SMAASH! Puppy
Smash Legend
So I went back to my Mega Man X idea and everything kind of fell into place, so I decided to make both X and Zero. It's a twofer!
Also today I learned that the word "twofer" isn't actually slang...huh.
Also today I learned that the word "twofer" isn't actually slang...huh.
Fearing that the world would need a hero long after he was gone, Dr. Light began production of a new robot. One that was capable of making its own decisions like any other human. It was made with even greater capabilities than the current hero, Mega Man, and could even be upgraded with different armour parts and upgrade chips. Of course, this power would be incredibly dangerous if it were to turn against humanity, so Dr. Light sealed him away to calibrate.
Years later, the robot was discovered by a scientist known as Dr. Cain, who thought it would be a great idea to replicate his technology to create a new generation of robots known as Reploids. Unsurprisingly, a sect of these robots immediately rebelled against humanity due to a mysterious virus known as the Sigma virus.
Feeling a sense of responsibility about this, the original robot stepped up to help stop these robots, now called Mavericks. Thus began the story of Mega Man X.
In Super Smash Bros. X fights much like his Robot Master counterpart, attacking with the various weapons he’s accumulated throughout the Mega Man X series.
Years later, the robot was discovered by a scientist known as Dr. Cain, who thought it would be a great idea to replicate his technology to create a new generation of robots known as Reploids. Unsurprisingly, a sect of these robots immediately rebelled against humanity due to a mysterious virus known as the Sigma virus.
Feeling a sense of responsibility about this, the original robot stepped up to help stop these robots, now called Mavericks. Thus began the story of Mega Man X.
In Super Smash Bros. X fights much like his Robot Master counterpart, attacking with the various weapons he’s accumulated throughout the Mega Man X series.
Mega Man X has one of, if not the fastest initial dash in the game, and it’s even faster than his regular dash. If he jumps out of it, he will move faster in that direction than his air speed would normally allow, although it will be harder for him to switch directions mid-jump. Input a dash in the air, and X will air dash. It isn’t quite as quick as his dash jump, but you don’t lose your directional control, and you can use it to mix up your landing since it completely halts your vertical movement throughout the duration.
There is a caveat to all of this however. X can double jump, air dash, or dash jump. This means that while X could cover a lot of distance in the air with an air dash or a dash jump, doing so at the wrong times can place you at a disadvantage while recovering due to the lack of a double jump.
Mega Man X also has a wall jump and can cling to the same wall twice, though he slides down while wall clinging. While wall clinging, X can fire his buster.
There is a caveat to all of this however. X can double jump, air dash, or dash jump. This means that while X could cover a lot of distance in the air with an air dash or a dash jump, doing so at the wrong times can place you at a disadvantage while recovering due to the lack of a double jump.
Mega Man X also has a wall jump and can cling to the same wall twice, though he slides down while wall clinging. While wall clinging, X can fire his buster.
Mega Man X’s Neutral Special is his X Buster. Like his predecessor, he can only fire three shots at a time, but unlike with the Mega Buster, he can rapid fire if his shots connect, and the buster can be used as a combo starter as well depending on how close you are. If the Special Move button is held, he can even charge his buster. You can’t hold a charge like with Samus’s Charge Shot, and the shot will be released as soon as you let go of the button, but you can move around while charging, and the charge also affects his other Special Moves.
At a low charge, X will fire a green shot that deals much more hitstun. Good for sniping opponents. At a mid-charge, X will fire a large shot that has a decent amount of knockback. At a full charge (should take about a full second and a half), Mega Man X will glow pink, and he will be able to fire either a more impressive looking charge shot that’s about as powerful, or one of his other Special Moves. It is worth noting that while Mega Man X can’t fire his weapons while in hitstun, he can charge them.
X’s Side Special is the Storm Tornado. After a bit of startup, X will fire a circular vortex of wind straight forward. This projectile is a multi-hit with no hitstun. If all hits land, it will do a decent amount of damage. Storm Tornado also has a wind-box that will push opponents caught in it backward a bit, not enough to send them careening off the edge like with Squirtle’s Water Gun, but enough to disrupt their movement. There can only be one Storm Tornado out at a time. The large horizontal cyclone is best used as a way to control space from afar, giving you room to breathe for charge shots, or just placing opponents in positions where you can dash in and use the X Buster.
When charged, Storm Tornado will create a vertical cyclone around Mega Man that goes through semi-solid platforms, but not completely solid ones. This is not a projectile, and does have hitstun and knockback as normal, gradually launching players upward. The cyclone doesn’t last too long, but can be incredibly dangerous to those near the top of the screen. It’s not a very good edge guarding tool since it drags opponents up.
X’s Up Special is Wing Spiral, a jumping uppercut that sends a small wind projectile upward. It’s a pretty terrible recovery move, but it’s a good anti-air, as well as a good reversal, and doesn’t put X into freefall (though you only get one use of the move, charged or otherwise, until you land). For recovery purposes, you will want to charge the attack. It’s more of the same, but with a higher jump and bigger projectile. This version does put X into freefall though, so be careful.
X’s Down Special is Silk Shot. With it, X will grab debri from the area, and fire them forward. The projectile has a pretty sharp downward arc, so it isn’t very useful at range unless the opponent is below you. When the projectile hits a surface or opponent, it creates a mini-explosion of 4 projectiles at the four diagonals. These projectiles disappear almost instantly though, so it really just forces opponents to mind where the initial projectile lands. Like with Storm Tornado, only one Silk Shot can be on screen at a time.
The charged version of Silk Shot is simply a bigger projectile that explodes in all 8 directions, making the explosion slightly more likely to hit something. This attack is best to deal with opponents below X, and can be used for edge guards by either hitting the opponent with precise aim, or the ledge with precise timing.
At a low charge, X will fire a green shot that deals much more hitstun. Good for sniping opponents. At a mid-charge, X will fire a large shot that has a decent amount of knockback. At a full charge (should take about a full second and a half), Mega Man X will glow pink, and he will be able to fire either a more impressive looking charge shot that’s about as powerful, or one of his other Special Moves. It is worth noting that while Mega Man X can’t fire his weapons while in hitstun, he can charge them.
X’s Side Special is the Storm Tornado. After a bit of startup, X will fire a circular vortex of wind straight forward. This projectile is a multi-hit with no hitstun. If all hits land, it will do a decent amount of damage. Storm Tornado also has a wind-box that will push opponents caught in it backward a bit, not enough to send them careening off the edge like with Squirtle’s Water Gun, but enough to disrupt their movement. There can only be one Storm Tornado out at a time. The large horizontal cyclone is best used as a way to control space from afar, giving you room to breathe for charge shots, or just placing opponents in positions where you can dash in and use the X Buster.
When charged, Storm Tornado will create a vertical cyclone around Mega Man that goes through semi-solid platforms, but not completely solid ones. This is not a projectile, and does have hitstun and knockback as normal, gradually launching players upward. The cyclone doesn’t last too long, but can be incredibly dangerous to those near the top of the screen. It’s not a very good edge guarding tool since it drags opponents up.
X’s Up Special is Wing Spiral, a jumping uppercut that sends a small wind projectile upward. It’s a pretty terrible recovery move, but it’s a good anti-air, as well as a good reversal, and doesn’t put X into freefall (though you only get one use of the move, charged or otherwise, until you land). For recovery purposes, you will want to charge the attack. It’s more of the same, but with a higher jump and bigger projectile. This version does put X into freefall though, so be careful.
X’s Down Special is Silk Shot. With it, X will grab debri from the area, and fire them forward. The projectile has a pretty sharp downward arc, so it isn’t very useful at range unless the opponent is below you. When the projectile hits a surface or opponent, it creates a mini-explosion of 4 projectiles at the four diagonals. These projectiles disappear almost instantly though, so it really just forces opponents to mind where the initial projectile lands. Like with Storm Tornado, only one Silk Shot can be on screen at a time.
The charged version of Silk Shot is simply a bigger projectile that explodes in all 8 directions, making the explosion slightly more likely to hit something. This attack is best to deal with opponents below X, and can be used for edge guards by either hitting the opponent with precise aim, or the ledge with precise timing.
Mega Man X’s Neutral Attack is Ice Shield. X creates a spiked shield on his arm cannon, and punches with it. This is a slower (on startup), but less committal out of shield option than Wing Spiral. His Forward Tilt is Magma Blade, an attack where X does a downward slash with a fiery sword that sends very short ranged burst of fire beyond the slash. This attack makes for a decent mid-range poke when the opponent is expecting projectiles.
His Up Tilt is Rising Fire, a fiery uppercut that sends a fireball straight up. The fire ball can force opponents directly above Mega Man to move, at least slightly, but the main meat of the attack is the punch itself since it works as a combo starter for his aerial attacks.
His Down tilt is Fire Wave, a flamethrower fired at the ground, causing it to ark back up a bit. This is a decent short range poke, but doesn’t lead to much.
X’s Dash Attack keeps up the fire theme with Speed Burner. X will stop in place for a beat, then charge forward while engulfed in flames. This is a decently powerful Dash Attack and will K.O. at high percents.
X’s Forward Smash is Spinning Blade. He makes an underhand swing, causing a giant spinning saw attached to a green rod to come out of his arm cannon. This saw goes along the ground, arks upward before doing a loop around its midpoint as X pulls it back. This attack is his most powerful K.O. move and has a ton of range to boot, but the erratic hitbox placement does make the final hit a bit unreliable. Missing this attack leaves him wide open, so be careful.
His Up Smash is Ray Splasher. X tosses up an orb that fires a bunch of light beams around itself before detonating with one final burst. This is Mega Man X’s most reliable K.O. move, but it has a limited range around (aside from right above him). His Down Smash is Explosion (Yes there’s a weapon called Explosion). X will punch the ground with his arm cannon, causing an explosion to happen all around him. This is X’s most powerful K.O. move, but it’s also his slowest.
His Up Tilt is Rising Fire, a fiery uppercut that sends a fireball straight up. The fire ball can force opponents directly above Mega Man to move, at least slightly, but the main meat of the attack is the punch itself since it works as a combo starter for his aerial attacks.
His Down tilt is Fire Wave, a flamethrower fired at the ground, causing it to ark back up a bit. This is a decent short range poke, but doesn’t lead to much.
X’s Dash Attack keeps up the fire theme with Speed Burner. X will stop in place for a beat, then charge forward while engulfed in flames. This is a decently powerful Dash Attack and will K.O. at high percents.
X’s Forward Smash is Spinning Blade. He makes an underhand swing, causing a giant spinning saw attached to a green rod to come out of his arm cannon. This saw goes along the ground, arks upward before doing a loop around its midpoint as X pulls it back. This attack is his most powerful K.O. move and has a ton of range to boot, but the erratic hitbox placement does make the final hit a bit unreliable. Missing this attack leaves him wide open, so be careful.
His Up Smash is Ray Splasher. X tosses up an orb that fires a bunch of light beams around itself before detonating with one final burst. This is Mega Man X’s most reliable K.O. move, but it has a limited range around (aside from right above him). His Down Smash is Explosion (Yes there’s a weapon called Explosion). X will punch the ground with his arm cannon, causing an explosion to happen all around him. This is X’s most powerful K.O. move, but it’s also his slowest.
Mega Man X’s Neutral Aerial is similar to Mewtwo’s. He summons four Boomerang Cutters that swirl around him before launching outward at the four diagonals a short distance. The attack doesn’t linger for as long as Mewtwo’s, but it has more range.
His Forward Aerial is Tornado Fang. X makes a straight punch while producing a large drill and two smaller drills from his arm cannon. The large drill stays attached to the cannon, and the two smaller drills rotate around X’s arm to keep the move’s range from being awkward. Both it, and X’s Neutral Attack are his go to combo follow-up aerials.
His Up Aerial is Shining Ray, a small projectile fired straight up that explodes like fireworks after a short distance. This attack is like a ranged version of Zelda’s Up Aerial; very powerful, but hard to land. His Down Aerial is Triad Thunder. When you use it, X will pause, then drop straight down and punch the ground. When he lands, the punch creates a powerful electric shockwave. This is an extremely fast moving stall and fall attack, but it doesn’t have a hitbox until he hits the ground. It’s best use is to mix up your landings, but it can also catch opponents off guard sometimes when used as a direct attack.
His Forward Aerial is Tornado Fang. X makes a straight punch while producing a large drill and two smaller drills from his arm cannon. The large drill stays attached to the cannon, and the two smaller drills rotate around X’s arm to keep the move’s range from being awkward. Both it, and X’s Neutral Attack are his go to combo follow-up aerials.
His Up Aerial is Shining Ray, a small projectile fired straight up that explodes like fireworks after a short distance. This attack is like a ranged version of Zelda’s Up Aerial; very powerful, but hard to land. His Down Aerial is Triad Thunder. When you use it, X will pause, then drop straight down and punch the ground. When he lands, the punch creates a powerful electric shockwave. This is an extremely fast moving stall and fall attack, but it doesn’t have a hitbox until he hits the ground. It’s best use is to mix up your landings, but it can also catch opponents off guard sometimes when used as a direct attack.
Mega Man X uses Strike Chain to grab opponents, making it a slower, but long ranged grab for whiff punishes and stuff. It also can be used as a fairly middle of the road Z-Air (you’d be better off using the Forward Aerial) and tether recovery. His pummel is a Point Blank Buster shot.
His Forward Throw has him toss his opponent up and hit them a bunch of times with Sonic Slicer. It’s a decent space controlling throw. His Back Throw has him attach a Parasitic Bomb to his opponent and throw them backward. The explosion can K.O. opponents at high percents if X has his back to the ledge.
X’s Up Throw uses Gravity Well to summon a small ball that makes a flash and tosses the opponent straight up. This is not a particularly powerful throw. X’s Down Throw has him launch a Ground Fire underneath his opponent to launch them upward. The extra hits the Ground Fire does sets up the opponent for combos at low to mid percents.
His Forward Throw has him toss his opponent up and hit them a bunch of times with Sonic Slicer. It’s a decent space controlling throw. His Back Throw has him attach a Parasitic Bomb to his opponent and throw them backward. The explosion can K.O. opponents at high percents if X has his back to the ledge.
X’s Up Throw uses Gravity Well to summon a small ball that makes a flash and tosses the opponent straight up. This is not a particularly powerful throw. X’s Down Throw has him launch a Ground Fire underneath his opponent to launch them upward. The extra hits the Ground Fire does sets up the opponent for combos at low to mid percents.
Mega Man X dons the Ultimate Armour and charges forward surrounded by a golden light. This starts a cinematic where he does this attack a few more times with overwhelming speed before creating a large explosion around himself reminiscent of several different Giga Attacks from his armours throughout the series.
Mega Man X is a strange character. He’s a highly mobile projectile heavy character who benefits most from shooting opponents at a close range. That being said, if opponents want to play the range game, he can contest them a bit with charge shots and Storm Tornado, the latter of which can help him set up his close range game.
On the flip side, X’s recovery can be hit or miss depending on whether or not he is able to charge his Up Special despite the presence of his air dash, and while he has a bunch of K.O. moves, they either aren’t particularly strong ones, leave him wide open, or are just generally difficult to hit. He also doesn’t do a particularly high amount of damage either beyond landing charge shots, or if someone decides to just sit in your Storm Tornados.
On the flip side, X’s recovery can be hit or miss depending on whether or not he is able to charge his Up Special despite the presence of his air dash, and while he has a bunch of K.O. moves, they either aren’t particularly strong ones, leave him wide open, or are just generally difficult to hit. He also doesn’t do a particularly high amount of damage either beyond landing charge shots, or if someone decides to just sit in your Storm Tornados.
This stage is more associated with Mega Man X than Zero, but it’s also where Zero makes his debut, and like, what else would the first Mega Man X stage be?
The stage consists of three green platforms that make up a section of the (pretty heavily destroyed) highway. Each one is held up by two support beams, and these act as walls. The one on the left is the highest, the one in the middle is the lowest, and meets the support beams of the other two platforms (meaning you can’t fall in the middle), and the one on the left is somewhere in the middle in height, and slants down on the right end. The platforms on the left and right sides extend past their support beams on their leftmost and rightmost sides respectively, but don’t in the center so there aren’t any ceilings there.
Occasionally, one of two stage bosses bosses will appear. Usually it will be a Bee Blader (a helicopter that vaguely resembles a bee). The Bee Blader will hover around the stage firing its machine guns diagonally downward at players, firing missiles that will arc up or down towards the nearest fighter, and dropping Ball De Voux out of its back. Ball De Voux are oblong mechs with long legs that simply walk back and forth across platforms. They can only be hit in the head, but are otherwise easily destroyed, and take a bit before they actively start doing things.
When the Bee Blader is defeated it will fall onto one of the platforms, damaging anyone caught underneath it, and explode. The platform it landed on will then temporarily sink offscreen. Except for the middle one, which just falls much lower to the point where Little Mac would be trapped down there if he couldn’t wall jump.
Much more rarely, the Death Rogumer will fly across the top of the screen, stopping to drop Vile in his Ride Armor before continuing on. In his Ride Armor, Vile will dash around the stage, jumping when he needs to, and punch the closest fighter to him. Sometimes he will suddenly dash to the edge of a platform, and then dash across it, punching the whole way. This attack can be stopped with a strong enough attack. He will also fire slow, but paralyzing projectiles at fighters over 100%, allowing them to be finished off.
When Vile takes enough damage, his Ride Armor will be destroyed, and he will fight you without it. When this happens, he will dash and jump around the stage, occasionally dropping bombs at the peak of his jump. When the bombs hit the ground, they will send out a sphere on both sides of the impact, with each one traveling along the ground until they hit a wall or the edge of the platform. Vile will also stop to fire his paralyzing shots at a few different angles depending on who he’s aiming at.
When Vile is defeated, he will just teleport away. Also this probably goes without saying, but Vile uses his original purple color scheme here, not his Boba Fett color scheme from Mega Man X8.
The stage consists of three green platforms that make up a section of the (pretty heavily destroyed) highway. Each one is held up by two support beams, and these act as walls. The one on the left is the highest, the one in the middle is the lowest, and meets the support beams of the other two platforms (meaning you can’t fall in the middle), and the one on the left is somewhere in the middle in height, and slants down on the right end. The platforms on the left and right sides extend past their support beams on their leftmost and rightmost sides respectively, but don’t in the center so there aren’t any ceilings there.
Occasionally, one of two stage bosses bosses will appear. Usually it will be a Bee Blader (a helicopter that vaguely resembles a bee). The Bee Blader will hover around the stage firing its machine guns diagonally downward at players, firing missiles that will arc up or down towards the nearest fighter, and dropping Ball De Voux out of its back. Ball De Voux are oblong mechs with long legs that simply walk back and forth across platforms. They can only be hit in the head, but are otherwise easily destroyed, and take a bit before they actively start doing things.
When the Bee Blader is defeated it will fall onto one of the platforms, damaging anyone caught underneath it, and explode. The platform it landed on will then temporarily sink offscreen. Except for the middle one, which just falls much lower to the point where Little Mac would be trapped down there if he couldn’t wall jump.
Much more rarely, the Death Rogumer will fly across the top of the screen, stopping to drop Vile in his Ride Armor before continuing on. In his Ride Armor, Vile will dash around the stage, jumping when he needs to, and punch the closest fighter to him. Sometimes he will suddenly dash to the edge of a platform, and then dash across it, punching the whole way. This attack can be stopped with a strong enough attack. He will also fire slow, but paralyzing projectiles at fighters over 100%, allowing them to be finished off.
When Vile takes enough damage, his Ride Armor will be destroyed, and he will fight you without it. When this happens, he will dash and jump around the stage, occasionally dropping bombs at the peak of his jump. When the bombs hit the ground, they will send out a sphere on both sides of the impact, with each one traveling along the ground until they hit a wall or the edge of the platform. Vile will also stop to fire his paralyzing shots at a few different angles depending on who he’s aiming at.
When Vile is defeated, he will just teleport away. Also this probably goes without saying, but Vile uses his original purple color scheme here, not his Boba Fett color scheme from Mega Man X8.
Instead of having different colors, Mega Man X has 8 different armor sets (with the default being no armor).
- Mega Man X: X is a predominantly blue humanoid robot, with a secondary color of a lighter blue.
- Light Armor: A white set of armor with yellow highlights. X’s helmet changes design, but remains predominantly blue. This is X’s original armor, and where his fully charged charge shot comes from.
- Gold Hyper Armor: A completely gold set of armour.
- Fourth Armor: A predominantly white armour with X’s blue worked into the design more. Also features large pauldrons.
- Gaea Armor: A white armor with a black trim reminiscent of tires. It’s X’s bulkiest looking armor.
- Ninja Armor: A Black Armor with yellow highlights that vaguely resembles a ninja aesthetic. The only armour to not feature any of X’s normal blue colors.
- Glide Armor: An armour that is mostly blue, though it also has a bunch of white and yellow.
- Icarus Armor: A very strange armor design that has a lot of orange on it.
- King K. Rool (Kongo Falls)
- Wolf (Lylat Cruise)
- Bowser Jr. (Mushroom Kingdom U)
- Ridley (Norfair)
- Bowser (Peach’s Castle)
- Ganondorf (Bridge of Eldin)
- Bonus
- Dracula
The Mega Man X series has no shortage of good themes. I will admit, I do have a bias toward the older ones (mostly because the newer ones tended to blend into the background) but I tried to add a selection from the entire main series. Also, I have no idea which ones the community particularly likes, so these are just the ones I like.
- Opening Stage
- There’s already a remix, but I’m sure they wouldn’t miss the opportunity to add the original as well.
- Chill Penguin’s Theme(Remix)
- Is it bad that I almost didn’t include this one? Yeah probably. It deserves to be here though since Chill Penguin is kind of like the X series's Cut Man.
- Storm Eagle’s Theme(Remix)
- IIRC this is the most popular of the Mavericks, theme included, so this one is pretty much a given.
- Boomer Kuwanger’s Theme
- Still not entirely sure what a Kuwanger is (probably some sort of beetle) but his theme is a bop.
- Armored Armadillo’s Theme
- This track is also one of the more memorable ones from Mega Man X imo (then again it’s also probably not hard to remember it after going for Hadouken). It really captures how it feels to use the gimmicks in his stage.
- Sigma Fortress Theme Medley (Remix)
- I don’t really know the fortress themes all that well, but I think the fist ones would be pretty important to add.
- Bubble Crab/Tidal Whale’s Theme(Remix)
- A theme so nice they did it twice. The link is to Tidal Whale’s version since it sounds more complete to me. Ignore the “Duff McWhalen” in the video title. His name is Tidal Whale, not some stupid Guns and Roses reference.
- X Hunter Stage 1(Remix)
- This one’s a bop. I’m glad I was reminded of this one. It’s a shame the level design is was made with the sole purpose of annoying people with insta-kill hazards.
- Overdrive Ostrich’s Theme(Remix)
- This one is a weird one, but I really like it.
- Gravity Beetle’s Theme(Remix)
- Mega Man X3’s themes are kind of hit or miss, but this one’s really good.
- Web Spider’s Theme
- Mega Man X4’s biggest banger.
- Mega Man X5 Medley (Remix)
- On a second listen the Maverick themes are pretty great for the most part. Maybe Mega Man X5 just has its music volume too low…
- Infinity Mijinion’s Theme
- Dunno what a Mijinion is but his theme is way more epic than this Maverick deserves.
- Flame Hyenard’s Theme
- Why do the infamous Mavericks have the best themes? Also something something obligatory BURN TO THE GROUND!
- Boss Theme (Mega Man X7)
- And the objectively worst Mega Man X game has the
objectivelybest boss theme. Go figure.
- And the objectively worst Mega Man X game has the
- Chill Penguin (Novice)
- Spirit Battle: You battle a blue Falco on summit while Chill Penguin’s theme plays. There are no special effects here.
- Effect: Primary Spirit: Neutral Type, with one slot, and no powers.
- Flame Hyenard (Novice) (Incineroar)
- Spirit Battle: You battle three orange Incineroars on Corneria with Flame Hyenard’s Theme playing.
- Effect: Grants Fire Attack Up.
- Double (Novice)
- Spirit Battle: You battle PAC-Man on frigate Orpheon while Web Spider’s Theme plays. After you beat him, you have to fight Ganondorf.
- Effect: Primary Spirit. Attack Type, and has 2 slots.
- Infinity Mijinion (Advanced) (Kirby)
- Spirit Battle: You battle a stupid number of green Kirbys on Shadow Moses Island while Infinity Minion’s Theme plays.
- Effect: Grants giant killer.
- Overdrive Ostrich (Advanced)
- Spirit Battle: You battle a really fast orange Falco on Mushroomy Kingdom as Overdrive Ostrich’s theme plays.
- Effect: Grants movement speed up.
- Alia (Advanced)
- Spirit Battle: You battle a pink Isabelle with a Ray Gun equipped on Prism Tower with Mega Man X5 Medley as the music.
- Effect: Primary Spirit. Neutral Type, has 3 slots, and grants shooting attack up.
- Agile (Advanced)
- Spirit Battle: You battle a Purple Marth with a beam sword on Midgar with X Hunter Stage 1 as the music.
- Effect: Grants Movement Speed Up.
- Violen (Advanced)
- Spirit Battle: You battle Inciniroar with a Boomerang on Midgar with X Hunter Stage 1 as the music.
- Effect: Grants Weapon Attack Up.
- Serges (Ace)
- Spirit Battle: You battle Ludwig that likes to shield a lot with a Motion Sensor Bomb on Midgar with X Hunter Stage 1 as the music.
- Effect: Primary Spirit. Is Shield Type, and has 3 slots.
- Storm Eagle (Ace)
- Spirit Battle: You battle Falco on Corneria as strong winds blow. Storm Eagle’s Theme is the music for this battle.
- Effect: Grants additional midair jump.
- Vile (Ace)
- Spirit Battle: You battle a purple Samus on Central Highway with Vile coming in to battle you as well. Sigma’s Fortress Theme Medley is the music for this battle.
- Effect: Primary Spirit. Is Attack Type, and has 3 slots.
- Sigma (Ace)
- Ultimate Armor (Legend)
- Spirit Battle: You battle X on Central Highway with a fast Final Smash Meter as Central Highway (Remix) plays.
- Effect: Grants Nova Strike, which causes Air Dashes to go much farther, and have a decently powerful hitbox.
Zero’s story is a bit harder to decipher, but near as I can tell, Zero was created by Dr. Wily as another counter to Mega Man. For whatever reason, he also wasn’t completed within the classic series, instead being active in the Mega Man X series. As it turns out though, his name is a bit on the nose, as he was patient zero for the Sigma virus (because Dr. Wily thought it was a good idea to make such a thing), which kicked off the events of the entire Mega Man X series, the effects of which can be seen in the Mega Man Zero and Mega Man ZX series.
In Super Smash Bros., Zero fights with his iconic Z-Saber, and the myriad of techniques that he’s learned in Mega Man X4 and beyond.
In Super Smash Bros., Zero fights with his iconic Z-Saber, and the myriad of techniques that he’s learned in Mega Man X4 and beyond.
Zero has one of, if not the fastest initial dash in the game, and it’s even faster than his regular dash. If he jumps out of it, he will move faster in that direction than his air speed would normally allow, although it will be harder for him to switch directions mid-jump. Input a dash in the air, and Zero will air dash. It isn’t quite as quick as his dash jump, but you don’t lose your directional control, and you can use it to mix up your landing since it completely halts your vertical movement throughout the duration.
There is a caveat to all of this however. Zero can double jump, air dash, or dash jump. This means that while Zero could cover a lot of distance in the air with an air dash or a dash jump, doing so at the wrong times can place you at a disadvantage while recovering due to the lack of a double jump.
Zero also has a wall jump, a wall jump attack, and can cling to the same wall twice, though he slides down while wall clinging.
Zero’s Wall Jump Attack is a simple slash with his Z-Saber. It can be useful in edge guarding, but more often than not it’s just a cute touch.
There is a caveat to all of this however. Zero can double jump, air dash, or dash jump. This means that while Zero could cover a lot of distance in the air with an air dash or a dash jump, doing so at the wrong times can place you at a disadvantage while recovering due to the lack of a double jump.
Zero also has a wall jump, a wall jump attack, and can cling to the same wall twice, though he slides down while wall clinging.
Zero’s Wall Jump Attack is a simple slash with his Z-Saber. It can be useful in edge guarding, but more often than not it’s just a cute touch.
Zero’s Neutral Special is the Zero Buster. Unlike with other Mega Man characters, this is nowhere near his most useful tool, but he can still get some mileage off of it. The attack has a bit of startup before firing a buster shot that disappears after a short distance. If an opponent gets hit at around its max range, Zero will be able to follow up with his dash attack, or certain aerials. To sum it up, this attack is a good mix up for Zero’s approach, but isn’t otherwise particularly useful.
His Side Special is Raikousen. When using this move, Zero will halt all movement for a beat, then invisibly dash forward, leaving behind a lingering trail of electricity. This attack isn’t the best approach option since Zero can be hit out of it at any time (the electricity doesn’t happen if the move is interrupted), but he can use the electricity to control space, forcing opponents to alter their movement.
His Up Special is the classic Ryuenjin, a jumping uppercut with a fiery sword similar to Roy’s Blazer. Unlike with Roy’s Blazer, Zero can’t angle the trajectory, and will always go pretty much straight up. In exchange the move is better offensively with low startup and landing lag, and the ability to cancel it into his Down Aerial, though doing so is more risky.
His Down Special is different depending on whether or not he is on the ground. On the ground, he uses Ensuizan, a quick flip with the Z-Saber extended that can destroy projectiles. It doesn’t have too much utility beyond that though. You can’t really deal with projectile spam all that well with this move (for example, it’s useless against the Mega Buster unless you hit Mega Man with it), and you have to use it preemptively against quick projectiles like Samus’s fully charged Charge Shot.
Zero’s more offensively minded option is the aerial Down Special Sentsuizan. This is a stall and fall slash attack that sends Zero diagonally downward at a pretty horizontal angle. The attack can be used to mix up Zero’s approach, and can be comboed out of, but if you miss, it is fairly easy to punish.
His Side Special is Raikousen. When using this move, Zero will halt all movement for a beat, then invisibly dash forward, leaving behind a lingering trail of electricity. This attack isn’t the best approach option since Zero can be hit out of it at any time (the electricity doesn’t happen if the move is interrupted), but he can use the electricity to control space, forcing opponents to alter their movement.
His Up Special is the classic Ryuenjin, a jumping uppercut with a fiery sword similar to Roy’s Blazer. Unlike with Roy’s Blazer, Zero can’t angle the trajectory, and will always go pretty much straight up. In exchange the move is better offensively with low startup and landing lag, and the ability to cancel it into his Down Aerial, though doing so is more risky.
His Down Special is different depending on whether or not he is on the ground. On the ground, he uses Ensuizan, a quick flip with the Z-Saber extended that can destroy projectiles. It doesn’t have too much utility beyond that though. You can’t really deal with projectile spam all that well with this move (for example, it’s useless against the Mega Buster unless you hit Mega Man with it), and you have to use it preemptively against quick projectiles like Samus’s fully charged Charge Shot.
Zero’s more offensively minded option is the aerial Down Special Sentsuizan. This is a stall and fall slash attack that sends Zero diagonally downward at a pretty horizontal angle. The attack can be used to mix up Zero’s approach, and can be comboed out of, but if you miss, it is fairly easy to punish.
Zero’s Neutral Attack is three consecutive slashes with the Z-Saber. This isn’t much to write home about on its own, but he can cancel the first or second hit into his Forward Tilt, Shoenzan, or his Up Tilt, Electric Blade. Shoenzan is an uppercut with a flaming Z-Saber, different from Ryuenjin in that Zero stays on the ground. It’s not particularly quick, but you can combo into it, it has good range in front of him, and it pops enemies up for potential aerial combos.
Electric Blade is an uppercut with an electrified Z-Saber that arcs over his head rather than in front of him. The attack launches opponents at angles that guarantee combos for longer, but it has barely any horizontal range on it, so most opponents will outrange it.
Zero’s Down Tilt is a simple slash with the Z-Saber along the ground. It doesn’t really have much utility.
His Dash Attack is Shippuuga, which has him do a quick slash with the Z-Saber as he comes to a stop. This can combo into Zero’s other moves, and even act as the first hit of his Neutral Attack, making it a great approach option and Zero’s most powerful combo starter.
Zero’s Forward Smash is Raijingeki, a powerful multi-hit stab with an electrified Z-Saber. This is Zero’s go to K.O. move, but it’s somewhat laggy, and unlike in Mega Man X4, you can’t really combo into it. His Up Smash is Raijinshou, a leaping spin attack that creates an electrified tornado around Zero. While this attack is fairly laggy all around, it does a lot of damage and can hit opponents on platforms above Zero, and Zero himself will even land on them if they are low enough. His Down Smash is Bakuenjin, where he violently punches the ground, causing an explosion of fire at his feet. This is another laggy K.O. move that hits on both sides. It’s best use is when you predict that the opponent will approach with a dodge roll.
Electric Blade is an uppercut with an electrified Z-Saber that arcs over his head rather than in front of him. The attack launches opponents at angles that guarantee combos for longer, but it has barely any horizontal range on it, so most opponents will outrange it.
Zero’s Down Tilt is a simple slash with the Z-Saber along the ground. It doesn’t really have much utility.
His Dash Attack is Shippuuga, which has him do a quick slash with the Z-Saber as he comes to a stop. This can combo into Zero’s other moves, and even act as the first hit of his Neutral Attack, making it a great approach option and Zero’s most powerful combo starter.
Zero’s Forward Smash is Raijingeki, a powerful multi-hit stab with an electrified Z-Saber. This is Zero’s go to K.O. move, but it’s somewhat laggy, and unlike in Mega Man X4, you can’t really combo into it. His Up Smash is Raijinshou, a leaping spin attack that creates an electrified tornado around Zero. While this attack is fairly laggy all around, it does a lot of damage and can hit opponents on platforms above Zero, and Zero himself will even land on them if they are low enough. His Down Smash is Bakuenjin, where he violently punches the ground, causing an explosion of fire at his feet. This is another laggy K.O. move that hits on both sides. It’s best use is when you predict that the opponent will approach with a dodge roll.
Zero’s Neutral Aerial has gone by many names (Kuuenzan, Crescent Sword, Pizza Cutter, etc.). It’s a front flip with the Z-Saber extended, creating a fairly large hitbox around him. It and his Forward Aerial Zero’s go to combo aerials. Said Forward Aerial is a simple horizontal slash with the Z-Saber. Useful for when the Neutral Aerial doesn’t quite reach.
His Back Aerial is a multi-hit slash behind him that K.O.s at almost high percents. It’s not a particularly powerful K.O. move, but it’s quick and will get the job done if a stock is dragging on too long.
His Up Aerial is your typical swordsman Up Aerial; A slash with the sword above him that’s fairly decent at juggling opponents. His Down Special is Hyouretsuzan, a downward thrust with the Z-Saber while it is encased in ice (which makes the hitbox larger). It’s biggest use is comboing out of Ryuenjin, but as a stall and fall, it might help you get to the ground in a pinch.
His Back Aerial is a multi-hit slash behind him that K.O.s at almost high percents. It’s not a particularly powerful K.O. move, but it’s quick and will get the job done if a stock is dragging on too long.
His Up Aerial is your typical swordsman Up Aerial; A slash with the sword above him that’s fairly decent at juggling opponents. His Down Special is Hyouretsuzan, a downward thrust with the Z-Saber while it is encased in ice (which makes the hitbox larger). It’s biggest use is comboing out of Ryuenjin, but as a stall and fall, it might help you get to the ground in a pinch.
Zero’s grab is a standard one armed grab, and his pummel is fairly standard as well. His Forward Throw has him shoot his opponent with the Z Buster at point blank like in the Marvel Vs. Capcom series, his Up Throw has him toss his opponent up and hit them with an overhead slash, and his Down Throw just has him throw his opponent to the ground.
His only notable throw is his Back Throw. While it doesn’t have any more utility than the other throws, it does have the amusing animation of Zero using Hyoroga to flip over the opponent and slash them with an icy Z-Saber, freezing them, and launching them behind him (before the flip). This is like Lucas and R.O.B.’s fake bury throws though, as the frozen effect goes away just before the opponent would normally be able to move again.
His only notable throw is his Back Throw. While it doesn’t have any more utility than the other throws, it does have the amusing animation of Zero using Hyoroga to flip over the opponent and slash them with an icy Z-Saber, freezing them, and launching them behind him (before the flip). This is like Lucas and R.O.B.’s fake bury throws though, as the frozen effect goes away just before the opponent would normally be able to move again.
Zero punches the ground with his buster, causing arrows of light to rain down from the sky in a decent radius around him.
Zero is pure aggression. He has more movement options than the average fighter, and each one is relatively quick, which gives him a lot of options when approaching. He’s also a combo fiend, with a lot of his buttons being combo starters. With Raikosen, he can even limit approach options against him, and make disadvantage suck even more for his opponents.
His issues lie in that he struggles a bit to K.O. since his best K.O. moves are slow. He also has a pretty subpar recovery despite the existence of his air dash since it can only do so much when using it also burns your double jump, and Ryuenjin is an almost completely vertical recovery.
To grossly oversimplify it, he’s Chrom, but not everything is a K.O. move.
His issues lie in that he struggles a bit to K.O. since his best K.O. moves are slow. He also has a pretty subpar recovery despite the existence of his air dash since it can only do so much when using it also burns your double jump, and Ryuenjin is an almost completely vertical recovery.
To grossly oversimplify it, he’s Chrom, but not everything is a K.O. move.
The name is a bit on the nose for a stage specifically for Zero, but eh. This is a weird digital hyperspace looking stage created by the Zero Virus, a mixture of the Sigma Virus, and whatever virus was on the Eurasia Space Colony, and…Zero himself? I’m not entirely sure. The stage itself consists of a single platform that extends all the way down (meaning it has walls on the sides). The platform slants down into the center (there is a flat portion in the center). Above the platform are two short semi-solid platforms that appear symmetrically over the slants.
Occasionally, when nothing else is going on, a glowey version of Zero will appear and attack a player. This Zero Virus will deal damage over time if it hits unless the character it hits is Zero since he’s immune to it. Moving platforms will also make appearance off the sides of the stage, rising up from the bottom, and then going back down.
About once per match, a Maverick will appear, each transforming the stage slightly (there’s one from each game picked by who has unique room layouts rather than popularity):
When Hazards are turned off, the Mavericks don’t appear, but the transformations still happen. I think that would be the most enjoyable way to handle it (beyond a more robust hazard toggle).
Occasionally, when nothing else is going on, a glowey version of Zero will appear and attack a player. This Zero Virus will deal damage over time if it hits unless the character it hits is Zero since he’s immune to it. Moving platforms will also make appearance off the sides of the stage, rising up from the bottom, and then going back down.
About once per match, a Maverick will appear, each transforming the stage slightly (there’s one from each game picked by who has unique room layouts rather than popularity):
- Chill Penguin: Makes the floors icy.
- Chill Penguin will jump around, slide around, fire straight shooting ice projectiles from his mouth, breathe a chilly wind that creates penguin ice sculptures, and jump to his hook at the top of the screen to cause it to snow.
- The snow pushes players either left or right, and the ice sculptures will be pushed along with you, so be careful.
- Chill Penguin can be interrupted with strong or fire based attacks.
- As you may have guessed, Chill Penguin is weak to fire.
- Bubble Crab: Water rises from the bottom, and two larger semi-solid platforms appear on either side of the main platform that rise and fall with the water. (Swim time is infinite here since the water is temporary, and it would be weird if you could drown onstage.)
- The water level will randomly move up and down, though it will never rise past the semi-solid platforms.
- Bubble Crab walks around the stage at alarmingly fast speeds, and also jumps occasionally. He also makes himself a bubble shield, and while he has it active, he will add sending up a bunch of crabs encased in bubbles, and firing a ring of bubbles at you. The “bubble crabs” will float along the water’s surface.
- If an opponent is above him, he will sprout energy claw things from his shoulders and jump up to catch them.
- Bubble Crab is weak to attacks with the slash effect.
- Neon Tiger: Causes walls to come in on both sides.
- Neon Tiger will often shield himself with his claws, which blocks all attacks that don’t have the slash effect.
- He will also pick a few moves seemingly at random. One is to fire small light orbs (that meow for some reason) at erratic angles. He doesn’t seem to really aim them. He will also jump to the opposite wall, and potentially fire more light orbs.
- He can get off the wall in a few ways, either jumping to the other side, dropping down to his side of the stage, or attempting to slash one of the players.
- At low health, Neon Tiger will charge up while blocking, and dash forward, giving a massive uppercut with his claws to whoever he comes across first, or whoever is above him when he hits the end of the platform.
- Neon Tiger is weak to attacks with the slash effect.
- Magma Dragoon: Lava rises up from the bottom, stopping a bit below the surface of the platform.
- Magma Dragoon will attack with blatant Street Fighter references, shouting “Hadouken” as he launches a fire projectile from his hands, and “Shoryuken” as he does a fiery jumping uppercut. His “Hadouken”s can be fired at a mid or low heights.
- Magma Dragoon will also launch an orange orb into the lava on the opposite side, causing a lava plume to rise out of it for a bit. He can also jump to one side of the stage (and sometimes will do a fiery dive kick instead of repositioning himself), and will frequently pause with his mouth open before firing a stream of fire across the whole stage.
- At low health he will do an invincible attack where he summons several meteors from the sky.
- Magma Dragoon is weak to Elewind, Gale Blade, and Hero’s Swoosh line of attacks.
- Crescent Grizzly: Causes rocky formations to appear in the background, and the main platform changes its layout to become more blocky with the slants becoming deep divots in the ground, and the middle section being slightly higher than them, but still lower than the sides.
- Crescent Grizzly will do an upward slash with his big claw, sending out three crescent shaped projectiles in an upward spread shot. He will also jump around.
- With 25% of his health gone, Crecent Grizzly will jump straight up, and try to get as many players as he can when he comes back down, drilling into the ground.
- After drilling into the ground, he will either come up from the ground and try to get you with his drill, or come in from the background rocks and try to
hug youslash you with his big claw. - He may also defy physics and come from the top of the ceiling again.
- In his low health phase, he will drop down from the ceiling and resume his first pattern, but slashing twice to create two large crescent projectiles that move straight forward. The first one high, the second one low.
- Crecent Grizzly is weak to Grass attacks.
- Blaze Heatnix: The two semi-solid platforms become three slightly longer ones. They are still symmetrically laid out, but they appear higher than normal.
- At the start of the battle, Blaze Heatnix will cause the entire area below the semi-solid platforms to become engulfed in purple fire. He will then dive into the fire, and attempt to swoop up and hit players from below. Sometimes he will fire a meteor from his mouth at the nearest opponent. When the meteor hits the fire or is destroyed by an attack, it breaks into three meteors that move in a spreadshot motion up, and either to the left or right.
- After this routine ends, he will move to the bottom of the stage, and cause the fire to engulf the top. He will then fly around the area, occasionally pausing to fire crescent shaped projectiles, and can do so at a high or low height depending on where he ended up.
- The last attack in his arsenal has him fly off screen, then dash across it while on fire, dealing a lot of damage. This only happens when he’s at low health.
- Blaze Heatnix is weak to rock based attacks. So like…Kirby’s Stone and that’s it.
- Soldier Stonekong: The depression in the middle of the main platform catches fire.
- Soldier Stonekong will shield bash opponents that are close to him, and may catch you off guard if he appears right next to you at the start of the battle. He will also chase players around by moving from platform to platform (he doesn’t go into the fire).
- Another of his attacks is to throw his shield forward. The shield will wrap around the screen to come back to him, and he can also bring down his sword in a huge overhead swing. The sword swing sends out a shockwave along the ground, but the sword itself can be destroyed with enough hits to Soldier Stonekong’s back.
- His desperation attack has him jump to a pillar in the background, and create a large boulder that slams to the ground and splits into two halves that then travel outward and explode when he lands back onstage.
- Soldier Stonekong is weak to explosions.
- Avalanche Yetti: Snow collects on the main platform, making it difficult to see short and crouching characters.
- Avalanche Yetti pick a few different attacks: Dashing around the stage trying to tackle opponents, jumping around the stage, and firing ice shard projectiles in a sweeping motion. The ice shards stick to surfaces, and continue to harm players that touch them until they are destroyed.
- After taking enough damage, he will start to dive into the snow, trying to surprise opponents with a rising uppercut, use the uh…air cooler? on his back to send large snowflakes into the air that rain down afterward, and surround himself with smaller snowflakes before jumping and trying to dive toward an opponent.
- Avalanche Yetti is weak to electric attacks.
When Hazards are turned off, the Mavericks don’t appear, but the transformations still happen. I think that would be the most enjoyable way to handle it (beyond a more robust hazard toggle).
- Zero: Zero is a predominantly red robot with a long golden pony tail and a blue beam saber known as the Z-Saber.
- Black Zero: Zero becomes predominantly black with a white accent color, and his pony tail becomes tan. His Z-Saber becomes a light purple. This is a special pallet swap for Zero based on the fake Zero from Mega Man X3. In later games, this actually buffs Zero’s stats a bit.
- Dark Purple: Zero becomes predominantly purple with red accents. His pony tail turns a dark brown. This color scheme is based off of Axl, who appears in Mega Man X7 and onward.
- Blue: Zero becomes very blue, essentially taking on Mega Man X’s colors. His pony tail becomes brown, and the Z-Saber is now green to reference the fact that it’s green in all of the mainline titles (even though it’s canonically blue), including when X wields it. Also so it’s not blue on blue on blue.
- Red & Purple: Zero’s accent colors take on a purple hue. This is based off of the Zero in the Mega Man Zero series. It’s also not an inverse of his Axl colors, I’m just bad at explaining.
- Light Purple: Zero becomes predominantly purple, with a yellow trim. This is based off of Vile’s original pallet.
- White: Zero becomes predominantly white, and his pony tail becomes a bright blue with white highlights. This is his First Armor X skin from Ultimate Marvel Vs. Capcom 3.
- Green: Zero adopts sigma’s colors, with a green upper body, brown feet, and a purple pony tail…’cuz Sigma’s cape is purple. Yeah. Also his Z-Saber is green because Sigma’s beam sword is also green.
- Isabelle (Smashville)
- Pokémon Trainer (Prism Tower)
- Falco (Lylat Cruise)
- Diddy Kong (Jungle Japes)
- Ken (Suzaku Castle)
- Luigi (3D Land)
- Bonus
- Crazy Hand
This second verse is the same as the first, but I tried to add more themes that would go with the stage and make sense for Zero specifically.
- Zero’s Theme (Mega Man X2)(Remix)
- Of course Zero would also get a new theme remix for his trailer.
- Final Weapon Stage 1(Remix)
- Another standout song from Mega Man X4. This is also the area of the infamous Zero scene so it should probably be included here.
- Zero Space Theme(Remix)
- It’s a pretty slow song, but I bet it could be made into something pretty intense. Also it’s Zero Space’s theme so it kinda has to be here.
- Zero Space Theme 2
- This song happening after X and Zero almost dying has the same energy as the Zero shouting “yeah!” every time he jumps even after the infamous death scene. Lol
- Morph Moth’s Theme(Remix)
- I think this theme would fit Zero Space quite well.
- Magna Centipede’s Theme(Remix)
- Not my favorite Maverick theme, but I think it would work well as a Zero Space theme too.
- Crystal Snail’s Theme
- It’s one of the more low key themes from the earlier games, but I really like it.
- Volt Catfish’s Theme(Remix)
- I don’t really have much to say about this one.
- Neon Tiger’s Theme(Remix)
- I bet this one could be really good with a remix. It’s certainly one of the more unique tracks.
- Magma Dragoon’s Theme(Remix)
- Hey look! It’s Gemini Man’s melody! Well, for the intro anyway. The theme as a whole is a bit more low-key than Web Spider’s, but it is fairly recognizable.
- Crescent Grizzly’s Theme(Remix)
- Again, ignore the title. While Grizzly Slash is a much better name than Duff McWhalen, Crecsent Grizzly’s name still isn’t supposed to be a Guns n’ Roses reference.
- Dark Necrobat’s Theme
- I’m including this song because it fits in with Zero Space’s aesthetic and definitely not because I really like Dark Necrobat. Also something something his name’s not a Guns n’ Roses reference (though I actually kind of like Dark Dizzy as a name).
- Blaze Heatnix’s Theme
- Ah yes, the theme of giant metal donuts that just won’t leave you alone. Like, every room is this same freaking mini-boss, and it’s nowhere near a good enough design to use more than twice within the same level.
- Oh yes, music evaluation. I kind of like the sense of urgency it promotes.
- Avalanche Yetti’s Theme(Remix)
- Mega Man X8’s themes don’t really speak to me, but this one is OK I guess.
- For Endless Fight Medley (Remix)
- This would be a medley of For Endless Fight I, II, and III from the Mega Man Zero series. I don’t really know what tracks to pick since I’ve never played the games, but this one appears multiple times throughout it so I thought it would be a good candidate.
- Cannon Ball(Remix)
- This is the boss theme for Omega Zero from Mega Man Zero 3. I thought it would be perfect since Zero Space is also where you (can) fight an “awakened” Zero.
- Split Mushroom (Novice)
- Spirit Battle: You battle Olimar on Distant Planet with Final Weapon Stage 1 as the music. A Ditto will spawn when Olimar reaches 100%.
- Effect: Primary Spirit. Neutral Type with two slots, and no special abilities.
- Dark Necrobat (Novice)
- Spirit Battle: You battle Ridley on Lylat Cruise as Dark Necrobat’s Theme plays. Shadow appears when he reaches 100%.
- Effect: Grants Easier Bat Within, which does what it implies.
- Soldier Stonekong (Novice)
- Spirit Battle: You battle a pink Donkey Kong with a Beam Sword and a Back Shield on Temple as Battle for Storm Hill plays.
- Effect: Grants Back Shield.
- Iris (Novice)
- Spirit Battle: You battle a metal Peach on Frigate Orpheon while Final Weapon Stage 1 plays.
- Effect: Grants Armor Knight
- Colonel (Advanced) (Mega Man X)
- Spirit Battle: You battle a black Chrom on Halberd with Final Weapon Stage 1 as the music. There are no gimmicks for this fight.
- Effect: Primary Spirit. Attack Type, with two slots and a Move Speed Up boost.
- Pallette (Advanced)
- Spirit Battle: You battle a green Zelda with a Super Scope on Garden of Hope with Crystal Snail’s Theme as the music.
- Effect: Grants Super Scope.
- Layer (Advanced) (Zero Suit Samus)
- Spirit Battle: You battle Zero Suit Samus with a Killing Edge on Midgar with Crescent Grizzly’s Theme as the music.
- Effect: Grants Killing Edge.
- Magma Dragoon (Ace)
- Spirit Battle: You battle Ken on Norfair with Magma Dragoon’s Theme as the music. There are no gimmicks here.
- Effect: Primary Spirit. Attack Type with 3 slots, and a Fire Attack boost.
- High Max (Ace)
- Spirit Battle: You battle a black Ike with slow super armour on Shadow Moses Island. Blaze Heatnix’s Theme plays for this battle.
- Effect: Grants Super Armor
- Gate (Ace)
- Spirit Battle: You battle a gold Pit that likes to spam Neutral Special in Zero Space. The Mavericks do not interrupt, and the Zero Virus does not appear.
- Effect: Primary Spirit. Neutral Type, with 3 slots.
- Omega Zero (Legend)
- Spirit Battle: You battle Zero with Mega Man Zero’s color scheme on Wily Castle. Cannon Ball is the music for this battle.
- Effect: Grants an effect called Malice Blade, which causes all swords to have a cool red glow & sword trails, and all sword attacks to inflict a weak damage over time effect (weak because any strong one would be OP on swordfighters).