Character Gimmick: Glory Kills:
- Dealing damage develops a dark orange outline around the portrait of the opponent that takes the damage.
- When the outline completely encompasses a character’s portrait, the outline becomes white, meaning they are prone to a Glory Kill. A character must take 100% damage from Doom Slayer before they are prone.
- If Doom Slayer grabs an opponent while prone to a Glory Kill, they will be instantly KO’d.
- If the opponent manages to avoid the Glory Kill for 8 seconds, the outline will disappear and no longer be prone to Glory Kills.
- If the opponent is KO’d before they are Glory Killed, the opponent’s outline will vanish regardless of whether or not they are prone.
- If multiple Doom Slayers are in battle, the outline will flash with the color of the Doom Slayer that can specifically Glory Kill them (For example, green would signify Player 4, or pink for Player 7). A number will flash next to the portrait if multiple CPUs are playing as Doom Slayer.
- Doom Slayer has a unique Glory Kill animation for each character.
Jab:
- Tap A: Fire equipped weapon. Auto-targets the closest opponent in a 120 degree cone with slow tracking. Reaches out at ½ Battlefield.
- Mash A: Repeatedly fires equipped weapon.
- Hold A: Weapon Wheel: Swap your current weapon. Release A with joystick over weapon to swap. Automatic weapons deal knockback every 3 shots hit. An icon in the shape of the weapon equipped will be displayed in the Doom Slayer’s UI just above the Heavy Weapon icon (Seen in Neutral B).
- Pistol: Weakest weapon dealing 3% damage and hitstun.
- Shotgun: Short range weapon that deals 7% damage at close-range. Damage lessens with distance. Has decent knockback up close.
- Heavy Cannon: Mid-range weapon that deals 5% damage per shot at 8 shots a second. Has less-than-decent knockback.
- Chaingun: Rapid-fire weapon firing shots that deal 4% damage per shot at 15 shots a second. Has near-nonexistent knockback.
Side-tilt: Move forwards while attacking. Similar to Mega Man’s.
Up-tilt: Stabs upwards with the Chainsaw. Deals damage over five hits. Has some good combo potential.
Down-tilt: A burst of the Flame Belcher. Deals fire damage and gives Doom Slayer one-hit super armor if it hits. The super armor does not stack.
Dash Attack: Lunges forwards with the Doom Blade extended.
Grab and Pummel: Doom Slayer reaches out and grabs the opponent by their neck. Performs gut-punches as a pummel, dealing 3.5% damage on hit.
F-throw: A left hook, then a right hook. Does 4% on the first hit, then 5% on the second. Doesn’t have much knockback.
D-throw: Doom Slayer jumps down on top of the opponent before stomping on their head. Does 9% damage and deals some decent knockback.
U-throw: Doom Slayer trips the opponent before bringing a fist down onto their airborne body. Deals 6% damage on the first hit and the opponent takes 5% damage when hitting the ground. Does some pretty good knockback.
B-throw: Doom Slayer brings the Doom Blade down on them from behind. Deals 11% damage and some decent knockback.
Neutral Air: Fire equipped Light Weapon.
Forward Air: Dashes forwards with a charging right hook. Can be used a second time in succession, or in succession with Back Air.
Down Air: Shoots his feet downwards while the Lateral thrusters create a burst underneath him.
Back Air: Dashes backwards with a charging right hook. Can be used a second time in succession, or in succession with Forward Air.
Up Air: Doom Slayer shoots a burst of the Flame Belcher upwards. This has as much range as the Mii Gunner’s up-air, and gives Doom Slayer one-hit super armor if it lands. The super armor doesn’t stack.
360 Smash: Doom Slayer readies the Super Shotgun and fires in the direction of the Joystick. The Super Shotgun burst deals 30% damage at close range, and damage decreases by 10% as it goes out, similarly to Joker’s Gun. At close range, the Super Shotgun has enough knockback to be an excellent kill move. If aiming downwards, the Doom Slayer will jump upwards before firing.
Neutral B: Heavy Weapons:
- Tap B: Fire equipped weapon.
- Mash B: Repeatedly fire weapon. While firing, you can tilt the joystick to change trajectory.
- Hold B: Weapon Wheel: Swap your current weapon. Release B with joystick over weapon to swap. An icon in the shape of the weapon equipped will be displayed in the Doom Slayer’s UI just below the Light Weapon icon (Seen in Jab). Automatic weapons deal knockback every 3 shots hit.
- Plasma Gun: Rapid-fire weapon firing shots that deal 7% damage per shot at 20 shots a second. Has near-nonexistent knockback.
- Gauss Cannon: Heavy weapon that fires one shot per 1 second. Deals 13% damage per shot. Propels Doom Slayer in the direction opposite of where he’s firing. Has amazing knockback on hit.
- Rocket Launcher: Fires a rocket per 1 second. Deals 20% splash damage. Has as much knockback as Snake’s Nikita.
Side B: Blood Punch: Doom Slayer lunges forwards and deals a brutal haymaker to the opponent. If Doom Slayer has performed a Glory Kill prior, the Blood Punch will create an explosion that deals damage to nearby opponents.
Up B: Meat Hook: Doom Slayer takes out the Super Shotgun and fires the Meat Hook in the direction of the joystick. As a tether recovery, it doesn’t have as much range as Joker’s Grappling Hook, but it can grab an opponent either on the ground or in the air. If an opponent is grabbed, the Doom Slayer will reel himself in towards the enemy. The opponent can mash out of the Meat Hook. He can perform one of the following while reeling in:
- A: Fire a shot from the Super Shotgun, dealing the same damage and knockback as in his Smash attack.
- B: Release the opponent with some momentum for recovery.
- Grab: Prime Doom Slayer to grab the opponent when reaching the opponent. This can only be done if the grabbed opponent is on the ground.
Down B: Weapon Mod: Doom Slayer places himself in a stance and uses the mod of a weapon he has equipped based on the button. A uses the Jab weapons while B uses the Heavy Weapons. When using a Weapon Mod, it goes into cooldown based on which button the weapon is assigned to. Jab weapons take 4 seconds to recharge while Heavy Weapons take 8 seconds to recharge.
- Pistol: Charged Shot: Deals double the damage and knockback at the cost of being telegraphed.
- Shotgun: Explosive Shot: Fires a sticky bomb that explodes, dealing .5x the damage and knockback of the Rocket Launcher.
- Heavy Cannon: Cluster Missiles: Fires six small missiles that deal 5% damage each and has low knockback.
- Chaingun: Mobile Turret: The chaingun splits into three smaller barrels, and fires shots that deal 1% damage but has triple the fire rate of the normal Chaingun. Hold the B button to continuously fire. Cooldown will start after the button is released. If firing for 8 seconds straight, the Chaingun overheat, tripling the cooldown time.
- Plasma Gun: Stun Bomb: The plasma gun fires a single orb that bursts upon contact, stunning opponents in range and dealing 9% damage. The burst is the same blast radius as the C4.
- Gauss Cannon: Siege Mode: The Doom Slayer is rendered completely immobile when using this weapon mod. Releasing the B button will fire the shot. Tilting the joystick while holding B will aim the Cannon. The Siege Mode shot deals double the damage and knockback of the normal Gauss Cannon.
- Rocket Launcher: Lock-On Burst: The Doom Slayer will auto-lock onto the opponent and fire a burst of three rockets that head for the opponent’s position at the moment the rockets were fired.
Final Smash: BFG 9000: Doom Slayer will warp out of the stage and a BFG 9000 will appear as though the camera is in his perspective. A reticle will appear on screen, prompting the player to aim anywhere on the stage. By pressing B or after a set amount of time passes, the Doom Slayer will fire a shot from the BFG 9000, which deals continuous damage over time before making contact with the stage and exploding. If any opponents are caught in the blast, they will take additional damage. The blast is as powerful and as big as the Bomber item. After firing a shot, Doom Slayer will warp back to the battlefield.