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BowserKing

Smash Lord
Joined
Feb 16, 2019
Messages
1,980
Location
winnipeg
Franchise: Loud House

Fighters
Luan (Ultimate)
Lola and Lana (Ultimate)
Lucy (Ultimate, DLC)

Stages
Loud House
Royals Woods Elementary
Royale Woods Cemetery

Assist Trophies
Luna
Mr.Grouse

Items
T.Shirt Cannon
Lisa’s Experiments

Spirits
Player spirits
Luan
Lola and Lana
Lucy (DLC)

Non Player spirits
Loud House side
Lori
Leni
Luna
Lynn Jr
Lincoln
Lucy (Pre DLC)
Lisa
Lily
Lynn Sr and Rita
Charles, Cliff, Geno and Walt
Hops
Fangs
Clyde
Harold and Howard
Zach
Liam
Rusty
Stella
Mr.Grouse
Dlip
Benny
Sam
Casagrandes side
Ronnie Anne
Bobby
CJ
Carlota
Carl
Sergio
Carlos
Maria
Rosa
Hector
Lalo
Caritos
Sid (Spirit event)
Adeleide (Spirit event)

Soundtracks
Loud House intro theme
Loud House Ending theme
Loud House Medley
Quest for the Best (Shared with SpongeBob and Camp Lazlo)
Smooch Concert Blast
You got Tricked
Road Trip Blues
Play it Loud
The lab is where I belong
Really Loud Music medley
Right where we belong
Life is better Loud
Stand Together
The Duchess I will be
Casagrandes intro theme
Casagrandes ending theme
Royale Woods stage (NASB)
Royale Woods Cemetery stage (NASB)
 

Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
12,665
Location
Cheese Wheels of Doom
Up there with "Disney Smash" as one of my favourite nonsensical hypotheticals

Mario (Sony)


Fighters:
  1. Mario (for PS4/Vita - DLC) (Half alts are Luigi - Shared between them are a pattern of default, recolor (fire Mario, ice Luigi), tanooki, doctor)
  2. Peach (Ultimate - DLC) (Half alts are Daisy - simple recolours otherwise)
Stage:
  1. Mushroom Kingdom (based on Super Mario Bros. - would be the first 8-bit stage, though I imagine low-poly or 32-bit pixel PS1 stages would already exist by now. PS4/Vita Mario DLC)
  2. Rainbow Road (based on the N64 version from Mario Kart 8. Ultimate Peach DLC)
Trophies: (for PS4/Vita)
  1. Mario (Shared)
  2. Mario (Alt) (Shared)
  3. Luigi (Shared)
  4. Super Star Rush (Vita only)
Spirits (Ultimate)

  1. Mario (Base game)
  2. Luigi (Base game)
  3. Wario (base game)
  4. Donkey Kong (base game)
  5. Yoshi (base game) - enhances into the Yoshi Clan
  6. Peach (DLC)
  7. Daisy (DLC)
  8. Goomba (DLC)
  9. Bowser (DLC)
  10. Waluigi (DLC)
  11. Bullet Bill and Blaster (DLC)
  12. Toad and Toadette (DLC)
  13. Boo (DLC) - enhances into King Boo
Music - Remixes in bold
  1. Super Mario Bros. Theme (PS4/Vita DLC)
  2. Secret Course - Super Mario Sunshine (PS4/Vita DLC)
  3. Mario Circuit - Super Mario Kart (PS4/Vita DLC)
  4. Overworld - New Super Mario Bros. (PS4/Vita DLC)
  5. Super Mario Bros. Theme (Ultimate Base Game)
  6. Super Mario Maker Theme (Ultimate Base Game)
  7. Jump Up, Super Star! - Super Mario Odyssey (Ultimate Base Game)
  8. Slider - Super Mario 64 (Ultimate Base Game)
  9. Ending - Super Mario Bros: The Lost Levels (Ultimate DLC)
  10. Super Mario World Medley (Ultimate DLC)
  11. Rainbow Road 64 - Mario Kart 8 (Ultimate DLC)
  12. Rainbow Road - Super Mario Kart (Ultimate DLC)
  13. Rosalina's Ice World - Mario Kart 7 (Ultimate DLC)
  14. Dire Dire Docks - Super Mario 64 (Ultimate DLC)
  15. Fever - Dr. Mario (Game Boy) (Ultimate DLC)
  16. Gusty Garden Galaxy - Super Mario Galaxy (Ultimate DLC)
  17. Break Free, Lead the Way - Super Mario Odyssey (Ultimate DLC)
  18. Stickerbush Symphony - Donkey Kong Country 2 (Ultimate DLC)

Assist Trophies
  1. Wario (Ultimate base game) (Starts a microgame, with prizes if you win)
Items
  1. Super Mushroom (3DS/Wii U DLC, free and not attached to DLC payment) - Makes you giant.
 
Last edited:

Owen23

Smash Apprentice
Joined
Dec 30, 2021
Messages
144
Series: The Simpsons

Fighters:
  • Homer Simpson
  • Bart Simpson
  • Ned Flanders
  • Krusty The Clown
  • Itchy
Assist Trophies:
  • Marge Simpson (Whacks people with a vaccum, much like the Simpsons Arcade Game)
  • Moe Syzlak (Shoots opponents with his shotgun)
  • Mr. Burns (Pilots his mech from the Simpsons Arcade Game to destroy opponents)
  • Skinner (Serves up some fighters some Steamed Hams!)
Stages:
  • Springfield Tour (Takes you on a tour through many Springfield locations)
  • The Simpsons Family House
  • Moe's Tavern
Items:
  • Makeup Gun
  • Pop Rock and Soda Bomb (from the "Candy Boys" scene from Homer Badman)
Trophies/Spirits:
  • Homer Simpson
  • Marge Simpson
  • Bart Simpson
  • Lisa Simpson
  • Maggie Simpson
  • Abe Simpson
  • Ned Flanders
  • Krusty The Clown
  • Itchy & Scratchy
  • Sideshow Bob
  • Moe Syzlak
  • Lenny & Carl
  • Barney Gumble
  • Comic Book Guy
  • Prof. Frink
  • Dr. Hibbert
  • Dr. Nick
  • Hans Moleman
  • Skinner
  • Chalmers
  • Kent Brockman
  • Apu
  • Nelson
  • Milhouse
  • Ralph Wiggum
  • Chief Wiggum
  • Mr. Burns
  • Smithers
  • Kang & Kodos
  • Blinky the Three-Eyed Fish
  • Gil' Gunderson
  • Troy McClure
  • Lionel Hutz
  • Poochie
  • Radioactive Man
  • Capital City Goofball
  • Cletus
  • Edna
  • Hank Scorpio
Music:
  • The Simpsons Theme
  • The Monorail Song
  • See My Vest
  • Baby on Board
  • Senor Burns
  • Kids/Adults
  • I'm Checkin' In
  • We Do!
  • Who Needs The Kwik-E-Mart?
  • Lisa, It's Your Birthday
  • Canyonero
  • We Put The Spring in Springfield
  • Evan Eht Nioj
  • Bagged Me A Homer
  • Land of Chocolate
  • Talkin' Softball
  • Testify
  • Hail To Thee, Kamp Krusty
  • Margerine
  • Everybody Hates Ned Flanders
  • Spider-Pig Theme (The Hans Zimmer one)
  • Do The Bartman
  • Deep Deep Trouble
(Maybe even some tracks from the Simpsons games too!)
(Also, I think I'm too bored to add Mii Costumes)
 

ssbashworld

AKA nirvanafan
Premium
Joined
Oct 14, 2016
Messages
2,827
Part 9: Mario & More
Fighters
  • Mario (64)
  • Luigi (Semi Echo, 64)
  • Donkey Kong (64)
  • Yoshi (64)
  • Peach (Melee)
  • Daisy (Echo, Melee)
  • Wario (Melee)
  • Bowser (Brawl)
  • Waluigi (Brawl, helps Wario rep Land & Ware)
  • Diddy Kong (Sm4sh)
  • Bowser Jr./Koopalings (Sm4sh)
  • Dixie Kong (Echo, Ultimate)
  • King K Rool (Ultimate)
  • Toadette (Ultimate, Bonus DLC)
Stages
  • Peachs Castle (Melee Design, Smash 64)
  • Kongo Jungle (64)
  • Super Happy Tree (64)
  • Mushroom Kingdom (64)
  • Bowsers Castle (Melee)
  • Wario Castle (Melee)
  • Mine Cart Carnage (Melee)
  • 25m (Melee)
  • Yoshis Island (Melee)
  • Yoshis Puzzle (Melee)
  • Subcon (Melee)
  • Grass Land Stage (Melee)
  • Delfino Plaza (Brawl)
  • Luigis Mansion (Brawl)
  • New Mushroom Kingdom (Brawl)
  • Rainbow Road (Brawl)
  • Mini Toy World (Brawl)
  • Yoshis Island Caverns (Brawl)
  • Wario Ware Inc (Brawl)
  • Airship (3DS)
  • (Mario Party) Star Crossed Skyway (3DS)
  • Waluigi Pinball (3DS)
  • Paper Mario (3DS)
  • Comet Observatory (Wii U)
  • (Blizzard on) Star Express (Wii U)
  • Coconut Mall (Wii U)
  • Jungle Hijinx (Wii U)
  • Yoshis Wooly World (Wii U)
  • Ratl Ruins (Wii U)
  • (No Olympic Branding) Athlete Games (DLC)
  • New Donk City (Ultimate)

Assists
  • Lakitu (Brawl)
  • Birdo (Brawl)
  • E. Gadd (Brawl)
  • Pyoro (Brawl)
  • Lubba (Sm4sh)
  • Ashley (Sm4sh)
  • Kamek (Ultimate)
  • Madame Broode (Ultimate)
  • Squawks (Ultimate)
Bosses
  • Bowser (Melee)
  • Petey Piranha (Brawl)
  • Boom Boom & Pom Pom (Ultimate)
Trophies/Stickers/Spirits & Music would be about the same.
 
Last edited:

BowserKing

Smash Lord
Joined
Feb 16, 2019
Messages
1,980
Location
winnipeg
Warning: this is going to be a big one
Franchise: Pokémon

Fighters
Pikachu (64)
Jigglypuff (64)
Mewtwo (64)
Pichu (Melee)
Heracross (Melee)
Lugia (Melee)
Sceptile (Brawl)
Pokémon Trainer (Squirtle, Ivysaur and Charizard) (Brawl)
Lucario (Brawl)
Excadril (Sm4sh)
Greninja (Sm4sh)
Glaceon (Sm4sh)
Aurous (Sm4sh DLC)
Incineroar (Ultimate)
Meinshao (Ultimate) (Lucario Echo)
Galar Trainer (Hattena, Boltund and Corviknight) (Ultimate DLC)
Garchomp (Ultimate DLC)
Tinkaton (Ultimate DLC)

Stages
Saffron City
Wild Area
Pokémon Stadium
Poke Floats
Battle Tower
Rayquaza’s Tower
Pokémon Stadium 2
Spear Pillar
Unova Pokémon League
Battle Tower (XY)
Kalos Pokémon League
Alola Tour
Wyndon Stadium
Levincia

Items
Pokéballs
Master Balls
Poke Dolls
Pokemon Potions

Assist Trophies
Grandmaster Wigglytuff
Rotom
Bea (DLC)
Arven and Mabostiff (DLC)

Pokéball Pokemon
Introduced in 64
Venosaur
Charizard (64 and Melee)
Blastoise
Beedril
Meowth
Clefairy
Nidoking
Starmine
Koffin
Rhydon
Hitmonchan
Areodactyl
Snorlax
Mew
Introduced in Melee
Staryu
Weezing
Arcticuno
Zapdos
Moltres
Chikorita
Cyndaquil
Totodile
Quagsire
Wobbufett
Houndoom
Scizor
Porygon 2
Entei
Raikou
Suicune
Tyrannitar
Ho-Oh
Celebi
Introduced in Brawl
Torchic
Dustox
Gulpin
Pelliper
Armaldo
Gardivoir
Aggron
Sharpedo
Metagross
Latias and Latios
Groudon
Kyogre
Deoxys
Piplup
Bidoof
Krickitune
Muchlax
Bonsley
Hippowdon
Weavile
Glaceon (Brawl)
Manaphy
Introduced in Sm4sh
Eevee
Garchomp (Sm4sh)
Abomasnow
Palkia
Giratina
Darkrai
Arceus
Victini
Snivy
Oshowott
Zebstrika
Archeops
Zoroark
Minccino
Beartic
Golurk
Keldeo
Kyurem
Melloetta
Genesect
Chespin
Fennikin
Spewpa
Fletchling
Pyroar
Tyrantrum
Helioptile
Xerneas
Introduced in ultimate
Ditto
Vulpix
Alolan Vulpix
Alolan Raichu
Alolan Exgguator
Bewear
Mudsdale
Tsarenna
Mimikyu
Pyukumuku
Tapu Koko
Solgaleo
Lunala
Marshshadow
Ultimate DLC
Rillaboom
Cinderace
Intelleon
Greedent
Appletun
Galarian Stunfisk
Falinks
Dracovish
Storjoner
Eiscue
Cramorant
Copperajah
Dragapult
Zacian
Zemazenta
Eternatus
Urshifu
Basculegion
Skeledirge
Lechonk
Doliv
Maushold
Grafaiai
Killowattel
Grevard
Cetitan
Orthroworm
Dondonzo and Tasugiri
Baxcalibur
Gholdengo
Ogerpon

Spirits
Player spirits
Pikachu
Detectice Pikcahu
Pikachu Libre
Rockstar Pikachu
Jigglypuff
Mewtwo
Pichu
Heracross
Lugia
Sceptile
Red
Leaf
Squirtle
Ivysaur
Charizard
Lucario
Meinshao
Excadril
Greninja
Glaceon
Aurorus
Incineroar
Garchomp
Gloria
Victor
Hattena
Boltund
Corviknight
Tinkaton

Non player spirits
Venosaur
Mega Charizard
Gigantamax Charizard
Blastoise
Beedril
Arbok
Gigantamax Pikachu
Sandshrew
Meowth
Clefairy
Nidoking
Vulpix
Staryu
Starmine
Koffin
Weezing
Gengar
Machamp
Alakazam
Scyther
Pinsir
Rhydon
Hitmonchan
Snorlax
Areodactyl
Eevee
Ditto
Arcticuno, Zapdos and Moltres
Mew
Chikorita
Cyndaquil
Totodile
Noctowl
Whooper -> Quagsire
Wobbufett
Shuckle
Quilfish
Donphan
Houndoom
Scizor
Sudowoodo
Porygon 2
Miltank
Entei, Raikou and Suicune
Tyrannitar -> Mega Tyrannitar
Ho-Oh
Celebi
Mega Sceptile
Torchic
Dustox
Gulpin
Pelliper
Armaldo
Gardivoir
Sharpedo
Wailord
Aggron
Metagross -> Mega Metagross
Latias and Latios
Groudon -> Primal Groudon
Kyogre -> Primal Kyogre
Rayquaza -> Mega Rayquaza
Jirachi
Deoxys
Piplup
Bidoof
Krickitune
Luxray
Rampardos
Munchlax
Chatot
Bonsley
Mega Garchomp
Hippowdon
Mega Lucario
Skuntank
Abomasnow
Weavile
Mamoswine
Dusknoir
Palkia
Giratina -> Giratina Origin forme
Regigigas
Darkrai
Manaphy
Arceus
Victini
Snivy
Oshowott
Stoutland
Zebsrtika
Archeops
Joltik
Zoroark
Minccino
Chandulure
Beartic
Golurk
Mandibuzz
Landorus, Tornadus and Thundurus
Virizion, Cobalion and Terrakion
Keldeo
Reshiram
Zekrom
Kyurem
Black Kyurem
White Kyurem
Melloetta
Genesect
Chespin
Fennikin
Spewpa
Fletchling
Pyroar
Tyrantrum
Helioptile
Xerneas
Yxeltal
Diance > Mega Diance
Alolan Vulpix
Alolan Raichu
Alolan Exgguator
Bewear
Mudsdale
Tsarenna
Tapu Koko
Solgaleo
Lunala
Necrozma
Marshadow
Nihelgo
Pheramosa
Buzzwhole
Stakataka
Partner Pikachu
Partner Eevee
Grookey, Scorbunny and Sobble -> Rillaboom, Cinderace and Inteleon
Greedent
Appletun
Hatterene -> Gigantamax Hatterene
Falinks
Galarian Stunfisk
Dracovish
Storjoner
Eiscue
Cramorant
Dracovish
Copperajah -> Giganamax Coperajah
Dragapult
Zacian and Zemazenta
Eternatus
Urshifu
Calyrex
Hisuian Growlith
Basculegion
Skeledirge
Lechonk
Doliv
Maushold
Grafaiai
Killowattel
Grevard
Cetitan
Orthroworm
Dondonzo and Tasugiri
Baxcalibur
Gholdengo
Koriadon and Miradon
Ogerpon
Okidogi, Monkidori and Fezadipiti
Professor Oak
Misty
Giovanni
Karen
Team Aqua and Team Magma
Gardenia
Cyrus
Mars, Jupiter and Saturn
Cynthia
Elesia
Ghestis
Team Flare
Lillie
Lusamine -> Fused Lusamine
Nessa
Raihan
Marnie
Leon
Nemona, Arven and Penny
Iono
Professors Sada and Taro

Songs
All ones available in smash plus…
Battle Team Rocket (GSC)
Battle Legendary Pokémon (GSC)
Battle Trainer (DPP)
Route 225 (DPP)
Battle Giratina (Platinum)
Battle Legendary Beasts (HGSS)
Battle Lugia (HGSS)
Battle Ultra Necrozma (USUM)
Battle Wild Pokémon (SwSh)
Wild Area (SwSh)
Battle Trainer (SwSh)
Battle Gym Leader (SwSh)
Battle Team Yell (SwSh)
Battle Dynamax Pokémon (SwSh)
Battle Marnie (SwSh)
Route 5 (SwSh)
Spikemuth Theme (SwSh)
Battle Eternatus 3 (SwSh)
Isle of Armour Theme (Isle of Armour)
Crowned Tundra Theme (Crowned Tundra)
Dynamax Lair Theme (Crowned Tundra)
Battle Starter Area (SV)
Western Route Theme (on Pokémon) (SV)
Southern Route Theme (on Pokémon) (SV)
Western Desert (On Pokémon) (SV)
Levincia theme (SV)
Battle Team Star Boss theme (SV)
Battle Titan Pokémon (SV)
Area Zero theme (SV)
Battle Sada/Taro (SV)
 
Last edited:

MysticalCatlife

Smash Cadet
Joined
Nov 6, 2021
Messages
54
Over here, I'll just remake my Fire Emblem representation over from another thread that respects my alternate Smash timeline (I'm only listing characters).

64:
Marth

Melee:
N/A

Brawl:
Lyn

3DS/Wii U:
Base:
Anna

DLC:
N/A

Ultimate:
Base:
Tiki

DLC:
Alear (assuming if the Fighter Passes continued past late 2021)
Veyle (joke character)
 

Oracle Link

Smash Master
Joined
Oct 9, 2020
Messages
4,011
Location
Germany
Dragonball:
If it was a big nintendo franchise somehow!

Everyone with a transfomration in these () can transform

64:
Adult Goku (saiyan saga)

Meele:
Adult Goku (namek Saga/KAIOKEN)
Kid Goku (Piccolo saga)
Adult Kuririn
Piccolo

Brawl:
Adult Goku (Buu Saga/ SSJ)
Adult Kuiririn
Piccolo
Vegeta (Buu saga/SSJ)

4:
Adult Goku (Buu saga/SSJ)
Adult Kuririn
Piccolo
Vegeta (GT/SSJ)
GT Trunks (SSJ)
Kid Goku (GT/ SSJ4)

Ultimate
Adult Goku (DBS/ BLUE)
A Kuririn
Piccolo
Vegeta (DBS/ BLUE)
GT Trunks (SSJ)
Kid Goku (DB)
final form freezer Freeza
Beerus

Smash 6
Adult Goku (DBS/ UI)
A Kuririn
Piccolo
Vegeta (DBS/ BLUE)
GT Trunks (SSJ)
Kid Goku (Daima/ ???)
Final form freezer
Beerus
Pan
Broly (FPSSJ)
 

TheLastMaverickHunter

Smash Journeyman
Joined
Apr 23, 2023
Messages
313
Location
Existent
Mega Man

Fighters
  • Mega Man
    • Added to Smash For (though I can vouch for Brawl)
    • Uses his SSF2 moveset
    • Is more expressive, has a model based on his MM8 look and his VA from 11
  • Zero
    • Added to Ultimate as DLC
    • Based on his X series incarnation
Stages
  • Wily Castle
    • Yellow Devil is removed
  • Underground Laboratory
    • Gives the Zero series some representation (and is generally just an awesome setting for a fight)
Music

Only including songs that aren't already present
  • Sunstar (Mega Man V)
  • Bass's Theme (Mega Man 7)
  • Clown Man (Mega Man 8)
  • Abandoned Memory (Mega Man 10)
  • Acid Man (Mega Man 11)
  • Opening Stage Medley (Mega Man X4)
  • Our Blood Boils (Mega Man X7)
  • Flutter vs Gesellschaft (Mega Man Legends)
  • Internet World (Mega Man Battle Network 2)
  • Great Battlers (Mega Man Battle Network 3)
  • Departure (Mega Man Zero 2)
  • Cannonball (Mega Man Zero 3)
  • Straight Ahead (Mega Man Zero 4)
  • Green Grass Gradation (Mega Man ZX)
  • Trap Factory/Phantasm (Mega Man ZX/Advent)
  • Soul Ablaze (Mega Man ZX Advent)
  • Theme Song (Ruby Spears Mega Man)
Would like to add more Star Force and Legends songs, but I don't have enough experience with either series

Items
  • E-Tank
    • Heals 75% damage
  • Assist Trophies
    • Yellow Devil
    • Tron Bonne
Boss
  • Sigma (fought in two phases)
    • First phase is a mashup of his forms in the SNES trilogy
    • Second phase is against the Final Sigma W
 
Last edited:
Joined
Feb 9, 2023
Messages
1,033
What the heck, I'll add something to this.

Looney Tunes in MultiVersus

Fighters:
  1. Bugs Bunny
  2. Daffy Duck (Newcomer)
  3. Wile E. Coyote (Newcomer)
  4. Marvin the Martian
  5. Tasmanian Devil
  6. Tweety (Newcomer)
  7. Lola Bunny (Space Jam; Newcomer)
  8. LeBron James (Space Jam)
  9. Buster Bunny (semi-clone)
  10. Yakko Warner (Animaniacs)
  11. Slappy Squirrel (Animaniacs)
  12. Ace Bunny (Loonatics Unleashed)
Stages:
  1. ACME Acres
  2. Charles M. Jones Theatre (Show Biz Bugs)
  3. Michael Maltese Highway (Road Runner series)
  4. Planet X
  5. Island of Taz-Mania
  6. Space Jam Court
  7. Warner Bros. Lot (Animaniacs)
  8. ACME Labs (Animaniacs/Pinky and the Brain)
  9. Acmetropolis 2772 (Loonatics Unleashed)
I want a Looney Tunes fighting game as much as the next guy, but since this is MultiVersus, I didn't want to overstay the welcome of Termite Terrace. But I did give unique titles for some of the generic locations.
 

Perkilator

Smash Legend
Writing Team
Joined
Apr 8, 2018
Messages
12,005
Location
The perpetual trash fire known as Planet Earth(tm)
Switch FC
SW-3204-0809-5605
Street Fighter
  • Ryu
    • Sm4sh (DLC)
    • Ultimate
  • Ken
    • Ultimate
  • Chun-Li
    • Ultimate (DLC)
  • Suzaku Castle
    • Sm4sh (DLC)
    • Ultimate
  • Battle Harbor
    • Ultimate (DLC)
(Bold denotes a new remix for Ultimate)
  • Base game
    1. Street Fighter II Medley
    2. Ryu Stage
    3. Ken Stage
    4. Guile Stage
    5. Vega Stage
    6. Sagat Stage
    7. Ryu Stage Type A
    8. Ryu Stage Type B
    9. Ken Stage Type A
    10. Ken Stage Type B
    11. Chun-Li Stage Type A
    12. Chun-Li Stage Type B
    13. Guile Stage Type A
    14. Guile Stage Type B
    15. E. Honda Stage Type A
    16. E. Honda Stage Type B
    17. Blanka Stage Type A
    18. Blanka Stage Type B
    19. Zangief Stage Type A
    20. Zangief Stage Type B
    21. Dhalshim Stage Type A
    22. Dhlashim Stage Type B
    23. Balrog Stage Type A
    24. Balrog Stage Type B
    25. Vega Stage Type A
    26. Vega Stage Type B
    27. Sagat Stage Type A
    28. Sagat Stage Type B
    29. M, Bison Stage Type A
    30. M. Bison Stage Type B
    31. Dee Jay Stage Type A
    32. Dee Jay Stage Type B
    33. Fei Long Stage Type A
    34. Fei Long Stage Type B
    35. T. Hawk Stage Type A
    36. T. Hawk Stage Type B
    37. Cammy Stage Type A
    38. Cammy Stage Type B
    39. Akuma Stage Type A
    40. Akuma Stage Type B
  • Chun-Li's Challenger Pack
    1. Chun-Li Stage
    2. Akuma Stage
    3. Joe Stage - Fighting Street
    4. Birdie Stage - Fighting Street
    5. Nash Stage
    6. Rose Stage
    7. Dan Stage
    8. Guy Stage
    9. Adon Stage
    10. Sakura Stage
    11. Brave or Grave
    12. Jazzy NYC '99
    13. Judgement Day / Nile
    14. Nile ~Afro Edit~
    15. China Vox
    16. You Blow My Mind
    17. Beats in my Head
    18. Spunky
    19. Snowland
    20. Killing Moon
    21. Psyche Out
    22. Volcanic Rim
    23. C. Viper Stage
    24. Juri Stage
    25. Rolento Stage
    26. Main Theme - Street Fighter V: Arcade Edition
    27. Rashid Stage
    28. Spinning Bird
    29. Precious Heart
    30. Heartwarming Feelings
  • M. Bison
    • He will fight using his various techniques, ending with Final Psycho Crusher
 
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Qwerty UIOP

Smash Lord
Joined
Feb 19, 2022
Messages
1,828
Seeing as other games can be used for similar purposes, I decided to design an idea for a custom Villain for Disney Villainous. The Villain in question? AbsoluteSolver from the hit indie series "Murder Drones".

Spoilers for the recently-finished series beyond this point.


"Thanks for clearing the way on this planet too... Let's eat."

AbsoluteSolver is the main antagonist of the 2021-2024 web series "Murder Drones" which was produced by GLITCH. It was voiced by FitzyVA otherwise known as Allanah Fitzgerald.

AbsoluteSolver's Objective is to cover all of her Actions with Destruction Tokens. When a Destruction Token covers an Action, they do not prevent AbsoluteSolver from performing that action, unlike when Heroes cover an Action.

Elliot Manor​
Top Actions:

Fate l Play a Card

Bottom Actions:

Vanquish I Gain 1 Power​

The Cathedral​
Top Actions:

Gain 3 Power l Play a Card

Bottom Actions:

Play a Card I Move an Item or Ally​

Camp 98.7​
Top Actions:

Discard a Card l Gain 2 Power

Bottom Actions:

Play a Card I Move a Hero​

Copper Nine​
Top Actions:

Play a Card l Discard a Card

Bottom Actions:

Gain 1 Power I Fate​


Disturbing​
Type: Effect

Cost: 1

# of Copies: 2

Text:

This Location gains a Vanquish Action.​

Easier To Assimilate Than Explain​
Type: Effect

Cost: 3

# of Copies: 2

Text:

Gain 1 Power for every Hero and Ally in your Realm.​

Eldritch​
Type: Effect

Cost: 3

# of Copies: 3

Text:

Add a Destruction Token to your Location.​

Get Snuck Upon​
Type: Effect

Cost: 2

# of Copies: 3

Text:

Defeat a Hero with a Strength of 2 or Lower.​

Illusions​
Type: Effect

Cost: 2

# of Copies: 2

Text:

Reveal cards from your Fate Deck until you reveal a Hero. Play that Hero. Discard the Rest.​

J​
Type: Ally

Cost: 1

Strength: 2

# of Copies: 1

Text:

When J is discarded, shuffle her back into your deck.​

Manipulative​
Type: Condition

# of Copies: 2

Text:

When another player defeats a Hero, play Manipulative.

Reveal cards from your Fate Deck until you find a Hero. Play that Hero to any Location. That Hero loses 1 Strength.​

Mass Destruction​
Type: Effect

Cost: 5

# of Copies: 1

Text:

If you are in a Location with no Heroes, that Location gains at most 2 Destruction Tokens.​

Null​
Type: Item

Cost: 4

# of Copies: 2

Text:

When Null is attached to an Ally, add a Destruction Token to them. When the Ally is discarded, add the Destruction Token to the location the Ally was at.​

Possession​
Type: Effect

Cost: 0

# of Copies: 2

Text:

When a Hero’s Strength at your Location is lowered to 2, attach a Destruction Token to them. When that Hero is defeated, that Hero's Location gains that Destruction Token.​

Puppy Dog Eyes​
Type: Item

Cost: 3

# of Copies: 1

Text:

Attach to a Hero. That Hero loses 2 Strength​

Sentinel​
Type: Ally

Cost: 2

Strength: 3

# of Copies: 3

Text:

Heroes lose 1 Strength for each Sentinel in their Location​

Translate​
Type: Item

Cost: 1

# of Copies: 4

Text:

Move an Ally or Hero to your Location​

You Didn’t Need To See This​
Type: Condition

# of Copies: 2

Text:

When another player plays 2 cards in a single turn, play You Didn’t Need To See This.

Defeat a Hero affected by Possession then gain power equal to that Hero’s Strength.​




Bite Me!​
Type: Effect

# of Copies: 2

Text:

Choose a Hero with reduced Strength and remove all Strength Reduction Tokens from that Hero.​

Crucifix Patch​
Type: Item

# of Copies: 1

Text:

Attach to a Hero. When that Hero would be Vanquished, discard Crucifix Patch instead.​

Doll​
Type: Hero

Strength: 6

# of Copies: 1

Text:

Doll’s Strength must be 1 for Possession to work on her.​

Exposed Core​
Type: Effect

# of Copies: 1

Text:

Remove every Destruction Token from AbsoluteSolver's Location.​

Interference​
Type: Effect

# of Copies: 2

Text:

Remove a Destruction Token.​

Khan​
Type: Hero

Strength: 3

# of Copies: 1

Text:

Allies at Khan’s Location lose 1 Strength.​

Lizzy​
Type: Hero

Strength: 3

# of Copies: 1

Text:

When Lizzie is played, move a Hero to her Location.​

N​
Type: Hero

Strength: 5

# of Copies: 1

Text:

The Cost to play Effects is increased by 1​

Nori​
Type: Hero

Strength: 4

# of Copies: 1

Text:

Heroes at Nori’s Location get +2 Strength​

Railgun​
Type: Item

# of Copies: 1

Text:

When Railgun is played, attach it to a Hero. That Hero gets +2 Strength.​

Thad​
Type: Hero

Strength: 3

# of Copies: 1

Text:

Thad gets +1 Strength for every item attached to him.​

Uzi​
Type: Hero

Strength: 6

# of Copies: 1

Text:

AbsoluteSolver must defeat Uzi before defeating other Heroes.​

V​
Type: Hero

Strength: 4

# of Copies: 1

Text:

Choose and play a Hero with a Strength of 4 or less from AbsoluteSolver’s Fate Discard Pile.​

 
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Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
12,665
Location
Cheese Wheels of Doom
Nintendo Marketing

Entries in bold represent their series, without bold they are considered representative of marketing as its own IP and placed in Others. I won't be representing any of the more mature-tone Nintendo ads like Yoshi's Island.

Fighters:
  1. Dashing Super Guy
Stages
  1. Crushed Bus
  2. Sunflower Fields
  3. Nester's Funky Bowling
Items
  1. Professional Stink Away
  2. Holerö CD
Assist Trophies
  1. Hot Dog Pikmin
  2. Stumpy
Songs
  1. Ai no Uta
  2. Tane no Uta
  3. Switch Presentation 2017 Music - Breath of the Wild
  4. SSBU Su- Medley
  5. Dynamax (Brand New World)
  6. Mario, Where Are You? (Theme from Car 54, Where Are You?)
  7. Hop-Chop-Splat-Oh-No Song
  8. Clean is Better than Dirty
  9. Nintendo Direct Medley
Boss:
  1. You Cannot Beat Us
Mii Costumes
  1. Non-Specific Action Figure
  2. Russian Bear
  3. Coleco Donkey Kong Jr. Advert Mario
 
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BowserKing

Smash Lord
Joined
Feb 16, 2019
Messages
1,980
Location
winnipeg
Bringing my representation back, with some downplayed twists

Series: Mario RPG Games

Fighters
Geno (Melee)
Vivian (Brawl)
Fawful (Game 4)
Dark Bowser (Ultimate, Bowser Echo)

Assists
Mallow
Madame Flurrie
Bobbery
Midbus
Starlow

Stages
Forest
Glitz Pit
Bowser’s Castle
Plaque Beach

Spirits
Smithy
Axel Rangers
Mallow’s Parents
Boshi
Dodo
Exor
Frogfuscious
Valentina
Goombella
Koops
Madame Flurrie
Kid Yoshi
Bobbery
Ms.Mowz
Professor Frankly
General Groddus
Punis
Rawk Hawk
Grubba
Doopliss
Shadow Queen
Chumboomba
Toothy
Sea Pipe Statue
Broggy
Broque Madame
Brittys
Midbus—> Frost Midbus
Wisdurm
Dark Star

OST
The ones in Smash Ultimate
Beware Forest Mushrooms
Boshi’s Race
Enemy theme
Valentina boss fight
Mallow’s theme
Geno’s theme
Smithy’s theme
Rogueport theme
Glitz Pit theme
Enemy theme chapter 1
Enemy theme chapter 3
Enemy theme chapter 5
Grubba boss theme
Vivian’s theme
Frankley’s theme
Luigi’s Story theme
Blorbs arrive
Fawful’s Theme
Enemy theme (Mario and Luigi)
Enemy theme (Bowser)
Plaque Beach Theme
Bowser’s Castle
Bowser’s Castle (Inside Bowser’s Body)
Corrupted Peaches Castle outside
Corrupted Peaches Castle outside (inside Bowser’s Body)
Mini game theme
Brogue Monsiers theme
Bowser’s theme
 
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Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
SUPER SMASH BROS. X DEVIL MAY CRY
  • Name: Dante
  • Series: Devil May Cry
  • First Appearence: Devil May Cry (PS2, 2001)
  • Gimmicks: Lock-On, Stylish Combination, Devil Trigger, Royal Guard
  • Final Smash: Sin Devil Trigger
Dante, the legendary devil hunter from Devil May Cry. Half-demon, half-human; combining a cocky charm with deep loyalty and a hidden sense of compassion. As the son of Sparda, a demon who protected humanity, and Eva, a kind-hearted human, Dante’s life is shaped by tragedy, including his mother’s death and the resulting strained bond with his twin brother, Vergil. Despite this, he channels his pain into protecting the human world while running his business, Devil May Cry. Known for his stylish, adaptable fighting style, Dante blends melee combat and ranged mastery with multiple Devil Arms and firearms that are further enhanced when he taps his demonic powers using his Devil Trigger. Ever the showman, Dante fights with a mix of reckless flair and unshakable determination, cracking jokes even in the face of hell itself.

In Smash Dante is a person of combos, his normals while not bad they ain't very strong by their own, but learning how to combine them will show you his insane potential, and don't worry he has plenty of normals, all to show his range. In fact you might say Dante is the combination of Kazuya, Joker, Bayonetta and Marth, truly a fearsome combination. Going for more specific things, unlike other concepts for Dante he doesn't use any sort of style switch, I find it unnecesary not only cuz its always clunky and not very intituitve the way people try to put it in but also cuz, even if it's a popular element of him, is not really necesary; Dante didn't had styles in the first two games and in the third one he was most of the time locked to one of each, so instead we will focus in a element that it's not only easier to add but also has appeared since the very first game and it's far more relevant: His Devil Trigger.

DMC5 is his main appearence and the inspiration for most of his moveset, thought elements of other games also appears here and there.
COLOR 1
Devil May Cry 5
COLOR 2
Devil May Cry 1
COLOR 3
Devil May Cry 3
COLOR 4
Devil May Cry 4
COLOR 5
EX Color
COLOR 6
Sparda (Colors Only)
COLOR 7
Vergil (Colors Only)
COLOR 8
Nero (Colors Only)
Differences between suits:
  • Each design uses its own Devil Trigger form.
    • In the case of the DMC1 suits, it uses the Devil form of Sparda instead, just like in DMC3.
    • In the case of the DMC3 suits, it always use the design of the Rebellion form and it doesn't change even when using different weapons.
    • The Devil Trigger changes its colors depending of the selected one:
      • Color 5 uses a darker coloration, just like in DMC5.
      • Color 6 has a subtle color change being slighty green like in some old appearences.
      • Color 7 changes the red for blue to make it more similar to Vergil's own Devil Trigger in DMC3.
      • Color 8 also goes for a blue palette, thought its more cyan looking and it resembles Nero's Devil Trigger in DMC5 (even if the base color itself is based on his DMC4 colors).
  • The DMC1 design uses the Force Edge instead of the Rebellion.
    • Other Devil Arms DOESN'T change their appearences (DMC3 doesn't replace the Balrog model for Beowulf, etc).
    • The only "exception" is the Color 5, which uses the Cavaliere R red colors instead of the regular black of the Cavaliere.
  • In the Final Smash of the DMC1 appearence, instead of the Sin Devil Trigger, Dante uses the same Devil Trigger form of Sparda and performs the attack as regular, except that it uses the Devil Sword Sparda instead of the Devil Sword Dante. The reason of this is cuz Judgment is based on Sparda's moves during the introduction of DMC1.
  • The DMC1, 3 and 4 designs are slighty different to their original appearences for gameplay purposes (match the proportions of DMC5 Dante).
(if in the next game were either 10 color slots or a proper system to divide costume variants of colors, I would also add a DMC2 alt with a secondary white colors based on Lucia)

GIMMICKS
LOCK-IN:
Just like the fighting game characters, Dante is always locking his opponent at the front, like if he was holding R1 constantly.​
STYLISH COMBINATION:
Another trait in common to fighting game characters, many of Dante's moves are cancelable between each other allowing for stylish combos.​
DEVIL TRIGGER:
A gauge that fills over time while attacking and being attacked. Activating it will unleash an incomensurable power for a brief time accompanied with a devilish look.​
ROYAL GUARD:
A smaller gauge below the Devil Trigger, it accumulates the damage received when using Block/Royal Block and release all its power when using Release/Royal Release.​
MOVEMENT
  • His entrance is him falling from the skies, superhero-entry style, exclaiming "Let's start the party!".
  • His walking and running stances are taken from DMC5.
  • His idle makes him cross his arms and even falling asleep if he is still for a long time.
  • His crouch is based on one of his taunts, he even replicates it as an idle.
  • His double jump is Air Hike, Dante covers a fairly large range in his normal jump, but Air Hike only covers half of his normal jump.
  • His dodges are based on his rolls of the original games.
    • However, holding the roll button makes Dante uses Dash instead, a Trickster style move; it travels a longer distance and has some additional invulnerability, thought it has a bit longer endlag and if you don't length your moves, you will fall off the edge.
    • In the air his forward dash is actually Sky Star, a dash through the air. His back dash is similar thought not the same as Flipper.
  • Flipper is actually part of get-up dodge, while his get-up attack is the breakdancing kick he does when recovering.
NORMAL ATTACKS
Jab:
Rebellion Combo A/B
Dante has two possible jabs, it can do a basic 3-hit combos with his sword, or if you delay the second attack, you can do a longer combination that finishes in a Million Stabs, you can mash the button at this moment to increase its duration.​
Dash:
Stinger/Million Stab
Dante rams forwards with a piercing thrust, mantaing the button cancels the piercing and insteads uses Million Stabs, mashing will increase the duration just like with Combo B.
Forward Tilt:
Rock Back
Using King Cerberus on its rod form, Dante uses the weapon as a support to impulse himself forwards performing a razor piercing kick.
Back Tilt:
Flint Wheel
Dante performs a backflip using the greaves of Balrog. Holding the button ignites Balrog, performing a multi-hit fiery variant.
Up Tilt:
High Time
Performs a rising slash, holding the button makes Dante use more strength to launch the opponent higher and at the same time tracking them for mantain the rhythm.
Down Tilt:
Cut-In Front
Dante does a slide kick, press the attack button again to perform a shotgun shot.
Neutral Air:
Aerial Rave
Dante performs a mid-air combination of slashes.
Forward Air: Swing/Revolver
Using the nunchaku form of the King Cerberus, Dante whirls slicing does near him, hold to turn into Revolver, swinging furiously till reach the ground.
Back Air:
Backslide
Dante quickly turns back to fire a gunshot from the Coyote-A
Up Air:
Bayonet Sweep
A trick Dante steals from Lady thought on his own way. He twirls both the original Kalina Ann and the replica Kalina Ann II in a sweeping motion not much different to Swing, thought its slower and doesn't move forwards or backwards.
Down Air:
Helm Breaker
A violent downwards overhead slash with Rebellion that returns Dante to the floor. Does notorious damage to shields.
SMASH ATTACKS
Forward Smash:
Prop/Shredder
Dante spins Rebellion on his hand, he can perform the Smash attack a second time in a row for more damage.
Up Smash:
Minimum/Rising/Divine Dragon
Dante performs a powerful uppercut with Balrog's Blow Mode, it has 3 charging stages each one more powerful than the other.
Down Smash:
Mad Hatter
Dante performs a literal hat trick pulling Dr. Faust and making it spin around him.
GRAB AND THROWS
Grab
Dante grabs the opponent from the arm.
Pummel
He attacks the opponent with his knee.
Forward Throw: Free Ride
Pushing the opponent to the floor, Dante steps on them and disrespectfully starts riding them like a skateboard, even damaging those in front of his path. After a short time or if he uses the attack button, Dante throws them away with a flip kick.
Back Throw: Bullet Rain
Dante flips over the opponent firing bullets to the opponent during the jump, when he is at the opposite side of the opponent, he kicks them out.
Up Throw:
Quick Drive
Quickly charging the Rebellion, Dante does a upwards slash that fires the opponent away.
Down Throw: Wild Stomp
Dante throws the opponent to the ground and steps on them and starts firing a barrage of bullets to them, then he kicks them away.
SPECIAL ATTACKS
NORMAL SPECIAL:
EBONY & IVORY
Dante uses his iconic dual pistols during his normal special, press repeatedly for Shot at the opponents, mantain the button pressed for a Charge Shot. If you move the stick while firing, Dante can walk and shot at the same time. In the air while shooting press down to execute Rainstorm and make em' rain.
SIDE SPECIAL: CAVALIERE
Summoning the demonic motorcycle/chainsaw Cavaliere, Dante gets different attacks depending of the direction and if he is in the ground or in the air. When moving forwards in the ground, Dante charges forwards in Full Throttle, mantaining the button makes Dante perform Wheelie Jump at the end, launching the enemy to the air while Dante follows ready for more action. In the air however he performs Redline, a powerful charge that when landing in the floor does a spin that knocks the opponents forwards.

Pressing backwards makes Dante use the twin buzzsaw mode of the Cavaliere. On the ground he uses Crossline, a devastating cross slam attack. In the air it uses Highside, turning back and attacking skywards to the opponent, these attacks doesn't have much launch power but they deal a lot of hits and slices through shields like butter.
UP SPECIAL: TRICKSTER
Dante teleports up using Air Trick, thought in a slighty forwards direction, unless there are opponents near, then it teleports to the nearest opponent slighty above their heads. If performed on the ground with no opponents near, the teleport doesn't reach that much height since it uses Ground Trick instead.
DOWN SPECIAL:
DEVIL TRIGGER
With enough energy, Dante turns into his Devil Trigger form. In this form, Dante's damage output reaches new limits, as well to gain new options and changing other propierties:

  • Dante gains armor, resisting weak attacks without flinch (stronger attacks however breaks his defenses)
  • Stinger is stronger, reaches a longer distance and enlarges its hitbox.
  • Dante gains a third jump and can glide holding the jump button.
  • Ebony & Ivory are always Charged, holding the button will be considered the same as mashing.
  • Cavaliere's Full Throttle is stronger and reaches a larger distance.
  • Trickster has a larger range for the activation of the "teleport to where your enemy is".
  • In general, all his attacks deals more damage and/or more hits.

The Devil Trigger can be desactivated at will, not requiring to deplete all the gauge. The cancellation of the Devil Trigger can be further cancelled into most attacks, thought when entering in DT a short animation will play and its a requirement.
SHIELD SPECIAL:
ROYAL GUARD
Dante's shield is unique. Instead of the regular bubble, Dante uses a posture that allows him to Block all incoming damage, thought it will spend the DT Gauge instead, and if you don't have any meter, the guard will break (if your guard breaks it garantees charging 1 point of DT, so you can at least guard once next time). However if you master the Instant Shield it will perform the Royal Block instead that not only doesn't consumes the DT Gauge but it actually refills it.

Both Blocking and Royal Blocking will increase the secondary gauge of Dante, the Royal Gauge. Pressing Shield+B allows Dante to spend all this accumulated power in a powerful blow named Release, a perfectly timed release turns into a Royal Release, that does a more devastating damage.
FINAL SMASH: SIN DEVIL TRIGGER
Dante uses the Devil Sword named after him to combine human and demon into one, liberating the Sin Devil Trigger. The stage turns into a crimson glow while everything around slows down; Dante pulls his blade and starts a wicked combination of attacks that finishes in a explosive blow, a technique with the appropiate name of Judgment. This is a semi-cinematic attack similar to the ones of Pyra/Mythra and Kazuya Mishima.
TAUNTS
FRONT TAUNT
Dante provokes the opponent with his hand and a "Come on!"​
BACK TAUNT
Dante shrugs, asking at the opponent "Are you scared?"​
UP TAUNT
Dante does a small play with his dual pistols spinning them around.​
DOWN TAUNT
Dante puts his hands on his hips amused, even looking back and pointing not caring for the fight.​
AIR TAUNT
Dante can taunt even in the air, he pulls a rose while exclaiming "And you set free!", the rose has a
hitbox and does 0.1% damage, but it does a small knockback that allows some funny tricks.​
VICTORY POSES
Similar to how Joker's Victory Poses works, Dante gets a special transition to the victory cutscene, with the screen being shattered by bullet shoots till the debris flies away and the screen fades to the respective victory scene.

Dante's Victory Theme is the victory theme that sounds in DMC5 after beating the Bloody Palace.​
Dante does a series of stylish gunfu combinations, stopping when a pizza box falls from the skies that he grabs at the exact moment, opens and grabs a slice.​
Dante walks to the camera swirling his guns and in the end he points in front of it and exclaims "Jackpot! Yeah Baby!"​
Dante starts doing a graceful dance with Dr. Faust, finishing exclaiming "What you like, is THIS!", pointing at himself while his Summoned Swords forms a heart.​
An unholy tower with over a hundred floors that sieges over the human world. The Bloody Palace is similar to the Mementos stage of Persona, being a bit simple in layout but compensating with different forms depending of the music selected. Using music from either DMC1 or 2 makes use of the DMC2's Bloody Palace design, the DMC3 music makes use of its own design and the same goes for DMC4 and 5. All of them shares a series of background cameos that range from the Devil May Cry crew (Lady, Trish, Nico and Nero) to some specific ones of each version of the palace (like Jester/Arkham in the DMC3 version, Credo in the DMC4 version or Morrison and V with his familiars in the DMC5 version), most of the time you will see them fighting against demons (or against each other). The Palaces aren't completely static with them going up from time to time each floor with its own aesthetic.
Dante's Arcade Mode involves Dante hunting demon-related or demon-looking characters, let's start the party!
ROUND 1
:ultridley:
Norfair (Battlefield) - Public Enemy​
ROUND 2
:ultganondorf:
Bridge of Eldin (No Hazard) - Shoot the Works​
ROUND 3
:ultkazuya:
Mishima Dojo - Taste the Blood​
ROUND 4
:ultdarkpit:
Reset Bomb Forest (Battlefield) - Blackened Angel​
ROUND 5
:ultbayonetta:
Umbran Clock Tower - Subhuman​
ROUND 6
Dracula
Dracula's Castle (Boss Version) - Legendary Battle​
BONUS STAGE
FINAL ROUND
Vergil
Bloody Palace (Omega) - Vergil's Combat​
There it might be some odd omissions...maybe for a Special Edition of this post.
 
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Northsouthmap

Smash Champion
Joined
Apr 11, 2022
Messages
2,851
Nickelodeon All Star Brawl X Sonic the Hedgehog Movies
Fighters:
Sonic
Tails
Knuckles
Shadow

Stages:
Green Hill Zone
Mushroom Planet
Labyrinth
The Moon

Bosses:
Giant EggMan Robot

Enemies:
Flying Eggs
Buzz Bombers
 

Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
12,665
Location
Cheese Wheels of Doom
Nintendo in PSASBR (universe where PSASBR came first)

Fighters:
  1. Pokemon Trainer (Squirtle/Ivysaur/Charizard) (For PS4 and Vita DLC)
  2. Duck Hunt (Ultimate DLC - represents the NES series, which all 1P NES games are composited into)
Stages:
  1. Pokemon Stadium (for PS4 and Vita DLC)
  2. 25M (Ultimate DLC)
Items:
  1. Super Mushroom and Poison Mushroom (Ultimate base game)
Assist Trophies
  1. Pikachu (Ultimate base game)
Songs: (remixes in bold)
POKEMON:
  1. Title - Pokemon FireRed and LeafGreen (for PS4 and Vita DLC)
  2. Wild Pokemon - Pokemon FireRed and Leaf Green (for PS4 and Vita DLC)
  3. Pokemon Theme - Pokemon Indigo League (Ultimate base game)
  4. Pokemon Red and Blue Medley (Ultimate base game)
  5. Champion Diantha - Pokemon X and Y (Ultimate base game)
  6. Game Corner - Pokemon Diamond and Pearl (Ultimate base game)
  7. Kahuna - Pokemon Sun and Moon (Ultimate base game)
  8. Gladion's Theme - Pokemon Sun and Moon (Ultimate base game)
NES: (all Ult DLC)
  1. Duck Hunt Medley
  2. Super Mario Bros. Theme - Tetris DS
  3. The Legend of Zelda Theme - Donkey Konga
  4. Wrecking Crew Medley
  5. Clu Clu Land/Ice Climber
  6. Game A - Gyromite
  7. Underworld - Kid Icarus
  8. Butter Building - Kirby's Adventure
  9. Minor League - Punch-Out!! (Wii)
  10. Eight Melodies - Mother
Home Avatar costumes - all DLC in both games:
  1. Mario (Brawler)
  2. Link (Swordfighter)
  3. Isabelle (Gunner)
  4. Inkling (Gunner)
Trophies (PS4 and Vita DLC)
  1. Pikachu
  2. Mewtwo
  3. Mario
Spirits (Ultimate base game)
  1. Pikachu
  2. Mewtwo
  3. Gengar
  4. Psyduck
  5. Jigglypuff
  6. Poliwhirl
  7. Magikarp -> enhances to Gyarados
  8. Dragonite
  9. Mew
  10. Eevee
  11. Snorlax
  12. Mario - enhances to Fire Mario
  13. Peach
  14. Bowser
Spirits (Ultimate DLC, all use 80s art)
  1. Goomba
  2. Link -> enhances to Link and Zelda
  3. Ganon
  4. Donkey Kong Jr.
  5. Bubbles
  6. Excitebiker
  7. Samus
  8. Pit
  9. Tamagon
  10. Diskun
  11. King Hippo
  12. Howard & Nester
 
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Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
SUPER SMASH BROS. X DEVIL MAY CRY
  • Name: Dante
  • Series: Devil May Cry
  • First Appearence: Devil May Cry (PS2, 2001)
  • Gimmicks: Lock-On, Stylish Combination, Devil Trigger, Royal Guard
  • Final Smash: Sin Devil Trigger
Dante, the legendary devil hunter from Devil May Cry. Half-demon, half-human; combining a cocky charm with deep loyalty and a hidden sense of compassion. As the son of Sparda, a demon who protected humanity, and Eva, a kind-hearted human, Dante’s life is shaped by tragedy, including his mother’s death and the resulting strained bond with his twin brother, Vergil. Despite this, he channels his pain into protecting the human world while running his business, Devil May Cry. Known for his stylish, adaptable fighting style, Dante blends melee combat and ranged mastery with multiple Devil Arms and firearms that are further enhanced when he taps his demonic powers using his Devil Trigger. Ever the showman, Dante fights with a mix of reckless flair and unshakable determination, cracking jokes even in the face of hell itself.

In Smash Dante is a person of combos, his normals while not bad they ain't very strong by their own, but learning how to combine them will show you his insane potential, and don't worry he has plenty of normals, all to show his range. In fact you might say Dante is the combination of Kazuya, Joker, Bayonetta and Marth, truly a fearsome combination. Going for more specific things, unlike other concepts for Dante he doesn't use any sort of style switch, I find it unnecesary not only cuz its always clunky and not very intituitve the way people try to put it in but also cuz, even if it's a popular element of him, is not really necesary; Dante didn't had styles in the first two games and in the third one he was most of the time locked to one of each, so instead we will focus in a element that it's not only easier to add but also has appeared since the very first game and it's far more relevant: His Devil Trigger.

DMC5 is his main appearence and the inspiration for most of his moveset, thought elements of other games also appears here and there.
COLOR 1
Devil May Cry 5
COLOR 2
Devil May Cry 1
COLOR 3
Devil May Cry 3
COLOR 4
Devil May Cry 4
COLOR 5
EX Color
COLOR 6
Sparda (Colors Only)
COLOR 7
Vergil (Colors Only)
COLOR 8
Nero (Colors Only)
Differences between suits:
  • Each design uses its own Devil Trigger form.
    • In the case of the DMC1 suits, it uses the Devil form of Sparda instead, just like in DMC3.
    • In the case of the DMC3 suits, it always use the design of the Rebellion form and it doesn't change even when using different weapons.
    • The Devil Trigger changes its colors depending of the selected one:
      • Color 5 uses a darker coloration, just like in DMC5.
      • Color 6 has a subtle color change being slighty green like in some old appearences.
      • Color 7 changes the red for blue to make it more similar to Vergil's own Devil Trigger in DMC3.
      • Color 8 also goes for a blue palette, thought its more cyan looking and it resembles Nero's Devil Trigger in DMC5 (even if the base color itself is based on his DMC4 colors).
  • The DMC1 design uses the Force Edge instead of the Rebellion.
    • Other Devil Arms DOESN'T change their appearences (DMC3 doesn't replace the Balrog model for Beowulf, etc).
    • The only "exception" is the Color 5, which uses the Cavaliere R red colors instead of the regular black of the Cavaliere.
  • In the Final Smash of the DMC1 appearence, instead of the Sin Devil Trigger, Dante uses the same Devil Trigger form of Sparda and performs the attack as regular, except that it uses the Devil Sword Sparda instead of the Devil Sword Dante. The reason of this is cuz Judgment is based on Sparda's moves during the introduction of DMC1.
  • The DMC1, 3 and 4 designs are slighty different to their original appearences for gameplay purposes (match the proportions of DMC5 Dante).
(if in the next game were either 10 color slots or a proper system to divide costume variants of colors, I would also add a DMC2 alt with a secondary white colors based on Lucia)

GIMMICKS
LOCK-IN:
Just like the fighting game characters, Dante is always locking his opponent at the front, like if he was holding R1 constantly.​
STYLISH COMBINATION:
Another trait in common to fighting game characters, many of Dante's moves are cancelable between each other allowing for stylish combos.​
DEVIL TRIGGER:
A gauge that fills over time while attacking and being attacked. Activating it will unleash an incomensurable power for a brief time accompanied with a devilish look.​
ROYAL GUARD:
A smaller gauge below the Devil Trigger, it accumulates the damage received when using Block/Royal Block and release all its power when using Release/Royal Release.​
MOVEMENT
  • His entrance is him falling from the skies, superhero-entry style, exclaiming "Let's start the party!".
  • His walking and running stances are taken from DMC5.
  • His idle makes him cross his arms and even falling asleep if he is still for a long time.
  • His crouch is based on one of his taunts, he even replicates it as an idle.
  • His double jump is Air Hike, Dante covers a fairly large range in his normal jump, but Air Hike only covers half of his normal jump.
  • His dodges are based on his rolls of the original games.
    • However, holding the roll button makes Dante uses Dash instead, a Trickster style move; it travels a longer distance and has some additional invulnerability, thought it has a bit longer endlag and if you don't length your moves, you will fall off the edge.
    • In the air his forward dash is actually Sky Star, a dash through the air. His back dash is similar thought not the same as Flipper.
  • Flipper is actually part of get-up dodge, while his get-up attack is the breakdancing kick he does when recovering.
NORMAL ATTACKS
Jab:
Rebellion Combo A/B
Dante has two possible jabs, it can do a basic 3-hit combos with his sword, or if you delay the second attack, you can do a longer combination that finishes in a Million Stabs, you can mash the button at this moment to increase its duration.​
Dash:
Stinger/Million Stab
Dante rams forwards with a piercing thrust, mantaing the button cancels the piercing and insteads uses Million Stabs, mashing will increase the duration just like with Combo B.
Forward Tilt:
Rock Back
Using King Cerberus on its rod form, Dante uses the weapon as a support to impulse himself forwards performing a razor piercing kick.
Back Tilt:
Flint Wheel
Dante performs a backflip using the greaves of Balrog. Holding the button ignites Balrog, performing a multi-hit fiery variant.
Up Tilt:
High Time
Performs a rising slash, holding the button makes Dante use more strength to launch the opponent higher and at the same time tracking them for mantain the rhythm.
Down Tilt:
Cut-In Front
Dante does a slide kick, press the attack button again to perform a shotgun shot.
Neutral Air:
Aerial Rave
Dante performs a mid-air combination of slashes.
Forward Air: Swing/Revolver
Using the nunchaku form of the King Cerberus, Dante whirls slicing does near him, hold to turn into Revolver, swinging furiously till reach the ground.
Back Air:
Backslide
Dante quickly turns back to fire a gunshot from the Coyote-A
Up Air:
Bayonet Sweep
A trick Dante steals from Lady thought on his own way. He twirls both the original Kalina Ann and the replica Kalina Ann II in a sweeping motion not much different to Swing, thought its slower and doesn't move forwards or backwards.
Down Air:
Helm Breaker
A violent downwards overhead slash with Rebellion that returns Dante to the floor. Does notorious damage to shields.
SMASH ATTACKS
Forward Smash:
Prop/Shredder
Dante spins Rebellion on his hand, he can perform the Smash attack a second time in a row for more damage.
Up Smash:
Minimum/Rising/Divine Dragon
Dante performs a powerful uppercut with Balrog's Blow Mode, it has 3 charging stages each one more powerful than the other.
Down Smash:
Mad Hatter
Dante performs a literal hat trick pulling Dr. Faust and making it spin around him.
GRAB AND THROWS
Grab
Dante grabs the opponent from the arm.
Pummel
He attacks the opponent with his knee.
Forward Throw: Free Ride
Pushing the opponent to the floor, Dante steps on them and disrespectfully starts riding them like a skateboard, even damaging those in front of his path. After a short time or if he uses the attack button, Dante throws them away with a flip kick.
Back Throw: Bullet Rain
Dante flips over the opponent firing bullets to the opponent during the jump, when he is at the opposite side of the opponent, he kicks them out.
Up Throw:
Quick Drive
Quickly charging the Rebellion, Dante does a upwards slash that fires the opponent away.
Down Throw: Wild Stomp
Dante throws the opponent to the ground and steps on them and starts firing a barrage of bullets to them, then he kicks them away.
SPECIAL ATTACKS
NORMAL SPECIAL:
EBONY & IVORY
Dante uses his iconic dual pistols during his normal special, press repeatedly for Shot at the opponents, mantain the button pressed for a Charge Shot. If you move the stick while firing, Dante can walk and shot at the same time. In the air while shooting press down to execute Rainstorm.
SIDE SPECIAL: CAVALIERE
Summoning the demonic motorcycle/chainsaw Cavaliere, Dante gets different attacks depending of the direction and if he is in the ground or in the air. When moving forwards in the ground, Dante charges forwards in Full Throttle, mantaining the button makes Dante perform Wheelie Jump at the end, launching the enemy to the air while Dante follows ready for more action. In the air however he performs Redline, a powerful charge that when landing in the floor does a spin that knocks the opponents forwards.

Pressing backwards makes Dante use the twin buzzsaw mode of the Cavaliere. On the ground he uses Crossline, a devastating cross slam attack. In the air it uses Highside, turning back and attacking skywards to the opponent.
UP SPECIAL: TRICKSTER
Dante teleports up using Air Trick, thought in a slighty forwards direction, unless there are opponents near, then it teleports to the nearest opponent slighty above their heads. If performed on the ground with no opponents near, the teleport doesn't reach that much height since it uses Ground Trick instead.
DOWN SPECIAL:
DEVIL TRIGGER
With enough energy, Dante turns into his Devil Trigger form. In this form, Dante's damage output reaches new limits, as well to gain new options and changing other propierties:

  • Dante gains armor, resisting weak attacks without flinch (stronger attacks however breaks his defenses)
  • Stinger is stronger, reaches a longer distance and enlarges its hitbox.
  • Dante gains a third jump and can glide holding the jump button.
  • Ebony & Ivory are always Charged, holding the button will be considered the same as mashing.
  • Cavaliere's Full Throttle is stronger and reaches a larger distance.
  • Trickster has a larger range for the activation of the "teleport to where your enemie is".
  • In general, all his attacks deals more damage and/or more hits.

The Devil Trigger can be desactivated at will, not requiring to deplete all the gauge.The cancellation of the Devil Trigger can be further cancelled into most attacks, thought when entering in DT a short animation will play and its a requirement.
SHIELD SPECIAL:
ROYAL GUARD
Dante's shield is unique. Instead of the regular bubble, Dante uses a posture that allows him to Block all incoming damage, thought it will spend the DT Gauge instead, and if you don't have any meter, the guard will break (if your guard breaks it garanties charging 1 point of DT, so you can at least guard once next time). However if you master the Instant Shield it will perform the Royal Block instead that not only doesn't consumes the DT Gauge but it actually refills it.

Both Blocking and Royal Blocking will increase the secondary gauge of Dante, the Royal Gauge. Pressing Shield+B allows Dante to spend all this accumulated power in a powerful blow named Release, a perfectly timed release turns into a Royal Release, that does a more devastating damage.
FINAL SMASH: SIN DEVIL TRIGGER
Dante uses the Devil Sword named after him to combine human and demon into one, liberating the Sin Devil Trigger. The stage turns into a crimson glow while everything around slows down; Dante pulls his blade and starts a wicked combination of attacks that finishes in a explosive blow. This is a semi-cinematic attack similar to the ones of Pyra/Mythra and Kazuya Mishima.
TAUNTS
FRONT TAUNT
Dante provokes the opponent with his hand and a "Come on!"​
BACK TAUNT
Dante shrugs, asking at the opponent "Are you scared?"​
UP TAUNT
Dante does a small play with his dual pistols spinning them around.​
DOWN TAUNT
Dante puts his hands on his hips amused, even looking back and pointing not caring for the fight.​
AIR TAUNT
Dante can taunt even in the air, he pulls a rose while exclaiming "And you set free!", the rose has a
hitbox and does 0.1% damage, but it does a small knockback that allows some funny tricks.​
VICTORY POSES
Similar to how Joker's Victory Poses works, Dante gets a special transition to the victory cutscene, with the screen being shattered by bullet shoots till the debris flies away and the screen fades to the respective victory scene.

Dante's Victory Theme is the victory theme that sounds in DMC5 after beating the Bloody Palace.​
Dante does a series of stylish gunfu combinations, stopping when a pizza box falls from the skies that he grabs at the exact moment, opens and grabs a slice.​
Dante walks to the camera swirling his guns and in the end he points in front of it and exclaims "Jackpot! Yeah Baby!"​
Dante starts doing a graceful dance with Dr. Faust, finishing exclaiming "What you like, is this!", pointing at himself while his Summoned Swords forms a heart.​
An unholy tower with over a hundred floors that sieges over the human world. The Bloody Palace is similar to the Mementos stage of Persona, being a bit simple in layout but compensating with different forms depending of the music selected. Using music from either DMC1 or 2 makes use of the DMC2's Bloody Palace design, the DMC3 music makes use of its own design and the same goes for DMC4 and 5. All of them shares a series of background cameos that range from the Devil May Cry crew (Lady, Trish, Nico and Nero) to some specific ones of each version of the palace (like Jester/Arkham in the DMC3 version, Credo in the DMC4 version or Morrison and V with his familiars in the DMC5 version), most of the time you will see them fighting against demons (or against each other). The Palaces aren't completely static with them going up from time to time each floor with its own aesthetic.
SUPER SMASH BROS. X DEVIL MAY CRY SPECIAL EDITION
  • Name: Vergil
  • Series: Devil May Cry
  • First Appearence: Devil May Cry 3* (PS2, 2005)
  • Gimmicks: Lock-In, Stylish Combination, Devil Trigger
  • Final Smash: Triple Judgment
*technically appearing first in DMC1 as Nelo Angelo.
Vergil is the Alpha and Omega from Devil May Cry, the stoic and power-obsessed twin brother of Dante, embodying the opposite side of their shared demonic heritage. Unlike his carefree sibling, Vergil is cold, disciplined, and driven by a relentless desire to gain more power, blaming his humanity for his weakness. His backstory is one of tragedy and ambition; scarred by the loss of his mother and his inability to protect her, he channels that pain into a single-minded pursuit of power to ensure he’s never vulnerable again. Personality-wise, Vergil is calm, calculating, and unflinchingly confident, but his arrogance and disdain for weakness often isolate him from others. In combat, Vergil is a master of precision and elegance, wielding the almighty Yamato with lightning-fast, calculated strikes, while summoning Mirage Blades for long-range attacks; there is no wasted motion or unnecesary flair, just power.

In Smash Vergil might look similar to his brother at first; requiring to make stylish combos to get his full potential, thought Vergil's kit is more focused than Dante only having 4 weapons in his arsenal: The Yamato, the Force/Mirage Edge, Beowulf and the Mirage Blades, so some people might find him easy to get into, thought Vergil in the depth is actually more complex than Dante, requiring more resource management and having a wider range of variations on his back.

DMC5 is his base look and the main inspiration for this concept, thought Vergil also has his younger look from DMC3 that can be recognizable due its cleaner look and a youthful face.
COLOR 1
Devil May Cry 5
COLOR 2
Devil May Cry 3
COLOR 3
V (Colors Only)
COLOR 4
"Vante"
COLOR 5
Nero (Colors Only)
COLOR 6
Gilver (Colors Only)
COLOR 7
Corrupted (Colors Only)
COLOR 8
Nelo Angelo (Colors Only)
Differences between suits:
  • Unlike Dante, Vergil's suits doesn't change the look of his Devil Trigger.
    • The reason is because unlike Dante, Vergil's DT enhanced moves makes more use of his own body, something that would be difficult to implement in other Devil Trigger forms due how different they are to the regular one.
    • However, Vergil's Doppelganger in his Victory Taunt does change, using his DMC3 DT design for the DMC3 skins (thought it looks more like how it did in DMC4).
    • Like Dante, Vergil's Devil Trigger changes its colors depending of the selected one:
      • Color 2 is more blue, like his classic DT.
      • Color 3 is more purple-ish, like V's companions.
      • Color 4 is of a red/orange shade, one of the few that also changes the color of the light vfx. It makes it look more like Dante's Sin Devil Trigger.
      • Color 5 is of a more cyan blue with some red shades and bits of white. It's based on Nero's own Devil Trigger.
      • Color 6 is of a shade of green, just to match the suit.
      • Color 7 has a browner shade, based on the tone of Sparda's DT, the vfx light is purpleish.
      • Color 8 goes for the same colors of Nelo Angelo, with a shade of green diffrent to the one of the color 6 and its light vfx is of a darker blue.
  • The DMC3 design uses the Force Edge instead of the Mirage Edge.
    • The VFX trails are black instead of blue, like how it was in DMC4.
  • Both the colors 7 and 8 changes Vergil's skin to a paler tone, with black sclera and reddish eyes as well to eerie purple veins. They also add the same reverb effect on his voice that the Devil Trigger transformation regulary has even when he is untransformed.

GIMMICKS
LOCK-IN:
Just like the fighting game characters, Vergil is always locking his opponent at the front, like if he was holding R1 constantly.​
STYLISH COMBINATION:
Another trait in common to fighting game characters, many of Vergil's moves are cancelable between each other allowing for stylish combos.​
DEVIL TRIGGER:
A gauge that fills over time while attacking and being attacked. Activating it will unleash an incomensurable power for a brief time
accompanied with a devilish look. This gauge is also consumed by
other actions.​
CONCENTRATION:
A smaller gauge below the Devil Trigger. It fills with masterful skill, calm and serene like a samurai; in better words, it fills landing attacks, dodging correctly,
walking calmly or even just staying still; but it punishes heavily carelessness, losing high amounts of meter taking unnecesary damage, feinting attacks or speeding
up without necesity. When the gauge is in higher levels Vergil receives various bonifications to his moves asides of those tied to the Devil Trigger.​
MOVEMENT
  • His entrance is him entering from a portal that he opened slicing the air with his Yamato, rolling his neck a bit unamused.
  • His walking and running stances are taken from DMC5.
  • His idle is similar to the last part of his entrance, rolling his neck and adjusting his collar.
  • His crouch is the same as the one he has in Ultimate Marvel vs. Capcom 3.
  • His double jump is Trick Up, Vergil is the opposite of Dante having a shorter first jump but he reaches more distance in his second jump. Trick Up is also special in the sense that it also counts as a dodge giving some i-frames to Vergil.
  • His dodges are based on his rolls of the original games.
    • However, like Dante, holding the roll button makes Vergil uses Trick Dodge instead, a part of his signature Dark Slayer style; it travels a longer distance and has some additional invulnerability, thought it has a bit longer endlag and if you don't length your moves, you will fall off the edge.
    • When dodging in the air to the floor he uses Trick Down.
NORMAL ATTACKS
Jab:
Yamato Combo A/B/C
Vergil loves to be superior than Dante, so he has 3 different jabs and each one has increased propierties in SDT. His regular combo is a 4-hit combination, delaying the third attack makes Vergil finish with a heavier slash and mashing the button instead makes Vergil perform multiple slashes. In SDT the first two gets an additional finishing hit, while in the combo C increases its duration and hitbox.​
Charged Jab:
Judgment Cut
Even more, Vergil can perform a special attack with the normal attack button. Mantaing the attack button pressed allows Vergil to charge his Judgment Cut, an attack so fast that the only thing the naked eye can see is a whirlwing of slashes. They are considered a melee attack and not a projectile, multiple normal attacks can be cancelled into Judgment Cut (mostly those related to Yamato), pressing the button again at the right time increases even more its damage and allows it to perform it multiple times in a row. The attack tracks the nearest opponent or it directly fires to the front of Vergil. It can also be performed in the air.

Both SDT and the Concentration Gauge influence the size, damage, amount and range of the Judgment Cut. A blue cone trail can be seen for a brief time before the Judgment Cut is unleashed to let the opponent a small chance to not be subjugated by this attack.
Dash:
Rapid Slash/
Rising Star
Vergil dash forwards slicing everything on his path, the move makes Vergil pierce the opponent and passing through them, thought mantaining the button pressed makes him instead perform a rising attack ready to start an aerial combination. The SDT version travels a larger distance.
Forward Tilt:
Mirage Edge Combo A
A jab-like attack that allows Vergil performing a combo tapping thrice, mash the button for a Million Stabs-like finish. In SDT Vergil will end with two finishing thrusts (only the normal combo).
Back Tilt:
Drive
Vergil does two quick upward slashes with the Mirage Edge, unlike the game, they don't perform any projectile after its use.
Up Tilt:
Upper Slash
Launches the opponent to the air with an upwards slash of Yamato, pressing the button again fast makes Vergil do an additional downwards slash, while mantaining it pressed makes Vergil following the opponent airbourne.
Down Tilt:
Sheath Jab
Based on one of his basic attacks in UMvC3, Vergil does a quick jab using the sheath of Yamato.
Neutral Air:
Aerial Rave A/B
Vergil attacks the opponent with a flurry of strikes. Delay the final blow to perform a spinning combo instead, finishing with a mighty blow that crashes the opponent back to the floor.
Forward Air: Aerial Rave V
Dante's particular version of the Aerial Rave reclaimed back by his brother, a quick slash command.
Back Air:
Air Stinger
Vergil does a piercing thrust with his Mirage Edge traveling a small distance.
Up Air:
Flying Blade
A Smash original attack where Vergil uses the Mirage Edge to do a skywards slash in a crescent arc.
Down Air:
Aerial Cleave
A clean and merciless falling slash with Yamato.
SMASH ATTACKS
Forward Smash:
Round Trip
Vergil charges his Mirage Edge and launches it forwards converting it into a whirwind saw for a brief time, Vergil can further attack the opponent while they are staggered, thought the usage of a Mirage Edge-related move will recall back the sword earlier.
Up Smash:
Overdrive
Vergil charges an upwards angled slash, with enough Concentraction Gauge it can be charged completely, allowing it to create a devastating wave that hits the opponent multiple times. In SDT the projectile staggers the opponent for longer.
Down Smash:
Void Slash
A slash so powerful that cleaves the space and pulls the opponents near Vergil; it can't be fully charged unless the Concentration Gauge is at Level 1 minimum.
GRAB AND THROWS
Grab
Vergil stabs the opponent with a Mirage Blade.
Pummel
Fires Mirage Blades in quick succesion to the opponent.
Forward Throw: Scum
Vergil gives the back to the opponent and pushes them forwards with the back of the sheath.
Back Throw: Foolish Stab
Vergil stabs the opponent with the Mirage Edge and quickly uses a Trick Action to teleport behind them and kick them out.
Up Throw:
High Time
Quickly charging the Mirage Edge, Vergil does a upwards slash that fires the opponent away, mantaining the button pressed allows Vergil to follow the opponent through the air.
Down Throw:
Heavy Rain Blades
Vergil summons a barrage of Mirage Blades above the opponent and fires them pinning them down. This strong throw consumes DT Gauge and trying to perform it when there is no meter will result in just a single blade coming down.
SPECIAL ATTACKS
NORMAL SPECIAL:
MIRAGE BLADES
Vergil dislikes firearms, he instead makes use of magical phantom swords known as Mirage Blades. Mashing the button allows Vergil to fire them in quickly succesion. Mantaining the button pressed however makes Vergil use the technique Spiral Blades, summoning multiple blades that spins around him and can release holding tapping twice or he can mantain them to constantly juggle the opponent just for being near them, thought it also consumes DT meter (much like the rest of Vergil's additional techniques involving the Mirage Blades).

If while firing Vergil mantains pressed the button and moves the stick to a different direction, Vergil uses other sword formations. Pressing forwards makes Vergil uses Storm Blades, similar to Spiral Blades but it surrounds the opponent instead, piercing them after a delayed time, launching them up. Moving it backwards summons Blistering Blades instead, invoking 8 blades at once that fires all together after a brief time.
SIDE SPECIAL: BEOWULF
Vergil's signature set of gauntlets and greaves. This is one of Vergil's most sofisticated tools, since they work in a Dancing Blades-style command, you get around 3 attacks that depending of the pressing direction it can perform a notorious variety of Beowulf's set of commands. Most of each individual directions can also be charged to increase the damage, thought it will also spend a notorious bit of his concentration gauge with each charge.
  • F-Special x3 - Beowulf Combo A: The traditional three hit attack finishing with a roundhouse kick. It does a second spinning kick in SDT if you press the special button a fourth time.
  • F-Special x2, D-Special, F-Special - Beowulf Combo B: It changes the roundhouse kick for a lightining fast kicks and a finishing piercing blow. In SDT Vergil turns back and spreads his wings for the final blow if you press the special button once more.
  • F-Special x2, U-Special - Lunar Phase: A vicious spin finishing in a heel kick, in SDT the spin is more agressive.
  • F-Special, U-Special, D-Special - Flush/Starfall: Vergil does a damaging jump and quickly follows with a powerful dive kick. Press the special button again in SDT for a rising flying kick.
  • F-Special, B-Special - Beast Uppercut/Rising Dragon/Dragon Breaker: Vergil performs an uppercut, it has 2 charging states: Without charge is just a regular (thought very damaging) uppercut, while at its first charge it makes Vergil perform a rising dragon punch, while at it's maximus charge it becomes a double rising uppercut with the third one reaching longer distance and dealing devastating damage. If that wasn't enough, in SDT it turns into a triple uppercut Shoryureppa style.
  • F-Special, D-Special, F-Special - Kick 13: Unleash a flurry of devasting kicks, hold the special button to perform Rising Sun and ascend along your foe. When SDT is active, the kicks are greater in number and more violent.
  • F-Special (Midair) - Starfall: Vergil inmediatly performs Starfall when he uses his Forward Special midair. When using the SDT form it has the same propierties as its grounded variant.
  • B-Special - Beast Uppercut/Rising Dragon/Dragon Breaker: The same moves of before, just that they don't require to do the first punch of Beowulf Combo A.
  • B-Special (Midair) - Lunar Phase: Like with the uppercuts, is the same as the regular one but without requiring to input the start of the Combo A.
Pressing a wrong direction during a combination will either convert it into Combo A or stop it.
UP SPECIAL: DARK SLAYER
Vergil uses Air Trick, a more traditional teleport, thought it works in tandem with Mirage Blades. If an opponent is pierced by a Mirage Blade, Vergil will be able to teleport in front of them (if they are near enough), when multiple enemies are pierced by a Mirage Blade, Vergil will teleport to the nearest one.
DOWN SPECIAL:
SIN DEVIL TRIGGER
With enough energy, Vergil turns into his Sin Devil Trigger form. In this form, Vergil's damage output reaches new limits, as well to gain new options and changing other propierties:

  • Vergil gains armor, resisting weak attacks without flinch (stronger attacks however breaks his defenses).
  • Vergil's moving speed is increased.
  • Automatically makes use of Dash when attempting roll.
  • The Concentration Gauge depletes less and is more lenient on its punishments.
  • Multiple attacks gets upgrades (see the respective attack's description), or at least gets more strength/hit count.

The Sin Devil Trigger can be desactivated at will, not requiring to deplete all the gauge.The cancellation of the SDT can be further cancelled into most attacks, thought when entering in SDT a startup animation will be obligatory, thought unlike Dante, Vergil creates a shockwave when entering in this form, pushing his foes away leaving him enough space to fight.
FINAL SMASH: TRIPLE JUDGMENT
Vergil transforms into Sin Devil Trigger and quickly turns into a pose, exclaims boldly "There is no escape!" and performs the powerful Deep Stinger moving like a deadly tornado front him, if any foe gets hit by the front of this attack, they are teleported to the rest of the cinematic where Vergil appears with Beowulf exclaiming "Now I'm Motivated!" and brining Hell on Earth punching the ground so hard that an explosion launches everyone through the air. Right when they are suspended, time starts to slow down while afterimages of Vergil slashes through all directions interconecting in the ground where Vergil slowly sheats back the Yamato proclaiming his victory, "Rest in Peace."

Like some other Final Smashes, this one instant kills any opponent with 100% or more of damage at the end of the attack.
TAUNTS
FRONT TAUNT
Vergil quickly unsheates the Yamato, exclaims to the opponent "Show me your Motivation!" and sheates the sword back. The slash does poke damage.​
BACK TAUNT
Vergil gives the back to his foes, pass his hand through his hair and unamused proclaims "You are wasting my time."​
UP TAUNT
Vergil poses standing holding the sheated Yamato on the ground, he strongly afirms "This shall be your grave." In SDT, it uses the Mirage Edge instead and says "I shall surpass Sparda."​
DOWN TAUNT
Vergil summons a Mirage Blade at his fingers and twirls it, exclaiming "Let's have some fun", proceeding to break the blade with his palm. The blade has a hitbox and does minimum damage thought it can stagger the opponent for a brief time.​
AIR TAUNT
Similar to Dante, Vergil also has an Aerial Taunt that consist in firing a weak projectile, in his case 3 small Mirage Blades.​
VICTORY POSES
Like his brother, Vergil gets a special transition to the victory cutscene, thought unlike bullets, sword slashes reaps through the screen and shattereds it into glass pieces.

Vergil's Victory Theme is the victory theme that sounds in DMC5 after beating the Bloody Palace.​
Vergil appears kneeled seiza-style, quickly standing and performing a kenbu sword dance, the finish is a bit different than the one of the taunt that is based on, since it ends with Vergil turning into his
Sin Devil Trigger form and adopting the posture he had when starting his second round against Dante in DMC5.​
Vergil unsheates the Yamato in quick draw, then he gives the back to the screen and proceeds to sheate the sword on his back. If Dante was in the match, Vergil replies "Foolishness Dante, foolishness."​
Vergil, apparently by accident, summons his doppelganger that suddenly starts dancing with a cover of "Dies Irae" in the background (replacing the regular victory theme)
while Vergil tries to stay cool a bit embarassed of what is happening, Vergil unamused cuts
the clone at the end, "That's enough!"​
Lady will be an assist trophy using a more modest version of her DMC3 design. She is armed with the Kalina Ann and fires rockets all around the screen, she can also make use of the integrated bayonet hook to close gaps between her and other fighters and make them taste lead.
Some additional tunes for your inner devil hunter.
In my personal utopia all three Vergil themes would be a single arranged version but I never found a version with all three so lol.
Vergil fights against foes who has power in their hands. Beware, a storm is approaching.
ROUND 1
:ultbowser: (Giant)
Mario Galaxy - Mental Machine​
ROUND 2
:ultkazuya:
Find Mii (Omega) - Darkness Instinct​
ROUND 3
:ultmewtwo:
Teselia Pokemon League - Let's Just See​
ROUND 4
:ultmetaknight: (Galacta Knight)
Halberd (Omega) - Super Ultra Violet​
ROUND 5
:ultsephiroth:
Northern Cave - The Duel​
ROUND 6
Ganon
Castle Ruins (Boss Version) - Undeniable Fate​
BONUS STAGE
FINAL ROUND
Dante
Bloody Palace (Omega) - Bury the Light​
Since this isn't exactly planned as DLC (?), this would have a notorious amount of spirits. I'll list some that I personally don't bother in think how to do them, and then focus on the ones I have an idea.

EDIT: I have better ideas for some of them but messing with the table is a no no so I'll write them here but in a simplificate form.
  • Alastor
  • Ifrit
  • Mundus
  • Argosax
  • Jester
    • Primary, Neutral, Novice
    • Evolves to: Arkham
      • Advance (Ability: Magic Attack +)
  • Cerberus
    • Primary, Defense, Advance.
    • Fighter: Duck Hunt x3 (Red)
    • Stage/Theme: Summit (Omega) - Suffer
    • Conditions: The enemy is giant, Ice Floor.
    • Evolves to: King Cerberus
      • Ace (Ability: Anti-Freeze)
  • Agni & Rudra
  • Geryon
    • Support, Neutral, Advance.
    • Fighter: Dark Samus
    • Stage/Theme: Eldin Bridge - Divine Hate
    • Conditions: The enemy rams into you, items in large quantities (timer)
    • Ability: Speed +
  • Nevan
  • Agnus
  • Berial
  • Morrison
  • Goliath
    • Support, Attack, Novice
    • Fighter: Bowser (Brown)
    • Stage/Theme: Castle Siege (Omega) - Devil Trigger
    • Condtions: The enemy's physical attacks are enhanced, the enemy is giant.
    • Ability: Fist Attack ↑
  • Artemis
    • Primary, Attack, Novice
    • Fighter: Palutena
    • Stage/Theme: Garreg Mach Monastery (Cathedral) - Devil Trigger
    • Condtions: The enemy favors neutral specials, the enemy is metal.
    • Ability: Projectiles ↑
  • Cavaliere Angelo
    • Support, Defense, Ace
    • Fighter: Cloud
    • Stage/Theme: Bloody Palace - Voltaic Black Knight
    • Conditions: Zap Floor, the enemy's sword attacks are stronger, the enemy is metal.
    • Ability: Easier Perfect Shield
  • Nico Goldstein
    • Support, Grab, Novice
    • Fighter: Daisy, Corrin (Blue)
    • Stage/Theme: Fourside (Battlefield) - Devil Trigger
    • Conditions: Assists appears (Kapp'n).
    • Ability: Stamina ↑
  • Dante (DmC)
  • Vergil (DmC)
With this said, now its time to list more detailed ones:
TRISH
Primary - Defense - Ace
Stage: Pilotwings

Theme: Public Enemy

Fighter: Zero Suit Samus

Conditions:
  • The enemy's electric attacks are stronger.
  • The enemy's physical attacks are stronger.
  • The enemy starts the battle with an enhanced Ore Club.

Ability: Electric Attack ↑
NELO ANGELO
Support - Neutral - Advance
Stage: Bloody Palace

Theme: Super Ultra Violet

Fighter: Vergil (Green/Purple)

Condtions:​
  • The enemy is slow but has increased defense and attack.​
  • The enemy is metal.​
Ability: Weapon Attack ↑
EVA
Support - Neutral - Legend
Stage: Luigi's Mansion (Destroyed)

Theme: Theme of Eva

Fighters: Palutena (Red), Dante, Vergil

Conditions:
  • Defeat the main fighter to win (Palutena).
  • The enemy is invisible (Palutena).
  • The enemy's special attacks have increased power.
  • The floor is lava.
Ability: Great Autoheal
SPARDA
Primary - Attack - Legend
Stage: Dracula's Castle (Omega)

Theme: Legendary Battle

Fighter: Dante (Purple)

Conditions:
  • The enemy heals over time.
  • The enemy has super armor and is hard to launch or make flinch.
  • The enemy will charge up a powerful Final Smash.
  • The enemy can use their Final Smash twice in a row.
Ability: None
SPARDA (DEVIL TRIGGER)
Primary - Neutral - Legend

Summon fusing Sparda with Nelo Angelo.

Ability: Transformation Attack ↑

(Greatly increases attack under transformation effects)
LUCIA
Primary - Neutral - Advance
Stage: Bloody Palace

Theme: Wings of the Guardian

Fighter: Sheik (White)

Conditions:​
  • The enemy favors Neutral Specials.​
  • The enemy's throwing items have increased powers.​
  • Certain items will appear in large numbers (Deku Bombs).​
Ability: None
LADY
Support - Attack - Advanced
Stage: Umbra Clock Tower (No Hazards)

Theme: Lady Battle

Fighters: Bayonetta (White),

Conditions:
  • The enemy's projectile attacks have increased power.
  • Hostile assist trophies will appear (Lady).
Ability: Projectiles ↑
DOPPELGANGER
Support - Neutral - Advance
Stage: Castle Siege (Battlefield)

Theme: Divine Hate

Fighter: Dante (DMC3)

Conditions:
  • The enemy can instantly escape from movement-disabling moves.
  • Stamina Battle (Both: 250HP)
Ability: Irreversible Controls
BEOWULF
Support - Attack - Advance
Stage: Bloody Palace

Theme: Suffer

Fighter: Vergil (Blue)

Conditions:
  • The enemy favors Side Specials.
  • The enemy has super armor and is hard to launch or make flinch.
Ability: Physical Attack ↑
KYRIE
Support - Defense - Novice
Stage: Kalos' Pokémon League (Hazards Off)

Theme: The Time Has Come

Fighters: Zelda (White), Corrin (Blue)

Conditions:
  • Defeat the main fighter to win (Zelda).
  • The enemy tends to avoid conflict (Zelda).
Ability: Critical-Health Defense ↑
CREDO
Primary - Attack - Advance
Stage: Bloody Palace

Theme: Swipe of the Swords

Fighter: Ike (White)

Conditions:
  • The enemy's sword attacks are stronger.
  • The enemy's shield has extra durability.
  • The enemy is metal.
Evolves at Lvl. 99 into Credo Angelo
CREDO ANGELO
Primary - Attack - Ace
Evolves from: Credo

Ability: Weapon Attack ↑
NERO
Primary - Grab - Ace
Stage: Bloody Palace (Omega)

Theme: Devil Trigger

Fighter: Corrin (Blue)

Conditions:
  • The enemy starts the battle with an enhanced Vengeful Pistol.
  • The enemy gets a major stat boost when badly damaged.
  • The enemy's sword attacks are stronger.
  • The enemy will ocassionally turn metal.
Evolves at Lvl. 99 into Nero (Devil Trigger)
V
Primary - Defense - Ace
Stage: Luigi's Mansion (Final Destination)

Theme: Crimson Cloud

Fighter: Robin, Falco (Black), Incineroar (Black/Gray), Bowser (Black)

Conditions:
  • Defeat the main fighter to win (Robin).
  • The enemy tends to avoid conflict (Robin).
  • Reinforcements will appear during the battle (Bowser).
  • The enemy is giant (Bowser).
Ability: Magic Attack ↑
NERO (DEVIL TRIGGER)
Primary - Grab - Legendary
Evolves from Nero

Ability: Strong Throw
URIZEN
Support - Attack - Ace
Stage: Reset Bomb Forest (Aftermath, Omega)

Theme: Undeniable Fate

Fighter: Ganondorf (Purple/Blue)

Conditions:
  • The enemy is giant.
  • The enemy has increased attack power.
  • The enemy has super armor and is hard to launch or make flinch.
  • Stamina Battle (Player: 250HP, Ganondorf: 350HP).
Ability: Giant
NELO ANGELO :ultswordfighter:
VERGIL :ultswordfighter:
NERO (ALL CLASSES)
V :ultswordfighter:
TRISH (ALL CLASSES)
Uses the Nelo Angelo's Greatsword.Uses Yamato.As Swordfighter, uses Red Queen.
As Gunner, uses Blue Rose.
As Brawler, has Overture as his Devil Breaker.
Uses V's Cane.As Swordfighter, uses Devil Sword Sparda.
As Gunner, uses Nightmare-Beta.
As Brawler, fights barehands.

Dante's DMC1 Mii Costume is mantained.

And now, that's all. Probably going make a third DMC related post with two alternative concepts for Dante (one based in DMC1, other in DMC3), but that would be for another day. I also would like to tap in other franchises like Dead Cells, Super Robot Wars, DOOM, etc.

EDIT: I initially wanted to make two complete movesets of Dante with DMC1 and DMC3 for inspiration, but I noticed how dumb that was so I'm just throwing my alternate special moves...but with a twist, these versions are planned like a what if they were added in their time period (DMC1 Dante in Melee or DMC3 Dante in Brawl) so while their movesets would bess flashy, its also a bit of fun thinking about it.

NEUTRAL SPECIAL:
Nightmare-B
Dante charges a green energy orb that will quickly travel across the screen piercing and bouncing around.
SIDE SPECIAL:
Alastor
Dante performs a spin attack similar to Vortex.
UP SPECIAL:
Air Hike
Dante realizes a extra jump to the air.
Down Special:
Ifrit
Dante uses a roundhouse kick with fire properties.
NEUTRAL SPECIAL:
Ebony & Ivory
Dante fires with his iconic guns, in the air he uses Rainstorm instead.
SIDE SPECIAL:
Cerberus
Dante uses the move Crystal, making some big ice spikes to sprout, mash the button to perform Million Carats, making the crystals surround Dante instead. They can freeze.
UP SPECIAL:
Agni & Rudra
Dante uses the move Twister, creating a vortex of fire and wind around him, mash the button to use Tempest provoking Dante to fly upwards; Dante will use Tempest inmediatly when attacking in the air.
DOWN SPECIAL:
Beowulf
Dante uses Beowulf and charge Rising Dragon on the ground perfoming an uppercut or a Killer Bee making a dive kick in the air.
FINAL SMASH:
Devil Trigger
Dante transforms for a time in Devil Trigger, under this state he has a completely new moveset. His normal attack is always Dance Macabre while he can use Thunder Bolt and Vortex from his Nevan form as well to fly with Air Raid.
 
Last edited:

Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
Alright I got this idea first so I wanted to share it.

SUPER SMASH BROS. X FATE
  • Name: Saber (Artoria Pendragon)
  • Series: Fate
  • First Appearence: Fate/stay night (PC, 2004)
  • Gimmicks: Command Seals, True Name Revealed
  • Final Smash: Excalibur: Sword of Promised Victory
Saber, true name Artoria Pendragon the King of Knights, is one of the protagonists from Fate/stay night, summoned as a Servant in the Holy Grail War, appearing as a petite yet fiercely noble warrior. Despite her small stature, her determination and sense of justice are huge. Beneath her stoic demeanor lies a deeply tragic backstory full of regret, but her story in company of her master Shirou. She fights with a sword concealed by Invisible Air, actually being the legendary Excalibur which only reveals in moments of crisis.

In Smash Saber is a quite a simple fighter, she fights using her blade that starts hidden by a swirl of wind but it reveals its shining blade once Artoria is her 100% of damage or more. Her attacks mostly involves using her sword for slashes, strikes and pokes, thought she also attacks with bursts of mana and has a decent mobility. Similar to the Pokémon Trainer and Pyra/Mythra, Shirou appears in the background when playing as Saber and also appears in one of her victory poses.

Saber's last 2 suits are her casual clothes from the novel.
COLOR 1
Fate/stay night
COLOR 2
Saber Alter (Colors Only)
COLOR 3
Saber Lily (Colors Only)
COLOR 4
Lion Saber (Colors Only)
COLOR 5
Red Saber (Colors Only)
COLOR 6
Ruler (Colors Only)
COLOR 7
Casual
COLOR 8
Saber Alter Casual (Colors Only)
Differences between suits:
  • Certain colors have slight visual effects differences.
    • Both Saber Alter looks changes the color of Excalibur to black and red just like its corrupted self, the twirl of air when concealed is purple and red instead of the shade of light blue of the original.
  • Shirou has different colors in certain costumes.
    • Shirou's colors in the Saber Alter looks are based on Archer.
    • Shirou's colors in the Color 5 slot gives him a brown suit and brown hair, similar to the protagonists of Fate/Extra.
    • Shirou's colors in the Color 6 slot changes his hair to white and eyes to red, similar to Sieg, the protagonist of Fate/Apocrypha.

GIMMICKS
COMMAND SEALS:
A mechanic tied to her shield special, Saber starts a match with 3 stacks of command spells that she can spends in the match for special effects.
The spells doesn't recover over time and the only way to reuse them is when she is defeated and starts the battle with a new stock.​
TRUE NAME REVEALED:
Saber mantains her true name concealed for most of the fight, hiding her sword in a twirl of wind as way to keep the secret, but if she is in a critic condition
with 100% or more of damage, Shirou will scream "Artoria!", revealing her true identity and removing the air of the sword to reveal Excalibur on its full glory.
When the sword is unsheated, her attacks deals less hits but they are a lot more damaging and chip damage, it also replaces Strike Air for Starlight and Intuition for Avalon.​
MOVEMENT
  • Her entrances consist of her being summoned from a magic circle, the usual summoning process of the magus.
  • Her walk, run, crouch, jumps and block are based on Melty Blood: Type Lumina.
NORMAL ATTACKS
Jab:
Sword Combination
Saber jabs with the tilt of the blade and follows with two slashes.​
Dash:
Thrust
Saber attacks with a lunge.
Side Tilt:
Wide Slash
Saber realize a downwards slash crouching a little to reach a higher distance.
Up Tilt:
Knight Acended
Saber does an upwards slash.
Down Tilt:
Swipe Blade
Saber does a quick 2-hit sword sweep.
Neutral Air:
Spinning Air
Saber does a spinning slash swirling through the air.
Forward Air:
Double Strike
Saber does two quick slashes with Excalibur.
Back Air:
Tornado Sword
Saber does a horizontal slash spinning through her own axis, so it actually hits both sides.
Up Air:
Royal Spike
Saber thrust the sword upwards.
Down Air:
King's Blow
A heavy attack that has meteoric propierties.
SMASH ATTACKS
Forward Smash:
Mana Burst - Straight
Saber unleashes a burst of mana forwards, it manifests as a whirlwind under the Invisible Air or as a burst of light
Up Smash:
Mana Burst - Rising
Just llike in the forward Smash, Saber realizes a mana explosion, but this time upwards.
Down Smash:
Mana Burst -Down
Once again, Saber realizes a burst of mana, but this time it thrust the ground releasing two bursts on the sides.
GRAB AND THROWS
Grab
Saber does a very standard throw grabbing her opponent from the collar of the neck.
Pummel
Uses the tilt of the sword to attack the opponent.
Forward Throw:
Just
Saber does a fair thrust, sending the opponent forwards.
Back Throw:
Kendo Throw
Saber realizes a lendo like throw, courtesy of practice in the Emiya's Estate.
Up Throw:
Combination Throw
Saber does a series of slashes upwards, sending the opponent up.
Down Throw:
Final Thrust
Saber throws the opponent to the floor and stabs them.
SPECIAL ATTACKS
NORMAL SPECIAL:
STRIKE AIR/
STARLIGHT
Under Invisible Air, Saber fires a short gust of wind, while when its true name is revealed, she fires a light projectile similar to Terry's Power Wave. In the air, Strike Air mantains mostly similar except that is a sphere while Starlight fires an aerial projectile.
SIDE SPECIAL:
ELFIN DANCE
A three stirkes thrust very similar to Marth's Dancing Blade, except that it doesn't have variations.
UP SPECIAL:
RISING KING
Saber ascends with a flying slash propulsed by wind/light, it can be performed twice with the one in the air can be directioned.
DOWN SPECIAL:
INTUITION/AVALON
Saber closes her eyes and trust her Intuition to evade the opponent and counterattack with a slash. When Excalibur is revealed, Artoria can summon the sheat of the blade becoming a stronger counter that not only counterattacks inmediatly with a burst of light, but also it has a higher hitbox.
SHIELD SPECIAL:
COMMAND SPELL
Shirou can command Saber to 4 different actions, they can be selected using the stick while holding the special button, the options are:
  • Mana Burst: Increases Saber's damage for a brief time, with her being surrounded by a red aura.
  • Magic Resistance: Increases Saber's defense for a brief time, with her being surrounded by a blue aura.
  • Riding: Increases Saber's speed for a brief time, with her being surrounded by a green aura.
  • Come: Saber instantly teleports to where the opponent is, no matter how far they are (it choices the closest opponent in a 3 or more battle), this action consumes all seals at once.
FINAL SMASH: EXCALIBUR - SWORD OF PROMISED VICTORY
A semi-cinematic super where Shirou commands Artoria to release her Noble Phantasm, she agrees and reveals her sword as Excalibur and after a chant, her blade is surrounded into a giant blade of light, slashing forwards and releasing all into a burst that annihilates the opponents at her front, if the match ends with Artoria doing this attack and she is the winner, a special Victory Pose appears, where a pillar of light bursts from the ground and she sheates Excalibur back.
TAUNTS
FRONT TAUNT
Saber poses her blade in the ground.​
UP TAUNT
Saber pulls a fighting pose.​
DOWN TAUNT
Saber eats a treat to recover energy.​
VICTORY POSES
Saber's Victory Theme is a short remix of the track Excalibur from the Visual Novel.​
Saber releases the Invisible Air of Excalibur putting the blade in front of her, and then he slashes forward with a poses similar to the one from her Melty Blood artwork.​
Saber, with a cape, thrust the blade to the ground and looks back at the camera with a confident stare.​
Shirou appears and falls to the floor, and in front of him, Saber is summoned with the both of them staring back to back.​
A fight that holds place in the Ryuudou Temple, it starts as a very plain stage during the night, but after a time the Greater Holy Grail reveals and its corruption floods the sides of the stages and touching the corruption will cause damage much like lava, the stage goes back to normal after a time.
Archer can cooperate in battle as an assist trophy. Using his dual blades Kanshou and Bakuya that he can use to attack at melee or launch, he can also fire a critical-hit projectile in the form a sword named Caladbog fired from a bow.
The music selection is mostly based on the first visual novel Stay Night, with a few tracks from Hollow Ataraxia, Extra, Extella and a few tracks from Samurai Remnant, Tsukihime, Melty Blood and Mahou Tsukai no Yoru. Note that there is no track from the animes.
(Lowkey want to make a concept for Arcueid and Aoko, thats why the overall representation of Type Moon is barebones)
Saber's Arcade Mode is about fighting against a opponent that represent a particular class, the first round being against Archer, the second one against Lancer, the third one against Rider, the fourth one against Caster, the fifth one against Assassin and the sixth one against Berserker.
ROUND 1
:ultpit:
Skyworld - Ever-presenting Feeling​
ROUND 2
:ultbyleth:
Garreg Mach Monastery - Clashing Souls​
ROUND 3
:ultbowserjr:
Delfino Plaza (Battlefield) - Duel-Friend or Foe (The Bond Between Master and Servant)​
ROUND 4
:ultrobinf:
Coliseum - False Transmigration of the Soul​
ROUND 5
:ultsephiroth:
Northern Cave - Lightning Swordsman - Shippuu no Kenshi​
ROUND 6
:ultridley:
Norfair (Omega) - Light and Darkness-Hikari to Yami​
BONUS STAGE
FINAL ROUND
Dharkon
Final Destination (Boss Version) - All Evil of the World-Konoyo Subete no Aku​
Much like with DMC, there are spirits that I don't have an idea how to do them, so I'll just list them, thought there are less characters than before. the dynamic here is that, at least most of the spirits, would be a Master/Servant duo. (I have been writting this all night so Im just leaving this here and put info later)
  • Sella and Leysritt (Novice)
  • Waver Velvet (Advance)
  • Caren Ortensia
  • Luviagelita Edelfelt
  • Stheno & Euryale
  • Rin Tohsaka & Lancer (Extra)
  • Rani VIII & Berserker (Extra)
  • Shinji Matou & Rider (Extra)
  • Alice & Caster (Extra)
  • Run Ru & Lancer (Extra)
  • Julius B. Harwey & Assassin (Extra)
  • Twice H. Pieceman & Savior
  • Elisabeth Bathory
  • Kiara Sessyoin & Caster (Extra CCC)
  • Takao Dayu & Berserker (Samurai Remnant)
Now let's go
SHIROU EMIYA
Support - Neutral - Ace
Stage: Holy Grail
Theme: Pit, Saber
Fighter: Robin (Red)
Condtions:
  • Defeat the main fighter to win (Pit)
  • The enemy favors normal attacks (Pit).
  • The enemy gets a major stat boost when badly damaged (Pit).
  • The opponent's special attacks have increased power (Saber).
Ability: Stats ↑ ↑ after Eating
RIN TOHSAKA & ARCHER
Primary - Attack - Ace
Stage: New Pork City (Battlefield)
Theme: EMIYA
Fighter: Robin (Red)
Condtions:
  • The enemy's magical attacks have increased power.
  • Hostile assist trophies will appear (Archer).
  • Stamina battle (200HP both).
Ability: Fire & Explosion Attack ↑
LANCER
Primary - Attack - Advance
Stage: Fourside
Theme: Clashing Souls - Gekitotsu Suru Tamashii
Fighter: Byleth (Blue)

Condtions:
  • The enemy favors side specials.
  • The enemy can instantly escape of movement disabling moves.
Ability: None
SHINJI MATOU & RIDER
Support - Grab - Novice
Stage: Gamer
Theme: Go! Shinji Oh!
Fighter: Palutena (Pink), Villager (Light Blue)
Condtions:
  • Defeat the main fighter to win (Villager)
  • The enemy tends to avoid conflict (Villager)
Ability: Magic Resist ↑
SOUICHIROU KUZUKI & CASTER
Primary - Defense - Advance
Stage: Holy Grail
Theme: Into the Night
Fighter: Ryu (Black), Zelda (Black)
Condutions:
  • Defeat the main fighter to win (Ryu).
  • The enemy's physical attacks have increased power (Ryu).
  • The enemy favors side specials (Zelda).
Ability: Fist Attack ↑
ASSASSIN
Support - Attack - Novice
Stage: Holy Grail
Theme: Lightning Swordsman - Shippuu no Kenshi
Fighter: Sephiroth (Color 2)
Condtions:
  • The enemy's sword attacks have increased power.
Ability: Lightweight
ZOUKEN MATOU & TRUE ASSASSIN
Primary - Grab - Advance

Ability: None
ILLYASVIEL EINZBERN & BERSERKER
Support - Attack - Ace
Stage: Luigi's Mansion
Theme: Clashing Souls - Gekitotsu Suru Tamashii
Fighter: Ganondorf (Brown x9), Kirby (White)
Condtions:
  • The enemy tends to avoid conflict (Kirby).
  • The enemy has super armor but moves slower (Ganondorf).
  • Reinforcements will appear after the enemy is KO'd (Ganondorf).
Ability: Critical-Health Stats ↑ ↑
TAIGA FUJIMURA
Support - Grab - Novice
Stage: Nintendogs (Battlefield)
Theme: Tiger Dojo
Fighter: Incineroar (Green)
Condtions:
  • The enemy starts the battle with an enhanced Home-Run Bat.
  • The enemy loves to taunt.
Ability: Critical-Health Attack ↑
SABER ALTER
Primary - Neutral - Ace
Stage: Holy Grail
Theme: Excalibur, Sword of Promised Victory - Saber Alter Mix
Fighter: Saber (Black)
Condtions:
  • The enemy's sword attacks have increased power.
  • All fighters ocassionally take sudden damage.
  • The enemy will charge a powerful Final Smash.
Ability: Sword Attack ↑
KOTOMINE KIREI
Support - Neutral - Legend
Stage: Garreg Mach Monastery (Cathedral)
Theme: Light and Darkness - Hikari to Yami
Fighter: Kazuya Mishima (Suit)
Conditions:
  • The enemy's physical attacks have increased power.
  • The enemy has super armor and is hard to flinch.
  • You constantly take minor damage.
  • Stamina Battle (300HP Kazuya, 200HP you)
Ability: Special-Move Power ↑
SAKURA MATOU
Primary - Defense - Advance
Stage: Suzaku Temple (Battlefield)
Theme: Ever-presenting feeling - Kienai Omoi
Fighter: Peach
Conditions:
  • Certain items will appear in large numbers (Food).
  • Items will be pulled toward the enemy.
Evolves to Dark Sakura at Lvl.99
DARK SAKURA
Primary - Defense - Legend
Evolves from: Sakura Matou
Ability: Fast Final Smash Meter
BAZETT FRAG MCREMITZ & AVENGER
Support - Neutral - Novice
Stage: Holy Grail
Theme: Avenger
Fighter: Mii Fighter, Greninja (Black)
Condtions:
  • The opponent favors neutral specials (Mii Fighter, Shot Put)
  • The opponent favors side special (Greninja)
Ability: Trade-Off Attacks ↑
GILGAMESH
Primary - Attack - Ace
Stage: Coliseum
Theme: Eiyuu-Oh
Fighter: Vergil
Condtions:
  • The enemy favors neutral specials.
  • The enemy is gold.
  • The enemy has super armor and is hard to launch or make flinch.
  • Stamina Battle (300HP Vergil, 150HP You)
Evolves to Gilgamesh (Extra CCC) at Lvl. 99
Yes, I'm using fanon characters too.
GILGAMESH (EXTRA CCC)
Primary - Attack - Legend

Evolves from: Gilgamesh
Ability: Gold
(Turns the player into Gold like when collecting 100 coins).
MASTER & SABER, ARCHER AND CASTER (EXTRA)
Primary - Neutral - Legend
Stage: Mementos (Hazards Off)
Theme: Saber, Everything is on her Hands
Fighter: Joker (student gray), Saber (red), Palutena (blue)
Conditions:
  • Defeat the main fighter to win (Joker).
  • The enemy's special attacks are stronger (Saber, Palutena).
  • Hostile assist trophies will appear (Archer).
  • Stamina battle (200HP Joker/You, 250HP Saber/Palutena).
Ability: Weapon & Magic Attack ↑↑
DAN BLACKMORE & ARCHER (EXTRA)
Support - Grab - Novice
Stage: Reset Bomb Forrest (Hazards Off)
Theme: Battle - First Chimeric Lunar Sea
Fighter: Link (Green), Snake
Condtions:
  • Defeat the main fighter to win (Snake).
  • The stage is covered in a poisonous cloud.
  • The enemy favors neutral specials (Link).
Ability: Poison Damage Reduced
LEONARDO B. HARWEY & SABER (EXTRA)
Support - Defense - Ace
Stage: Coliseum
Theme: Strike Back
Fighter: Ike (White), Toon Link (Red)
Condtions:
  • Defeat the main fighter to win (Toon Link).
  • The enemy's special attacks have increased power (Ike).
  • The enemy will suddenly have a Final Smash (Ike).
  • The floor is lava.
Ability: Fire & Explosion Attack ↑
MONSTER
Support - Neutral - Legend
Stage: Final Destination
Theme: Battle - First Chimeric Lunar Sea
Fighter: Sheik (Color 3)
Condtions:
  • The enemy's attacks have increased power.
  • The enemy can unleash powerful critical hits at random.
  • The enemy starts the battle with an enhanced Killing Edge.
  • Stamina Battle (200HP both)
Ability: Assist Killer
JINAKO CARIGIRI & LANCER (EXTRA CCC)
Support - Attack - Novice
Stage: New Pork City (Omega)
Theme: Over the Top
Fighter: Roy (Red), Mii Brawler
Condtions:
  • Defeat the main fighter to win (Mii Brawler).
  • The enemy tends to avoid conflict (Mii Brawler).
  • The enemy's fire attacks have increased power (Karna).
Ability: Fire & Explosion Attack ↑
BB
Primary - Neutral - Ace
Stage: Magicant (Omega)
Theme: BB Channel
Fighter: Peach (Purple x4)
Condtions:
  • The enemy starts with an enhanced Star Rod.
  • Reinforcements will appear after an enemy is KO'd.
  • Left and right controls will suddenly reverse.
  • The screen will suddenly flip.
Evolves to BB (MoonCancer) at Lvl. 99.
BB (MOONCANCER)
Primary - Neutral - Legend

Evolves from: BB
Ability: Final Smash ↑
ALTERA
Support - Grab - Ace
Stage: Final Destination
Theme: Shiroi Kyoshin
Fighter: Lucina (x2)
Condtions:
  • The opponent's sword attacks have increased power.
  • Reinforcements will appear after an enemy is KO'd (2nd Lucina).
  • The enemy is giant (2nd Lucina).
  • The enemy is metal (2nd Lucina).
Ability: Giant
CASTER (EXTELLA)
Support - Defense - Advance
Stage: Mario Galaxy (Omega)
Theme: Battle of the Moon
Fighter: Robin
Condtions:
  • The opponent's magic attacks have increased power.
  • High gravity.
Ability: Magic Attack ↑
CHARLEMAGNE
Primary - Defense - Ace
Stage: Castle Siege
Theme: Knight-errant and errant
Fighter: Chrom (Color 5)
Condtions:
  • The opponent's special attacks have increased power.
  • The opponent will suddenly have a major stat boost.
Ability: None

If I wasn't lazy and did a Nero moveset, I think Nero would be a better fit for him.
MIYAMOTO IORI & SABER (SAMURAI REMNANT)
Primary - Neutral - Advance
Stage: Suzaku Castle (Omega)
Theme: Succesor of the Niten Ichiryu
Fighter: Dark Pit, Mii Swordfighter (Saber)
Condtions:
  • The opponent's sword attacks have increased power.
  • The opponent favors normal attacks (Dark Pit).
Ability: Sword Attack ↑
 
Last edited:

Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
SUPER SMASH BROS. X SUPER ROBOT WARS
This time, get this small introduction to the series, since I think is more obscure than the two others of before.
Super Robot Taisen, better known in the west as Super Robot Wars or SRW for short, is a long-running Japanese tactical RPG series developed by Banpresto (now part of Bandai Namco). Players command a squad of robots in turn-based grid combat, not unlike games like Advance Wars or Fire Emblem that might be more recognizable for some of Smash's public. Similar to Smash, SRW is a massive crossover between all sort of mecha anime and manga as well to its adjacents, from Mazinger Z to Gundam, Evangelion, Gurren Lagann or even Cowboy Bebop, hundreds of series have made an appearence in one of its titles. Super Robot War's story with Nintendo started since the very first game that released in the Game Boy and with many games being Nintendo exclusive (particulary being part of all Nintendo handheld games) and still to this day with the VXT Trilogy and 30 being in the Switch catalogue (only in Japan).

Now, a lot of people might think is not possible to get an anime to Smash, we will not see something like the Getter Robo in the game of course, but the thing is that SRW has also spawned its own original character, to the point to turning into a...Original Generation.

(Btw the game was originally named Super Robot Taisen in the West till the release of Moon Dwellers)

The Original Generation of Super Robot Wars refers both in general to all the OCs the series has released since the 2nd Super Robot Wars but also to the specific games that are conformed exclusively by this characters. The Original Characters are usually heavily inspired by other mecha media or similar, from the most blatant ones like the obvious relation between the Huckebein series and the Gundams to slighty more modest ones like DaiRaOh performing a Rider Kick. I'll be moving to this way. There are many characters that has potential like the man Sanger Zonvolt himself, Roar, or hell even Bullet or Ryusei Date, but in my opinion the selection should be the Original OG, Masaki Andoh and his iconic Cybaster!
Something worth be noted, is that Masaki is the only original character who has a franchise of his own, being Masou Kishin: Lord of the Elemental (which also was technically the frist Super Robot Wars Original Generation), which gives him far more track than any other option.
Now, since this is Super ROBOT Wars, my personal taste is using Cybaster as the playable character, however, we are talking about a nearly 30m tall silver mecha, sure Ridley managed to be here too but how can we justify a mech that allegedly has a human inside? Well this might be a reach, but a franchise related to SRW was Compati Hero; while SRW had Mazinger Z, Getter Robo and Gundam as their trilogy, Compati Hero ditches the former to include Ultraman and Kamen Rider, all of them in this iconic Super Deformed style allowing them to all having basically the same height, and in that series Masaki and the Cybaster were there too! So that will be my bet. I'll expain more about him and how I'm adaptingt in the next spoiler section.
  • Name: Cybaster (Masaki Andoh)
  • Series: Super Robot Wars
  • First Appearence: 2nd Super Robot Wars (1991)
  • Gimmicks: Will, Possesion Mode
  • Final Smash: Cosmo Nova/Akashic Nova
Masaki is a hot-blooded young hero who first appeared in the second installment of the series piloting the Masouki of the Wind: the Cybaster; Masaki was once a regular japanese student but was teleported to the world of La Gias to become Cybaster's Herald (a fancy way to say pilot) and save their world. Sounds familiar? It might sound just like your everyday Isekai story, but let's remind that we are talking about 1991, a time where the concept wasn't as common as today, and while they are still rumours, Masaki and the Cybaster seems to be based in Sho Zama and the Dunbine from the homonym series Aura Battler Dunbine with some elements of its upgrade the Bilvine considering their transformation into a bird-like form.

In the game, the Cybaster from the feet to the top of its wings is nearly as tall as Ridley, a little bit shorter (unless you count the wings, that elevates him a bit above him) but thats it. His appearence would look a bit chubby, since its proportions are more similar to those of his "semi deformed" sprites in recent games like X/30 or Moon Dwellers. The Cybaster wields the Discutter, a large blade that is mostly part of his normal attacks, while in his Smash Attacks he wields instead the Vanity Ripper, an even larger sword that he can divide in two blades. His attacks are a mix of original attacks and more or less derivations of some of his attacks from the games, since due the nature of the same, Cybaster's attacks are a lot more flashier there than here being most of them cinematic in nature. The moves themselves takes their appearences in Original Generation as priority, but concepts exclusive of the mainline games or Lord of the Elemental are also there too.

Also while Cybaster is what the player will see and even how the unit is named, with the narrator even yelling "The Winner is...Cybaster!" when playing, Masaki and his familiars Kuro and Shiro aren't left behind, with them appearing in some visual effects and having voicelines.

Unlike my previous concepts, the Cybaster only has recolors, all of them alluding to mechs from the Masou Kishin series with one exception, thought that exception is already heavily connected to Cybaster and Masaki anyway.
COLOR 1
Super Robot Wars
COLOR 2
Granveil (Colors Only)
COLOR 3
Gaddess (Colors Only)
COLOR 4
Zamzeed (Colors Only)
COLOR 5
Valsione (Colors Only)
COLOR 6
Jaohm (Colors Only)
COLOR 7
Granzon (Colors Only)
COLOR 8
Shurouga Sin (Colors Only)
Differences between colors:
  • Masaki, Shiro and Kuro also changes colors.
    • In Color 2, Masaki's colors resembles those of Hwang Yang Long. Shiro turns black with yellow eyes like Kuro thought its actually a reference to Hwang's familiar Ranshao.
    • In Color 3, Masaki's colors resembles those of Tytti Norbuck. Shiro and Kuro gets the colors of her familiars Freki and Geri.
    • In Color 4, Masaki's colors resembles those of Mio Sasuga. Shiro and Kuro's colors resembles two of her familiars, Goku and Hakkai.
    • In Color 5, Masaki's colors resembles those of Lune Zoldark.
    • In Color 7, Masaki's colors resembles those of Shu Shurokawa. Shiro and Kuro turns blue with bits of white and red, like Shu's familiar Chika.
    • In Color 8, Masaki's colors resembles those of Asakim Dowin, his dark expy from the Super Robot Wars Z series. Kuro and Shiro turns pitch black (yes, Kuro turns darker).
GIMMICKS
WILL
A mechanic from the SRW series also known as Morale, it starts at 100 and depending of your action it increases or decreases. Will is important for 2 reasons, on one side it unlocks Cybaster's most powerful attacks, and on the other side it actives his Possesion Mode which we will see in a moment.
POSESSION MODE
A transformation that the Cybaster will reach once it hits 200 of will or more. It increases Cybaster's strength and speed as well to further enhance its special moves and change the Final Smash to Akashic Nova. The transformation mantains until Cybaster decreases its Will.
MOVESET
MOVEMENT
  • The Cybaster flies into the battle for its entrance animation.
  • The idle has the Cybaster hovering in a pose similar to his classic sprite.
  • In fact, Cybaster is always floating, truly the Lord of the Wind.
  • The Cybaster has a hover fly option not unlike characters like Peach, using its thrusters to mantain suspended for more time.
NORMAL ATTACKS
Jab:
Discutter Slash
Performs two horizontal slashes and one downwards strike.
Dash Attack:
Jet Strike
Dashes with its thrusters and performs a quick strike that pierces the opponent.
Side Tilt:
Command Slash
The Cybuster attacks with a wide slash
Up Tilt:
Crescent Slash
Cybaster swings its sword upwards.
Down Tilt:
Alpha Blade
Swings the Discutter forwards.
Neutral Air:
Rave Cutter
The Cybuster does a flashing series of strikes around himself.
Forward Air:
Z Slash
The Cybuster does three swings.
Back Air:
V Edge
Turns back and does two quick cuts.
Up Air:
Wing Cut
The Cybuster opens its wings and attacks with its thrusters.
Down Air:
T-hrust
Classic down sword spike.
SMASH ATTACKS
Side Smash:
X Slash
With Vanity RIpper divided, performs a crossed slash. In Possesion Mode, the slashes are enhanced in blue flames.
Up Smash:
Rising Slash
The Vanity Ripper combines together and does an upwards slash, full charged makes Cybaster to rise to the skies and quickly come back in a smashing downwards slash. In Possesion Mode its envolved in flames.
Down Smash:
Rolling Slash
Divides the Vanity Ripper and spins quickly around itself slashing in both fronts. In Possesion Mode, its envolved in blue fire.
GRABS AND THROWS
Grab
The Cybaster grabs the opponent from the waist.
Pummel
The Cybaster chokes the enemy constantly.
Forward Throw:
ACE Punch
Punches the opponent in the face.
Back Throw:
ACE Kick
Two pair of kick strikes to the back.
Up Throw:
Coffin at the End
Cybaster flies in a flash to the air and descends in a downwards slash.
Down Throw:
Pride of Justice
Performs a slam throw followed by a quick slash.
SPECIAL ATTACKS
NEUTRAL SPECIAL:
CALORIC MISSILE/HI-FAMILIAR
Cybaster fires two small damaging projectiles. At 110 Will they are replaced by Hi-Familiar, using Shiro and Kuro as drones who quickly flies across the screen. In Possesion Mode they are further enhanced, converting into burning bird-shaped projectiles.
SIDE SPECIAL:
RANBU NO TACHI
Cybaster slashes forwards multiple times in a wild dance using the Discutter. At 150 Will it replaces the Discutter for the Vanity Ripper, becoming more lethal as well to travel longer. In Possesion mode it goes back to Discutter, except is a mightier version of it and the slashes are covered in blue flames and ends with a star shaped slash in the middle of the path.
UP SPECIAL:
CYBIRD/AKASHIC BUSTER
Transforming into the Cybird mode, the Cybuster charges full front, being able to move into different directions and change it's trajectory a bit after that even. At 170 Will, a magic circle appears in front of the Cybird before launching, transforming into a burning phoenix that can deal enormeous knockback. It turns blue during Possesion Mode.
DOWN SPECIAL:
CYFLASH
One of Cybaster's most iconic attacks, Masaki charges energy in the blade and releases it in a explosion of light around Cybaster. At 130 Will, Masaki can get its maximum charge and release a bigger explosion. In Possesion Mode the charge is quicker.
FINAL SMASH: COSMO NOVA/AKASHIC NOVA
Can't really explain what the hell is going on so I just post the videos. Akashic Nova is performed when Cybaster is in Possesion Mode. Killing the opponent with it will either of them will play a special Victory Screen resembling the Dynamic Kills of the series.​
TAUNTS
SIDE TAUNT:
The Cybaster plants the Discutter on the ground and its eyes glows menacing.​
UP TAUNT:
The Cybaster raises its arm and does a thumbs up.​
DOWN TAUNT:
Cybaster is surrounded by a green aura and strikes a pose.​
VICTORY POSE
Cybaster's Victory Theme is an arrangement of the Banpresto Logo jingle, that at the same time is a shortened version of "Everywhere You Go"​
The Cybaster moves extremely fast across the screen like if it was teleporting, finishing with a particular pose.
Masaki appears grinning with Shiro and Kuro on his shoulders, the camera moves to the distant and he does a thumbs up with the Cybaster in the background.​
Masaki went lost (again) and he tries to find the screen, while Shiro and Kuro appears just in front of it, with Masaki quickly running to them.​
This stage doesn't has a particular inspiration, is instead a representation of a Space stage of the game. We fight at board of the Hagane in the middle of a fight between multiple of the original mechas of the series like the Grungust, the Huckebein, the DyGenGuar, the SRX, the Soulgain, the Compatible Kaiser, the Gunleon, etc. The hazard of the stage is the colateral damage caused by the fray.
A Huckebein (not-Gundam) will appear in battle and fire the Black Hole Cannon, provoking a syphon effect in this highly dangerous projectile. It's piloted by Ling Mao.
Alright first for all I know Smash tries to avoids vocal music as much as possible, both for mantain the game's sound effects clean and due the rights for music, that's why for example I avoided the opening and ending themes of Fate that I know as hell even in my wildlest dreams it would never happen...but JAM Project and Super Robot Wars are a one in a pack deal, JAM Project is synonym of SRW and its so important to the franchise that I think letting their music behind no matter what it would mean that the representation of the franchise is incomplete, so I'll add a few songs of them.

Music comes from Super Robot Wars, Original Generation and the Masou Kishin games, the list is actually quite bloated and I want to make it a bit more doable and in a different format, thought SRW's music is awesome (even ignoring the fantastic remixes of anime themes) and deserves to have quite an amount.

Btw as a last note, the "Arranged"s of course aren't exactly what I have in mind, most of them aren't even remixes/covers or similar, is just the songs I think should be arranged. Also the order of this OST is ASS cuz its really hard to find when these songs first appeared.
  1. Neppu! Shippu! Cybaster! (Arranged)
  2. Neppu! Shippu! Cybaster! (Original)
  3. EVERYWHERE YOU GO (Arranged)
  4. Super Robot Wars Retro Medley
  5. TIME TO COME
  6. Crossing Through Time (Arranged)
  7. To The Distant Place
  8. Fight for Tomorrow
  9. Steel Beowulf (Arranged)
  10. Crimson Shura God
  11. Psychic Energy
  12. The Dreadful Visitor
  13. For The Sake of Every Great Cause
  14. Soul of Steel
  15. Messenger from the Void
  16. Trombe! (Arranged)
  17. The Sword that Cleanse Evil
  18. Variable Formation
  19. None Can Oppose Us
  20. Crying Survivor
  21. Dark Knight
  22. So Close, Yet So Far
  23. Over the Time Flow
  24. Destinies (Arranged)
  25. Victory MX Ver.
  26. Limit Over
  27. Moon Knights
  28. Bullet Striker
  29. Makenaize! Gunleon!
  30. Black Stranger (Arranged)
  31. THE UNBREAKABLE
  32. Active Mind
  33. Beyond 30th
  34. Dezarm
  35. Winds of La Gias (Arranged)
  36. Endless Battle
  37. Flapper Girl
  38. Princess of Passion
  39. Dark Prison (Arranged)
  40. The Valsion
  41. Fairy Dang-Sing
  42. The Final Adjudicator
  43. All Correct!
  44. Hero Chronicle (Arranged)
  45. Roar! Compatikaiser!
  46. The Last Fighter Twin
  47. Messiah of Steel (Arranged)
SONG
TYPE
ORIGIN
Arranged​
Super Robot Wars Gaiden: Masou Kishin The Lord of Elemental
Original​
Super Robot Wars Gaiden: Masou Kishin The Lord of Elemental
Super Robot Wars OG: Original Generations (Mix)
Arranged​
Shin Super Robot Wars
Original​
Super Robot Wars
*It doesn't include the themes of licensed series
Arranged​
3rd Super Robot Wars
Arranged​
Super Robot Wars F
Original​
Super Robot Wars F
Super Robot Wars OG: The Moon Dwellers (Mix)
Original​
Super Robot Wars Compact
Super Robot Wars OG: The Moon Dwellers (Mix)
Arranged​
Super Robot Wars Compact 2
Original​
Super Robot Wars Compact 2
Super Robot Wars OG: The Moon Dwellers (Mix)
Original​
Super Robot Wars Compact 3
Super Robot Wars OG Gaiden (Mix)
Original​
Super Robot Wars Compact 3
Super Robot Wars OG Gaiden (Mix)
Original​
Super Robot Wars Alpha
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars Alpha
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars Alpha
Super Robot Wars 30 (Mix)
Original​
Super Robot Wars Alpha
Arranged​
Super Robot Wars Alpha
Original​
Super Robot Wars Alpha
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars Alpha
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars Alpha
Arranged​
Super Robot Wars Alpha
Original​
Super Robot Wars Alpha Gaiden
Original​
Super Robot Wars Alpha 2
Arranged​
Super Robot Wars Alpha 2
Original​
Super Robot Wars Alpha 2
Super Robot Wars OG: Original Generations (Mix)
Arranged​
Super Robot Wars Alpha 2
Original​
Super Robot Wars Alpha 2
Super Robot Wars OG: Original Generations (Mix)
Arranged​
Super Robot Wars Alpha 3
Original​
Super Robot Wars Alpha 3
Original​
Super Robot Wars Alpha 3
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars Alpha 3
Original​
Super Robot Wars Alpha 3
Arranged​
Super Robot Wars Alpha 3
Original​
Super Robot Wars A
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars A
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars A
Super Robot Wars OG Saga: Endless Frontier (Mix)
Original​
Super Robot Wars R
Super Robot Wars OG: Original Generations (Mix)
Original​
Super Robot Wars D
2nd Super Robot Wars OG (Mix)
Original​
Super Robot Wars MX
Super Robot Wars OG Gaiden
Original​
Super Robot Wars MX
Super Robot Wars OG Gaiden
Original​
Super Robot Wars OG Gaiden
Fate
Original​
Super Robot Wars J
Super Robot Wars OG: The Moon Dwellers (Mix)
Original​
Super Robot Wars J
Super Robot Wars OG: The Moon Dwellers (Mix)
Original​
Super Robot Wars J
Super Robot Wars OG: The Moon Dwellers (Mix)
Original​
Super Robot Wars J
Super Robot Wars OG: The Moon Dwellers (Mix)
Original​
Super Robot Wars W
Original​
Super Robot Wars W
Arranged​
Super Robot Wars W
Arranged​
Super Robot Wars Z
Original​
Super Robot Wars Z
Super Robot Wars Z2 Saisei Hen (Mix)
Arranged​
Super Robot Wars Z
Original​
Super Robot Wars Z
Original​
Super Robot Wars Z2 Saisei Hen
Super Robot Wars Z3 Tengoku Hen (Mix)
Original​
Super Robot Wars Z3 Jigoku Hen
Original​
Super Robot Wars Z3 Tengoku Hen
Original​
Super Robot Wars Z3 Tengoku Hen
Original​
Super Robot Wars K
Original​
Super Robot Wars UX
Original​
Super Robot Wars UX
Original​
Super Robot Wars BX
Original​
Super Robot Wars V
Original​
Super Robot Wars V
Original​
Suuper Robot Wars X
Original​
Super Robot Wars X
Original​
Super Robot Wars T
Original​
Super Robot Wars T
Original​
Super Robot Wars 30
Original​
Super Robot Wars 30
Original​
Super Robot Wars 30
Original​
Super Robot Wars 30
Original​
Super Robot Wars DD
Super Robot Wars 30 (Mix)
Original​
Super Robot Wars Gaiden: Masou Kishin Lord of Elemental
Super Robot Wars OG: Original Generations (Mix)
Arranged​
Super Robot Wars Gaiden: Masou Kishin Lord of Elemental
Original​
Super Robot Wars Gaiden: Masou Kishin Lord of Elemental
Super Robot Wars OG: Original Generations (Mix)
Arranged​
Super Robot Wars Gaiden: Masou Kishin Lord of Elemental
Original​
Super Robot Wars Gaiden: Masou Kishin Lord of Elemental
Super Robot Wars Alpha Gaiden (Mix)
Original​
Super Robot Wars OG Saga: The Lord of Elemental II - REVELATION OF EVIL GOD
Original​
Super Robot Wars OG Saga: The Lord of Elemental II - REVELATION OF EVIL GOD
Original​
Super Robot Wars OG Saga: The Lord of Elemental III - PRIDE OF JUSTICE
Original​
Super Robot Wars OG Saga: The Lord of Elemental III - PRIDE OF JUSTICE
Original​
Super Robot Wars OG Saga: The Lord of Elemental III - PRIDE OF JUSTICE
Original​
Super Robot Wars OG Saga: Masou Kishin F - COFFIN OF THE END
Arranged​
2nd Super Robot Wars
Original​
3rd Super Robot Wars
Super Robot Wars OG: Original Generations (Mix)
Arranged​
2nd Super Robot Wars
Original​
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars OG: Original Generations
Arranged​
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars OG: Original Generations
Arranged​
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars OG: Dark Prison
Original​
Super Robot Wars OG Saga: Endless Frontier
Original​
Super Robot Wars OG Saga: Endless Frontier
Original​
Super Robot Wars OG Saga: Endless Frontier EXCEED
Original​
2nd Super Robot Wars OG
Super Robot Wars OG: The Moon Dwellers (Mix)
Arranged​
Hero Senki
Arranged​
SD The Great Battle IV
Original​
SD The Great Battle II
Super Robot Wars OG: The Moon Dwellers (Mix)
Arranged​
Super Robot Wars Alpha Gaiden
Original​
Super Robot Wars OG: Original Generations
Original​
Super Robot Wars Alpha 2
Arranged​
Super Robot Wars MX
Original​
Super Robot Wars Z
Original​
Super Robot Wars Z2 Saisei Hen
Original​
Super Robot Wars V
Original​
Super Robot Wars T
Original​
Super Robot Wars 30
Original​
2nd Super Robot Wars Original Generation
Original​
Super Robot Wars OG: The Moon Dwellers
The Cybaster fights against characters that resembles mechs from the SRW series.
STAGE 1
:ultsamus: (Blue)
Battlefield - TIME TO COME​
STAGE 2
:ultswordfighter:(Valsione)
Gaur Plain (Battlefield) - Flapper Girl​
STAGE 3
:ultkrool: (Red)
Lylat Cruise - Steel Beowulf​
STAGE 4
:ultgunner: (Gespenst)
Hollow Bastion - Hero Chronicle​
STAGE 5
:ultcloud: (Red)
Mushroomy Kingdom (Omega) - The Sword that Cleaves Evil​
STAGE 6
:ultrob: (Blue)
Operation SRW - EVERYWHERE YOU GO​
BONUS STAGE
FINAL STAGE
Galleom
Boss Stage - Messiah of Steel​
I found myself out of ideas so this list will by left incomplete and probably should cut around half the size. The spirits will be the mechas and not the pilots mostly since most of the female cast has designs...not for good boys and girls, and would be a shame only doing boys so, as well to the main character being the Cybaster instead of Masaki.

HUCKEBEIN
Advance - Neutral - Primary
Fighter: :ultsamus: (Blue)
Stage: Battlefield - TIME TO COME
Conditions:
  • The enemy starts the battle with an enhanced Super Scope.
  • Hostile assist will appear (Huckebein).
Ability: Easier Dodging
GRUNGUST
Advance - Attack - Primary
Fighter: :ultbowser:(Blue)
Stage: Battlefield - TIME TO COME
Conditions:​
  • The enemy can deal damage by dashing into you.​
  • The enemy starts the battle with an enhanced Fire Bar.​
Ability: Fire & Explosives ↑
GESPENST
Ace - Neutral - Support
Fighter: :ultgunner: (Gespenst Suit)
Stage: Hollow Bastion - Hero Chronicle
Conditions:
  • The enemy's shooting attacks have increased power.
  • The enemy starts the battle with an enhanced Beam Sword.
  • Stamina Battle (250HP each)
Ability: Black Hole Equipped
COMPATIBLE KAISER
Legend - Attack - Primary
Fighter: :ultfalcon: (Color 5)
Stage: Wily Castle (Hazards Off) - Roar! Compatikaiser!
Conditions:​
  • The enemy is giant.
  • The enemy's physical attacks have increased power.​
  • The enemy starts the battle with an enhanced Ray Gun.​
  • Stamina Battle (250HP each)​
Ability: Critical-Health Stats ↑
ALTEISEN
Advance - Attack - Primary
Fighter: :ultkrool: (Red)
Stage: Lylat Cruise - Steel Beowulf
Conditions:​
  • The enemy favors Neutral Specials​
  • The enemy's neutral specials have increased power.​
Ability: Evolves at Lvl. 99
ALTEISEN RIESE
Ace - Attack - Primary
Evolves from Alteisen at Lvl. 99

Ability: Weight ↑
WEISSRITTER
Advance - Grab - Primary
Fighter: :ultridley: (White)
Stage: Port Town Aero Dive - Silver Fallen Angel
Conditions:
  • The enemy starts the battle with an enhanced Staff.
  • The enemy's shooting attacks have increased power.
Ability: Evolves at Lvl. 99
REIN WEISSRITTER
Ace - Grab - Primary
Evolves from Weissritter at Lvl. 99

Ability: Staff Equipped
SRX
Ace - Defense - Primary
Fighter: :ultrob: (Blue)
Stage: Operation SRW -EVERYWHERE YOU GO
Conditions:
  • The enemy is giant.
  • The enemy's special attacks have increased power.
  • The opponent will suddenly have a Final Smash.
Ability: Evolves at Lvl. 99
BANPREeOTH
Legend - Defense - Primary
Evolves from SRX at Lvl. 99

Ability: Metal and Giant
R-GUN
Advance - Neutral - Support
Fighter: :ultdarksamus: (Purple),:ultrob: (Blue)
Stage: Orbital Gate Assault - Ace Attacker
Conditions:
  • The enemy favors projectiles.
Ability: Shooting Attack ↑
RYUKOOH & KORYUOH
Ace - Defense - Support
Fighters: :ultcharizard: (Blue), :ultincineroar: (White)
Stage: Spiral Mountain (Omega) - None Can Oppose Us
Conditions:
  • The enemy is giant.
  • The enemy is equipped with an enhanced Fire Bar (:ultcharizard:)
  • Reinforcements will appear after an enemy is KO'd (:ultincineroar:).
Ability: Energy Shot Attack/Resistance ↑
R-GUN RIVALE
ASTRANAGANT
Legend - Attack - Primary
Evolves from R-Gun Rivale at Lvl. 99

Ability: Trade-Off Ability ↑↑​
DYGENGUAR
Ace - Attack - Primary
Fighter: :ultcloud:(Red)
Stage: Mushroomy Kingdom (Omega) - The Sword that Cleaves Evil
Conditions:
  • The enemy is metal.
  • The enemy is giant.
  • The enemy's sword attacks have increased power.
  • The enemy is equipped with an enhanced Killing Edge.
Ability: Sword Attack ↑
AUSSENSEITER
Ace - Attack - Support

Fighter: :ultfox: (Color 2)
Stage: Operation SRW - Trombe!
Conditions:
  • The enemy has increased move speed.
  • The enemy's shooting attacks have increased power.
  • Dangerously high winds are in effect.
Ability: Undamaged Attack & Speed ↑
RAIOH
Advance - Grab - Primary
Fighter: :ultgreninja: (Black)
Stage: Final Destination - Fighting Spirit, Without Limit
Conditions:
  • The enemy's kick attacks have increased power.
  • The enemy's special attacks have increased power.
  • Stamina Battle (200HP each)
Evolves at Lvl. 99
DAIRAOH
Ace - Grab - Support
Evolves from RaiOh at Lvl. 99

Ability: Electric Attack ↑
WILDFALKEN & WILDWURGER
SOULGAIN
Ace - Attack - Primary
Fighter: :ultlucario:
Stage: Find Mii (Omega) - Dark Knight
Conditions:
  • The enemy is metal.
  • The enemy's physical attacks have increased power.
  • Lucario's aura has increased power.
Ability: Fist Attack +
ANGELG
Fighter: :ultpit: (Pink)​
ASHSAVIOUR
IALDABAOTH
Ace - Attack - Primary
Fighter: Vergil (Red)
Stage: Coliseum (Hazards Off) - Crimson Shura God
Conditions:
  • The enemy's physical attacks have increased power.
  • The enemy favors side specials.
  • The enemy is metal.
Evolves at Lvl. 99
IALDABAOTH (SHINKA)
Legend - Attack - Primary
Evolves from Ialdabaoth at Lvl. 99

Ability: Fist & Foot Attack ↑​
FORTE GIGAS
GARMRAID
GRANTEED
GRANTEED DRACODEUS
VALHAWK
VALZACARD
GUNLEON
Fighter: :ultincineroar: (Orange)​
VIRGOLA
Fighter: :ultzss: (Black)​
SHUROUGA
Ace - Neutral - Primary
Fighter: Cybaster (Black)
Stage: Final Destination - Black Stranger
Evolves to Shurouga Sin at Lvl. 99
SHUROUGA SIN
BRASTA
GENION
RUSHBIRD
Fighter: :ultfalco: (Yellow)​
ORPHES
ODYSSEA
FALSABER
Novice - Defense - Support
Fighter: :ulthero4: (Blue)
Stage: Battlefield - Flash! Aerial Fair Spark!
Conditions:
  • The enemy is metal.
  • The enemy favors neutral specials.
Ability: Magic Attack+
VANGRAY
XELGUARD
Advanced - Neutral - Support
Fighter: :ultzelda: (White), :ultfalco: (Black)
Stage: Yggdrassil - The Day we Decided Not to Turn Around
Conditions:
  • The enemy's magical attacks are enhanced (:ultzelda:).
  • The enemy is small (:ultfalco:).
Ability: Jump ↑
TYRANADO
TYRANADO REX
HUCKEBEIN 30
HUCKEBEIN 30TH
GRAVALIN
VAN EIN
DIDARION
ASHE
EX-EXBEIN
GOD NOAH
GRANVEIL
GADDESS
Fighter: :ultcorrin: (Blue)
ZAMZEED
JAOHM
Fighter: Cybuster (Green)​
VALSIONE
Novice - Grab - Primary
Fighter: :ultswordfighter:(Valsione)
Stage: Gaur Plains (Omega) -Flapper Girl
Conditions:
  • The enemy favors Side Specials (Chakram).
Evolves at Lvl. 99
VALSIONE R
Ace - Grab - Primary
Evolves from Valsione at Lvl. 99

Ability: Fast FS Meter​
GRANZON
Ace - Neutral - Primary
Fighter: :ultsephiroth: (Color 6)
Stage: Final Destination - Dark Prison
Conditions:​
  • Certain items will appear in large quantities (Black Hole).​
  • The enemy will charge a powerful Final Smash.​
  • The enemy can use their Final Smash twice in a round.​
NEO GRANZON
Legend - Neutral - Primary
Evolves from Granzon at Lvl. 99

Ability: Final Smash ↑​
VALSION
FAIRLION TYPE S & G
Novice - Defense - Support
Fighter: :ultpeach: (Red), :ultdaisy: (Blue)
Stage: Moray Towers (Omega) - Fairy Dan-Sing
Conditions:​
  • Take your strongest team into this no-frills battle.​
Ability: Lightweight
SÄNGER ZONVOLT :ultswordfighter:
ROAR :ultbrawler:
GESPENST :ultgunner:
VALSIONE :ultswordfighter:
SRX (ALL CLASSES)
Uses the Haganeshiki Zankantou.Fights barehands.Uses the Neutron Beam.
The proportions are
more akin to an armor
like its original concept in Compati hero
Uses the Divine Arm.
The back wings are
shorter for a better read of the body.
As a Brawler, fights barehand like with the Zyne Knuckle attack.
As a Swordfighter, uses the ZO Sword.
As a Gunner, uses the R-GUN Powered in the HBT Cannon mode.

Didn't had chance to properly finish this so I'm editing it the next days, also I'm saving more ideas for later cuz three posts in a row is a bit rough lol.
 
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Megadoomer

Moderator
Moderator
Writing Team
Joined
Jun 28, 2013
Messages
10,518
Switch FC
SW-0351-1523-9047
SUPER SMASH BROS. X NIER AUTOMATA



2B Draws Nier!

I originally posted this back during the Smash Ultimate discussion days; I assume that, much like with Mythra, her design would have to be modified slightly, possibly by extending her stockings or giving her tights.

For her first palette swap, her colours reverse (white dress, black hair, dark skin) like they do in the alternate palette for Soul Calibur 6. Her next four palettes are fairly simple, changing her outfit and boots to red, blue, green, and yellow to reference the team colours in 8 player smash. Another gives her a white dress, red boots, and red hair, referencing Devola and Popola, while another outfit turns her dress light blue and her boots white, referencing Kaine from Nier. (I haven’t played Nier, but 2B has a costume based on Kaine)

For a series logo, I'll go with the symbol for YoRHA.

For her intro, she floats onto the stage hanging on to Pod 042. For her idle animations, 2B stretches her arms over her head, or looks around at the stage, just like in Nier Automata.

------------------------------------------------------------------------------------

2B will mainly use two weapons – Virtuous Contract (small sword) and Virtuous Treaty (large sword). I’ll include descriptions of the moves, as well as references for how to use them in Nier Automata; hopefully that helps – if a visual is needed, this video should help. If 2B dodges at the last moment, much like Bayonetta’s Bat Within, she gets a special animation where she splits into three holograms, vanishes, and reappears elsewhere – it’s purely cosmetic.

A-->AA-->AAA: 2B uses the first three hits of her light combo with her small sword, slashing twice before throwing the sword in front of her, which spins around like a saw blade before vanishing and appearing on her back.

Forward A: 2B uses the attack that she uses when you use a heavy attack in the middle of a light attack combo, hitting the opponent with a powerful swing downwards.

Up A: 2B does a flip kick upwards (part of the light attack combo with the small sword)

Down A: 2B dashes forward, stabbing her sword low to the ground (hold Heavy Attack with a small sword equipped in that slot)

Forward Smash: 2B uses her large sword light attack, leaping into the air and spinning around with the sword held out and spinning vertically.

Up Smash: 2B swings upwards with her large sword (part of her light attack combo with the large sword)

Down Smash: Large Sword Charge Attack – 2B charges up her large sword before swinging around with it, though unlike in Nier Automata, she doesn’t move forward while doing so.

Neutral Air: 2B uses the first four hits of her light small sword air combo, slashing the opponent up to four times.

Forward Air: 2B uses the fifth hit of her light small sword air combo, throwing out her sword and having it spin around like a saw blade.

Back Air: 2B spins while throwing her small sword behind her – the sword travels a short distance before returning to her hand. (based on her midair heavy attack with the small sword, though in that case, the sword travels downwards)

Up Air: 2B spins around with her large sword held out, starting from behind her back before going overhead, forward, and below her. (light air attack with heavy sword equipped)

Down Air: 2B uses her heavy air attack with her large sword, plummeting to the ground.

Dash Attack: 2B spins as she dashes forward before crouching and slashing horizontally, which happens if you hold the light attack button while using a small sword.

Wake-Up Attack: 2B uses the fourth hit of her Bare Fists combo, hopping up and using a roundhouse kick to knock away opponents on both sides of her.

Climb Attack: 2B uses the third hit of her Bare Fists combo, using a flip kick to hurt whoever’s in front of her and get back on stage.

------------------------------------------------------------------------------------

Grab: 2B grabs the opponent – nothing fancy.

Pummel: Pod 042 fires a few bullets at the grabbed opponent, doing minor damage.

Forward Throw: 2B’s front throw from Soul Calibur 6 – she slashes the opponent before kicking them away. (all throws are based on Soul Calibur 6 unless noted, using this video as a reference)

Back Throw: 2B turns around, punching the opponent into the air using a Machine Head weapon. She tosses the Machine Head into the air, hitting it like a baseball with her large sword to send the opponent flying.

Up Throw: 2B does a flip kick to knock her opponent into the air – this is based on the heavy attack from the Bare Fists weapon when she’s rising into the air. She vanishes, and the opponent is sliced by several invisible blades. (Based her her Mirage Pod Program, or the attack that she uses on downed enemies)

Down Throw: 2B kicks the opponent and grabs onto Pod 042, using him to get airborne. She stabs the opponent as she falls to the ground.

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Up Taunt: borrowing a taunt from A2, she plants her large sword into the ground and leans against it, though she doesn’t make a taunting remark like A2 does. Instead, Pod 042 floats around 2B and says “Demoralizing opponent.”

Side Taunt: 2B uses her taunt from Soul Calibur 6 – Pod 042 floats in front of her and she pats the top of it.

Down Taunt: 2B summons a chair and sits on it, like she does while fishing.

------------------------------------------------------------------------------------

B: Pod Machine Gun – 2B points, and Pod 042 fires large yellow bullets straight forward. 2B can move and jump while this is being fired, though the bullets do minimal damage and don’t make the enemy flinch. If it’s held down for too long, Pod 042 starts glowing red, says “Alert: overheating”, and stops firing, to prevent it from being spammed. (if it was the same as in the source material, it seems like it would be pretty overpowered, since in Nier Automata, you could fire it endlessly and attack while using it)

Up B: Pod Program: Missile – 2B grabs onto Pod 042 as it rockets upwards.

Side B: Pod Program: Wire – Pod 042 shoots out a wire, and if it grabs an opponent or ledge, it pulls 2B towards that target.

Down B: Pod Program: Gravity – unleashes a hemisphere (if it hits the ground – it’s a sphere if it activates while in midair, and it automatically activates after the amount of time that it would take to get to the ground from 2B’s standing animation) that draws in any enemies that are within its radius. It does no damage, it doesn’t last as long as a Black Hole item, and it’s not as large, but it is useful for trapping enemies in one place. Once this is used, a circular meter appears on the pod, indicating its cooldown period. (it seems like it would be cheap if you could spam it)

Final Smash: YoRHA Assault – 2B uses the Pod Program: Spear, causing a row of spears to burst out of the ground. If they hit, it goes into a cutscene where 9S and A2 are standing beside her. She calls on 9S, who uses the Pod Program: Slow to keep the opponents trapped in midair. As 9S yells “Go!”, 2B and A2 slash the slowed opponent(s) similar to what 2B does at the end of the So-Shi fight. (there are a lot of options for a final smash, but I wanted to include the other two player characters somehow)

------------------------------------------------------------------------------------

2B’s first two victory poses are taken from Soul Calibur 6 – they’re the first two in this video. (admittedly, that's likely lazy of me, but with Namco-Bandai working on both Smash Bros. and Soul Calibur, it seems reasonable) The third victory pose has 2B stabbing her large sword into the ground as she says “Mission complete.”

For a victory theme, Nier Automata already has a victory theme, apparently (I must have forgotten about it), so Smash’s victory theme will take a snippet from that. (or play the whole thing like Cloud and Joker)

When Kirby copies 2B, he gets a wig based on 2B, along with her blindfold, hair band, and beauty mark. He also gets the Pod Machine Gun special, which acts the same way as 2B’s. (Kirby summons a Pod of his own for the attack)



The Amusement Park is one of the most visually-striking locations in the game, so I'll go with that. It's a walk-off stage where stalls act as platforms. In terms of hazards, various enemies could wander on-screen, though they'll be passive unless attacked – Small Stubbies (who just flail their arms while walking forward, and if you get hit, it’s your own fault), Medium Bipeds (who are more of a threat), Small Flyers (who fire their cannon at players from a distance), Medium Flyers (who either fire their cannons or spin at players like a wheel), and Emil (who drives in quite quickly and hits for a lot of damage – he’s invincible, but if he’s hit, he’ll skid to a stop and drop items near anyone who comes by if items are turned on).

If Emil shows up, his shop’s theme is so loud that it overrides the background music (assuming that’s an option – the stage’s actual background music would still play softly) – hitting him after he’s stopped will just make him play the faster version at a louder volume. Eventually, he’ll drive off, looking for someone else to sell to.



While 2B feels more likely to be a DLC character to me, if she got into the base game, 9S makes the most sense as an assist trophy. Much like how he starts off in Nier Automata, he'd play a support role, keeping his distance and peppering his opponent with his Pod.


-ROUND 1: vs. Pikachu (City Ruins) on Onett
-ROUND 2: vs. Meta Ridley (Grandma - Destruction) on Halberd
-ROUND 3: vs. a horde of tiny ROBs (Birth of a Wish) on Mushroomy Kingdom (Battlefield)
-ROUND 4: vs. Bayonetta (Atonement) on Gaur Plains
-ROUND 5: vs. 2B (A Beautiful Song) on Amusement Park
-ROUND 6: vs. Snake (End of the Unknown) on Shadow Moses
BONUS GAME
-BOSS BATTLE: Galleom (Dark Colossus - Kaiju)

This is based on Nier Automata, or at least my vaguely remembered recollection of it with several things shuffled out of order to make it so Galleom is at the end even though his equivalent fight would likely be closer to the middle. The credits song is, naturally, Weight of the World.

-9S: ** :ultrobin:
-A2: *** :ultcorrinf:
-Emil: **** :ultness::ultness::ultness::ultness: (or, if there's an Emil Mii costume, :ultswordfighter::ultswordfighter::ultswordfighter::ultswordfighter:)
-Adam: ** :ultcorrin:
-Eve: *** :ultrobin:
-Pascal: * :ultrob: with tiny :ultrob::ultrob::ultrob:
-Commander White: ** :ultpalutena: with 2B and :ultrobin:
-Devola and Popola: ** :ultlucina::ultlucina:
-Small Stubby: * tiny :ultmegaman:
-Engels: ** giant metal :ultrob:
-Father Servo: *** tiny :ultmegaman: --> :ultmegaman: --> :ultdarksamus: --> giant :ultrob: --> metal :ultryu:


EMIL (Mii Swordfighter)


SMALL STUBBY (Mii Brawler)


GULLIVER (Mii Brawler)


NIER (Mii Swordfighter)


KACHI (Sin & Punishment) (Mii Gunner)
 
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Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
SUPER SMASH BROS. X CASTLEVANIA (REVISITED)
I have been very into Castlevania these days after purchasing all the collections and having a blast playing my favorite titles of the franchise. This also made me think more about Castlevania as a whole and I know it might sound greedy cuz with pretty much the whole package of a fighter, an echo, a stage, a BOSS, over 35 bangers of themes, an assist, an item and a bunch of spirits Castlevania is probably one of the most well represented series in the game, BUT I had an idea, and it's what if Simon was introduced since the Brawl days? While there it should be many more elements to have into account and likely if the franchise was introduced since Brawl it would probably end with even less spotlight rather than more, I decided to make it in that way so it's far easier to justify the extra content. With that said, here is what I have!

Simon Belmont was introduced in Super Smash Bros. Brawl, his design would be based on the small redesigned that was made for him in Portrait of Ruin that is also based on his classic appearence. Thought in a similar case to Wario, he features his design from Castlevania Chronicles as a hidden alt.
NEUTRAL SPECIAL: AXE
Just like in the current game, the Axe is projectile that is tossed in an adjustable arc angle.​
SIDE SPECIAL: CROSS
Once again just like in the actual Smash, a boomerang like projectile in the form of a cross.​
UP SPECIAL: UPPERCUT
It's not really that strange to think that they might cut Richter, considering they blended Naked Snake with Solid.​
DOWN SPECIAL: HOLY WATER
Yeah in general the special moves would end all the same with the exception off.​
FINAL SMASH: FIRE WHIP
Based on the final upgrade of the Vampire Killer in Simon's Quest. Simon does a huge whiplash with the fire element that covers like 3/4 of Final Destination. Quick and a bit underwhelming but very strong.​

In Smash 4, 2 new characters from Castlevania where included. The first one being Richter as a clone of Simon, it wents for pretty much the same treatment as in Ultimate except he is also slightly lighter and faster and like how Simon has a costume based on Chronicles, Richter has one based on Dracula X Chronicles. Their Smash attacks now makes their whips turn into fire, basically converting Simon's Final Smash into mere Smash Attacks. Their Custom Moves would be a bit similar to Mega Man, with some of them turning into different subweapons.

NEUTRAL SPECIAL 2: BATTLE AXE
Instead of an arc, the Axe moves horizontally, basically turning into a heavier Cross.​
SIDE SPECIAL 2: KNIFE
It completely change the Cross for the Dagger, a smaller and faster projectile that loses the Cross' boomerang propierties.​
UP SPECIAL 2: SUPER JUMP
A technique that it's actually not usually of the Belmont's, but basically turns the Uppercut into a better recovery that no longer does damage, it can also be aimed more diagonally.​
DOWN SPECIAL 2: AGUNEA
Very different from the original sub weapon, it throws a small gem on the ground that it's quickly followed by a thunderstrike like Pikachu's down special (when it doesn't impact him).​
NEUTRAL SPECIAL 3: TORCH
Instead of the Axe, they throw a Torch that is lighter and weaker but it provokes fire damage and creates a trail of flames when touching the ground.​
SIDE SPECIAL 3: BOOMERANG
It uses a more standard Boomerang that basically acts in the same way as Link's curving when thrown and coming back.​
UP SPECIAL 3: SONIC STRIKE
Loosely based on Jonathan Morris' technique from Portrait of Ruin, now the Belmonts makes a quick quasi-teleport dash that damages those who touches them at the end, it can be slighty directed.
DOWN SPECIAL 3: SACRED ASH
From Symphony of the Night, instead of fire, the Belmonts throw blessed ashes that instead of making constant damage, it staggers the opponent and then creates a small explosion.​
FINAL SMASH: BELMONT'S BLOODLINES
The new Final Smash of both of the Belmont's is more similar to Mega Man's. Based on the "Greastest Five" Dual Crush from Portrait of Ruin, it involves Simon or Richter perfoming the Fire Whip that was their Final Smash before but it now traps the opponents it touches. Enters into a cinematic attack where them alongside Leon Belmont, Trevor Belmont, Juste Belmont and Julius Belmont attacks all at once, finishing with either Simon or Richter performing the Grand Cross item crash.​

Alongside them, Alucard joins to the fray!, thought as a DLC, meaning he doesn't get custom moves.

NEUTRAL SPECIAL: HELLFIRE
Like father like son. Alucard raises his cape and shoots three small fire balls that cinders everything on its path, if you mantain the botton pressed a stronger version called Dark Inferno that consist on two bigger and stronger melting dark magic balls. You can move in a teleport-like way while holding the button (thought only once).​
SIDE SPECIAL: WOLF CHARGE
Alucard turns into a wolf and rams at rocket speed forwards dealing heavy knockback. Alucard's speed is highly uncontrollable so try not use this attack too near of a cliff.​
UP SPECIAL: SHAPE OF BAT
Alucard takes the form of a bat, it moves more or less freely from a short time before transforming back. Alucard is very vulnerable in this form but its errant trajectory helps him.​
DOWN SPECIAL: DARK METAMORPHOSIS
Alucard waves his cape forwards, it denies some weak projectiles but its actually a grab. If Alucard hits an opponent with it, he absorbs a part of their souls to heal himself a bit.​
FINAL SMASH: INFERNAL NOCTURNE
Alucard turns into a bloody bat and charges forwards; if it catches a single opponent, a cinematic attack occurs where Alucard does a series of lightning fast slashes at the opponent that leaves trails of eerie flames behind forming a pentagram star. Alucard finishes with a final thrust that is covered in a gory discretion shot like Joker's All-Out Attack in the next game. Alucard recovers a percentage of the damage inflicted to the opponent.​

As other notorious traits, Alucard makes use of Crissaegrim for his forward slash, the Rune Sword for his down smash and the Sword Familiar for his up smash. Most of his normal attacks makes use of the Alucard Sword thought their animations might resemble more other attacks of Alucard. One of his grabs makes use of Mist while other makes use of Tetra Spirit.

For his taunts, victory theme and poses as well to his colors, see the cosmetic category below.
In Ultimate, as part of the soon anniversary of the franchise, the Castlevania series got some big drops. Mainly, Simon and Richter (now labeled as an Echo) got a second of their own family as part of their costumes, with Simon now also having Trevor as a skin (with his Curse of Darkness design) while Richter got Julius (with his Harmony of Despair look). They have their own voicelines and when they use the Final Smash, Simon and Richter appears instead (Simon also appears when Richter is using it and viceversa), not only that but it was also updated to feature Christopher Belmont and Jonathan Morris (one of the few non Belmont characters who wielded the Vampire Killer and the original user of the technique).

But the biggest feature are two new characters being Soma Cruz and Shanoa, the protagonists of the Sorrow duology and Order of Ecclesia respectively. Their movesets below.
SOMA
NEUTRAL SPECIAL: AGUNI FIRE
Soma waves his arm and unleashes a wave of flames. Think on it as a more vertical version of Power Wave but that travels less.​
SIDE SPECIAL: DEVIL RUSH
Soma charges forwards transforming into a demonic entity, he has super armor in this form thought it must be charged to use. While its name is Devil, is actually more similar to the Manticore soul.​
UP SPECIAL: BAT COMPANY
Soma turns into a bat, similar to Alucard's Up Special, thought Soma moves more straight and has a better recovery rate.​
DOWN SPECIAL: SOUL STEAL
Soma realize a special grab that makes Soma pull an Orb from the opponent that Soma absorbs, this allows Soma to use the copied character's special move, the way this works is vastly different from Kirby since in first place it copies a specific move for each character and not necesarily their neutral special (or even a special move), secondly Soma doesn't has an easy way to see what he did copied except in the HUD where a sphere appears with the icon of the copied fighter. Might list all possible copy attacks eventually.​
FINAL SMASH: DEMONIC MEGIDDO
Soma is consumed by dark souls losing control over himself, a huge explosion of black magic surrounds him, those trapped on it are sent to a cinematic where Soma transforms into no less than the devil form of Dracula himself (thought is notoriously of a purpleish tone) and attacks with fire, locusts and worms, finishing with a second burst of demon magic.

SHANOA
NEUTRAL SPECIAL: REDIRE
Shanoa fires a quill that moves in a wave motion like some sort of unorthodox booomerang.​
SIDE SPECIAL: CUSTOS
Shanoa summons a demonic canine head that bites forwards with flames, if she attacks again, a second head follows, this time being a white head with freezing bites.​
UP SPECIAL: MAGNES
Shanoa gets briefly suspended in the air while electricity and a purple aura surrounds her, the player can quickly move the lightning while holding the special button to pull Shanoa in that direction. Using Redire just before Magnes makes Shanoa link to the quill instead.​
DOWN SPECIAL: TORPOR
Shanoa drops a yellow crystal that turns into a bigger set of them, if it catch an opponent they enter into a state similar to freeze.​
FINAL SMASH: DOMINUS
Shanoa summons Dominus Ira, a large ball of dark magic that slowly moves forwards before exploding. Anyone catched by the projectile enters into a dark realm where Shanoa surrounded by a malign aura (Dominus Agony) summons multiple arrows named Dominus Odium and ends with her exploding all in an excess of dark magic after combining the three glyphs. Shanoa suffers damage equal to a fourth part of the damage inflicted to all opponents and awakes in a crumbled state being very vulnerable, on the other hand unlike other Final Smashes, this one is a garanteed instant kill with 70% of damage instead of 100%.

As miscellanous details, Soma wields an unknown sword that takes elements of the swords he is despicted in multple artworks as well to the Dawn of Sorrow and Grimoire of Souls despictions of the Claimh Solais. Most of his normal attacks makes use of that sword with some attacks inspired by the way he wields other type of weapons in his games with some exceptions like his dash attack that makes use of the Shadow Panther soul instead. His Forward Smash makes use of the Valkyrie Soul as despicted in Aria of Sorrow, his Up Smash makes use of the Great Axe Armor (also known as Giga Twister) summoning a giant axe that swings upwards, his down smash is the Creaking Skull soul summoning a giant skeleton arm that smashes a giant bone downwards. One of Soma taunts involves throwing a skull head named Yorick that he can kick with his slide kick down tilt, turning into a somewhat deadly weapon, thought it requires a precisse timing.

Shanoa makes use of her weapon glyphs as her normal attacks, glyph unions are used for her Smash attacks with her foward smash being Venus, her Up Smash being Union Pneuma and her Down Smash being Union Lapiste. Other cases of her using her Glyphs are for example while more like a mere visual, Shanoa spawns the wings of her Volaticus glyph when double jumping.
NOTE: In the case of SImon, I will only talk about how we will look in Ultimate, thought there will be small words about how I would despict him before that.

SIMON
VICTORY THEME & POSES
Simon and Richter's Victory Theme is the same as Ultimate, thought previous remixes from Brawl and SSB4 existed.​
POSES
Most of Simon's victory poses stays pretty much the same, thought the pose where he exclaims "I Vanquish the Darkness!" when defeating a dark opponent it says "Turn to Darkness!" instead of "To Darkness!". Trevor has his own set of lines but he performs the same victory poses with the exception of the one where he takes an orb, instead he performs a pose similar to a concept art from Curse of Darkness.​
TAUNTS
All of Simon's taunts from Ultimate stays the same, thought in the down taunt he can also performs it backwards just like other characters like Captain Falcon.​
COLOR 1
Grimoire of Souls
1738780742614.png
COLOR 2
Chronicles
COLOR 3
Simon's Quest (Color Only)
COLOR 4
Haunted Castle (Color Only)
1738783709453.png
COLOR 5
Castlevania Sprite (Colors Only)
1738783750648.png
COLOR 6
SCIV Sprite (Colors Only)
COLOR 7
Trevor Belmont (Curse of Darkness)
1738783170334.png
COLOR 8
Juste Belmont (Colors Only)
1738783334802.png
NOTES:
  • Colors 1, 3 and 5 makes use of Simon's base design while colors 2, 4 and 6 uses Chronicles design. Colors 7 and 8 are Trevor.
    • Originally, Color 7 was base Simon with Trevor inspired colors while Color 8 was Chronicles Simon with Juste inspired calors, so in some way the prevailed.
      • While it originally didn't, in Ultimate, Simon's Color 6 also change his hair color to brown.
    • In Brawl there were colors based on the american and japanese CSIV box arts. The Japanase boxart in particular was replaced by Haunted Castle's colors.
RICHTER
VICTORY THEME & POSES
As mentioned, Richter shares the same victory theme as Simon, he also has the same poses as in the real game. The pose where he smiles at the camera is different for Julius where he instead performs the Grand Cross.​
TAUNTS
Taunts are the same, but Julius has different lines.​
COLOR 1
Rondo of Blood
1738784941779.png
COLOR 2
Dracula X Chronicles
1738785047910.png
COLOR 3
John Morris (Colors Only)
1738785101330.png
COLOR 4
Leon Belmont (Colors Only)
1738785190578.png
COLOR 5
Nathan Graves (Colors Only)
1738785226670.png
COLOR 6
Symphony of the Night (Colors Only)
1738785027390.png
COLOR 7
Julius Belmont
1738785161678.png
COLOR 8
Jonathan Morris (Colors Only)
1738785124288.png
NOTES:
  • Like Simon, Richter's colors 1, 3 and 5 are based on his Rondo of Blood design while his colors 2, 4 and 6 are for his Dracula X Chronicles design. Color 7 and 8 are for Julius.
    • Originally Color 7 was a reference to Jonathan Morris and Color 8 a reference to Alucard, while the Jonathan color was now a part of Julius, the Alucard color went lost.
  • Richter has a special voiceline against Alucard when performing his Final Smash, Julius instead has one against Soma.
ALUCARD
VICTORY THEME & POSES
Unlike the Belmonts, Alucard's Victory Theme is instead a small rearrangement of Dracula's Castle from Symphony of the Night, a theme that is usually considered his leitmotif. An interesing element is that the victory scenario occurs at night (an element that was added in Ultimate).
VICTORY 1
Alucard appears from a cloud of mist, performing a pose like the one of his iconic boxart.
VICTORY 2
Alucard poses ready to fight while all his shields surrounds him after using the Shield Rod effect.​
VICTORY 3
Multiple lights turns into a health vial that Alucard catches, he then flies away in the form of a bat.​
TAUNTS
SIDE TAUNT
Alucards covers himself pulling a side of his cloak with his head slighty downwards.
UP TAUNT
Alucard transforms into a wolf and howls, quickly turning human again.​
DOWN TAUNT
One of six familiars appears alongside Alucard who will barely care their presence.​
COLOR 1
Symphony of the Night
1738787695763.png
COLOR 2
Blood Cloak/Juste Belmont (Color Only)
1738783334802.png
COLOR 3
Elven Cloak/Maria Renard (Color Only)
1738787770480.png
COLOR 4
Royal Cloak/Richter Belmont (Color Only)
1738785027390.png
COLOR 5
Crystal Cloak/Shaft (Color Only)
1738787991815.png
COLOR 6
Genya Arikado (Color Only)
1738787940977.png
COLOR 7
Dracula's Curse Sprite (Color Only)
1738787459648.png
COLOR 8
Twlight Cloak/Dracula (Color Only)
1738787503772.png
NOTES:
  • Originally, Color 6 was the Dracula's Curse Sprite, while Color 7 was a reference to Soma Cruz. Due Soma being added in Ultimate, it was replaced by a black palette based on his disguise as Genya Arikado.
  • Juste Belmont-like color palette is a reference to how Juste was modeled very similar to Alucard.
SOMA CRUZ
VICTORY THEME & POSES
Soma's victory theme is his own leitmotif, Castle Corridor, mixed with bits of Nothing to Lose, a reference to his nature as Dracula. If Soma ends a fight with his Final Smash, his appearence will resemble his Dark Lord form with bright red eyes and messy hair as well to a diabolical smile. Soma shares Alucard's trait of having his victory stage at night.
VICTORY 1
Soma poses with a white and a black bat on each shoulder, like the Aria of Sorrow's boxart.​
VICTORY 2
Soma grabs Mina's pendant holding it dearly, while not explicity based on any, the final pose Soma does is similar to Dawn of Sorrow's boxart.​
VICTORY 3
Soma draws a magic circle around ending with a magical explosion.​
TAUNTS
SIDE TAUNT
Soma absorbs a silver spirit inside him.
UP TAUNT
Soma throws a skull, it can be kicked with his D-Tilt to attack.​
DOWN TAUNT
Soma touches his chest while looking backwards.​
COLOR 1
Default
COLOR 2
Yoko Belnades (Color Only)
COLOR 3
Hammer (Color Only)
COLOR 4
Genya Arikado (Color Only)
1738787940977.png
COLOR 5
Julius Belmont (Color Only)
COLOR 6
Mina Hakuba (Color Only)
COLOR 7
Mathias Cronqvist (Color Only)
1738789622512.png
COLOR 8
Dracula (Color Only)
1738787503772.png
NOTES:
  • Soma's design is mostly based on his design in Dawn of Sorrow, thought elements like the fur collar from his Aria design are bring back turning into a mix.
  • Soma's Color 7 is a reference to his identity as Dracula, since Mathias Cronqvist was the human who would later be known as Dracula.
  • Soma's Color 5 has different tones to Julius' actual colors in the game, this is because it's based on Aria of Sorrow's brighter colors of his design.
SHANOA
VICTORY THEME & POSES
Like the rest of non-Belmont clan members, Shanoa's victory theme is a short rearrangement of An Empty Tome, her leitmotif from Order of Ecclesia. Shanoa shares Alucard's trait of having her victory stage at night.
VICTORY 1
Shanoa poses like in the Order of Ecclesia boxart.
VICTORY 2
Shanoa performs another pose based on an artwork from Order of Ecclesia.​
VICTORY 3
Shanoa poses with her back absorbing a glyph, then she perform a pose similar to the one of Harmony of Despair (and the pose of her in-game render).​
TAUNTS
COLOR 1
Order of Ecclesia
COLOR 2
Albus (Color Only)
COLOR 3
Sypha Belnades (Color Only)
COLOR 4
Eric Lecarde (Color Only)
COLOR 5
Cornell (Color Only)
COLOR 6
Hugh Baldwin (Color Only)
COLOR 7
Hector (Color Only)
COLOR 8
Charlotte Aulin (Color Only)
NOTES:
  • Shanoa's colors reference characters who aren't part of the Belmont clan.
Dracula's Castle will be the first stage of the game appearing in Brawl, thought its initial appearence would be notoriously different. Being a stage of the size of the Temple, the castle is a small replica of most of the sections of the original castle in the first game, complete with the apparition of Giant Bat, Werewolf and Medusa as stage hazards. However the caslte was redesigned in SSB4, turning more or less in the same stage as in SSBU.

Clock Tower was added in SSB4, initially part of the original Dracula's Castle in Brawl, thought now is inspired by the design of Symphony of the Night with multiple engine mechanism around, at least it doesn't has Medusa's heads flying around.

Lost Village is one of the new stages in SSBU, based on the same place of Dawn of Sorrow, specifically the initial open area where the shop of Yoko and Hammer are located. It's a near replica of the place with its platforms and eve the car. Yoko, Hammer, Julius and Genya can hang out sometimes there, thought if Julius or Alucard are fighting either of them will never appear.
Both Death and Maria are assist trophies, Death was added in Smash 4 while Maria was added in Ultimate.

Death is an unkillable assist trophy, he hovers around the stage till he decides a victim, when he does, he appears behind his target and does a slash with his scythe that instantly kills the opponent. While Death can't be attacked, it can be evaded since he has quite a preparation time before his attack.

Maria is a more regular assist trophy, she fights throwing doves and using her four sacred beasts to make some attacks; specifically she can use Genbu as protection, throwing a dragon that attacks the near opponents, throwing a white cat and a pair of cardinals.
The Stopwatch will basically replace the Timer for now on; appearing in Brawl, the Stopwatch slows the movement of all characters except the one who used the item. In Smash 4 the visual effect of the medals surrounding the caster as a timer from Dracula X and Dracula X Chronicles is added. Also in Smash 4 the Grimoire is included, also known in other games as the Bible (but for obvious reasons we can't name it like that here), it's a magical book that will hover around the character damaging anyone who steps near them till either the maximum amount of damage dealed/shielded is performed or time runs out, such behaviour comes from Symphony of the Night.
Nothing to change actually, is the best thing in terms of representating the franchise.
Castlevania already has a rocking selection of tracks, so I'll limit to add some more. Some of these tracks are already in the actual game but I'll add them again cuz now they will have the Original Remix treatment. So the new lineup will end being 60 tracks. By the way now some remixes would be from the Brawl era or the SSB4 era; since most of the ones I see being from Brawl are remixes already made for the game you will mostly see remixes from SSB4 (noted by the Arranged name being in blue) and from SSBU (where the Arranged name doesn't has color).
NAME
TYPE
ORIGIN
Original​
Castlevania
Castlevania: The Dracula X Chronicles (Remix)
Arranged​
Castlevania III: Dracula's Curse
Original​
Castlevania: The Adventure
Castlevania: The Adventure ReBirth (Remix)
Original​
Castlevania Chronicles
Arranged​
Castlevania Bloodlines
Arranged
Castlevania: Symphony of the Night
Original​
Castlevania: Symphony of the Night
Original​
Castlevania: Symphony of the Night
Arranged
Castlevania: Symphony of the Night
Original​
Castlevania: Legacy of Darkness
Castlevania Judgment (Remix)
Arranged​
Castlevania: Circle of the Moon
Arranged
Castlevania: Harmony of Dissonance
Arranged
Castlevania: Aria of Sorrow
Arranged​
Castlevania: Aria of Sorrow
Original​
Castlevania: Aria of Sorrow
Castlevania: Lament of Innocence (Remix)
Arranged​
Castlevania: Aria of Sorrow
Original​
Castlevania: Lament of Innocence
Castlevania Judgment (Remix)
Original​
Castlevania: Curse of Darkness
Arranged​
Castlevania: Dawn of Sorrow
Original​
Castlevania: Dawn of Sorrow
Original​
Castlevania: Dawn of Sorrow
Original​
Castlevania: Portrait of Ruin
Castlevania: Harmony of Despair (Remix)
Arranged
Castlevania: Portrait of Ruin
Original​
Castlevania: Portrait of Ruin
Arranged​
Castlevania: Order of Ecclesia
Original​
Castlevania: Order of Ecclesia
Original​
Castlevania: Order of Ecclesia
Castlevania: Harmony of Despair (Remix)
Original​
Castlevania: Order of Ecclesia
Original​
Castlevania: Order of Ecclesia
Castlevania: Harmony of Despair (Remix)
Original​
Castlevania: Harmony of Despair
All spirits will remain, thought the spirits of Alucard, Trevor Belmont, Soma Cruz, Julius Belmont and Shanoa would be replaced since they are now promoted to fighters. The easiest change is just make Dracula's second form a proper evolution fo Dracula's spirit. For the rest more spirits will be added in their place, certain spirit battles would also be revamped to make use of the new fighters.

Ngl I went a bit tired of my usual format so I'm just doing it list style.

CHANGED SPIRITS
  • Trevor C. Belmont (Fighter Spirit)
  • Julius Belmont (Fighter Spirit)
  • Alucard (Fighter Spirit)
  • Soma Cruz (Fighter Spirit)
  • Shanoa (Fighter Spirit)
  • Maria Renard (Now it's an Ace Spirit that evolves to Legend spirit as her SOTN incarnation, her fight is now against Richter with Maria as an assist trophy appearing. Richter is very buffed for the fight and as support fighters the Charizard, Falco Incineroar and as a new fighter a Squirtle appears to help).
  • Hugh Baldwin (His theme is changed to Proof of Blood)
  • Juste Belmont (now an Ace Spirit, Juste is represented by Trevor's red palette and as additional conditions the stage will be windy and the floor swaps between lava and ice making it a lot more difficult to fight. His theme is now Sucessor of Fate)
  • Leon Belmont (now a Legend Spirit, only he receives the strengthen weapon benefit, he also gets strengthen special moves and a sudden Final Smash to show the legacy of his clan. His spirit ability is a stronger version of the one he already has)
  • Hector (due the removal of Death's Scythe, his ability is Home-Run Bat equipped, another weapon he can forge in Curse of Darkness).
  • Jonathan Morris (Even if Julius has his colors, he is stil represented by Richter using John Morris colors who is Jonathan's ancestor; his partner is now standarized as a blue Zelda. Jonathan was degraded to be an Advance spirit, the theme was changed to Invitation to a Crazed Moon).
  • Charlotte Aulin (Richter's color is standarized as the one of John Morris).
  • Medusa (Meta Knight is replaced by Medusa from Kid Icarus, an echo fighter of Palutena).
  • The Creature and The Flea (The track has been changed to Poison Mind)
  • Death (Lacking a scythe, instead the assist trophy of Death itself appears, slow movement is applied making it harder to avoid. The stage is Clock Tower Battlefield, the song is Evil's Symphonic Poem instead).
  • Werewolf (The theme has been changed to The Wolf Revealed)
  • Dracula (Evolves to Dracula (2nd Form), it mantains the same ability as the later)
NEW SPIRITS
  • Christopher Belmont (Novice, regular Simon)
  • Sypha Belnades (Uses an innedit high quality version of the Family Computer Magazine artwork, Advance, Blue Shanoa)
  • Grant Danasty (Uses an innedit high quality version of the Japanese Guide Book artwork, Novice, Red Sheik)
  • Maxim Kischine (Black Chrom, Advance)
  • Albus (Beige Joker, Advance)
  • Eric Lecarde (Advance, Blue Byleth)
  • Joachim Armster (Ace, Purple Alucard)
Btw I still want to do these sort of things for actual new series but I also have interest to do this sort of stuffs for my favorite franchises like Metroid, Kirby, Zelda or Final Fantasy.
 
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Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
12,665
Location
Cheese Wheels of Doom
People complain about bias in Smash, but I personally do not believe Smash is biased ENOUGH!

Sonic the Hedgehog


Fighters
  1. Sonic
  2. Dr. Eggman
Stages:
  1. Green Hill Zone
  2. Chemical Plant Zone
  3. Special Stage
Songs
  1. Special Stage Medley (Sonic the Hedgehog series - Sega Genesis)
  2. Sonic 8-Bit Medley (Sonic the Hedgehog series - Master System/Game Gear)
  3. Green Hill Zone (Sonic the Hedgehog)
  4. Scrap Brain Zone
  5. Star Light Zone
  6. Emerald Hill Zone (Sonic the Hedgehog 2)
  7. Metropolis Zone
  8. Chemical Plant Zone
  9. Ice Cap Zone Act 1 (Sonic 3 & Knuckles)
  10. File Select
  11. Sky Sanctuary Zone
  12. Big Arms
  13. Lights, Camera, Action! (Sonic Mania)
  14. Friends
  15. Flying Battery Zone Act 1
  16. Chemical Plant Zone Act 2
  17. Ruby Illusions
  18. Door into Summer (Knuckles' Chaotix)
  19. Super Sonic Racing (Sonic R)
  20. Can You Feel the Sunshine?
  21. Living in the City
  22. Green Hill Zone Modern (Sonic Generations)
  23. City Escape Classic
  24. Planet Wisp Act 1 (Sonic Colours)
  25. All Hail Shadow (Shadow the Hedgehog)
Items
  1. Bobbin
  2. Past/Future Sign
Assist Trophy
  1. Knuckles
  2. Barrel of Doom
Spirits
  1. Tails
  2. Knuckles
  3. Super Sonic
  4. Hyper Sonic (Enhance)
  5. Metal Sonic
  6. Amy Rose
  7. Mighty, Espio, Vector, and Charmy
  8. Motobug
  9. Flicky (Enhance)
  10. Hard-Boiled Heavies
  11. Fang the Sniper
  12. Death Egg
  13. Modern Sonic
  14. Modern Sonic and Shadow (Enhance)
  15. Dr. Robotnik (Dr. Robotnik's Mean Bean Machine)

Pokemon

Figthers
  1. Squirtle (PKMN Trainer)
  2. Ivysaur (PKMN Trainer)
  3. Charizard (PKMN Trainer)
  4. Mewtwo
  5. Jigglypuff
  6. Rattata (Youngster)
  7. Zubat (Youngster)
  8. Pidgey (Youngster)
  9. Onix
  10. Mr. Mime
  11. Zapdos
  12. Muk
  13. Krabby
  14. Haunter
Stages
  1. Pokemon Stadium
  2. Kanto GB
  3. Saffron City
  4. Team Rocket Headquarters
  5. Poke Floats
  6. Pokemon Center
  7. Victory Road
  8. Lavender Town
  9. Pokemon Pinball
  10. International Puzzle League (shared with Yoshi and Panel de Pon series)
Songs
  1. GB Kanto Medley (Pokemon Red and Blue)
  2. Pokemon RBY Theme (Brawl)
  3. Pokemon RBY Theme (Melee)
  4. Pokemon RBY Theme (64)
  5. Route 1 (Brawl)
  6. Pokemon Center (Brawl)
  7. Pokemon Gym/Evolution (Brawl)
  8. Poke Floats (Melee)
  9. Mewtwo (Pokemon Stadium)
  10. Title (Hey You, Pikachu)
  11. Giovanni's Theme (Pokemon Puzzle League)
  12. Kids' Club Menu (Pokemon Stadium)
  13. Gotta Catch 'Em All (Pokemon Anime)
  14. Poke Rap (Pokemon Anime)
  15. Aim to be a Pokemon Master (Pokemon Anime)
  16. Pokemon World (Pokemon Anime)
  17. Jigglypuff's Song (Pokemon Anime)
  18. Wild Battle (Pokemon Let's Go Pikachu & Lets Go Eevee)
  19. RSE Victory Road (Brawl)
  20. Champion Red (Pokemon HeartGold and SoulSilver)
  21. Game Corner (Pokemon Diamond and Pearl)
Spirits:
Intact sans Detective Pikachu (swapped with Todd Snap)

Poke Balls
  1. All original 151 including playables
  2. Lucario
 
Last edited:

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,236
Location
Wherever good books are sold.
People complain about bias in Smash, but I personally do not believe Smash is biased ENOUGH!

Sonic the Hedgehog


Fighters
  1. Sonic
  2. Dr. Eggman
Stages:
  1. Green Hill Zone
  2. Chemical Plant Zone
  3. Special Stage
Songs
  1. Special Stage Medley (Sonic the Hedgehog series - Sega Genesis)
  2. Sonic 8-Bit Medley (Sonic the Hedgehog series - Master System/Game Gear)
  3. Green Hill Zone (Sonic the Hedgehog)
  4. Scrap Brain Zone
  5. Star Light Zone
  6. Emerald Hill Zone (Sonic the Hedgehog 2)
  7. Metropolis Zone
  8. Chemical Plant Zone
  9. Ice Cap Zone Act 1 (Sonic 3 & Knuckles)
  10. File Select
  11. Sky Sanctuary Zone
  12. Big Arms
  13. Lights, Camera, Action! (Sonic Mania)
  14. Friends
  15. Flying Battery Zone Act 1
  16. Chemical Plant Zone Act 2
  17. Ruby Illusions
  18. Door into Summer (Knuckles' Chaotix)
  19. Super Sonic Racing (Sonic R)
  20. Can You Feel the Sunshine?
  21. Living in the City
  22. Green Hill Zone Modern (Sonic Generations)
  23. City Escape Classic
  24. Planet Wisp Act 1 (Sonic Colours)
  25. All Hail Shadow (Shadow the Hedgehog)
Items
  1. Bobbin
  2. Past/Future Sign
Assist Trophy
  1. Knuckles
Spirits
  1. Tails
  2. Knuckles
  3. Super Sonic
  4. Hyper Sonic (Enhance)
  5. Metal Sonic
  6. Amy Rose
  7. Mighty, Espio, Vector, and Charmy
  8. Motobug
  9. Flicky (Enhance)
  10. Hard-Boiled Heavies
  11. Fang the Sniper
  12. Death Egg
  13. Modern Sonic
  14. Modern Sonic and Shadow (Enhance)
  15. Dr. Robotnik (Dr. Robotnik's Mean Bean Machine)

Pokemon

Figthers
  1. Squirtle (PKMN Trainer)
  2. Ivysaur (PKMN Trainer)
  3. Charizard (PKMN Trainer)
  4. Mewtwo
  5. Jigglypuff
  6. Rattata (Youngster)
  7. Zubat (Youngster)
  8. Pidgey (Youngster)
  9. Onix
  10. Mr. Mime
  11. Zapdos
  12. Muk
  13. Krabby
  14. Haunter
Stages
  1. Pokemon Stadium
  2. Kanto GB
  3. Saffron City
  4. Team Rocket Headquarters
  5. Poke Floats
  6. Pokemon Center
  7. Victory Road
  8. Lavender Town
  9. Pokemon Pinball
  10. International Puzzle League (shared with Yoshi and Panel de Pon series)
Songs
  1. GB Kanto Medley (Pokemon Red and Blue)
  2. Pokemon RBY Theme (Brawl)
  3. Pokemon RBY Theme (Melee)
  4. Pokemon RBY Theme (64)
  5. Route 1 (Brawl)
  6. Pokemon Center (Brawl)
  7. Pokemon Gym/Evolution (Brawl)
  8. Poke Floats (Melee)
  9. Mewtwo (Pokemon Stadium)
  10. Title (Hey You, Pikachu)
  11. Giovanni's Theme (Pokemon Puzzle League)
  12. Kids' Club Menu (Pokemon Stadium)
  13. Gotta Catch 'Em All (Pokemon Anime)
  14. Poke Rap (Pokemon Anime)
  15. Aim to be a Pokemon Master (Pokemon Anime)
  16. Pokemon World (Pokemon Anime)
  17. Jigglypuff's Song (Pokemon Anime)
  18. Wild Battle (Pokemon Let's Go Pikachu & Lets Go Eevee)
  19. RSE Victory Road (Brawl)
  20. Champion Red (Pokemon HeartGold and SoulSilver)
  21. Game Corner (Pokemon Diamond and Pearl)
Spirits:
Intact sans Detective Pikachu (swapped with Todd Snap)

Poke Balls
  1. All original 151 including playables
  2. Lucario
no professor oak spirit, no buy
 

CrashBandicootFan1

Smash Cadet
Joined
Sep 28, 2018
Messages
56
Super Smash Bros X Crash Bandicoot

Crash Bandicoot
1_Uwd0KjrY7Bgc-BJfKY2ykw.jpg


Fighters:

Crash Bandicoot

Coco Bandicoot


Stage: N.Sanity Island

Spirits

Crash (Fighter Spirit)

Coco( Fighter Spirit)

Tawna

Dingodile

Dr.Neo Cortex

Dr. Nefarious Tropy (Evolve it to get the female version)

Ripper Roo

N.Brio

Komodo Bros

Pinstripe


Music:

N.Sanity Beach

Crash 2 theme

Crash 3 theme

Crash 4 Theme

Turtle Woods

Toad Village

Hook line and Sinker

Crash Cove

Crash Team Racing Theme

Prehistoric Playground

N.Sanity Island (Crash Twinsanity)

Dr.Neo Cortex Boss (Crash 3)

A Hole in Space

The Past Unmasked
 

Attachments

Last edited:

Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
12,665
Location
Cheese Wheels of Doom
Bubsy
Imagined as base-game.

Fighter
  1. Bubsy
Stage:
  1. Furbitten Planet: Rayon
Item:
  1. Atom
Assist Trophy:
  1. Arnold the Armadillo
Songs (remixes in bold. All CEOTFK songs are SNES, while all Bubsy 2 songs are SMD)
  1. War of the Woolies (CEOTFK)
  2. Hill Stream Blues/Woolering Heights
  3. Title (Bubsy 2)
  4. Waterbubsy (Fractured Furry Tales)
  5. Welcome to Wonderland
  6. Bubsy 3D Medley (Bubsy 3D)
  7. Bubsy 3D Original Medley
  8. Bobcatian Rhapsody (Woolies Strike Back)
  9. The Furry Road to Woolhalla
  10. Game Over/Credits
Spirits
  1. Arnold
  2. Woolie -> enhances to Woolie (Paws on Fire)
  3. Virgil Reality
  4. Queens Polly and Ehster
  5. Oinker P. Hamm
  6. What Could Possibly Go Wrong? (Yes, literally just the words)
 
Last edited:

Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
SUPER SMASH BROS. X NO MORE HEROES
  • Name: Travis Touchdown
  • Series: No More Heroes
  • First Appearence: No More Heroes (2007)
  • Gimmicks: Battery, Mustang Dodge
  • Final Smash: Full Green Mode
Travis Touchdown is an over-the-top otaku assassin who first appeared in the 2007 action game No More Heroes, wielding a deadly Beam Katana he bought on internet. Once just a broke anime nerd living in Santa Destroy, Travis took a shady job that led him to the United Assassins Association, where he became the No. 11 ranked killer—and decided to climb his way to the top. His story evolves over time and nowadays as much as he doesn'taccept it, he might now be a hero himself.

In gameplay Travis is a combo heavy character, thought not at the same level as Dante, notoriously he has a bad air game (not as bad as Little Mac, but he does struggles (desesperatly) fighting midair). His moves includes elements from the different katanas he uses in all his games, thought in-game most of the time you will be see Travis using his Blood Berry, kinda like how Bayonetta uses moves from Love is Blue even if she is using Scarabough Fair. He doesn't make use of the Death Glove however, since it's too clunky as a move. Instead he uses two very simple abilities, on one side he has a special dodge like Bayonetta or Mythra being Dark Step, which makes the opponent slow down for a moment and lets Travis punish the opponent, on the other side his sword requires battery, similar to Inkling.

Travis has 4 costumes similar to Sora, those are his base designs in No More Heroes 1, 2, 3 and Travis Strikes Again. For his recolors those of NMH1 and 2 uses actual customizations of the game, being not only color swaps but also texture swaps changing elements like his shirt and jacket pattern. Due the revamp in customization on TSA and NM3, his recolors in those games are more traditional character references, with the TSA one being based on his rival of that game Bad Man, while the NMH3 one is based on Shinobu's design in that game..
COLOR 1
NMH1
COLOR 2
NMH2
COLOR 3
TSA:NMH
COLOR 4
NMH3
COLOR 5
NMH Custom
COLOR 6
NMH2 Custom
COLOR 7
Bad Man (Colors Only)
COLOR 8
Shinobu (Colors Only)
Differences between colors:
  • Travis changes textures alongisde the colors for his alternative versions of each costume.
    • The NMH3 suit has a shirt with the logo of Santa Destroy High School, the school Shinobu went during No More Heroes 1 and 2.
      • The Shinobu colors are the only ones that changes Travis' hair and skin tone.
    • Bad Man's suit has his 7 on the shirt, it also has some dirt stains like Birkin's.
  • Each suit makes use of the sound effects of their specific game.
    • The charging beam katana has multiple jingles that appears at random.
GIMMICKS
BATTERY
Travis has a battery metter for his beam katana. It loses energy while attacking, and when it's fully deplete the damage it does is suboptimal. Using Shield+B makes Travis shake his sword (in a less suggestive manner) to recharge it. Travis is vulnerable while charging but he can cancel the charge quite quickly if needed.
MUSTANG DODGE
Travis' special dodge, when avoiding an attack at the right frame, Travis moves to the back of the opponent while ralentizing them, allowing him to counterattack, similar to Bat Within or Foresight.
MOVESET
MOVEMENT
  • For his entrance animation Travis enters ridding the Schpeltiger (NMH1/2 costumes) or the Demzamtiger (TSA/NMH3 costumes). Then he stands, lights his beam katana and shouts "It's Game Time".
  • His idle, dodges and practically all his animations are the same of his original game.
  • Travis crouches thug style.
  • His jump is actually more based on Shinobu's, thought less graceful. Maybe the master turned the student this time.
    • I completely forgot you can jump in NMH3, woops.
NORMAL ATTACKS
Jab:
Normal Combo
Travis attacks with a 3-hit sword combo.
Jab 2:
Blast Attack
Mashing quickly the button makes Travis do multiple thrusts instead a-la Million Stabs.
Dash Attack:
Running Tiger
Travis leaps and does a wide slash forwards.
Side Tilt:
Forward Lunge
Travis does a finishing lunge sweep with his sword like at the end of his normal attack in NMH3.
Up Tilt:
High Beat
Travis attacks with a high kick attack.
Down Tilt:
Low Beat
Travis does a low crouching kick.
Neutral Air:
Ecstasys
Travis makes his beam katana spin around his palm.
Forward Air:
Death Kick
Travis does a drop kick midair.
Back Air:
Sucker Punch
Travis turns back and punches his opponent, it can spike.
Up Air:
Cross Deathblow
Taking notes of his brother, Travis performs an upwards slash ina diagonal front-upwards motion.
Down Air:
Cranberry Chocolate Sundae
Travis does a dive thrust to the floor with his katana impaling it either on the ground or to the nearest opponent.
SMASH ATTACKS
Side Smash:
High Charge
Travis charges upwards and does a huge vertical swing with the beam katana.
Up Smash:
Battering Swing
Travis slams his Blood Berry upwards like some sort of baseball bat.
Down Smash:
Low Charge
Travis charges downwards and does a huge spin sweep motion attack.
GRABS AND THROWS
Grab
Travis does a wrestling hold.
Pummel
Travis chokes the opponent with his hold.
Forward Throw:
Giant Swing
Travis grabs the opponent from the legs and throws them kinda like how Mario grabbed Bowser in 64.
Back Throw:
Tiger Suplex
Travis does a classic suplex to his opponent.
Up Throw:
Quebradora con Giro
Travis elevates the opponent, spins them to have them facing the air and then breaks their spin with his knee.
Down Throw:
Tombstone Piledriver
Exactly what it says on the name, Travis performs a piledriver over the opponent.
SPECIAL ATTACKS
NEUTRAL SPECIAL:
BLUEBERRY CHESEE BROWNIE
Travis slashes forwards, firing a pixelated beam of energy, it can pierce opponents even with its notoriously big size in comparison to other projectiles with similar propierties.
SIDE SPECIAL:
ROSE NASTY
Travis dashes forwards slashing the opponents with his dual beam katanas Rose Nasty, it can charge the attack to reach higher distance.
UP SPECIAL:
00 CHIP
I know I said I wasn't going to use the Death Glove but I think this one is rather fitting. Travis will make a quick slash to the direction selected after pressing Up-B slashing all his way in a trail of rainbow.
DOWN SPECIAL:
DEATH BLOW
A counter attack move where Travis stuns the opponent and then an arrow appears pointing in 4 possible directions, pressing the B button again in the corresponding direction makes Travis do a heavy slash that applies a lot of damage.
FINAL SMASH: FULL GREEN MODE
Three green 7s appears below Travis and he yells HENSHIN! transforming into his Full Green Mode, dashes forwards with a frontal attack and continues firing missiles and ending with a giant beam tiger that roars and rams forwards.​
TAUNTS
SIDE TAUNT:
Travis would put his hands on his butt and then stretch his arms upwards.​
UP TAUNT:
Travis will make a tokusatsu roll call ending with a "Henshin!", thought he will not transform.​
DOWN TAUNT:
The Blood Berry will suddenly lost all his charge, so Travis will quickly shake it to make it work again, don't worry it didn't actually lost its real battery is just a visual effect.​
VICTORY POSE
Travis' Victory Theme is an arrangement of Defeated or Dead the victory theme of NMH3, with the iconic Energize sound effect at the end.​
Travis deactivates his beam katana, twirls it and folds it back to his belt, then the camera rises to his face where he is leaning back staring at the camera with the collar of the jacker hiding half of his face.
Travus does some katana tricks, ending with him raising the beam katana upwards like in the NMH3 Soundtrack album cover.​
Travis lays on the floor taking care of his cat Jeane (that is a man).​
The classic hotel where Travis resides, characters fight in the parking slot, asides of some classic cameos nothing much interesing happens here, it doesn't even has any sort of pit (thought you can go up the ladders and use the upper half of the motel as a second platform).
In comparison to my other suggestions, this list is rather tame. The list only has 39 songs instead, mostly cuz I wanted to be more grounded this time after so many wild requests lol, on the other hand NMH has an amazing soundtrack but I don't think it requires that much songs to show cool it is, it's also way shorter than Castlevania, Fate or SRW in terms of legacy so it's easier to decide which stays and which goes. Thought on the other hand I can't helped myself so I also added some tracks of Killer7, Killer is Dead and Flower, Sun & Rain. Also the vocals might require some sort of edit, they ain't like extremely obscene but maybe things like "goddamn" might require a bit of an edit, but even so I wouldn't count them as arrangements.

SONG
TYPE
ORIGIN
Arranged​
No More Heroes
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes
Original​
No More Heroes
Arranged​
No More Heroes
Original​
No More Heroes
Arranged​
No More Heroes
Original​
No More Heroes
Arranged​
No More Heroes
Arranged​
No More Heroes
Original​
No More Heroes
Original​
No More Heroes
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Arranged​
No More Heroes 2: Desperate Struggle
Arranged​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Arranged​
Travis Strikes Again: No More Heroes
Original​
Travis Strikes Again: No More Heroes
Original​
Travis Strikes Again: No More Heroes
Original​
Travis Strikes Again: No More Heroes
Original​
No More Heroes III
Original​
No More Heroes III
Original​
No More Heroes III
Arranged​
No More Heroes III
Arranged​
No More Heroes III
Original​
No More Heroes III
Original​
No More Heroes III
Original​
No More Heroes III
Arranged​
No More Heroes III
Original​
No More Heroes III
Arranged​
Killer7
Original​
Killer7
Original​
Killer is Dead
Original​
Killer is Dead
Arranged​
Flower, Sun, and Rain
Travis fights against characters who are known as assassins, mercenaries or bounty hunters.
STAGE 1
:ultwolf:
Orbital Gate Assault - Electro Triple Star​
STAGE 2
:ultfalcon:
Port Town Aero Dive - Kill U 2wice Over​
STAGE 3
:ultridley:
Norfair - Phantom Skate​
STAGE 4
:ultsamus:
Frigate Orpheon - Shoegazer Watched the Stars​
STAGE 5
:ultsnake:
Shadow Moses Island - Steel Phyton​
STAGE 6
:ultike:
Castle Siege - We Are Finally Cowboys​
BONUS STAGE
FINAL STAGE
Master Hand
Final Destination - Convulsive Madness​
Note minor edits should be made for some of these artworks due age restrictions. Btw I'm going to add a pair of characters that I haven't talked yet but probably going to make moves sooner than later, this is mostly cuz I can't think on any less than perfect version that the one of my own dreams.
DOCTOR PEACE
Novice - Neutral - Support
Fighter: :ultjokeralt: (Beige)
Stage: King of Fighters Stadium
Music: Steel Python
Conditions:
  • The enemy favors Neutral Specials.​
Ability: Steel Diver Equipped
SHINOBU
Ace - Grab - Primary
Fighter: Elma (White),Travis (NMH3)
Stage: Motel NO MORE HEROES
Music: Samurai Summer
Conditions:
  • The enemy's sword attacks have increased power.
  • The enemy has increased move speed.
Ability: Additional Midair Jump
DESTROYMAN
Novice - Defense - Primary
Fighter: :ultfalcon:(Blue)
Stage: Dr. Wily's Castle
Music: Kill U 2wice Over

Evolves at Lvl. 99
DESTROYMAN TRUE FACE
Acdvance - Defense - Primary
Evolves from Destroyman at Lvl. 99

Ability: Electric Attack ↑​
HOLLY SUMMERS
Novice - Grab - Support
Fighter: :ultsnake: (Green)
Stage: Tortimer Island (Hazards Off)
Music: Samurai Summer
Conditions:
  • All fighter's explosive attacks have increased power.​
  • Hostile assist trophies will appear (Lady).​
Ability: Fire & Explosion Attack ↑
HARVEY MOISEIWITSCH VOLODARSKII
Novice - Grab - Primary
Fighter: :ultjoker: (Blue)
Stage: New Pork City (Battlefield)
Music: Oxygen Graffiti​
SPEED BUSTER
Advance - Defense - Support
Fighter: :ultroy2:
Stage: Town and City
Music: Mach 13 Elephant Explosion
Conditions:
  • The enemy prefers not to move.​
  • The enemy favors neutral specials.​
Ability: Shooting Items ↑
BAD GIRL
Ace - Attack - Primary
Fighter: :ultpeach:
Stage: Motel NO MORE HEROES
Music: Pleather for Breakfast
Conditions:
  • The enemy starts the battle with an enhanced Home-Run Bat.​
  • The enemy has super armor when charging Smash Attacks.​
  • You'll ocassionally take sudden damage.​
Ability: Home-Run Bat Equipped.
DARK STAR
Ace - Attack - Primary
Fighters: :ultganondorf: , :ultbrawler: (white)
Stage: Eldin Bridge (Hazards Off)
Music: Rocket Surgeon
Conditions:
  • Stamina Battle (Player 200HP, Ganondorf 10HP, Mii Brawler 200HP).​
  • Defeat the main fighter to win (Mii).​
  • The enemy has increased move speed (Mii).​
  • The enemy's special move have increased power:​
    • Flashing Mach Punches​
    • Suplex​
    • Helicopter Kick​
    • Counter Throw​
  • The enemy can instantly escape from movement-disabling moves.
Evolves at Lvl. 99
JEANE
Legend - Attack - Primary
Evolves from Dark Star at Lvl. 99

Ability: Physical Attack & Move Speed ↑​
HENRY COOLDOWN
Legend - Neutral - Primary
Fighter: Travis
Stage: Motel NO MORE HEROES
Music: We Are Finally Cowboys
Conditions:
  • Stamina Battle (Both 200HP).​
  • The enemy's special attacks have increased power.​
  • The enemy is hard to launch.​
Ability: Assist Killer
SYLVIA CHRISTEL
Advanced - Defense - Support
Fighter: :ultisabelle: (Black)
Stage: Motel NO MORE HEROES
Music: It's Kill or Be Killed - Destroy Resort
Conditions:
  • The enemy starts the battle with a laser gun.​
Ability: Critical-Health Stats ↑
SKELTER HELTER
Novice - Attack - Support
Fighter: :ultcloud: (White)
Stage: Motel NO MORE HEROES
Music: Sling Shot
Conditions:
  • The enemy starts the battle with an enhanced Rage Blaster.​
Ability: Rage Blaster Equipped
NATHAN COPELAND
Novice - Grab - Primary
Fighter: :ultlittlemac:(Black)
Stage: New Donk City Hall (Rooftop)
Music: Surf Santa Destroy
Conditions:
  • The enemy starts the battle with a Super Scope.​
Ability: None​
DR. LETZ SHAKE
Advance - Defense - Support
Fighter: :ultrob: (Gray)
Stage: Shadow Moses Island
Music: Mushroomy Kingdom (Omega)
Conditions:
  • The enemy is giant.
  • Periodic earthquakes will shake the stage.​
Ability: Bury Inmunity​
RYUJI
Ace - Neutral - Support
Fighter: :ultwario: (Red)
Stage: Eldin Bridge (Omega)
Music: Subuta
Conditions:
  • The enemy starts the battle with an enhanced killing edge.
  • The enemy favors side specials.
Ability: Side Special ↑
1739720878945.png
1739720920940.png
MARGARET MOONLIGHT
Ace - Attack - Primary
Fighter: 2B (credits to Megadoomer)
Stage: Fourside (Omega)
Music: Philistine
Conditions:
  • Hostile assist trophies will appear (Death)​
  • Stamina Battle (200HP each).​
Ability: None.
CAPTAIN VLADIMIR
Advance - Defense - Support
Fighter: :ultolimar: (White)
Stage: Distant Planet (Omega)
Music: Shoegazer Watched the Stars
Conditions:
  • The enemy starts the battle with a Rocket Belt.​
  • The enemy is less affected by gravity.​
Ability: Item Gravitation
ALICE TWILIGHT
Legend - Grab - Support
BAD MAN
Ace - Attack - Primary
Fighter: Travis (Color 7)
Stage: Motel NO MORE HEROES
Music: On your mark, get set, go
Conditions:
  • Stamina Battle (150HP both).
  • The enemy starts the battle with a Home-Run Bat.​
  • Items will be pulled towards the enemy (Beastball).​
Ability: Hyper Smash Attacks
1739720993948.png
1739721253414.png
MR. BLACKHOLE
Ace - Neutral - Support
GOLD JOE
Novice - Defense - Support
KIMMY HOWELL
Novice - Grab - Primary
Fighter: :ultzelda:
Stage: Motel NO MORE HEROES
Music: Awesome Holiday in the Sky
Conditions:
  • The enemy starts the battle with an enhanced Beam Sword.​
Evolves at Lvl. 99​
KIMMY LOVE
Ace - Grab - Primary
Evolves from Kimmy Howell at Lvl. 99

Ability: Beam Sword Equipped​
1739721401668.png
NATIVE DANCER
Advance - Attack - Primary
MIDORI MIDORIKAWA
Ace - Grab - Support
SONIC JUICE
Ace - Defense - Support
Fighter: :ultcorrin: (Blue)
Stage: Great Bay (Hazards Off)
Music: Finale Fantastique
Conditions:
  • The enemy is giant.
  • You can't swim.
  • The enemy's water attacks have increased power.
Ability: Giant
FU (JESS-BAPTISE VI)
Legend - Attack - Support
Fighter: Deoxys (Blue)
Stage: Bloody Palace (Top)
Music: Night Hawk
Conditions:
  • The enemy's PSI attacks have increased power.
  • The enemy will suddenly have a Final Smash.
  • Hostile assist trophies will appear (Rodin)
Ability: Special-Move Power ↑
1739372544017.png
DAN SMITH
Ace - Neutral - Support
Fighter: :ultgunner: (Bussinessman Suit)
Stage: Motel NO MORE HEROES
Music: Rave On
Woops, all swordfighters.
HENRY :ultswordfighter:
BAD GIRL :ultswordfighter:
SHINOBU :ultswordfighter:
ALISA :ultswordfighter:
ASUKA :ultswordfighter:
1739298092384.png
1739297716894.png
1739297637982.png
Uses the Cross Sword.Uses a bat.
The design is slightly altered for censor purposes.
Uses a katana.
The design is slightly altered for censor purposes.
Uses the God Arc miniaturized.
The design is slightly altered for censor purposes.
Uses a katana.
The design is slightly altered for censor purposes.
As usual I left this half done cuz I'm lazy lol, gonna continue later.
 
Last edited:

Kirbeh

Smash Champion
Joined
Aug 9, 2016
Messages
2,765
Location
Somewhere Else
Switch FC
SW-7469-4510-7312
SUPER SMASH BROS. X NO MORE HEROES
  • Name: Travis Touchdown
  • Series: No More Heroes
  • First Appearence: No More Heroes (2007)
  • Gimmicks: Battery, Dark Step
  • Final Smash: Full Green Mode
Travis Touchdown is an over-the-top otaku assassin who first appeared in the 2007 action game No More Heroes, wielding a deadly Beam Katana he bought on internet. Once just a broke anime nerd living in Santa Destroy, Travis took a shady job that led him to the United Assassins Association, where he became the No. 11 ranked killer—and decided to climb his way to the top. His story evolves over time and nowadays as much as he doesn'taccept it, he might now be a hero himself.

In gameplay Travis is a combo heavy character, thought not at the same level as Dante. His moves includes elements from the different katanas he uses in all his games, thought in-game most of the time you will be see Travis using his Blood Berry, kinda like how Bayonetta uses moves from Love is Blue even if she is using Scarabough Fair. He doesn't make use of the Death Glove however, since it's too clunky as a move. Instead he uses two very simple abilities, on one side he has a special dodge like Bayonetta or Mythra being Dark Step, which makes the opponent slow down for a moment and lets Travis punish the opponent, on the other side his sword requires battery, similar to Inkling.

Travis has 4 costumes similar to Sora, those are his base designs in No More Heroes 1, 2, 3 and Travis Strikes Again. For his recolors those of NMH1 and 2 uses actual customizations of the game, being not only color swaps but also texture swaps changing elements like his shirt and jacket pattern. Due the revamp in customization on TSA and NM3, his recolors in those games are more traditional character references, with the TSA one being based on his rival of that game Bad Man adding the 7 on his shirt, while the NMH3 one is based on Shinobu's design in that game including a skintone swap, it also makes Travis shirtless (thought he mantains the jacket) that is actually something you could do in the first two games.
COLOR 1
NMH1
View attachment 398898
COLOR 2
NMH2
View attachment 398901
COLOR 3
TSA:NMH
View attachment 398899
COLOR 4
NMH3
View attachment 398900
COLOR 5
NMH Custom
COLOR 6
NMH2 Custom
COLOR 7
Bad Man (Colors Only)
COLOR 8
Shinobu (Colors Only)
Differences between colors:
  • Masaki, Shiro and Kuro also changes colors.
    • In Color 2, Masaki's colors resembles those of Hwang Yang Long. Shiro turns black with yellow eyes like Kuro thought its actually a reference to Hwang's familiar Ranshao.
    • In Color 3, Masaki's colors resembles those of Tytti Norbuck. Shiro and Kuro gets the colors of her familiars Freki and Geri.
    • In Color 4, Masaki's colors resembles those of Mio Sasuga. Shiro and Kuro's colors resembles two of her familiars, Goku and Hakkai.
    • In Color 5, Masaki's colors resembles those of Lune Zoldark.
    • In Color 7, Masaki's colors resembles those of Shu Shurokawa. Shiro and Kuro turns blue with bits of white and red, like Shu's familiar Chika.
    • In Color 8, Masaki's colors resembles those of Asakim Dowin, his dark expy from the Super Robot Wars Z series. Kuro and Shiro turns pitch black (yes, Kuro turns darker).
GIMMICKS
BATTERY
Travis has a battery metter for his beam katana. It loses energy while attacking, and when it's fully deplete the damage it does is suboptimal. Using Shield+B makes Travis shake his sword (in a less suggestive manner) to recharge it. Travis is vulnerable while charging but he can cancel the charge quite quickly if needed.
DARK STEP
Travis' special dodge, when avoiding an attack at the right frame, Travis moves to the back of the opponent while ralentizing them, allowing him to counterattack, similar to Bat Within or Foresight.
MOVESET
MOVEMENT
  • For his entrance animation Travis enters ridding the Schpeltiger (NMH1/2 costumes) or the Demzamtiger (TSA/NMH3 costumes). He also shouts "It's Game Time".
  • His idle, dodges and practically all his animations are the same of his original game.
  • His jump is actually more based on Shinobu's.
NORMAL ATTACKS
Jab:
Normal Combo
Travis attacks with a 3-hit sword combo.
Dash Attack:
Beam Thrust
-
Side Tilt:
Forward Lunge
-
Up Tilt:
Crescent Slash
-
Down Tilt:
Low Beat
-
Neutral Air:
Rave Cutter
-
Forward Air:
Z Slash
-
Back Air:
V Edge
-
Up Air:
Wing Cut
-
Down Air:
T-hrust
-
SMASH ATTACKS
Side Smash:
High Charge
Travis charges upwards and does a huge vertical swing with the beam katana.
Up Smash:
-
-
Down Smash:
Low Charge
-
GRABS AND THROWS
Grab
Travis does a wrestling hold.
Pummel
-
Forward Throw:
Belly-Belly Suplex
-
Back Throw:
Giant Swing
-
Up Throw:
-
-
Down Throw:
-
-
SPECIAL ATTACKS
NEUTRAL SPECIAL:
BLUEBERRY CHESEE BROWNIE
-
SIDE SPECIAL:
ROSE NASTY
-
UP SPECIAL:
-
-
DOWN SPECIAL:
DEATH BLOW
A counter attack move where Travis stuns the opponent and then an arrow appears pointing in 4 possible directions, pressing the B button again in the corresponding direction makes Travis do a heavy slash that applies a lot of damage.
FINAL SMASH: FULL GREEN MODE
Three green 7s appears below Travis and he yells HENSHIN! transforming into his Full Green Mode, dashes forwards with a frontal attack and continues firing missiles and ending with a giant beam tiger that roars and rams forwards.​
TAUNTS
SIDE TAUNT:
UP TAUNT:
DOWN TAUNT:
VICTORY POSE
Travis' Victory Theme is an arrangement of Defeated or Dead the victory theme of NMH3, with the iconic Energize sound effect at the end.​
The classic hotel where Travis resides, characters fight in the parking slot, asides of some classic cameos nothing much interesing happens here, it doesn't even has any sort of pit (thought you can go up the ladders and use the upper half of the motel as a second platform).
In comparison to my other suggestions, this list is rather tame. The list only has 39 songs instead, mostly cuz I wanted to be more grounded this time after so many wild requests lol, on the other hand NMH has an amazing soundtrack but I don't think it requires that much songs to show cool it is, it's also way shorter than Castlevania, Fate or SRW in terms of legacy so it's easier to decide which stays and which goes. Thought on the other hand I can't helped myself so I also added some tracks of Killer7, Killer is Dead and Flower, Sun & Rain. Also the vocals might require some sort of edit, they ain't like extremely obscene but maybe things like "goddamn" might require a bit of an edit, but even so I wouldn't count them as arrangements.

SONG
TYPE
ORIGIN
Arranged​
No More Heroes
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes
Original​
No More Heroes
Arranged​
No More Heroes
Original​
No More Heroes
Arranged​
No More Heroes
Original​
No More Heroes
Arranged​
No More Heroes
Arranged​
No More Heroes
Original​
No More Heroes
Original​
No More Heroes
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Arranged​
No More Heroes 2: Desperate Struggle
Original​
No More Heroes 2: Desperate Struggle
Arranged​
Travis Strikes Again: No More Heroes
Original​
Travis Strikes Again: No More Heroes
Original​
Travis Strikes Again: No More Heroes
Original​
Travis Strikes Again: No More Heroes
Original​
No More Heroes III
Original​
No More Heroes III
Original​
No More Heroes III
Original​
No More Heroes III
Arranged​
No More Heroes III
Arranged​
No More Heroes III
Original​
No More Heroes III
Original​
No More Heroes III
Arranged​
No More Heroes III
Original​
No More Heroes III
Arranged​
Killer7
Original​
Killer7
Original​
Killer is Dead
Original​
Killer is Dead
Arranged​
Flower, Sun, and Rain
Travis fights against characters who are known as assassins, mercenaries or bounty hunters.
STAGE 1
:ultwolf:
Orbital Gate Assault - Electro Triple Star​
STAGE 2
:ultfalcon:
Port Town Aero Dive - Kill U 2wice Over​
STAGE 3
:ultridley:
Norfair - Phantom Skate​
STAGE 4
:ultsamus:
Brinstar -Shoegazer Watched the Stars​
STAGE 5
:ultsnake:
Shadow Moses Island - Steel Phyton​
STAGE 6
:ultike:
Castle Siege - We Are Finally Cowboys​
BONUS STAGE
FINAL STAGE
Master Hand
Final Destination - Convulsive Madness​
TBA
Woops, all swordfighters.
HENRY :ultswordfighter:
BAD GIRL :ultswordfighter:
SHINOBU :ultswordfighter:
ALISA :ultswordfighter:
ASUKA :ultswordfighter:
Uses the Cross Sword.Uses a bat.
The design is slightly altered for censor purposes.
Uses a katana.
The design is slightly altered for censor purposes.
Uses the God Arc miniaturized.
The design is slightly altered for censor purposes.
Uses a katana.
The design is slightly altered for censor purposes.
As usual I left this half done cuz I'm lazy lol, gonna continue later.
Wait, what are God Eater and Senran Kagura doing in a NMH pack? The Killer 7 and Killer is Dead stuff make sense, but is there some relation between the other franchises that I missed?
 

Bölverkaizer

Smash Apprentice
Joined
Dec 11, 2024
Messages
91
Wait, what are God Eater and Senran Kagura doing in a NMH pack? The Killer 7 and Killer is Dead stuff make sense, but is there some relation between the other franchises that I missed?
Marvelous is the publisher of NMH as well to SK and God Eater, and while I do love the rest of the Sudaverse tbf most of his characters are mostly men in tuxedo and Smash already has a generic tuxedo skin. While I do can imagine some other characters to make the cut I just don't really feel the need to add some of those characters, I guess Bad Man? But then it would be more odd making the last one someone from any other game lol.
 

Kirbeh

Smash Champion
Joined
Aug 9, 2016
Messages
2,765
Location
Somewhere Else
Switch FC
SW-7469-4510-7312
Super Smash Bros. X Nikke: Goddess of Victory

Fighter: Rapi

Character & Series Background

Rapi is one of the main characters from the South Korean mobile shooter gacha game Nikke: Goddess of Victory. Rapi is a Nikke (basically a cyborg super-soldier) from the Counters squad led by the Protagonist (the player character.)

The Nikke were created as a means for humanity to fight back against the Raptures, robotic monsters of seemingly alien origin that one day began invading the Earth and destroying human civilization. Humanity, losing the battle against the Raptures, is eventually forced underground where they've built a massive underground stronghold city called The Ark. The mission of the Nikke is to defeat the Raptures and reclaim the surface for humanity. They are to serve as humanity's “Goddesses of Victory”.

Rapi and the rest of the Counters squad embark on various missions and often find themselves in increasingly impossible odds as they try to find a way to eliminate the Raptures for good.

Rapi herself is a stoic and fairly reserved character, treating most situations seriously. She also holds a hidden power referred to by the code name: Red Hood.

As a unit, she's an Attack type character, wielding an Assault Rifle and belonging to the Fire Code elemental class.

Translated to Smash Bros. gameplay, she would likely be offense oriented but not necessarily rushdown. She'd also be capable of peppering damage with her rifle, though it'd likely cause no hitstun much like Fox's Blaster. The Fire Code would likely go unused in terms of gameplay properties and be limited to a visual effect on a handful of attacks if any. (It's really just a Pokemon style, type-advantage damage buff rather than something tied to her actual abilities.)


Moveset: For now, just the Special Moves but otherwise Rapi, (being a skilled hand-to-hand combatant), would utilize punches and kicks for most of her regular ground and aerial attacks.

MoveDescription
Neutral Special: Militaria
Rapi fires her assault rifle, Militaria. Hold the button down for continuous fire or press and release for quick burst fire.

This attack deals no hitstun (or knockback) and only half a percent of damage per hit but lands multiple hits rapidly. It can be seen as a sort of long-range rapid jab.
Side Special: Missile
Rapi fires a small missile that can be aimed slightly up or down, functions a bit similarity to Samus' (minus the slight homing capability.)
Up Special: Red Dash
Rapi glows red as she briefly charges energy, she then dashes in the direction pressed, dealing damage on contact. This move is more or less a middle ground between Fire Fox and Fox Illusion.
Down Special: Seven Dwarves Zero


1739345251663.png

Rapi pulls out her special machine gun/minigun, Seven Dwarves Zero. The range on this one is much shorter compared to Militaria (about 1/3) and it takes a moment for the gun to spin before it can fire. The rate of fire (and thus damage) is much higher however. This move is somewhat comparable to Goldlewis' Skyfish special move from Guilty Gear Strive. (Shown on the left.)

Unlike Militaria, Seven Dwarves Zero, does deal hitsun, but it's slow startup, middling range, and high endlag make it a high commitment move. Also unlike Militaria, this move cannot be held for continuous fire and is only fired in bursts of 30 bullets (with 1% per bullet for 30% if all hits connect.)

Knockback for this move is fairly low allowing for some, though limited, follow ups due to the endlag.


Costumes:

1 - Default
2 – White Promise
3 – Brown (Protagonist)
4 – Blue (Diesel)
5 – Yellow (Liter)
6 – Aqua Green (Epinel)
7 – Rapi: Red Hood
8 – Classic Vacation

rapilineup2.png

In order; Default, White Promise, Rapi: Red Hood, Classic Vacation

rapicolors2.png

In order, Legendary Commander (not the Protagonist but he wears the same uniform,) Diesel, Liter (and Bolt), Epinel

The stage I chose is the Crystal Region featured from Chapter 28 onward. The surface is largely in ruin, with this area being another example of that, featuring an abandoned decaying city. This particular area, however, is characterized by mysterious large crystals growing throughout and overtaking the area.

I won't go into further details due to spoilers but despite being deep into the story, I think this area has a very distinct and striking look. Even divorced from the context of the main story I think the visuals alone make for an interesting stage location.

Most locations in Nikke are depicted via backgrounds during its shooting stages and as the maps for each chapter. This doesn't really provide a particular location within the Crystal Region to use as a stage so one would likely have to be constructed from scratch but using the area aesthetic as a basis.

I imagine such a stage taking place on the roof of a building with the city ruins and crystal formations being prominent features in the background.

The crystals themselves actually grow and spread, so these could also serve as stage hazards, suddenly growing out of the stage and acting as contact damage obstacles that alter the stage layout.

crystalregion2.png

For a new Assist, I chose Kilo who was first introduced in the 1.5 anniversary event Last Kingdom. Kilo is a small Nikke who pilots a large mech named T.A.L.O.S. As an assist, T.A.L.O.S. would be doing the actual attacking with Kilo only popping her head out between attacks. T.A.L.O.S. would stick close to their summoner to try and protect them while firing their machine gun. She'd have a bit of trouble keeping up with faster characters however and would need to reload between rounds of fire, stopping in her tracks to do so.

kilo2.png
Screenshot 2025-02-12 024407.png

Chatterbox is a boss encountered early into Nikke's story, so he seems like a good fit for a boss, being one of the first major encounters without entering any super spoiler-y territory.

As you might expect from his appearance, he's a hulking brute that swings his arms around to punch opponents and to create shock waves. He's also capable of firing lasers, missiles and a large cannon for ranged attacks.

1739346519895.png

Brawler:
Commander Uniform
Milk (her alt. makes her "Brawler" side more apparent, so I included it for reference as well)

Swordfighter:
Helm (has a sword)
D (has an axe)

Gunner:
Sugar (Shotgun)
Frima (Sniper Rifle)

miifighters2.png


And here's the Commander (Player,) or at least a depiction of him in chibi-doll form.

Screenshot 2025-02-12 015017.png
I went with exactly 50 Spirits for Nikke which is a lot, but at the same time, not totally unheard of. Mega Man in Ultimate would still outnumber this at 57 Spirits.

Fighter:
Rapi

Novice:
Anis
Neon
Shifty
Poli
Diesel
Signal
Delta
Epinel
Naga
Flora
Sugar
Milk
Frima
Novel
Cocoa
Aria
Chime

Advanced:
Chatterbox
D
Helm
Privaty
Liter
Centi
Kilo
Elegg
Dolla
Rosanna
Sakura
Moran

Ace:
Andersen
Ingrid
Mustang
Syuen
Laplace
Drake
Maxwell
Eunhwa
Emma
Vesti
Snow White: Innocent Days (Can be enhanced into a Legend Spirit)

Legend:
Snow White (Upgraded from the Innocent Days Spirit)
Red Hood
Dorothy
Rapunzel
Scarlet
Cinderella
Crown
Rapi: Red Hood

nikkespirit2.png

Several but not all of the remaining characters that would appear as Spirits.

Nikke has a fantastic soundtrack composed by Cosmograph, NieN, Nauts and more great artists. Cosmograph is the primary composer though a good portion of the music is done by both him and NieN as a duo under the name Level Nine. In addition, they've also had numerous guest artists and singers to collaborate in composing or performing (or both!) for several tracks including the likes of Queen Bee, Hiroyuki Sawano and more.

I kind of just went with a random assortment of tracks, but just about every music track in Nikke is great.

As a warning, just don't scroll down to the comments for risk of spoilers.

The Goddess Fall, to this day still misspelled on Cosmograph's own channel
I Feel So Alive
We Rise
Counter Attack
The Collector
Stronghold: Land Eater
TuNGSTeN
The Harvester
Ominous Cross
Artificial Shangri-La
Dilemma
Dirty Backyard
Kill the Lord
OVER ZONE
Goddess of Victory
The Pilgrim (Acoustic Ver.)
Garden of Shangri-La
HOLY CRAB
Boogie Night
Lucky Night
Hold You Tight
MOG (Memory of Goddess)
Our Hometown
In Neverland
Mirror Container
Colorless
Old Tales: First Page
mirROR
Unbreakable
rewrite
The Wings of Victory
RED ASH
You've Always Got Me
[/spoiler][/spoiler][/spoiler]
 
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Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
12,665
Location
Cheese Wheels of Doom
Sonic as a Fighter Pass series


Fighter:
  1. Sonic (Classic)

Stage:
  1. Green Hill Zone

Songs
  1. Green Hill Zone - Sonic the Hedgehog
  2. Modern Green Hill Zone - Sonic Generations
  3. Spring Yard Zone - Sonic the Hedgehog
  4. Emerald Hill Zone - Sonic the Hedgehog 2
  5. Chemical Plant Zone - Sonic the Hedgehog 2
  6. Metropolis Zone - Sonic the Hedgehog 2
  7. Angel Island - Sonic the Hedgehog 3
  8. Sonic Boom - Sonic CD
  9. Quartz Quadrant JP - Sonic CD
  10. Super Sonic Racing - Sonic R
  11. Can You Feel the Sunshine? - Sonic R
  12. Escape from the City - Sonic Adventure 2
  13. Live & Learn - Sonic Adventure 2
  14. All Hail Shadow - Shadow the Hedgehog
  15. Reach for the Stars - Sonic Colours
  16. Friends - Sonic Mania
  17. 2-Player Vs. - Dr. Robotnik's Mean Bean Machine
  18. Main Theme - Space Harrier
  19. Jacky - Virtua Fighter
  20. Wolf - Virtua Fighter
  21. Akira - Virtua Fighter
  22. Go Straight - Streets of Rage 2
  23. Main Theme - Alex Kidd in Miracle World
  24. Rolling Start - Daytona USA
  25. Let's Go Away - Daytona USA
  26. Sky High - Daytona USA
  27. After Burner (Infinite Climax) - Bayonetta
  28. Winning Run - Super Hang On
  29. Crystal Sea - Super Monkey Ball: Step N' Roll
  30. Inside the Whale - Super Monkey Ball 2
  31. Concept of Love - Jet Set Radio Future
  32. You're Izayoi - Dynamite Headdy
  33. Geki! Teikoku Kagekidan -Shinshou- - Sakura Wars (2019)
  34. Shooting Ristar - Ristar
  35. Beginning A Destiny - Virtua Tennis
  36. Unyielding Spirit - Virtua Tennis
  37. Replay - Virtua Racing Deluxe
  38. Magical Sound Shower - OutRun
  39. Splash Wave - OutRun
  40. Life Was a Bore - OutRun 2006
  41. Battle - Skies of Arcadia
  42. All I Want - Crazy Taxi
  43. Into the Blue Sky - Virtual-On
  44. Main BGM - Flicky (Mega Drive)
  45. Segagaga March - Segagaga
  46. Snail Maze - Sega Master System
  47. Segata Sanshiro - Sega Saturn
  48. Genesis Does What Nintendon't - Sega Genesis
  49. Sega CD BIOS Medley - Sega CD/Mega CD
  50. Back in Time - Sega Smash Pack Vol. 1
Spirits
  1. Tails, Knuckles, and Shadow - Ace
  2. Dr. Eggman - Legend
  3. B.D. Joe - Advanced
  4. Axel Stone - Ace
  5. Ristar - Advanced
  6. Hornet - Legend
  7. Beat - Advanced
  8. ChuChu Pilots - Novice
  9. Bonanza Bros. - Novice
  10. Dottori-Kun - Novice
 

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,236
Location
Wherever good books are sold.
What if Mario/Nintendo got the Terry/SNK treatment in a non-Nintendo Smash?
Fatal-Fury-To-Other-SNK ratio is translated into Mario-To-Other Nintendo.

Fighter: Mario

Stage: NES Remix
Stage Cameos:
  • Luigi [Super Mario]
  • Peach
  • Daisy
  • Toad
  • Bowser
  • Goomba
  • Koopa Troopa
  • Yoshi
  • Wario
  • Donkey Kong [Donkey Kong]
  • Link [The Legend of Zelda]
  • Samus [Metroid]
  • Kirby [Kirby]
  • Popo [Ice Climber]
  • Marth [Fire Emblem]
  • Pit [Kid Icarus, classic design]
  • Little Mac [Punch-Out!!]
  • Duck Hunt Dog [Duck Hunt]
  • Bubbles [Clu Clu Land]
  • Excitebiker [Excitebike]
Spirits:
  1. Mario (Fighter Spirit)
  2. Luigi
  3. Peach
  4. Bowser
  5. Goomba
  6. Donkey Kong
  7. Young Link (OoT, evolves into Adult Link)
  8. Samus
  9. Kirby
  10. Pikachu
  11. Villager
  12. Inkling
Bold indicates remixes.
  1. Ground Theme - Super Mario Bros.
  2. Underground Theme - Super Mario Bros.
  3. Ending - Super Mario Bros.
  4. Ground Theme - Super Mario Bros. 2
  5. Athletic - Super Mario Bros. 3
  6. Castle / The Evil King Bowser - Super Mario World
  7. Credits - Super Mario World
  8. Bob-Omb Battlefield - Super Mario 64
  9. Koopa's Road - Super Mario 64
  10. Delfino Plaza - Super Mario Sunshine
  11. Comet Observatory - Super Mario Galaxy
  12. Purple Comet - Super Mario Galaxy
  13. Overworld - New Super Mario Bros. Wii
  14. Jump Up, Super Star! - Super Mario Odyssey
  15. Mario Circuit - Mario Kart 64
  16. Rainbow Road - Mario Kart 64 (MK8 Remix)
  17. 25m - Donkey Kong
  18. Jungle Hijinxs - Donkey Kong Country
  19. Stickerbrush Symphony - Donkey Kong Country 2
  20. DK Rap - Donkey Kong 64
  21. Overworld - The Legend of Zelda
  22. The Dark World - Zelda: A Link to the Past
  23. Saria's Song - Zelda: Ocarina of Time
  24. Gerudo Valley - Zelda: Ocarina of Time
  25. E3 2017 Trailer Music - Zelda: Breath of the Wild
  26. Brinstar - Metroid
  27. Vs. Ridley - Metroid: Other M
  28. Green Greens - Kirby
  29. Gourmet Race - Kirby Super Star
  30. Meta Knight's Revenge - Kirby Super Star
  31. Corneria - Star Fox
  32. Main Theme - Pokemon Red/Blue
  33. Wild Pokemon Battle - Pokemon Red/Blue
  34. Trainer Battle - Pokemon Red/Blue
  35. Main Theme - Fire Emblem
  36. Underworld - Kid Icarus
  37. Main Theme - Pikmin
  38. Forest of Hope - Pikmin
  39. Main Theme - Animal Crossing
  40. KK Slider Medley - Animal Crossing
  41. Town Hall and Tom Nook's Store - Animal Crossing: Wild World
  42. Main Theme - Punch-Out!! (Wii)
  43. Time to Fight! - Xenoblade Chronicles
  44. Gaur Plain - Xenoblade Chronicles
  45. You Will Know Our Names - Xenoblade Chronicles
  46. Splattack! - Splatoon
  47. Now or Never! - Splatoon
  48. Calamari Inkantation - Splatoon
  49. NES Medley
  50. Excitebike Arena - Mario Kart 8
 
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