|
Mario
|
The Mushroom Kingdom hero-plumber is back again, reprising his role as the truest jack-of-all-trades for Smash Bros.. His projectile moves allow him to control the stage well enough, although his recovery can be lacking at times.
|
Fireball: Throws a hot projectile that bounces along the ground.
Cape: Reflects projectiles with his Cape from Super Mario World.
Super Jump: Leaps into the air, hitting others as he goes.
F.L.U.D.D.: Charges up, then releases a stream of water that pushes opponents away horizontally.
Mario Finale: Throws two intertwining fireballs, hitting all opponents to his left or right.
|
|
|
|
Bowser Jr.
|
Bowser Jr. is the prince of the Koopa throne, and #2 on Mario's list of rivals. He once again pilots the Jr. Clown Car to damage enemies with all sorts of gadgets and gizmos. Because of this, attacks that hit the Clown Car will deal x0.88 of the damage, while attacks that hit Bowser Jr. himself will deal x1.15 the damage.
|
Clown Cannon: Bowser Jr. fires a cannonball that travels forward. Can be charged to increase distance, speed, and damage.
Clown Kart Dash: The Jr. Clown Car gains wheels and an engine and dashes forward, running opponents over. Holding the opposite direction on the control stick causes Bowser Jr. to drift, dealing more damage.
Abandon Ship!: Bowser Jr. jumps out of the Jr. Clown Car as it falls down, exploding. In the air, Bowser Jr. can swing a hammer to damage opponents.
Mechakoopa: A hatch on the Jr. Clown Car opens up, releasing a Mechakoopa. It will walk forward and trip up opponents, exploding and damaging them. The Mechakoopa can also be picked up and thrown.
Shadow Mario Paint: Using the Magic Paintbrush, Bowser Jr. transforms into Shadow Mario and covers the screen in goop, which damages opponents.
|
|
|
|
Tippi
|
Tippi, or Lady Timpani, is a woman-turned-Pixl who accompanies Mario on his adventure to save the dimensions from the Dark Prognosticus. She is an extreme lightweight who attacks with triangular projectiles and such, as well as using the abilities of her Pixl allies.
|
Barry: Tippi is surrounded by a spiky barrier, protecting her from attacks.
Cudge: Cudge swings his hammer-like head in front of Tippi, dealing significant damage.
Thoreau: Throws Thoreau into the air. If Thoreau grabs a ledge, he'll pull Tippi up.
Boomer: Tippi places Boomer, who will explode moments after. If used in midair, Boomer will explode on contact.
Fleep: Several cursors appear at random, creating rectangular windows. If an enemy is trapped in a window, they will be flipped, dealing serious damage.
|
|
|
|
Rabbid Mario
|
A Rabbid version of Mario created by the SupaMerge, merging a Rabbid and Mario's cap together. He's a lightweight fighter, having quick running speed and heavy-hitting attacks. Most of his moveset consists of weapons from Mario + Rabbids Kingdom Battle.
|
Cartridge Commander: Takes out a Boomshot and fires a massive blast forward, damaging opponents in the radius.
Big Blue Bopper: Takes out a Melee and jumps forward, slamming it on the ground. Can bury grounded opponents and meteor smash aerial opponents.
Team Jump: Summons a Rabbid and jumps off of it, gaining some height.
Magnet Dance: Dances around while surrounding himself in crimson aura, drawing opponents closer to him.
Golden Touch: Takes out a huge Boomshot and fires a beam from it, damaging opponents multiple times before launching them.
|
|
|
|
Wario
|
A doppelganger of Mario that indulges himself in the riches of life as well as having a great sense of adventure and entrepreneurship. He is much stronger than Mario, but slower.
|
Pick Up: Wario, with one hand, picks up his opponent and can carry them around while they struggle. Wario can then throw them to do damage, and even hit other opponents!
Shoulder Dash: Charges forward with his shoulder to deal some damage. Wario can jump but not redirect himself during the move unless he cancels it.
Spring Jump: His body turns into a springy coil and then slams into the ground for a powerful attack from the air.
Ground Pound: Wario ground pounds the floor, causing shockwaves to ripple across the ground to hurt enemies.
Wario-Man: Eating a clove of garlic, Wario transforms into Wario-Man, boosting his attacking power and giving the ability to fly.
|
|
|
|
Sephiroth
|
The One Winged Angel himself, little is known about Sephiroth other than his ultimate goal: Destruction. Sephiroth is incredibly mobile and strikes quickly with his sword, with offers great range.
|
Heartless Angel: A light strikes directly in front of Sephiroth.
Shadow Flare: Fire several dark orbs.
One Winged Angel: Sephiroth soars upwards with a slash.
Octoslash: Eight lightning fast slashes
Supernova: Sephiroth summons an orb of destruction which crashes down onto the battlefield.
|
|
|
|
Sonic
|
A cocky blue hedgehog with a love for excitement and freedom, Sonic is among the game's fastest runners. His moves don't deal much damage on their own, but once you learn to rack them up in speedy combos, you'll take down opponents with ease.
|
Homing Attack: Sonic hovers a short distance into the air, curling up into a ball before spinning into the nearest opponent.
Sonic Boost: Sonic immediately dashes forward with a burst of speed, ramming into any opponents in the way and knocking them back. This move can be charged with combos and strong attacks, and a light blue aura lets you know when it is fully charged.
Spring Board: Sonic uses a Spring to launch himself into the air.
Spin Dash: He curls up and rolls forward, performing a short hop as he begins rolling. Pressing the B Button multiple times before releasing the command charges this move, and it can be chained into combos with aerial attacks.
Super Sonic: Sonic uses the seven Chaos Emeralds to transform into Super Sonic. He can then soar around the stage in any direction, as well as ram into opponents at high speeds.
|
|
|
|
Classic Sonic
|
A younger variation of Sonic from an alternate dimension. He is a semi-clone of Sonic, essentially being an "expert" version of him.
|
Elemental Shields: Pressing the B Button repeatedly allows Classic Sonic to cycle through shields. The Lightning Shield gives him an extra jump, the Fire Shield gives him a midair dash, and the Aqua Shield lets him bounce like a bubble.
Spin Dash: Works similar to Modern Sonic's down special, but slightly faster and weaker and without the inital hop or the ability to chain it with aerial attacks.
Spring Board: Classic Sonic launches upwards with a spring. This move allows him to move to the side faster at the end of the jump than Modern Sonic can.
Drop Dash: Classic Sonic curls up into a ball and drops down, swiftly rolling into opponents. The higher he is when the drop begins, the stronger and faster the spin attack will be.
Hyper Sonic: This move works similar to Modern Sonic's Final Smash, but stronger and much more difficult to control.
|
|
|
|
Yu Narukami
|
The leader of the Investigation Team, Yu Narukami is the new exchange student in the Yasogami High School who has a mysterious power to go inside televisions, into an unknown world that is somehow related to a series of murders in the real one. Narukami is sort of a jack-of-all-stats, without any major weaknesses. He can summon his Persona, Izanagi, to help him by fighting up close or afar. If Inazagi is hit while out, Narukami takes damage and Izanagi vanishes, but the player is able to resummon Izanagi later.
|
Zio / Ziodyne: Yu temporarily summons Izanagi, who proceeds to fire a lightning projectile. Fast, but weak. If Izanagi is summoned, Izanagi will perform Ziodyne, which is stronger and bigger than a Zio projectile but its reach is way smaller.
Raging Lion / Cleave: Yu leaps forwards and slashes. If Izanagi is summoned, Izanagi will perform a quick but brutal sword slash that has a high chance of knocking back the opponent.
Big Gamble / Raimeizan: Yu performs a rising slash with his blade powered by electricity. Useful for vertical recovery. If Izanagi is out, he performs a similar move, except with less vertical reach and more power.
Persona Summon / Persona Retreat: Summons out Izanagi. If Izanagi is already summoned, this move will make Izanagi return to his card form.
Myriad Truths: Yu throws away his glasses and summons out Izanagi-no-Okami, who proceeds to use Myriad Truths, an attack that vertically shoots down a large laser around Yu, hitting the opponent multiple times and later causing a huge knockback if they are still caught in the laser.
|
|
|
|
Zero
|
A surviving member of the Maverick Hunters, Zero wakes up centuries later after turning himself into suspension to try and get rid of a powerful virus. Now as the solitary hope of the Reploid Resistance, Zero fights to save those who remain in a desolate future. Zero is a fast fighter who utilizes a variety of weapons, with his major one being the Z-Saber, a powerful blade that has been with him since the start. Zero is a semi-clone of Mega Man, but with a major focus on close combat instead of projectiles.
|
Zero Knuckle: Zero punches the opponent. If it hits, he will absorb the opponent's Neutral Special move, but he will have limited uses of the copied special.
Chain Rod: Zero shoots forward a rod, which grabs the opponent and pushes them towards him. The Chain Rod can also be used on ledges to quickly get back on the stage.
Skyward Slash: Zero leaps up with his saber to his side, hitting anything it touches. Using the move again in the air will make Zero jump down to the ground with his saber raised.
Shield Boomerang: Zero shoots forward a round shaped boomerang that hits the opponent and comes back to him. Holding down the Side Special input makes Zero activate a special shield that takes longer to break but gives Zero 5% of the total damage he would take from the normal attack. Should it break, Zero's dizziness will last longer.
Zero Final: Zero moves towards the opponents and performs a series of quick blade slashes, before doing a Skyward Slash and finishing off the opponent with a powerful Z-Buster shot.
|
|
|
|
Demi-Fiend
|
A half-demon who is destined to play a pivotal role in the Conception, an apocalyptic event in which the world is reborn in a new shape using a strong-willed human's ideals. The Demi-Fiend is a bit on the slow side and lacks recovery ability, but makes up for his low mobility with incredible attack power and range.
|
Ice Breath: Demi-Fiend blows a stream of icy wind out of his mouth. This attack operates similarly to other fire-breathing specials in that overuse begins to weaken the attack. Can freeze enemies when under the effects of Focus.
Lunge: Demi-Fiend rapidly moves forward, smashing aside any enemies in his way. The move can be charged to increase its damage and knockback, as well as the distance covered by the dash.
Magma Axis: Demi-Fiend unleashes a blast of flames from his hands to launch himself upwards. This move possesses a small sweet spot that can Meteor Smash foes.
Focus: Demi-Fiend charges energy in his body for a few moments. If he can do so without being interrupted, the power and knockback of his attacks will be briefly increased.
Megidolaon: Demi-Fiend gathers demonic power in his body before unleashing it in the form of an explosion of purple energy. Its range is a bit low for a Final Smash, but its power is immense.
|
|
|
|
Wigglytuff
|
The evolution form of Jigglypuff by using the Moon Stone, Wigglytuff is a semi-clone in that despite similar moves, Wigglytuff is also a bit slower, but also hit quite harder and a bit faster, as well as not having to fly up to the air when its shield breaks out.
|
Gyro Ball: Similar to Jigglypuff's Rollout, but hit harder at the exchange of going a little slower. It also make Wigglytuff immune to weak projectile when rolling.
Play Rough: Leap forward for a second and slam down the enemy. Can inflict a Meteor Smash in the air, but the speed makes it difficult to go back if directed off-stage.
Hyper Voice: Shouted to the point of damaging and pushing away the opponents within the medium range. It have weak knockback but can set up combo or used as a getaway attack when used right.
Stockpile: Piles up air, items and projectiles, and then press Down B again for Spit Out. The more air, items or projectiles stocked, the more powerful knockback and damage it would cause. Ducking will instead make it use Swallow, healing up to 25%.
Twinkle Tackle: Wigglytuff is charged up by Z-Energy, preparing for the Fairy-type Z-Move Twinkle Tackle. Anyone touched by Wigglytuff will receive severe knockback, and it can jump while dancing for seven seconds. However, despite the increased speed, Wigglytuff turns much slower in this state.
|
|
|
|
Waluigi
|
Wanted a cooler character like Shadow or Ridley? Too bad! It's Waluigi Time!
|
Cheating Popgun: Waluigi fires of his Popgun at the opponent stunning them.
Waluigi Whirl: Waluigi does a vertical spinning kick which sends him forward
Sky Swim: Waluigi swims upward to recover. It can be controlled in multiple directions and does no damage
Waluigi Orb: Waluigi curls into a ball like Sonic and glows purple. Dealing dark damage to all hit.
Waluigi Time!!: Everyone gets a Waluigi hat. Making them all immobile except for Waluigi. The final smash lasts for 5 seconds
|
|
|