The King of the FPS genre arrives, taking a break from terrorising the legions of DOOM to terrorise the fighters of Smash. Befitting of the fast-paced action and heavy focus on guns from his home series, the Doom Slayer (or simply Doomguy) is a fast, hard-hitting, projectile-based rush-down fighter utilising firearms and a few brutal melee attacks in his unique grab mechanics. Basically, a steroid-infused Mega Man who prefers to get up close and personal in enemies faces rather than keeping them away.
To curb his seemingly unrequited power and speed, Doomguy has two major drawbacks;
- All of Doomguy's main weapons run off of ammunition; Bullets (100), Shells (30), Rockets (10) and Cells (200). If Doomguy runs out of ammunition, attacks will either be replaced with the infinite ammo pistol or outright disabled. KO's reward small amounts of ammo, though a successful side-special can better refill his reserves.
- Doomguy is the ultimate glass cannon, receiving significantly higher damage than other fighters and can be launched more easily, necessitating a playstyle of constant dodging, jumping and moving (I.e. if you stand still, you're going to die). While small health pickups occasionally drop when Doomguy KOs an enemy fighter, his main method of recovering from attacks is via his grabs and throws.
Based primarily on his Eternal incarnation, Doomguy also incorporates elements from his 2016 and other previous outings into his design and moveset.
The idea of this moveset is to imagine it unhampered by a ratings board. I don't see any reason why Doomguy's arsenal would necessitate censoring; energy and explosive-based weapons are already excused, there won't be blood and gore produced to warrant worrying about the chainsaw (which already technically exists in the form of Corrin's sword) and his ballistic firearms (Combat Shotgun, Heavy Cannon, Chaingun, Super Shotgun) should look futuristic/fantastic enough to pass off as "unrealistic" (I mean, come on, how many double-barrel shotguns out there come with runic inscriptions on a barrel and twin blades attached to an extendable chain launcher?).
Moveset:
- Basic Attacks:
- Jab: Similar to Ryu/Ken, Doomguy's jabs change depending on the length of time that the attack button is held down for; tap-firing sees Doomguy firing his Combat Shotgun while holding down the fire button sees him shooting the Plasma Gun. Each weapon consumes 1 Shell and 1 Cell per shot respectively. If he is out of either ammunition, will fire his pistol and prepare a charged shot respectively.
- F-Tilt: Similar to Mega Man, all of Doomguy's forward tilt attacks behave identically to his jabs, allowing him to fire his weapon normally while closing in on a fleeing opponent.
- U-tilt: Fires a Triple Burst from the Shotgun (if tapped) or a Heat Blast from the Plasma Gun (if held) upwards. Consumes 3 Shells and 20 Cells respectively (alternatively, the latter could possibly behave as it did in 2016 by increasing in power as the Plasma Rifle is fired, while not consuming any Cells when used). If ammo is depleted, fires a shot from the pistol.
- D-tilt: Ducks and fires an Explosive Shot from the Combat Shotgun (if tapped) or a Stun Bomb from the Plasma Rifle (if held), the latter dealing no damage but momentarily disorients fighters. Consumes 2 Shells and 20 Cells respectively. If ammunition is depleted, fires a shot from the pistol.
- Additionally, if Doomguy is firing his weapon while moving backwards, he can continue firing in the same direction (a sorta 2-D interpretation of strafing. This allows him to create a barrier of sorts as he moves out of harm's way, However, this also means that players must keep an eye out for fighters he has turned his back towards, as he is completely exposed to their attacks should he not change direction in time. Always ensure that enemy fighters stay within his crosshairs.
- Dash Attack: Fires off a Charged Burst from the Combat Shotgun (if tapped) or a Heat Blast from the Plasma Rifle (if held), consuming 3 Shells and 20 Cells respectively. If ammo is depleted, fires a shot from the pistol.
- Smash Attacks:
- Forward Smash: Pulls out the Super Shotgun and fires both barrels in the direction he is facing, consuming 2 shells in the process. If ammo is depleted, fires a more powerful charged shot from the pistol.
- Up Smash: Pulls out the Chaingun with the Gatling Rotator modification, unleashing a quick upwards barrage. The amount of bullets fired by the Chaingun changes depending on the length of time the attack was charged (indicated by the barrel spinning progressively faster); a quick tilt-smash will fire off 10 bullets, while a max charge will fire off 25. If ammo is depleted, fires more powerful charged shot the pistol.
- Down Smash: Pulls out the Super Shotgun and fires one barrel in either direction. If ammo is depleted, fires a couple charged shots from the pistol.
- Aerials:
- N-air: Identical to the Jab
- F-air: Identical to the F-tilt.
- U-air: Identical to U-tilt.
- D-air: Identical to D-tilt, but fires the grenade/stun bomb directly below him.
- B-air: Has none to speak of. Instead, he can continue firing in the same direction while moving back, as stated above. Has the same benefits of keeping the pressure up while moving out of harm's way, but means that Doomguy must keep an eye out to ensure that enemy fighters stay within the direction he's facing.
- Grabs:
- Doomguy has a unique grab mechanic inspired by the Glory Kills from 2016 and Eternal. Essentially, after an enemy fighter has been damaged above a certain threshold (enough for them to be KO'd by any of Doomguy's throws), they will begin flashing in a light blue highlight, which turns an orange-red should the Doomguy be within grabbing distance. If the fighter is then throw-KO'd in this state by Doomguy, a shower of health pickups will be expelled from the area that the fighter was KO'd, gravitating towards Doomguy and healing a significant amount of damage (30-40%). If a fighter is not in this state and the throw was a successful KO, fewer health pickups will be rewarded, encouraging Doomguy to soften up his enemies before killing them (while giving attackers a chance to counterattack).
- Grab: Fires the Meathook from the Super Shotgun, dealing damage and pulling him towards his victim, which he then grabs by the jugular. Acts as a pseudo-tether that grabs fighters as opposed to ledges.
- Pummel: Repeatedly sucker punches his victim in the stomach with the Doom Blade.
- F-throw: Performs a meaty right blade-hook into his victim's face, sending them flying backwards.
- U-throw: Blade-uppercuts his victim into the stratosphere.
- D-throw: Slams his victim into the ground, burying them before stomping on their head to bounce them back up.
- B-throw: Sweeps his victim off their legs, grabbing them by their ankles and throwing them behind him.
- Specials:
- Neutral Special - Micro-Missiles: Pulls out the Heavy Cannon and fires a burst of 6 miniature missiles which home in on and explode on contact with opposing fighters. Deals significant damage with slight knockback should all 6 missiles connect, halting an advance or attack and allowing Doomguy to move in for the kill. Takes a short while to recharge and consumes 3 Bullets per missile. The attack is disabled if Doomguy has no ammo.
- Side Special - Chainsaw Charge: Pulls out The Great Communicator and dashes to the side, ramming the weapon into a fighter's guts. The fighter is held in place (alongside anything else caught in the Chainsaw's path), continually taking damage before being sent flying upwards at the end of the attack. Ammunition is also expelled from the fighter in high amounts, which scales depending on the number of fighters in the arena (1 fighter completely fills up Doomguys reserves if caught, 2 fighters fill up half each, etc.). Can strike and hold multiple fighters in one dash. Leaves Doomguy vulnerable for a short time should he not damage anyone.
- Up Special - Rocket Jump: Uses the Rocket Launcher to fire a rocket beneath him, dealing heavy damage to fighters and slight self-damage while using the explosive force to propel himself upwards. The height of the Rocket jump changes depending on Doomguy's upward velocity before the projectile detonates, increasing if Doomguy travelling upwards after a jump and decreasing while in freefall. Utilises the Remote Detonator to detonate the rocket if there is no surface immediately beneath him. Consumes 1 Rocket per shot. The attack is disabled if Doomguy has no ammo.
- Down-B - Ballista: Fires a powerful bolt in the direction he is facing, dealing significant damage to any fighter it hits with slight recoil pushing Doomguy back. When in midair, Doomguy fires the weapon at a downward angle in the direction he's facing (similar to Falcon Kick/Wizards Foot). The high recoil in midair can push Doomguy upwards in the opposite direction that the weapon was fired at. This "Gauss Jump", while not as powerful as a Rocket Jump, can provide a slight boost to an existing jump or assist with horizontal recovery. Consumes 20 Cells per shot. The attack is disabled if Doomguy has no ammo.
- Final Smash - BFG 9000:
- Fires a Big ****ing Green shot from wherever Doomguy is currently standing at the direction he is facing. Plasma tendrils will lash out towards any onstage fighters, holding them in place as they are damaged. Upon impacting either a fighter, the stage or the blast zone, the shot violently explodes and all fighters connected via a tendril are launched. Deals additional damage to any fighters caught within the explosion's blast radius (scaling depending distance from point of impact, with any directly-struck fighter(s) taking the most damage). This Final Smash relies heavily on good positioning on Doomguy's behalf, as to ensure that the projectile can last long enough to deal the most damage (i.e. have it cover most of the stage's length as opposed to dumping it off the edge), while allowing the player to weigh between damaging multiple fighters longer and potentially killing all of them or directly striking an individual fighter for massive damage and a practically guaranteed kill.
Skins:
- 4 variations of the DOOM: Eternal Praetor suit. All variants possess colour alterations emulating characters from Id Software's legacy titles.
- Default DOOM: Eternal colour palette
- Blonde-yellow helmet with a blue visor, leather brown chest/shoulder plates and arms, red gauntlets, dirty green leg armour and grey boots. Resembles William B.J. Blazkowicz as seen in Wolfenstein: The New Order
- Yellow helmet with a white visor, purple-pink chest and shoulder plates, white arms and gauntlets, blue waist and leg armour with blue boots. Resembles Commander Keen from the series of the same name.
- Yellow and bronze helmet with light-flesh visor, bronze shoulder plates with flesh-coloured arms and brown gauntlets, a yellow chestplate, red leg armour and orange-red boots. Resembles the Ranger - the protagonist of the original Quake - as depicted in Quake Champions.
- 4 unique skins based off of Doomguy's previous in-game appearances. These skins will use modified versions of weapons from their equivalent games (or suitable replacements when a direct equivalent is unavailable), alongside unique pain/death sounds from their home games and unique head icons. Essentially all the armour variations for the Doom Slayer as seen in Quake Champions.
- "Unchained Predator": The Slayer in the Praetor Suit as seen in DOOM 2016. Utilises the DOOM 2016 incarnations of the Combat Shotgun, Plasma Gun, Super Shotgun, Chaingun, Rocket Launcher and BFG 9000, with the Heavy Cannon and Ballista being replaced by the Heavy Assault Rifle and Gauss Cannon respectively.
- "Doom Marine": The Marine Corporal who starred in Doom 3. Utilises the Doom 3 Shotgun, Plasma Gun, Super Shotgun, Chaingun, Rocket Launcher and BFG 9000, with the Heavy Cannon and Ballista being replaced by the Doom 3 Machine Gun and the Quake 4 Railgun respectively. Has a unique idle animation where he pulls out a flashlight and attempts to stick it somewhere on his currently-held weapon.
- "Arena": The same armour worn by Doom, the tough-as-nails Tier 6 fighter from Quake 3: Arena. Utilises the Quake 3: Arena Shotgun, Plasma Gun and Rocket Launcher, with weapon replacements including; the Quake 3: Arena Machine Gun (Heavy Assault Rifle), the Quake 2 Super Shotgun (Super Shotgun), the Quake 1 Super Nailgun (Chaingun), the Quake 3: Arena Railgun (Ballista) and the Quake 3: Arena BFG 10K (BG 9000).
- "Doomguy". The classic armour which started it all, worn by the unnamed Space Marine referred to only as Doomguy in Doom 1 and 2. Utilises the classic Doom versions of the Shotgun, Plasma Gun, Super Shotgun, Chaingun, Rocket Launcher and BFG 9000, with the Heavy Cannon and Ballista being replaced by the Zombieman Rifle and the Skulltag Railgun respectively. Additionally, Doomguy's face in all its pixelated, animated glory will sometimes replace his character portrait next to his damage meter in a match. Much like in classic Doom, his face acts as a convenient visual indicator for onscreen action.
- Becomes progressively beaten up as Doomguy takes damage, albeit with the blood cleaned up.
- Explodes in a shower of sparkles and blinks back into existence if Doomguy is KO'd (a kid-friendly version of the gib death animation).
- If KO'd in stamina mode, the face will use the "dead" sprite before following the above animation.
- Will glance to the left or right depending on the direction which damage was received.
- Displays an expression of shock and pain when launched.
- Grits his teeth while attacking, stopping only when no inputs are made.
- Grins maliciously when picking up a rare/powerful item. Or any firearm-type item for that matter.
- Eyes glow a golden colour when his Final Smash is ready to be executed.
Animations + Misc:
- Character select pose: Facing backwards and looking over his right shoulder, his left hand raised above his head clenched into a fist and the Super Shotgun in his right hand, aimed in the direction he's looking at.
- Logo: UAC Logo (Classic or Modern), the DOOM logo (perhaps shortened to a D) or the Mark of the Slayer.
- Head icon: Simplified front view of his current skin's helmet. When using the "Doomguy" skin, the head icon becomes a simplified version of Doomguy's classic HUD face.
- Entrance: Teleports in through hellish energy then pumps the Combat Shotgun.
- Idle animation: Raises his arm to inspect the Doom Blade, extending then retracting it.
- Crumple animation: Falls forward while clutching his neck; a homage to the player death animation from Doom 1/2.
- Taunts:
- Pulls out and activates the Slayer's Crucible, performing two threatening ground slashes before putting it away (could act as an edge-kill move like Luigi's kick taunt).
- Menacingly cracks his knuckles.
- Pulls out a Doomguy Doll, inspecting it before giving it a fist-bump.
- Victory Poses:
- Fights off a horde of Imps swarming his position, with the shot freezing on Doomguy in the iconic Doom cover pose (aiming his Super Shotgun at an Imp grabbing his arm).
- Pulls out the Chaingun with the Mobile Turret modification and unleashes a continuous barrage.
- Crushes a demon skull with his foot, with the shot panning up to see Doomguy load the Super Shotgun and take aim at the camera, up close and personal (essentially the Doom Eternal teaser trailer from the Demon's point of view).
- No Contest/Defeat Pose: Slowly claps in a passive-aggressive manner.
- Snake Codec:
Snake: Otacon, I've got a large man wearing what looks like compromised power armour. Do we know who he is?
Samuel Hayden: That would be the Doom Slayer. I would advise you to vacate the area immediately unless you wish to suffer a messy demise.
S: (Grumbles) I'm starting to second-guess as to whether our "encrypted" channel is actually encrypted or not. Anyways, who are you and what makes this "Doom Slayer" any different from any other green space marine?
H: I am Samuel Hayden, Chairman of the Union Aerospace Corporation and the one responsible for the discovery of the Doom Marine. While our own research on him is limited at best, we do know that he has been fighting a rage-fuelled, one-man war against the forces of Hell for centuries.
S: Centuries? It's almost as if you're saying that this Slayer-guy is too angry to die…
H: In a sense, yes. Our observations have shown that the Doom Slayer moves at high speeds at all times, possesses unparalleled strength and a seemingly innate proficiency at using any weapon he can get his hands on, with guns being a particular favourite of his.
S: An affinity towards firearms. Admirable, though they look nothing like what I've used before.
H: Most of his arsenal consists of... "borrowed" UAC equipment and demonic artefacts. However, the double-barrelled shotgun he carries appears to be a more personal possession.
S: Not that it matters. Those inscriptions on the barrel don't provide any tactical advantage… though that large grappling-hook-blade attachment probably will.
H: If you're still planning to engage the Doom Slayer (not that you have any chance of winning), I would advise you to engage him at long range and strike only when he lets his guard down; most of his arsenal is only effective from short to medium range, while his agility and lethality compensate for a surprisingly lacking durability. Now, if you'll excuse me, I have to attend to… dispelling rumours about a supposed "demon incursion".
S: Thanks for the pointers. Wait, did you say something about a demon invasion?
H: As I said; dispelling rumours.
Pit: (visibly perturbed) Uhh… when did Samus become a man all of a sudden?
Viridi: That isn't Samus, you dope! That is the Doom Slayer!
Pt: Doom Slayer? Now that's the least friendly-sounding name I've heard in a while.
V: Funny you should mention that. He's had quite a few names over the years, though most people simply call him Doomguy.
Pt: Doomguy? The berserker-packin' man and a half! A 12.0 on the 10.0 scale of badness! How did he even make it into Smash Bros.?!
Palutena: Many consider him to be the king of the First Person Shooter. If anything, that would make him the perfect candidate as a representative of the genre.
V: Like how Ryu and Ken represent traditional fighting games!
Pt: But aren't his games supposed to be extremely violent?
Pl: And every other fighter in this fighting tournament isn't violent to some degree?
Pt: …Right. I'll be honest; I'm not feeling too confident about fighting him.
V: *Gasp!* Is poor little Pit finally admitting defeat? Palutena might have to consider getting a new bodyguard captain.
Pt: NO WAY! It's just that… those guns of his look like they could tear anything to pieces! And that heavy armour doesn't look like it weighs him down much.
Pl: That's correct, Pit. The Doom Slayer's firearms all deal heavy amounts of damage, while his mobility allows him to keep the pressure up on opponents.
V: And if he grabs you when your damage is high enough, he'll perform a "Glory Kill" on you, which is a guaranteed KO and even heals him up a bit.
Pt: Health recovery on KO? Sounds both awesome and illogical. Is there any way to beat this guy?
V: While his weapons may be deadly, they all run off of a limited ammo supply. If he runs dry, he'll be unable to use his special attacks and be forced to use a weak pistol for his regular attacks.
Pl: That gives you the perfect opportunity to strike. However, be careful when getting close; he might attempt to use his chainsaw on you to replenish his ammo.
Pt: Wha? How does that even work? On second thoughts, I'd rather not find out!
- Character artwork: A recreation of either the Classic Doom cover art or Doom 2016 cover art (which is itself a recreation of the classic cover art) with various Smash fighters instead of demons (with Samus as the lone marine calling out at Doomguy in the classic cover's background).
Stage: Hell on Earth
- A stage taking place on Earth during the demon invasion. The backdrop is of a futuristic city in the midst of being dragged into hell, with dominating features including burning, ruined buildings, floating landmasses and skyscraper chunks suspended by large tentacles, a blasted terrain of rubble and large, flowing rivers/. Naturally, this backdrop would have to be scrubbed of its gore, blood and most satanic imagery in order to pass the PG-13 rating (if the latter warrants such censoring).
- The stage itself features a wide, flat arena with several stationary platforms and a mancannon in the centre. Additional elements such as hazardous Nukage pools, explosive barrels and small pillars are randomly placed at the start of the map.
- During the battle, Demons will occasionally pop in to harass the onstage fighters. Successfully eliminating a Demon fills up a meter (indicated by the "weapon upgrade point gained" symbol popping up for every 10 points gained), with each demon contributing different amounts (as listed beside their name):
- Zombieman (1): Weakest of the standard demons, uses a slow-firing Plasma gun against attackers.
- Imp (2): Throws fireballs and scratches when up close, but is easily killed.
- Hell Razer (2): Fires a long-range, penetrating laser. Also easily killed.
- Pinky (3): Charges down fighters. Weak, but takes greatly reduced damage from the front.
- Spectre (3): Identical to Pinkies, but are (mostly) invisible.
- Lost Soul (1): Makes a beeline towards fighters, dealing significant damage and slight knockback upon impact. Dies in one hit from most attacks.
- Hell Knight (5): Rushes in aggressively with punishing melee strikes. Slightly tough to take down.
- Mancubus (8): Shoots fireballs from a distant and has a flamethrower attack at close range. Tough, but slow at moving and aiming at fighters.
- Cyber-Mancubus (8): Identical to the Mancubus, but only fires green globs of acid which produce damaging, acidic puddles upon impact.
- Revenant (6): Glass cannons which fire high-damaging missiles in bursts and move quickly using their jetpack.
- Cacodemon (6): Slow, tough flyer which bombards the arena with projectiles.
- Pain Elemental (7): Continuously expels lost souls from its mouth, which circle the brown ball before being thrown at fighters.
- Arachnotron (7): Brains-on-stilts which fire high-damage plasma bolts from a mounted cannon.
- Baron of Hell (10): Significantly tougher Hell Knight which throws green fireballs between melee strikes.
- Summoner (10): Average toughness, but teleports frequently and summons lesser monsters (Imps, Hell Razers, Pinkies, Spectres, Lost Souls) to protect it.
- Arch-Vile (20):
- You may get a rare visitor in the form of a boss appearing in the background of the stage. With lots of health and multiple attacks, these big guys will often require a joint effort from fighters to be taken out. While the bosses are on the arena, no other demons will spawn in (besides those spawned by an existing Summoner)
- Cyberdemon (50): Attacks by firing rockets from its arm, alongside a high-damage, penetrating laser and showering the arena in rockets. Once brought down to half-health, his Argent Accumulator will disengage, sending the stage to Hell and granting the Cyberdemon the ability to create flaming slashes from his arm-spike and cordon off stage sections with rock walls, dividing up/trapping fighters. Disintegrates upon death.
- Spider Mastermind (50): Only takes damage from attacking its head, with bonus damage taken by hitting the face. Attacks include: fairing its rapid-fire plasma chaingun; sweeping multiple lasers across the lower and upper levels of the stage; throwing bombs across the stage; and firing a single, penetrating laser. May occasionally swipe at the stage and flip upside down, hiding most of its head. Once at half-health, gains additional attacks in the form of throwing pillars at fighters and electrifying the bottom floor, damaging anything standing on it. at 10% health, becomes heavily damaged and crippled, only attacking fighters with flailing lasers and throwing pillars. Sinks into the floor upon death.
- Once the Slayer meter is full, a Powerup will appear in the middle of the arena (below the Mancannon). Each powerup lasts 20 seconds, each having unique effects that can be advantageous for different fighters depending on the powerup (I.e. Ryu would benefit more from Berserk than Quad Damage):
- Haste: Greatly increases movement and attack speed.
- Invulnerability: Nullifies all damage received and knockback. Lasts for a shorter amount of time than other powerups and cannot protect against falling into the blast zone.
- Berserk: Greatly increases melee (punch/kick) damage and knockback.
- Quad Damage: Greatly increases weapon (sword/gun) damage and knockback.
- Mega Health: Resets damage counter to 0%.
- Armour/Mega Armour: Adds a layer of armour over a fighter, absorbing 100 damage until depleted. Mega Armour can absorb 200 damage.
Items:
- The Cyberdemon can appear from an Assist Trophy, on top of being a stage boss like Rathalos. He behaves much the same way in his boss appearance but is now standing directly on stage as opposed to in the background. AT!Cyberdemon also has reduced health compared to Boss!Cyberdemon, and has all attacks available from the get-go.
- UAC Field Drone: Flies around the battlefield holding a package. Attacking it will cause it to drop its package, which can contain the following:
- Haste
- Invulnerability
- Berserk
- Quad Damage
- Mega Health
Music:
For the most part, I tried going for tracks which had a fast pace/were good in action scenarios, to fit the fighting speed of Smash Bros. The song pool is relatively large for a newcomer, so treat this as more of a pool of tracks the devs can select from. With the possible exception of the 2016 and Eternal tracks, a lot of these tracks could also be given remixes by Japanese artists (this includes tracks I haven't included, so don't worry if I haven't listed one you personally felt could fit here). Bold tracks are personal faves.
- Victory themes
- Classic Doom tracks
- Tracks from Doom 3:
- Tracks from Doom 2016:
- Tracks from DOOM Eternal:
- Tracks from other games:
Spirits:
- The Doom Slayer - KO's from throws heal.
- The Doom Slayer (Unchained Predator Alt: Rocket Jump) - Reduced damage from explosions.
- BFG 9000 (Final Smash) - Final Smashes create an explosion, dealing 30% damage to anyone onstage (regardless as to whether certain final smashes connect or not)
- UAC Field Drone - Powerups appear closer to fighs.
- The Cyberdemon - Increases damage after being KOd. Resets after scoring a KO.
- The Spider Mastermind - Increases projectile weapon damage.
- Demons - Increases damage of fire attacks.
- Dr Samuel Hayden - Increases damage of sword attacks.
- VEGA - Reduces damage from ice attacks.
- Dr Olivia Pierce - Speed+attack damage increases with damage received (caps at 50% when 100% is reached, respectively)
- Doomguy Figurine - Reduces damage while shrunk.
- Powerups - Items attract themselves to fighters.
- Daisy - Increased Jump Height
Intro Trailer:
Smash Ultimate "New Fighter" intro splash
The trailer begins in an arena made of a yellow-brown stone and adorned with various red, glowing runes, many of which bear a resemblance to demonic iconography. The arena itself sits upon one of many floating islands hanging over a void of orange clouds and possesses a long, bridge-like path leading to a tall fortress adorned with a goatlike skull.
Pit, Dark Pit and Palutena are locked in an intense scrap with Spirit-clones of Bowser, Ridley and Bayonetta in the hellish arena, the latter trio quickly gaining the upper hand before defeating the Light Goddess and her angelic compatriots. Spirit-Bayonetta and her demonlike allies look down upon the battered heroes, the Witch clone motioning to allies to restrain them as Palutena weakly states "We'll never become soulless husks like you", to which Bayonetta ignores.
The fighters are suddenly interrupted by a distant screech, as the doors of the demonic fortress are raised and waves of creatures begin pouring out. The creatures are of varying sizes and appearances: scrawny, implike humanoids; flying creatures resembling gargoyles; pink-coloured armoured beasts; muscular humanoids with smooth, skull-like heads; enormous, bipedal monsters possessing crimson skin, cloven hooves and goat horns; and floating, cyclopean spheres of red and brown. The monsters make a beeline towards the arena, the grounded creatures scrambling over and pushing each other out of the way as they cross the bridge, with several of them falling into the abyss below.
The possessed Witch and her reptilian allies ready themselves for the oncoming horde... only for the creatures to part and avoid the fighters, running either side of them and jumping to other nearby islands; almost as if they were running away from something. Bowser and Ridley look at each other with confused expressions and look to Bayonetta, who is looking towards the fortress gate with a steely gaze. The two dragons look towards the gate, only to be shocked by what they see.
Music begins to set in as the trailer cuts to fortress from the fighters' perspective, where the silhouette of a bulky humanoid is seen standing amidst the orange glow from the open doorway. Cut to the first-person perspective of a
familiar Heads-Up Display, which begins to scan the 6 fighters. Cut to various close-up views of the mysterious newcomer, with the shots quickly cutting between a heavy green chest plate; a studded left gauntlet with a retracted blade, which pans up to reveal a shoulder-mounted cannon; and an exposed right bicep, which pans down the arm to show a double-barrelled shotgun - decorated with various inscriptions and a two-pronged blade attached to the underside - being held in the hand. Cut back to the HUD, which has identified the Angel Land protectors as "Safe" and the latter victors as " RIP AND TEAR".
Cut to a shot of the newcomer's head or rather, helmet, where subtle facial figures can be seen through the visor. The shot pans backwards away from the head, revealing a massive, imposing figure in a green carapace-like armour reloading his shotgun, with the barrels being snapped into place as the music drops into the
iconic riff from At DOOM's Gate.
THE DOOM SLAYER RIPS AND TEARS INTO BATTLE!
The Doom Slayer then charges his three victims at a full sprint, which they respond to by firing off pistol volleys and fireballs at his direction. The Slayer suddenly pulls out a black and red-accented Rocket Launcher, which he then fires at his feet to send him flying high above his victims. He re-equips the Super Shotgun in mid-air, before landing between the two groups and taking aim at his victims. The music finishes as the trailer cuts to the Smash logo, right as the Slayer pulls the trigger.
Super Smash Bros: Ultimate title graphic
X
DOOM
I hope I didn't make any of the characters too underpowered/OOC.
Feel free to provide feedback + critique.