meteor Ejection: Bowser Jr. doesn't gain as much distance, but as soon as he exits the Jr. Clown Car, he can meteor smash opponents.
    • Custom 2 - Self-Destruct: Instead of leaping out of the Jr. Clown Car, it will explode, sending Bowser Jr. upward and damaging all opponents in the blast radius.
    • Custom 3 - Koopa Meteor: Bowser Jr. ducks inside the Jr. Clown Car as it rises upward. It explodes after a short time, sending him downward.
  • Down Special - Mechakoopa: A hatch on the Jr. Clown Car opens as a Mechakoopa tumbles out of it. Afterwards, it will begin moving around the area and explode shortly afterwards. Bowser Jr. can also pick it up and throw it as an item, exploding on impact after being thrown. The Mechakoopa can come in two sizes depending on if the special button is tapped or held; tapped will drop a smaller Mechakoopa while held will drop a larger one. The smaller ones can trip up opponents they touch and explode on them, while the larger ones will pass through opponents and need to be thrown at them. Up to three Mechakoopas can be on-stage at once.
    • Custom 1 - Burner: Instead of a Mechakoopa, the Jr. Clown Car releases a Burner. It will remain on-stage for awhile and will fire a stream of flames upward periodically, damaging opponents multiple times. Only one Burner can be at play at a time.
    • Custom 2 - Grinder: Instead of a Mechakoopa, the Jr. Clown Car releases a Grinder. It rolls across the ground, damaging opponents multiple times before launching them.
    • Custom 3 - Big Steely: Instead of a Mechakoopa, the Jr. Clown Car releases a Big Steely. It will roll slowly across the stage, burying opponents it rolls over. Only one Big Steely can be at play at once.
  • Final Smash - Shadow Mario Paint: Bowser Jr. transforms into Shadow Mario, who then uses the Magic Paintbrush to cover the screen with paint in an "X" shape. Opponents caught in this paint will suffer damage. Eventually, the paint explodes, launching opponents caught in it.
  • Charged State - Koopa Clown Car: The Koopa Clown Car falls from above and lands in front of Bowser Jr. He hops out of the Jr. Clown Car and kicks it away before leaping into the Koopa Clown Car and assuming control over it. The Koopa Clown Car's attacks deal much more damage and kncokback, as well as having more range. It also has four midair jumps available, and grants much more weight.

Daisy
Super Mario Land (1989)
DaisyCharged
Daisy (デイジー, Daisy) is a recurring character in the Mario series. She debuted in Super Mario Land, acting as the damsel-in-distress, and has since appeared in several Mario spin-offs. She is a tomboy, and despite being polar opposites with Peach personality-wise, they two are great friends. She is also the love interest for Luigi, much like how Peach is the love interest for Mario.

Daisy, like Peach, can float in the air for a short time, allowing her to chain aerial attacks together. She has moderate speed while on the ground, though has low jump height. Her attacks, like Peach, deliver a lot of damage and knockback, allowing her to KO opponents easily. However, because of her light weight, opponents can launch her just as easily.

Because Peach has a new moveset based on Super Princess Peach, Daisy mostly serves as a means of retaining Peach's old moveset. This, as such, no longer makes her an Echo Fighter like Ultimate. Her moveset mostly utilizes punches, slaps, and kicks, though she also has an assortment of projectiles at her disposal.
SSB Mario Series Daisy Charged Stock Icon SSBUltimate Icon
Daisy's Moveset

  • Neutral Attack: Daisy slaps twice, following with a side kick.
  • Forward Tilt: Daisy throws a 180-degree kick from low to high.
  • Forward Smash: Daisy pulls out a hockey stick, a baseball bat, or a frying pan depending on the angle the control stick is held in and swings it forward.
  • Up Tilt: Daisy extends her arm upward, making a flower burst out of it.
  • Up Smash: Daisy throws a jumping uppercut.
  • Down Tilt: Daisy throws a shin kick. The move can make opponents trip.
  • Down Smash: Daisy spins around while crouching, utilizing the edge of her dress as a blade, damaging opponents multiple times before launching them.
  • Dash Attack: Daisy throws a sliding kick.
  • Shield Counter: Daisy summons a Gao, who breaths fire to damage the opponent multiple times.

  • Neutral Aerial: Daisy spins around with her arms outstretched.
  • Forward Aerial: Daisy takes off her crown and swings it forward.
  • Forward Crash: Daisy takes out a tennis racket and swings it forward.
  • Back Aerial: Daisy strikes behind her with her rear.
  • Back Crash: Daisy takes out a tennis racket, turns around, and swings it backward.
  • Up Aerial: Daisy throws a bicycle kick.
  • Up Crash: Daisy waves her arm above herself, creating a rainbow that damages opponents multiple times before launching them.
  • Down Aerial: Daisy kicks downward five times. The last kick can meteor smash opponents.
  • Down Crash: Daisy throws a stall-then-fall axe kick. The move can meteor smash opponents.

  • Grab: Daisy summons a Gao who reaches out to grab an opponent.
  • Pummel: The Gao chews on the opponent.
  • Forward Throw: The Gao flings the opponent forward.
  • Back Throw: The Gao swings the opponent backward.
  • Up Throw: The Gao swings the opponent upward.
  • Down Throw: The Gao pins the opponent on the ground and breathes fire on them.

  • Neutral Special - Superball: Daisy throws a metal ball downward or upward depending on directional inputs. It will bounce along surfaces and the edges of the screen, damaging opponents they hit. They will disappear after a short time. Up to three balls can be at play at once.
    • Custom 1 - Superbomb: The ball is active for less time, but it explodes when it hits an opponent, damaging them multiple times before launching them.
    • Custom 2 - Megaball: The ball is much larger and deals more damage, but travels slower.
    • Custom 3 - Dual Superball: Daisy throws two balls at once, one upward and one downward. Only two can be active at a time and they deal less damage, but they travel faster.
  • Side Special - Flower Bomber: Daisy flies forward with her rear, causing a flowery explosion on contact with an opponent and damaging them. If she hits an opponent, she gains a burst of upward momentum.
    • Custom 1 - Mushroom Bomber: Daisy deals less damage, but hitting opponents will cause a mushroom to grow on their heads.
    • Custom 2 - Flying Bomber: Daisy launches herself at an upward angle rather than forward. Has more noticeable endlag.
    • Custom 3 - Explosive Bomber: Daisy causes a fiery explosion on impact with an opponent. Deals more damage and knockback, but Daisy travels less distance.
  • Up Special - Parasol Jump: Daisy pulls out a parasol and leaps into the air, damaging opponents multiple times before launching them. At the peak of her jump, she opens it up, allowing her to float downward. While open, the parasol will damage opponents that touch it. Holding the control stick down will have Daisy fall into a helpless state, while holding up will have her open the parasol again and continue floating.
    • Custom 1 - Parasol Leap: Daisy jumps higher and deals more damage, but does not open the parasol to float downward.
    • Custom 2 - Light Parasol: Daisy doesn't jump initially, but instead opens the parasol immediately. She will float upward, damaging opponents she hits. She will fall into a helpless state after awhile or if the control stick is held down.
    • Custom 3 - Armored Parasol Jump: Daisy has super armor while floating, but doesn't jump as high and won't damage opponents.
  • Down Special - Vegetable: Daisy pulls a Vegetable from the ground, and can use it as an item. The Vegetables have different faces, with the angrier ones dealing more damage and knockback. Daisy also has a 10% chance of uprooting a Mr. Saturn or a Bob-omb instead.
    • Custom 1 - Light Veggie: Daisy can uproot Vegetables much quicker. They travel farther when thrown, but deal less damage.
    • Custom 2 - Heavy Veggie: Daisy takes longer to uproot Vegetables, but they are larger and deal more damage.
    • Custom 3 - Rotten Veggie: Daisy uproots brown, withered Vegetables. They deal less damage, but can cause a flower or mushroom to grow on opponents' heads.
  • Final Smash - Marathon: Daisy pulls out a baseball bat and swings it. If she hits an opponent, they are locked in a cinematic where whey fly through a tennis court and Daisy hits them with a tennis racket. They are then sent onto a golf course where she hits them with a golf club. Finally, they are sent flying through a baseball field where Daisy hits them with a baseball bat, sending them back to the stage and launching them.
  • Charged State - Flower Power: Daisy empowers herself with flowers. In this state, she is much faster and can float longer. Her attacks also deal more damage and knockback, with many of them enhanced with flowers.

8-Bit Mario
Super Mario Odyssey (2017)
8BitMarioCharged
8-Bit Mario (8ビットマリオ, 8 Bit Mario) is a form of Mario based on his sprite in Super Mario Bros. He can achieve this form in Super Mario Odyssey by purchasing the 8-Bit Cap, giving him a static, blocky shape. While in this form, Mario's limbs do not animate, but he still has the same abilities. The sprite of Mario the costume is based on is also quite iconic, albeit it is recolored to match his modern color scheme.

8-Bit Mario is a middle-lightweight character, and can be knocked away relatively easily compared to the rest of the cast. In terms of mobility, he is rather fast, and has a unique momentum mechanic similar to Mario's running in Super Mario Bors., as he moves forward he will continue to pick up speed, which also translates to his air speed. If he keeps constantly moving, 8-Bit Mario can keep increasing his momentum, allowing him to become one of the fastest characters in the game. This also complements his quick frame data, and significantly helps his combo game.

Much like Super Mario Odyssey, 8-Bit Mario's limbs do not animate, so instead most of his attacks consist of body slams, spins, and flips to damage the opponent. Other parts of his moveset, namely his special moves, take reference from Super Mario Maker.
SSB Mario Series 8-Bit Mario Stock Icon SSBCharged Icon
8-Bit Mario's Moveset

  • Neutral Attack: 8-Bit Mario leans forward to attack opponents with his fist, before backflipping to kick the opponent.
  • Forward Tilt: 8-Bit Mario performs a somersault to kick the oppnenet before rolling back into place. Charging the attack can increase how far he slides.
  • Forward Smash: 8-Bit Mario plants himself face-first on the ground and slides forward.
  • Up Tilt: 8-Bit Mario turns upside-down to throw a scorpion kick.
  • Up Smash: 8-Bit Mario jumps upward.
  • Down Tilt: 8-Bit Mario plants himself face first on the ground.
  • Down Smash: 8-Bit Mario jumps upward and lands headfirst into the ground. The move can bury opponents.
  • Dash Attack: 8-Bit Mario throws a battering ram.
  • Shield Counter: 8-Bit Mario backflips to kick upward.

  • Neutral Aerial: 8-Bit Mario performs several somersaults.
  • Forward Aerial: 8-Bit Mario leans back to kick forward.
  • Forward Crash: 8-Bit Mario throws a downward headbutt. The move can meteor smash opponents.
  • Back Aerial: 8-Bit Mario thrusts his head backward.
  • Back Crash: 8-Bit Mario frontflips to punch backward.
  • Up Aerial: 8-Bit Mario throws a bicycle kick.
  • Up Crash: 8-Bit Mario backlfips to kick upward.
  • Down Aerial: 8-Bit Mario frontflips to punch downward. The move can meteor smash opponents.
  • Down Crash: 8-Bit Mario performs a stall-then-fall stomp. The move can bury and meteor smash opponents.

  • Grab: The hand from Super Mario Maker uses the stylus to hold the opponent in place.
  • Pummel: The hand from Super Mario Maker shakes the opponent.
  • Forward Throw: The hand from Super Mario Maker flings the opponent forward.
  • Back Throw: The hand from Super Mario Maker flings the opponent forward.
  • Up Throw: The hand from Super Mario Maker flings the opponent upward.
  • Down Throw: The hand from Super Mario Maker flings the opponent downward. If the move is used at the edge, the move can meteor smash.

  • Neutral Special - POW Block: The hand from Super Mario Maker places a POW Block above 8-Bit Mario, who jumps upward to hit it. This will cause a stage-wide tremor that causes all grounded opponents to be damaged. The POW Block can then be hit or attacked up up three times before it disappears. Opponents can use the POW Block for themselves however. Only one POW Block can be at play at a time.
    • Custom 1 - Slip POW Block: Instead of damaging opponents, the POW Block causes all grounded opponents to trip.
    • Custom 2 - POW Block Wave: Hitting the POW Block creates a shockwave around itself, damaging all opponents in the radius instead of only hitting grounded opponents.
    • Custom 3 - POW Block Tremor: The POW Block can only be hit once and the move has a lot of endlag, but it deals a lot more damage and knockback.
  • Side Special - Koopa Shell: The hand from Super Mario Maker places a Koopa Shell in front of 8-Bit Mario, which he kicks forward. If the special button is tapped at the right time, the hand will add a Super Mushroom to it, causing it to grow bigger and deal more damage. It can be jumped on and used by opponents, but they cannot pick it up like an item.
    • Custom 1 - Slow Shell: The timing for the big variant is less strict, but the shell travels slower.
    • Custom 2 - Shell Strike: The timing for the big variant is more strict, but the shell deals more damage.
    • Custom 3 - Pushy Shell: Instead of damaging the opponents, the shell will push them backward.
  • Up Special - Platform: The hand from Super Mario Maker places a column of blocks below 8-Bit Mario, which descend all the way to the ground or the lower blast zone. 8-Bit Mario can jump from this platform to recover, though he cannot use the move again until he lands on a different platform. Over time, the platform will start descending. It can be broken by 8-Bit Mario or his opponents with attacks, though doing so will cause it to topple over, dealing varying damage depending on the size of the column. Using the move again after landing allows 8-Bit Mario to create another platform, but the previous one will disappear.
    • Custom 1 - Wide Platform: A much wider column of blocks is created. It sinks faster, but allows 8-Bit Mario to better utilize his momentum mechanic to recovery easier.
    • Custom 2 - Sturdy Platform: The column cannot be knocked down by attacks. It will not sink, and disappears after a short time.
    • Custom 3 - Floating Platform: A single platform is created instead of a column of blocks. It will rise upward instead of sinking downward, though it loses the other properties the column has.
  • Down Special - Lava Bubble: The hand from Super Mario Maker places a ? Block above 8-Bit Mario, which he hits. It reveals a Lava Bubble, which will drop to the lower blast zone and damage opponents it hits. After this, it will continue jumping from the lower blast zone. After three jumps it will disappear. Only one can eb at play at a time.
    • Custom 1 - Circling Boo Buddies: The ? Block reveals Circling Boo Buddies instead of a Lava Bubble. They will circle around the ? Block for a short time before disappearing, damaging opponents they hit.
    • Custom 2 - Cheep Cheep: The ? Block reveals a Cheep Cheep instead of a Lava Bubble. It will continually bounce from below the blast zone, targeting opponents. It deals less damage than the Lava Bubble.
    • Custom 3 - Chain Chomp: The ? Block reveals a Chain Chomp instead of a Lava Bubble. It will bounce acorss the ground, heavily damaging opponents it hits.
  • Final Smash - Mario Maker Madness: The hand from Super Mario Maker gives 8-Bit Mario a Koopa Clown Car and a Spiny Shell helmet. He will then begin floating in the Koopa Clown Car above the stage. Pressing the attack button has him drop Bob-ombs that explode on impact, while pressing the special button will have him shoot a Bullet Bill that is aimed at an opponent. After awhile, the Koopa Clown Car explodes, returning 8-Bit Mario to his previous state.
  • Charged State - Big Mushroom: The hand from Super Mario Maker gives 8-Bit Mario a Big Mushroom, transforming him into Big Mario. In this state, his attacks cover more range and deal more damage. He can also bury opponents by jumping on them, and he creates small shockwaves upon landing that cause nearby opponents to trip.

Donkey Kong
Donkey Kong (1981)
DonkeyKong SSBUltimate
Donkey Kong (ドンキーコング, Donkey Kong) is a massive ape and the main protagonist of the Donkey Kong series. He made his first appearance in the arcade game Donkey Kong, where he kidnapped Pauline and Mario would have to rescue her. Since then, he went on to star in the Donkey Kong Country platformer series. These games portray him as a carefree ape who likes spending time with friends or eating bananas. However, when Donkey Kong Island, his friends, or his Banana Hoard is in danger, he doesn't hesitate to jump headfirst into action.

Donkey Kong is a heavyweight fighter with notable strengths and clear weaknesses. His weight, speed, jump height, attack power, and overall range are all above-average, making him capable of taking on any opponent. He also has an extremely potent grab game; uniquely, he can carry around opponents above his shoulder and throw them, an ability called Cargo Throw. Donkey Kong also has a good edgeguarding game, with several moves that deal heavy damage, can meteor smash opponents, or both.

Donkey Kong's moveset mainly consists of punches, swipes, and slaps, with him using his strength to his advantage. Many of these attacks have high attack power and can reliably KO opponents. He does, however, have a linear recovery that can easily be gimped if not used carefully.
SSB Donkey Kong Series DonkeyKongHeadSSBU SSB64 Icon
Donkey Kong's Moveset

  • Neutral Attack: Donkey Kong throws a hook followed by an uppercut.
  • Forward Tilt: Donkey Kong swipes his hand in front of himself.
  • Forward Smash: Donkey Kong claps in front of himself.
  • Up Tilt: Donkey Kong swipes his hand above himself in an arcing motion.
  • Up Smash: Donkey Kong claps above himself.
  • Down Tilt: Donkey Kong swipes his hand across the ground. The move can trip opponents.
  • Down Smash: Donkey Kong slams his fists on the ground on either side.
  • Dash Attack: Donkey Kong performs the Barrel Roll. If used near an edge, he will roll off of it, and can cancel the attack into a jump.
  • Shield Counter: Donkey Kong punches the opponent.

  • Neutral Aerial: Donkey Kong spins around and performs discus clotheslines.
  • Forward Aerial: Donkey Kong throws a double-hand axle. The attack can bury grounded opponents and meteor smash aerial ones if the sweetspot connects. When this happens, Donkey Kong gains slight upward momentum.
  • Forward Crash: Donkey Kong puts on a boxing glove and punches.
  • Back Aerial: Donkey Kong throws a back kick.
  • Back Crash: Donkey Kong turns around and throws a punch.
  • Up Aerial: Donkey Kong throws an upward headbutt.
  • Up Crash: Donkey Kong claps above himself.
  • Down Aerial: Donkey Kong stomps downward with one foot. The attack can meteor smash opponents.
  • Down Crash: Donkey Kong turns toward the screen and throws a double-handed axle. The attack can bury grounded opponents and meteor smash aerial ones. When this happens, Donkey Kong gains slight upward momentum.

  • Grab: Donkey Kong reaches out to grab the opponent.
  • Pummel: Donkey Kong slaps the opponent.
  • Forward Throw: Donkey Kong holds the opponent above his shoulder. He can then move around and jump, using four unique throws. However, the opponent can escape faster via button-mashing. The throws he can perform in this state are as follows:
    • Forward Throw: Donkey Kong throws the opponent forward.
    • Back Throw: Donkey Kong spins around and throws the opponent backward.
    • Up Throw: Donkey Kong heaves the opponent upward with both hands.
    • Down Throw: Donkey Kong holds the opponent and performs a piledriver.
  • Back Throw: Donkey Kong turns around and flings the oppnonet backward.
  • Up Throw: Donkey Kong flings the opponent upward.
  • Down Throw: Donkey Kong slams the opponent into the ground.

  • Neutral Special - Giant Punch: Donkey Kong swings his fist, winding up for a punch. Pressing the special attack again will have him throw a punch, with it being stronger depending on how long the move was charged. The charge can be cancelled and stored by performing any other action. At full charge, the move has super armor.
    • Custom 1 - Storm Punch: The charging takes longer and the punch deals less damage. However, at full charge, Donkey Kong releases a massive whirlwind that has a windbox that pushes opponents back.
    • Custom 2 - Lightning Punch: The punch deals less damage, but the charging takes less time. The punch is electrically charged, and at full charge, the move can inflict paralysis on opponents.
    • Custom 3 - Sliding Punch: The punch deals significantly less damage and the fully-charged punch lacks super armor, but Donkey Kong slides across the ground as he punches.
  • Side Special - Headbutt: Donkey Kong throws a headbutt. The attack can bury grounded opponents and meteor smash aerial ones. The attack also has super armor.
    • Custom 1 - Headbutt Crush: The attack deals heavy damage and launches opponents rather than burying or meteor smashing them. Has slightly longer startup lag.
    • Custom 2 - Headbutt Quake: The attack has no super armor and cannot bury or meteor smash opponents, but creates a tremor that causes all nearby grounded opponents to trip. Has much less startup and endlag.
    • Custom 3 - Jumping Headbutt: Donkey Kong rises upward before falling downward with a headbutt. Deals more damage, but cannot meteor smash aerial opponents and buried opponents can escape easier.
  • Up Special - Spinning Kong: Donkey Kong rapidly spins around, damaging opponents multiple times with a series of discus clotheslines and spinning backfists before launching them. While spinning, Donkey Kong can move forward and backward. If used in midair, he will rise upward before falling into a helpless state. Pressing the special button rapidly will allow him to rise higher.
    • Custom 1 - Chopper Kong: Donkey Kong quickly rises high while spinning. He cannot damage opponents.
    • Custom 2 - Kong Cyclone: While spinning, Donkey Kong creates vacuumboxes that pull in opponents nearby into the attack. He cannot move at all if the grounded variant is used, and he gains less distance if the aerial variant is used.
    • Custom 3 - Spinning Kong Slam: Instead of damaging opponents multiple times, Donkey Kong simply launches them with heavy damage. The move has increased startup and endlag but allows him to gain more vertical height.
  • Down Special - Hand Slap: Donkey Kong slaps the ground twice, creating shockwaves that damage nearby grounded opponents. If the special button is pressed rapidly, he will continue slapping. If used in midair, Donkey Kong simply slaps downward twice; the second slap can meteor smash opponents.
    • Custom 1 - Hot Slap: Instead of earth-shaking tremors, pillars of fire rise on either side of Donkey Kong as he slaps the ground. These pillars damage opponents, and have less horizontal range in exchange for more vertical range.
    • Custom 2 - Cold Slap: Instead of earth-shaking tremors, ice shards rise from the ground on either side of Donkey Kong as he slaps the ground. These deal less damage but will freeze opponents.
    • Custom 3 - Focused Slap: The tremors deal less damage and knockback, but inflict paralysis on opponents.
  • Final Smash - Jungle Beat: Donkey Kong punches forward. If it lands, he will continue punching the opponent multiple times, finishing with an uppercut that launches them.
  • Charged State - Banana Juice: Donkey Kong drinks a jar of Banana Juice, causing him to become golden. In this state, he is faster and deals more damage. Many of his attacks also have super armor, and he can jump higher.

Lanky Kong (ε)
Donkey Kong 64 (1999)
Lanky
Lanky Kong (ランキーコング, Lanky Kong) is a member of the Kong Family and one of the playable characters in Donkey Kong 64. He is an orangutan with lanky arms and a wild personality. He has the ability to stand on his hands to allow him to climb up slopes, as well as inflate himself like a balloon to reach new areas.

As an Echo Fighter of Donkey Kong, Lanky Kong shares many of the same moves as him. He is much lighter and shorter than Donkey Kong, and can be knocked away much easier. The power of his attacks is also pretty lackluster, and he lacks Donkey Kong's Cargo Throw. However, in exchange for these disadvantages, he has the unique ability to stretch his arms to allow his attacks to reach ludicrous lengths, allowing him to cover more range than most other characters. In fact, Lanky has some of the longest-ranged non-disjointed moves in the entire roster.
SSB Donkey Kong Series Lanky Kong Stock Icon SSBCharged Icon
Lanky Kong's Moveset

  • Neutral Attack: Lanky Kong stretches his arms to throw a hook followed by an uppercut.
  • Forward Tilt: Lanky Kong stretches his arm to swipe his hand in front of himself.
  • Forward Smash: Lanky Kong stretches his arms to clap in front of himself.
  • Up Tilt: Lanky Kong stretches his arm to swipe his hand above himself in an arcing motion.
  • Up Smash: Lanky Kong stretches his arms to clap above himself.
  • Down Tilt: Lanky Kong stretches his arm to swipe his hand across the ground. The move can trip opponents.
  • Down Smash: Lanky Kong stretches his arms to slam his fists on the ground on either side.
  • Dash Attack: Lanky Kong performs a cartwheel, damaging opponents multiple times before launching them. If used near an edge, he will roll off of it, and can cancel the attack into a jump.
  • Shield Counter: Lanky Kong inflates himself to push the opponent away. The move can also reflect projectiles.

  • Neutral Aerial: Lanky Kong spins around and performs discus clotheslines.
  • Forward Aerial: Lanky Kong stretches his arms to throw a double-hand axle. The attack can bury grounded opponents and meteor smash aerial ones if the sweetspot connects.
  • Forward Crash: Lanky Kong extends his arm to throw a jab.
  • Back Aerial: Lanky Kong throws a back kick.
  • Back Crash: Lanky Kong stretches his arm to throw a punch backward.
  • Up Aerial: Lanky Kong throws an upward headbutt.
  • Up Crash: Lanky Kong stretches his arms to clap above himself.
  • Down Aerial: Lanky Kong stomps downward with one foot. The attack can meteor smash opponents.
  • Down Crash: Lanky Kong turns toward the screen and extends his arms to throw a double-handed axle. The attack can bury grounded opponents and meteor smash aerial ones.

  • Grab: Lanky Kong reaches out to grab the opponent.
  • Pummel: Lanky Kong slaps the opponent.
  • Forward Throw: Lanky Kong flings the opponent forward.
  • Back Throw: Lanky Kong turns around and flings the oppnonent backward.
  • Up Throw: Lanky Kong flings the opponent upward.
  • Down Throw: Lanky Kong slams the opponent into the ground.

  • Neutral Special - Lanky Punch: Lanky Kong swings his fist, winding up for a punch. Pressing the special attack again will have him extend his arm to throw a punch, with it being stronger depending on how long the move was charged. The charge can be cancelled and stored by performing any other action. At full charge, the move has super armor. The move's range also increases depending on how long it is charged.
    • Custom 1 - Storm Punch: The charging takes longer and the punch deals less damage. However, at full charge, Lanky Kong releases a massive whirlwind that has a windbox that pushes opponents back.
    • Custom 2 - Lightning Punch: The punch deals less damage, but the charging takes less time. The punch is electrically charged, and at full charge, the move can inflict paralysis on opponents.
    • Custom 3 - Sliding Punch: The punch deals significantly less damage and the fully-charged punch lacks super armor, but Lanky Kong slides across the ground as he punches.
  • Side Special - Orangutan Flip: Lanky Kong leaps forward while performing a backflip. If he hits an opponent, he will grab onto them and smack them downward, meteor smashing them and allowing him to get a boost in upward momentum, and he can use the move a second time. Otherwise, he enters a semi-helpless state afterwards. If the special button is tapped mid-jump, Lanky will throw a flying kick instead that launches opponents.
    • Custom 1 - Back Flip: Lanky Kong leaps backward rather than forward. Pressing the special button again sees him moving forward with the kick.
    • Custom 2 - Flying Flip: Lanky Kong leaps higher but travels less distance. The kick is weaker but the grab deals more damage.
    • Custom 3 - Far Flip: Lanky Kong leaps farther. However, he cannot kick and the grab does not meteor smash opponents.
  • Up Special - Spinning Kong: Lanky Kong stretches his arms and rapidly spins around, damaging opponents multiple times with a series of discus clotheslines and spinning backfists before launching them. While spinning, Lanky Kong can move forward and backward. If used in midair, he will rise upward before falling into a helpless state. Pressing the special button rapidly will allow him to extend his arms farther to cover more range, but deal less damage.
    • Custom 1 - Chopper Kong: Lanky Kong quickly rises high while spinning. He cannot damage opponents.
    • Custom 2 - Kong Cyclone: While spinning, Lanky Kong creates vacuumboxes that pull in opponents nearby into the attack. He cannot move at all if the grounded variant is used, and he gains less distance if the aerial variant is used.
    • Custom 3 - Spinning Kong Slam: Instead of damaging opponents multiple times, Lanky Kong simply launches them with heavy damage. The move has increased startup and endlag but allows him to gain more vertical height.
  • Down Special - Hand Slap: Lanky Kong slaps the ground twice, creating shockwaves that damage nearby grounded opponents. If the special button is pressed rapidly, he will continue slapping. If used in midair, Lanky Kong stretches his arms and slaps downward once; the arm continues stretching until it hits a surface or an opponent. He then pulls himself downward to deliver the second slap, which can meteor smash the opponent.
    • Custom 1 - Hot Slap: Instead of earth-shaking tremors, pillars of fire rise on either side of Lanky Kong as he slaps the ground. These pillars damage opponents, and have less horizontal range in exchange for more vertical range.
    • Custom 2 - Cold Slap: Instead of earth-shaking tremors, ice shards rise from the ground on either side of Lanky Kong as he slaps the ground. These deal less damage but will freeze opponents.
    • Custom 3 - Focused Slap: The tremors deal less damage and knockback, but inflict paralysis on opponents.
  • Final Smash - Baboon Balloon: Lanky Kong inflates his body like a balloon, and rockets around the stage, damaging opponents he hits. After awhile, he will target the leading opponent and fly into them, popping on impact and dealing heavy damage.
  • Charged State - Banana Juice: Lanky Kong drinks a jar of Banana Juice, causing him to become golden. In this state, he is faster and deals more damage. Many of his attacks also have super armor, and he can jump higher.

King K. Rool
Donkey Kong Country (1994)
KingKrool SSBUltimate
King K. Rool (キングクルール, King K. Rool) is the main antagonist of the Donkey Kong series. The leader of a race of crocodilians called Kremlings, he is often seen trying to take Donkey Kong's Banana Hoard, and has even kidnapped members of the Kong Family. However, Donkey Kong and his friends always defeat him. Notably, he has gone under many different aliases throughout his schemes, such as Kaptain K. Rool and Baron K. Roolenstein.

Fittingly, King K. Rool is one of the heaviest characters in the game, and as such is difficult to knock away. Aiding his survivability, many of his attacks that involve his stomach grant him special armor. This is better than super armor, as King K. Rool will only take half the damage in addition to no knockback. However, if the stomach is damaged during these attacks, it will crack. After five cracks, it will shatter, leaving K. Rool stunned for a short time. He is also quite mobile, possessing fast ground and air speed. However, he has a lackluster recovery thanks to his low jump height and above-average falling speed.

Though the range on King K. Rool's attacks is short compared to other heavyweights, they still deal a lot of damage. He does, though, have access to projectiles that cover a lot of ground and are quite versatile. Many of his attacks are taken from his various appearances as a boss throughout the Donkey Kong series.
SSB Donkey Kong Series KingKRoolHeadSSBU SSBUltimate Icon
King K. Rool's Moveset

  • Neutral Attack: King K. Rool throws a sumo-esque palm strike followed by a claw swipe.
  • Forward Tilt: King K. Rool throws a frontal clap.
  • Forward Smash: King K. Rool puts on a boxing glove and throws a punch. The attack has super armor.
  • Up Tilt: King K. Rool throws an uppercut.
  • Up Smash: King K. Rool throws a headbutt straight upwards followed by a plank. The second part of the attack can meteor smash opponents.
  • Down Tilt: King K. Rool stomps forward. The attack can bury grounded opponents and meteor smash aerial opponents.
  • Down Smash: King K. Rool pulls out a remote and presses a button on it, causing the area around him to be covered in electricity, damaging opponents multiple times before launching them.
  • Dash Attack: King K. Rool leaps while thrusting his stomach forward. The move grants him super armor.
  • Shield Counter: King K. Rool's stomach glows green as it puffs out. The attack can reflect projectiles.

  • Neutral Aerial: King K. Rool expands his stomach. The move grants him super armor.
  • Forward Aerial: King K. Rool throws a dropkick.
  • Forward Crash: King K. Rool puts on a boxing glove and throws a hook. The move grants him super armor.
  • Back Aerial: King K. Rool turns around and throws an overhead punch. The move can meteor smash opponents.
  • Back Crash: King K. Rool puts on a boxing glove and turns around, throwing a hook. The attack has super armor.
  • Up Aerial: King K. Rool thrusts his head upward. The attack deals more damage and has more range if he has his crown on his head.
  • Up Crash: King K. Rool throws an upward headbutt.
  • Down Aerial: King K. Rool performs a stall-then-fall attack with his stomach, falling to the ground. He bounces off opponents if he lands on one.
  • Down Crash: King K. Rool stomps downward. The move can meteor smash opponents.

  • Grab: King K. Rool reaches out to grab the opponent.
  • Pummel: King K. Rool bites the opponent.
  • Forward Throw: King K. Rool spins around before throwing the opponent forward.
  • Back Throw: King K. Rool drags the opponent across the ground before throwing them backward. The directional input can be held for him to continue dragging the opponent as he turns around and walks forward, dealing more damage.
  • Up Throw: King K. Rool leaps into the air past the upper blast zone with the opponent, landing on the ground and performing an Argentine-style backbreaker.
  • Down Throw: King K. Rool heaves the opponent overhead and slams them into the ground, burying them.

  • Neutral Special - Blunderbuss: King K. Rool puts on a pirate hat and takes out the Blunderbuss. If the special button is tapped, he will fire a cannonball that travels forward and damages opponents. If the special button is held, he will instead suck opponents into the Blunderbuss, and can then launch them at different angles depending on directional inputs. This can also be done by holding the special button after a cannonball is launched. The cannonball can be reflected back at King K. Rool with any attack that deals 4% damage or more. If either this is done or the Blusterbuss begin sucking soon enough after the cannonball is fired, it will be sucked in again and can be fired at a different angle just like the opponents.
    • Custom 1 - Blusterbuss: The Blunderbuss does not fire cannonballs, but instead fires a strong gust of wind forward that creates a windbox to push opponents back. Wind can be expelled infinitely if the special button is held, though it will only push wind forward in front of King K. Rool.
    • Custom 2 - Spiked Cannonballs: The Blunderbuss fires spiked cannonballs that deal more damage and cannot be knocked back by opponents. They also continue moving forward instead of damaging opponents. However, they move significantly slower and don't travel as far.
    • Custom 3 - Cannonball Barrage: The Blunderbuss fires three cannonballs at varying angles in rapid succession. The attack has noticeable endlag and King K. Rool cannot suck in opponents or cannonballs.
  • Side Special - Crownerang: King K. Rool takes off his crown and throws it forward, which then returns to him like a boomerang. The crown damages opponents it hits while flying forward. If it flies by King K. Rool during the return, he grabs it and puts it back on his head. If not, it continues flying backward until eventually falling to the ground. If it falls off the edge or flies past a blast zone, the crown spawns back onto the stage. In either case, opponents can pick it up and use it as an item. If King K. Rool picks it up, he simply puts it back on his head.
    • Custom 1 - Tornado Crown: The crown creates a tornado as it spins. It doesn't damage opponents, but it will catch them and bring them back to King K. Rool, allowing him to follow up with an attack.
    • Custom 2 - Circling Crown: Rather than traveling forward and backward, the crown flies in a circular motion above King K. Rool.
    • Custom 3 - Controlled Crown: Once the crown is thrown, directional inputs can be used to control it as it flies through the air. The crown can only be controlled for a short time, where it will fall to the ground afterwards. King K. Rool is left vulnerable throughout the entire duration.
  • Up Special - Propellerpack: King K. Rool puts on his helicopter pack and flies upward. While flying, he can move forward and backward, damaging opponents that touch the propeller. When he reaches the peak of his flight, the pack begins to malfunction and explode, sending King K. Rool into a helpless state and damaging all opponents in the blast radius.
    • Custom 1 - Shredding Blades: King K. Rool cannot fly as high, but the helicopter pack's blades damage the opponents multiple times, dealing more damage.
    • Custom 2 - Safe Escape: King K. Rool flies higher and faster, but can only move straight upward. Rather than the helicopter pack exploding, King K. Rool simply takes it off and falls into a helpless state.
    • Custom 3 - Aerial Pursuit: King K. Rool can be controlled with directional inputs after he puts on the helicopter pack, and can move in any direction. The helicopter pack explodes after a short time.
  • Down Special - Cannonball: King K. Rool snaps his fingers, causing a cannonball to land in front of him. It buries grounded opponents and meteor smashes aerial opponents it lands on. The cannonball can then be picked up and thrown as an item by King K. Rool or his opponents; after being thrown, it travels in an arc, damaging opponents it hits. After two throws, the cannonball disappears. Only one cannonball can be at play.
    • Custom 1 - Exploding Cannonball: The cannonball explodes on impact, dealing heavy damage and knockback to opponents in the blast radius.
    • Custom 2 - Targeting Cannonball: The cannonball falls from directly above a random opponent as opposed to in front of King K. Rool. It disappears once it hits the ground.
    • Custom 3 - Cannonball Rain: Three cannonballs fall in front of King K. Rool. These cover more range but do not bury or meteor smash opponents, nor do they deal more damage. They disappear once they hit the ground.
  • Final Smash - Blast-o-Matic: King K. Rool flies forward headfirst. If he hits an opponent, they are locked in a cinematic where they land on Donkey Kong Island. King K. Rool then appears on Krem Isle to launch the Blast-o-Matic at the island; it explodes and send the opponents back to the stage, launching them.
  • Charged State - King Krusha K. Rool: King K. Rool puts on a blue tracksuit, shoes, and boxing gloves as an announcer calls out "KING KRUSHA K. ROOL!" In this state, King K. Rool is much faster and deals more damage with his attacks. He also jumps a lot higher.

Yoshi & Baby Mario
Super Mario World 2: Yoshi's Island (1995)
Yoshi&BabyMario
Yoshi & Baby Mario (ヨッシー&ベビィマリオ, Yoshi & Baby Mario) are a duo of characters that appear in the Yoshi series. Yoshi is a member of a race of green dinosaurs that live on Yoshi's Island, while Baby Mario, as his name suggests, is Mario as an infant. In Super Mario World 2: Yoshi's Island, Kamek tried to kidnap the Mario Bros. as babies, but only managed to nab Luigi; Mario fell onto Yoshi's Island, and as found by a group of Yoshis. These Yoshis decided to team up with Baby Mario to reunite him with his brother.

The player will primarily control Yoshi, while Baby Mario rides on his back and helps with a few attacks. Together, they are a surprisingly heavyweight fighter with moderate ground speed and even faster air speed. They have a unique double jump where Yoshi uses his Flutter Jump; this is higher than most double jumps and provides super armor. They also have a unique shield; by holding either direction on the control stick while shielding, they will parry instead of roll, allowing them to move along the stage while holding their shield.

With the addition of Baby Mario, Yoshi's moveset has seen some heavy changes from previous installments. Many of his tail-based attacks have been replaced with ones involving Baby Mario, who can use a hammer from Mario & Luigi: Partners in Time. Other moves, most notably specials, have also been replaced or heavily changed.
SSB Yoshi Series Yoshi & Baby Mario Stock Icon SSB64 Icon
Yoshi & Baby Mario's Moveset

  • Neutral Attack: Yoshi throws two alternating kicks.
  • Forward Tilt: Yoshi gets on all fours and thrusts his back forward, sending Baby Mario forward who begins flailing his fists.
  • Forward Smash: Yoshi throws a headbutt.
  • Up Tilt: Baby Mario hops from Yoshi's head and raises both of his hands above himself.
  • Up Smash: Yoshi gets on all fours and thrusts his back upward, sending Baby Mario upward who spins in midair.
  • Down Tilt: Baby Mario swings his hammer forward. The move can bury and meteor smash opponents.
  • Down Smash: Yoshi hops in the air and performs a belly flop.
  • Dash Attack: Yoshi throws a flying kick.
  • Shield Counter: Baby Mario swings his hammer sideways.

  • Neutral Aerial: Yoshi throws a sex kick.
  • Forward Aerial: Yoshi throws a downward headbutt while performing a front flip. The move can meteor smash opponents.
  • Forward Crash: Baby Mario swings his hammer sideways.
  • Back Aerial: Baby Mario leans backward and flails his fists, damaging opponents multiple times before launching them.
  • Back Crash: Baby Mario swings his hammer upwards.
  • Up Aerial: Yoshi throws a bicycle kick.
  • Up Crash: Baby Mario leaps off of Yoshi to throw a bicycle kick.
  • Down Aerial: Yoshi flutters his legs below himself, damaging opponents multiple times before launching them. If the attack button is held, he will continue fluttering his legs indefinitely.
  • Down Crash: Baby Mario swings his hammer downward. The move can meteor smash opponents.

  • Grab: Yoshi sticks out his tongue to grab the opponent and draw them into his mouth. This move can be used to swallow projectiles and items, healing themselves, and can be used in midair as a tether recover.
  • Pummel: Yoshi chews on the opponent.
  • Forward Throw: Yoshi spits the opponent forward.
  • Back Throw: Yoshi lays the opponent as a Yoshi Egg. In this state, they are left vulnerable for a short time. However, by button-mashing, opponents can escape the egg sooner. When the oppoent is laid, they can also damage other opponents if they hit them.
  • Up Throw: Yoshi spits the opponent upward.
  • Down Throw: Yoshi spits the opponent on the ground.

  • Neutral Special - Egg Lay: Yoshi lays a small Yoshi Egg, which will follow them throughout the battle. Up to six Yoshi Eggs can be layed. These can be used for Yoshi & Baby Mario's side special, Egg Throw, acting as ammo. When a Yoshi Egg is laid, they can also hit opponents they hit.
    • Custom 1 - Egg Batch: Yoshi lays three Yoshi Eggs at once. However, they can only have three at a time.
    • Custom 2 - Big Egg: Yoshi lays larger Yoshi Eggs. They can only have three at a time, but they deal more damage.
    • Custom 3 - Rebound Eggs: The Yoshi Eggs deal less damage, but they can rebound off of surfaces and blast zones more times.
  • Side Special - Egg Throw: Yoshi grabs one of the Yoshi Eggs following them and throws it. This move can only be used if there is at least one Yoshi Egg following them. By holding the special button, a cursor will appear that gradually aims up and down; releasing the button allows Yoshi to throw the Yoshi Egg in that direction. While aiming, they can move and jump. Thrown Yoshi Eggs will travel at quick speeds across the stage, ricocheting off of surfaces and blast zones several times before breaking.
    • Custom 1 - Easy Egg Throw: Instead of having to hold the special button to aim, the special button can be pressed a second time to throw the Yoshi Egg in the specified direction. The cursor moves somewhat slower.
    • Custom 2 - Fast Egg Throw: The cursor moves faster, but Yoshi & Baby Mario move around the stage slower while aiming.
    • Custom 3 - Targeting Egg Throw: The cursor automatically locks onto the nearest opponent instead of aiming up and down gradually.
  • Up Special - Baby Bubble: Yoshi & Baby Mario encase themselves in a bubble, floating upward. While in the bubble, they can move left and right. After awhile, it will pop, leaving them in a semi-helpless state. If the bubble is attacked, or if the control stick is held down, it will pop early.
    • Custom 1 - Mobile Bubble: The bubble can be controlled sharper, but to travels less distance.
    • Custom 2 - Exploding Bubble: The bubble is harder to control, but upon popping, it will explode, damaging opponents in the blast radius.
    • Custom 3 - Shield Bubble: The bubble moves slower and travels less distance, but it cannot be popped by opponents.
  • Down Special - Ground Pound: Yoshi & Baby Mario leap into the air and slam downward. If they are in midair, they will simply fall downward. They will damage opponents they land on, and upon landing will cause stars to appear that deal even more damage.
    • Custom 1 - Star Pound: The move deals less damage, but it procuces larger stars that travel farther and deal more damage.
    • Custom 2 - Tremor Pound: Upon landing, Yoshi & Baby Mario create a shockwave that causes all grounded opponents to slip. The move itself deals less damage.
    • Custom 3 - Burying Pound: No stars are produced upon landing, but Yoshi & Baby Mario will bury and meteor smash opponents they land on.
  • Final Smash - Stampede!: Yoshi grabs Baby Mario and throws him forward who swings his hammer. If he hits an opponent, they are locked in a cinematic where Yoshi & Baby Mario lead an entire horde of Yoshis carrying babies who run over the opponent, damaging them and sending them back to the stage.
  • Charged State - Superstar Baby Mario: Baby Mario grabs a Super Star, transforming him into Superstar Baby Mario, causing both him and Yoshi to begin sparking and flashing. In this state, they are much faster and can jump much higher. Their attacks also deal more damage and knockback.

Wario
Super Mario Land 2: 6 Golden Coins (1992)
Wario SSBUltimate 2
Wario (ワリオ, Wario) is Mario's obese, yellow-in-clad rival and a major character in the Mario series. While Mario is usually portrayed as cheerful and kind-hearted, Wario is greedy and sometimes antagonistic, though he can goof up at times. After his debut, he went on to star in his own Wario series, which are split into two subseries; Wario Land sees Wario going on adventures to find treasure with cartoon hijinxs and bizarre humor, while WarioWare sees Wario running a microgame company to cash in on the video game trend and profit off of it.

Wario is an extremely unorthodox fighter in terms of stats; despite having moderate ground speed, he has really fast air speed. Though he is rather heavy, his moveset is a mixed bag in terms of strength, with moves that allow him to combo opponents and others he can use to KO them. In particular, his smash attacks and special moves are very unique, and mastery of them is key to winning. Wario's general game plan is to bait out reactions from opponents and punish accordingly, dipping in and out of the fray as he does so.

Following Ultimate, Wario's moveset has seen a few changes, specifically his non-special moves, to draw more from his Wario Land games, from abilities and techniques to utilizing transformations he has from those games. This effectively makes him equally represent both sides of the Wario series.
SSB Wario Series Wario Charged Stock Icon SSBB Icon
Wario's Moveset

  • Neutral Attack: Wario throws a hook followed by an uppercut.
  • Forward Tilt: Wario throws a heavy-handed slap.
  • Forward Smash: Wario rears back and throws a backhanded punch.
  • Up Tilt: Wario raises both of his hands in the air.
  • Up Smash: Wario throws an upward headbutt.
  • Down Tilt: Wario transforms into Flat Wario. The move can trip opponents.
  • Down Smash: Wario punches the ground. The move only damages grounded opponents around him, though at full charge, the move can make all grounded opponents trip. The move can also meteor smash opponents if used at the ledge.
  • Dash Attack: Wario performs a shoulder tackle. While using the move, he can jump.
  • Shield Counter: Wario transforms into Crazy Wario, stumbling around to damage opponents multiple times before burping, launching them.

  • Neutral Aerial: Wario spins around with his arms outstretched.
  • Forward Aerial: Wario throws a sex kick.
  • Forward Crash: Wario throws a flying kick. He stumbles a bit after using the move, gaining slight horizontal momentum.
  • Back Aerial: Wario thrusts his head backward.
  • Back Crash: Wario turns around and throws a punch.
  • Up Aerial: Wario claps above himself.
  • Up Crash: Wario transforms into Puffy Wario, damaging opponents with his swelled-up head. He also gains slight vertical momentum with the move.
  • Down Aerial: Wario performsa downwards corkscrew battering ram, damaging opponents multiple times before launching them.
  • Down Crash: Wario performs a stall-then-fall ground pound. The move will bury and meteor smash opponents he lands on. When this happens, he bounces off of them.

  • Grab: Wario reaches out to grab the opponent.
  • Pummel: Wario shakes the opponent.
  • Forward Throw: Wario smacks the opponent with his bottom, launching them forward.
  • Back Throw: Wario spins around with the opponent in tow before throwing them backward. While spinning, he can move left and right.
  • Up Throw: Wario leaps into the air above the upper blast zone with the opponent in tow before performing a piledriver on them.
  • Down Throw: Wario pins the opponent on the ground before violently sitting on them.

  • Neutral Special - Chomp: Wario opens his mouth. He can keep it open if the special button is held. He can swallow items and projectiles, healing himself. If he catches an opponent in his mouth, the special button can be tapped for him to bite them, healing himself with each bite, before throwing them forward or backward.
    • Custom 1 - Inhaling Chomp: Wario deals less damage and cannot heal himself as much, but creates vacuumboxes that draw opponents into his mouth.
    • Custom 2 - Garlic Breath: Wario keeps his mouth open and breaths orange breath forward. Opponents caught in it will be stunned, leaving them vulnerable.
    • Custom 3 - Hard Chomp: Wario will not keep opponents in his mouth, but will instead violently bite on them, dealing heavy damage and knockback.
  • Side Special - Wario Bike: Wario takes out his Wario Bike and begins riding it forward, damaging opponents he runs into. If the opposite direction on the control stick is held, he will drift and begin driving the other way. Holding the control stick up allows him to perform a wheelie, and straightening out the Wario Bike allows him to bury opponents below. If the attack button is pressed, Wario can jump out of the Wario Bike, though he can also be knocked off of it. To ride on the bike again, Wario must be next to the Wario Bike and use the move again, otherwise nothing will happen. The Wario Bike can be picked up and thrown as an item when not in use. If it takes 20% damage, the bike will explode, and it will split into different parts, which can also be used as items. If the bike is destroyed or goes past a blast zone, Wario can use the move again immediately, indicated by an orange flash.
    • Custom 1 - Wario Car: Wario uses the Wario Car instead of the Wario Bike. It deals much more damage, can withstand 50% damage as opposed to 20% before being destroyed, and splits into more parts if it is destroyed. However, Wario must wait a longer period of time before using the move again if the Wario Car is destroyed or goes past a blast zone. It also cannot wheelie or be used in midair.
    • Custom 2 - Bulldog: Wario uses the Bulldog instead of the Wario Bike. He flies forward in a straight line, though can change direction with directional inputs. Pressing the attack button allows him to dismount the Bulldog as it continues flying, falling in a helpless state. Otherwise, after a short time or on impact, it will explode, damaging all opponents inthe blast radius.
    • Custom 3 - Max Fastosity Dasherator: Wario enters a Max Fastosity Dasherator instead of using the Wario Bike. He launches out of it, travelling forward at high speeds and damaging opponents he hits. He can change directions and jump while running. The move can be cancelled into any attack.
  • Up Special - Wario Waft: Wario farts, sending him upwards before falling into a semi-helpless state. He damages opponents he farts on, as well as on the way up. Directional inputs can be used to alter the angle he flies in.
    • Custom 1 - Forceful Waft: Wario travels less distance and can only fly straight upwards, but the fart can meteor smash opponents.
    • Custom 2 - Jet Wario: Wario transforms into Jet Wario and boosts upward. He travels farther, but he doesn't fart, and as such doesn't have a high-damaging initial hitbox.
    • Custom 3 - Charging Waft: Initially, the move deals less damage and doesn't send Wario as high. However, the move will charge over time, and using Chomp to eat items and projectiles can boost the time. At full charge, indicated by him flashing orange, Wario can fly much higher and deal more damage.
  • Down Special - Wario Bomb: Wario takes out a Wario Bomb, the icon for WarioWare, Inc. He can then throw it as an item in any direction, and it will explode on impact and damage any opponents in the blast radius.
    • Custom 1 - Wario Blast Bomb: The bomb has a larger blast radius but deals less damage and cannot be thrown as far.
    • Custom 2 - Wario Timed Bomb: The bomb explodes on a counter as opposed to on impact.The explosion deals slightly more damage.
    • Custom 3 - Big Wario Bomb: The bomb is much larger, has a larger blast radius, and deals more damage. However, Wario takes longer to grab it and throw it.
  • Final Smash - Wario Deluxe: Wario puts the Pot of Luxeville on his head and runs forward while performing a shoulder tackle. If he hits an opponent, they are locked in an animation where they are sent in the air. Wario, as Wario Deluxe, then appears on a hot air baloon, and zaps the opponents with electricity, damaging them and sending them back to the stage.
  • Charged State - Wario-Man: Wario eats a head of garlic and transforms into Wario-Man. In this state, he can run much faster and jump higher. His attacks also deal more damage and have much less lag on them.

Count Bleck
Super Paper Mario (2007)
CountBleck2
Count Bleck (ノワール伯爵, Count Noir) is initially the main antagonist of Super Paper Mario. At the beginning of the game, he and his minions force Peach and Bowser into a marriage, bringing forth the Chaos Heart. With it, he proceeds to fulfill the Dark Prognosticus, a book of prophecies that foretell the end of all worlds. He opens the Void, and Mario and his allies, the prophesied Heroes of Light, must stop him. Initially, he is portrayed as cruel and merciless, but is later revealed that his actions are fueled by loss and regret after the loss of his true love, Timpani. By the end of the game, he is reunited with Timpani, and together they use their love to stop the Dark Prognosticus and save all worlds.

Despite his large frame, Count Bleck is actually middleweight. He also possesses quick mobility on both the ground and in midair. As a magic user, many of Count Bleck's attacks are long ranged and deal heavy damage, allowing him to effectively fight from afar. The actual damage output of these attacks are weak, and he has trouble KOing opponents because of it. Furthermore, while his recovery is flexible, it is predictable and easy to gimp.

Many of Count Bleck's attacks are taken from his boss fight in Super Paper Mario, and as such they have several unique properties to them. Some of these attacks are focused on inflicting status ailments on opponents rather than damaging them, which can leave them vulnerable to a strong attack.
SSB Mario RPG Series Count Bleck Stock Icon SSBCharged Icon
Count Bleck's Moveset

  • Neutral Attack: Count Bleck swings his staff twice, then begins twirling it like around, damaging opponents multiple times and finishing it with another swing.
  • Forward Tilt: Count Bleck swings his staff forward, causing particles of darkness to appear.
  • Forward Smash: Count Bleck uses his staff to create a black hole in front of himself, damaging opponents multiple times before launching them. The black hole has vacuumboxes that drag opponents into the attack, and can disable weaker projectiles as well.
  • Up Tilt: Count Bleck swings his staff in an overarching motion.
  • Up Smash: Count Bleck thrusts his staff upward, creating a spark of electricity that damages opponents multiple times before launching them.
  • Down Tilt: Count Bleck swings his staff across the ground.
  • Down Smash: Count Bleck snaps his fingers, causing a purple lightning bolt to strike the nearest opponent and damage them. If the opponents are too far out of range, nothing will happen.
  • Dash Attack: Count Bleck twirls his staff around as he moves forward, damaging opponents multiple times before launching them.
  • Shield Counter: Count Bleck surrounds himself in a blue, hexagonal barrier, which glows as it damages the opponent.

  • Neutral Aerial: Count Bleck surrounds himself in electric energy, damaging opponents multiple times before launching them.
  • Forward Aerial: Count Bleck swings his staff forward.
  • Forward Crash: Count Bleck thrusts his staff forward as a small wave of darkness emits from it.
  • Back Aerial: Count Bleck turns around and swings his staff backward.
  • Back Crash: Count Bleck turns around and thrusts his staff backward as a small wave of darkness emits from it.
  • Up Aerial: Count Bleck twirls his staff above himself.
  • Up Crash: Count Bleck thrusts his staff upward as a small wave of darkness emits from it.
  • Down Aerial: Count Bleck swings his staff downward. The move can meteor smash opponents.
  • Down Crash: Count Bleck thrusts his staff downward as a small wave of darkness emits from it.

  • Grab: Count Bleck creates a small black hole that travels in a straight line. Opponents caught in the black hole will be grabbed, though he is vulnerable throughout the entire duration.
  • Pummel: The black hole damages the opponent with dark energy.
  • Forward Throw: The black hole flings opponents forward.
  • Back Throw: The black hole flings opponents backward.
  • Up Throw: The black hole flings opponents upward.
  • Down Throw: The black hole flings opponents downward, meteor smashing them.

  • Neutral Special - Status Spell: Count Bleck sends a small projectile forward with his staff. It doesn't damage opponents, but it can freeze them, put them to sleep, make a flower grow on their head, shrink them, or make them slow. The effect will last a shorter time after repeated uses of the move.
    • Custom 1 - Power Spell: The projectile deals damage and knockback to opponents rather than inflicting status ailments on them.
    • Custom 2 - Hard Status Spell: The projectile travels less distance, but the status ailments are more effective.
    • Custom 3 - Seeking Status Spell: The projectile will home in in opponents, as well as travel slightly faster. The status ailments are less effective and the effects grow weaker faster.
  • Side Special - Void: Count Bleck creates a small black hole with his staff. The black hole will absorb projectiles, and opponents caught in it will be spun around for a bit before becoming dizzy, leaving them vulnerable.
    • Custom 1 - Big Void: The void is larger, but there is more endlag, making it more difficult to attack the stunned opponent.
    • Custom 2 - White Void: Count Bleck creates a white void instead of a black one. This void has no effect on opponents, but will reflect projectiles rather than absorb them.
    • Custom 3 - Harmful Void: Instead of stunning opponents, the void damages them multiple times as they spin around.
  • Up Special - Bleck Flip: Count Bleck flips, then reappears in the direction the control stick is held. If he appears in midair, he falls into a helpless state afterwards.
    • Custom 1 - Fast Flip: Count Bleck flips and reappears faster, but travels less distance.
    • Custom 2 - Bleck Flip Attack: The move has more startup lag and Count Bleck travels slightly less distance, but when he reappears, he will attack with a swing of his staff, damaging opponents near him.
    • Custom 3 - Dizzy Flip: Count Bleck flips and reappears slower, but when he flips, opponents nearby will be stunned for a short time.
  • Down Special - Bleck Beam: Count Bleck opens his cape as a beam of darkness falls from above, surrounding him. This beam is stage-wide, covering all area above and below him. Opponents caught in the beam will take gradual damage, but won't flinch.
    • Custom 1 - Burning Beam: The beam covers less area above and below Count Bleck, but the attack damages opponents multiple times before launching them.
    • Custom 2 - Protection Beam: The beam doesn't damage opponents, but instead reflects projectiles.
    • Custom 3 - Enticing Beam: The beam doesn't damage opponents, but it does have vacuumboxes that pull items and opponents towards Count Bleck. The beam also covers more range on either side of him.
  • Final Smash - Purity Heart: Count Bleck surrounds himself with the eight Pure Hearts. This creates a white beam of light around him, which damages opponents multiple times before launching them.
  • Charged State - Chaos Heart: Count Bleck empowers himself with the Chaos Heart, making him glow a black aura. In this state, his magical prowess is a lot stronger, covering more range and dealing more damage. He can also jump higher, run faster, and is more difficult to knock away.

Linkultimate
Link (リンク, Link) is the name given to each of the main protagonists of the The Legend of Zelda series. Each hero is a reincarnation of the last, and they usually wield the Triforce of Courage. Most of the Links are known for wearing green outfits, as well as carrying a variety of weapons, most notably the Master Sword. This particular Link is based on his incarnation in The Legend of Zelda: Breath of the Wild.

Link is a middleweight with average speed and jump height. His main weapon is the Master Sword, which offers a lot of disjointed range and allows him to attack opponents from afar. Uniquely, if he is at 0%, many of his normal attacks can create beams that act as powerful projectiles, though this ability will be lost once he takes damage. He can also glide using the Paraglider from Breath of the Wild to help his recovery.

Link is also equipped with the Hilyian Shield; when he is standing idle or crouching, any projectiles that hit the shield will be negated. Most of his moveset revolves around his various weapons, some of which can be used in conjunction with each other. He also has a unique Shield Counter that utilizes Daruk's Protection.
SSB The Legend of Zelda Series LinkHeadSSBU SSB64 Icon
Link's Moveset

  • Neutral Attack: Link throws a downward slash, followed by an upward slash, followed by a thrust. The thrust can send a sword beam forward if Link is at 0%.
  • Forward Tilt: Link throws a lunging downward slash. The move can send a sword beam forward if Link is at 0%.
  • Forward Smash: Link throws a lunging downward slash. If the attack button is pressed again, Link will follow with an outward slash. The downward slash can send a sword beam forward if Link is at 0%.
  • Up Tilt: Link throws an overarching slash. The move can send a sword beam upward if Link is at 0%.
  • Up Smash: Link throws three overarching slashes in rapid succession. The last slash can send a sword beam upward if Link is at 0%.
  • Down Tilt: Link throws a kneeling inward slash.
  • Down Smash: Link throws a kneeling inward slash in front of himself before turning around and throwing a kneeling outward slash behind himself.
  • Dash Attack: Link leaps forward while throwing a downward slash.
  • Shield Counter: Link pushes opponents away as he glows a brown aura for a short time. In this state, he uses Daruk's Protection, being heavier and taking less knockback from opponents. Repeated uses of the move will decrease the time these effects are active. It also cannot be used again if Link is already in this state.

  • Neutral Aerial: Link throws a sex kick.
  • Forward Aerial: Link throws two alternating spinning outward slashes. The second slash can send a sword beam forward if Link is at 0%.
  • Forward Crash: Link throws an outward slash. The move can send a sword beam forward if Link is at 0%.
  • Back Aerial: Link throws a hook kick followed by a roundhouse kick.
  • Back Crash: Link turns around and throws an outward slash. The move can send a sword beam backward if Link is at 0%.
  • Up Aerial: Link thrusts his sword upward. The move can send a sword beam upward if Link is at 0%.
  • Up Crash: Link throws two overarching, alternating slashes. The second slash can send a sword beam upward if Link is at 0%.
  • Down Aerial: Link thrusts his sword downward. If he lands with the move, he will create windboxes that push opponents backward. The move can send a sword beam downward if Link is at 0%.
  • Down Crash: Link throws a downward outward slash. The move can meteor smash opponents, as well as send a sword beam downward if Link is at 0%.

  • Grab: Link reaches out to grab the opponent.
  • Pummel: Link hits the opponent with the Master Sword's pommel.
  • Forward Throw: Link kicks the opponent away, sending them forward.
  • Back Throw: Link turns around and kicks the opponent away, sending them backward.
  • Up Throw: Link raises the opponent into the air before slashing them.
  • Down Throw: Link pins the opponent onto the ground before performing an elbow drop.

  • Neutral Special - Traveller's Bow: Link pulls out the Traveller's Bow and fires an arrow. If the special button is held, the move can be charged, allowing the arrow to fly faster and farther. If used in midair, the charging time and endlag is much shorter. Arrows that land on the ground can be picked up and used as items. Alternatively, the move can be used with a held arrow to allow Link to fire two arrows at once.
    • Custom 1 - Power Bow: The arrows deal much more damage and knockback, but the charging time and endlag are much longer.
    • Custom 2 - Quickfire Bow: Link fires magical arrows that travel in a straight line. Though this means they cannot be picked up, the charging time is shorter and they travel faster.
    • Custom 3 - Piercing Arrows: The arrows take longer to charge, but they travel farther and can pierce through multiple opponents.
  • Side Special - Boomerang: Link throws a boomerang forward, which returns to him, damaging any opponents in its path. The boomerang can be angled and will ricochet off or surfaces.
    • Custom 1 - Gale Boomerang: The boomerang deals less damage, but it creates a whirlwind as it spins, pushing opponents towards Link on the return.
    • Custom 2 - Ripping Boomerang: The boomerang has less range and travels slower, but damages opponents multiple times before launching them.
    • Custom 3 - Stun Boomerang: The boomerang cannot be angled and deals less damage, nor can it damage opponents on the return. However, damaged opponents will be stunned, leaving them vulnerable. Airborne opponents hit by the attack will suffer light knockback.
  • Up Special - Spin Attack: Link spins around with his sword, damaging opponents multiple times before launching them. If used in midair, Link will rise upward, falling into a helpless state afterwards.
    • Custom 1 - Shocking Spin: Link deals more damage and knockback, but doesn't travel as high.
    • Custom 2 - Whirling Leap: Link deals no damage, but leaps a greater vertical distance.
    • Custom 3 - Spin Smash: Link launches opponents he hits instead of damaging them multiple times. Has less vertical distance but more horizontal distance.
  • Down Special - Remote Bomb: Link pulls out a Remote Bomb and throws it forward. If the special button is pressed again, Link will pull out a remote and pressing it, detonating the bomb and damaging any opponents in the blast radius. After awhile, the bomb will detonate on its own. It can also be picked up by Link or his opponents and be used as an item.
    • Custom 1 - Bomb: Link pulls out a regular Bomb. When thrown, it explodes on impact.
    • Custom 2 - Dual Remote Bomb: Using the special a second time allows Link to throw another Remote Bomb, and a third time has him detonate both at once. The blast radius on each is shorter.
    • Custom 3 - Big Remote Bomb: The Remote Bomb is bigger and cannot be detonated; it must explode on its own. The radius is much larger and deals more damage.
  • Final Smash - Ancient Bow and Arrow: Link pulls out the Ancient Bow and fires an Ancient Arrow from it, heavily damaging any opponents it hits.
  • Charged State - Triforce of Courage: Link empowers himself with the Triforce of Courage, causing him to glow yellow. In this state, Link is much faster and can jump higher. He can also fire sword beams regardless of how damaged he is, though these are weaker and travel less distance than normal.

Zelda
The Legend of Zelda (1986)
Zeldaultimate
Zelda (ゼルダ, Zelda) is the name given to all the princesses of Hyrule, as is tradition. The first Zelda, appearing in The Legend of Zelda: Skyward Sword, was the physical embodiment of the goddess Hylia, who unified the races of Hyrule to defeat her nemesis Demise. Ever since then, all Zeldas have wielded the Triforce of Wisdom, and have had some form of magic prowess. This particular Zelda is based off of her incarnation in The Legend of Zelda: A Link Between Worlds.

Status-wise, Zelda is a slow middleweight. She has rather poor mobility on both the ground and in midair. Though her attacks are strong and can deal heavy knockback, she has a lot of trouble comboing opponents, and it can be difficult for her to escape combos herself. To compensate however, many of her attacks have distant hitboxes in the form of a magic ball that appears quite aways away from her when she attacks, giving her some of the most disjointed non-projectile moves in the game. The effect of these distant hitboxes varies between attacks, but they are generally stronger than her physical hitboxes. If the attack button is held when a distant hitbox connects with an opponent, Zelda instantly teleports to that location, allowing her to follow up a bit more reliably.

Most of Zelda's attacks consist of magic, provided to her by the Triforce of Wisdom. This makes the attacks a bit more ranged than other fighters, even without the distant hitboxes. However, their heavy knockback and Zelda's lackluster mobility make it difficult for her to combo. As such, mastery of her distant hitboxes is key to winning the battle.
SSB The Legend of Zelda Series ZeldaHeadSSBU SSBM Icon
Zelda's Moveset

  • Neutral Attack: Zelda extends her arm forward to emit a small blast of magical energy from her palm, followed by swaying her arm in a circular potion as magic sparks appear, damaging opponents multiple times before launching them. A magic ball appears in front of Zelda as the move is performed, which also damages opponents.
  • Forward Tilt: Zelda throws a magically-enhanced inward knifehand strike. A magic ball appears in front of Zelda as the move is performed, which also damages opponents.
  • Forward Smash: Zelda thrusts her palm forward while emitting magic, damaging opponents multiple times before launching them. A magic ball appears in front of Zelda as the move is performed, which also damages opponents.
  • Up Tilt: Zelda waves her arm in an overarching motion as magic sparks emit from her hand. A magic ball appears above Zelda as the move is performed, which also damages opponents.
  • Up Smash: Zelda waves her arm twice overhead as magic sparks emit from it, damaging opponents multiple times before launching them. A magic ball appears above Zelda as the move is performed, which also damages opponents.
  • Down Tilt: Zelda throws a magic-infused kneeling shin kick. A magic ball appears in front of Zelda as the move is performed, which can meteor smash opponents.
  • Down Smash: Zelda throws a spinning shin kick. A magic ball appears in front of Zelda as the move is performed, which can meteor smash opponents.
  • Dash Attack: Zelda thrusts both of her hands forward as magic sparks emit from them, damaging opponents multiple times before launching them. A magic ball appears in front of Zelda as the move is performed, which also damages opponents.
  • Shield Counter: Zelda spins around as magic emits from her. The move can uniquely absorb projectiles to heal herself.

  • Neutral Aerial: Zelda spins with her arms outstretched as magic sparks emit from her hands, damaging opponents multiple times before launching them.
  • Forward Aerial: Zelda throws a magically-enhanced flying kick. A magic ball appears in front of Zelda as the move is performed, which can also damage opponents.
  • Forward Crash: Zelda throws a magically-enhanced knifehand strike. A magic ball appears in front of Zelda as the move is performed, which can also damage opponents.
  • Back Aerial: Zelda throws a magically-enhanced back kick. A magic ball appears behind Zelda as the move is performed, which can also damage opponents.
  • Back Crash: Zelda throws a magically-enhanced hook kick. A magic ball appears behind Zelda as the move is performed, which can also damage opponents.
  • Up Aerial: Zelda raises her hand into the air as magic sparks emit from it. A magic ball appears above Zelda as the move is performed, which can meteor smash opponents.
  • Up Crash: Zelda raises her hand into the air to emit a magical explosion from it. A magic ball appears above Zelda as the move is performed, which can also damage opponents.
  • Down Aerial: Zelda stomps downward four times, damaging opponents multiple times before launching them. A magic ball appears below Zelda as the move is performed, which also damages opponents.
  • Down Crash: Zelda throws a magically-enhanced stomp, which can meteor smash opponents. A magic ball appears blow Zelda as the move is performed, which can also meteor smash opponents.

  • Grab: Zelda reaches out to grab the opponent.
  • Pummel: Zelda damages the opponent with magic energy.
  • Forward Throw: Zelda magically spins the opponent before flinging them forward.
  • Back Throw: Zelda magically spins the opponent before turning around with them in tow before flinging them backward.
  • Up Throw: Zelda magically spins the opponent overhead before throwing them upward.
  • Down Throw: Zelda slams the opponent into the ground as she damages them with fiery magic from her hands.

  • Neutral Special - Nayru's Love: Zelda encases herself in a blue, crystaline barrier, damaging opponents multiple times before launching them. While in the barrier, she can move around freely with directional inputs. The barrier will damage opponents multiple times before launching them, as well as reflect projectiles.
    • Custom 1 - Nayru's Rejection: The barrier turns opponnest around and has windboxes that pushes them away. However, reflected projectiles are weaker and the move deals less damage.
    • Custom 2 - Nayru's Passion: The barrier has vacuumboxes that pull opponents into the move. There is also a magical explosion that deals more knockback. However, the move cannot reflect projectiles and Zelda cannot move while inside the barrier. It additionally has more endlag.
    • Custom 3 - Nayru's Health: Zelda aborbs projectiles to recover her own health instead of reflecting them.
  • Side Special - Din's Fire: Zelda launches two magical fireballs forward, with one travelling twice as slow as the other. If the special button is held, the fireballs will continue moving forward, and directional inputs can be used to move them upward and downward. They won't damage opponents until the special button is released, where they explode and damage all opponents in the blast radius. They deal more damage and have a larger blast radius depending on how ar they travel.
    • Custom 1 - Din's Flare: The fireballs' damage is consistent, no matter how long the move is charged. The explosion covers more range but they travel less distance.
    • Custom 2 - Din's Blaze: The fireballs have a much larger blast radius and deal more damage. However, they travel slower and wait a while longer before detonating.
    • Custom 3 - Din's Blast: Zelda fires a single fireball forward that explodes on impact, making it function more like a traditional projectile.
  • Up Special - Farore's Wind: Zelda warps in the direction the control stick is held. If she reappears in midair, she enters a helpless state afterwards. Her disappearing and reappearing can damage opponents, with the former comboing into the latter. She also creates vacuumboxes when disappearing, drawing opponents into the move.
    • Custom 1 - Farore's Squall: Zelda can travel much farther, but will not damage opponents. She creates windboxes rather than vacuumboxes while disappearing.
    • Custom 2 - Farore's Windfall: Zelda can only travel directly upward, but her reappearing can meteor smash opponents.
    • Custom 3 - Farore's Storm: Zelda tarvels less distance, but has stronger vacuumboxes while disappearing and additional windboxes when reappearing.
  • Down Special - Arrow of Light: Zelda creates an arrow of light and launches it forward. If the special button is held, the move will charge. The more charged the move is, the more damage the arrow of light will deal, but the slower it will travel.
    • Custom 1 - Fast Arrows: Effects of charging the move are inversed; charging the move allows the arrow to travel faster but deal less damage.
    • Custom 2 - Distant Arrows: The arrows' damage is consistent, but the arrows travel as slow as if they were mid-charged. Charging now effects the distance the arrows travel.
    • Custom 3 - Exploding Arrows: Arrows always travel as fast as if they were fully charged. Upon hitting an opponent, they explode in a flash of light, damaging all opponents in the blast radius. Charging will increase the size of the blast radiys on impact.
  • Final Smash - Triforce of Wisdon: Zelda traps any opponents in front of her in the Triforce of Wisdom, damaging opponents multiple times before launching them with an explosion.
  • Charged State - Hylia's Power: Zelda empowers herself with magic energy. In this state, she is a lot faster and floatier, and has higher jump height. Her physcial attacks are also stronger, with her distant hitboxes being even more so. The magic ball for her distant hitboxes is also bigger and is somewhat farther away from her.

Ganondorf
The Legend of Zelda: Ocarina of Time (1998)
Ganondorf SSBUltimate
Ganondorf (ガノンドロフ, Ganondorf) is the main antagonist of the The Legend of Zelda series. The name "Ganondorf" is used to refer to the human form of Ganon, wielder of the Triforce of Power. He is the only male member in his tribe of Gerudo, who bear a male child every 100 years. Unlike Link or Zelda, who have multiple incarnations throughout the series, Ganondorf is a single being, be it as a Gerudo or in his more demonic Ganon form. His design in this game is based off of that in The Legend of Zelda: Ocarina of Time.

Fitting for the wielder of the Triforce of Power, Ganondorf boasts incredible strength in his attacks, having some of the strongest moves of the entire roster. Additionally, he is one of the heaviest characters in the game, and can be hard to knock away. Despite these gifts, Ganondorf also possesses average mobility, with good ground and air speed, allowing him to rush down opponents with strong attacks. However, he has a pretty weak recovery, especially horizontally, and his moveset is also rather laggy, making it easy for him to be punished.

As in previous games, Ganondorf is a Captain Falcon semi-clone, and shares a lot of his attacks. However, following Ultimate, many more of his moves utilize his sword, allowing him to cover more range and further differentiate himself from Captain Falcon. Uniquely, all of these sword moves can also reflect projectiles.
SSB The Legend of Zelda Series GanondorfHeadSSBU SSBM Icon
Ganondorf's Moveset

  • Neutral Attack: Ganondorf throws a darkness-enhanced punch.
  • Forward Tilt: Ganondorf throws a front kick.
  • Forward Smash: Ganondorf pulls out his sword and throws an overhead swing. The move can reflect projectiles.
  • Up Tilt: Ganondorf throws a delayed axe kick, causing an explosion when his foot hits the ground. It has a lot of startup lag, but he has super armor while using it and creates vacuumboxes in front of himself that pull opponents towards the move.
  • Up Smash: Ganondorf pulls out his sword and throws an overarching swing from front to back. The move can reflect projectiles.
  • Down Tilt: Ganondorf throws a crouching front kick.
  • Down Smash: Ganondorf pulls out his sword and thrusts the hilt forward, then thrusts the blade backward. The move can reflect projectiles.
  • Dash Attack: Ganondorf throws a shoulder tackle.
  • Shield Counter: Ganondorf throws a darkness-enhanced stretch kick.

  • Neutral Aerial: Ganondorf throws two kicks forward.
  • Forward Aerial: Ganondorf throws a darkness-enhanced haymaker.
  • Forward Crash: Ganondorf pulls out his sword and throws an outward slash. The move can reflect projectiles.
  • Back Aerial: Ganondorf throws a backhanded punch backward.
  • Back Crash: Ganondorf pulls out his sword and throws an inward slash while turning around, followed by an outward slash. The move can reflect projectiles.
  • Up Aerial: Ganondorf throws a bicycle kick.
  • Up Crash: Ganondorf pulls out his sword and thrusts it upward. The move can reflect projectiles.
  • Down Aerial: Ganondorf stomps downward. The move can bury and meteor smash opponents.
  • Down Crash: Ganondorf pulls out his sword and performs a stall-then-fall thrust downward. Upon landing, he creates windboxes that push nearby opponents away from him. The move can relfect projectiles.

  • Grab: Ganondorf reaches out to grab the opponent.
  • Pummel: Ganondorf knee strikes the opponent.
  • Forward Throw: Ganondorf punches the opponent, sending them forward.
  • Back Throw: Ganondorf kicks the opponent backward.
  • Up Throw: Ganondorf lifts the opponent overhead and hits them with a palm strike.
  • Down Throw: Ganondorf holds the opponent overhead before slamming them into the ground.

  • Neutral Special - Warlock Punch: Ganondorf throws a darkness-enhanced punch. If the special button is held, the move will charge, allowing it to deal more damage and knockback, as well as cover more range. While charging, he can turn around if the opposite direction on the control stick is held. Additionally, vacuumboxes appear in the direction Ganondorf is facing while charging, pulling opponents in range of the attack. He has surper armor during the initial startup lag, but not while charging.
    • Custom 1 - Warlock Blade: Instead of punching, Ganondorf pulls out his sword and thrusts it forward. It covers more range and takes less time to charge, but deals less damage.
    • Custom 2 - Stored Warlock Punch: The move takes longer to charge and deals less damage, but the charging can be cancelled by performing any other action, allowing the charge to be stored.
    • Custom 3 - Warlock Wave: The move has no super armor and cannot be charged, but after punching, Ganondorf sends a shotgun-style wave of dark energy forward. This deals more damage to closer opponents.
  • Side Special - Gerudo Dragon: Ganondorf dashes forward. If the move is used in midair, he enters a semi-helpless state afterwards. If he hits an opponent while dashing, he will either uppercut them upward and meteor smash them with a haymaker depending on if the move is used on the ground or in midair. If the special button is held, Ganondorf will instead hold the opponent by the throat upward and send them into the ground. If this is done in midair, he will grab the opponent and fall downwards with them until they hit a surface or blast zone. Pressing the attack button in this state will allow Ganondorf to cause an explosion and leap off of them, dealing heavy damage. Alternatively, while dashing the move can be cancelled into any other attack.
    • Custom 1 - Heavy Gerudo Dragon: Ganondorf dashes slower and cannot cancel the move, but deals more damage and has super armor.
    • Custom 2 - Wind-Up Gerudo Dragon: Ganondorf goes backward a bit before dashing forward. The move has more startup lag, but he dashes faster and farther.
    • Custom 3 - Gerudo Dragon Rush: Ganondorf dashes faster and farther, but doesn't attack opponents he runs into, and instead knocks them away as he is dashing. This deals less damage.
  • Up Special - Dark Dive: Ganondorf leaps upward before falling into a helpless state afterwards. If he hits an opponent while rising, he will grab onto them and damage them multiple times before causing an explosion, which meteor smashes them. This sends Ganondorf upward a bit, and allows him to use the move again.
    • Custom 1 - Dark Fists: Instead of grabbing opponents, Ganondorf damages them multiple times before launching them as he rises.
    • Custom 2 - Dark Vault: Ganondorf leaps twice, but will only grab opponents at the start of each leap. He knocks opponents away instead of meteor smashing them.
    • Custom 3 - Dark Leap: Ganondorf leaps much higher, gaining more vertical and horizontal distance, but will not grab opponents. He swings his fists at the end of the move, which can damage opponents nearby.
  • Down Special - Wizard's Kick: Ganondorf bursts forward with a darkness-enhanced kick. If the move is used in midair, he performs a stall-then-fall kick that tarvels in a diagonally-downward angle. He damages opponents he runs into, and can meteor smash them with the aerial variant, and the move can be cancelled into any other attack.
    • Custom 1 - Wizard's Dropkick: Ganondorf leaps upward before kicking in a diagonally-downwards angle. Has less startup lag but deals less damage.
    • Custom 2 - Wizard's Flurry: Ganondorf travels less distance, but damages opponents multiple times before launching them.
    • Custom 3 - Wizard's Assault: When Ganondorf runs into an opponent, he causes an explosion that damages all opponents in the blast radius before leaping backward.
  • Final Smash - Beast Ganon: Ganondorf transforms into his Ganon form. He stomps on the ground to casue tremors, stunning any opponent in front of him. He then rushes forward to heavily damage these opponents before reverting to his normal state.
  • Charged State - Triforce of Power: Ganondorf empowers himself with the Triforce of Power, and he begins glowing a red aura. In this state, many more of his attacks are darkness-enhanced, and he also deals more damage. He can also jump higher and has slower falling speed.

Samus
Metroid (1986)
3DS MetroidSamusReturns char 015
Samus (サムス, Samus), full name Samus Aran, is the central protagonist of the Metroid science-fiction series. She was orphaned as a young girl, being the sole survivor of a Space Pirate attack on her colony led by Ridley. She was found and raised by the Chozo alien race, and was trained in the fighting arts. They also gave her the Power Suit, and has since become a bounty hunter, often taking on missions from the Galactic Federation.

Samus is an extremely floaty heavyweight, whose slow falling speed and moderate air speed make for a good recovery. She is the prime example of a zoner; Samus relies on her ranged attacks and projectiles to distance herself from opponents and rack up damage, though she can wade in if need be. Her physical attacks aren't as strong as her projectiles, but they can get the job done.

Samus' moveset is based on the variety of weapons found in the Metroid series, such as Missiles and Bombs. Uniquely, if the taunt button is held, she will alter her arm cannon to activate an "ice mode", changing some of her fire-based attacks to ice-based. Attacks in this state deal less damage, but have a chance at freezing opponents, leading to better combo potential. She can switch back to her normal state by holding the taunt button again.
SSB Metroid Series SamusHeadSSBU SSB64 Icon
Samus' Moveset

  • Neutral Attack: Samus throws a jab followed by a forearm club with her arm cannon.
  • Forward Tilt: Samus throws a roundhouse kick.
  • Forward Smash: Samus thrusts her arm cannon forward to fire a small fiery or icy blast.
  • Up Tilt: Samus throws an axe kick. The move can meteor smash opponents.
  • Up Smash: Samus fires five fiery or icy blasts above herself in an overarching motion, damaging opponents multiple times before launching them.
  • Down Tilt: Samus kneels and quickly thrusts her arm cannon downward to fire a small fiery or icy blast.
  • Down Smash: Samus throws a legsweep.
  • Dash Attack: Samus performs a shoulder tackle.
  • Shield Counter: Samus fires a small fiery or icy blast from her arm cannon.

  • Neutral Aerial: Samus throws a spinning roundhouse kick.
  • Forward Aerial: Samus fires five fiery or icy blasts in a downward arching motion, damaging opponents multiple times before launching them.
  • Forward Crash: Samus fires a large fiery or icy blast forward, damaging opponents multiple times before launching them.
  • Back Aerial: Samus throws a back kick.
  • Back Crash: Samus throws a roundhouse kick.
  • Up Aerial: Samus performs a diagonal corkscrew flying kick, damaging opponents multiple times before launching them.
  • Up Crash: Samus fires a large fiery or icy blast above herself, damaging opponents multiple times before launching them.
  • Down Aerial: Samus swings her arm cannon in a downward arching motion. The move can meteor smash opponents.
  • Down Crash: Samus fires a large fiery or icy blast below herself, damaging opponents multiple times before launching them.

  • Grab: Samus uses her Grapple Beam to grab opponents. Can be used in midair as a tether grab.
  • Pummel: Samus palm strikes the opponent.
  • Forward Throw: Samus twirls the opponent overhead before throwing them downward.
  • Back Throw: Samus flings the opponent behind herself.
  • Up Throw: Samus fires a fiery or icy blast from her arm cannon, launching the opponent upward.
  • Down Throw: Samus pins the opponent to the ground and uses her Grapple Voltage, healing herself as she damages the opponent.

  • Neutral Special - Charge Beam: Samus begins charging her arm cannon to fire a large blast of energy. The charging can be cancelled into any other action. Depending on how much the move is charged, the blast will deal more damage and kncokback, as well as be bigger and travel faster. With no charge, the move can paralyze opponents, leaving them vulnerable. At full charge, the move deals heavy damage and knockback.
    • Custom 1 - Dense Charge Beam: The blast deals more damage and knockback, but takes longer to charge. Samus also has considerable endlag after firing.
    • Custom 2 - Melee Charge Beam: Instead of firing a projectile, Samus fires a shotgun-style blast from her arm cannon. The move deals more damage to opponents closer to her.
    • Custom 3 - Supernova Charge Beam: The blast travels slower and it takes much longer to charge. However, as it travels the blast has vacuumboxes that pull opponents into it. It damages them multiple times before it explodes, launching them.
  • Side Special - Missile / Super Missile: Samus fires a Missile or Super Missile from her arm cannon. If Samus is moving while using the move, she fires a Missile, which will home in on opponents before exploding on impact. If Samus is standing still while using the move, she fires a Super Missile, which flies forward at high speeds before exploding on impact. Super Missiles also deal more damage.
    • Custom 1 - Relentless Missile: Missiles last longer and home in on opponents sharper, while Super Missiles fly faster. The explosion damages opponents multiple times before launching them.
    • Custom 2 - Turbo Missile: Missiles fly in a straight line aimed at the nearest opponent, while Super Missiles take longer to accelerate after being launched, but can travel faster.
    • Custom 3 - Ice Missile: Missiles and Super Missiles deal less damage, but they can freeze opponents they hit.
  • Up Special - Screw Attack: Samus leaps upward, somersaulting while discharging energy and damaging opponents multiple times before launching them. She falls into a helpless state afterwards.
    • Custom 1 - Screw Rush: Samus travels more horizontal distance in exchange for less vertical distance.
    • Custom 2 - Apex Screw Attack: Samus deals more damage and knockback, but travels significantly less distance.
    • Custom 3 - Gravity Screw Attack: Samus deals less damage, but while somersaulting, she creates vacuumboxes around herself that draw nearby opponents into the attack. She also travels slightly higher.
  • Down Special - Bomb: Samus rolls into her Morph Ball form and drops a Bomb, which explodes after a short time and damages opponents in the blast radius. If Charge Beam is fully charged and the special button is held, Samus can release five Bombs at once, which scatter around her and explode shortly after. This, however, removes Charge Beam's charge.
    • Custom 1 - Slip Bomb: Bombs deal less damage, but they can cause opponents to slip, leaving them vulnerable.
    • Custom 2 - Power Bomb: Samus drops a Power Bomb instead of a Bomb. It takes longer to explode, but it has a much larger blast radius that damages opponents multiple times before launching them.
    • Custom 3 - Flash Bomb: Bombs take longer to explode and don't damage opponents, but explode in a flash of light, which can stun opponents to leave them vulnerable.
  • Final Smash - Zero Laser: Samus fires a massive laser from her arm cannon forward that can be angled up and down. The laser will damage opponents multiple times before launching them.
  • Charged State - Hypermode: Samus begins glowing blue, entering Hypermode. In this state, all of her attacks become Phazon-enhanced, and she can also jump much higher. Notably, some of her attacks can cover the ground in Phazon, which can both heal Samus and damage opponents when they step in it.

Dark Samus (ε)
Metroid Prime 2: Echoes (2004)
DarkSamus SSBUltimate
Dark Samus (ダークサムス, Dark Samus) is a major antagonist in the Metroid series, specifically the Metroid Prime series. She was created when the Metroid Prime absorbed Samus' Phazon Suit during the final battle in Metroid Prime. Dark Samus has all of her normal counterpart's abilities, as well as Phazon-based abilities. In Metroid Prime 3: Corruption, she served as the main antagonist, where she spread Phazon across the galaxy.

Being an Echo Fighter of Samus, Dark Samus shares many of the same moves and abilities. In general, she serves as a milder version of Samus' Hypermode Charged State, allowing her to utilize Phazon throughout the battle. While this means she cannot change from fire to ice like Samus, Phazon is unique in that it can cover the ground if it strikes opponents. When this happens, Dark Samus can walk on this Phazon to heal herself, while opponents take gradual damage from stepping in it.
SSB Metroid Series DarkSamusHeadSSBU SSBUltimate Icon
Dark Samus' Moveset

  • Neutral Attack: Dark Samus throws a jab followed by a forearm club with her arm cannon.
  • Forward Tilt: Dark Samus throws a roundhouse kick.
  • Forward Smash: Dark Samus thrusts her arm cannon forward to fire a small Phazon blast.
  • Up Tilt: Dark Samus throws an axe kick. The move can meteor smash opponents.
  • Up Smash: Dark Samus fires five Phazon blasts above herself in an overarching motion, damaging opponents multiple times before launching them.
  • Down Tilt: Dark Samus kneels and quickly thrusts her arm cannon downward to fire a small Phazon blast.
  • Down Smash: Dark Samus throws a legsweep.
  • Dash Attack: Dark Samus performs a shoulder tackle.
  • Shield Counter: Dark Samus fires a small Phazon blast from her arm cannon.

  • Neutral Aerial: Dark Samus throws a spinning roundhouse kick.
  • Forward Aerial: Dark Samus fires five Phazon blasts in a downward arching motion, damaging opponents multiple times before launching them.
  • Forward Crash: Dark Samus fires a large Phazon blast forward, damaging opponents multiple times before launching them.
  • Back Aerial: Dark Samus throws a back kick.
  • Back Crash: Dark Samus throws a roundhouse kick.
  • Up Aerial: Dark Samus performs a diagonal corkscrew flying kick, damaging opponents multiple times before launching them.
  • Up Crash: Dark Samus fires a large Phazon blast above herself, damaging opponents multiple times before launching them.
  • Down Aerial: Dark Samus swings her arm cannon in a downward arching motion. The move can meteor smash opponents.
  • Down Crash: Dark Samus fires a large Phazon blast below herself, damaging opponents multiple times before launching them...

  • Grab: Dark Samus uses her Grapple Beam to grab opponents. Can be used in midair as a tether grab.
  • Pummel: Dark Samus palm strikes the opponent.
  • Forward Throw: Dark Samus twirls the opponent overhead before throwing them downward.
  • Back Throw: Dark Samus flings the opponent behind herself.
  • Up Throw: Dark Samus fires a Phazon blast from her arm cannon, launching the opponent upward.
  • Down Throw: Dark Samus pins the opponent to the ground and uses her Grapple Voltage, healing herself as she damages the opponent.

  • Neutral Special - Charge Beam: Dark Samus begins charging her arm cannon to fire a large blast of Phazon energy. The charging can be cancelled into any other action. Depending on how much the move is charged, the blast will deal more damage and kncokback, as well as be bigger and travel faster. With no charge, the move can paralyze opponents, leaving them vulnerable. At full charge, the move deals heavy damage and knockback.
    • Custom 1 - Dense Charge Beam: The blast deals more damage and knockback, but takes longer to charge. Dark Samus also has considerable endlag after firing.
    • Custom 2 - Melee Charge Beam: Instead of firing a projectile, Dark Samus fires a shotgun-style blast from her arm cannon. The move deals more damage to opponents closer to her.
    • Custom 3 - Supernova Charge Beam: The blast travels slower and it takes much longer to charge. However, as it travels the blast has vacuumboxes that pull opponents into it. It damages them multiple times before it explodes, launching them.
  • Side Special - Missile / Super Missile: Dark Samus fires a Phazon-empowered Missile or Super Missile from her arm cannon. If Dark Samus is moving while using the move, she fires a Missile, which will home in on opponents before exploding on impact. If Dark Samus is standing still while using the move, she fires a Super Missile, which flies forward at high speeds before exploding on impact. Super Missiles also deal more damage.
    • Custom 1 - Relentless Missile: Missiles last longer and home in on opponents sharper, while Super Missiles fly faster. The explosion damages opponents multiple times before launching them.
    • Custom 2 - Turbo Missile: Missiles fly in a straight line aimed at the nearest opponent, while Super Missiles take longer to accelerate after being launched, but can travel faster.
    • Custom 3 - Ice Missile: Missiles and Super Missiles deal less damage, but they can freeze opponents they hit.
  • Up Special - Screw Attack: Dark Samus leaps upward, somersaulting while discharging energy and damaging opponents multiple times before launching them. She falls into a helpless state afterwards.
    • Custom 1 - Screw Rush: Dark Samus travels more horizontal distance in exchange for less vertical distance.
    • Custom 2 - Apex Screw Attack: Dark Samus deals more damage and knockback, but travels significantly less distance.
    • Custom 3 - Gravity Screw Attack: Dark Samus deals less damage, but while somersaulting, she creates vacuumboxes around herself that draw nearby opponents into the attack. She also travels slightly higher.
  • Down Special - Bomb: Dark Samus rolls into her Morph Ball form and drops a Phazon-empowered Bomb, which explodes after a short time and damages opponents in the blast radius. If Charge Beam is fully charged and the special button is held, Dark Samus can release five Bombs at once, which scatter around her and explode shortly after. This, however, removes Charge Beam's charge.
    • Custom 1 - Slip Bomb: Bombs deal less damage, but they can cause opponents to slip, leaving them vulnerable.
    • Custom 2 - Power Bomb: Dark Samus drops a Power Bomb instead of a Bomb. It takes longer to explode, but it has a much larger blast radius that damages opponents multiple times before launching them.
    • Custom 3 - Flash Bomb: Bombs take longer to explode and don't damage opponents, but explode in a flash of light, which can stun opponents to leave them vulnerable.
  • Final Smash - Zero Laser: Dark Samus fires a massive laser from her arm cannon forward that can be angled up and down. The laser will damage opponents multiple times before launching them.
  • Charged State - Phazon Overload: Dark Samus begins glowing blue, enhancing herself with Phazon. In this state, all of her Phazon-based attacks become stronger, and she can move faster and jump higher.

Mother Brain
Metroid (1986)
MotherBrainPoker'sCut
Mother Brain (マザーブレイン, Mother Brain) is a major antagonist in the Metroid series. She was an AI created by the Chozo, but turned against them when the Space Pirates invaded Zebes, becoming their leader. On her mission to exterminate the Space Pirates, Samus needed to storm into Tourian and defeat Mother Brain.

While Mother Brain wasn't often seen outside her capsule, she has been given mechanical legs in Charged, allowing her to move around freely. She is among the heaviest and largest characters in the game, with long-ranged attacks to match. Her moveset is overall laggy, but her stronger moves can deal impressive damage. Her biggest strength, however, is stage control, allowing her to rack up damage and overwhelm opponents from afarr before KOing them with a powerful blow.

Mother Brain's basic moveset consists of pokes and slashes from her mechanical legs, as well as body slams that cover a lot of range. Some of her moves also make reference to the various hazards Samus needs to dodge during boss battles against Mother Brain.
SSB Metroid Series Mother Brain Stock Icon SSBCharged Icon
Mother Brain's Moveset

  • Neutral Attack: Mother Brain throws two alternating strikes with her mechanical legs followed by a flurry of strikes, damaging opponents multiple times before launching them with a strong thrust.
  • Forward Tilt: Mother Brain swipes one of her mechanical legs forward.
  • Forward Smash: Mother Brain shoots a blast of energy out of her eye. The move has more range depending on how long the move is charged.
  • Up Tilt: Mother Brain lifts herself upward to damage opponents with her spikes.
  • Up Smash: Mother Brain jumps upward to damage opponents with her spikes.
  • Down Tilt: Mother Brain plunges one of her mechanical legs into the ground in front of her.
  • Down Smash: Mother Brain performs a belly flop. The move can meteor smash opponents.
  • Dash Attack: Mother Brain performs a battering ram.
  • Shield Counter: Mother Brain fires a beam from her eye.

  • Neutral Aerial: Mother Brain emits electric energy around herself, damaging opponents multiple times before launching them.
  • Forward Aerial: Mother Brain strikes forward with her mechanical leg five times, damaging opponents multiple times before launching them.
  • Forward Crash: Mother Brain thrusts herself forward.
  • Back Aerial: Mother Brain strikes with two of her mechanical legs backward.
  • Back Crash: Mother Brain thrusts herself backward.
  • Up Aerial: Mother Brain turns upside-down and strikes with her mechanical legs multiple times.
  • Up Crash: Mother Brain thrusts herself upward.
  • Down Aerial: Mother Brain strikes downward with her mechanical legs multiple times.
  • Down Crash: Mother Brain turns upside-down and performs a stall-then-fall move. The move can meteor smash opponents.

  • Grab: Mother Brain reaches out with one of her mechanical legs to grab the opponent.
  • Pummel: Mother Brain damages the opponent with electric energy.
  • Forward Throw: Mother Brain shoves the opponent forward.
  • Back Throw: Mother Brain turns around and flings the opponent backward.
  • Up Throw: Mother Brain heaves the opponent upward and damages them with her spikes.
  • Down Throw: Mother Brain pins the opponent on the ground and body slams onto them.

  • Neutral Special - Rinka: Mother Brain shoots a Rinka out of her eye, travelling in the direction of the nearest opponent and exploding on impact. Up to three Rinkas can be at play at once.
    • Custom 1 - Fiery Rinka: The move has more startup lag, but the Rinka travels faster and deals more damage.
    • Custom 2 - Flying Rinka: The Rinka travels swiftly in a straight line.
    • Custom 3 - Homing Rinka: The Rinka lightly homes in on opponents instead of just flying in their direction. However, they deal less damage.
  • Side Special - Tourian Sentry: Mother Brain deploys a sentry on the ground in front of herself. It will aim at opponents and shoot beams at them, dealing damage. They will disappear after they fire three shots, but they can be destroyed if they take 15% damage from opponents' attacks. Up to three sentries can be at play at once.
    • Custom 1 - Armored Sentry: The sentry can last much longer and cannot be destroyed by opponents' attacks, but it has a slower fire rate.
    • Custom 2 - Rapidfire Sentry: The sentry will only aim forward or upward depending on directional inputs, but it will fire 10 beams in rapid succession, damaging opponents multiple times before launching them.
    • Custom 3 - Heavy-Hitting Sentry: The sentry will only fire once before disappearing and takes much longer to fire, but its beam is much wider and deals more damage and knockback.
  • Up Special - Eject Jump: Mother Brain leaps upward, damaging opponents she hits ad falling into a helpless state afterwards. Directional inputs can be used to alter her trajectory.
    • Custom 1 - High Jump: Mother Brain can jump higher, but can only travel straight upward.
    • Custom 2 - Eject Attack: Mother Brain deals more damage, but gains less height.
    • Custom 3 - Eject Leap: Mother Brain travels in a more horizontal angle. She doesn't damage opponents she hits.
  • Down Special - Hyper Beam: Mother Brain charges up to fire a massive beam out of her eye. If the special button is held, the move will charge, increasing the beam's range and damage. Once fired, directional inputs can be used to move it up and down. At full charge, the move damages opponents multiple times before launching them.
    • Custom 1 - Shotgun Hyper Beam: The beam takes slightly less time to charge, but it cannot be angled up and down. The beam deals more damage to opponents closer to Mother Brain.
    • Custom 2 - Quick Hyper Beam: The move doesn't need to charge, but the beam covers less distance and deals less damage.
    • Custom 3 - Absorbing Hyper Beam: The move takes longer to charge, but if it hits an opponent, Mother Brain heals herself by half the damage they take.
  • Final Smash - Tourian Destruction: Mother Brain lodges herself into the ground as the stage begins shaking, flashing red. A timer appears in the top-center of the screen, counting down from five seconds. Once it reaches zero, Mother Brain creates a huge explosion around herself, damaging opponents in the blast radius multiple times before launching them.
  • Charged State - Zebesian Defense: Zebestites begin rising out of Mother Brain, causing her to glow a dark-red aura. In this state, Mother Brain has much more launch resistance and is more difficult to KO. Her mechanical legs are also longer, allowing her to move faster and cover more range.

Kirby
Kirby's Dream Land (1992)
Kirby SSBU
Kirby (カービィ, Kirby) is a small, pink creature and the titular protagonist of the Kirby series. Though he is friendly and innocent, he will not hesitate to protect his homeland from any villains that threaten its peacefulness. He has the ability to inflate himself with air and float freely through the sky, as well as inhale enemies to take their abilities and use them to his advantage.

Kirby is a fairly simple character to control. He is lightweight, meaning he is easy to knock away, but his five midair jumps and moderate air speed make for a good recovery. With his neutral special, Inhale, Kirby has the ability to take an opponent's neutral special and use it against them. After this, if Kirby is attacked enough, he will lose the ability. However, taunting will allow him to discard the move himself.

Kirby's moveset takes inspiration from his various Copy Abilities in the Kirby series, particularly Fighter and Suplex. He also takes inspiration from Crash Co.'s Kirby and the Pirate's Curse. Overall, they are simple and easy to learn, but effective at fending off opponents. Though they are fast and powerful, Kirby isn't really good at combos.
SSB Kirby Series KirbyHeadSSBU SSB64 Icon
Kirby's Moveset

  • Neutral Attack: Kirby throws two alternating jabs followed by a flurry of punches, damaging opponents multiple times before finishing with an uppercut.
  • Forward Tilt: Kirby throws a side kick.
  • Forward Smash: Kirby throws a flying kick.
  • Up Tilt: Kirby throws a scorpion kick.
  • Up Smash: Kirby performs a back flip to kick upward.
  • Down Tilt: Kirby throws a shin kick. The move can trip opponents.
  • Down Smash: Kirby performs a spinning split kick.
  • Dash Attack: Kirby ignites himself on fire and flies forward, headbutting opponents.
  • Shield Counter: Kirby kicks.

  • Neutral Aerial: Kirby spins around with his arms and legs outstretched.
  • Forward Aerial: Kirby throws three roundhouse kicks in rapid succession, damaging opponents multiple times before launching them.
  • Forward Crash: Kirby puts on a pirate hat and slashes a cutlass forward.
  • Back Aerial: Kirby throws a back kick.
  • Back Crash: Kirby puts on a pirate hat and slashes a cutlass backward.
  • Up Aerial: Kirby throws a bicycle kick.
  • Up Crash: Kirby puts on a pirate hat and slashes a cutlass in an overarching motion.
  • Down Aerial: Kirby performs a corkscrew stomp, damaging opponents multiple times before launching them.
  • Down Crash: Kirby puts on a pirate hat and slashes a cutlass downward. The move can meteor smash opponents.

  • Grab: Kirby reaches out to grab the opponent.
  • Pummel: Kirby punches the opponent.
  • Forward Throw: Kirby flings the opponent forward.
  • Back Throw: Kirby performs a suplex, throwing opponents backward.
  • Up Throw: Kirby jumps upward above the upper blast zone with the opponent in tow before slamming onto the ground with them.
  • Down Throw: Kirby pins the opponent on the ground and stomps on them multiple times.

  • Neutral Special - Inhale: Kirby begins inhaling, and can continue inhaling if the special button is held. He can inhale items and projectiles, healing himself by a bit. If he inhales an opponent, the special button can be pressed again for him to spit the opponent out as a star, damaging them and any opponents hit by it. If the control stick is held down, Kirby will copy the opponent, gaining a hat based on the opponent. In this state, Kirby can use the opponent's neutral special. He will lose the ability if he gets damaged enough for if he taunts.
    • Custom 1 - Kirby Blow: Instead of inhaling, Kirby produces windboxes that push opponents backward.
    • Custom 2 - Ice Breath: Kirby blows icy breath instead of inhaling, damaging opponents multiple times and sometimes freezing them.
    • Custom 3 - Dense Inhale: Kirby produces stronger vacuumboxes and has more range, but has noticeable startup lag.
  • Side Special - Hammer: Kirby pulls out a hammer and swings it, heavily damaging opponents he hits. If the special button is held, the move can charge, and Kirby can move, jump, and short hop while charging. At full charge, the hammer will catch on fire, and he will gradually damage himself as he continues charging. If used in midair, Kirby will instead swing the hammer twice while spinning.
    • Custom 1 - Armored Hammer: Kirby gains super armor while charging the move, but deals less damage. Kirby also moves slower while charging.
    • Custom 2 - Big Hammer: Kirby uses a bigger hammer. It takes longer to charge fully, but it deals more damage and knockback.
    • Custom 3 - Gusty Hammer: Kirby instantly swings the hammer. It deals less damage, but it produces windboxes that can push opponents backward.
  • Up Special - Final Cutter: Kirby pulls out a cutter blade and leaps upward, damaging opponents. Afterwards, he will fall down with the blade, meteor smashing opponents and creating a shockwave projectile upon landing.
    • Custom 1 - Cutter Jump: Kirby will fall into a semi-helpless state when he reaches the peak of his jump instead of falling down with the blade.
    • Custom 2 - Wave Cutter: Kirby doesn't damage when jumping or falling, but the shockwave projectile deals more damage.
    • Custom 3 - Upper Cutter: Kirby damages opponents multiple times while rising. He jumps higher, but doesn't create a shockwave projectile upon landing.
  • Down Special - Stone: Kirby transforms into a stone, and can hold this state if the special button is held, but will eventually be forced to return to his normal state. If used in midair, Kirby will fall to the ground, burying and meteor smashing opponents he lands on. While a stone, Kirby is invincible.
    • Custom 1 - Big Stone: Kirby takes longer to transform, but turns into a larger stone and deals more damage.
    • Custom 2 - Stone Explosion: Kirby cannot meteor smash or bury opponents, but if used in midair, he will create an explosion upon landing, damaging and launching any opponents in the blast radius.
    • Custom 3 - Stone Jump: Kirby leaps upward before transforming into a stone. He deals less damage, but takes a shorter time to transform.
  • Final Smash - Pirate Armada: Kirby hops on a Warp Star and flies forward. If he hits an opponent, they are locked in a cinematic where Kirby in a pirate hat will be driving a pink pirate ship. He will fire cannons at the opponent before firing a massive cannonball, heavily damaging the opponent and sending them back to the stage.
  • Charged State - Hypernova: Kirby eats a Miracle Fruit, becoming rainbow-colored. In this state, Kirby is faster and can jump higher. Notably, Inhale has much more range and has a stronger pull. His attacks also deal more damage and knockback.

Classic Kirby (ε)
Kirby: Star Allies (2018)
Classic kirby render pink alt by nibroc rock-daxfoo9
Classic Kirby (クラシックカービィ, Classic Kirby) is the name given to an alternate costume Kirby can attain in Kirby: Star Allies, based on his original design prior to Kirby Super Star. It became available in the game's third update in November 2018, and players have the option to use it when playing as Kirby. In addition to changing his model, this costume will also change the menu UI to match his design.

Classic Kirby is an Echo Fighter of Kirby, having a lot of his moves and attributes. In general, Classic Kirby's moveset is identical to Kirby's. However, his version of Inhale is different in that instead of copying an opponent's neutral special, it will give him a new ability based on the Copy Abilities in the Kirby series depending on the character (i.e. copying Mario will give him the Fire ability, granting him a new neutral special based on that ability).
SSB Kirby Series Kirb Stock Icon SSBCharged Icon
Classic Kirby's Moveset

  • Neutral Attack: Classic Kirby throws two alternating jabs followed by a flurry of punches, damaging opponents multiple times before finishing with an uppercut.
  • Forward Tilt: Classic Kirby throws a side kick.
  • Forward Smash: Classic Kirby throws a flying kick.
  • Up Tilt: Classic Kirby throws a scorpion kick.
  • Up Smash: Classic Kirby performs a back flip to kick upward.
  • Down Tilt: Classic Kirby throws a shin kick. The move can trip opponents.
  • Down Smash: Classic Kirby performs a spinning split kick.
  • Dash Attack: Classic Kirby ignites himself on fire and flies forward, headbutting opponents.
  • Shield Counter: Classic Kirby kicks.

  • Neutral Aerial: Classic Kirby spins around with his arms and legs outstretched.
  • Forward Aerial: Classic Kirby throws three roundhouse kicks in rapid succession, damaging opponents multiple times before launching them.
  • Forward Crash: Classic Kirby puts on a pirate hat and slashes a cutlass forward.
  • Back Aerial: Classic Kirby throws a back kick.
  • Back Crash: Classic Kirby puts on a pirate hat and slashes a cutlass backward.
  • Up Aerial: Classic Kirby throws a bicycle kick.
  • Up Crash: Classic Kirby puts on a pirate hat and slashes a cutlass in an overarching motion.
  • Down Aerial: Classic Kirby performs a corkscrew stomp, damaging opponents multiple times before launching them.
  • Down Crash: Classic Kirby puts on a pirate hat and slashes a cutlass downward. The move can meteor smash opponents.

  • Grab: Classic Kirby reaches out to grab the opponent.
  • Pummel: Classic Kirby punches the opponent.
  • Forward Throw: Classic Kirby flings the opponent forward.
  • Back Throw: Classic Kirby performs a suplex, throwing opponents backward.
  • Up Throw: Classic Kirby jumps upward above the upper blast zone with the opponent in tow before slamming onto the ground with them.
  • Down Throw: Classic Kirby pins the opponent on the ground and stomps on them multiple times.

  • Neutral Special - Inhale: Classic Kirby begins inhaling, and can continue inhaling if the special button is held. He can inhale items and projectiles, healing himself by a bit. If he inhales an opponent, the special button can be pressed again for him to spit the opponent out as a star, damaging them and any opponents hit by it. If the control stick is held down, Classic Kirby will copy the opponent, gaining a Copy Ability from the Kirby series to replace his neutral special. He will lose the ability if he gets damaged enough for if he taunts. The different Copy Abilities he can attain and their abilities are listed below:
      • Fire: Classic Kirby spits a fireball that travels forward. It damages opponents multiple times before launching them.
      • Sword: Classic Kirby throws a downward slash with a sword. The move can be charged if the special button is held, dealing more damage.
      • Hammer: Classic Kirby pulls out a hammer and swings it downward. The move can bury and meteor smash opponents.
      • Spark: Classic Kirby begins discharging electricity from himself, damaging opponents multiple times before launching them. He can continue discharging if the special button is held, but he will eventually stop.
      • Needle: Classic Kirby puts on a hat as needles extend from it, damaging opponents they hit. He can keep them extended if the special button is held.
      • Ice: Classic Kirby emits arctic air around himself, damaging opponents multiple times before freezing them. He can keep emitting cold air if the special button is held, though he will eventually stop.
      • Wheel: Classic Kirby transforms into a wheel, damaging opponents he rams into. He can jump while in a this state, and the opposite direction can be held for him to change directions. The move can be cancelled into any attack.
      • Tornado: Classic Kirby begins spinning around, damaging opponents multiple times before launching them. While spinning, he can move around with directional inputs, and rise if the special button is tapped repeatedly.
      • Beam: Classic Kirby releases a beam of energy forward, inflicting paralysis on opponents it hits.
      • Fighter: Classic Kirby dashes forward. If he hits an opponent, he delivers a series of punches before launching opponents with an uppercut.
      • Cutter: Classic Kirby throws a boomerang-like blade that flies forward before turning around and flying backward, damaging opponents it hits.
      • Suplex: Classic Kirby inhales just as he would normally. However, instead of swallowing opponents, he grabs them and performs a suplex.
    • Custom 1 - Kirby Blow: Instead of inhaling, Classic Kirby produces windboxes that push opponents backward.
    • Custom 2 - Ice Breath: Classic Kirby blows icy breath instead of inhaling, damaging opponents multiple times and sometimes freezing them.
    • Custom 3 - Dense Inhale: Classic Kirby produces stronger vacuumboxes and has more range, but has noticeable startup lag.
  • Side Special - Hammer: Classic Kirby pulls out a hammer and swings it, heavily damaging opponents he hits. If the special button is held, the move can charge, and Kirby can move, jump, and short hop while charging. At full charge, the hammer will catch on fire, and he will gradually damage himself as he continues charging. If used in midair, Classic Kirby will instead swing the hammer twice while spinning.
    • Custom 1 - Armored Hammer: Classic Kirby gains super armor while charging the move, but deals less damage. Kirby also moves slower while charging.
    • Custom 2 - Big Hammer: Classic Kirby uses a bigger hammer. It takes longer to charge fully, but it deals more damage and knockback.
    • Custom 3 - Gusty Hammer: Classic Kirby instantly swings the hammer. It deals less damage, but it produces windboxes that can push opponents backward.
  • Up Special - Final Cutter: Classic Kirby pulls out a cutter blade and leaps upward, damaging opponents. Afterwards, he will fall down with the blade, meteor smashing opponents and creating a shockwave projectile upon landing.
    • Custom 1 - Cutter Jump: Classic Kirby will fall into a semi-helpless state when he reaches the peak of his jump instead of falling down with the blade.
    • Custom 2 - Wave Cutter: Classic Kirby doesn't damage when jumping or falling, but the shockwave projectile deals more damage.
    • Custom 3 - Upper Cutter: Classic Kirby damages opponents multiple times while rising. He jumps higher, but doesn't create a shockwave projectile upon landing.
  • Down Special - Stone: Classic Kirby transforms into a stone, and can hold this state if the special button is held, but will eventually be forced to return to his normal state. If used in midair, Classic Kirby will fall to the ground, burying and meteor smashing opponents he lands on. While a stone, Kirby is invincible.
    • Custom 1 - Big Stone: Classic Kirby takes longer to transform, but turns into a larger stone and deals more damage.
    • Custom 2 - Stone Explosion: Classic Kirby cannot meteor smash or bury opponents, but if used in midair, he will create an explosion upon landing, damaging and launching any opponents in the blast radius.
    • Custom 3 - Stone Jump: Classic Kirby leaps upward before transforming into a stone. He deals less damage, but takes a shorter time to transform.
  • Final Smash - Pirate Armada: Classic Kirby hops on a Warp Star and flies forward. If he hits an opponent, they are locked in a cinematic where Kirby in a pirate hat will be driving a pink pirate ship. He will fire cannons at the opponent before firing a massive cannonball, heavily damaging the opponent and sending them back to the stage.
  • Charged State - Hypernova: Classic Kirby eats a Miracle Fruit, becoming rainbow-colored. In this state, Kirby is faster and can jump higher. Notably, Inhale has much more range and has a stronger pull. His attacks also deal more damage and knockback.

Meta Knight
Kirby's Adventure (1993)
MetaKnight SSBUltimate
Meta Knight (メタナイト, Meta Knight) is a major character in the Kirby series. He is a mysterious, masked swordsman who pilots his own battleship, the Halberd. His intentions and never exactly clear, so he is usually deemed an ant-hero. He has both helped and battled Kirby. He always provides a sword for an opponent in order to make the battle fair.

Meta Knight possesses great mobility and frame data, allowing him to quickly overwhelm opponents. He also has five midair jumps and the ability to glide, making recovery quite easy despite him being a lightweight. He possesses the Galaxia sword; while it is smaller compared to other swords, it still grants him disjointed hitboxes. Though he can combo opponents quite easily, he has trouble KOing them.

Meta Knight's moveset is derived from his multiple boss battles in the Kirby series. Most of his moves are sword slashes, though he also utilizes kicks. He has a lot of options for a multitude of situations, making him more of a jack-of-all-trades character.
SSB Kirby Series MetaKnightHeadSSBU SSBB Icon
Meta Knight's Moveset

  • Neutral Attack: Meta Knight slashes the Galaxia sword around himself, damaging opponents multiple times before finishing with an upward slash. He can continue slashing if the attack button is held.
  • Forward Tilt: Meta Knight throws an inward slash followed by an outward slash.
  • Forward Smash: Meta Knight throws an outward slash.
  • Up Tilt: Meta Knight throws a spinning, upward thrust.
  • Up Smash: Meta Knight jumps while slashing upward three times, damaging opponents multiple times before launching them.
  • Down Tilt: Meta Knight stabs the Galaxia sword at the ground. The move can trip opponents.
  • Down Smash: Meta Knight throws a spinning, low-angle outward slash.
  • Dash Attack: Meta Knight throws a side kick.
  • Shield Counter: Meta Knight slashes the Galaxia sword four times.

  • Neutral Aerial: Meta Knight performs a cartwheeling slash.
  • Forward Aerial: Meta Knight slashes the Galaxia in front of himself three times.
  • Forward Crash: Meta Knight throws an outward slash.
  • Back Aerial: Meta Knight throws three spinning inward slashes.
  • Back Crash: Meta Knight throws a spinning inward slash followed by an outward slash.
  • Up Aerial: Meta Knight throws an upward arching slash.
  • Up Crash: Meta Knight thrusts the Galaxia upward.
  • Down Aerial: Meta Knight performs a stall-then-fall attack where he thrusts the Galaxia downward, damaging opponents multiple times before launching them.
  • Down Crash: Meta Knight throws a downward fanning slash.

  • Grab: Meta Knight reaches out to grab the opponent.
  • Pummel: Meta Knight jabs with one of the talons on his cape's wings.
  • Forward Throw: Meta Knight flings the opponent forward.
  • Back Throw: Meta Knight lays the opponent down, warps, then slashes behind their back.
  • Up Throw: Meta Knight jumps upward above the upper blast zone with the opponent in tow before slamming onto the ground with them.
  • Down Throw: Meta Knight pins the opponent on the ground and stomps on them multiple times.

  • Neutral Special - Mach Tornado: Meta Knight spins around while slashing the Galaxia sword, creating a tornado that damages opponents multiple times before launching them. While spinning, he can move around with directional inputs, and repeatedly tapping the special button allows him to rise upward. If he is in midair, he falls into a helpless state afterwards.
    • Custom 1 - Entangling Tornado: The move only hits opponents once before launching them. However, the move creates vacuumboxes that pull opponents into the attack.
    • Custom 2 - Dreadful Tornado: Meta Knight deals more damage while spinning, but cannot move as much, and cannot rise at all.
    • Custom 3 - Mobile Tornado: Meta Knight cannot damage opponents as much, but he can move around much faster and farther,
  • Side Special - Drill Rush: Meta Knight rushes forward while spinning and slashing the Galaxia sword, damaging opponents multiple times before launching them. While spinning, he can move up and down with directional inputs. If he hits an opponent, he will gain a burst of upward momentum and can use the move again. Otherwise, he falls into a helpless state.
    • Custom 1 - High-Speed Drill: Meta Knight travels faster and farther, but cannot move up and down.
    • Custom 2 - Shieldbreaker Drill: Meta Knight can break shields with the move, but it deals less damage and knockback.
    • Custom 3 - Enticing Drill: Meta Knight travels slower and doesn't move as far, but he creates vacuumboxes while spinning that draw opponents into the attack.
  • Up Special - Shuttle Loop: Meta Knight leaps upward while slashing the Galaxia sword, damaging opponents. He then performs a shuttle loop and begins gliding. Tapping the special button repeatedly allows Meta Knight to perform multiple shuttle loops before gliding, adding damage.
    • Custom 1 - Cutter Loop: Meta Knight travels higher and deals more damage, but falls into a helpless state afterwards instead of gliding.
    • Custom 2 - Blade Coaster: Meta Knight dashes forward before travelling upward, falling into a helpless state afterwards.
    • Custom 3 - Lazy Shuttle Loop: Meta Knight deals more damage, but travels slower and isn't able to perform multiple shuttle loops.
  • Down Special - Dimensional Cape: Meta Knight warps in the direction the control stick is held. If no directional inputs are used, he simply reappears where he was. If the special button is pressed as Meta Knight appears, he will perform a powerful slash. If he reappears in midair, he falls into a helpless state afterwards.
    • Custom 1 - Shield Piercer: The slash ignores shields and deals more damage, but Meta Knight doesn't warp as far.
    • Custom 2 - Stealthy Smasher: The slash deals more damage and knockback, and he travels more distance. However, the move has more startup lag and his final location is telegraphed.
    • Custom 3 - Auto Dimensional Cape: Meta Knight will warp next to any opponent in range and slash them. However, he delays a bit before the slash.
  • Final Smash - Galaxia Darkness: Meta Knight waves his cape forward. If an opponent is caught in it, the screen fades to black before silhouettes of his eyes appear. After that, he throws a powerful upward slash with the Galaxia sword.
  • Charged State - Galaxia Warrior: Meta Knight hoists the Galaxia sword upwards as it exerts electric energy, causing Meta Knight to become electrified. In this state, Meta Knight is faster, can jump higher, and deals much more damage and knockback. His sword attacks also deal electrical damage.

King Dedede
Kirby's Dream Land (1992)
KingDedede SSBUltimate
King Dedede (デデデ, Dedede) is a major character in the Kirby series, often appearing as a rival, but also helps Kirby on his adventures. He is the self-proclaimed king of Dream Land, though doesn't really have any interest in ruling over it, and mainly uses his position for bragging rights. He leads an entire squadron of Waddle Dees who live with him in his castle. Though he can be selfish and even villainous at points, he does have a heart of gold.

King Dedede is among the heaviest characters in the game, and is really hard to knock away. Complementing this are his five midair jumps and decent air speed, making for a great recovery overall. He is armed with a wooden hammer, which can not only attack opponents with disjointed range, but also comes equipped with various hidden gadgets he uses to his advantage. However, he moves rather slow and has rouble escaping from combos.

King Dedede's moveset revolves around his hammer, sometimes taking attacks from his boss battles. In particular, he has a strong punish game, allowing him to bait out opponents and react accordingly to deal heavy damage. His edgeguarding game is also superb, thanks to his Gordo Throw being able to cover a multitude of options.
SSB Kirby Series KingDededeHeadSSBU SSBB Icon
King Dedede's Moveset

  • Neutral Attack: King Dedede swings his hammer twice before thrusting it forward as the head spins around, damaging opponents multiple times before launching them with an upward swing.
  • Forward Tilt: King Dedede thrusts his hammer forward as the head spins around, damaging opponents multiple times before launching them.
  • Forward Smash: King Dedede slams his hammer on the ground from overhead.
  • Up Tilt: King Dedede swipes his hand upward in an overarching motion.
  • Up Smash: King Dedede swings his hammer upward.
  • Down Tilt: King Dedede rolls across the ground.
  • Down Smash: King Dedede spins around while swinging his hammer across the ground.
  • Dash Attack: King Dedede trips over and falls flat on his face.
  • Shield Counter: King Dedede swings his hammer from overhead.

  • Neutral Aerial: King Dedede performs a splash.
  • Forward Aerial: King Dedede swings his hammer downward.
  • Forward Crash: King Dedede swings his hammer upward.
  • Back Aerial: King Dedede swings his hammer backward.
  • Back Crash: King Dedede turns around and swings his hammer upward.
  • Up Aerial: King Dedede thrusts his hammer upward as the head spins around, damaging opponents multiple times before launching them.
  • Up Crash: King Dedede thrusts his hammer upward.
  • Down Aerial: King Dedede thrusts his hammer downward as the head spins around, damaging opponents multiple times before launching them.
  • Down Crash: King Dedede swings his hammer downward. The move can meteor smash opponents.

  • Grab: King Dedede reaches out to grab the opponent.
  • Pummel: King Dedede headbutts the opponent.
  • Forward Throw: King Dedede smacks the opponent with his hammer, sending them forward.
  • Back Throw: King Dedede turns around and smacks the opponent with his hammer, sending them backward.
  • Up Throw: King Dedede hoists the opponent above himself and pushes them upward with both hands.
  • Down Throw: King Dedede slams the opponent into the ground.

  • Neutral Special - Inhale: King Dedede begins inhaling, and can continue inhaling if the special button is held. He can inhale projectiles and his own Gordos, and spit them back out for extra damage. If he in hales an opponent, he can spit them back out as a star, damaging them and other opponents hit by it.
    • Custom 1 - Dedede Storm: Instead of inhaling opponents, King Dedede creates violent vortexes that damage opponents multiple times before launching them.
    • Custom 2 - Taste Test: King Dedede produces much stronger vacuumboxes and has more range. However, he will immediately spit out any opponent or projectile he inhales.
    • Custom 3 - Bait 'N' Switch: King Dedede will not inhale opponents in the vacuumbox. Instead, the move can be cancelled into any other attack. Notably has much longer horizontal reach.
  • Side Special - Gordo Throw: King Dedede takes out a Gordo and smacks it with his hammer, sending it bouncing across the ground. With directional inputs, the trajectory and arc the Gordo bounces in can be altered. Any attack that deals 5% damage or more can reflect the Gordo back at King Dedede, but he can attack it to send it back at the opponent. If a Gordo hits a wall or ledge, it will stick to it for some time, damaging any opponents that touch it. The Gordos can also be inhaled and spat out with Inhale. Up to three Gordos can be at play at once.
    • Custom 1 - Waddle Dee Throw: Instead of Gordos, King Dedede will smack Waddle Dees forward. They will walk around the stage, and will attack nearby opponents with a kick. If hit enough, they will be defeated.
    • Custom 2 - Bomb Throw: Instead of Gordos, King Dedede will smack bombs forward. It bounces across the ground until exploding upon impact with an opponent or wall, or after the third bounce.
    • Custom 3 - Shotzo Throw: Instead of Gordos, King Dedede will smack Shotzos forward. They will stay in place and aim at opponents, firing cannonballs before disappearing after a short time. Only one Shotzo can be at play at a time.
  • Up Special - Super Dedede Jump: King Dedede leaps upward before crashing down. Whiel falling, he will bury and meteor smash opponents he lands on. Upon landing, he creates stars that deal further damage. The move can be cancelled by holding up on the control stick, sending him in a semi-helpless state. He has super armor throughout the entire duration of the move.
    • Custom 1 - Rising Dedede Jump: King Dedede damages opponents while rising upward. He falls into a helpless state at the peak of his jump.
    • Custom 2 - Tremor Dedede Jump: King Dedede doesn't deal as much damage, but upon landing he will create a stage-wide tremor that causes all grounded opponents to trip.
    • Custom 3 - Crushing Dedede Jump: King Dedede doesn't bury or meteor smash opponents he lands on, but deals much more damage.
  • Down Special - Jet Hammer: King Dedede's hammer opens up to reveal a jet engine, and he uses it to throw a powerful swing as he slides forward. If the special button is held, the move will charge, increasing the damage and how far he will slide forward. While charging, he can move and jump, though at full charge he will begin taking gradual damage. While charging, he also gets pushed backward.
    • Custom 1 - Armored Jet Hammer: King Dedede doesn't slide forward upon using the move, but has super armor while charging.
    • Custom 2 - Extreme Jet Hammer: The move has more endlag and takes longer to charge, but King Dedede deals much more damage and knockback.
    • Custom 3 - Light Jet Hammer: King Dedede can move faster while charging and will not take gradual damage at full charge, but he doesn't slide forward as much and deals less damage.
  • Final Smash - Revenge of the King: King Dedede swings his hammer. If he hits an opponent, they are locked in a cinematic where King Dedede, as Masked Dedede, fires missiles at them. He then spins around and throws a powerful swing with his hammer, damaging the opponent and sending them back to the stage.
  • Charged State - Masked Dedede: King Dedede takes out a mechanized hammer and puts on a mask, becoming Masked Dedede. In this state, he is much faster and his attacks are much stronger. Notably, many of his attacks have an electric effect to them.

Dark Meta Knight
Kirby and the Amazing Mirror (2004)
Dark Meta Knight KSA
Dark Meta Knight (ダークメタナイト , Dark Meta Knight) is the Mirror World version of Meta Knight, appearing as a recurring boss in the Kirby series, as well as a playable character in Kirby: Star Allies. Despite looking identical to Meta Knight, he has a far more vicious and darker personality, lacking the knight's honor his lighter counterpart has. He has a much more aggressive fighting style, and has abilities not even normal Meta Knight can achieve.

As a fighter, Dark Meta Knight is a fast, close-quarters fighter like Meta Knight. His version of the Galaxia offers some disjointed hitboxes, but among the most minimal in the roster. Compared with Meta Knight however, he also has access to long-ranged attacks that are also powerful, and can be used to quickly rack up damage. He also has an excellent recovery, with five midair jumps thanks to his wings.

Dark Meta Knight's moveset is mostly derived from his attacks as a Dream Friend in Kirby: Star Allies, as well as the Mirror ability in various Kirby games. This, in general, gives him a much longer-ranged moveset than Meta Knight, though he has nowhere near as favorable frame data.
SSB Kirby Series Dark Meta Knight Stock Icon SSBCharged Icon
Dark Meta Knight's Moveset

  • Neutral Attack: Dark Meta Knight slashes the Galaxia around himself. If the attack button is held, he can continue slashing. He finishes with an upward slash.
  • Forward Tilt: Dark Meta Knight slashes the Galaxia from overhead.
  • Forward Smash: Dark Meta Knight lunges forward while stabbing with the Galaxia, sliding across the ground.
  • Up Tilt: Dark Meta Knight stabs the Galaxia upward.
  • Up Smash: Dark Meta Knight summons two massive swords that lunge upward from mirrors that appear on the ground on either side of him.
  • Down Tilt: Dark Meta Knight stabs at the ground with the Galaxia.
  • Down Smash: Dark Meta Knight summons two massive swords that lunge outwards from mirrors that appear on either side of him.
  • Dash Attack: Dark Meta Knight throws a side kick.
  • Shield Counter: Dark Meta Knight summons a giant sword that lunges outwards from a mirror that appears in front of him.

  • Neutral Aerial: Dark Meta Knight performs a somersault while slashing the Galaxia.
  • Forward Aerial: Dark Meta Knight slashes the Galaxia forward.
  • Forward Crash: Dark Meta Knight summons a massive sword that lunges outwards from a mirror that appears in front of him.
  • Back Aerial: Dark Meta Knight slashes the Galaxia behind himself.
  • Back Crash: Dark Meta Knight summons a massive sword that lunges outwards from a mirror that appears behind him.
  • Up Aerial: Dark Meta Knight slashes the Galaxia in an upward arching motion.
  • Up Crash: Dark Meta Knight summons a massive sword that lunges outwards from a mirror that appears above him.
  • Down Aerial: Dark Meta Knight slashes the Galaxia in a downward arching motion.
  • Down Crash: Dark Meta Knight summons a massive sword that lunges outwards from a mirror that appears below him. The move can meteor smash opponents.

  • Grab: Dark Meta Knight reaches out to grab the opponent.
  • Pummel: Dark Meta Knight stabs the opponent with the spikes on his wings.
  • Forward Throw: Dark Meta Knight flings the opponent forward.
  • Back Throw: Dark Meta Knight flings the opponent backward.
  • Up Throw: Dark Meta Knight flies above the upper blast zone with the opponent in tow, then divebombs onto the ground with them.
  • Down Throw: Dark Meta Knight throws the opponent on the ground, stomps on them several times, and violently sits on them.

  • Neutral Special - Dark Mirror: Dark Meta Knight splits into two, and the two copies travel outward at warp speed, damaging any opponents they hit. They then travel to each other and merge back into Dark Meta Knight. If directional inputs are used, the clones can travel in any direction, though they will always be opposite of each other. He also gains invincibility throughout the move.
    • Custom 1 - Backward Dash: Dark Meta Knight doesn't create a clone, but instead dashes backward before returning to his original position. He has no invincibility, but he travels farther and deals more damage.
    • Custom 2 - Distanced Dark Mirror: The clones travel much farther, but deal less damage.
    • Custom 3 - Triple Dark Mirror: Dark Meta Knight creates three clones who all dash oppositely of each other, instead of two. They travel less distance and deal less damage.
  • Side Special - Wall of Mirrors: Dark Meta Knight creates a wall of mirrors in front of himself before making them disappear shortly after. This wall will reflect projectiles and serves as a wall that prevents opponents from walking past it. If the special button is held, the wall can remain held up, though he is left vulnerable. The wall can also be destroyed if it has taken 15% damage; when this happens, it cannot be used again for 15 seconds.
    • Custom 1 - Hard Wall: The wall cannot be knocked down, but it has a weaker damage ratio with the projectiles it reflects.
    • Custom 2 - Mirror Sword: Dark Meta Knight summons a massive sword that lunges out of a mirror that appears in front of him. Using directional inputs, the sword can be aimed up or down. It deals heavy damage, but cannot reflect projectiles.
    • Custom 3 - Moving Mirror: After creating the wall, Dark Meta Knight pushes it forward, damaging opponents it hits. Another one cannot be created until the first one travels off-screen or hits a wall, causing it to shatter.
  • Up Special - Shuttle Loop: Dark Meta Knight leaps upward while slashing his sword, travels in a loop before flying upward again, and falls into a helpless state afterwards. Uding directional inputs, the angle he travels in after the loop can be altered.
    • Custom 1 - Blade Coater: Dark Meta Knight travels in a wider loop, damaging opponents multiple times before launching them. He gains less vertical distance.
    • Custom 2 - Laze Shuttle Loop: Dark Meta Knight flies slower while travelling in a loop, but rises upward quickly and deals more damage. He cannot damage opponents at any other point in the attack however.
    • Custom 3 - Shuttle Glide: Dark Meta Knight travels less vertical distance and doesn't deal damage, but he will enter a controllable glide, which can increase horizontal distance.
  • Down Special - Mirror Swords: Dark Meta Knight creates three small mirrors in front of himself. Small, red swords appear out of them and home in on opponents, damaging them. They travel slowly however, and the move cannot be used again until all the swords disappear.
    • Custom 1 - Fast Swords: The swords travel in straight lines instead of homing in on opponents, but they travel faster.
    • Custom 2 - Targeting Swords: The swords travel in straight lines, but stop in midair before boosting at high speed in the direction of the nearest opponent. They deal less damage.
    • Custom 3 - Sword Rain:The mirrors appear above Dark Meta Knight, and the swords travel in a diagonally downwards angle, hitting the ground.
  • Final Smash - Dark Mirror: Dark Meta Knight creates a mirror, which sucks in nearby opponents. If one is caught, he swings his Galaxia to slash the mirror, breaking it and launching the opponents.
  • Charged State - Dark Meta Knight's Revenge: Dark Meta Knight enters a mirror. The mirror begins glowing red aura before he breaks out of it, glowing red himself. In this state, he moves much faster and can jump higher. His attacks also deal slightly more damage, while moves that involve summoning swords from mirrors cover more range and are a lot stronger.

Fox
Star Fox (1993)
StarFoxBattleForAtlasTransparent
Fox (フォックス, Fox), full name Fox McCloud, is the main protagonist of the Star Fox series. He is the successor to his late father, James McCloud. He leads the mercenary group Star Fox, who travel around the Lylat System and protect it from Andross' forces, as well as any other threats. He's a calm and collective leader, able to carry out missions reliably. The ships Star Fox pilots, the Arwings, are armed with plasma cannons that can cut through any forces.

Fox is an extremely mobile character, possessing quick running speed and just as fast air speed, as well as fast falling speed. He boasts a versatile combo game thanks to these gifts, as well as quick and near-unmatched frame data that can beat opponents to the punch. He can also camp from opponents with his Blaster, and neglect camping himself with Reflector. Inversely, his high falling speed makes him rather easy to combo, and also gives him an overall poor recovery, despite being flexible.

The majority of Fox's moveset is centered around kicks, though he can also utilize weapons to give himself extra range. His moveset overall favors offensive play, so a Fox's player's main game plan is to overpower opponents as quick as possible, bait reactions, and punish accordingly.
SSB Star Fox Series FoxHeadSSBU SSB64 Icon
Fox's Moveset

  • Neutral Attack: Fox throws two alternating jabs followed by a flurry of kicks, finishing with a side kick.
  • Forward Tilt: Fox throws a roundhouse kick.
  • Forward Smash: Fox throws an outward crescent kick.
  • Up Tilt: Fox throws a scorpion kick.
  • Up Smash: Fox performs a backflip to kick upward.
  • Down Tilt: Fox swipes his tail across the ground. The move can trip opponents.
  • Down Smash: Fox performs a split kick.
  • Dash Attack: Fox throws a flying kick.
  • Shield Counter: Fox throws a dropkick.

  • Neutral Aerial: Fox throws a sex kick.
  • Forward Aerial: Fox throws five roundhouse kicks in rapid succession, damaging opponents multiple times before launching them.
  • Forward Crash: Fox throws an outward spinning kick.
  • Back Aerial: Fox throws a back kick.
  • Back Crash: Fox turns around while throwing two alternating kicks backward.
  • Up Aerial: Fox throws a somersault kick.
  • Up Crash: Fox performs a back flip to kick upward.
  • Down Aerial: Fox performs a corkscrew stomp that damages opponents multiple times before launching them.
  • Down Crash: Fox stomps downward with one foot. The move can meteor smash opponents.

  • Grab: Fox reaches out to grab the opponent.
  • Pummel: Fox knee strikes the opponent.
  • Forward Throw: Fox throws the opponent forward before pulling out his Blaster to shoot lasers at them.
  • Back Throw: Fox throws the opponent backward before pulling out his Blaster to shoot lasers at them.
  • Up Throw: Fox throws the opponent upward before pulling out his Blaster to shoot lasers at them.
  • Down Throw: Fox slams the opponent into the ground before pulling out his Blaster to shoot lasers at them.

  • Neutral Special - Blaster: Fox pulls out his Blaster and shoots a laser. He can continue shooting lasers if the special button is tapped repeatedly. The lasers only deal 1% damage and don't cause opponents to flinch, but they can be fired in rapid succession.
    • Custom 1 - Impact Blaster: Fox fires lasers at a slower rate, but they deal more damage and knockback.
    • Custom 2 - Heavy Blaster: The move has more startup and endlag, but Fox fires a powerful laser that deals heavy damage and knockback.
    • Custom 3 - Charge Blaster: By holding the special button, Fox will charge the move, allowing him to shoot lasers of varying levels depending on how long it is charged. At full charge, he fires a massive laser that covers a wide area, damaging opponents multiple times before launching them.
  • Side Special - Fox Illusion: Fox dashes forward at warp speed, damaging opponents he hits and falling into a semi-helpless state afterwards if used in midair. If the special button is held, Fox will dash slower, but deal more damage and can trip opponents on the ground. The move can be cancelled into any other attack.
    • Custom 1 - Fox Burst: Fox doesn't damage opponents with the dash itself, but creates an explosion at the end of the dash that damages and launches opponents in the blast radius.
    • Custom 2 - Fast Fox Illusion: Fox dashes farther and gains invincibility while dashing if the special button is not held, but he deals less damage.
    • Custom 3 - Fox Illusion Crash: Fox can't damage opponents while dashing, and the held variant deals less damage. When Fox dashes with the normal variant however, he creates windboxes that push the opponents away from his starting position. Has noticeably more startup lag.
  • Up Special - Fire Fox: Fox ignites himself on fire and launches himself in the direction the control stick is held, falling into a helpless state afterwards. The charging damages opponents multiple times, while the launching knocks them away.
    • Custom 1 - Flying Fox: Fox immediately dashes without charging. He travels farther, but doesn't deal damage.
    • Custom 2 - Twisting Fox: Fox immediately dashes without charging. He travels less distance, but can damage opponents multiple times before launching them.
    • Custom 3 - Blasting Fox: Fox takes longer to charge and doesn't travel as far. However, if he hits an opponent while dashing, he causes and explosion before hopping away, allowing him to use the move again.
  • Down Special - Reflector: Fox activates his Reflector, and can keep it active if the special button is held. He is initially invincible when the move starts, but can also reflect projectiles. Deals light damage and knockback to opponents close to Fox. The move can be cancelled into any other attack. The move can be spammed if the special button is tapped repeatedly, but repeated use of the move will disable the invincibility gained at the start of the move.
    • Custom 1 - Big Reflector: The Reflector covers more area, but reflected projectiles deal less damage.
    • Custom 2 - Amplifying Reflector: The Reflector itself doesn't damage opponents, but reflected projectiles deal more damage.
    • Custom 3 - Absorber: Instead of reflecting projectiles, the Reflector absorbs them, slightly healing Fox.
  • Final Smash - Team Star Fox: Fox summons his Arwing, which flies across the stage in front of him. If it hits an opponent, they are locked in an animation where they are launched into an asteroid. Fox and the rest of the Star Fox team cruising through space in their Arwings, shooting at the asteroid to destroy it. This sends the opponents back to the stage, launching them.
  • Charged State - Upgrade: A box drops from above, which Fox grabs to reveal an Arwing Upgrade. He uses it and begins glowing blue aura. In this state, his weapons cover more range and deal more damage, and his kicks have more KO power. His recovery is also a lot better, with higher jump height and Fire Fox travelling farther distance.

Falco
Star Fox (1993)
Falco SSBUltimate
Falco (ファルコ, Falco), full name Falco Lombardi, is one of the main characters in the Star Fox series. He is an ace pilot who joined the titular Star Fox mercenary team. He was originally the leader of his own gang of pilots before he left them. He has a sharp tongue and can sometimes be independent, but his friendship with Fox is unbreakable.

Falco has a great combo game, with attacks that deal low knockback that can chain into each other easily, as well as strong moves that can act as finishers. In addition to his quick ground mobility and fast falling speed, Falco also possesses one of the highest jump heights of the roster, making his recovery easier and making his approaches better. He can apply pressure easily from afar with his projectiles as well.

Falco's moveset has gone through some changes in order to differentiate him more from Fox, as well as make him better as a fighter. Like Fox, many of his moves are kicks, but he also uses wing slashes. He uses his gear somewhat differently from Fox as well.
SSB Star Fox Series FalcoHeadSSBU SSBM Icon
Falco's Moveset

  • Neutral Attack: Falco throws two knifehand strikes before leaning forward while spinning with his wings outstretched to damage opponents multiple times, finishing with a spinning upwards kick.
  • Forward Tilt: Falco throws a roundhouse kick.
  • Forward Smash: Falco throws a two-handed overhead slash downwards.
  • Up Tilt: Falco leans back and spins, swinging both of his wings upward.
  • Up Smash: Falco throws a sideways-flipping kick.
  • Down Tilt: Falco swipes his tail feathers across the ground. The move can trip opponents.
  • Down Smash: Falco performs a split kick.
  • Dash Attack: Falco throws a flying kick.
  • Shield Counter: Falco throws a roundhouse kick.

  • Neutral Aerial: Falco spins and swipes repeatedly with his wings, damaging opponents multiple times before launching them.
  • Forward Aerial: Falco throws a corkscrew battering ram, damaging opponents multiple times before launching them.
  • Forward Crash: Falco throws a spinning knifehand strike.
  • Back Aerial: Falco throws a back kick.
  • Back Crash: Falco turns around while throwing two alternating kicks backward.
  • Up Aerial: Falco throws a somersault kick.
  • Up Crash: Falco performs a back flip to kick upward.
  • Down Aerial: Falco performs a corkscrew stomp. The move can meteor smash opponents.
  • Down Crash: Falco performs a corkscrew battering ram downwards. The move can meteor smash opponents.

  • Grab: Falco reaches out to grab the opponent.
  • Pummel: Falco knee strikes the opponent.
  • Forward Throw: Falco throws the opponent forward before pulling out his Blaster to shoot lasers at them.
  • Back Throw: Falco throws the opponent backward before pulling out his Blaster to shoot lasers at them.
  • Up Throw: Falco throws the opponent upward before pulling out his Blaster to shoot lasers at them.
  • Down Throw: Falco lays the opponent into the ground before pulling out his Blaster to shoot lasers at them.

  • Neutral Special - Blaster: Falco pulls out his Blaster and shoots a laser. He can continue shooting lasers if the special button is tapped repeatedly. They deal little damage and only make opponents flinch, but can be fired in a rapid rate. Falco can shoot his Blaster faster if he is in midair.
    • Custom 1 - Exploding Blaster: The lasers only push opponents. They slow down before exploding, damaging any opponents in the blast radius.
    • Custom 2 - Burst Blaster: Falco can shoot lasers much faster, but they deal less damage and will not make opponents flinch.
    • Custom 3 - Blaster Flurry: Falco shoots three lasers in rapid succession before putting his Blaster away. The lasers are fired in much quicker succession but the move is not spammable.
  • Side Special - Reflector: Falco activates his Reflector and kicks it away before it returns to him like a boomerang. The direction he kicks it in can be angled with directional inputs. It will damage opponents it hits as well as reflect projectiles. It the move hits opponents at max range, they will trip.
    • Custom 1 - Accele-Reflector: The Reflector deals less damage, but will travel faster and farther, as well as increase the speed of reflected projectiles.
    • Custom 2 - Void Reflector: The Reflector deals more damage, but will not reflect projectiles.
    • Custom 3 - Shine Reflector: Falco simply activates his Reflector without kicking it away. It can be kept active if the special button is held.
  • Up Special - Falco Phantasm: Falco dashes upward at warp speed, though his path can be angled with directional inputs. He damages opponents he hits and falls into a helpless state afterwards.
    • Custom 1 - Falco Phase: Falco cannot be damaged while dashing, though he cannot damage opponents either. He can travel in more horizontal angles as well.
    • Custom 2 - Falco Charge: Falco travels slower and doesn't boost as high, but he deals much more damage.
    • Custom 3 - Falco Flash: Falco doesn't damage opponents except for when the dash ends. This hit, however,m can meteor smash opponents.
  • Down Special - Arwing Beacon: Falco places a beacon on the ground, or on an opponent if one is close enough. If the move is used again, Falco will summon his Arwing, which will fly through the stage from the background and shoot at the beacon, exploding it and damaging opponents caught in the blast radius.
    • Custom 1 - Leeching Beacon: The beacon will disappear after a short time and the explosion deals less damage. However, if placed on an opponent, they will take gradual damage.
    • Custom 2 - Arwing Assault: Falco summons his Arwing without placing a beacon. It will shoot lasers both in front of and behind Falco.
    • Custom 3 - Beacon Bomb: Falco places a bomb on a floor or an opponent that will explode after a short time, damaging any opponents in the blast radius. It can be passed on to other fighters by touching them. Up to three bombs can be at play at a time.
  • Final Smash - Team Star Fox: Falco summons his Arwing, which flies across the stage in front of him. If it hits an opponent, they are locked in an animation where they are launched into an asteroid. Falco and the rest of the Star Fox team cruising through space in their Arwings, shooting at the asteroid to destroy it. This sends the opponents back to the stage, launching them.
  • Charged State - Upgrade: A box drops from above, which Falco grabs to reveal an Arwing Upgrade. He uses it and begins glowing blue aura. In this state, his weapons cover more range and deal more damage, and his kicks have more KO power. His recovery is also a lot better, with higher jump height and Falco Phantasm travelling farther distance.

Wolf
Star Fox 64 (1997)
Wolf SSBUltimate
Wolf (ウルフ, Wolf), full name Wolf O'Donnell, is a recurring character in the Star Fox series, acting as a rival to Fox. He leads his own mercenary crew called Star Wolf, who pilot specialized ships called Wolfens. Though similar to Awrings, they actually have better flight and combat capabilities. Wolf and his gang are notorious criminals in the Lylat System, and often take up jobs for money. This has led him to have a huge bounty on his head.

Like Fox and Falco, Wolf possesses supreme mobility overall, with fast ground and air speed, high falling speed, and above-average jump height. He has a good approaching game, with fast attacks that can combo into each other and special moves with high utility. However, he has a pretty poor recovery, and he can find it difficult to make it back to the stage after being launched.

Wolf's moveset, like Falco's, has gone through some changes to further differentiate himself from Fox. His main moveset consists of claw swipes and kicks, and is generally more feral. He uses his gear differently from Fox as well.
SSB Star Fox Series WolfHeadSSBU SSBB Icon
Wolf's Moveset

  • Neutral Attack: Wolf throws two alternating claw swipes followed by a lunging bite.
  • Forward Tilt: Wolf leans forward before throwing an outward claw swipe with both hands.
  • Forward Smash: Wolf lunges forward while throwing a palm strike.
  • Up Tilt: Wolf throws a stretch kick.
  • Up Smash: Wolf throws a flipping scissor kick.
  • Down Tilt: Wolf throws a claw swipe across the ground. The move can trip opponents.
  • Down Smash: Wolf throws claw swipes on either side of his body.
  • Dash Attack: Wolf throws a flip kick out of a run.
  • Shield Counter: Wolf throws a downward claw swipe.

  • Neutral Aerial: Wolf throws a sex kick.
  • Forward Aerial: Wolf throws a claw swipe forward.
  • Forward Crash: Wolf throws a roundhouse kick.
  • Back Aerial: Wolf throws a back kick.
  • Back Crash: Wolf throws a claw swipe backward.
  • Up Aerial: Wolf swipes his claws upward in an overarching motion.
  • Up Crash: Wolf throws a scissor kick.
  • Down Aerial: Wolf swipes both of his claws downward. The move can meteor smash opponents.
  • Down Crash: Wolf throws four claw swipes downward, damaging opponents multiple times before launching them.

  • Grab: Wolf reaches out to grab the opponent.
  • Pummel: Wolf bites the opponent.
  • Forward Throw: Wolf slashes the opponent with his claws, launching them forward.
  • Back Throw: Wolf turns around and slashes the opponent with his claws, launching them backward.
  • Up Throw: Wolf flings the opponent upward and leaps to slash them with his claws.
  • Down Throw: Wolf slams the opponent into the ground.

  • Neutral Special - Blaster: Wolf pulls out his Blaster and shoots a laser. The Blaster itself has a spike on it that can damage nearby opponents. The laser travels sluggishly through the air, but deals moderate damage. If the special button is tapped repeatedly, he can continually fire lasers before putting the Blaster away.
    • Custom 1 - Sharp Blaster: The lasers travel less distance and deal less damage, but the spike on the Blaster deals more knockback.
    • Custom 2 - Rapidfire Blaster: There is no spike on the Blaster that can damage opponents, but the Blaster has a faster fire rate and lasers travel faster.
    • Custom 3 - Nova Blaster: Lasers fired from the Blaster travel much slower. They damage opponents multiple times before exploding, launching them.
  • Side Special - Violent Wolf: Wolf dashes forward a short distance, falling into a helpless state afterwards if used in midair. If he hits an opponent while dashing, he will begin throwing a flurry of claw swipes before launching them with an axe kick that meteor smashes them. After this, he gains a slight burst of vertical momentum and can use the move again.
    • Custom 1 - Wolf Illusion: Wolf doesn't grab opponents during his dash, and instead simply launches them. He travels significantly farther.
    • Custom 2 - Wolf Kick: Wolf stalls for a moment before kicking forward, damaging opponents multiple times before launching them.
    • Custom 3 - Feral Wolf: Wolf finishes with an upward claw swipe instead of an axe kick. The move deals more damage and knockback, but will not meteor smash opponents.
  • Up Special - Wolf Flash: Wolf dashes in the direction the control stick is held in at warp speed, falling into a helpless state afterwards. He damages opponents he dashes through, but if he hits an opponent at the end of the dash, he throws a downward claw swipe that meteor smashes them. If this happens, he can use the move again.
    • Custom 1 - Wolf Phase: Wolf travels more distance, but will not damage opponents he dashes into.
    • Custom 2 - Wolf Rush: Wolf damages opponents multiple times before launching them as he dashes. He does not meteor smash opponents.
    • Custom 3 - Wolf Leap: Wolf will only travel straight upward, but he travels much more distance and cannot be damaged while dashing.
  • Down Special - Reflector: Wolf activates his Reflector, and can keep it active if the special button is held. The Reflector will reflect projectiles, but also deal light damage as soon as it's active. This will meteor smash opponents.
    • Custom 1 - Shine Reflector: Wolf gains some frames of invincibility by using the move, but it will not meteor smash opponents.
    • Custom 2 - Rebounder: The Reflector sends opponents upward instead of meteor smashing them.
    • Custom 3 - Absorber: The Reflector absorbs projectiles and replenish Wolf's damage instead of reflecting them. He will not damage opponents.
  • Final Smash - Wolf Pack: Wolf summons his Wolfen, which flies across the stage in front of him. If it hits an opponent, they are locked in an animation where they are launched into an asteroid. Wolf and the rest of the Star Wolf team cruising through space in their Wolfen, shooting at the asteroid to destroy it. This sends the opponents back to the stage, launching them.
  • Charged State - Upgrade: A box drops from above, which Wolf grabs to reveal a Wolfen Upgrade. He uses it and begins glowing red aura. In this state, his weapons cover more range and deal more damage, and his kicks have more KO power. His recovery is also a lot better, with higher jump height and Wolf Flash travelling farther distance.

Pikachu
Pokémon Red and Pokémon Green (1996)
Pikachu SSBUltimate
Pikachu (ピカチュウ, Pikachu) is an Electric-type Mouse Pokémon introduced in Generation I. It evolves from Pichu and evolves into Raichu. It is one of the most popular Pokémon in the world thanks to its cuteness and fighting prowess. It has the ability to store electricity in its cheeks, and pepper its opponent with electric strikes.

Pikachu is a typical lightweight fighter, sporting good mobility, weak attacks that can allow it to combo opponents, and a decent recovery. However, its low weight allows it to be KO'ed easily, especially by stronger opponents. One of its best attributes is its frame data, allowing to to quickly damage opponents and keep combo strings longer than most other opponents. While it can have trouble KOing opponents, it has great approach options, allowing it to overwhelm opponents quickly.

Pikachu's attacks are typically low-range thanks to its small frame, though some of its tail attacks can cover more distance. Its moveset often uses electricity, which can stun opponents and leave them vulnerable to more attacks.
SSB Pokémon Series PikachuHeadSSBU SSB64 Icon
Pikachu's Moveset

  • Neutral Attack: Pikahchu throws a headbutt. If the attack button is tapped repeatedly, it will continue headbutting.
  • Forward Tilt: Pikachu throws a double-footed side kick.
  • Forward Smash: Pikachu leans back before discharging electricity from its cheeks, damaging opponents multiple times before launching them. At full charge, the move can inflict paralysis on opponents.
  • Up Tilt: Pikachu flicks its tail upward in an overarching motion.
  • Up Smash: Pikachu performs a back flip to strike upward with its tail.
  • Down Tilt: Pikachu swings its tail across the ground. The move can trip opponents.
  • Down Smash: Pikachu spins along the ground while discharging electricity, damaging opponents multiple times before launching them. While spinning, directional inputs can be used for it to move left and right along the ground.
  • Dash Attack: Pikahcu leaps forward while headbutting.
  • Shield Counter: Pikachu discharges electricity from its cheeks, causing paralysis on the opponent.

  • Neutral Aerial: Pikachu somersaults.
  • Forward Aerial: Pikachu performs a corkscrew battering ram while discharging electrciity. The move has a sweetspot at the end that can inflict paralysis on opponents.
  • Forward Crash: Pikachu performs a front flip to strike downward with its tail. The move can meteor smash opponents.
  • Back Aerial: Pikachu throws a series of belly turns, damaging the opponent multiple times before launching them.
  • Back Crash: Pikachu flicks its tail upward.
  • Up Aerial: Pikachu somersaults to flick its tail upward in an overarching motion.
  • Up Crash: Pikachu performs a back flip to swing its tail upward.
  • Down Aerial: Pikachu performs a stall-then-fall corkscrew battering ram while falling down.
  • Down Crash: Pikachu performs a corkscrew battering ram while discharging electrcity. The move has a sweetsopt at the end that can inflict paralysis on opponents.

  • Grab: Pikachu reaches out to grab the opponent.
  • Pummel: Pikachu shocks the opponent.
  • Forward Throw: Pikachu places the opponent on its back and shocks them with electricity.
  • Back Throw: Pikachu rolls backward several times with the opponent in tow before flinging them backward.
  • Up Throw: Pikachu places the opponent on its head and headbutts them upward.
  • Down Throw: Pikachu slams the opponent into the ground.

  • Neutral Special - Thunder Jolt: Pikachu discharges a bolt of electricity forward that bounces along the ground and hugs to surfaces, damaging opponents it hits. If the move is used in midair, it will travel in a diagonally-downwards angle before bouncing along the ground when it lands. The aerial version caninflic paralysis on opponents.
    • Custom 1 - Thunder Wave: The grounded version can inflict paralysis on opponents as well, but it doesn't travel as far.
    • Custom 2 - Thunder Shock: Pikachu discharges an orb that travels in a straight line, exploding in a blast of eelctrciity on impact. It travels much slower and doesn't hug to surfaces.
    • Custom 3 - Electro Ball: Pikachu discharges an orb of electricity that travels slowly in a diagonally-upward angle. The move can inflict paralysis on oppoennts.
  • Side Special - Iron Tail: Pikachu performs a front flip and leaps forward, striking downward with its tail. The special button can be pressed for it to attack earlier. The move can bury and meteor smash opponents. If the move connects, Pikachu will gain a boost of upward mometum.
    • Custom 1 - Iron Tail Smash: The attack deals more damage, but knocks opponents away rather than meteor smashing or burying them.
    • Custom 2 - Fling: Pikachu leaps much farther, but will not attack. It enters a semi-helpless state afterward if used in midair.
    • Custom 3 - Charged Iron Tail: The move can be charged by holding the special button, allowing Pikachu to fly farther and deal more damage. The attack cannot be performed early by pressing the special button again mid-jump.
  • Up Special - Quick Attack: Pikachu dashes in the direction the control stick is held while discharging electrcity, inflciting paralysis on opponents. The move can be used twice in a row before it falls into a helpless state.
    • Custom 1 - Quick Feet: Pikachu can only dash once, but it covers more distance.
    • Custom 2 - Quick Attack Surge: Pikachu travels less distance with each dash, but at the end it causes an explosion of electricity that damages any opponents in the blast radius.
    • Custom 3 - Agility: Pikachu can dash three times before falling into a helpless state, but it will not damage opponents.
  • Down Special - Thunder: Pikachu generates a thundercloud above itself to drop a thunderbolt onto itself. If the bolt connects with Pikachu, it creates a surge of electricity that damages opponents nearby. The bolt itself can meteor smash opponents.
    • Custom 1 - Thunder Blast: Pikachu simply discharges electricity around itself without creating a thunderbolt. It deals more damage but has noticeable endlag.
    • Custom 2 - Distant Thunder: The thundercloud is higher above Pikachu and the move has less startup lag, but the move deals less damage and the thunderbolt cannot meteor smash opponents.
    • Custom 3 - Thunder Surge: Instead of meteor smashing opponents, the thunderbolt damages opponents multiple times before launching them. No surge is created if the thunderbolt hits Pikachu.
  • Final Smash - Catastropika: Pikachu rises into the air and begins charging up electricity. After awhile, it will surround itself in a sphere of electrciity that explodes, dealing massive damage and knockback to opponents in the blast radius.
  • Charged State - Electric Charge: Pikachu charges itself up with electricity. In this state, many more of its attacks are enhanced by electricity, and as such more can inflict paralysis on opponents to combo better. It also has faster ground and air speed.

Jigglypuff
Pokémon Red and Pokémon Green (1996)
Jigglypuff SSBUltimate
Jigglypuff (プリン, Purin) is a Normal / Fairy dual-type Balloon Pokémon introduced in Generation I. It evolves from Igglybuff and evolves into Wigglytuff. It is known for its ability to sing, performed by inflating its body to empower its lungs. The lullabies it sings are known for putting its opponent to sleep. However, since some Pokémon are naturally resilient to its singing, its life may be in danger since it cab't breathe while singing.

Jigglypuff has the fastest air speed in the game, which allows it to float swiftly through the air an utilize its powerful aerial moves. While it is also the lightest character in the game, this air speed and five midair jumps give it an extremely reliable recovery. Its ground attacks are also strong, being able to deal heavy damage and kncokback. However, they lack range and are hard to land due to Jigglypuff's sluggish ground speed. Uniquely however, if its shield is broken, it undergoes a shield jump so high it reaches the upper blast zone, KOing itself.

Most of Jigglypuff's moveset relies on its round body. Though this gives it less than favorable range, its attacks are rather strong and can KO reliably. Its special moves are extremely unorthodox, but are very useful in certain situations.
SSB Pokémon Series JigglypuffHeadSSBU SSB64 Icon
Jigglypuff's Moveset

  • Neutral Attack: Jigglypuff throws two alternating jabs.
  • Forward Tilt: Jigglypuff throws a roundhouse kick.
  • Forward Smash: Jigglypuff throws a leaping kick forward.
  • Up Tilt: Jigglypuff throws a scorpion kick.
  • Up Smash: Jigglypuff throws an upward headbutt.
  • Down Tilt: Jigglypuff throws a shin kick.
  • Down Smash: Jigglypuff performs a split kick. The move has windboxes that can push opponents away.
  • Dash Attack: Jigglypuff performs a leaping headbutt.
  • Shield Counter: Jigglypuff inflates, damaging the opponent.

  • Neutral Aerial: Jigglypuff throws a sex kick.
  • Forward Aerial: Jigglypuff throws a flying kick.
  • Forward Crash: Jigglypuff throws a dropkick.
  • Back Aerial: Jigglypuff throws a back kick.
  • Back Crash: Jigglypuff thrusts its head backward.
  • Up Aerial: Jigglypuff waves its hand upward in an overarching motion.
  • Up Crash: Jigglypuff performs an upside down corkscrew kick, damaging opponents multiple times before launchin them.
  • Down Aerial: Jigglypuff performs a corkscrew stomp that damages opponents multiple times before launching them.
  • Down Crash: Jigglypuff stomps downward. The move can meteor smash opponents.

  • Grab: Jigglypuff reaches out to grab the opponent.
  • Pummel: Jigglypuff slaps the opponent.
  • Forward Throw: Jigglypuff inflates itself, pushing the opponent forward.
  • Back Throw: Jigglypuff performs a suplex, sending the opponent backward.
  • Up Throw: Jigglypuff flings the opponent upward.
  • Down Throw: Jigglypuff pins the opponent on the ground and angrily rolls on their back.

  • Neutral Special - Rollout: Jigglypuff spins in place for a short time before rocketing forward at full speed, damaging opponents it hits. While rolling, directional inputs ca be used to change direction. It will also not roll off ledges unless the direction is held.
    • Custom 1 - Relentless Rollout: Jigglypuff cannot travel as far, but it damages opponents multiple times before launching them.
    • Custom 2 - Raging Rollout: Jigglypuff can't change direction while moving and the move has more startup and endlag, but it does deal more damage and knockback.
    • Custom 3 - Romping Rollout: Jigglypuff only rolls a short distance forward, but it buries opponents it rolls over. Airborne opponents will suffer light knockback.
  • Side Special - Wake-Up Slap: Jigglypuff slides forward while punching. The move deals three times as much damage and knockback to opponents that are asleep. The punch also deals heavy shield damage, almost breaking a full one.
    • Custom 1 - Sideways Slap: Jigglypuff slides farther along the ground, but the move deals less damage.
    • Custom 2 - Slap Blitz: Jigglypuff slowly slides across the ground while punching, damaging oppnents multiple times before launching them.
    • Custom 3 - Meteor Slap: Jigglypuff doesn't deal triple damage to sleeping opponents or deal significant shield damage, but it will punch downward when it hits an opponent, burying or meteor smashing them.
  • Up Special - Sing: Jigglypuff sings a lullaby. Opponents around it will fall asleep, leaving them vulnerable. If it manages to make an opponent fall asleep, it can be cancelled into any other move.
    • Custom 1 - Hyper Voice: Instead of causing opponents to fall asleep, Jigglypuff damages them.
    • Custom 2 - Screech: Instead of causing opponents to fall asleep, Jigglypuff causes windboxes as it sings, pushing opponents back.
    • Custom 3 - Sing Plus: Jigglypuff covers a wider area while singing, but it cannot cancel the move if it manages to cause an opponent to fall alseep.
  • Down Special - Rest: Jigglypuff falls asleep before waking up after a short time. Just as it falls asleep, a burst of energy is released, dealing heavy damage and knockback to opponents touching it, as well as causing a flower to grow on their head. Additionally, as it sleeps, it will begin replenishing health, restoring 15% damage if not interrupted. Repeated uses of the move will decrease how much it heals however. Has a lot of endlag, making it extremely vulnerable.
    • Custom 1 - Deep Sleep: Jigglypuff doesn't damage opponents, but as it sleeps, it can heal 25% damage if left undisturbed.
    • Custom 2 - Wakie Wakie: Jigglypuff deals less damage as it sleeps, but it creates an explosion once it wakes up, launching any opponents in the blast radius.
    • Custom 3 - Heavy Sleeper: Jigglypuff has super armor as it's sleeping. However, it deals less knockback and will not replenish health as it sleeps.
  • Final Smash - Twinkle Tackle: Jigglypuff pulls out a microphone and sings into it, causing stars to bounce around the stage, ricocheting off the surfaces and screen edges. If an opponent is hit by one of the stars, they will become stunned. Jigglypuff will then roll into all of them, dealing heavy damage and knockback.
  • Charged State - Puff Up: Jigglypuff inflates itself to massive size, allowing it to deal more damage and and cover more range. Though it is a bigger target in this state, it is also significantly heavier, making it more difficult to KO.

Pichu
Pokémon Gold and Pokémon Silver (1999)
Pichu SSBUltimate
Pichu (ピチュー, Pichu) is an Electric-type Tiny Mouse Pokémon introduced in Generation II. It evolves into Pikachu, which evolves into Raichu. It is a social Pokémon known for its playfulness and mischievous behavior. It has the ability to store electricity, and may discharge it when amused, startled, or shocked. However, because this skill is underdeveloped, it will damage itself when it happens. Pichu are commonly found in groups, and will touch tails with each other to create a shower of sparks as a show of courage.

Pichu is one of the lightest characters in the game. Though it can be easy to launch, it has good mobility overall, with quick ground and air speed. Its attacks are also surprisingly powerful, being able to KO opponents easily. Uniquely, any electric-based attacks that hit opponents will cause it to suffer recoil damage. When it accumulates 30% damage from these attacks however, Pichu will begin discharging electricity around its body. When this happens, Pichu's electric attacks are able to deal more damage. Furthermore, every time it takes 10% damage after this effect takes place, it continues to grow stronger. This caps when it takes 60% recoil damage total. It should be noted that only recoil damage from attacks that successfully hit opponents will count towards this mechanic.

Pichu has low range overall, so it can be difficult for it to hit opponents with attacks that aren't electric-based. It is also noticeably different in terms of moveset to Pikachu, who it as considered a clone of in previous games. Overall, though it is light and can be KO'ed easily, Pichu can deal heavy damage to opponents, as well as effectively combo them.
SSB Pokémon Series PichuHeadSSBU SSBM Icon
Pichu's Moveset

  • Neutral Attack: Pichu throws a kick, followed by a tail whip, followed by a headbutt.
  • Forward Tilt: Pichu throws a spinning kick.
  • Forward Smash: Pichu discharges electricity from its cheeks in front of itself, damaging opponents multiple times before launching them. The attack deals 3% recoil damage if all hits connect.
  • Up Tilt: Pichu swing sits tail in an overarching motion.
  • Up Smash: Pichu throws an upward headbutt.
  • Down Tilt: Pichu swipes its tail along the ground.
  • Down Smash: Pichu quickly spins in place while emitting electricity, damaging opponents multiple times before launching them. The attack deals 6% recoil damage if all hits connect.
  • Dash Attack: Pichu performs a leaping headbutt.
  • Shield Counter: Pichu shocks the opponent, inflicting paralysis on them. The attack deals 1% recoil damage.

  • Neutral Aerial: Pichu performs a somersault.
  • Forward Aerial: Pichu performs an electrically-charged horizontal corkscrew spin, damaging opponents multiple times before launching them. The attack deals 2% recoil damage if all hits connect.
  • Forward Crash: Pichu throws a downward headbutt while performing a somersault. The attack can meteor smash opponents.
  • Back Aerial: Pichu spins around with its arms and legs outstretched, damaging opponent multiple times before launching them.
  • Back Crash: Pichu throws an electrically-charged back kick. The attack deals 3% recoil damage.
  • Up Aerial: Pichu performs a forward flip to swing its tail upward.
  • Up Crash: Pichu performs a back flip to swing its tail upward, discharging electricity with it. The move deals 2% recoil damage.
  • Down Aerial: Pichu performs a front flip to swing its tail downward.
  • Down Crash: Pichu performs an electrically-charged downward corkscrew spin, damaging opponents multiple times before launching them. The attack deals 5% recoil damage if all hits connect.

  • Grab: Pichu reaches out to grab the opponent.
  • Pummel: Pichu shocks the opponent. The attack deals 1% recoil damage.
  • Forward Throw: Pichu places the opponent on its back and shocks them. The attack deals 2% recoil damage.
  • Back Throw: Pichu rolls backward with the opponent and throws them.
  • Up Throw: Pichu flings the opponent upward.
  • Down Throw: Pichu pins the opponent on the ground and body slams them.

  • Neutral Special - Electro Ball: Pichu discharges electricity from its cheeks in the form of an orb of electricity that slowly travels forward. The orb will lightly home in on nearby opponents and damage them multiple times as it passes through them. The move deals 3% recoil damage regardless if the orb attacks opponents or not.
    • Custom 1 - Electroweb: The orb of electricity travels much faster in a straight line. If it hits an opponent, it expands into a web of electricity that damages opponents multiple times before launching them. The orb does not home in on opponents.
    • Custom 2 - Spark: The orb of electricity is much smaller and travels through the air faster. Instead of damaging opponents multiple times, it inflicts paralysis on them.
    • Custom 3 - Zap Cannon: The orb of electricity is larger and travels slower. It launches opponents rather than damaging them multiple times, and it will not pass through them, as it explodes on contact.
  • Side Special - Fling: Pichu leaps forward, damaging opponents it hits. If used in midair, it enters a semi-helpless state afterwards. If the special button is pressed again, it discharges electricity around itself, dealing more damage, though also dealing 5% recoil damage.
    • Custom 1 - Wild Charge: Pichu travels less distance, but the electric discharge covers more range and deals more damage.
    • Custom 2 - Volt Tackle: Pichu grabs an opponent if it hits one as it leaps. It then shocks them with electricity before leaping off of them.
    • Custom 3 - Fling Far: Pichu leaps farther, but cannot damage opponents.
  • Up Special - Agility: Pichu dashes in the direction the control stick is held in at warp speed. The move can be performed up to three times in rapid succession before it falls into a helpless state afterward. If the special button is held, Pichu will only dash once, but will discharge a massive amount of electricity around itself that deals heavy damage to opponents. This deals 6% recoil damage.
    • Custom 1 - Quick Feet: Pichu travels faster, but there is a longer delay between dashes, making it more vulnerable.
    • Custom 2 - Quick Attack: Pichu can only dash twice, but it deals electric damage to opponents as it moves. The first use deals 1% recoil damage, while the second deals 3% recoil damage.
    • Custom 3 - Volt Switch: Pichu discharges small bursts of electricity at the end of each dash, which deal 2% recoil damage each. There is no stronger variant if the special button is held.
  • Down Special - Thunder: A bolt of lightning crashes on Pichu from above. It damages opponents multiple times before launching them, and if the bolt touches Pichu, it discharges electricity that deals heavy damage and knockback. The attack deals 4% recoil damage.
    • Custom 1 - Discharge: There is no lightning bolt. Instead, Pichu simply discharges electricity in a massive blast. The attack deals 7% recoil damage.
    • Custom 2 - Thunder Shock: Pichu doesn't discharge electricity if the lightning bolt hits it. The bolt also inflicts paralysis on opponents instead of damaging them multiple times.
    • Custom 3 - Fusion Bolt: The lightning bolt crashes on a random opponent instead of Pichu.
  • Final Smash - Volt Tackle: Pichu surrounds itself in electricity as it dashes around the stage, damaging opponents multiple times before launching them with a stage-wide burst of electricity.
  • Charged State - Ion Deluge: Pichu enters a state where its electric attacks are even stronger than when it receives 60% total recoil damage. These attacks deal more damage and knockback, and don't even deal recoil damage. Pichu will also lightly shock opponents with electricity when they touch it.

Pokémon Trainer
Pokémon Red and Pokémon Green (1996)
PokemonTrainer SSBUltimate (Female)
A Pokémon Trainer (ポケモントレーナー, Pokémon Trainer) is a human from the Pokémon series. The vast majority of the humans in the series are Pokémon Trainers, including the characters that the player controls. Leaf and Red, Pokémon Trainers from Pokémon FireRed and Pokémon LeafGreen, serve as the designs for Pokémon Trainer.

Pokémon Trainer doesn't fight opponents, but rather stands in the background and summons Pokémon to battle. Specifically, they use Squirtle (ゼニガメ, Zenigame), Ivysaur (フシギソウ, Fushigisou), and Charizard (リザードン, Lizardon), all of whom are Pokémon introduced in Generation I, and are notable for being the Kanto starter Pokémon. As in Ultimate, they can quickly switch between each other so the player can utilize different movesets, with there being no punishment for sticking with only one. However, where in Brawl and Ultimate they would change into each other via down special, in Charged they instead change if the shield is held and up or down special are inputted. This not only allows the three Pokémon to have full movesets, but also allows the player to pick which Pokémon they want to switch to (i.e. if the player is using Squirtle, using the up special while in shield will have the Pokémon Trainer switch to Ivysaur, while using the down special will have them switch to Charizard). The player can select which Pokémon they start with on the character selection screen.

The three Pokémon, as mentioned, have different movesets and playstyles. Squirtle is the smallest and lightest of the three; while it has weaker attacks, it is the most mobile. Ivysaur is the slowest, but has the most range and has the ability to deal heavy damage to opponents. Charizard is the largest and heaviest; its wings allow it to use five midair jumps and its attacks have incredible KO power.
SSB Pokémon Series Pokemon Trainer Charged Stock Icon SSBB Icon
Squirtle's Moveset

  • Neutral Attack: Squirtle throws a slap, followed by turning around and hitting opponents with its shell, followed by performing a front flip and hitting opponents with its tail.
  • Forward Tilt: Squirtle gets on all fours and swings its tail forward.
  • Forward Smash: Squirtle enters its shell and leaps forward.
  • Up Tilt: Squirtle hops on its tail, throwing an upward headbutt.
  • Up Smash: Squirtle slams its hands onto the ground, causing two geysers of water to rise on either side of him.
  • Down Tilt: Squirtle swings its tail across the ground.
  • Down Smash: Squirtle enters it shell and spins around while releasing water, damaging opponents multiple times before launching them.
  • Dash Attack: Squirtle jumps and turns around to hit opponents with its shell.
  • Shield Counter: Squirtle shoots a jet of water out of its mouth.

  • Neutral Aerial: Squirtle enters its shell and spins around, releasing water on all sides.
  • Forward Aerial: Squirtle throws a dropkick.
  • Forward Crash: Squirtle performs a front flip, hitting opponents with its tail. The move can meteor smash opponents.
  • Back Aerial: Squirtle swings its tail backward.
  • Back Crash: Suirtle enters its shell and thrusts itself backward by shooting a jet of water forward. The water can push opponents away.
  • Up Aerial: Squirtle performs a back flip, hitting opponents above it with its tail.
  • Up Crash: Squirtle shoots a jet of water from its mouth upward, damaging opponents multiple times before launching them.
  • Down Aerial: Squirtle thrusts its tail downward while spinning, damaging opponents multiple times before launching them.
  • Down Crash: Squirtle withdraws into its shell and performs a stall-then-fall move. The attack can meteor smash opponents, and if it hits, Squirtle gains a boost in upward momentum.

  • Grab: Squirtle reaches out to grab the opponent.
  • Pummel: Squirtle headbutts the opponent.
  • Forward Throw: Squirtle kicks the opponent away.
  • Back Throw: Squirtle turn around and flings the opponent backward.
  • Up Throw: Squirtle hoists the opponent upward with both hands, then enters its shell and jumps upward to damage them.
  • Down Throw: Squirtle pins the opponent on the ground, then enters its shell and slams on them.

  • Neutral Special - Water Gun: Squirtle shoots a jet of water out of its mouth, pushing opponents back but not damaging them. If the special button is held, the move will charge, allowing the water to push opponents farther and cover more range.
    • Custom 1 - Scald: The water Squirtle shoots damages opponents rather than pushing them. The move takes longer to fully charge.
    • Custom 2 - Bubble: Squirtle shoots bubbles out of its mouth instead of water. These will trip opponents rather than damage them. The move cannot be charged.
    • Custom 3 - Glaciate: Squirtle breathes cold air instead of water. Instead of pushing opponents, the cold breath gradually damage opponents caught in it, and has a small chance of freezing them. Charging the move increases the likelihood of freezing opponents.
  • Side Special - Withdraw: Squirtle enters its shell and spins as it moves across the ground. While moving, directional inputs can be used to change its direction. It also won't travel off ledges unless the direction on the control stick is held. After a while, or if the special button is pressed again, Squirtle exits its shell. The move grants Squirtle invincibility throughout the entire duration.
    • Custom 1 - Defense Curl: Squirtle travels slower, but deals more damage.
    • Custom 2 - Protect: Squirtle cannot travel as far nor deal as much damage, but once the move is finished, Squirtle will have its damage and knockback resistance boosted by 20% for 10 seconds, though this time will decrease if the move is used in succession. The move has a 20 second cooldown total.
    • Custom 3 - Rapid Spin: Squirtle spins slightly forward in its shell, damaging opponents multiple times before launching them. It cannot be controlled while in its shell and does not have invincibility.
  • Up Special - Waterfall: Squirtle rides a jet of water as it rises upward, falling into a helpless state afterwards. The water damages opponents multiple times before launching them.
    • Custom 1 - Dive: Squirtle leaps upward before falling into a helpless state. It covers more distance, but does not damage opponents.
    • Custom 2 - Surf: Squirtle gains less vertical distance in exchange for more horizontal distance. If used on the ground, Squirtle doesn't rise at all, and instead surfs on water along the ground.
    • Custom 3 - Water Spout: Squirtle creates a geyser of water below itself that pushes it upward. This geyser launches opponents instead of damaging them multiple times.
  • Down Special - Aqua Jet: Squirtle slams its hands on the ground, causing a jet of water to fall down in front of itself. If used in midair, Squirtle faces downward and shoots the jet of water from its mouth. The water deals more damage depending on how close the opponent is to Squirtle, and can meteor smash aerial opponents.
    • Custom 1 - Water Pledge: The attack deals more damage, but has more startup and endlag, and cannot meteor smash opponents.
    • Custom 2 - Hydro Cannon: The water damages opponents multiple times before launching them. The attack covers more range as well, but also cannot meteor smash opponents.
    • Custom 3 - Rain Dance: Instead of attacking with a jet of water, Squirtle causes a large area above and below itself to be affected by rain. The attack gradually damages opponents in the rain, but doesn't make them flinch.
  • Final Smash - Triple Finish: Pokémon Trainer summons her other two Pokémon. Together, Squirtle, Ivysaur, and Charizard use Hydro Pump, Solar Beam, and Fire Blast respectively to fire a combined beam of energy forward that damages opponents multiple times before launching them. As the three are using the move, a text box also appears at the bottom of the screen, where the Pokémon Trainer says "Let's go, Triple Finish! It's super effective!" After this, Ivysaur and Charizard are called back into their Poké Balls.
  • Charged State - Aqua Ring: Squirtle surrounds itself in a ring of water, causing it to glow a blue aura. In this state, Squirtle can deal more damage and knockback, and its water attacks have a lot more range. It can also jump higher and has faster mobility overall.

Ivysaur's Moveset

  • Neutral Attack: Ivysaur whips twice with its vines, followed by a flurry of whips, finishing with a dual whip.
  • Forward Tilt: Ivysaur leans forward while spinning its leaves like helicopter blades, damaging opponents multiple times before launching them.
  • Forward Smash: Ivysaur plants its vines on the ground and uses them to launch its body forward.
  • Up Tilt: Ivysaur whips upward with its vine.
  • Up Smash: Ivysaur spews spores from its bulb. Opponents hit by the attack will have a flower grow on their heads.
  • Down Tilt: Ivysaur whips one of its vines across the ground.
  • Down Smash: Ivysaur spins around while swinging its vines across the ground.
  • Dash Attack: Ivysaur headbutts while leaping forward.
  • Shield Counter: Ivysaur whips one of its vines forward.

  • Neutral Aerial: Ivysaur spins while facing diagonally downward.
  • Forward Aerial: Ivysaur whips two vines forward.
  • Forward Crash: Ivysaur whips a vine forward three times in rapid succession.
  • Back Aerial: Ivysaur whips two vines backward.
  • Back Crash: Ivysaur whips a vine backward three times in rapid succession.
  • Up Aerial: Ivysaur whips a vine upward.
  • Up Crash: Ivysaur spews spores spores from its bulb. Opponents hit by the attack will have a flower grow on their heads.
  • Down Aerial: Ivysaur whips a vine downward.
  • Down Crash: Ivysaur turns upside down and spews spores from its bulb. Opponents hit by the attack will have a flower grow on their heads.

  • Grab: Ivysaur reaches out with its vines to grab the opponent.
  • Pummel: Ivysaur squeezes the opponent with its vines.
  • Forward Throw: Ivysaur flings the opponent forward.
  • Back Throw: Ivysaur flings the opponent backward.
  • Up Throw: Ivysaur heaves the opponent above itself as it spews spores from its bulb onto them. This causes the opponent to grow a flower on their head.
  • Down Throw: Ivysaur slams the opponent into the ground.

  • Neutral Special - Bullet Seed: Ivysaur shoots seeds out of its bulb in rapid succession, damaging opponents multiple times. It can continue shooting seeds if the special button is held. While shooting, directional inputs can be used to angle the seeds left and right to cover more distance.
    • Custom 1 - Seed Bomb: Ivysaur shoots a large seed out of its bulb that travels upward, then falls to the ground and explodes on impact.
    • Custom 2 - Worry Seed: Ivysaur shoots seeds that can only be fired upward. However, they cause the opponent to grow a mushroom on their heads.
    • Custom 3 - Leech Seed: Ivysaur shoots an array of seeds forward. This causes a sprout to grow on the opponent's head, which will gradually damage them. This will also heal Ivysaur.
  • Side Special - Razor Leaf: Ivysaur throws a leaf with its vine. The leaf flies forward, damaging opponents multiple times before launching them. Directional inputs can be used to alter the leaf's trajectory.
    • Custom 1 - Dual Razor Leaf: Ivysaur throws two leaves instead of one. However, they travel less distance and deal less damage.
    • Custom 2 - Heavy Razor Leaf: The leaf is larger and travels farther. It only damages opponents once.
    • Custom 3 - Gusty Razor Leaf: The leaf is weaker and travels slower. However, when Ivysaur throws it, it creates a windbox that pushes opponents backward.
  • Up Special - Vine Whip: Ivysaur leaps into the air and whips a vine diagonally-upwards, damaging opponents it hits and falling into a helpless state. If the vine hits a ledge, it will latch onto it like a tether grab.
    • Custom 1 - Long Vine: The vine is longer and covers more distance, but Ivysaur doesn't jump beforehand.
    • Custom 2 - Poison Vine: The vine covers less distance and deals less damage. However, if opponents hit the tip of the vine, a flower will grow on their heads.
    • Custom 3 - High Jump: Instead of using a vine, Ivysaur leaps upward a great distance before falling into a semi-helpless state.
  • Down Special - Synthesis / Solar Beam: Ivysaur will begin taking in sunlight, healing its health by 2% every two seconds. It can hold this state by holding the special button, and it can be cancelled into any action. If it replenishes 40% damage with the move, it can use Solar Beam, indicated by its bulb glowing white. When used, Ivysaur stands on its front legs to aim its bulb forward before firing a beam of solar energy, dealing heavy damage and knockback. Once this is done, it must replenish more damage with Synthesis to use Solar Beam again.
    • Custom 1 - Fast Synthesis: Ivysaur only needs to replenish 25% as opposed to 40%, but Solar Beam is weaker.
    • Custom 2 - Focused Synthesis: Ivysaur needs to replenish 50% damage as opposed to 40%, and it replenishes 2% every three seconds as opposed to every two. However, Solar Beam is much stronger and is essentially a one-hit KO.
    • Custom 3 - Effective Synthesis: Ivysaur cannot use Solar Beam, but it will recover 4% damage every two seconds as opposed to 2%. However, it cannot cancel the move into other attacks.
  • Final Smash - Triple Finish: Pokémon Trainer summons her other two Pokémon. Together, Squirtle, Ivysaur, and Charizard use Hydro Pump, Solar Beam, and Fire Blast respectively to fire a combined beam of energy forward that damages opponents multiple times before launching them. As the three are using the move, a text box also appears at the bottom of the screen, where the Pokémon Trainer says "Let's go, Triple Finish! It's super effective!" After this, Squirtle and Charizard are called back into their Poké Balls.
  • Charged State - Toxic: Ivysaur's bulb blooms into a flower, covering itself in purple aura. In this state, many of its attacks can cause a flower or mushroom to grow on opponents' heads. It can also jump higher and run faster.

Charizard's Moveset

  • Neutral Attack: Charizard slashes its claws twice before following with swinging one of its wings.
  • Forward Tilt: Charizard swings its tail forward to damage opponents with its flame.
  • Forward Smash: Charizard rears back and throws a lunging headbutt.
  • Up Tilt: Charizard thrusts its wings upward.
  • Up Smash: Charizard swings its wings upward twice.
  • Down Tilt: Charizard throws a battering ram.
  • Down Smash: Charizard stomps the ground, causing an earthquake that damages all opponents near him. The stomp itself can bury opponents. If fully-charged, the earthquake becomes stage-wide, and causes all grounded opponents to trip.
  • Dash Attack: Charizard throws a front kick.
  • Shield Counter: Charizard swings its tail forward to damage opponents with its flame.

  • Neutral Aerial: Charizard performs a somersault to damage opponents with its tail's flame.
  • Forward Aerial: Charizard slashes its claws downward.
  • Forward Crash: Charizard expels flames from its mouth that travel a short distance, damaging opponents multiple times before launching them.
  • Back Aerial: Charizard swings its tail backward to damage opponents with its flame.
  • Back Crash: Charizard turns around and swings one of its wings backward.
  • Up Aerial: Charizard throws an upward headbutt.
  • Up Crash: Charizard swings one of its wings above itself.
  • Down Aerial: Charizard stomps downward with one foot. The move can meteor smash opponents.
  • Down Crash: Charizard performs a stall-then-fall move where he rushes downward headfirst. He causes an explosion when he lands on the ground or an opponent.

  • Grab: Charizard reaches out to grab the opponent.
  • Pummel: Charizard bites the opponent.
  • Forward Throw: Charizard sways its head with the opponent in tow before flinging them forward.
  • Back Throw: Charizard flings the opponent backward.
  • Up Throw: Charizard flies above the upper blast zone with the opponent in tow, then dive-bombs them into the ground, causing an explosion when they land.
  • Down Throw: Charizard pins the opponent on the ground with its foot as it breathes fire on them.

  • Neutral Special - Flamethrower: Charizard expels a stream of flames from its mouth, damaging opponents multiple times. It can continue breathing fire if the special button is held, but the stream will gradually get smaller and weaker. The move will recharge when not in use. While breathing fire, Charizard can angle the stream upward or downward with directional inputs.
    • Custom 1 - Fire Fang: The stream of flames has a shorter range and cannot be angled up or down, but the opponents suffer more hits. Releasing the special button finishes the move with an explosion, launching opponents in the blast radius.
    • Custom 2 - Blue Flare: Charizard expels blue flames instead of red flames. These flames cover more range, but get weaker faster and take longer to recharge.
    • Custom 3 - Bursting Flame: Charizard expels a lone fireball instead of a stream of flames. The fireball travels forward at a quick speed before exploding on impact, damaging opponents in the blast radius.
  • Side Special - Flare Blitz: Charizard ignites itself in flames and performs a corkscrew tackle. Using directional inputs, it can also travel in an diagonally-upward or downward angle. If it hits an opponent or a wall, it causes an explosion and bounces backward a bit. If it hits an opponent, Charizard will suffer 10% recoil damage.
    • Custom 1 - Blast Burn: Charizard deals more damage, but travels less distance, travels slower, and suffers 15% recoil damage if it hits an opponent as opposed to 10%.
    • Custom 2 - Dragon Rush: Charizard performs a corkscrew tackle without igniting itself in flames. It damages opponents multiple times before launching them. The move also deals no recoil damage to Charizard.
    • Custom 3 - Flame Charge: Charizard travels faster and farther, but deals less damage.
  • Up Special - Fire Spin: Charizard flies upward while cloaked in flames, corkscrewing, before falling into a helpless state. It damages opponents multiple times before launching them.
    • Custom 1 - Whirlwind: Charizard covers less distance and deals less damage. However, it creates a whirlwind as it rises, creating vacuumboxes that pull opponents into the attack. It also does not ignite itself in flames before the attack.
    • Custom 2 - Fly: Charizard travels much higher, but can only move straight upward. It also does not damage opponents as it rises.
    • Custom 3 - Fire Pledge: Rather than rising upward while covered in flames, Charizard surrounds itself in a massive pillar of fire as it flies upward. The flames cover more range and deal more damage, but Charizard cannot fly as high.
  • Down Special - Inferno: Charizard spits a large fireball from its mouth that travels in an arc. It damages opponents multiple times, and on contact with the ground, it will explode, damaging opponents in the blast radius and splitting into three smaller fireballs that stay on the ground. If opponents touch them, they will explode. Otherwise, they disappear after a short while.
    • Custom 1 - Searing Shot: Charizard spits a smaller fireball that travels in a shorter, longer arc. It explodes on impact and does not split into smaller balls.
    • Custom 2 - Eruption: Charizard spits a much larger fireball that travels less distance but deals more damage, as well as having a larger blast radius. There is noticeable startup lag.
    • Custom 3 - Heat Wave: Instead of spitting a fireball, Charizard expels hot breath forward. The move covers a wide range, and deals heavy damage to opponents, but does not make them flinch. There is a lot of startup and endlag.
  • Final Smash - Triple Finish: Pokémon Trainer summons her other two Pokémon. Together, Squirtle, Ivysaur, and Charizard use Hydro Pump, Solar Beam, and Fire Blast respectively to fire a combined beam of energy forward that damages opponents multiple times before launching them. As the three are using the move, a text box also appears at the bottom of the screen, where the Pokémon Trainer says "Let's go, Triple Finish! It's super effective!" After this, Squirtle and Ivysaur are called back into their Poké Balls.
  • Charged State - Mega Charizard X: Charizard Mega Evolves into Mega Charizard X. In this state, it is much faster and stronger. It also has access to 10 midair jumps as opposed to five. Most of its fire attacks are also blue colored, and deal more damage and knockback.

Greninja
Pokémon X and Pokémon Y (2013)
Greninja SSBUltimate
Greninja (ゲッコウガ, Gekkouga) is a Water / Dark dual-type Ninja Pokémon introduced in Generation VI. It evolves from Frogaider and is the final form of Froakie, as well as being on one of the Kalos starter Pokémon. It moves with the swiftness and grace of a ninja, and attacks its opponents by throwing shurikens made of water. These shurikens are strong enough to sheer through metal.

Like a ninja, Greninja is a fast fighter with great ground mobility. Even though it has fast falling speed, it still has a good, flexible recovery courtesy of Hydro Pump and having among the highest jump height in the game. It also boasts an impressive combo game, with really quick frame data that can trap opponents in strings of attacks to rack up damage. Its down special Mat Block is very useful for this.

Greninja's moveset consist of quick strikes and kicks, many of which are enhanced by water. Its smash and crash attacks also involve it creating katanas made of water to strike opponents.
SSB Pokémon Series GreninjaHeadSSBU SSB4 Icon
Greninja's Moveset

  • Neutral Attack: Greninja throws two alternating palm strikes followed by a double pal strike that emits a blast of water. If the attack button is tapped repeatedly, it follows with a flurry of knifehand strikes that damage opponents multiple times before launching them with an upward knifehand strike that emits a blast of water.
  • Forward Tilt: Greninja throws a hook kick.
  • Forward Smash: Greninja creates a katana made out of water and slashes it forward.
  • Up Tilt: Greninja bobs its head to strike upward with its tongue.
  • Up Smash: Greninja creates two katanas made out of water and slashes them upward in an outward motion.
  • Down Tilt: Greninja throws a shin kick. The move can trip opponents.
  • Down Smash: Greninja creates a katana made of water and slashes it at the ground in front of itself them behind itself.
  • Dash Attack: Greninja throws a legsweep.
  • Shield Counter: Greninja disappears, leaving behind a log or a Substitute before reappearing behind the opponent and kicking them.

  • Neutral Aerial: Greninja emits a burst of water around itself.
  • Forward Aerial: Greninja throws five roundhouse kicks.
  • Forward Crash: Greninja creates a katana made of water and slashes it outward.
  • Back Aerial: Greninja throws a dropkick.
  • Back Crash: Greninja creates a katana made of water and turns around, slashing it inward then outward.
  • Up Aerial: Greninja throws an upward corkscrew kick, damaging opponents multiple times before launching them.
  • Up Crash: Greninja creates a katana made of water and slashes it upward in an overarching motion.
  • Down Aerial: Greninja performs a stall-then-fall stomp. If it lands on an opponent, it gains a massive boost in upward momentum.
  • Down Crash: Greninja creates a katana made of water and slashes it downward. The move can meteor smash opponnets.

  • Grab: Greninja creates a whirlpool to grab the opponnet.
  • Pummel: Greninja squeezes the opponent with the whrilpool.
  • Forward Throw: Greninja shoves the opponent forward.
  • Back Throw: Greninja flings the opponent backward.
  • Up Throw: Greninja heaves the opponent upward.
  • Down Throw: Greninja slams the opponent into the ground.

  • Neutral Special - Water Shuriken: Greninja creates a shuriken made of water and throws it forward, damaging opponents. If the special button is held, the move will charge, causing the shuriken to grow bigger. At full charge, the shuriken travels slower, but damages opponents multiple times before launching them.
    • Custom 1 - Piercing Shuriken: At full charge, the shuriken will ignore opponents' shields. However, it deals less damage.
    • Custom 2 - Shifting Shuriken: The shuriken cannot be charged, but it will home in tightly on opponents.
    • Custom 3 - Shuriken Splash: The shuriken travels slower, but at the end of its path it will burst in an explosion of water, dealing heavy damage and knockback.
  • Side Special - Shadow Sneak: Greninja prepares to teleport to a moving shadow. The shadow can continue moving forward if the special button is held; while this is happening, Greninja cannot attack, but it can move around and jump. When the special button is released, Greninja disappears and reappears to where the shadow is, attacking nearby opponents with a backflip kick.
    • Custom 1 - Shadow Strike: Greninja deals more damage and knockback, but the shadow move slower and it takes longer to reappear.
    • Custom 2 - Shadow Dash: Greninja teleports a fixed distance. The move is faster, but deals less damage.
    • Custom 3 - Shadow Break: The shadow cannot move as far, but Greninja deals much more shield damage.
  • Up Special - Hydro Pump: Greninja shoots two streams of water from its hands to propel itself upward, falling into a helpless state afterwards. With directional inputs, it can also move in different directions. It doesn't damage opponents, but the water can push them away.
    • Custom 1 - Scalding Pump: The streams of water damage opponents rather than pushing them away.
    • Custom 2 - High-Capacity Pump: The streams make Greninja travel farther, though they are less controllable.
    • Custom 3 - Triple-Shot Hydro Pump: Greninja travels less distance overall, but it can shoot three jets of water to move in three different directions.
  • Down Special - Mat Block: Greninja presses its foot down on a mat block, launching the other side upward. Opponents hit by the move will suffer set kmockback, travelling at different trajectories depending on where they were. Opponents closer to Greninja are launched upward, while opponents farther from Greninja are launched farther away.
    • Custom 1 - Power Mat Block: The mat block deals more damage, but loses its set knockback.
    • Custom 2 - Splash: Greninja stomps on the ground, creating a splash. The move will lightly damage opponents can cause them to trip.
    • Custom 3 - Big Mat Block: The may block is longer, making it easier to hit, but opponents farther away from Greninja are harder to hit.
  • Final Smash - Shuriken Storm: Greninja evolves into Ash-Greninja, and begins throwing a flurry of shurikens made of water forward at varying angles, damaging opponents. It finishes the attack by launching a powerful shuriken that launches them.
  • Charged State - Ash-Greninja: Greninja evolves into Ash-Greninja. In this state, its water attacks are more damaging and cover more range. It can also jump higher and move faster.

Incineroar
Pokémon Sun and Pokémon Moon (2016)
Incineroar SSBUltimate
Incineroar (ガオガエン, Gaogaen) is a Fire / Dark dual-type Heel Pokémon introduced in Generation VII. It evolves from Torracat and is the final form of Litten, as well as being on one of the Alolan starter Pokémon. Incineroar has a muscular build, and a belt of fire that it can produce flames from. It is a violent Pokémon that will use underhanded tactics to win a battle. It may also attack the trainers of an opponent, and may not listen to a trainer's orders if it doesn't want to.

Incineroar, being a heavyweight character, is difficult to knock away, and can deal heavy damage with its attacks. Though it lacks any projectiles, it has decent range, giving it a very offensive-based playstyle. Incineroar's throws are extremely potent and a vital part to its moveset, with each of them either being combo starters or KO moves. This, however, means that it must get close to opponents to damage them. Incineroar also has a rather lackluster recovery despite its decent jump height, and is among the slowest characters in the game.

Much of Incineroar's moveset is based off of pro-wrestling moves, with fire attacks sprinkled in. Uniquely, after performing certain attacks, Incineroar will either taunt or express frustration depending on if they hit opponents or not. However, these can be cancelled by performing any action.
SSB Pokémon Series IncineroarHeadSSBU SSBUltimate Icon
Incineroar's Moveset

  • Neutral Attack: Incineroar throws a chop followed by a spinning backhanded punch. If the attack button is held, it will expel flames from its belt that damage opponents multiple times, finishing with a burst of flames.
  • Forward Tilt: Incineroar throws a chop.
  • Forward Smash: Incineroar throws a standing dropkick.
  • Up Tilt: Incineroar throws an upward headbutt.
  • Up Smash: Incineroar throws a double-hand axle upward.
  • Down Tilt: Incineroar throws a sweep kick.
  • Down Smash: Incineroar performs a splash.
  • Dash Attack: Incineroar throws a knee strike.
  • Shield Counter: Incineroar grabs the opponent. In this state, it can either fling the opponent forward or spin around and throw them backward depending on directional inputs.

  • Neutral Aerial: Incineroar spins around with its arms outstretched, damaging opponents multiple times before launching them.
  • Forward Aerial: Incineroar throws a dropkick.
  • Forward Crash: Incineroar shoots a burst of flame from its belt.
  • Back Aerial: Incineroar throws a back kick.
  • Back Crash: Incineroar turns around and throws a chop.
  • Up Aerial: Incineroar throws a bicycle kick.
  • Up Crash: Incineroar throws an upward headbutt.
  • Down Aerial: Incineroar stomps downward. The move can meteor smash opponents.
  • Down Crash: Incineroar performs a splash.

  • Grab: Incineroar reaches out to grab the opponent.
  • Pummel: Incineroar headbutts the opponent.
  • Forward Throw: Incineroar performs a giant swing, throwing the opponent forward.
  • Back Throw: Incineroar performs a German suplex, throwing the opponent backward.
  • Up Throw: Incineroar performs an Argentine backbreaker.
  • Down Throw: Incineroar performs a chokeslam.

  • Neutral Special - Darkest Lariat: Incineroar spins around with its arms outstretched, damaging opponents that hit it. While spinning, it can move back and forth. The attack grants Incineroar super armor and ignores shields.
    • Custom 1 - Rising Lariat: Incineroar damages opponents multiple times while spinning. If the special button is repeatedly pressed, Incineroar will rise into the air. It does not grant super armor.
    • Custom 2 - Fire Spin: The move does not grant super armor, and Incineroar cannot move while spinning, but it will deal more damage. The move also has added fire effects.
    • Custom 3 - Sliding Lariat: Incineroar moves quickly across the ground while spinning. The move deals less damage and does not ignore opponents' shields.
  • Side Special - Alolan Whip: Incineroar grabs the opponent. A set of boxing ring ropes appear behind it as it spins and throws the opponent at them. The opponent bounces off of the ropes and runs back at Incineroar. If the special button is pressed again, it will perform different attacks depending on when. If pressed at the right time, Incineroar will perform a lariat, dealing heavy damage and knockback. If pressed earlier, it will throw a chop, causing the opponent to trip. If pressed later, it grabs the opponent and performs a German suplex, which can set up for combos. If the special button is not pressed at all, the opponent runs into Incineroar and deals 5% recoil damage.
    • Custom 1 - Reverse Alolan Whip: The boxing ring ropes appear in front of Incineraor instead of behind hit. As such, it will launch the opponent backward.
    • Custom 2 - Far Alolan Whip: The boxing ring ropes appear farther from Incineroar. This makes timing on its different attacks easier, but they all deal less damage.
    • Custom 3 - Bouncy Ropes: Incineraor's attacks deal much less damage and knockback, and opponents can react out of being thrown. However, the rope rings will remain on stage for a short time or until the move is used again. These can be used to bounce high upward.
  • Up Special - Cross Chop: Incineroar leaps upward, damaging opponents. It them rushes at a downward angle while covered in flames, causing an explosion upon landing and dealing more damage.
    • Custom 1 - Cross Chop Blast: Incineroar doesn't cause an explosion upon landing, but rather when it hits opponents while dashing downward. When this happens, it bounces off of the opponent and can use the move again. The first attack does not combo into the second, and it deals less damage.
    • Custom 2 - Angled Cross Chop: Incineroar does not rise as high, but it can dash in any direction via directional inputs.
    • Custom 3 - Lateral Cross Chop: Instead of rising straight upward and dashing at a downward angle, Incineroar rises in an upward angle and dashes straight downward.
  • Down Special - Revenge: Incineroar ignites itself in flames for a short time. If it is attacked in this state, it pushes the opponent away and begins glowing red. In this state, its next attack will be 3x stronger in damage and knockback, and has an added fire effect. The strength of the attack will gradually decrease after consecutive uses.
    • Custom 1 - Raging Revenge: The counter window is shorter, but Incineroar's next attack deals more damage at the cost of more endlag.
    • Custom 2 - Easy Revenge: The counter window is longer, but Incineroar's next attack deals less damage.
    • Custom 3 - Dark Revenge: Instead of empowering its next attack, the move will boost Incineroar's stats for 10 seconds. After this, its stats will be lower than normal for five seconds, and five more seconds must pass before Incineroar can use the move again.
  • Final Smash - Max Malicious Moonsault: Incineroar dashes forward to grab an opponent. If successful, they are locked in a cinematic where Incineroar throws them in the ropes of a boxing ring as they rebound back at it as it counters with an uppercut, sending them in the air. It then leaps in the air and attacks with a high kick and another uppercut before dashing above them and slamming them into the middle of the ring, causing an explosion. This sends them back to the stage and launches them.
  • Charged State - Rage: Incineroar ignites itself in flames after roaring. In this state, many of its attacks are empowered with fire, and it also runs faster and jumps higher.

Pheromosa
Pokémon Sun and Pokémon Moon (2016)
795Pheromosa
Pheromosa (フェローチェ, Pheroache) is a Bug / Fighting dual-type Lissome Pokémon introduced in Generation VII. It is one of the Ultra Beasts and is known by the code name UB-02 Beauty. It is not known to evolve into or from any other Pokémon. Its lithe, elegant body allows it to twitch its limbs at an incredible speed of 120 mph. It displays reluctance to touch anything, as if it finds the Pokémon world unclean.

In terms of stats, Pheromosa is a tall, yet lightweight fighter. In fact, it is one of the lightest characters in the game, and can be launched easily because of it. To compensate, it has very fast ground and aerial mobility, and has equally as fast frame data, allowing it to beat opponents to the punch. It has a unique mechanic based on its Beast Boost ability in the Pokémon games; every time it manages to KO an opponent, its stats and attack power will increase by 1.3x. Its defensive capabilities will also increase by 1.2x, but only after the first KO. It can continue boosting its power as it KOs opponents, but if Pheromosa gets KO'ed, all of these boosts will be lost, and it will return to its original state.

Pheromosa's moveset is based on its lightning-quick reflexes. While they don't deal a lot of damage, they have little to no startup and endlag, making them good for combos. The majority of its moveset consists of kicks, offering it decent range as well thanks to its long limbs.
SSB Pokémon Series Pheromosa Stock Icon SSBCharged Icon
Pheromosa's Moveset

  • Neutral Attack: Pheromosa throws a side kick followed by an axe kick. The second attack can meteor smash opponents.
  • Forward Tilt: Pheromosa throws a 180 kick from low to high.
  • Forward Smash: Pheromosa throws a roundhouse kick, followed by a side kick.
  • Up Tilt: Pheromosa throws a scorpion kick.
  • Up Smash: Pheromosa performs a back flip to kick upward.
  • Down Tilt: Pheromosa throws a shin kick.
  • Down Smash: Pheromosa performs a split kick.
  • Dash Attack: Pheromosa leaps forward with a knee smash.
  • Shield Counter: Pheromosa throws a spinning kick.

  • Neutral Aerial: Pheromosa throws a sex kick.
  • Forward Aerial: Pheromosa throws a dropkick.
  • Forward Crash: Pheromosa throws a spinning kick.
  • Back Aerial: Pheromosa throws a back kick.
  • Back Crash: Pheromosa throws a dropkick.
  • Up Aerial: Pheromosa turns upside down and performs a corkscrew spin, damaging opponents multiple times before launching them.
  • Up Crash: Pheromosa performs a back flip to kick upwards.
  • Down Aerial: Pheromosa performs a stall-then-fall axe kick. The move can meteor smash opponent.
  • Down Crash: Pheromosa throws a stomp downward. The move can meteor smash opponent.

  • Grab: Pheromosa reaches out to grab the opponent.
  • Pummel: Pheromosa knee smashes the opponent.
  • Forward Throw: Pheromosa kicks the opponent away.
  • Back Throw: Pheromosa performs a Judo throw.
  • Up Throw: Pheromosa kicks the opponent upward.
  • Down Throw: Pheromosa throws the opponent onto the ground and throws an axe kick.

  • Neutral Special - Double Kick: Pheromosa throws a roundhouse kick. If it connects, it can perform another, stronger kick if the special button is pressed again. After the first kick, the opponent is stunned for a short time, allowing it to follow up with other moves.
    • Custom 1 - Automatic Double Kick: Pheromosa kicks twice automatically, instead of needing to depend on button inputs. This makes attacking with the second kick easier but it cannot be cancelled into other moves.
    • Custom 2 - Shocking Kick: Pheromosa can only kick once, and deals less damage. The move inflicts paralysis on opponents though, and leaves them stunned for longer.
    • Custom 3 - Triple Kick: Instead of kicking once when the special button is pressed again, Pheromosa kicks twice. This deals more damage, but less knockback.
  • Side Special - Lunge: Pheromosa dashes forward at warp speed. If the move is used in midair, it falls into a helpless state afterwards. Uniquely, the move changes depending on how many opponents it KO'ed. Initially, the move deals light damage to opponents. After KOing an opponent once, Pheromosa travels farther, and opponents that hit it at the end of the dash will be meteor smashed. After KOing opponents twice, and after each subsequent KO, the move deals more damage, allows Pheromosa to travel farther, and it can end with a jumping kick at the end of the move to deal more damage and gain vertical height.
    • Custom 1 - Slow Lunge: Pheromosa travel slower, but damages opponents multiple times before launching them.
    • Custom 2 - Slip Lunge: Pheromosa deals less damage, but opponents it hits while on the ground will slip, leaving them vulnerable.
    • Custom 3 - Lunge Kick: Lunge will not change depending on how many KO's Pheromosa has scored. Instead, it can use the strongest version by default. Albeit, it is weaker and it travels less distance.
  • Up Special - High Jump Kick: Pheromosa leaps upward at a diagonal angle. If the special button is pressed again, it will perform a stall-then-fall kick that covers itself in flames as it falls downward, meteor smashing opponents it hits. If it does not hit an opponent however, it will suffer 8% recoil damage.
    • Custom 1 - High Jump: Pheromosa leaps much higher, but it cannot kick downward.
    • Custom 2 - Quick Jump Kick: The kick deals less damage and Pheromosa doesn't jump as high, but it travels much faster. The kick is automatic.
    • Custom 3 - Safe Kick: The kick deals much less damage and cannot meteor smash opponents, but Pheromosa will not take recoil damage if it misses.
  • Down Special - Feint: Pheromosa jumps backward, gaining invincibility frames. If the special button is pressed again, it can throw a flying kick that damages opponents. Otherwise, the jump can be cancelled into its aerial moves.
    • Custom 1 - Feint Escape: Pheromosa jumps a greater distance backward.
    • Custom 2 - Front Feint: Pheromosa jumps forward instead of backward.
    • Custom 3 - Feint Bounce: The move cannot be cancelled into its aerial moves. However, if it lands on an opponent, it can bury or meteor smash them before bouncing off of them depending on if they are grounded or not.
  • Final Smash - Ultra Space: Pheromosa opens up an Ultra Wormhole that sucks in opponents. If an opponent is sucked in, they are sent to Ultra Space where they are heavily damaged by energy beams. They are then sent back to the stage as the Ultra Wormhole explodes, dealing heavy damage and knockback.
  • Charged State - Ultra Beast Boost: Pheromosa begins glowing a yellow aura. In this state, it becomes as strong as if it had KO'ed 10 opponents in a row, significantly boosting its mobility, attack power, and jump height. It also has more launch resistance in this state.

Ness
EarthBound (1994)
Ness SSBUltimate
Ness (ネス, Ness) is the main protagonist of the EarthBound, the second game in the MOTHER series of RPGs. he is helpful, cheerful, and courageous, living in Onett. He has the strange ability to utilize PSI moves, granting him strong psychic powers. One night, he wakes up from a meteor crash and investigates it. Here, he finds an alien named Buzz Buzz, who says Ness is the one destined to save the world. To accomplish this, he must collect the Eight Melodies and string them together.

Ness is an unusual blend of character archetypes. He is a middleweight with powerful and ranged attacks, as well as a decent recovery. He also has high jump height and slow falling speed. His aerial moves are quite versatile, allowing him to space, combo, and KO opponents reliably. Ness' grab game is also really potent, having some of the strongest throws of the roster. He also possesses several projectiles that can deal heavy damage to opponents. However, he suffers from poor mobility.

Ness' moveset mostly consists of PSI moves, damaging opponents and granting him some range. However, he can also use his baseball bat and yo-yo for his smash and crash attacks. Though his moveset is a mixed bag, mastery of each of his moves is necessary for using him effectively.
SSB EarthBound Series NessHeadSSBU SSB64 Icon
Ness' Moveset

  • Neutral Attack: Ness throws a one-two punch combo followed by a kick.
  • Forward Tilt: Ness throws a roundhouse kick empowered by PSI.
  • Forward Smash: Ness takes out his baseball bat and swings it forward. If used properly, it can reflect projectiles.
  • Up Tilt: Ness pushes upward with both hands while producing PSI sparks.
  • Up Smash: Ness sends his yo-yo in an "around the world" motion. Uniquely, while charging, his yo-yo spins and can damage opponents.
  • Down Tilt: Ness throws a shin kick.
  • Down Smash: Ness sends his yo-yo backward and performs a "walk the cat" motion with it. Uniquely, while charging, the yo-yo spins and can damage opponents.
  • Dash Attack: Ness sends three PSI sparks in front of himself while thrusting his hands forward.
  • Shield Counter: Ness creates a burst of PSI magic around himself.

  • Neutral Aerial: Ness spins diagonally in the air with his arms outstretched, producing PSI sparks around himself.
  • Forward Aerial: Ness holds his palm outward, producing PSI sparks that damage opponents multiple times before launching them.
  • Forward Crash: Ness performs a front flip while swinging his yo-yo downward, damaging opponents multiple times before launching them.
  • Back Aerial: Ness throws a dropkick empowered by PSI.
  • Back Crash: Ness turns around and swings his yo-yo backward.
  • Up Aerial: Ness throws an upward headbutt.
  • Up Crash: Ness send shis yo-yo straight upward before reeling it back in.
  • Down Aerial: Ness stomps downward. The move can meteor smash opponents.
  • Down Crash: Ness sends his yo-yo straight downward before reeling it back in.

  • Grab: Ness reaches out with both hands to grab the opponent.
  • Pummel: Ness headbutts the opponent.
  • Forward Throw: Ness psychokinetically spins the opponent in a circle in front of himself before flinging them forward.
  • Back Throw: Ness psychokinetically swings the opponent over his head before flinging them backward.
  • Up Throw: Ness psychokinetically spins the opponent around himself before flinging them upward.
  • Down Throw: Ness throws the opponent on the ground and scorches them with PK Fire.

  • Neutral Special - PK Flash: A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Ness is left vulnerable while charging.
    • Custom 1 - PK Flash Finder: The projectile targets the nearest opponent as it is charging. Deals less damage.
    • Custom 2 - Safe PK Flash: Ness glows green while charging, gaining super armor. The projectile has less range and deals less damage.
    • Custom 3 - Extreme PK Flash: The projectile takes longer to charge, but the explosion covers more range and deals more damage.
  • Side Special - PK Fire: Ness fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or surface, at which point it explodes into a gradually-fading pillar of fire, damaging opponents multiple times. If used in midair, Ness fires the bolt diagonally downward.
    • Custom 1 - PK Bonfire: The bolt travels less distance, but the fire is larger and lasts longer, damaging opponents more.
    • Custom 2 - PK Fire Burst: The bolt explodes on impact, launching opponents instead of damaging them multiple times.
    • Custom 3 - PK Wildfire: The bolt creates pillars of flames along the ground as it travels, which gradually damage opponents that stand in it. If used in midair, the bolt will explode on impact, launching opponents in the blast radius.
  • Up Special - PK Thunder: Ness creates an orb of electricity that can be controlled with directional inputs. It can also pass through surfaces. It damages opponents it hits, making them paralyzed. Hitting Ness allows him to use PK Thunder 2, where he launches in the opposite direction he was hit in, damaging opponents he hits. If he hits an opponent, he can use the move again. Otherwise, he enters a helpless state.
    • Custom 1 - Lasting PK Thunder: The orb lasts longer and can pass through opponents. It is harder to control, however.
    • Custom 2 - Automatic PK Thunder: The orb travels in a set path around Ness and hitting him from behind, having him use PK Thunder 2 in a digaonally-upwards angle. He travels less distance, deals less damage, and cannot use it a second time regardless if he hits an opponent or not.
    • Custom 3 - Rolling PK Thunder: The orb is larger and deals more damage to opponents, but travels slower. Ness deals more damage while using PK Thunder 2, but travels less distance.
  • Down Special - PSI Magnet: Ness creates a purple PSI field around himself. He can hold the field up if the special button is held. In this state, projectiles that touch the field will be absorbed, healing Ness slightly.
    • Custom 1 - Damaging PSI Magnet: Instead of healing himself from projectiles, Ness damages opponents from inside the field.
    • Custom 2 - Mega PSI Magnet: The field is much larger, but Ness replenishes less damage from projectiles.
    • Custom 3 - Reflecting PSI Magnet: The field reflects projectiles instead of absorbing them.
  • Final Smash - PK Starstorm: Ness summons Paula and Poo, and together they use PK Starstorm, sending meteor-like projectiles onto the stage and damaging opponents they hit. After awhile, Paula and Poo disappear.
  • Charged State - Lifeup: Ness begins channeling PSI energy within himself, causing him to glow green aura. In this state, he attacks much faster and can launch opponents farther. His projectiles also travel more distance and he can jump higher. His falling speed is also slightly slower.

Captain Falcon
F-Zero (1991)
CaptainFalcon SSBUltimate
Captain Falcon (キャプテンファルコン, Captain Falcon), full name Douglas Jay Falcon, is the main character of the F-Zero racing series, and the mascot of the series. In races, his personal machine is the Blue Falcon, a balanced vehicle with stats suited to begginer racers. When not racing, he takes up bounty hunting.

Captain Falcon is one of the fastest characters in the game, boasting fast ground and air speed. This allows him to rush at opponents with ease. The power of his attacks is also equally strong, allowing him to KO as quickly as the heavyweight fighters. Key to his character is his impressive combo game, where he can combine speed and power to rack up damage on opponents and set up for a KO. However, he has trouble with recovery, and his fast falling speed and lead him to get comboed as well.

Captain Falcon's moveset from previous games is more or less retained. However, he has been given more options and tools that give his moveset some additional flare, as well as making him a more offensive fighter overall.
SSB F-Zero Series CaptainFalconHeadSSBU SSB64 Icon
Captain Falcon's Moveset

  • Neutral Attack: Captain Falcon throws two punches followed by a knee smash. If the attack button is tapped repeatedly, he instead follows with a flurry of punches, finishing with an uppercut.
  • Forward Tilt: Captain Falcon throws a roundhouse kick.
  • Forward Smash: Captain Falcon rears back and throws a fire-enhanced elbow strike.
  • Up Tilt: Captain Falcon throws an axe kick. The move can meteor smash opponents.
  • Up Smash: Captain Falcon performs a spinning double hop kick.
  • Down Tilt: Captain Falcon throws a sweep kick. The move can trip opponents.
  • Down Smash: Captain Falcon throws a kick forward then throws a kick backward.
  • Dash Attack: Captain Falcon throws an electrically-charged flying knee smash. The move has a sweetspot that deals heavy damage and knockback.
  • Shield Counter: Captain Falcon throws a fire-enhanced elbow strike.

  • Neutral Aerial: Captain Falcon throws two kicks forward.
  • Forward Aerial: Captain Falcon throws an electrically-charged knee smash. The move has a sweetspot that deals heavy damage and knockback.
  • Forward Crash: Captain Falcon throws a fire-enhanced haymaker. The move can meteor smash opponents.
  • Back Aerial: Captain Falcon throws a backhanded punch backward.
  • Back Crash: Captain Falcon throws a fire-enhanced back kick.
  • Up Aerial: Captain Falcon throws a bicycle kick.
  • Up Crash: Captain Falcon throws a fire-enhanced bicycle kick.
  • Down Aerial: Captain Falcon stomps downward. The move can meteor smash opponents.
  • Down Crash: Captain Falcon performs a stall-then-fall fire-enhanced stomp.

  • Grab: Captain Falcon reaches out to grab the opponent.
  • Pummel: Captain Falcon knee strikes the opponent.
  • Forward Throw: Captain Falcon punches the opponent, sending them forward.
  • Back Throw: Captain Falcon kicks the opponent backward.
  • Up Throw: Captain Falcon uppercuts the opponent upward.
  • Down Throw: Captain Falcon holds the opponent overhead before slamming them into the ground.

  • Neutral Special - Falcon Punch: Captain Falcon throws a fire-enhanced punch, with a falcon symbol appearing as he punches. If the special button is held, the move will charge, allowing it to deal more damage and knockback, as well as cover more range. While charging, he can turn around if the opposite direction on the control stick is held.
    • Custom 1 - Falcon Dash Punch: Captain Falcon dashes forward when he punches, with the distance increasing depending on how long the move is charged. It deals much less damage however.
    • Custom 2 - Stored Falcon Punch: The move takes longer to charge and deals less damage, but the charging can be cancelled by performing any other action, allowing the charge to be stored.
    • Custom 3 - Mighty Falcon Punch: Captain Falcon automatically charges the move fully. This gives it much more startup lag, though he has super armor while charging and the punch deals much more damage and knockback, as well as cover more range.
  • Side Special - Raptor Boost: Captain Falcon dashes forward. If the move is used in midair, he enters a semi-helpless state afterwards. If he hits an opponent while dashing, he will either uppercut them upward and meteor smash them with a haymaker depending on if the move is used on the ground or in midair. Alternatively, while dashing the move can be cancelled into any other attack.
    • Custom 1 - Heavy Raptor Boost: Captain Falcon dashes slower and cannot cancel the move, but deals more damage and has super armor.
    • Custom 2 - Wind-Up Raptor Boost: Captain Falcon goes backward a bit before dashing forward. The move has more startup lag, but he dashes faster and farther.
    • Custom 3 - Raptor Boost Rush: Captain Falcon dashes faster and farther, but doesn't attack opponents he runs into, and instead knocks them away as he is dashing. This deals less damage.
  • Up Special - Falcon Dive: Captain Falcon leaps upward before falling into a helpless state afterwards. If he hits an opponent while rising, he will grab onto them as an explosion happens, meteor smashing them. Captain Falcon leaps away and can use the move again.
    • Custom 1 - Rising Falcon Dive: Instead of grabbing opponents, Captain Falcon damages them multiple times before launching them as he rises.
    • Custom 2 - Falcon Strike: Captain Falcon travels higher, but will not grab opponents. Instead, he creates an explosion at the peak of his jump, damaging opponents in the blast radius.
    • Custom 3 - Explosive Falcon Dive: Captain Falcon has more startup lag and doesn't travel as high, but the explosion deals much more damage. It doesn't meteor smash opponents, but rather sends them upward.
  • Down Special - Falcon Kick: Captain Falcon bursts forward with a fire-enhanced kick. If the move is used in midair, he performs a stall-then-fall kick that travels in a diagonally-downward angle. He damages opponents he runs into, and the move can be cancelled into any other attack.
    • Custom 1 - Lightning Falcon Kick: Captain Falcon has more startup lag, but travels faster. Instead o launching opponents, he inflicts paralysis on them, leaving them vulnerable.
    • Custom 2 - Falcon Kick Fury: Captain Falcon travels less distance, but damages opponents multiple times before launching them.
    • Custom 3 - Falcon Kick Blast: When Captain Falcon runs into an opponent, he causes an explosion that damages all opponents in the blast radius before leaping backward.
  • Final Smash - Blue Falcon: Captain Falcon summons the Blue Falcon, which rushes across the stage in front of himself. If it hits an opponent, they are locked in a cinematic where Captain Falcon runs them over with the Blue Falcon. This sends them back to the stage, dealing heavy damage.
  • Charged State - Fiery Falcon: Captain Falcon ignites himself in flames. In this state, his attacks are much more stronger, and most of them are now fire-enhanced. Falcon Punch also takes much less time to charge, and Raptor Boost and Falcon Kick travel much farther.

Marth
Fire Emblem: Shadow Dragon and the Blade of Light (1990)
Marth SSBUltimate
Marth (マルス, Marth) is the main protagonist of the first and third games in the Fire Emblem tactical RPG series. He is the prince of Altea, and a descendant of legendart dragon slayer Anri. In his debut game, he and a small group of allies used the divine sword, the Falchion, to slay the dragon Medeus, who took over Altea. In his next appearance, he would need to reclaim the titular Fire Emblem shield in order to defeat former ally Hardin and a reincarnated Medeus.

Marth wields the Falchion in battle. Like many sword-type weapons, it provides Marth long, disjointed range to attack opponents safely from afar. He has a unique mechanic where his attacks deal different amounts of damage depending on what part of the Falchion strikes opponents; hitting them at the tip of the sword deals significantly more damage and knockback, while hitting at the base deals less damage. However, the weaker base hits are able to combo opponents into the tip hits, allowing him to pull off long combos with proper spacing.

Marth's moveset mainly consists of slashes and stabs from the Falchion. In terms of stats, Marth has good speed and jump height, but is middle-lightweight and can be knocked away easier than most other characters. He does, however, possess a good recovery.
SSB Fire Emblem Series MarthHeadSSBU SSBM Icon
Marth's Moveset

  • Neutral Attack: Marth slashes the Falchion twice in front of himself.
  • Forward Tilt: Marth slashes the Falchion upward.
  • Forward Smash: Marth spins around before throwing an overhead slash from his head to the ground.
  • Up Tilt: Marth swings the Falchion upward in an overarching motion.
  • Up Smash: Marth thrusts the Falchion upward.
  • Down Tilt: Marth kneels while poking the Falchion forward.
  • Down Smash: Marth sweeps the ground in front of himself with the Falchion before turning around and sweeping behind himself.
  • Dash Attack: Marth throws a diagonal slash with the Falchion while running forward.
  • Shield Counter: Marth slashes the Falchion.

  • Neutral Aerial: Marth throws an inward slash with the Falchion followed by an outward slash while spinning.
  • Forward Aerial: Marth throws a descending crescent slash with the Falchion.
  • Forward Crash: Marth throws an outward slash with the Falchion.
  • Back Aerial: Marth throws an inward slash with the Falchion backward.
  • Back Crash: Marth throws an upward crescent slash with the Falchion backward.
  • Up Aerial: Marth thrusts the Falchion upward.
  • Up Crash: Marth throws an overhead crescent slash with the Falchion.
  • Down Aerial: Marth throws a downward crescent slash with the Falchion. The move can meteor smash opponents.
  • Down Crash: Marth performs a stall-then-fall slash with the Falchion.

  • Grab: Marth reaches out to grab the opponent.
  • Pummel: Marth knee strikes the opponent.
  • Forward Throw: Marth throws the opponent forward.
  • Back Throw: Marth turns around and throws the opponent backward.
  • Up Throw: Marth tosses the opponent upward.
  • Down Throw: Marth slams the opponent into the ground.

  • Neutral Special - Shield Breaker: Marth stabs the Falchion forward. If the special button is held, the move will charge, increasing the damage dealt. The move deals impressive shield damage, to the point where it can immediately break a shield. If used in midair, Marth will propel forward upon using the move.
    • Custom 1 - Storm Thrust: Marth creates windboxes as he stabs the Falchion forward, pushing opponents away. The move deals less damage and significantly less shield damage.
    • Custom 2 - Dashing Assault: Marth propels himself forward while stabbing the Falchion, with him travelling farther depending on the charge of the move. Deals less damage and significantly less shield damage.
    • Custom 3 - Shield Slash: Marth throws an overhead slash with the Falchion instead of stabbing it forward. The move deals less damage but has a wider range.
  • Side Special - Dancing Blade: Marth slashes the Falchion forward. If he hits an opponent, repeatedly tapping the special button allows him to perform a fast sequence of slashes before launching them. Directional inputs can be held during the sequence to alter the attacks he performs, which have varying damages and knockback trajectories. The special button can be tapped continually for him to infinitely continue slashing, but each consecutive slash is easier for the opponent to escape.
    • Custom 1 - Effortless Blade: The attacks are easier to link, but Marth can only perform a certain chain of slashes.
    • Custom 2 - Heavy Blade: The move has more startup and endlag, and the attacks are harder to link, but they deal significantly more damage and knockback.
    • Custom 3 - Quick Blade: The attacks link faster and are harder to escape, but Marth will perform significantly less slashes.
  • Up Special - Dolphin Slash: Marth leaps upward while performing an upward crescent slash with the Falchion, damaging opponents he hits and falling into a helpless state afterwards.
    • Custom 1 - Crescent Slash: Marth leaps at a more horizontal angle, improving horizontal distance but decreasing vertical distance.
    • Custom 2 - Dolphin Jump: Marth leaps higher, but will not damage opponents.
    • Custom 3 - Dolphin Assault: Marth damages opponents multiple times before launching them as he rises. He leaps slightly slower and has more startup lag, but travels higher.
  • Down Special - Pavise: Marth holds the Falchion in a defensive way, allowing him to reflect projectiles and have super armor against attacks aimed in front of him. He can hold this position if the special button is held, and releasing the special button allows him to slash forward.
    • Custom 1 - Pavise Attack: Marth slashes the Falchion immediately. This slash can reflect projectiles and turn opponents around.
    • Custom 2 - Defensive Pavise: Marth has more startup lag when using the slash attack, but it deals more damage.
    • Custom 3 - Focused Pavise: Marth doesn't have super armor, but any damage he takes while in Pavise state will replenish his health. However, the slash is weaker and he cannot reflect projectiles.
  • Final Smash - Critical Hit: Marth dashes forward with the Falchion, slahing the first opponent he runs into, dealing heavy damage and knockback.
  • Charged State - Falchion Power: Marth holds the Falchion upward as it starts glowing. In this state, base attacks from the Falchion can combo opponents easier, while tip attacks deal more damage and knockback. His moves are also less laggy overall.

Lucina (ɛ)
Fire Emblem Awakening (2012)
Lucina SSBUltimate
Lucina (ルキナ, Lucina) is one of the main protagonists of the thirteenth game in the Fire Emblem series. She, alongside her father Chrom, are descendants of Marth. She is the princess of Ylisse. In the game, she travels to the past to help save the world from a future threat. She disguises herself as Marth, and takes up his anme to keep from being found.

Lucina is Marth's Echo Fighter, and as such they share many of the same attacks and traits. Their movesets are identical, but Lucina wields a different sword; the Falchion Parallel. Compared to Marth's Falchion, the Falchion Parallel doesn't have any sweetspots or sourspots, and instead deals an equal amount of damage across the blade. However, she benefits from having faster frame data than Marth, as well as having slightly faster mobility, meaning she doesn't need to rely on the sourspots for combos.
SSB Fire Emblem Series LucinaHeadSSBU SSB4 Icon
Lucina's Moveset

  • Neutral Attack: Lucina slashes the Falchion Parallel twice in front of herself.
  • Forward Tilt: Lucina slashes the Falchion Parallel upward.
  • Forward Smash: Luicina spins around before throwing an overhead slash from her head to the ground.
  • Up Tilt: Lucina swings the Falchion Parallel upward in an overarching motion.
  • Up Smash: Lucina thrusts the Falchion Parallel upward.
  • Down Tilt: Lucina kneels while poking the Falchion Parallel forward.
  • Down Smash: Lucina sweeps the ground in front of herself with the Falchion Parallel before turning around and sweeping behind herself.
  • Dash Attack: Lucina throws a diagonal slash with the Falchion Parallel while running forward.
  • Shield Counter: Lucina slashes the Falchion Parallel.

  • Neutral Aerial: Lucina throws an inward slash with the Falchion Parallel followed by an outward slash while spinning.
  • Forward Aerial: Lucina throws a descending crescent slash with the Falchion Parallel.
  • Forward Crash: Lucina throws an outward slash with the Falchion Parallel.
  • Back Aerial: Lucina throws an inward slash with the Falchion Parallel backward.
  • Back Crash: Lucina throws an upward crescent slash with the Falchion Parallel backward.
  • Up Aerial: Lucina thrusts the Falchion Parallel upward.
  • Up Crash: Lucina throws an overhead crescent slash with the Falchion Parallel.
  • Down Aerial: Lucina throws a downward crescent slash with the Falchion Parallel. The move can meteor smash opponents.
  • Down Crash: Lucina performs a stall-then-fall slash with the Falchion Parallel.

  • Grab: Lucina reaches out to grab the opponent.
  • Pummel: Lucina knee strikes the opponent.
  • Forward Throw: Lucina throws the opponent forward.
  • Back Throw: Lucina turns around and throws the opponent backward.
  • Up Throw: Lucina tosses the opponent upward.
  • Down Throw: Lucina slams the opponent into the ground.

  • Neutral Special - Shield Breaker: Lucina stabs the Falchion Parallel forward. If the special button is held, the move will charge, increasing the damage dealt. The move deals impressive shield damage, to the point where it can immediately break a shield. If used in midair, Lucina will propel forward upon using the move.
    • Custom 1 - Storm Thrust: Lucina creates windboxes as she stabs the Falchion forward, pushing opponents away. The move deals less damage and significantly less shield damage.
    • Custom 2 - Dashing Assault: Lucina propels herself forward while stabbing the Falchion Parallel, with him travelling farther depending on the charge of the move. Deals less damage and significantly less shield damage.
    • Custom 3 - Shield Slash: Luicina throws an overhead slash with the Falchion Parallel instead of stabbing it forward. The move deals less damage but has a wider range.
  • Side Special - Dancing Blade: Lucina slashes the Falchion Parallel forward. If she hits an opponent, repeatedly tapping the special button allows her to perform a fast sequence of slashes before launching them. Directional inputs can be held during the sequence to alter the attacks she performs, which have varying damages and knockback trajectories. The special button can be tapped continually for her to infinitely continue slashing, but each consecutive slash is easier for the opponent to escape.
    • Custom 1 - Effortless Blade: The attacks are easier to link, but Lucina can only perform a certain chain of slashes.
    • Custom 2 - Heavy Blade: The move has more startup and endlag, and the attacks are harder to link, but they deal significantly more damage and knockback.
    • Custom 3 - Quick Blade: The attacks link faster and are harder to escape, but Lucina will perform significantly less slashes.
  • Up Special - Dolphin Slash: Lucina leaps upward while performing an upward crescent slash with the Falchion Parallel, damaging opponents she hits and falling into a helpless state afterwards.
    • Custom 1 - Crescent Slash: Lucina leaps at a more horizontal angle, improving horizontal distance but decreasing vertical distance.
    • Custom 2 - Dolphin Jump: Lucina leaps higher, but will not damage opponents.
    • Custom 3 - Dolphin Assault: Lucina damages opponents multiple times before launching them as he rises. She leaps slightly slower and has more startup lag, but travels higher.
  • Down Special - Pavise: Lucina holds the Falchion Parallel in a defensive way, allowing her to reflect projectiles and have super armor against attacks aimed in front of her. She can hold this position if the special button is held, and releasing the special button allows her to slash forward.
    • Custom 1 - Pavise Attack: Lucina slashes the Falchion Parallel immediately. This slash can reflect projectiles and turn opponents around.
    • Custom 2 - Defensive Pavise: Lucina has more startup lag when using the slash attack, but it deals more damage.
    • Custom 3 - Focused Pavise: Lucina doesn't have super armor, but any damage she takes while in Pavise state will replenish her health. However, the slash is weaker and she cannot reflect projectiles.
  • Final Smash - Critical Hit: Lucina dashes forward with the Falchion Parallel, slashing the first opponent she runs into, dealing heavy damage and knockback.
  • Charged State - Falchion Power: Lucina holds the Falchion Parallel upward as it starts glowing. In this state, her attacks deal more damage and have slightly more range. She is also a bit faster on the ground and in the air.

Ike
Fire Emblem: Path of Radiance (2005)
Ike SSBUltimate (Radiant Dawn)
Ike (アイク, Ike) is the main protagonist of the ninth and tenth games in the Fire Emblem series. He is the legendary Radiant Hero, who became the leader of the Greil Mercenaries after his father's passing. He strives to become an expert swordsman so he may one day avenge his father's death by defeating the Black Knight.

Ike wields the Rangnell in battle, a two-handed sword that allows him to cover a lot of range while also dealing heavy damage. While this grants him above-average KOing power, Ike also suffers from poor mobility and even slower frame data, leaving himself open after some of his stronger attacks. He does have a decent recovery however, with Quick Draw and Aether being decent tools for getting back to the stage.

Ike's moveset consists of slashes, slams, and swings using the Ragnell. As mentioned, they are slow and laggy, but deal heavy damage and knockback. Some of these attacks are also enhanced with fire.
SSB Fire Emblem Series IkeHeadSSBU SSBB Icon
Ike's Moveset

  • Neutral Attack: Ike throws a jab, followed by a front kick, followed by a kneeling downward slash with the Ragnell.
  • Forward Tilt: Ike throws an outward slash with the Ragnell.
  • Forward Smash: Ike throws a tow-handed downward slash with the Ragnell. At full charge, the move becomes fire-enhanced.
  • Up Tilt: Ike hops to thrust the Ragnell upward while holding it parallel to the ground.
  • Up Smash: Ike throws an overarching slash with the Ragnell. At full charge, the move becomes fire-enhanced.
  • Down Tilt: Ike throws a kneeling inward slash with the Ragnell.
  • Down Smash: Ike throws a kneeling, two-handed downward slash with the Ragnell in front of himself then behind himself. At full charge, the move becomes fire-enhanced.
  • Dash Attack: Ike throws a hunging, tow-handed outward slash with the Ragnell.
  • Shield Counter: Ike slashes the Ragnell.

  • Neutral Aerial: Ike throws a semi-circular slash with the Ragnell in front of hismelf.
  • Forward Aerial: Ike throws a tow-handed downward slash with the Ragnell.
  • Forward Crash: Ike throws an inward slash with the Ragnell followed by an outward slash. At full charge, the second hit is fire-enhanced.
  • Back Aerial: Ike turns around and throws an outward slash with the Ragnell.
  • Back Crash: Ike turns around and throws an upward slash with the Ragnell. At full charge, the move becomes fire-enhanced.
  • Up Aerial: Ike throws a circular overhead slash with the Ragnell.
  • Up Crash: Ike thrusts the Ragnell upward before performing a stall-then-fall downward slash. The move can meteor smash opponents. At full charge, the move becomes fire-enhanced.
  • Down Aerial: Ike throws a two-handed downward slash with the Ragnell between his legs. The move can meteor smash opponents.
  • Down Crash: Ike thrusts the Ragnell downward before throwing an upward slash. At full charge, the move becomes fire-enhanced.

  • Grab: Ike reaches out to grab the opponent.
  • Pummel: Ike headbutts the opponent.
  • Forward Throw: Ike throws a front kick, sending the opponent forward.
  • Back Throw: Ike throws a spinning back kick, sending the opponent backward.
  • Up Throw: Ike throws the opponent upward, then slashes them with the Ragnell.
  • Down Throw: Ike performs a one-handed body slam on the opponent followed by a knee drop.

  • Neutral Special - Sol Eruption: Ike plunges the Ragnell into the ground, causing a pillar of flames to erupt around himself and damage opponents. If he hits grounded opponents standing next to him, he will replenish half of the damage he deals. By holding the special button, the move will charge, increasing the damage and the pillar's height. At full charge, Ike creates four flame pillars in front of himself, though only the initial one has healing capabilities.
    • Custom 1 - Tempest: Ike creates a vortex of wind instead of a pillar of fire. It deals less damage and cannot heal Ike, but has windboxes that can push opponents away.
    • Custom 2 - Eruption: The move doesn't heal Ike and it takes longer to charge, but the pillars of flame deal more damage and knockback, and are larger.
    • Custom 3 - Concealed Eruption: Ike is able to store the move after it is fully charged, allowing him to use it later. However, it deals less damage and knockback, heals Ike less, and will only create one pillar of flame.
  • Side Special - Quick Draw: Ike dashes forward, throwing an outward slash with the Ragnell if he hits an opponent. The move can be charged by holding the special button, and the charge can be cancelled and stored by performing any other action. If used in midair, he will enter a semi-helpless state afterwards, though he can use it again or Aether if he hits an opponent.
    • Custom 1 - Close Combat: Ike throws a shoulder tackle instead of an outward slash. The move charges faster and has priority over opponents' attacks, but deals less damage and knockback.
    • Custom 2 - Unyielding Blade: The move deals more damage and knockback, but the move takes longer to charge and Ike doesn't travel as far.
    • Custom 3 - Shieldbreaker Rush: Ike travels slower and the move takes longer to charge, but the move will instantly break shields.
  • Up Special - Aether: Ike throws the Ragnell upward as it spins, damaging opponents multiple times. Ike them leaps upward to grab it before performing a stall-then-fall downward slash, meteor smashing opponents. Alternatively, pressing the special button again allows Ike to cancel the move and fall into a semi-elpless state instead of falling. With directional inputs, Ike can throw the Ragnell at a more diagonal angle, sacrificing vertical height for more horizontal distance.
    • Custom 1 - Aether Wave: The attack itself deals less damage and Ike can only travel straight upwards, but he creates a beam-like projectile upon landing that tarvels across the ground.
    • Custom 2 - Enticing Aether: The move travels less distance and it takes longer to perform, but the Ragnell creates vacuumboxes as it spins, pulling opponents into it. Because of the longer animation, it also deals more damage.
    • Custom 3 - Grounding Aether: The Ragnell cannot damage opponents as it spins, but Ike deals more damage as he falls. He will bury opponents he lands on.
  • Down Special - Luna: Ike holds a defensive stance. If attacked during this time, he will swing the Ragnell, damaging them and severely decreasing their launch resistance for a short time, indicated by the opponent glowing blue. Repeated uses of the move will lower its effectiveness.
    • Custom 1 - Luna Boost: Ike will increase his own launch resistance instead of decreasing an opponent's.
    • Custom 2 - Lai Luna: The opponents are effected for longer, but their launch resistance isn't decreased as much.
    • Custom 3 - Luna Rage: The opponents' launch resistance are decreased even more severely, but at the cost of Ike having his own launch resistance lowered for longer.
  • Final Smash - Great Aether: Ike dashes forward. If he hits an opponent, he throws an upward slash with the Ragnell, sending them to the top of the stage where he begins throwing a flurry of slashes, finishing with a downward slash that sends him and the opponent to the floor of the stage and launching them.
  • Charged State - Ragnell's Power: Ike holds the Ragnell as it builds up energy, igniting in flames afterwards. In this state, his attacks are much stronger and some of his sword attacks can cause explosions, which cover more range. Luna also lasts longer on opponents and Aether can reach more height.

Olimar
Pikmin (2001)
Olimar SSBUltimate
Olimar (オリマー, Olimar) is the main protagonist of the Pikmin series. He comes from the planet Hocotate, and has encountered small creatures called Pikmin throughout his space journeys. In the first game, Olimar needed to use these Pikmin after crash-landing on their planet. In the second game, accompanied by his sidekick Louie, they must collect treasure from the planet to repay their company's, Hocotate Freight's, debt.

Olimar's entire moveset and attributes are built around his team of Pikmin, who follow him throughout the battle. He uses them in many of his attacks, which have different properties, defenses, and weaknesses. There are seven types of Pikmin Olimar can utilize; Red Pikmin deal the most damage and are immune to fire, Yellow Pikmin fly the farthest and are immune to electric damage, Blue Pikmin are immune to water, Purple Pikmin fly the least amount of distance but deal the most knockback, White Pikmin fly the fastest and are immune to poison and dark-based attacks, Rock Pikmin have the most health and are thrown in lobs, and Winged Pikmin deal the most damage when used in Olimar's non-special attacks. Throughout the battle, the Pikmins' leaves will grow into flowers, increasing their damage and knockback. He can summon up to eight Pikmin using Pikmin Pluck. He can also call certain Pikmin out of battle by holding shield and pressing the special button. Management of the Pikmin is key to mastering Olimar, as the Pikmin will die if they suffer 20% damage.

In terms of stats, Olimar is rather lightweight and can be knocked easily. Without Pikmin, his attacks lack a lot of range and knockback, though with Pikmin, many of these issues are addressed. After using a Pikmin, Olimar will use the next one in line.
SSB Pikmin Series OlimarHeadSSBU SSBB Icon
Olimar's Moveset

  • Neutral Attack: Olimar throws a one-two punch combo.
  • Forward Tilt: Olimar winds up and throws a backhanded punch.
  • Forward Smash: Olimar commands the next Pikmin in line to leap forward and throw a corkscrew tackle.
  • Up Tilt: Olimar jumps while twirling, damaging opponents multiple times before launching them.
  • Up Smash: Olimar commands the next Pikmin in line to jump and perform a cartwheeling tackle.
  • Down Tilt: Olimar performs a sliding tackle.
  • Down Smash: Olimar commands the next two Pikmin in line to perform dashing tackles on either side of him.
  • Dash Attack: Olimar performs a cartwheel.
  • Shield Counter: Olimar commands the next Pikmin in line to leap forward and erform a corkscrew tackle.

  • Neutral Aerial: Olimar spins with his arms outstretched, damaging opponents multiple times before launching them.
  • Forward Aerial: Olimar grabs the next Pikmin in line and performs a downward swing with them.
  • Forward Crash: Olimar grabs the next Pikmin in line and performs an outward swing with them.
  • Back Aerial: Olimar grabs the next Pikmin in line and swings them backward.
  • Back Crash: Olimar grabs the next Pikmin in line, turns around, and swings them upward.
  • Up Aerial: Olimar grabs the next Pikmin in line and swings them upward.
  • Up Crash: Olimar grabs the next Pikmin in line and tosses them upward.
  • Down Aerial: Olimar grabs the next Pikmin in line and swings them downward.
  • Down Crash: Olimar grabs the next Pikmin in line and swings them downward. The move can meteor smash opponents.

  • Grab: Olimar commands the next Pikmin in like to leap forward and grab the opponent.
  • Pummel: Olimar commands the second Pikmin in line to tackle the opponent. The Pikmin alternate between each other after each pummel.
  • Forward Throw: The Pikmin shoves the opponent forward.
  • Back Throw: The Pikmin throws the opponent backward.
  • Up Throw: The Pikmin throws the opponent upward.
  • Down Throw: Olimar pins the opponent on the ground as all of his Pikmin take turns performing body slams on them.

  • Neutral Special - Pikmin Pluck: Olimar plucks a Pikmmin out of the ground, which goes to the back of the line. The move can only be used on the ground, and he cannot summon Pikmin if there are already eight in play. Holding the special button allows Olimar to choose what kind of Pikmin he summons, allowing him to use specific combinations for his team.
    • Custom 1 - Hardy Pikmin Pluck: The Pikmin can resist much more damage, but they take longer to summon.
    • Custom 2 - Explosive Pluck: The Pikmin take longer to pluck and have less health, but upon being plucked they cause an explosion that damages opponents in the blast radius.
    • Custom 3 - Flower Pikmin Pluck: The Pikmin have flowers after being plucked, but Olimar can only have five at play instead of eight.
  • Side Special - Pikmin Throw: Olimar throws the next Pikmin in line forward. If they don't hit an opponent, they run back to Olimar. If they do hit an opponent, they will latch onto them and continually damage them. Opponents can shake Pikmin off by either attacking them or button mashing. Pikmin will continue damaging opponents until five seconds have passed, where they will retreat and return to Olimar. Uniquely, the Purple and Rock Pikmin will launch opponents rather than latch onto them.
    • Custom 1 - Sticky Pikmin Throw: The Pikmin can stay on opponents for longer and are harder to shake off, but the deal less dmaage and the distance they are thrown is shorter.
    • Custom 2 - Tackle Pikmin Throw: All Pikmin act like the Purple and Rock Pikmin and slam into opponents rather than latching onto them. They travel farther when thrown.
    • Custom 3 - Pikmin Gang: Olimar throws all eight of the Pikmin at once. However, they deal less damage individually.
  • Up Special - Ionium Jet: Olimar puts on a jetpack and boosts upward, falling into a helpless state afterwards. The direction he flies in can be angled with directional inputs. The more Pikmin he has following him, the less distance he can travel.
    • Custom 1 - Ionium Boost: Olimar travels much higher, but he can only fly straight upward.
    • Custom 2 - Ionium Blast: Olimar cannot travel as sharply, but he creates an explosion after taking off the damages opponents.
    • Custom 3 - Dual Ionium Jets: The move is weighted down even more depending on how many Pikmin are following Olimar, though the move can be used twice before falling into a helpless state.
  • Down Special - Pikmin Order: Olimar blows his whistle, causing all Pikmin to rush back to him.
    • Custom 1 - Order Tackle: Recalled Pikmin damage opponents they run into, but the whistle has noticeable endlag.
    • Custom 2 - Dizzy Whistle: The whistle damages nearby opponents and reverses them, but has noticeable startup lag.
    • Custom 3 - Pikmin Switch: Recalled Pikmin are less responsive and travel slower. However, the move can also be used switch the next Pikmin in line.
  • Final Smash - End of Day: Olimar summons the S.S. Dolphin, which he boards as it flies into space. Below, Bulborbs can be seen eating opponents, damaging them. The Dolphin then returns to the stage, exploding on impact and heavily damaging all fighters in the blast radius.
  • Charged State - Nectar: The Pikmin absorb nectar,causing them to grow large flowers on their head. IN this state, attacks involving the Pikmin are much stronger. They fly farther with Pikmin Throw and can latch onto opponents for longer, and are much more resistant to attacks.

Spring Man
ARMS (2017)
SpringManAlt
Spring Man (スプリングマン, Spring Man) is one of the playable characters in the 2017 fighting game ARMS. He is the latest fighter to enter the ARMS Grand Prix, representing the Spring Gym. Along with the other fighters, he fights by extending his ARMS to punch opponents from afar. He dreams to become champion of the ARMS Grand Prix.

Much like in ARMS, Spring Man can extend his ARMS for most of his attacks. While this does give him among the best disjointed reach of any fighter in the game, these moves are somewhat laggy and can leave him open for long periods of time. In terms of stats, Spring Man is a middleweight with decent jump height, though has slow mobility overall. Aside from having long-reaching hitboxes, his ARMS can deal special effects to opponents. These can be changed with his down special, ARMS Switch, and be used for different situations.

Spring Man attacks with punches that utilize his long ARMS, though can also use headbutts, kicks, and spins. In particular, his smash and crash attacks can cover more range if they are charged for longer.
SSB ARMS Series SpringMan Stock SSBCharged Icon
Spring Man's Moveset

  • Neutral Attack: Spring Man throws a one-two punch combo followed by a flurry of punches that damage opponents multiple times, finishing with an uppercut.
  • Forward Tilt: Spring Man throws a heavy-handed slap.
  • Forward Smash: Spring Man throws a straight punch. If the move is charged, his ARM will extend farther.
  • Up Tilt: Spring Man throws a spinning uppercut.
  • Up Smash: Spring Man punches the ground to bounce upward and throw a bicycle kick. He can bounce higher if the move is charged.
  • Down Tilt: Spring Man slides an ARM across the ground. The move can trip opponents.
  • Down Smash: Spring Man spins with his arms dragging across the ground. His ARMS will extend farther if the move is charged.
  • Dash Attack: Spring Man throws a lunging headbutt.
  • Shield Counter: Spring Man throws a hook.

  • Neutral Aerial: Spring Man spins around with his ARMS extended.
  • Forward Aerial: Spring Man performs a front flip to throw a double-handed axle. The move can meteor smash opponents.
  • Forward Crash: Spring Man throws a hook. His ARM will extend farther if the move is charged.
  • Back Aerial: Spring Man throws a dropkick.
  • Back Crash: Spring Man turns around and throws a heavy-handed slap. His ARM will extend if the move is charged.
  • Up Aerial: Spring Man throws an uppercut.
  • Up Crash: Spring Man punches upward several times. His ARMS will extend if the move is charged.
  • Down Aerial: Spring Man stomps downward. The move can meteor smash opponents.
  • Down Crash: Spring Man punches downward several times. His ARMS will extend if the move is charged.

  • Grab: Spring Man extends his ARMS forward to grab the opponent.
  • Pummel: Spring Man headbutts the opponent.
  • Forward Throw: Spring Man spins around with the opponent in tow before flinging them forward.
  • Back Throw: Spring Man flings the opponent backward.
  • Up Throw: Spring Man heaves the opponent upward before extending his ARM to uppercut them.
  • Down Throw: Spring Man pins the opponent on the ground and punches them several times.

  • Neutral Special - Parry: Spring Man sidesteps forward or backward, dodging any incoming attacks. If the special button is pressed, he will extend his ARM and punch in the direction of the nearest opponent. If he manages to dodge a physical attack, the opponent will be locked in their attacking animation and cannot dodge the punch.
    • Custom 1 - Easy Parry: The dodging window for avoiding damage is larger, but the punch deals less damage and opponents can dodge easier.
    • Custom 2 - Auto Parry: Spring Man punches automatically after sidestepping. However, the window for dodging attacks is smaller and there is more noticeable endlag.
    • Custom 3 - Ranged Parry: Spring Man's ARM can extend farther after parrying, but the punch has more startup lag and deals less damage.
  • Side Special - ARM Lock: Spring Man extends his ARM forward, and can keep extending it if the special button is held. It can also be angled up and down with directional inputs. If it hits an opponent, Spring Man will grab onto them and he will fly toward them. If the attack button is pressed just as he makes contact with them, he delivers a kick that knocks them away. If the special button is pressed, he will punch them downward, which can meteor smash opponents. If no inputs are pressed, he simply bumps into them and deals minimal damage. The move can also snap to ledges and act as a tether recovery.
    • Custom 1 - Hard ARM: Instead of grabbing onto opponents, the ARM will knock them away, dealing damage and knockback.
    • Custom 2 - Quick ARM Lock: Spring Man can extend his ARM faster, but it travels less distance.
    • Custom 3 - Heavy ARM Lock: The ARM travels slower and is less controllable, but Spring Man will deal more damage.
  • Up Special - Spring Jump: Spring Man leaps upward while throwing an uppercut before falling into a helpless state. If the special button is pressed again, he will follow with a spin that deals more damage.
    • Custom 1 - Spring Leap: Spring Man travels farther, but deals less damage.
    • Custom 2 - Spring Punch: Spring Man doesn't jump as high, but the uppercut and spin deal more damage.
    • Custom 3 - Spinning Spring Jump: The spin deals less damage and knockback, but it grants Spring Man more upward momentum.
  • Down Special - ARM Switch: Spring Man switches between one of three types of ARMS, which affect the damages and effects of his attacks. Below are a list of them and their abilities:
      • Toaster: The Toaster ARMS deal the most damage of the three ARMS. They also deal fire damage to opponents.
      • Boomerang: The Boomerang ARMS deal the least damage of the three ARMS, but can create windboxes that lightly push opponents around.
      • Tribolt: The Tribolt ARMS are slower than the other ARM types, but damage opponents multiple times with electric damage, making them useful for combos.
    • Custom 1 - Supercharge ARMS: The differences between the three ARM types are more extreme, increasing their advantages and disadvantages.
    • Custom 2 - Elastic ARMS: The ARM types deal less damage and have their effects toned down, but Spring Man's attacks can cover more range.
    • Custom 3 - Quick ARMS: Spring Man's ARMS attacks cover less range, but they have less endlag. The effects of the ARMS types are somewhat boosted as well.
  • Final Smash - ARMS Rush: Spring Man punches forward while extending his ARM. If he hits an opponent, they are locked in a cinematic where Spring Man rapidly punches them on Spring Stadium before finishing with an uppercut, sending them back to the stage and damaging them.
  • Charged State - ARMS Boost: Spring Man pounds his ARMS together as he glows red. In this state, he has much quicker frame data and less laggy attacks. His ARMS abilities are also more extreme, dealing more damage.

Ribbon Girl (ε)
ARMS (2017)
RibbonGirlAlt
Ribbon Girl (リボンガール, Ribbon Girl) is one of the playable characters in ARMS. She is one of the fighters in the ARMS Grand Prix, and is also a famous pop singer. Known as the "airess", she is able to jump in midair multiple times without touching the ground. She loves performing for her fans.

Being an Echo Fighter of Spring Man, Ribbon Girl shares many of the same attacks as him. She has different stats however; while Spring Man is a middleweight with poor air mobility, Ribbon Girl is a lightweight with slow falling speed and good aerial mobility. This makes her more effective for aerial combos, but also makes her easier to launch. She also has a different set of ARMS that provide different effects compared to Spring Man's/
SSB ARMS Series Ribbon Girl Stock Icon SSBCharged Icon
Ribbon Girl's Moveset

  • Neutral Attack: Ribbon throws a one-two punch combo followed by a flurry of punches that damage opponents multiple times, finishing with an uppercut.
  • Forward Tilt: Ribbon Girl throws a heavy-handed slap.
  • Forward Smash: Ribbon Girl throws a straight punch. If the move is charged, her ARM will extend farther.
  • Up Tilt: Ribbon Girl throws a spinning uppercut.
  • Up Smash: Ribbon Girl punches the ground to bounce upward and throw a bicycle kick. She can bounce higher if the move is charged.
  • Down Tilt: Ribbon Girl slides an ARM across the ground. The move can trip opponents.
  • Down Smash: Ribbon Girl spins with her ARMS dragging across the ground. Her ARMS will extend farther if the move is charged.
  • Dash Attack: Ribbon Girl throws a lunging knee strike.
  • Shield Counter: Ribbon Girl throws a high kick.

  • Neutral Aerial: Ribbon Girl spins around with her ARMS extended.
  • Forward Aerial: Ribbon Girl performs a front flip to throw a double-handed axle. The move can meteor smash opponents.
  • Forward Crash: Ribbon Girl throws a hook. Her ARM will extend farther if the move is charged.
  • Back Aerial: Ribbon Girl throws a dropkick.
  • Back Crash: Ribbon Girl turns around and throws a heavy-handed slap. Her ARM will extend if the move is charged.
  • Up Aerial: Ribbon Girl throws an uppercut.
  • Up Crash: Ribbon Girl punches upward several times. Her ARMS will extend if the move is charged.
  • Down Aerial: Ribbon Girl stomps downward. The move can meteor smash opponents.
  • Down Crash: Ribbon Girl punches downward several times. Her ARMS will extend if the move is charged.

  • Grab: Ribbon Girl extends her ARMS forward to grab the opponent.
  • Pummel: Ribbon Girl headbutts the opponent.
  • Forward Throw: Ribbon Girl spins around with the opponent in tow before flinging them forward.
  • Back Throw: Ribbon Girl flings the opponent backward.
  • Up Throw: Ribbon Girl heaves the opponent upward before extending her ARM to uppercut them.
  • Down Throw: Ribbon Girl pins the opponent on the ground and punches them several times.

  • Neutral Special - Parry: Ribbon Girl sidesteps forward or backward, dodging any incoming attacks. If the special button is pressed, she will extend her ARM and punch in the direction of the nearest opponent. If she manages to dodge a physical attack, the opponent will be locked in their attacking animation and cannot dodge the punch.
    • Custom 1 - Easy Parry: The dodging window for avoiding damage is larger, but the punch deals less damage and opponents can dodge easier.
    • Custom 2 - Auto Parry: Ribbon Girl punches automatically after sidestepping. However, the window for dodging attacks is smaller and there is more noticeable endlag.
    • Custom 3 - Ranged Parry: Ribbon Girl's ARM can extend farther after parrying, but the punch has more startup lag and deals less damage.
  • Side Special - ARM Lock: Ribbon Girl extends her ARM forward, and can keep extending it if the special button is held. It can also be angled up and down with directional inputs. If it hits an opponent, Ribbon Girl will grab onto them and he will fly toward them. If the attack button is pressed just as she makes contact with them, she delivers a kick that knocks them away. If the special button is pressed, she will punch them downward, which can meteor smash opponents. If no inputs are pressed, she simply bumps into them and deals minimal damage. The move can also snap to ledges and act as a tether recovery.
    • Custom 1 - Hard ARM: Instead of grabbing onto opponents, the ARM will knock them away, dealing damage and knockback.
    • Custom 2 - Quick ARM Lock: Ribbon can extend her ARM faster, but it travels less distance.
    • Custom 3 - Heavy ARM Lock: The ARM travels slower and is less controllable, but Ribbon Girl will deal more damage.
  • Up Special - Ribbon Jump: Ribbon Girl leaps upward while throwing an uppercut before falling into a helpless state. If the special button is pressed again, she will follow with a spin that deals more damage.
    • Custom 1 - Ribbon Leap: Ribbon Girl travels farther, but deals less damage.
    • Custom 2 - Ribbon Punch: Ribbon Girl doesn't jump as high, but the uppercut and spin deal more damage.
    • Custom 3 - Spinning Ribbon Jump: The spin deals less damage and knockback, but it grants Ribbon Girl more upward momentum.
  • Down Special - ARM Switch: Ribbon Girl switches between one of three types of ARMS, which affect the damages and effects of her attacks. Below are a list of them and their abilities:
      • Sparky: The Sparky ARMS deal the least damage of the three ARMS types, but they can sometimes inflict paralysis on opponents, making them good for combos.
      • Popper: The Popper ARMS deal the most amount of damage, but they also have the most startup and englag.
      • Slappamander: The Slapamander ARMS are the most ranged of the ARMS types, but the deal the least amount of knockback.
    • Custom 1 - Supercharge ARMS: The differences between the three ARM types are more extreme, increasing their advantages and disadvantages.
    • Custom 2 - Elastic ARMS: The ARM types deal less damage and have their effects toned down, but Ribbon Girl's attacks can cover more range.
    • Custom 3 - Quick ARMS: Ribbon Girl's ARMS attacks cover less range, but they have less endlag. The effects of the ARMS types are somewhat boosted as well.
  • Final Smash - ARMS Rush: Ribbon Girl punches forward while extending her ARM. If she hits an opponent, they are locked in a cinematic where Ribbon Girl rapidly punches them on Ribbon Ring before finishing with a high kick, sending them back to the stage and damaging them.
  • Charged State - ARMS Boost: Ribbon Girl twirls around several times as she glows red. In this state, she has much quicker frame data and less laggy attacks. Her ARMS abilities are also more extreme, dealing more damage.

Mr. Game & Watch
Ball (1980)
MrGameandWatch SSBUltimate
Mr. Game & Watch (Mr.ゲーム&ウォッチ, Mr. Game & Watch) is an amalgamation of various games from the Game & Watch line, a series of handheld consoles created by Gunpei Yokoi and released during the early 1980s. Each console, as the name suggested, had a single game and a watch that players could set; when the watch was up, a character would ring a bell. Mr. Game & Watch himself is based off of the generic NPCs in Fire and Parachute.

Because he is entirely 2D, Mr. Game & Watch is a typical lightweight; he sports low weight and can be launched easily, but has a good recovery and is quite fast on the ground and in the air. However, he boasts attacks with power comparable to those of the heavyweights. As such, he is a glass cannon; he can KO opponents easily, though his light weight allows opponents to KO him just as easily.

The entirety of Mr. Game & Watch's moveset makes references to various Game & Watch games. In some attacks, he also transforms into the characters from those games to attack opponents. None of the attacks are actually consistent with each other, as they all make use of random objects found in these games.
SSB Game & Watch Series MrGame&WatchHeadSSBU SSBM Icon
Mr. Game & Watch's Moveset

  • Neutral Attack: Mr. Game & Watch pulls out an insecticide pump and repeatedly pumps gas. He can continue pumping gas if the attack button is pressed repeatedly.
  • Forward Tilt: Mr. Game & Watch thrusts a chair forward.
  • Forward Smash: Mr. Game & Watch swings a lit torch forward.
  • Up Tilt: Mr. Game & Watch swings a flag overhead.
  • Up Smash: Mr. Game & Watch throws an upward headbutt while wearing a diving helmet.
  • Down Tilt: Mr. Game & Watch flips a manhole. The move was windboxes that can push opponents upward.
  • Down Smash: Mr. Game & Watch swings two hammers downward on both sides of him. The move can bury and meteor smash opponents.
  • Dash Attack: Mr. Game & Watch performs a sliding headbutt while wearing a helmet.
  • Shield Counter: Mr. Game & Watch swings a bell forward.

  • Neutral Aerial: Mr. Game & Watch opens a parachute.
  • Forward Aerial: Mr. Game & Watch drops a bomb downward that explodes on impact.
  • Forward Crash: Mr. Game & Watch swings a hammer downward. The move can meteor smash opponents.
  • Back Aerial: Mr. Game & Watch holds a turtle behind himself, damaging opponents multiple times before launching them.
  • Back Crash: Mr. Game & Watch swings a boxed package downward.
  • Up Aerial: Mr. Game & Watch blows air upward, sending cloud-like projectiles that damage opponents.
  • Up Crash: Mr. Game & Watch blows air upward. The move deals no damage, but it does create windboxes that push opponents upward, which get stronger the longer the move is charged.
  • Down Aerial: Mr. Game & Watch performs a stall-then-fall move while holding a key downward. The move can meteor smash opponents.
  • Down Crash: Mr. Game & Watch punches downward with a boxing glove. The move can meteor smash opponents.

  • Grab: Mr. Game & Watch reaches out to grab the opponent.
  • Pummel: Mr. Game & Watch hits the opponent with a bell.
  • Forward Throw: Mr. Game & Watch juggles the opponent, flinging them forward.
  • Back Throw: Mr. Game & Watch juggles the opponent, flinging them backward.
  • Up Throw: Mr. Game & Watch jiggles the opponent, flinging them upward.
  • Down Throw: Mr. Game & Watch juggles the opponent, flinging them downward.

  • Neutral Special - Chef: Mr. Game & Watch flings food from a frying pan. He will fling four food at once, which fly at varying angles that can lightly be controlled with directional inputs. The frying pan itself can also damage opponents.
    • Custom 1 - Short-Order Chef: Mr. Game & Watch flings food faster, which travel in shorter, longer arcs. The food is smaller and deals less damage.
    • Custom 2 - XXL Chef: Mr. Game & Watch flings bigger food that tarvels slower but deals more damage. He can only fling two at a time, and the arcs they fly in cannot be controlled.
    • Custom 3 - Rotten Food: Mr. Game & Watch can only fling one food at a time, but they can cause a flower or mushroom to grow on opponents' heads.
  • Side Special - Judge: Mr. Game & Watch swings a hammer forward while holding up a random number from one to nine. The number he holds up dictates how strong the move is. Below are a list of possible numbers and their effects:
      • 1: Deals no knockback to opponents and inflicts 12% recoil damage.
      • 2: Deals light damage and knockback.
      • 3: Causes a flower to grow on the opponent's head.
      • 4: Causes the opponent to fall asleep.
      • 5: Damages opponents multiple times with electric damage.
      • 6: Meteor smashes the opponent.
      • 7: Deals heavy damage and knockback. Also causes five Food items to appear.
      • 8: Freezes the opponent.
      • 9: KOs the opponent. Deals 999% damage.
    • Custom 1 - Extreme Judge: Mr. Game & Watch can only hold up a one or a nine. However, the nine is significantly weaker, but the one deals more damage and knockback.
    • Custom 2 - Chain Judge: Mr. Game & Watch damages the opponent multiple times before launching them, with the number he holds up dictating how many times he hits the opponent.
    • Custom 3 - Telegraphed Judge: The effects of each number are much weaker, though after using the move, a small number will appear by Mr. Game & Watch's icon, displaying what number will be used next.
  • Up Special - Fire: Mr. Game & Watch summons two firemen who bounce him upward with a trampoline, damaging opponents he hits. At the peak of his jump, he opens a parachute, letting him drift downward. If the control stick is held down, he closes the parachute and enters a semi-helpless state.
    • Custom 1 - Heavy Trampoline: Mr. Game & Watch is bounced higher, but he doesn't open a parachute and simply falls into a helpless state.
    • Custom 2 - Trampoline Launch: Mr. Game & Watch deals more damage, but he gains less height.
    • Custom 3 - Public-Use Trampoline: Mr. Game & Watch doesn't damage opponents he hits. However, the trampoline will remain on the stage for some time, allowing him or his opponents to use it again.
  • Down Special - Oil Panic: Mr. Game & Watch holds out a bucket, and can continue holding it out of the special button is held. He will absorb energy-based projectiles, and reflect physical projectiles. Once three energy projectiles have been absorbed, he can throw oil on the opponent, with its strength dictated by how strong the absorbed projectiles are. Stronger projectiles, such as Samus' fully-charged Charge Beam, will fill the bucket immediately.
    • Custom 1 - Efficient Panic: Mr. Game & Watch only needs to absorb one projectile to fill the bucket, but it deals less damage and has less range.
    • Custom 2 - Panic Overload: Mr. Game & Watch needs five projectiles to fill the bucket instead of three, but the oil is much larger and deals more damage.
    • Custom 3 - Immediate Panic: Once Mr. Game & Watch absorbs a projectile, he throws it back out of the bucket immediately as oil.
  • Final Smash - Octopus: Mr. Game & Watch transforms into an octopus. In this state, he moves forward across the stage, trying to catch opponents in his tentacles. Caught opponents will be dragged off-stage and KO'ed. After this, Mr. Game & Watch returns to his normal state.
  • Charged State - Game & Watch Me: Mr Game & Watch begins glowing white aura, and grows slightly larger. In this state, he becomes much stronger, his attacks have more range, and he can jump higher. He also has more weight and has slower falling speed.

Duck Hunt
Duck Hunt (1984)
DuckHuntCharged
Duck Hunt (ダックハント, Duckhunt) are a trio consiting of a dog, a duck, and an unseen sharpshooter who are predominantly featured in the NES launch title Duck Hunt. The player, as the sharpshooter, would need to shoot ducks using the NES Zapper. If they successfully shot one down, the dog would hold it by the neck and smile at the player. If the duck flies away, the dog will laugh at them instead. This laugh has become infamous among video games.

The player mainly controls the dog, while the duck and sharpshooter help with a few attacks. In terms of stats, they are fairly average, being middleweights sporting above-average mobility and slow falling speed. They have a very good zoning and camping game, thanks to an assortment of projectiles and long-ranged attacks that allow them to play from afar, as well as effectively edgeguard while on the stage. Aside from these moves however, Duck Hunt have pretty poor range and power in the rest of their moveset, and can have trouble scoring KOs.

Duck Hunt's moveset mainly consists of paw swipes and body slams from the dog, pecks from the duck, and shots from the sharpshooter. It takes reference from several games compatible with the NES Zapper, including Duck Hunt, Wild Gunman, and Hogan's Alley.
SSB Duck Hunt Series Duck Hunt Charged Stock Icon SSB4 Icon
Duck Hunt's Moveset

  • Neutral Attack: The dog throws a paw swipe, followed by a headbutt, followed by a dropkick. If the attack button is tapped repeatedly, the duck will throw a flurry of pecks, damaging opponents multiple times before launching them with a stronger peck.
  • Forward Tilt: The dog leans on its chest and forepaws in order to thrust its lower back forward and propel the duck, who performs a peck.
  • Forward Smash: The sharpshooter fires three shots in front of the dog and duck while they comically dodge the shots. The longer the move is charged, the more distance the shots will cover.
  • Up Tilt: The dog leans on its chest and forepaws in order to thrust its lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward.
  • Up Smash: The sharpshooter fires three shots upward while the dog and duck comically dodge the shots. The longer the move is charged, the more distance the shots will cover.
  • Down Tilt: The dog swings its lower back forward to propel the duck, who performs a turning peck. The move can cause opponents to trip.
  • Down Smash: The sharpshooter fires three shots around the dog and duck while they comically dodge the shots. The longer the move is charged, the more distance the shots will cover.
  • Dash Attack: The dog slides onto its chest and forepaws in order to thrust its lower back forward and propel the duck, who performs a peck.
  • Shield Counter: The sharpshooter shoots the opponent.

  • Neutral Aerial: The dog performs an aerial cartwheel.
  • Forward Aerial: The dog thrusts its lower back forward to propel the duck, who performs a corkscrew peck.
  • Forward Crash: The dog thrusts his lower back forward to propel the duck, who pecks. If the attack button is pressed again, the sharpshooter will shoot the duck, dealing more damage.
  • Back Aerial: The dog thrusts its lower back backward to propel the duck, who performs a turning peck.
  • Back Crash: The dog thrusts its lower back backward to propel the duck, who pecks. If the attack button is pressed again, the sharpshooter will shoot the duck, dealing more damage.
  • Up Aerial: The duck pecks upward three times while carrying the dog in tow.
  • Up Crash: The duck pecks upward while carrying the dog in tow. If the attack button is pressed again, the sharpshooter will shoot at the duck, dealing more damage.
  • Down Aerial: The dog somersaults to propel the duck, who performs a somersaulting peck. The move can meteor smash.
  • Down Crash: The dog somersaults to propel the duck, who pecks. If the attack button is pressed again, the sharpshooter will shoot the duck, dealing more damage.

  • Grab: The dog bites the opponent.
  • Pummel: The duck pecks the opponent.
  • Forward Throw: The dog rears its head back and sways it forward to throw the opponent. If the attack button is pressed again, the sharpshooter will shoot the opponent, dealing more damage.
  • Back Throw: The dog spins around to throw the opponent backward. If the attack button is pressed again, the sharpshooter will shoot the opponent, dealing more damage.
  • Up Throw: The dog performs a handstand kick. If the attack button is pressed again, the sharpshooter will shoot the opponent, dealing more damage.
  • Down Throw: The dog slams the opponent into the ground. If the attack button is pressed again, the sharpshooter will shoot the opponent, dealing more damage.

  • Neutral Special - Trick Shot: The dog kicks a can from Hogan's Alley forward. If the special button is pressed again, the sharpshooter will shoot the can, allowing it to travel farther. It can also be moved with attacks from Duck Hunt and their opponents. The can will explode if it touches an opponent, after enough shots from the sharpshooter, or if it's left alone for enough time, damaging any opponents in the blast radius. If the special button is held after the sharpshooter shoots, the dog can kick another can. When this happens, the sharpshooter will shoot at both cans at once. Up to three cans can be active at once.
    • Custom 1 - Operation Wolf: The dog kicks a grenade from Operation Wolf instead of a can. It explodes on impact, and cannot be shot at by the sharpshooter. The blast radius is larger, but there is more startup and endlag.
    • Custom 2 - Chiller: The dog kicks a ghostly head from Chiller instead of a can. It travels farther if the sharpshooter shoots it, but it will change directions with each shot.
    • Custom 3 - Paint Bomb: The dog kicks a ball of paint from Gotcha! The Sport! instead of a can. It will remain on the ground after being kicked, and if shot by the sharpshooter, it will explode in a puddle of paint that causes opponents that step over it to trip. The explosion can damage opponents as well.
  • Side Special - Clay Shooting: The dog throws a clay pigeon forward. If Duck Hunt are standing still while using the move, it will travel in a slow, short angle. If they are moving, it will travel in a fast, long angle. If the special button is pressed again, the sharpshooter will shoot at the clay pigeon three times, damaging opponents multiple times before launching them. If it is not shot at, it will disappear after awhile.
    • Custom 1 - Rising Clay: The clay pigeon travels at a higher angle.
    • Custom 2 - Clay Break: The shots don't combo into each other as good, but they deal more damage.
    • Custom 3 - Hard Clay: The sharpshooter will not shoot at the clay pigeon, but it flies faster and farther, and deals more damage.
  • Up Special - Duck Jump: The duck begins flying with the dog in tow. While flying, they can move left and right. After awhile, they will fall into a semi-helpless state.
    • Custom 1 - Duck Jump Snag: The duck doesn't fly as high, but the dog will bite multiple times, damaging opponents.
    • Custom 2 - Duck Jump Gust: Duck Hunt can only fly straight upward, but while flying, the duck creates windboxes that push opponents back.
    • Custom 3 - Duck Jump Burst: Duck Hunt boost upward quickly before falling into a helpless state afterwards, damaging opponents they hit.
  • Down Special - Wild Gunman: Duck Hunt summon one of the five gunmen from Wild Gunman to shoot at opponents. Each gunman has their own fire rate, damage, and range. If a gunman takes 10% damage or more, they will be defeated. Up to three gunman can be at play at a time.
    • Custom 1 - Mechanized Attack: Duck Hunt summon a woman from Mechanized Attack instead of a gunman. She will simply stay there for a short time. However, if an opponent attacks her, she will retaliate by disappearing in a flash, causing opponents to be stunned. Aerial opponents suffer light knockback instead.
    • Custom 2 - Gumshoe: Duck Hunt summon Mr. Stevenson from Gumshoe instead of a gunman. He will run forward, damaging opponents he runs into. If the special button is pressed, the sharpshooter will shoot at him, causing him to jump and attack aerial opponents. He disappears after awhile.
    • Custom 3 - Baby Boomer: Duck Hunt summon Boomer from Baby Boomer instead of a gunman. He will crawl forward slowly, but if he is touched, the opponent will be affected with paralysis.
  • Final Smash - NES Zapper Posse: Duck Hunt call in a flock of ducks who fly through the stage in front of them. If they hit an opponent, they are locked in a cinematic where the five gunmen from Wild Gunman shoot at them as cans from Hogan's Alley fly everywhere and explode. The flock of ducks return to send opponents back to the stage, launching them.
  • Charged State - Ducklings: The duck lays three eggs that hatch into ducklings, who all ride on the dog's back. They will aid the duck in its pecking attacks, dealing more damage and knockback. In this state, Duck Hunt can also use four midair jumps and has much slower falling speed.

Simon
Castlevania (1986)
Simon SSBUltimate
Simon (シモン, Simon), full name Simon Belmont, is one of the main characters of Konami's Castlevania series. Because he is the protagonist of the first few games and has his battles against Dracula chronicled the most throughout the series, he is considered the main character of the franchise. Simon comes from the Belmont Clan, a bloodline of powerful hunters who have been at war with Dracula for centuries. In the first game, with his Vampire Killer whip, he storms Dracula's castle to defeat him.

Simon is a heavyweight fighter with slow ground movement and fast falling speed. His Vampire Killer is used in many of his attacks; this makes him unique in that his average range is a lot longer than other fighters. Attacks will also deal more dmaage if opponents are hit by the spiked ball at the tip of the whip. He is also unique in that his aerial and crash attacks can snap to the ledge, acting as a tether recovery.

Simon's moveset, notably his specials, are taken from various items and weapons in the Castlevania series. His whip attacks grant him good range, though they lack in power unless opponents are hit by the spiked ball, so spacing is crucial.
SSB Castlevania Series SimonHeadSSBU SSBUltimate Icon
Simon's Moveset

  • Neutral Attack: Simon swings the Vampire Killer twice while holding it lengthwise. Pressing the attack button repeatedly will allow him to rapidly spin the whip, damaging opponents multiple times before launching them with an uppercut. If the attack button is held, Simon will hold out the Vampire Killer, allowing it to be moved around with directional inputs. This will disable projectiles.
  • Forward Tilt: Simon cracks the Vampire Killer forward.
  • Forward Smash: Simon rears back before cracking the Vampire Killer forward while taking a step forward.
  • Up Tilt: Simon twirls the Vampire Killer above himself.
  • Up Smash: Simon cracks the Vampire Killer upward.
  • Down Tilt: Simon throws a sliding kick. If the attack button is pressed again, Simon follows with a jumping kick.
  • Down Smash: Simon drags the Vampire Killer around himself from front to back.
  • Dash Attack: Simon rushes forward while twirling the Vampire Killer around himself, damaging opponents multiple times before launching them.
  • Shield Counter: Simon cracks the Vampire Killer forward.

  • Neutral Aerial: Simon twirls the Vampire Killer around his body, damaging opponents multiple times before launching them.
  • Forward Aerial: Simon rears back before cracking the Vampire Killer forward. The move can snap to ledges and act as a tether recovery.
  • Forward Crash: Simon cracks the Vampire Killer forward. The move can snap to ledges and act as a tether recovery.
  • Back Aerial: Simon rears back and cracks the Vampire Killer behind himself. The move can snap to ledges and act as a tether recovery.
  • Back Crash: Simon cracks the Vampire Killer behind himself three times. The move can snap to ledges and act as a tether recovery.
  • Up Aerial: Simon rears back and cracks the Vampire Killer upward. The move can snap to ledges and act as a tether recovery.
  • Up Crash: Simon cracks the Vampire Killer upward. The move can snap to ledges and act as a tether recovery.
  • Down Aerial: Simon performs a stall-then-fall dive kick. The move can meteor smash opponents.
  • Down Crash: Simon cracks the Vampire Killer below himself. The move can snap to ledges and act as a tether recovery.

  • Grab: Simon reaches out to grab the opponent.
  • Pummel: Simon knee strikes the opponent.
  • Forward Throw: Simon flings the opponent forward.
  • Back Throw: Simon flings the opponent backward.
  • Up Throw: Simon heaves the opponent upward before cracking them with the Vampire Killer.
  • Down Throw: Simon slams the opponent into the ground.

  • Neutral Special - Axe: Simon throws an axe in an arc, damaging opponents it hits. Using directional inputs, the arc the axe flies in can be changed. The projectile is unique in that it can travel through solid platforms.
    • Custom 1 - Big Axe: The axe is much larger and deals more damage. However, the move has more startup lag and the axe doesn't travel as high.
    • Custom 2 - Tomahawk Axe: The axe is thrown in a low arc instead of a high arc. It travels faster and farther, but deals less damage.
    • Custom 3 - Cutting Axe: The axe travels slower and the move has more startup lag, but it damages opponents multiple times before launching them.
  • Side Special - Cross: Simon throws flings a cross forward, which travels back to him like a boomerang. Simon can throw the cross farther if he is moving while using the move. Only one Cross can be at play at a time.
    • Custom 1 - Cutting Cross: The cross damages opponents multiple times before launching them. It travels faster, but doesn't cover as much distance.
    • Custom 2 - Flying Cross: The cross travels much farther, but doesn't return to him, instead continuing to fly forward before disappearing.
    • Custom 3 - Bloodseeker Cross: The cross will lightly home in on opponents while traveling forward and backward. However it deals less damage.
  • Up Special - Uppercut: Simon throws a jumping uppercut with the Vampire Killer in hand, damaging opponents multiple times before launching them and falling into a helpless state afterwards.
    • Custom 1 - Belmont Leap: Simon travels higher, but doesn't damage opponents.
    • Custom 2 - Uppercut Dive: Simon travels in a more horizontal angle, sacrificing vertical distance for horizontal distance.
    • Custom 3 - Dual Uppercut: Simon travels less distance and deals less damage, though he can use the move twice before falling onto a helpless state.
  • Down Special - Holy Water: Simon drops a flask of Holy Water, which breaks and creates a pillar of flames that damage opponents multiple times before launching them. However, the flask can be caught as it is thrown and be thrown as an item.
    • Custom 1 - Holy Bonfire: The pillar of flames launches opponents instead of damaging them multiple times.
    • Custom 2 - Holy Wildfire: Multiple pillars of flames are created upon the flask breaking, which travel across the stage. However, they deal less damage.
    • Custom 3 - Holy Lava: Instead of a pillar of flames, the flask covers the ground in lava upon breaking. This will deal gradual damage to opponents who step in it.
  • Final Smash - Grand Cross: Simon summons a large coffin in front of himself. If it traps an opponent, they are locked in a cinematic where Simon grabs the coffin with the Vampire Killer and hauls it skyward. He then blasts the coffin with magical crucifixes, sending opponents back to the stage and launching them.
  • Charged State - Vampire Hunter: The spike on Simon's Vampire Killer grows in size, and he begins glowing white aura. In this state, attacks involving the Vampire Killer cover more range, and the spiked ball is easier to hit opponents with. He is also faster and can jump higher.

Richter (ε)
Castlevania: Rondo of Blood (1993)
Richter SSBUltimate
Richter (リヒター, Richter), full name Richter Belmont, is one of the main characters in the Castlevania series. In his debut Castlevania: Rondo of Blood, he had to save his fiancée Annette from Dracula. Since then, he has went on to become an unlockable character in other games in the series.

Richter, as Simon's Echo Fighter, shares a lot of his attacks and attributes. Their movesets are close to identical, though Richter is slightly faster and jumps higher. His Vampire Killer is also longer and covers more distance, but deals less damage. Specifically, the spiked ballat the end of his Vampire Killer doesn't deal as much damage as knockback as Simon's does.
SSB Castlevania Series RichterHeadSSBU SSBUltimate Icon
Richter's Moveset

  • Neutral Attack: Richter swings the Vampire Killer twice while holding it lengthwise. Pressing the attack button repeatedly will allow him to rapidly spin the whip, damaging opponents multiple times before launching them with an uppercut. If the attack button is held, Richter will hold out the Vampire Killer, allowing it to be moved around with directional inputs. This will disable projectiles.
  • Forward Tilt: Richter cracks the Vampire Killer forward.
  • Forward Smash: Richter rears back before cracking the Vampire Killer forward while taking a step forward.
  • Up Tilt: Richter twirls the Vampire Killer above himself.
  • Up Smash: Richter cracks the Vampire Killer upward.
  • Down Tilt: Richter throws a sliding kick. If the attack button is pressed again, Simon follows with a jumping kick.
  • Down Smash: Richter drags the Vampire Killer around himself from front to back.
  • Dash Attack: Richter rushes forward while twirling the Vampire Killer around himself, damaging opponents multiple times before launching them.
  • Shield Counter: Richter cracks the Vampire Killer forward.

  • Neutral Aerial: Richter twirls the Vampire Killer around his body, damaging opponents multiple times before launching them.
  • Forward Aerial: Richter rears back before cracking the Vampire Killer forward. The move can snap to ledges and act as a tether recovery.
  • Forward Crash: Richter cracks the Vampire Killer forward. The move can snap to ledges and act as a tether recovery.
  • Back Aerial: Richter rears back and cracks the Vampire Killer behind himself. The move can snap to ledges and act as a tether recovery.
  • Back Crash: Richter cracks the Vampire Killer behind himself three times. The move can snap to ledges and act as a tether recovery.
  • Up Aerial: Richter rears back and cracks the Vampire Killer upward. The move can snap to ledges and act as a tether recovery.
  • Up Crash: Richter cracks the Vampire Killer upward. The move can snap to ledges and act as a tether recovery.
  • Down Aerial: Richter performs a stall-then-fall dive kick. The move can meteor smash opponents.
  • Down Crash: Richter cracks the Vampire Killer below himself. The move can snap to ledges and act as a tether recovery.

  • Grab: Richter reaches out to grab the opponent.
  • Pummel: Richter knee strikes the opponent.
  • Forward Throw: Richter flings the opponent forward.
  • Back Throw: Richter flings the opponent backward.
  • Up Throw: Richter heaves the opponent upward before cracking them with the Vampire Killer.
  • Down Throw: Richter slams the opponent into the ground.

  • Neutral Special - Axe: Richter throws an axe in an arc, damaging opponents it hits. Using directional inputs, the arc the axe flies in can be changed. The projectile is unique in that it can travel through solid platforms.
    • Custom 1 - Big Axe: The axe is much larger and deals more damage. However, the move has more startup lag and the axe doesn't travel as high.
    • Custom 2 - Tomahawk Axe: The axe is thrown in a low arc instead of a high arc. It travels faster and farther, but deals less damage.
    • Custom 3 - Cutting Axe: The axe travels slower and the move has more startup lag, but it damages opponents multiple times before launching them.
  • Side Special - Cross: Richter throws flings a cross forward, which travels back to him like a boomerang. Richter can throw the cross farther if he is moving while using the move. Only one Cross can be at play at a time.
    • Custom 1 - Cutting Cross: The cross damages opponents multiple times before launching them. It travels faster, but doesn't cover as much distance.
    • Custom 2 - Flying Cross: The cross travels much farther, but doesn't return to him, instead continuing to fly forward before disappearing.
    • Custom 3 - Bloodseeker Cross: The cross will lightly home in on opponents while traveling forward and backward. However it deals less damage.
  • Up Special - Uppercut: Richter throws a jumping uppercut with the Vampire Killer in hand, damaging opponents multiple times before launching them and falling into a helpless state afterwards.
    • Custom 1 - Belmont Leap: Richter travels higher, but doesn't damage opponents.
    • Custom 2 - Uppercut Dive: Richter travels in a more horizontal angle, sacrificing vertical distance for horizontal distance.
    • Custom 3 - Dual Uppercut: Richter travels less distance and deals less damage, though he can use the move twice before falling onto a helpless state.
  • Down Special - Holy Water: Richter drops a flask of Holy Water, which breaks and creates a pillar of flames that damage opponents multiple times before launching them. However, the flask can be caught as it is thrown and be thrown as an item.
    • Custom 1 - Holy Bonfire: The pillar of flames launches opponents instead of damaging them multiple times.
    • Custom 2 - Holy Wildfire: Multiple pillars of flames are created upon the flask breaking, which travel across the stage. However, they deal less damage.
    • Custom 3 - Holy Lava: Instead of a pillar of flames, the flask covers the ground in lava upon breaking. This will deal gradual damage to opponents who step in it.
  • Final Smash - Grand Cross: Richter summons a large coffin in front of himself. If it traps an opponent, they are locked in a cinematic where Richter grabs the coffin with the Vampire Killer and hauls it skyward. He then blasts the coffin with magical crucifixes, sending opponents back to the stage and launching them.
  • Charged State - Vampire Hunter: The spike on Richter's Vampire Killer grows in size, and he begins glowing white aura. In this state, attacks involving the Vampire Killer cover more range, and the spiked ball is easier to hit opponents with. He is also faster and can jump higher.

Sonic
Rad Mobile (1991)
Sonic SSBUltimate
Sonic (ソニック, Sonic) is the titular protagonist of SEGA's Sonic the Hedgehog series, and is the mascot of the company. He is a blue hedgehog with the ability to run at supersonic speeds. He has a strong sense of justice and will do whatever it takes to protect the world from evil, usually the evil scientist Dr. Eggman. When not adventuring however, he's laid-back and has a knack for cracking jokes.

Sonic, true to his series, has the fastest running speed of any character in the game. This grants him near unmatched mobility, allowing him to escape slower characters quite easily. Naturally, his frame data is also fast, which allows him to quickly attack opponents and lock them into combos. He has issues with KOing opponents however, as his attacks usually have weak knockback. Additionally, being one of the lighter middleweights, he can also be knocked away quite easily himself.

Compared to past Smash installments, Sonic's moveset has seen some heavy retooling to take more inspiration from his recent appearances, as well as to add additional flare to his moveset, which previously mostly consisted of ball attacks.
SSB Sonic Series SonicHeadSSBU SSBB Icon
Sonic's Moveset

  • Neutral Attack: Sonic throws a one-two punch combo followed by a side kick.
  • Forward Tilt: Sonic throws a horse kick.
  • Forward Smash: Sonic winds up before throwing a punch.
  • Up Tilt: Sonic throws a 540 kick, damaging opponents twice.
  • Up Smash: Sonic jumps while performing a Spin Dash, damaging opponents multiple times before launching them.
  • Down Tilt: Sonic throws a legsweep.
  • Down Smash: Sonic performs a split kick.
  • Dash Attack: Sonic performs the Spin Dash followed by a flying kick, damaging opponents multiple times before launching them.
  • Shield Counter: Sonic performs the Spin Dash, rushing forward.

  • Neutral Aerial: Sonic curls into a ball and spins while slight undulating up and down.
  • Forward Aerial: Sonic performs a corkscrew battering ram, damaging opponents multiple times before launching them.
  • Forward Crash: Sonic performs a front flip while kicking downward. The move can meteor smash opponents.
  • Back Aerial: Sonic throws a back kick.
  • Back Crash: Sonic throws a backward hook kick.
  • Up Aerial: Sonic throws a scissor kick.
  • Up Crash: Sonic throws a bicycle kick.
  • Down Aerial: Sonic throws a stall-then-fall diagonal flying kick. The move can meteor smash opponents.
  • Down Crash: Sonic throws a stall-then-fall stomp downward. The move can meteor smash opponents.

  • Grab: Sonic reaches out to grab the opponent.
  • Pummel: Sonic knee smashes the opponent.
  • Forward Throw: Sonic throws a stretch kick, knocking the opponent away.
  • Back Throw: Sonic backflips repeatedly with the opponent in tow before performing a tomoe naga.
  • Up Throw: Sonic heaves the opponent upward and stabs them with his quills.
  • Down Throw: Sonic pins the opponent onto the ground and performs a stationary Spin Dash on them.

  • Neutral Special - Homing Attack: Sonic curls into a ball while briefly ascending. If an opponent is nearby, a red reticle appears over them as Sonic dashes straight at them to damage them. Otherwise, he dashes in a diagonally downwards angle. Pressing the special button while Sonic is ascending will have him perform the move sooner.
    • Custom 1 - Combo Homing Attack: Sonic deals much less knockback. After he lands the attack, if the special button is pressed again, Sonic instantly performs the attack on them again, or another opponent if they are close enough. This can be continued up to five times.
    • Custom 2 - Controlled Attack: Instead of Sonic dashing straight into an opponent, he will dash in the direction the control stick is held in. He falls into a semi-helpless state afterwards.
    • Custom 3 - Surprise Homing Attack: The move has less range, but Sonic attacks faster and deals more damage and knockback.
  • Side Special - Light Dash: Sonic charges up energy before dashing at light speed forward, damaging opponents he hits. The dash can also be angled up and down. He falls into a semi-helpless state afterwards.
    • Custom 1 - Damaging Dash: Sonic travels much slower, but he deals more damage.
    • Custom 2 - Light Dash Flash: Sonic travels farther and is invincible while dashing, but he cannot damage opponents.
    • Custom 3 - Super Light Dash: Sonic charges up energy for longer and deals less damage, but travels more distance. He can also change direction while dashing with directional inputs.
  • Up Special - Spring Jump: A Spring appears under Sonic, and he uses it to jump upward, falling into a semi-helpless state afterwards. If used on the ground, the Spring can be used by other characters before it disappears. If used in midair, the Spring falls to the ground and bounces for a bit, damaging opponents it lands on.
    • Custom 1 - Spring Jump Headbutt: Sonic damages opponents as he rises upward, but travels less distance.
    • Custom 2 - Double Spring Jump: Sonic can use two Springs at any time, but the move has him travel less distance overall.
    • Custom 3 - Angled Spring Jump: Sonic jumps in a diagonally upward angle, granting him less vertical height in exchange for more horizontal distance.
  • Down Special - Spin Dash: Sonic curls into a ball and dashes forward, damaging opponents. If the special button is tapped repeatedly, he will charge the move, allowing him to travel faster, farther, and deal more damage. While dashing, Sonic can change directions as well as jump. If the move is charged in midair, Sonic will dash as if the move was fully-charged as soon as he lands.
    • Custom 1 - Shredding Spin Dash: Sonic damages opponents multiple times while charging. The move takes longer to fully charge and the dash itself deals less damage.
    • Custom 2 - Spin Dash Burst: Sonic instantly dashes forward without the need of charging. However, he cannot change directions or jump.
    • Custom 3 - Bounce Attack: Sonic leaps in the air and falls downward. If used in midair, Sonic will simply rush downward. The move can bury grounded opponents and meteor smash aerial ones.
  • Final Smash - Hyper Sonic: Sonic uses the Master Emerald to become Hyper Sonic. He then begins dashing around the stage at warp speed, damaging opponents he rams into. After some time, he reverts to his normal state.
  • Charged State - Super Sonic: Sonic uses the Chaos Emeralds to become Super Sonic. In this state, he is slightly faster, but can jump higher. His attacks also deal more damage and knockback, and has access to four midair jumps. Spin Dash also charges much sooner.

Blaze (ε)
Sonic Rush (2005)
Blaze Nibroc-Rock
Blaze (ブレイズ, Blaze) is a major character in the Sonic series, debuting in Sonic Rush. She is a pyrokinetic cat that hails from another dimension. The Sol Emeralds, her world's version of the Chaos Emeralds, were taken to Sonic's world, and Blaze sought to find them. She was initially a loner, but thanks to Sonic and Cream, she was able to discover the meaning of teamwork and help Sonic defeat Dr. Eggman and Eggman Nega.

Blaze is Sonic's Echo Fighter, and as such shares a lot of the same attributes and attacks as him. She is slightly slower than him in both mobility and frame data, as she has slower running speed, less jump height, and more startup and endlag in her attacks. To compensate, Blaze's attacks are stronger than Sonic's and she has much less trouble KOing opponents. Additionally, many of her attacks are empowered with fire.
SSB Sonic Series Blaze Stock Icon SSBCharged Icon
Blaze's Moveset

  • Neutral Attack: Blaze throws a one-two punch combo followed by a side kick.
  • Forward Tilt: Blaze throws a roundhouse kick.
  • Forward Smash: Blaze thrusts her palm forward, expelling an burst of flames from it.
  • Up Tilt: Blaze throws a scorpion kick.
  • Up Smash: Blaze jumps while performing a Spin Dash, damaging opponents multiple times before launching them.
  • Down Tilt: Blaze throws a legsweep.
  • Down Smash: Blaze performs a split kick.
  • Dash Attack: Blaze performs the Spin Dash followed by a flying kick, damaging opponents multiple times before launching them.
  • Shield Counter: Blaze performs the Spin Dash, rushing forward.

  • Neutral Aerial: Blaze curls into a ball and spins while slight undulating up and down.
  • Forward Aerial: Blaze performs a corkscrew battering ram, damaging opponents multiple times before launching them.
  • Forward Crash: Blaze performs a front flip while kicking downward. The move can meteor smash opponents.
  • Back Aerial: Blaze throws a back kick.
  • Back Crash: Blaze throws a backward hook kick.
  • Up Aerial: Blaze throws a scissor kick.
  • Up Crash: Blaze creates a burst of flames above herself.
  • Down Aerial: Blaze throws a stall-then-fall diagonal flying kick. The move can meteor smash opponents.
  • Down Crash: Blaze creates a burst of flames below herself.

  • Grab: Blaze reaches out to grab the opponent.
  • Pummel: Blaze knee smashes the opponent.
  • Forward Throw: Blaze throws a stretch kick, knocking the opponent away.
  • Back Throw: Blaze backflips repeatedly with the opponent in tow before performing a tomoe naga.
  • Up Throw: Blaze flings the opponent upward.
  • Down Throw: Blaze pins the opponent onto the ground and burns them with flames.

  • Neutral Special - Fire Claw: Blaze spins around as flames surround her while briefly ascending. If an opponent is nearby, a red reticle appears over them as Blaze dashes straight at them, striking them with a fire-infused chop. Otherwise, she dashes in a diagonally downwards angle. Pressing the special button while Blaze is ascending will have her perform the move sooner.
    • Custom 1 - Combo Fire Claw: Blaze deals much less knockback. After she lands the attack, if the special button is pressed again, Blaze instantly performs the attack on them again, or another opponent if they are close enough. This can be continued up to five times.
    • Custom 2 - Controlled Claw: Instead of Blaze dashing straight into an opponent, she will dash in the direction the control stick is held in. She falls into a semi-helpless state afterwards.
    • Custom 3 - Surprise Fire Claw: The move has less range, but Blaze attacks faster and deals more damage and knockback.
  • Side Special - Fire Blast: Blaze throws a fireball that travels straight forward, exploding on impact. It will grow weaker the farther it travels.
    • Custom 1 - Fast Fire Blast: The fireball travels faster but deals less damage.
    • Custom 2 - Big Fireball: The fireball is larger and damages opponents multiple times before launching them, but travels slower.
    • Custom 3 - Homing Fire Blast: The fireball deals less damage, but will lightly home in on opponents as it travels.
  • Up Special - Spring Jump: A Spring appears under Blaze, and she uses it to jump upward, falling into a semi-helpless state afterwards. If used on the ground, the Spring can be used by other characters before it disappears. If used in midair, the Spring falls to the ground and bounces for a bit, damaging opponents it lands on.
    • Custom 1 - Spring Jump Headbutt: Blaze damages opponents as he rises upward, but travels less distance.
    • Custom 2 - Double Spring Jump: Blaze can use two Springs at any time, but the move has her travel less distance overall.
    • Custom 3 - Angled Spring Jump: Blaze jumps in a diagonally upward angle, granting her less vertical height in exchange for more horizontal distance.
  • Down Special - Spin Dash: Blaze curls into a ball and dashes forward, damaging opponents. If the special button is tapped repeatedly, she will charge the move, allowing her to travel faster, farther, and deal more damage. While dashing, Blaze can change directions as well as jump. If the move is charged in midair, Blaze will dash as if the move was fully-charged as soon as she lands.
    • Custom 1 - Burning Spin Dash: Blaze damages opponents multiple times with fire damage while charging. The move takes longer to fully charge and the dash itself deals less damage.
    • Custom 2 - Spin Dash Burst: Blaze instantly dashes forward without the need of charging. However, she cannot change directions or jump.
    • Custom 3 - Bounce Attack: Blaze leaps in the air and falls downward. If used in midair, Sonic will simply rush downward. She causes an explosion on impact, launching opponents in the blast radius.
  • Final Smash - Burning Blaze Boost: Blaze uses the Sol Emeralds to become Burning Blaze. She then begins dashing around the stage at warp speed, damaging opponents she rams into. After some time, she reverts to his normal state.
  • Charged State - Burning Blaze: Blaze uses the Sol Emeralds to become Burning Blaze. In this state, she is slightly faster, but can jump higher. Her attacks also deal more damage and knockback, and has access to four midair jumps. Spin Dash also charges much sooner.

Mega Man
Mega Man (1987)
Mega Man SSBUltimate
Mega Man (ロックマン, Rockman) is the titular main protagonist of Capcom's Mega Man platformer series, as well as the mascot of the company. He was originally built as a housekeeping robot to help Dr. Light, but when Dr. Wily took his Robot Masters and started using them for world domination, Mega Man was converted into a fighting robot. His Mega Buster is unique in that it can use the weapons of any opponents he has defeated.

Mega Man is a middleweight with below-average mobility and low jump height. This can make navigation around the stage a bit hard, but he has attacks that deal heavy damage. He has the unique ability to change his neutral special into a variety of different projectiles with his down special Weapon Switch, similar to how he can alternate between weapons in the Mega Man series. Mega Man has six different projectiles at his disposal, all of which have their uses and applications.

Uniquely, a lot of Mega Man's moves are projectiles, including his neutral attack and neutral aerial. This allows him to zone against opponents really well and overload them with projectiles, but he has trouble against moves that can properly negate them. However, he does have a few physical moves for close-quarters combat of need be.
SSB Mega Man Series MegaManHeadSSBU SSB4 Icon
Mega Man's Moveset

  • Neutral Attack: Mega Man shoots a beam out of his Mega Buster, which travels forward a short distance. If the attack button is held, he can charge up the move and fire a larger beam that deals more damage and knockback.
  • Forward Tilt: Mega Man shoots a beam out of his Mega Buster, which travels forward a short distance. If the attack button is held, he can charge up the move and fire a larger beam that deals more damage and knockback.
  • Forward Smash: Mega Man uses the Pile Driver from Mega Man 11 to dash forward with a drill, damaging opponents multiple times before launching them.
  • Up Tilt: Mega Man throws a jumping uppercut.
  • Up Smash: Mega Man uses the Spark Shock from Mega Man 3 to emit electric energy above himself, damaging opponents multiple times before launching them.
  • Down Tilt: Mega Man throws a sliding kick. The move can be cancelled into any other attack.
  • Down Smash: Mega Man uses the Knight Crusher from Mega Man 6 to swing a spiked mace across the ground while spinning.
  • Dash Attack: Mega Man uses the Top Spin from Mega Man 3 to spin while moving forward, damaging opponents multiple times before launching them.
  • Shield Counter: Mega Man throws a jumping uppercut.

  • Neutral Aerial: Mega Man shoots a beam out of his Mega Buster, which travels forward a short distance. If the attack button is held, he can charge up the move and fire a larger beam that deals more damage and knockback.
  • Forward Aerial: Mega Man uses the Flame Sword from Mega Man 8 to slash a sword of flames downward.
  • Forward Crash: Mega Man uses the Hard Knuckle from Mega Man 3 to launch a punching fist forward.
  • Back Aerial: Mega Man uses the Slash Claw from Mega Man 7 to swipe behind himself three times, damaging opponents multiple times before launching them.
  • Back Crash: Mega Man uses the Hard Knuckle from Mega Man 3 to launch a punching fist backward.
  • Up Aerial: Mega Man uses the Air Shooter from Mega Man 2 to fire a tornado upward, damaging opponents multiple times before launching them.
  • Up Crash: Mega Man uses the Hard Knuckle from Mega Man 3 to launch a punching fist upward.
  • Down Aerial: Mega Man uses the Noise Crush from Mega Man 7 to create a small shockwave below himself, inflicting paralysis on opponents.
  • Down Crash: Mega Man uses the Hard Knuckle from Mega Man 3 to launch a punching fist downward. The move can meteor smash opponents.

  • Grab: Mega Man uses the Super Arm from Mega Man to grab the opponent.
  • Pummel: Mega Man squeezes the opponent.
  • Forward Throw: Mega Man throws the opponent forward.
  • Back Throw: Mega Man throws the opponent backward.
  • Up Throw: Mega Man throws the opponent upward.
  • Down Throw: Mega Man slams the opponent into the ground.

  • Neutral Special - Weapon Use: Mega Man uses whatever weapon the move is set to, which can be changed with his down special. He has six different weapons that he can use, each with their own properties and applications. Below is a list of them:
      • Hyper Bomb: Mega Man uses the Hyper Bomb from Mega Man to pull out a bomb. He can move around and jump while carrying it. Pressing the special button again will have Mega Man throw the bomb, which will explode on impact. The bomb's trajectory can be changed with directional inputs.
      • Metal Blade: Mega Man uses the Metal Blade from Mega Man to throw a buzz saw in the direction the control stick is held. It will damage opponents multiple times before launching them, and if it lands on the ground, he can pick it up and use it again.
      • Crash Bomber: Mega Man uses the Crash Bomber from Mega Man 2 to fire a small bomb forward, which sticks to opponents and walls it hits. After sticking, it will explode, damaging any opponents in the blast radius. The bomb can be passed onto other fighters by touching them before it explodes.
      • Leaf Shield: Mega Man uses the Leaf Shield from Mega Man 2 to cover himself in a shield of leaves that circle around him. The leaves will reflect projectiles as well as damage opponents. It will disappear after a short time, but pressing the special button again allows Mega Man to throw the leaves forward as a projectile.
      • Danger Wrap: Mega Man uses the Danger Wrap from Mega Man 7 to fire a bomb encased in a bubble. It will slowly float in a diagonally-upwards arc, exploding on impact and damaging opponents in the blast radius. It will also lightly home in on opponents.
      • Block Dropper: Mega Man uses the Block Dropper from Mega Man 11 to drop four blocks on the ground in front of himself. The special button can be held to stall the blocks' fall, and they will move as Mega Man moves.
    • Custom 1 - Quick Weapons: The weapons are smaller and deal less damage, but travel more distance and are faster.
    • Custom 2 - Big Weapons: The weapons are bigger. They deal more damage but travel slower.
    • Custom 3 - Rapidfire Weapons: The weapons deal much less damage but they have much less startup and endlag, allowing them to be spammed repeatedly.
  • Side Special - Charge Kick: Mega Man uses the Charge Kick from Mega Man 5 to perform a sliding kick. He can continue sliding if the special button is held, and can change directions with directional inputs. The move also grants him super armor and can be cancelled into any attack.
    • Custom 1 - Charge Kick Dash: Mega Man slides faster and deals more damage, but only travels a set amount of distance and cannot change directions.
    • Custom 2 - Power Charge Kick: Mega Man deals more damage while sliding, but travels slower and does not have super armor.
    • Custom 3 - Grounding Charge Kick: Mega Man deals less damage while sliding and cannot travel as far, but will bury opponents he dashes into.
  • Up Special - Rush Coil: Mega Man summons Rush, who stands in front of Mega Man with a spring on his back. Mega Man and his opponents can use this spring to jump high until he disappears. If used in midair, Rush appears under Mega Man, and he uses him to jump upward, falling into a semi-helpless state afterward.
    • Custom 1 - Rush Jet: Mega Man hops on Rush, who forms himself into a jet. They will move in any direction the control stick is held. If the special button is pressed again or after some time has passed, Rush disappears and Mega Man enters a semi-helpless state.
    • Custom 2 - Beat: Beat appears and Mega Man grabs onto him, carrying him upward. At the peak of their height, Mega Man lets go and enters a semi-helpless state.
    • Custom 3 - Tornado Hold: Mega Man uses the Tornado Hold from Mega Man 8 to place spinning blades below himself. They create windboxes that push Mega Man and his opponents upward. The blades will also damage opponents that step in them.
  • Down Special - Weapon Switch: Mega Man enters a defensive state as six icons appear around him, each representing a different weapon he can use for Weapon Use. Releasing the special button will select an icon, and directional inputs can be used to scroll through them. He is left vulnerable while switching.
    • Custom 1 - Hasty Weapon Switch: Instead of selecting the weapon, using the move allows Mega Man to immediately swap to the next weapon. This leave shim less vulnerable but also means he cannot select a preferred weapon immediately.
    • Custom 2 - Armored Weapon Switch: Mega Man takes longer to switch weapons, but he has super armor throughout the entire duration.
    • Custom 3 - Weapon Switch Pulse: Scrolling through the weapons and selecting takes longer, but upon selecting a weapon Mega Man emits a surge of energy that damages nearby opponents.
  • Final Smash - Mega Legends: Mega Man uses the Black Hold Bomb from Mega Man 9 to create a black hole that pulls in opponents. Any caught opponents are locked in a cinematic where Mega Man will then summon X, MegaMan.EXE, Star Force Mega Man, Mega Man Volnutt, Bad Box Art Mega Man, Proto Man, and Bass to fire a combined beam of energy at the opponents, damaging them and sending them back to the stage.
  • Charged State - Rush Adapter: Mega Man combines himself with Rush. In this state, Mega Man has much higher jump height and can float. He can also deal much more damage and knockback, especially with his crash attacks.

Roll (ε)
Mega Man (1987)
MM11Roll
Roll (ロール, Roll) is a robot created by Dr. Light, being the "little sister" to Mega Man. She acts as a housekeeper around Dr. Light's labratory, helping with cleaning and cooking. However, she does help Mega Man on his adventures by providing items, and sometimes even ventures alongside him. Her dream is to one day open a hospital to help everyone.

Roll is an Echo Fighter of Mega Man, and as such has similar abilities as him. Overall, their movesets are very similar, and their stats are near identical. However, Roll has a different selection of weapons she can use for Weapon Use, allowing for different approach options. She uses her Roll Buster from Marvel vs. Capcom: Clash of Super Heroes to fire projectiles.
SSB Mega Man Series Roll Stock Icon SSBCharged Icon
Roll's Moveset

  • Neutral Attack: Roll shoots a beam out of her Roll Buster, which travels forward a short distance. If the attack button is held, she can charge up the move and fire a larger beam that deals more damage and knockback.
  • Forward Tilt: Roll shoots a beam out of her Roll Buster, which travels forward a short distance. If the attack button is held, she can charge up the move and fire a larger beam that deals more damage and knockback.
  • Forward Smash: Roll uses the Pile Driver from Mega Man 11 to dash forward with a drill, damaging opponents multiple times before launching them.
  • Up Tilt: Roll throws a jumping uppercut.
  • Up Smash: Roll uses the Spark Shock from Mega Man 3 to emit electric energy above herself, damaging opponents multiple times before launching them.
  • Down Tilt: Roll throws a sliding kick. The move can be cancelled into any other attack.
  • Down Smash: Roll uses the Knight Crusher from Mega Man 6 to swing a spiked mace across the ground while spinning.
  • Dash Attack: Roll uses the Top Spin from Mega Man 3 to spin while moving forward, damaging opponents multiple times before launching them.
  • Shield Counter: Roll throws a jumping uppercut.

  • Neutral Aerial: Roll shoots a beam out of her Roll Buster, which travels forward a short distance. If the attack button is held, she can charge up the move and fire a larger beam that deals more damage and knockback.
  • Forward Aerial: Roll uses the Flame Sword from Mega Man 8 to slash a sword of flames downward.
  • Forward Crash: Roll uses the Hard Knuckle from Mega Man 3 to launch a punching fist forward.
  • Back Aerial: Roll uses the Slash Claw from Mega Man 7 to swipe behind herself three times, damaging opponents multiple times before launching them.
  • Back Crash: Roll uses the Hard Knuckle from Mega Man 3 to launch a punching fist backward.
  • Up Aerial: Roll uses the Air Shooter from Mega Man 2 to fire a tornado upward, damaging opponents multiple times before launching them.
  • Up Crash: Roll uses the Hard Knuckle from Mega Man 3 to launch a punching fist upward.
  • Down Aerial: Roll uses the Noise Crush from Mega Man 7 to create a small shockwave below herself, inflicting paralysis on opponents.
  • Down Crash: Roll uses the Hard Knuckle from Mega Man 3 to launch a punching fist downward. The move can meteor smash opponents.

  • Grab: Roll uses the Super Arm from Mega Man to grab the opponent.
  • Pummel: Roll squeezes the opponent.
  • Forward Throw: Roll throws the opponent forward.
  • Back Throw: Roll throws the opponent backward.
  • Up Throw: Roll throws the opponent upward.
  • Down Throw: Roll slams the opponent into the ground.

  • Neutral Special - Weapon Use: Roll uses whatever weapon the move is set to, which can be changed with her down special. She has six different weapons that she can use, each with their own properties and applications. Below is a list of them:
      • Ice Slasher: Roll uses the Ice Slasher from Mega Man to shoot an icy projectile forward. It freezes opponents it hits.
      • Atomic Fire: Roll uses the Atomic Fire from Mega Man 2 to launching a fireball in an arc that can be angled with directional inputs. Holding the special button allows the move to charge, making the fireball travel farther. When it hits the ground, it erupts in a pillar of flames that damages opponents multiple times before launching them.
      • Quick Boomerang: Roll uses the Quick Boomerang from Mega Man 2 to throw a boomerang that travels a short distance before coming back to her. The special button can be repeatedly tapped for her to continue throwing boomerangs, locking opponents in place. It has very low startup and endlag.
      • Search Snake: Roll uses the Search Snake from Mega Man 3 to deploy a robotic snake. It will dash across the ground, exploding when it touches an opponent or if left alone for awhile. It will also cling to walls and ceilings.
      • Laser Trident: Roll uses the Laser Trident from Mega Man 9 to fire a trident-shaped laser forward. It travels slowly, but damages opponents multiple times before launching them.
      • Chain Blast: Roll uses the Chain Blast from Mega Man 11 to throw a bomb that floats slowly through the air. It will lightly home in on opponents to stick to them. Once the bomb is thrown, the special button can be pressed again for the bomb to explode, damaging any opponents in the blast radius.
    • Custom 1 - Quick Weapons: The weapons are smaller and deal less damage, but travel more distance and are faster.
    • Custom 2 - Big Weapons: The weapons are bigger. They deal more damage but travel slower.
    • Custom 3 - Rapidfire Weapons: The weapons deal much less damage but they have much less startup and endlag, allowing them to be spammed repeatedly.
  • Side Special - Charge Kick: Roll uses the Charge Kick from Mega Man 5 to perform a sliding kick. She can continue sliding if the special button is held, and can change directions with directional inputs. The move also grants her super armor and can be cancelled into any attack.
    • Custom 1 - Charge Kick Dash: Roll slides faster and deals more damage, but only travels a set amount of distance and cannot change directions.
    • Custom 2 - Power Charge Kick: Roll deals more damage while sliding, but travels slower and does not have super armor.
    • Custom 3 - Grounding Charge Kick: Roll deals less damage while sliding and cannot travel as far, but will bury opponents she dashes into.
  • Up Special - Rush Coil: Roll summons Rush, who stands in front of Roll with a spring on his back. Roll and her opponents can use this spring to jump high until he disappears. If used in midair, Rush appears under Roll, and she uses him to jump upward, falling into a semi-helpless state afterward.
    • Custom 1 - Rush Jet: Roll hops on Rush, who forms himself into a jet. They will move in any direction the control stick is held. If the special button is pressed again or after some time has passed, Rush disappears and Roll enters a semi-helpless state.
    • Custom 2 - Beat: Beat appears and Roll grabs onto him, carrying her upward. At the peak of their height, Roll lets go and enters a semi-helpless state.
    • Custom 3 - Tornado Hold: Roll uses the Tornado Hold from Mega Man 8 to place spinning blades below herself. They create windboxes that push Roll and her opponents upward. The blades will also damage opponents that step in them.
  • Down Special - Weapon Switch: Roll enters a defensive state as six icons appear around her, each representing a different weapon she can use for Weapon Use. Releasing the special button will select an icon, and directional inputs can be used to scroll through them. She is left vulnerable while switching.
    • Custom 1 - Hasty Weapon Switch: Instead of selecting the weapon, using the move allows Roll to immediately swap to the next weapon. This leaves her less vulnerable but also means she cannot select a preferred weapon immediately.
    • Custom 2 - Armored Weapon Switch: Roll takes longer to switch weapons, but she has super armor throughout the entire duration.
    • Custom 3 - Weapon Switch Pulse: Scrolling through the weapons and selecting takes longer, but upon selecting a weapon Roll emits a surge of energy that damages nearby opponents.
  • Final Smash - Roll Legends: Roll uses the Black Hold Bomb from Mega Man 9 to create a black hole that pulls in opponents. Any caught opponents are locked in a cinematic where Roll will then summon Roll.EXE, Roll Caskett, Bad Box Art Roll, Auto, and Eddie to fire a combined beam of energy at the opponents, damaging them and sending them back to the stage.
  • Charged State - Rush Adapter: Roll combines herself with Rush. In this state, Roll has much higher jump height and can float. She can also deal much more damage and knockback, especially with her crash attacks.

Enker
Mega Man: Dr. Wily's Revenge (1991)
MegaManEnker
Enker (エンカー, Enker) is a minor antagonist in the Mega Man series. He is the first of the Mega Man Killer series built by Dr. Wily. He wields the Barrier Spear in battle, and will use his special weapon, the Mirror Buster, to defeat Mega Man. Though he is defeated in each encounter, he never gives up on his programmed goal to destroy Mega Man.

Enker's main weapon is his Barrier Spear, which he can use to stab at enemies from afar and spin around for great coverage. This overall grants him disjointed range. However, the Barrier Sear is unique in that, if the attack button is held while using an attack, it will flash. In this state, the spear is able to reflect any projectiles it hits. In terms of attributes, Enker is a fast middleweight with low jump height, but rather fast air speed, allowing him to go pretty deep into edgeguarding.

Enker's attacks mostly utilize the Barrier Spear, which as mentioned is one of the most useful tools for reflecting projectiles. Though his attacks are lacking in knockback, he has quick frame data that can make comboing opponnets easy. His long range also allows him to escape combos himself.
SSB Mega Man Series Enker Stock Icon SSBCharged Icon
Enker's Moveset

  • Neutral Attack: Enker throws a punch, followed by a kick, followed by a stab with the Barrier Spear.
  • Forward Tilt: Enker swings the Barrier Spear outward.
  • Forward Smash: Enker throws a downward slash with the Barrier Spear.
  • Up Tilt: Enker swings the Barrier Spear upward in an overarching motion.
  • Up Smash: Enker stabs the Barrier Spear upward.
  • Down Tilt: Enker stabs the Barrier Spear at the ground.
  • Down Smash: Enker plunges the Barrier Spear into the ground. This creates windboxes on either side of him that push opponents way.
  • Dash Attack: Enker throws a sliding kick.
  • Shield Counter: Enker swings the Barrier Sword inward.

  • Neutral Aerial: Enker spins the Barrier Spear around himself,damaging opponents multiple times before launching them.
  • Forward Aerial: Enker swings the Barrier Spear downward. The move can meteor smash opponents,
  • Forward Crash: Enker stabs the Barrier Spear forward. The move gives him a slight boost in forward momentum.
  • Back Aerial: Enker swings the Barrier Spear inward.
  • Back Crash: Enker throws a back kick.
  • Up Aerial: Enker hopes the Barrier Spear upward and twirls it, damaging opponents multiple times before launching them.
  • Up Crash: Enker stabs the Barrier Spear upward.
  • Down Aerial: Enker holds the Barrier Spear below himself and twirls it, damaging opponents multiple times before launching them.
  • Down Crash: Enter stabs the Barrier Spear downwards. The move can meteor smash opponents.

  • Grab: Enker reaches out to grab the opponent.
  • Pummel: Enker knee smashes the opponent.
  • Forward Throw: Enker throws a side kick to launch the opponent forward.
  • Back Throw: Enker puts the opponent behind himself and throws a back kick. The move can meteor smash opponents.
  • Up Throw: Enker throws the opponent upward.
  • Down Throw: Enker slams the opponent into the ground.

  • Neutral Special - Mirror Buster: Enker creates a shield of energy in front of himself with the Barrier Spear, and can keep it up if the special button is held. It doesn't damage opponents, but it will reflect projectiles. Releasing the special button has him fling the shield forward, damaging opponents it hits.
    • Custom 1 - Mirror Absorber: The shield will absorb projectiles to heal Enker rather than reflect them. It deals less damage when thrown.
    • Custom 2 - Mirror Blaster: The shield has a weaker reflect multiplier, but it deals more damage when thrown.
    • Custom 3 - Mirror Surge: The shield destroys projectiles rather than reflecting them, and cannot be thrown. However, it will damage opponents when it's held out.
  • Side Special - Spear Rush: Enker dashes forward while stabbing the Barrier Spear forward. If he hits an opponent, he will stab into them. From there, directional inputs can be used for him to perform one of three attacks; a second stab that damages the opponent, and upward thrust that sends opponents upward, and a downward stab that, if used in midair, can meteor smash opponents.
    • Custom 1 - Spear Tackle: Enker simply damages opponents he rushes into rather than grabbing them.
    • Custom 2 - Power Spear Rush: Enker dashes more distance, but the attack is weaker.
    • Custom 3 - Spear Surge: Rather than grabbing opponents, Enker will damage them multiple times before launching them.
  • Up Special - Spear Thrust: Enker jumps upward while thrusting the Barrier Spear upward, damaging opponents he hits and falling into a helpless state afterwards.
    • Custom 1 - Double Spear Thrust: Enker travels less distance, but it can be used twice before he falls into a helpless state.
    • Custom 2 - Spear Scabbard: Enker doesn't fall into a helpless state after jumping,but instead will perform a stall-then-fall attack where he stabs the Barrier Spear downward. The move can meteor smash opponents.
    • Custom 3 - Spear Leap: Enker gains more horizontal distance but less vertical distance.
  • Down Special - Spear Beam: Enker hoists the Barrier Spear in the air before slashing it downwards, sending a projectile that damages opponents. The move can be charged if the special button is held, allowing the projectile to travel farther and deal more damage.
    • Custom 1 - Spear Swing: Enker releases no projectile upon slashing, but the slash itself deals more damage. Takes slightly less time to charge.
    • Custom 2 - Spear Beam Flurry: The move takes longer to charge, but he will release three projectiles at varying speeds when fully charged.
    • Custom 3 - Armored Spear Beam: Enker has super armor while charging, but it takes longer to charge and the projectile travels slower.
  • Final Smash - Mega Killer: Enker rushes forward while stabbing the Barrier Spear forward. If he hits an opponent, they are knocked into the air where Enker will deliver a series of stabs, slashes, and swings to damage them, finishing with a downward thrust that sends them downward.
  • Charged State - Mirror Power: Enker holds the Barrier Spear upward to gain energy, causing him to glow yellow. In this state, Enker is much stronger and will deal more damage. He will also always reflect projectiles if he isn't standing still as if he has a Franklin's Badge.

PAC-MAN
PAC-MAN (1980)
Less pale pacman
PAC-MAN (パックマン, PACMAN) is the titular main character of the PAC-MAN series, and the mascot of Namco. He was one of the first video game mascots created, with his debut, aptly, being PAC-MAN. Since then, the game has gone on to be the world's most successful coin-operated game according to Guinness World Records. Later games in the series, namely the PAC-MAN WORLD games, would also delve into his personality, being a laid-back hero who cares deeply for his family. His design in this game is based off of that in PAC-LAND.

PAC-MAN is middle-of-the-road in terms of stats, sporting average weight, mobility, range, and jump height. His attacks are relatively weak, but they can combo opponents quite easily. His special moves, however, grant him near limitless options against opponents, from long-ranged zoning, to close-quarters combat, to recovery, to KOing opponents. He does particularly well at stage control, being able to use his unique abilities to negate his opponent's approach. These techniques can sometimes be turned against him however, so mastery of these maneuvers is key to playing him.

PAC-MAN's moveset in general pulls items and references to several other Namco titles, not just PAC-MAN. This can be seen in his unique grab, Boss Galaga's tractor beam, and his neutral special Namco Roulette, which pulls characters and items from across Namco's gaming history.
SSB Pac-Man Series Pac-ManHeadSSBU SSB4 Icon
PAC-MAN's Moveset

  • Neutral Attack: PAC-MAN throws a one-two punch combo followed by a bicycle kick.
  • Forward Tilt: PAC-MAN throws a side kick.
  • Forward Smash: PAC-MAN thrusts Blinky forward, who damages opponents.
  • Up Tilt: PAC-MAN throws an uppercut.
  • Up Smash: PAC-MAN thrusts Blinky upward, who damages opponents.
  • Down Tilt: PAC-MAN turns into his wedge form and chomps at a diagonally-downward angle.
  • Down Smash: PAC-MAN thrusts Pinky and Clyde on either side of him, who damage opponents.
  • Dash Attack: PAC-MAN turns into his wedge form and chomps as he moves forward, damaging opponents multiple times before launching them. If the attack button is held, he can continue chomping while moving forward. It can also be cancelled into any other move.
  • Shield Counter: PAC-MAN turns into his wedge form and chomps forward.

  • Neutral Aerial: PAC-MAN turns into his wedge form and backflips repeatedly.
  • Forward Aerial: PAC-MAN throws a roundhouse kick.
  • Forward Crash: PAC-MAN thrusts a blue ghost forward, who damages opponents.
  • Back Aerial: PAC-MAN throws a dropkick.
  • Back Crash: PAC-MAN thrusts Sue behind himself, who damages opponents.
  • Up Aerial: PAC-MAN throws a bicycle kick.
  • Up Crash: PAC-MAN thrusts Spunky upward, who damages opponents.
  • Down Aerial: PAC-MAN stomps downward four times, damaging opponents multiple times before launching them.
  • Down Crash: PAC-MAN thrusts Funky downward, who damages opponents. The move can meteor smash opponents.

  • Grab: PAC-MAN uses Boss Galaga's tractor beam to grab the opponent. Uniquely, the move has a vacuumbox that pull opponents into his grasp. He can also pull in items to grab them.
  • Pummel: PAC-MAN headbutts the opponent.
  • Forward Throw: PAC-MAN flings the opponent forward before turning into his wedge form to chomp them.
  • Back Throw: PAC-MAN spins and throws the opponent backward before turning into his wedge from to chomp them.
  • Up Throw: PAC-MAN throws the opponent upward before turning into his wedge form to chomp them.
  • Down Throw: PAC-MAN pins the opponent on the ground before turning into his wedge form to chomp them.

  • Neutral Special - Namco Roulette: A roulette appears above PAC-MAN, displaying different items. If the special button is held, he can continue cycling, and directional inputs can be used to scroll through the items. Releasing the special button will have him throw the item, while holding up or down on the control stick will cancel the move. While cycling, the next two and previous two items in the cycle will be shown. If he stops cycling, using the move again will have him start where he left off. Every item, when thrown, has their own properties, trajectories, and damages. They can also be used in tandem with the trampoline in PAC-JUMP. Only one item can be at play at a time. After being thrown, PAC-MAN can regrab the item if he is quick enough, allowing him to throw it again. If he is hit while cycling through an item, the item will drop and can be picked up by opponents. Below are the list of items PAC-MAN can use and their properties, listed in the order they appear in the cycle.
      • Pooka: Travels in a short arc.
      • Cherry: Bounces across the ground twice.
      • Strawberry: Bounces across the ground three times.
      • Orange: Travels in a straight line before disappearing.
      • Galaxip: Travels forward quickly. Lightly homes in on nearby opponents.
      • Apple: Bounces across the ground four times. Thrown in a diagonally-downwards angle.
      • My Car: Travels forward in a straight line before turning around and going backward.
      • Melon: Travels slowly in a low arc.
      • Galaxian: Travels forward before performing a shuttle loop, then travelling at an upwards angle.
      • Fighter: Travels forward, slowing down as it travels. Shoots lasers at the nearest opponent.
      • Bell: Travels in a high arc before falling downward at its peak. Inflicts paralysis on opponents.
      • Andor Genesis: Travels slowly in a diagonally-upward angle, shooting lasers in random directions.
      • Red Baron: Travels forward, increasing speed as it travels. Damages opponents multiple times before launching them.
      • Key: Travels forward at a quick pace. Deals heavy damage and knockback.
    • Custom 1 - Crazy Namco Roulette: The items move in much more bizarre angles and trajectories. In general, they deal less damage.
      • Pooka: Travels forward a short distance at a very quick pace.
      • Cherry: Bounces back and forth four times in gradually higher arcs.
      • Strawberry: Bounces back and forth fives times in gradually lower but farther arcs.
      • Orange: Travels very quickly in a straight line.
      • Galaxip: Travels forward in a straight line before travelling downward. It meteor smashes opponents it hits while flying down.
      • Apple: Bounces extremely quickly in progressively longer arcs.
      • My Car: Travels forward quickly before stopping, then travelling even faster.
      • Melon: Travels in a high arc before bouncing backwards.
      • Galaxian: Travels in a straight line, flies the opposite direction at a diagonally-upwards angle, loops around and travels in a straight line forward.
      • Fighter: Travels very slowly in a straight line, gradually getting faster. Fires lasers straight forward.
      • Bell: Travels forward before rising upward. Can inflic paralysis on opponents.
      • Andor Genesis: Travels very quickly in a circlular motion. Fires lasers in random directions.
      • Red Baron: Travels in a zigzag pattern forward, damaging opponents multiple times before launching them.
      • Key: Disappears immediately after being thrown. Can meteor smash opponents.
    • Custom 2 - Lazy Namco Roulette: The items move much slower and stay out for longer. In general they deal less damage.
      • Pooka: Stays in place after being thrown.
      • Cherry: Slowly bounces across the ground five times.
      • Strawberry: Travels in a low arc and bounces in place four times upon landing.
      • Orange: Slowly travels in a straight line before disappearing.
      • Galaxip: Slowly travels in a circle around PAC-MAN.
      • Apple: Bounces across the ground three times before leaping high into the air.
      • My Car: Travels slowly in a straight line before looping three times.
      • Melon: Bounces in short, high arcs slowly.
      • Galaxian: Travels a short distance before performing eight shuttle loops.
      • Fighter: Moves slowly left and right. Fires lasers upward.
      • Bell: Travels straight upward before falling down. The move inflicts paralysis.
      • Andor Genesis: Travels slowly upward. Fires lasers in random directions.
      • Red Baron: Travels slowly while homing in on the nearest opponent.
      • Key: Travels slowly forward a short distance, but deals heavy damage and knockback.
    • Custom 3 - Big Namco Roulette: The items are bigger and deal more damage, but in general will disappear much sooner.
      • Pooka: Bounces three times before disappearing.
      • Cherry: Travels in a slow, low arc.
      • Strawberry: Travels in a high arc.
      • Orange: Travels quickly a short distance.
      • Galaxip: Travels quickly in the direction of the nearest opponent.
      • Apple: Bounces across the ground four times. Thrown in a diagonally-downwards angle.
      • My Car: Travels forward in a straight line before turning around and going backward.
      • Melon: Travels slowly in a low arc.
      • Galaxian: Travels forward before performing a shuttle loop, then travelling at an upwards angle.
      • Fighter: Stays in place. Fires a large laser forward that damages opponents multiple times before launching them.
      • Bell: Travels across the ground before turning around and travelling backward. Inflicts paralysis.
      • Andor Genesis: Stays in place. Fires a large laser that rotates around itself, damaging opponents it hits.
      • Red Baron: Travels forward slowly. Damages opponents multiple times before launching them.
      • Key: Travels in a diagonally-upwards angle quickly, dealing heavy damage an dknockback.
  • Side Special - Power Pellet: PAC-MAN holds a Power Pellet and a trail of PAC-DOTs forward, which can be controlled with directional inputs. PAC-MAN then turns into his wedge form to chomp the the path of the PAC-DOTs and Power Pellet, damaging opponents he hits. Opponents that touch the Power Pellet will be stunned, being vulnerable to PAC-MAN. While rushing forward, the move can be cancelled into any other attack.
    • Custom 1 - Distant Power Pellet: The trail of PAC-DOTs can extend farther. However, PAC-MAN deals less damage and travels slower.
    • Custom 2 - Enticing Power Pellet: The Power Pellet has vacuumboxes that draw opponents into it. The trail is much shorter however.
    • Custom 3 - Power Pellet Buffet: PAC-MAN damages opponents multiple times before launching them as he chomps. The trail is slightly more difficult to control.
  • Up Special - PAC-JUMP: PAC-MAN creates a trampoline below himself, bouncing him upward and damaging opponents he hits. Each time he bounces, he will travel higher, but using it again after the third bounce sends him in a helpless state. The trampoline can be used in tandem with items from Namco Roulette and Fire Hydrant. However, opponents who step on the trampoline are always sent into a helpless state.
    • Custom 1 - Power PAC-JUMP: PAC-MAN jumps higher, but cannot use the trampoline again.
    • Custom 2 - Meteor PAC-JUMP: PAC-MAN doesn't jump as high, but the trampoline can bury grounded opponents or meteor smash aerial ones that step on it.
    • Custom 3 - Lasting PAC-JUMP: PAC-MAN doesn't damage opponents when he jumps, but the trampoline can last five bounces instead of three.
  • Down Special - Fire Hydrant: PAC-MAN drops a Fire Hydrant downward, which damages opponents below him. The Fire Hydrant will squirt water, which can push opponents and PAC-MAN backward. After taking 13% damage, it will be sent flying, damaging opponents it hits. PAC-MAN, however, can launch the Fire Hydrant with any attack. It can also be used in tandem with the trampoline in PAC-JUMP. Only one can be at play at a time.
    • Custom 1 - Burying Fire Hydrant: The Fire Hydrant can bury and meteor smash opponents it lands on. PAC-MAN needs to deal 13% damage to it before he can launch it however.
    • Custom 2 - On-Fire Hydrant: Instead of water, the Fire Hydrant shoots streams of fire that damage PAC-MAN and his opponents.
    • Custom 3 - Dire Hydrant: The Fire Hydrant explodes on impact, damaging all opponents in the blast radius.
  • Final Smash - SUPER PAC-MAN: PAC-MAN eats a Power Pellet and Super Pellet to become SUPER PAC-MAN. He will begin travelling forward at a quick speed, wrapping around the blast zones and damaging opponents he hits. After awhile, he will return to his normal state.
  • Charged State - Pac Power: PAC-MAN eats a Power Pellet, making him glow a red aura. In this state, PAC-MAN can travel much faster and his attacks deal much more knockback to opponents. He can also jump higher and has less falling speed.

Agumon
Digital Monster Ver. 1 (1997)
Agumon cs
Agumon (アグモン, Agumon) is a Reptile Digimon, and is the mascot of Namco's Digimon series. Its prior form is Koromon, and its next form can be Greymon, Centarumon, Meramon, or BlackGreymon. Even though it is still young in this form, it has a ferocious personality and doesn't understand fear. The sharp claws on its hands and feet are used as powerful weapons in battle.

Agumon is a fast lightweight, with quick frame data to match. Though it can be launched easily, it has a good recovery thanks to above-average jump height and slow falling speed. Its quick attacks allow Agumon to beat opponents to the punch, as well as combo them pretty reliably. In addition to these fast attacks, Agumon also has some powerful finishers that deal heavy dmaage and knockback.

Agumon's moveset is mostly comprised of claw swipes, kicks, and bites. Some of its stronger attacks are fire-based, burning opponents with heavy damage. Though they are fast and reliable, they lack range, and with Agumon's lack of a projectile, it must get close to opponents to deal damage.
SSB Digimon Series Agumon Stock Icon SSBCharged Icon
Agumon's Moveset

  • Neutral Attack: Agumon throws two claw swipes followed by a kick. If the attack button is pressed repeatedly, it will begin biting forward rapidly, damaging opponents multiple times before launching them with a headbutt.
  • Forward Tilt: Agumon swings both of its hands outward while slashing its claws.
  • Forward Smash: Agumon leaps forward and throws a battering ram. The longer the move is charged, the farther it will leap.
  • Up Tilt: Agumon slashes its claws overhead in an overarching motion.
  • Up Smash: Agumon leaps and bites upward.
  • Down Tilt: Agumon slashes its claws along the ground. The move can trip opponents.
  • Down Smash: Agumon digs its claws into the ground and scoops them upward. The move has set knockback, leaving opponents vulnerable to combos.
  • Dash Attack: Agumon leaps forward and throws a headbutt.
  • Shield Counter: Agumon spits a burst of flames from its mouth.

  • Neutral Aerial: Agumon spins around with its arms outstretched.
  • Forward Aerial: Agumon slashes its claws downward.
  • Forward Crash: Agumon spits a burst of flames from its mouth.
  • Back Aerial: Agumon turns around and slashes its claws.
  • Back Crash: Agumon turns around and spits a burst of flames from its mouth.
  • Up Aerial: Agumon throws an upward headbutt.
  • Up Crash: Agumon spits a burst of flames from its mouth upward.
  • Down Aerial: Agumon spins around, damaging opponents with its toes multiple times before launching them.
  • Down Crash: Agumon spits a burst of flames from its mouth downward. The move can meteor smash opponents.

  • Grab: Agumon reaches out to grab the opponent.
  • Pummel: Agumon bites the opponent.
  • Forward Throw: Agumon throws a battering ram.
  • Back Throw: Agumon spins around and flings the opponent backward.
  • Up Throw: Agumon heaves the opponent upward.
  • Down Throw: Agumon pins the opponent on the ground and breathes flames on them.

  • Neutral Special - Pepper Breath: Agumon spits a burst of flames in front of itself, damaging opponents multiple times before launching them. If the special button is held, the blast will be bigger and deal more damage and knockback. Has noticeable endlag if fully charged.
    • Custom 1 - Pepper Blast: The blast has a lot more range, but only damages opponents once and has more endlag.
    • Custom 2 - Pepper Fireballs: Agumon spits a fireball that travels forward, exploding on impact. Charging the move will increase the fireball's speed, distance, and damage.
    • Custom 3 - Super Pepper Breath: The move takes longer to fully charge, but the blast deals more damage and knockback.
  • Side Special - Cross Fire: Agumon rushes forward with its claws while engulfed in flames, falling into a helpless state if used in midair. If it hits an opponent, it can do different attacks depending on what direction the control stick is held; holding forward will have it slash through the opponent, holding up will have it knock the opponent upward to bite them, and holding down will have it knock the opponent downward to spit flames on them. If the move is used in midair and it successfully hits an opponent, it can use the move again.
    • Custom 1 - Rushing Cross Fire: Agumon travels more distance, but it will only slash opponents it hits. It continues dashing if it hits one.
    • Custom 2 - Drilling Cross Fire: Instead of performing different attacks, Agumon spins while dashing, damaging opponents multiple times before launching them.
    • Custom 3 - Smash Cross Fire: Agumon will slash downward with its claws if it hits an opponent, burying or meteor smashing them. It travels less distance and deals less damage.
  • Up Special - Wildfire Uppercut: Agumon throws a leaping uppercut while engulfed in flames, damaging opponents multiple times before launching them with an explosion at the peak of its jump. It falls into a helpless state afterwrads.
    • Custom 1 - Rising Uppercut: Agumon travels more distance and with directional inputs the move can be angled to travel more horizontally. It deals less damage and there is no explosion at the end of the move.
    • Custom 2 - Explosive Uppercut: Agumon doesn't damage opponents as it rises upward, but the explosion at the end of the move is much larger and deals more dmaage.
    • Custom 3 - Cutting Uppercut: Agumon travels less distance and only damages opponents once. However, it will break shields, and if used on the ground, Agumon has much less endlag.
  • Down Special - Baby Burner: Agumon spits a burst of flames at the ground, leaving behind flames that gradually damage opponents that step in them. The move will charge over time, shown by a meter by its icon. At full charge, steam comes out of Agumon's mouth. Initially, the move deals weak damage and knockback. As it charges, the blast will become bigger and deal more damage, and the resulting flames last longer and cover more ground. At full charge, the blast will damage opponents multiple times before launching them. Opponents outside of the blast's range will take gradual damage from the heat, even moreso if they stand in the flames.
    • Custom 1 - Quick Baby Burner: The move charges faster, but deals less damage and knockback.
    • Custom 2 - Extreme Baby Burner: The move takes longer to charge, but the blast deals more knockback and the heat when fully charged is more extreme.
    • Custom 3 - Baby Burner Flames: Instead of releasing a blast of flames, Agumon simply leaves flames on the ground. These deal more damage and last much longer, but the lack of a blast makes it less reliable as a KO move.
  • Final Smash - WarGreymon: Agumon Digivolves into WarGreymon, who spits a massive fireball forward that damages opponents multiple times before exploding, launching them. Agumon then returns to its original state.
  • Charged State - Greymon: Agumon Digivolves into Greymon. In this state, it is heavier, jumps higher, and deals more damage. Its fire attacks also cover more range.

Agnès
Bravely Default (2012)
AgnèsMillennium
Agnès (アニエス, Agnès), full name Agnès Oblige is one of the main characters of Square Enix's Bravely RPG series, being a playable character in the first game and a secondary character in the sequel. She was the vestal of the Wind Crystal, but by the second game became the pope of the Crystal Orthodoxy. Additionally, she also appears in Crash Co.'s crossover with the Mario series, Mario + Bravely Default.

Agnès has a unique mechanic based on the Brave and Default mechanic from the Bravely series. She has a counter next to her icon, which starts at 0. She can use two tactics to move the counter up or down; her down special Default to increase her stats to be more defenisve-based for a short time, which boost the counter by 1. The counter can be moved up to 4. If the counter is at 0 or above, Agnès can cancel any of her attacks into a fully-charged smash or crash attack immediately, which decreases the counter by 2, a tactic referencing Brave. If the counter is below 0, she cannot use this tactic anymore, and must use Default to bring the number to above 0.

Agnès' moveset utilizes various jobs from across the Bravely series. She puts on a different costume for each one, and use a different attack. Many of these attacks are vastly different from each other, drawing from multiple character archetypes. As such, she can be seen as a colleauge of different archetypes.
SSB Bravely Default Series Agnes Stock SSBCharged Icon
Agnès' Moveset

  • Neutral Attack: Agnès puts on the Ninja outfit and throws two alternating jabs followed by a flurry of punches, finishing with a high kick.
  • Forward Tilt: Agnès puts on the Performer outfit and throws a hip smash.
  • Forward Smash: Agnès puts on the Monk outfit and winds up to throw a backhanded punch.
  • Up Tilt: Agnès puts on the Knight outfit and swings a sword upward in an overarching motion.
  • Up Smash: Agnès puts on the Monk outfit and throws a stretch kick.
  • Down Tilt: Agnès puts on the Thief outfit and throws a shin kick.
  • Down Smash: Agnès puts on the Performer outfit and throws a split kick.
  • Dash Attack: Agnès puts on the Knight outfit as she slashes a sword forward.
  • Shield Counter: Agnès puts on the Time Mage outfit and knocks the opponent away with a dark energy ball.

  • Neutral Aerial: Agnès puts on the Time Mage outfit and surrounds herself in electric energy, damaging opponents multiple times before launching them.
  • Forward Aerial: Agnès puts on the Monk outfit and throws an overhead. The move can meteor smash opponents.
  • Forward Crash: Agnès puts on the Arcanist outfit and releases a blast of dark energy forward.
  • Back Aerial: Agnès puts on the Ninja outfit and turns around to throw a knifehand strike.
  • Back Crash: Agnès puts on the Monk outfit and throws a dropkick.
  • Up Aerial: Agnès puts on the Thief outfit and throws a bicycle kick.
  • Up Crash: Agnès puts on the Ranger outfit and shoots a flurry of arrows upward, damaging opponents multiple times before launching them.
  • Down Aerial: Agnès puts on the White Mage outfit and waves her staff downward, releasing white magic that damages opponents multiple times before launching them.
  • Down Crash: Agnès puts on the Monk outfit and throws a stomp. The move can meteor smash opponents.

  • Grab: Agnès reaches out to grab the opponent.
  • Pummel: Agnès knee smashes the opponent.
  • Forward Throw: Agnès puts on the Ninja outfit and shoves the opponent forward.
  • Back Throw: Agnès puts on the Black Mage outfit and traps opponents inside a dark tornado before sending them backward.
  • Up Throw: Agnès puts on the Valkyrie outfit and leaps above the upper blast zone with the opponent in tow before stomping them into the ground.
  • Down Throw: Agnès puts on the White Mage outfit and pins the opponent on the ground, using light magic to damage them.

  • Neutral Special - Compounding: Agnès puts on the Salve-Maker outfit and reaches out. If she grabs an item or a projectile, she will take it and store it. This can be done to store another item or projectile. Once two are stored, using the move again allows Agnès to throw a unique, energy-based projectile forward that deals the damage of both items / projectiles combined.
    • Custom 1 - Lazy Compounding: Agnès can only grab one projectile or item, and using the move again has her throw a projectile of equal power.
    • Custom 2 - Energy Toss: Using the move simply has Agnès throw a projectile forward. She cannot absorb items or projectiles.
    • Custom 3 - Expert Compounding: Agnès can store up to three projectiles instead of two. However, the projectile moves a bit slower.
  • Side Special - Sword Magic: Agnès puts on the Spell Fencer outfit and slashes a sword forward. The slash has different effects depending on how many times it is used. The first use will have it fire-based, which deals the most damage and knockback. The second use will have it electric-based, which inflicts paralysis on opponents. The third use will have it ice-based, which freezes opponents. Finally, the fourth use will have it magic-based, which meteor smashes opponents. After this, the process repeats itself.
    • Custom 1 - Random Sword Magic: The sword deals more damage overall, but the effects are randomized.
    • Custom 2 - Sword Lunge: Agnès lunges forward while slashing the sword. It covers more range but the effects are less pronounced.
    • Custom 3 - Steady Sword Magic: The move can be charged, which dictates what effects will happen. Ice based is the weakest charge level, followed by electric, magic, and finally fire.
  • Up Special - Dark Bane: Agnès puts on the Dark Knight outfit and sends a blast of dark energy in the direction the control stick is held, damaging opponents and propelling her in the opposite direction. If she ends up in midair, she is left in a semi-helpless state afterwards. The move deals heavy damage and can propel Agnès very far, but the move deals 12% recoil damage. While being propelled, the move can be cancelled into any other attack.
    • Custom 1 - Dark Bane Blast: The blast covers much more range, but Agnès isn't propelled as far.
    • Custom 2 - Dark Bane Jump: Agnès can only fire the blast downward. It deals less damage, but she damages opponents while rising.
    • Custom 3 - Dense Dark Bane: The blast deals much more damage, but Agnès suffers 20% recoil damage as opposed to 12%.
  • Down Special - Default: Agnès begins glowing a light-blue aura. In this state, her stats are altered, with her being slower, having less jump height, and dealing less damage. However, she also gains knockback resistance and universal armor during this time. The effects will wear off after eight seconds, and the counter by her icon will be increased by one.
    • Custom 1 - Default Commitment: The effects of Default are much more extreme, but the counter will increase by two instead of one.
    • Custom 2 - Quick Default: The effects last slightly shorter and the counter increases by two instead of one. However, using her Brave tactic will decrease the counter by three instead of two.
    • Custom 3 - Default Focus: Agnès can hold the Default state indefinitely, and every seven seconds she holds it, the counter will increase by one. She can exit this state any time by using the move again.
  • Final Smash - Drak Nebula: Agnès puts on the Dark Knight costume and creates a dark nebula around herself. It has vacuumboxes that draw opponents intio the attack. The nebula damage sopponents multiple times before it explodes, launching them.
  • Charged State - Vestal of Wind: Agnès puts on the White Mage outfit and holds her staff in the air, causing her to emit green aura. In this state, she is much stronger, and can jump higher. Some of her attacks also have added windboxes, allowing her to push opponents away.

Game Modes

Story Mode: Labyrinth of Ancients

Labyrinth of Ancients serves as the game's story mode, following World of Light in Ultimate. The mode primarily takes inspiration from The Great Cave Offensive in Kirby Super Star and The Great Maze in The Subspace Emissary in Brawl, in that the mode takes place entirely inside a Metroidvania-esque maze, the titular Labyrinth of Ancients.

The story focuses on a massive labyrinth built by the Ancients, which serves as a hidden base built by the very same race that lived on the Isle of Ancients. Here, a dark force reawakens, exits the area and enters the World of Trophies. Master Hand and Crazy Hand lead the playable characters, the Smashers, to war with this being before it creates a black hole around itself, sucking everyone in, including the Hands. "The Original 12" manage to escape, and return to find the labyrinth resurfacing into the world above. They all team up to rescue their friends, who are trapped in there and stop this new threat.

Classic Mode

Classic Mode returns from previous games. Similar to Smash 4 and Ultimate, players can set the difficulty anywhere from 0.1 (Effortless) to 9.0 (Nothing Harder!). It is most similar to its version in Ultimate where every character has their own set of matches. Notably, it is a lot longer than in Ultimate, being more similar to its length in Melee and Brawl. Another difference between the two is that Master Hand and/or Crazy Hand will always appear as the mode's final boss. However, halfway through the mode, players will fight another boss determined by the character they selected, like the bosses in Ultimate.

Mid Bosses

Dr. Eggman
Sonic the Hedgehog (1991)
DrEggman
Dr. Eggman is a scientist and the main antagonist of the Sonic series. Using his superior intellect, Eggman creates various machines in the hopes of taking over the world and creating his own robotic metropolis. However, in almost every encounter, Sonic and friends foil his evil plots.

When Dr. Eggman is encountered as a midboss, he is found in his EggMobile, dangling a heavy ball under it. He will swing it around to try and damage the player. If he takes enough damage, he will escape and reappear in a large mech with arms. He will try to grab the player and throw them, slam them, or drag them across the ground. Dr. Eggman will change mechs after a third time after taking enough damage, using the Death Egg Robot to punch and stomp the player. After enough damage, the Death Egg Robot will be destroyed, exploding and sending Dr. Eggman flying into the distance.
SSB Sonic Series SSBCharged Icon
Giga Bowser
Super Smash Bros. Melee (2002)
DiscordGigaBowser
Giga Bowser is a much larger and fearsome form Bowser can take in Super Smash Bros. Melee, acting as the final boss of Adventure Mode. As a midboss in Classic Mode, the battle initially starts with a giant Bowser. After the player KOs him, he will reappear on the stage and transform into Giga Bowser. He has many of the same abilities as Bowser, but is also much stronger and is sometimes enhanced with different effects such as fire, ice, and darkness. Unlike many other bosses, Giga Bowser lacks a health meter, and as such needs to be KO'ed normally.
SSB Super Smash Bros. Series SSBM Icon

Final Bosses

Crazy Hand
Super Smash Bros. Melee (2002)
Crazy-Hand-Official-Artwork-SSBU
Crazy Hand is the crazed counterpart of Master Hand. While the latter is the embodiment of creation, Crazy Hand is the embodiment of destruction. He can be battled alongside Master Hand at higher difficulties. While she shares many of the same attacks, they are weaker but usually inflict a secondary status ailment. He also has attacks of his own, from dropping bombs, to opening rifts in space-time, to flailing around on the ground. Both hands must be defeated to win. He can also be battled in Crazy Orders.
SSB Super Smash Bros. Series SSBM Icon
Master Hand
Super Smash Bros. (1999)
Master Hand SSB4
Master Hand is a powerful being of unknown origin, acting as the embodiment of creation. He seems to enjoy battling chosen warriors. As a final boss of Classic Mode, Master Hand will use the same attacks he has been using throughout the series; punching, poking, grabbing, flicking, and crushing. He can also fire lasers, shoot bullets out of his fingers, and create windboxes by flapping himself around. He will be defeated after all of his health is depleted.
SSB Super Smash Bros. Series SSB64 Icon

Spirit Orders

Spirit Orders is a combination of Special Orders in Smash 4 and Spirits in Ultimate. Throughout the mode, players are able to battle Spirits and recruit them in a similar way to Ultimate, allowing them to be used in other modes. Beating a Spirit will also unlock their respective Trophy. Spirit Orders is set in two different modes: Master Orders and Crazy Orders.

  • Master Orders is hosted by Master Hand. In this mode, players can take on a series of randomly-selected Spirit battles with set conditions, similar to Event Matches in previous games. Upon winning a Spirit battle, the player can obtain the Spirit for use at any time. If they fail however, they can either try again or switch the Spirit battle to something else for 200 Gold. Spirit battles are listed in four difficulties; ★, ★★, ★★★, and ★★★★. Higher difficulties can award better Spirits however.
  • Crazy Orders is hosted by Crazy Hand. It requires either 1000 Gold or a Crazy Orders Pass to play. Unlike Master Orders, Crazy Orders is more of an endurance run, where players must beat a series of Spirit battles at varying difficulties. Players carry their damage as the mode goes on, but will heal half of the damage after every Spirit battle. After winning one Spirit battle, players have the option to fight Crazy Hand. Like Master Orders, players can obtain Spirits and Trophies by winning Spirit battles, but they must defeat Crazy Hand before they can be awarded. If at any point in the mode they lose a battle, all of the player loses all of their winnings and must pay to play the mode again.

Smash Run DX

Smash Run DX is an evolution of Smash Run from Super Smash Bros. for Nintendo 3DS. It retains many of the same mechanics from the aforementioned mode; players will venture through a massive labyrinth to find and defeat enemies, participate in challenges, and find treasure to collect Stat Boosts. These will boost the player's stats, which will help them in a final match against the other four players; whoever wins this match will win the game.

There are some notable additions Smash Run DX however. Like City Trial in Kirby Air Ride, players may encounter each other while exploring the map, and can attack each other. If one player defeats another, they will receive half of the Stat Boosts that the other player lost. The mode also features customization; players can set the time limit from anywhere from three to 10 minutes, set the rarity of special event, and set the enemy encounter rate. Players may also choose to give themselves a handicap or an advantage, increasing or decreasing the damage and knockback they take from enemies' attacks respectively. However, players with an advantage will be rewarded less Stat Boosts, while players with a handicap will be rewarded with more Stat Boosts.

Lastly, Smash Run DX is split into a further four modes, which are listed below:

  • Basic Run is most similar to Smash Run in Super Smash Bros. for Nintendo 3DS. Players must collect Stat Boosts from defeating enemies, increasing their stats to help them in the final battle.
  • Speed Run has every player at max stats by default. However, they will gradually decrease. As such, players need to keep collecting Stat Boosts to prevent their stats from being too low for the final battle.
  • Point Run is different from the other modes in that points are provided for defeating enemies rather than Stat Boosts. The points each enemy provides is dependent on how difficult they are to defeat, with stronger enemies providing more points. Before the final battle, the players' points are converted into Stat Boosts, with more points awarding more Stat Boosts, helping them for the final battle.
  • Boss Run features exclusive, powerful enemies that will appear in random areas of the labyrinth throughout the game. While the mode plays like Basic Run, these powerful enemies are the only ones that reward significant Stat Boosts for defeating them. Whenever one appears, they are shown on the map in the form of a red "!".

Basic Enemies

Arc Weldy
Mega Man 11 (2018)
MegaManArcWeldy
Arc Weldies are small welding robot enemies that appear in Mega Man 11. They move slowly across the ground and use their welding torches to burn pools of molten metal into the ground. These will harm Mega Man if he steps in them.

Arc Weldies will act just as they do in Mega Man 11; they move slowly along the ground and use their welding torches to cover the ground in molten metal. While the Arc Wendlies themselves don't damage fighters, the molten metal can. They have weak health and can be disposed of easily.
SSB Mega Man Series SSBCharged Icon
Armank
Super Smash Bros. Brawl (2007)
Armank
Armanks are green, blob-like enemies that control large tanks, appearing in Super Smash Bros. Brawl as enemies encountered in the Subspace Emissary. While inside their tank, they have extremely high damage resistance to the point where it is near impossible to defeat them. If a fighter approaches one, they will reveal a large, claw-like mech that will bite at them and shoot projectiles. This mech can be destroyed, and after enough damage, it will explode. The Armank will appear out of its tank in a panicked state, where it will take heavy dmaage from attacks.
SSB Super Smash Bros. Series SSBB Icon
Balloon Fight Enemy
Balloon Fight (1984)
BalloonFightEnemyNES
Balloon Fight Enemies are the main enemies in Balloon Fight. In order to beat a level, the player would have to ram into their balloons, causing them to drop to the ground. In this state, they can be rammed into again to be defeated, but if the player isn't quick enough, they will blow more balloons and begin floating again.

Balloon Fight Enemies will appear in their NES sprites. When they encounter fighters, they will try to rush into them to deal damage. They can have one to three balloons, which dictate the number of hits they will take before being defeated. Once all balloons are popped, they will award Stat Boosts.
SSB Balloon Fight Series SSBCharged Icon
Banzai Bill
Super Mario World (1991)
BanzaibillNSMBU
Banzai Bills are massive Bullet Bills, usually being fired at Mario from off-screen. Although they have the same weaknesses and capabilities as normal Bullet Bills, their increased size makes them much more difficult to deal with.

Banzai Bills can be fired from off-screen, and will either fly slowly in a straight line or home in on nearby fighters. It will damage them on impact, so projectiles and disjointed attacks are recommended for attacking it. They do, however, have a lot of health and have knockback resistance. If a Banzai Bill flies into a wall, it will remain stuck in there before flashing, exploding afterwards and heavily damaging any fighters caught in the blast radius.
SSB Mario Series SSB4 Icon
Bullet Bill
Super Mario Bros. (1985)
BulletBillMK8
Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.

Bullet Bills can be launched from off-screen or from Bill Blasters. They will either fly forward in a straight line or home in on fighters, but in either case they deal damage on contact. Because of this, it is best to take them out with projectiles or disjointed attacks, but they have low health.
SSB Mario Series SSBB Icon
Bill Blaster
Super Mario Bros. (1985)
BillBlaster
Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.

When a Bill Blaster is encountered, it will remain stationary and can be damaged. However, it will continually fire Bullet Bills to damage the fighters. The less Bullet Bills it is able to shoot, the more Stat Boosts are awarded fro when the Bill Blaster is defeated. They do, however, sport high health and launch resistance.
SSB Mario Series SSB4 Icon
Desiccated Skitter Leaf
Pikmin 3 (2013)
Desiccated Skitter Leaf
Desiccated Skitter Leaves are members of the Skitterling family, and enemies in Pikmin 3. They will use their camouflage to disguise themselves as fallen leaves. It can scurry quickly across the ground, a skill it uses to devour unsuspecting prey.

Desiccated Skitter Leaves will stay still when first encountered, pretending to be a leaf. However, if a fighter gets too close, it will show its true form and begin quickly scurry along the ground. They can attack by snatching fighters and biting them, dealing heavy damage. Their fast speed makes them hard to attack, though they have low health.
SSB Pikmin Series SSBCharged Icon
Duck
Duck Hunt (1984)
DuckNES
Ducks are the namesake of the NES launch title Duck Hunt. In the game, the player would have to shoot them down using the NES Zapper. If they were successful, a dog would hold them by the neck and smile at the player. If they failed and the duck flew away however, the dog would laugh at them instead.

Ducks will appear in their NES sprites. They won't actually attack fighters, but rather fly around aimlessly. However, if they are attacked, they will fall to the ground and drop Stat Boosts.
SSB Duck Hunt Series SSBCharged Icon
Gabyoall
Mega Man (1987)
MegaManGagyoall
Gabyoalls are small, spiked enemies that appear in the Mega Man series. They patrol a set level of ground, and when Mega Man approaches, they will increase their speed, trying to damage him. They are typically invincible, though can be dealt with using certain special weapons.

Gabyoalls are weak enemies with little health. Their spikes make them damage fighters on contact, though other than that they don't have very many attacks. If a fighter is close, it will pick up speed.
SSB Mega Man Series SSBCharged Icon
Galoomba
Super Mario World (1991)
Galoomba - Mario Party 10
Galoombas are a variety of Goombas that debut in Super Mario World. They resemble regular Goombas, but are shorter and rounder. If stomped on, they won't be defeated, and instead be stunned. However, in this state, they can be picked up and thrown at other enemies.

Galoombas act much like Goombas in that they will walk around aimlessly before charging at fighters upon seeing them. They run slightly slower than Goombas, but can deal more damage. They have low health, and can also be jumped on. Uniquely, when defeated, they will be stunned. In this state, they can be picked up and thrown as an item.
SSB Mario Series SSBCharged Icon
Goomba
Super Mario Bros. (1985)
Goomba New
Goombas are among the most common enemies in the Mario series. They used to be citizens of the Mushroom Kingdom before siding with Bowser's Koopa Troop. Their sole attack in the Mario platformers is to walk forward and damage Mario, and can be dispatched by any attack. In the 3D Mario platfomers however, Goombas will actively chase Mario if he is near.

Goombas will wander aimlessly across the ground. If a fighter is nearby, they will charge at them to try and damage them. Though they already have low health and low attack power, Goombas can be defeated immediately if their heads are jumped on.
SSB Mario Series SSBM Icon
Goombrat
New Super Mario Bros. U (2012)
Goombrat - Mario Party 10
Goombrats are a variety of Goombas that first appear in New Super Mario Bros. U, only found in Acorn Plains. Matching with the world's aesthetic, Goombrats resemble persimmons more than they do mushrooms. They act almost identically to Goombas, but will not walk of edges.

Gooombrats act identically to Goombas; they will walk around before charging at any fighters it sees to try and damage them. They also have low health and can be defeated immediately by jumping on them. However, unlike Goombas, they will not charge off ledges if they come across them. Additionally, while they run slightly faster than Goombas, they deal less damage.
SSB Mario Series SSBCharged Icon
Jammerjab
Kirby: Star Allies (2018)
Jammerjab - Staff
Jammerjabs are enemies introduced in Kirby: Star Allies. They wear Arabic-esque clothing and wield staffs that they use to attack Kirby with. They will give Kirby the Staff ability if inhaled.

Jammerjabs act just as they do in Kirby: Star Allies; they will leap around the area and attack nearby fighters with their staffs, either poking fighters with it or slamming them into the ground. They have low health and are defeated easily.
SSB Kirby Series SSBCharged Icon
Koopa Troopa
Super Mario Bros. (1985)
Green Koopa New
Koopa Troopas are bipedal turtle creatures and among the most common enemies in the Mario series. They make up the footsoldiers of Bowser's Koopa Troop. In the platformer games, Mario can stomp on them for them to retreat into their shells. These shells can be picked up and thrown, defeating other enemies and even breaking blocks. They have also appeared as playable characters in various spin-off games.

Koopa Troopas come in two colors; green and red. Green Koopa Troopas will walk off ledges while red ones will turn at them. To attack, they will throw a flying headbutt. They have low health and can be defeated easily, though they can be dispatched immediately by stomping on them. In either case, they will retreat into their shell when defeated, which can then be picked up and used as an item.
SSB Mario Series SSBM Icon
Laser Ball
Kirby's Adventure (1993)
Laser Ball - Laser
Laser Balls are enemies that appear in the Kirby series, particularly in the earlier games. They will float around Kirby and, if he is at point blank range, will fire a laser at him. It will give Kirby the Laser ability if inhaled.

When a Laser Ball encounters a fighter, it will begin floating aimlessly around them. Sometimes, it will fire a laser aimed at them, which bounces off surfaces and damages fighters. However, they have low health and can be easily defeated.
SSB Kirby Series SSBCharged Icon
Lurchthorn
Kid Icarus: Uprising (2012)
Lurchthorn
Lurchthorns are enemies appearing in Kid Icarus: Uprising, and are part of the Forces of Nature. They are capable of firing projectiles from their body segments. These can be individually destroyed, leaving behind fish bone-like structures.

Lurchthorns will float sluggishly through the air in a straight path, occassionally turning around if it reaches a wall. It will fire energy projectiles from its segments at fighters to damage them. They have high health and launch resistance, though they can be defeated easier if fighters destroy their body segments so they stop firing projectiles. However, if there are segments remaining when the Lurchthorn is defeated, more Stat Boosts will be awarded. If it takes too long to defeat, the Lurchthorn will try to get away by floating faster.
SSB Kid Icarus Series SSBCharged Icon
Mole
Mega Man 2 (1988)
MegaManMole
Moles are drill-like enemies that appear in the Mega Man series, debuting in Mega Man 2. They typically appear out of the ceiling and ground and float through the air toward the opposite surface. They can be defeated easily, though they will keep reappearing.

Moles always appear in groups of at least five. They will drill out of the ground and ceiling and float just as they do in the Mega Man games, damaging fighters they drill into.They have low health and can be defeated easily, though fighters may find thmeselves overwhelmed by a large group of them.
SSB Mega Man Series SSBCharged Icon
Pointan
Mega Man 10 (2010)
MegaManPointan