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How would you change FE's representation in Smash?

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,637
Location
The perpetual trash fire known as Planet Earth(tm)
There was another thread from a few years back but it's been long since closed. If you could change Fire Emblem's representation in Smash in terms of playable characters, how would you? And don't just say "don't rep FE at all", either. For me:
CharacterMarthLynIkeRobinAzuraByleth
Image
Portrait_marth_altean_prince_feh.png
Portrait_lyn_lady_of_the_plains_feh.png
Portrait_ike_young_mercenary_feh.png
Portrait_robin_high_deliverer_feh.png
Portrait_azura_lady_of_the_lake_feh.png
Portrait_byleth_tested_professor_feh.png
First Appearance
Shadow Dragon and the Blade of Light (1990)​
The Blazing Blade (2003)​
Path of Radiance (2005)​
Awakening (2013)​
Fates (2015)​
Three Houses (2019)​
Smash Appearences
  • 64​
  • Melee​
  • Brawl​
  • Sm4sh​
  • Ultimate​
  • Brawl​
  • Smash 3DS​
  • Ultimate​
  • Brawl​
  • Smash Wii U​
  • Ultimate​
  • Sm4sh (base game)​
  • Ultimate​
  • Sm4sh (DLC)​
  • Ultimate​
Ultimate (DLC)​
Class / Weapon
Lord (Falchion)​
Blade Lord (Mani Katti / Sol Katti / Mulagir)​
Lord (Ragnell / Urvan)​
Tactician (Tomes)​
Songstress (Lance)​
Professor (Sword of the Creator / Amyr / Areadbhar / Failnaught)​
Playstyle
Force and Finesse​
Fragile Speedster​
Mighty Glacier​
Zoner​
Glass Cannon​
Multi-Melee Master​
Reason
Was considered for 64 alongside Bowser, King Dedede and Mewtwo, so I figured all four of them should get in with more dev time​
Was the first Lord to be introduced in Blazing Blade, the first FE game to be released internationally​
Mostly due to his popularity on his own; his moveset would remain mostly unchanged, but he'd also wield his father's axe in his Smash attacks​
Awakening was the game that saved the franchise, but since I only wanted to do one Awakening rep, I ultimately decided on Robin, with Chrom and Lucina as assist characters.​
Mostly to promote Fates, but I went with Azura due to the higher moveset potential with her lance, singing and water bending​
Mostly to promote Three Houses, but he would be in Fighters Pass Vol. 2 and Steve would be moved to Vol. 1​

Intro: Marth appears from a Warp circle.

Stance/Idle 1: Marth moves his body from left to right.
Idle 2: Marth brushes his hair with his open hand.
Idle 3: Marth holds Falchion to his face.

Notable Palette Swaps
  1. Mystery of the Emblem (default)
  2. Enemy units (red)
  3. Ally units (green)
  4. Caeda (white/red)
  5. Camus (black/yellow)
  6. Anri (brown/red)
  7. Awakening design (special costume 1)
  8. Famicom design (special costume 2)
Walk: Marth walks forward gracefully.
Dash: Marth dashes with his body facing forward.
Damage: Marth recoils.
Jump: Marth jumps once, then flips around during the second jump.
Crouch: Marth kneels while carefully observing his opponent.

Fighter Ability: Falchion
Falchion's attacks deal more damage at the tip of the blade. That said, the damage values you see (save for the down aerial) are assuming the tip doesn't hit.

Normal Attacks
Jab: Marth slashes twice (5% each, small knockback)
Forward+A: Hard Edge; a fast upward swipe while leaning forward (9%, small knockback)
Up+A: Marth slashes in a large arc above his head (6%, small knockback)
Down+A: Low Thrust; a quick crouching sword poke (7%, small knockback)
Dash Attack: Raid Chop; a running, upward-sweeping diagonal slash (10%, small knockback)
Edge Attack: Marth backflips onto the stage and slashes (9%, small knockback)
Get-Up Attack: Marth spins around gracefully and slashes in a circle (7%, small knockback)

Aerial Attacks
Air+A: Double Slash; Marth horizontally slashes around himself twice (7% each hit, small knockback)
Air Forward+A: Flag Cut; a descending crescent slash with great coverage (8%, small knockback)
Air Back + A: About Face; an upward crescent slash (9%, small knockback)
Air Up+A: Luna Slash; an overhead crescent slash with good coverage (9%, small knockback)
Air Down+A: Halfmoon; a wide downward crescent slash (15% with a meteor effect at the tip, OK knockback)

Smash Attacks
Forward+A: Dragon Killer; Marth rotates his body counterclockwise with a strong overarching one-handed swing from his head to the ground (13%, OK knockback)
Up+A: Blade of Light; a quick, upward thrust (13%, OK knockback). Marth can knock opponents into the main attack when next to them (3%).
Down+A: Whirlwind; a grounded sweep on both sides of Marth (10% each hit, OK knockback)

Grab Game
Grab: Marth grabs the opponent with his open hand.
Pummel: A knee strike (1%)
Forwards+Throw: An elbow strike (4%, small knockback)
Back+Throw: Marth tosses the opponent over his leg, sending them behind him (4%, small knockback)
Up+Throw: Marth tosses the opponent into the air before thrusting Falchion (12%, OK knockback)
Down+Throw: Marth throws opponent to the ground with one arm, bouncing them upwards (5%, small knockback)

Special Moves
B : Shield Breaker; Marth charges a forward thrust that instantly breaks an opponent's shield at full charge (22%, medium knockback)
B + ← → : Dancing Blade; Marth slashes multiple times with the press of B, with the types of slash and their power depending on the direction tilted on the control stick.
B + ↑ : Dolphin Slash; Marth jumps up and performs a high-speed uppercut slash (11%, OK knockback)
B + ↓ : Counter; Marth braces himself and counters any attack that hits him, with the power being relative.

Final Smash: Critical Hit; "This day is mine!" Marth dashes forward and performs a slash that instantly K.O.'s any opponents it hits (60%, devastating knockback)

Taunts
Up: "This is it!" Marth raises Falchion into the air.
Side: "I won't lose!" Marth briefly sheaths Falchion
Down: "Fate has brought us here!" Marth briefly swings Falchion.

Winposes
1: "My prayers are with you." Marth holds Falchion to his face before swinging it and making a pose resembling his Smash 4 artwork.
2: "I am no Hero-King..." Marth sheaths Falchion and looks to the side.
3: "I cannot afford to lose!" Marth strikes a pose resembling his New Mystery of the Emblem artwork.

Applause: Marth claps for the winner.
Icon: Falchion
Boxing Ring Title: Hero-King
Star K.O.: https://youtu.be/gL3PIOFP5iI?feature=shared&t=92
Victory Music: Victory! Fire Emblem Series
Kirby Hat: Marth's hair
Intro: Lyn appears from a Warp circle emitting green wind.

Stance/Idle 1: Her stance as a Lord from Blazing Blade.
Idle 2: Her stance as a Blade Lord from Blazing Blade.
Idle 3: Her stance as a Blade Lord when holding Sol Katti.

Notable Palette Swaps
  1. Default
  2. Eliwood (blue/red)
  3. Hector (dark blue)
  4. Kent (red/orange)
  5. Sain (green)
  6. Florina (white)
  7. Awakening design (special costume)
  8. Sakura Shinguji (Awakening pink)
Walk: Lyn walks forward with one hand on her swords.
Dash: Lyn dashes forward with a sword in one hand.
Damage: Lyn braces herself with one of her swords.
Jump: Lyn jumps similar to Marth.
Crouch: Lyn puts a knee on the ground with her hand on one of her swords.

Normal Attacks
Jab: Lyn kicks twice (2% each hit, small knockback), then proceeds to slash rapidly (1% each hit, small knockback); this attack is based on her critical hit animation with Sol Katti.
Forward+A: Stinger; Lyn stabs forward with Sol Katti (7%, small knockback)
Up+A: Lyn slashes vertically upward (7%, small knockback)
Down+A: A sweep kick that can trip opponents (6%, small knockback)
Dash Attack: A slide kick (7%, small knockback)
Edge Attack: Lyn climbs up and sweep kicks across the floor (7%, small knockback)
Get-Up Attack: A sweep kick around Lyn (7%, small knockback)

Aerial Attacks
Air+A: A spinning double slash with both Mani Katti and Sol Katti (10%, OK knockback)
Air Forward+A: A double spinning kick (9%, small knockback)
Air Back + A: A powerful backwards slash (14%, OK knockback)
Air Up+A: A 540 kick (10%, small knockback)
Air Down+A: Helm Breaker; Lyn dives down with Sol Katti (14% with a meteor effect, OK knockback). This attack is primarily based on her regular attack animation with Sol Katti, but takes visual inspiration from Vergil’s eponymous attack from Devil May Cry.

Smash Attacks
Forward+A: Lyn slashes forward twice, with both Mani Katti and Sol Katti (15%, OK knockback). This attack is primarily based on her critical hit animation as a Lord, but takes visual inspiration from Vergil’s Upper Slash from Devil May Cry.
Up+A: High Time; Lyn raises her sword above herself and summons a gust of wind that hits multiple times (17%, OK knockback). This attack is based on her critical hit animation when holding a magic sword.
Down+A: Lyn slashes across the ground with both Mani Katti and Sol Katti (14% each hit, OK knockback)

Grab Game
Grab: Lyn grabs the opponent with both hands.
Pummel: A knee strike (1%)
Forwards+Throw: An elbow strike (8%, small knockback)
Back+Throw: Lyn strafes behind the opponent and slashes them (11%, OK knockback)
Up+Throw: A dual rising slash with both Mani Katti and Sol Katti (9%, small knockback)
Down+Throw: Lyn jumps up before coming down with a diving slash (12%, OK knockback); this attack is based on her regular attack animation with Sol Katti.

Special Moves
B : Mulagir
; Lyn fires an arrow enveloped in wind (8%, OK knockback). Lyn can fire a more powerful shot by holding B (16%, OK knockback), but she cannot store the charge.
B + ← → : Mani Katti; Lyn dashes forward, after which multiple slashes of wind follow behind her (13%, OK knockback). This is loosely based on Vergil’s Rapid Slash from Devil May Cry.
B + ↑ : Sol Katti; Lyn fires an arrow from Mulagir in the direction tilted, but she will be propelled in the opposite direction before striking diagonally downward with Sol Katti (14%, OK knockback)
B + ↓ : Counter; Lyn braces herself and counters when attacked. The counter itself deals little damage overall, but deals knockback relative to the opponent’s damage %.

Final Smash: Lord of Blades; Lyn dashes forward and slashes any opponents in range (2%). If it connects, Lyn then splits into five afterimages that all attack at once before finishing with another dashing slash (50%, devastating knockback); this attack is based on her critical hit animation as a Lord.

Taunts
Up: “As if I’d lose!” Lyn unsheathes Mani Katti and points it upward behind herself; this is based on her map sprites as a Lord and Great Lord, respectively.
Side: “By my sword!” Lyn unsheathes Sol Katti and points it forward; this is based on her Great Lord sprite with Sol Katti in hand.
Down: “Now I have you!” Lyn twirls Mulagor and points it to the ground; this is based on her Great Lord sprite with a bow.

Winposes
1: “These are the fruits of my labor!” Lyn tosses Mani Katti into the air and catches it with its sheath.
2: “I won’t become stronger by sitting here alone.” Lyn slashes twice with Sol Katti before sheathing it.
3: “The winds of my homeland are blessing me today!” Lyn twirls Mulagir before mounting it on her back and looking at the camera behind her.

Applause: Lyn claps respectfully for the winner.
Icon: The Falchion
Boxing Ring Title: Lady of the Plains
Star K.O.: “Forgive meee…!”
Victory Music: Victory! Fire Emblem Series
Kirby Hat: Lyn’s hair
Intro: Ike appears from a Warp circle emitting blue flames.

Stance/Idle 1: Ike stands tall with Ragnell pointing forward.
Idle 2: Ike taps Ragnell's blade on his shoulder.
Idle 3: Ike rubs the edge of Ragnell's blade.

Notable Palette Swaps
  1. Path of Radiance (default)
  2. Radiant Dawn
  3. Mist (PoR yellow)
  4. Greil (RD yellow)
  5. Sigurd (PoR white)
  6. Black Knight (RD black)
  7. Lord (PoR special costume)
  8. Vanguard (RD special costume)
Walk: Ike walks forward.
Dash: Ike runs forward.
Damage: Ike recoils.
Jump: Ike jump twice.
Crouch: Ike kneels with a fist on the ground.

Normal Attacks
Jab: A left-handed punch (3%, small knockback), followed by a right-legged front kick (3%, small knockback), followed by a kneeling downward slash (7%, OK knockback)
Forward+A: A lunging outward slash (14%, OK knockback)
Up+A: Ike hops up to thrust Ragnell upward while holding it parallel to the ground (12%, OK knockback)
Down+A: A kneeling inward slash (9%, small knockback)
Dash Attack: A lunging, two-handed upward slash (14%, OK knockback)
Edge Attack: An outward slash while climbing up (10%, OK knockback)
Get-Up Attack: Ike swings Ragnell around himself (8%, small knockback)

Aerial Attacks
Air+A: A downward arcing slash (9%, OK knockback)
Air Forward+A: A two-handed downward slash (13%, OK knockback)
Air Back + A: Ike quickly turns around to perform an outward slash (14%, OK knockback)
Air Up+A: An overhead arcing slash (13%, OK knockback)
Air Down+A: A two-handed downward slash (15% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: A lunging, two-handed downward slash with Urvan (22%, medium knockback)
Up+A: An overhead arcing slash with Urvan starting from the front (18%, OK knockback)
Down+A: A spinning ground slash with Urvan (19%, OK knockback)

Grab Game
Grab: Ike grabs the opponent with his open hand.
Pummel: A headbutt (2%)
Forwards+Throw: A front kick (9%, small knockback)
Back+Throw: A spinning back kick (9%, small knockback)
Up+Throw: Ike plants Ragnell into the ground and then performs an upward double axe handle (13%, OK knockback)
Down+Throw: A one-handed body slam followed by a knee drop (11%, OK knockback)

Special Moves
B : Shockwave; Ike plants Ragnell into the ground, charges it, and releases a shockwave of blue flames with distance and power depending on the charge, You can cancel the charge, but you can't store it.
B + ← → : Quick Draw; Ike kneels on one knee and readies himself to charge forward with a lunging outward slash (13% before charge, OK knockback; 20% at full charge, medium knockback).
B + ↑ : Aether; Ike throws Ragnell into the air (6%), causing it to spin before jumping up and grabbing it. In the process, Ike spins around briefly (2% each hit) before landing back on the ground (8% with a meteor effect, OK knockback).
B + ↓ : Eruption; Ike charges a blazing vortex that hits opponents in an AOE multiple times (35% at full charge, far knockback). Keep in mind that no matter how charged the attack is, Ike takes recoil damage relative to the damage dealt by the attack.

Final Smash: Great Aether; Ike slashes upward with Ragnell enveloped in blue flames (8%). Any opponents hits are subject to a furious flurry of slashes (30%) before Ike finishes by diving to the ground and causing a massive explosion (19%, devastating knockback).

Taunts
Up: Ike holds Ragnell with both hands in front of himself while growling loudly as the wind blows through his cape.
Side: Ike rears back and then holds Ragnell to his side while saying "Prepare yourself!"
Down: Ike plants Ragnell into the ground then folds his arms as wind blows through his cape.

Winposes
1: "You'll get no sympathy from me." Ike plants Ragnell into the ground and folds his arms.
2: "I fight for my friends." Ike rests Ragnell's blade on his shoulder.
3: Ike performs Aether before facing the camera.

Applause: Ike claps for the winner.
Icon: Falchion
Boxing Ring Title: Radiant Hero of Legend
Star K.O.: "OOOOhhhh...!"
Victory Music: Victory! Fire Emblem Series
Kirby Hat: Ike's hair and headband
Intro: Robin appears from a Warp circle.

Stance/Idle 1: Robin stands tall with a tome in hand.
Idle 2: Robin briefly reads their tome.
Idle 3: Robin slowly waves their arm.

Notable Palette Swaps
  1. M!Robin
  2. F!Robin
  3. Mark (M!green)
  4. Nino (F!purple)
  5. Chrom (M!white)
  6. Mia (F!red)
  7. Vivi Ornitier (M!blue)
  8. White Mage (F!white)
Walk: Robin slowly walks forward.
Dash: Robin's run animation from Awakening.
Damage: Robin's damage animation from Awakening.
Jump: Robin jumps once, then levitates using magic.
Crouch: Robin carefully observes the ground with their tome open while striking a thinking pose.

Fighter Ability: Durability
All of Robin's attacks involve magic spells from tomes. Each tome has limited uses:
  • Flux (45 Durability)
  • Thunder (20 Durability)
  • Arcfire (25 Durability)
  • Elwind (30 Durability)
  • Nosferatu (20 Durability)
Once a tome has been used up, it has to recharge for a bit. Each spell can still be used during the recharge, but it will cause recoil damage to Robin relative to the power of the attack.

Normal Attacks
Jab: Robin jabs once with Flux (4%, small knockback), followed by an Elwind flurry (1% each hit), finishing with an explosion of Arcfire (6%, small knockback)
Forward+A: An outward turning, downward thrust with Flux (8%, small knockback)
Up+A: An inward turning, upward swing with Flux (6%, small knockback)
Down+A: A crouching, outward swing with Flux (6%, small knockback)
Dash Attack: Robin stops and casts Thunder in front of themselves (13%, OK knockback)
Edge Attack: A thrust with Flux while climbing back up (9%, small knockback)
Get-Up Attack: Robin casts Elwind below themselves (8%, small knockback)

Aerial Attacks
Air+A: Robin casts Thunder around themselves (12%, OK knockback)
Air Forward+A: Robin performs a multi-hit horizontal swipe with Elwind (12%, OK knockback)
Air Back + A: Robin performs a downward swing behind themselves with Thunder (14% with a meteor effect, OK knockback)
Air Up+A: Robin unleashes a burst with Arcfire (15%, OK knockback)
Air Down+A: Robin performs a backhanded slap with Flux below themselves (11%, OK knockback)

Smash Attacks
Forward+A: Bolganone; Robin rears back and unleashes a stream of flame from their hand (25%, far knockback)
Up+A: Rexcalibur; Robin lifts their arm into the air and unleashes a tornado around themselves (25%, far knockback)
Down+A: Bolting; Robin slams their hand onto the ground and unleashes a bolt of lightning that can go through platforms (25% with a meteor effect, far knockback)

Grab Game
Grab: Robin grabs the opponent with their open hand.
Pummel: Robin smacks the opponent with their tome (2%)
Forwards+Throw: Robin shoves the opponent forward with Flux (8%, small knockback)
Back+Throw: Robin heaves the opponent behind themselves (12%, OK knockback)
Up+Throw: Robin heaves the opponent upward (9%, small knockback)
Down+Throw: Aura; Robin lets go of the opponent before slamming their hand on the ground and unleashing an aura with Flux (11%, OK knockback)

Special Moves
B : Thunder
; Robin casts a spell that can be charged in four stages; the charge can be stored for later.
  • Thunder is a small electric projectile (6%, small knockback)
  • Elthunder is a faster electric projectile (12%, OK knockback)
  • Arcthunder is an electric ball that slowly accelerates and hits multiple times in an X-shape (18%, medium knockback)
  • Thoron is a massive electric beam that multi-hits multiple opponents (22%, medium knockback)
B + ← → : Arcfire; Robin casts a fiery spell that they can freely move around the stage for a couple seconds before it explodes (16%, OK knockback)
B + ↑ : Elwind; Robin leaps into the air and summons two blades of wind that propel them in the direction tilted on the control stick.
B + ↓ : Nosferatu / Flux; Robin grabs the opponent with dark magic and drains health relative to how much damage Robin has compared to the opponent. When Nosferatu breaks, Robin instead uses Flux to simply deal damage, but suffers recoil relative to how much damage the opponent has accumulated compared to them.

Final Smash: Pair Up; Robin uses Warp magic to summon either Chrom or Lucina to dash forward at the enemy (5%). Any opponents hit are subject to a series of slashes and magical attacks until the two finish with an explosive attack (50% with a meteor effect, far knockback). M!Robin summons Chrom, while F!Robin summons Lucina.

Taunts
Up: "Time to tip the scales!" Robin's pre-battle pose from Awakening.
Side: "You're not ready." Robin clenches their open hand into a fist.
Down: "Here I go!" Robin levitates their tome while flipping its pages.

Winposes
1: "Now that's what I call progress!" Robin's victory pose from Awakening. Both the male and female Robins share this pose.
2: "Here's how it's done!" M!Robin poses with Chrom, who strikes a pose resembling his official artwork.
3: "No one will die on my watch!" F!Robin poses with Lucina, who strikes a pose resembling her official artwork.

Applause: Robin Claps for the winner.
Icon: Falchion
Boxing Ring Title: High Deliverer
Star K.O.: https://youtu.be/gL3PIOFP5iI?feature=shared&t=236
Victory Music: Id (Purpose)
Kirby Hat: Robin's hair, which changes depending on which gender you're playing as.
Intro: Azura appears from a Warp circle enveloped in water, mimicking her battle intro animation from Fates

Stance/Idle 1: Her fighting stance from Fates
Idle 2: Her pre-battle pose from Fates
Idle 3: Azura puts her left hand on her chest

Notable Palette Swaps
  1. Azura (default)
  2. “Mysterious lady” (purple)
  3. Phina (red/yellow)
  4. Sylvia (green/white)
  5. Ninian (turquoise)
  6. Tethys (red/black)
  7. Leanne (gold/white)
  8. Olivia (pink/white)
Walk: Azura carefully walks forward
Dash: Taken from Fates
Damage: Taken from Fates
Jump: Similar to Palutena’s jump
Crouch: Similar to Palutena’s crouch

Normal Attacks
Jab: A two-hit combo (3% per hit) followed with a flurry of water attacks (1%-2% per hit) finishing with an overhead slash (6%, OK knockback)
Forward+A: Azura delivers a spinning slash (7%, OK knockback), with the player able to slightly move her in that direction
Up+A: Azura quickly slashes upwards, attacking opponents both in front of and above her (7%, OK knockback)
Down+A: Azura jabs along the ground (6%, small knockback), potentially tripping opponents
Dash Attack: Azura delivers a diagonal cut while performing a Ballerina’s Jete (12%, OK knockback), which can launch opponents upward
Edge Attack: Azura stabs the opponent with an overhead jab (7%, small knockback)
Get-Up Attack: Water bursts around Azura as she gets back up (6%, small knockback)

Aerial Attacks
Air+A: Azura spins in the air once, slashing anyone in the vicinity (8%, small knockback)
Air Forward+A: Azura delivers a downward diagonal jab (11% with a meteor effect, OK knockback)
Air Back + A: Azura delivers a wide horizontal blow (10%, OK knockback)
Air Up+A: Azura delivers a rising slash (9%, OK knockback)
Air Down+A: Azura brings her lance down for a wide downward slash (11%, OK knockback)

Smash Attacks
Forward+A: Azura thrusts her lance forwards (21%, medium knockback), with a small wave appearing behind her (14%, OK knockback). The direction of the lance can be influenced using the control stick.
Up+A: Azura stabs upwards (20%, medium knockback) as two small pillars of water rise on both sides of her (15% each, OK knockback)
Down+A: Azura slashes downwards as water cuts downward on both sides (19% each hit, OK knockback); the initial charge has water swirling around her (1% per hit, small knockback)

Grab Game
Grab: Azura snags the opponent in a circle of water.
Pummel: Azura spins the water circle (3%)
Forwards+Throw: Azura jabs forward (11%, OK knockback)
Back+Throw: Azura tosses the opponent behind her with the water circle (6%, small knockback)
Up+Throw: Azura backflips while launching her opponent upwards (11%, OK knockback)
Down+Throw: Azura slashes downwards (9%, OK knockback)

Special Moves
B : Inspiring Song; Azura sings for 3 seconds, healing about ⅕ of her current damage when it is completed. If she is attacked or uses her Dragon Vein during the song, she won’t receive its benefits. Consecutive uses cause it to heal less.
B + Forwards : Javelin Throw; Azura throws her lance like a javelin, which can also hit multiple opponents at once (14%, OK knockback). She is then limited to unarmed combat via water-bending, which is faster but deals slightly less damage.
B + Up : Ballerina Twirl; Azura rises moderately high upwards as she twirls under a spiral of water (17%, OK knockback)
B + Down : Stream; Azura uses water to tumble opponents on either side of her, dealing no damage but moving them around a bit.

Fighter Ability: Dragon Vein
Pressing B in the middle of a special allows Azura to perform a secondary attack. She can perform any Dragon Vein attack during any special, but she enters a helpless state when she does this midair.
  • Neutral Dragon Vein: Azura surrounds herself in a barrier of water that pushes opponents away and reflects projectiles
  • Side Dragon Vein: Azura calls back her lance, which twirls three times (3% each hit, small knockback) and instantly warps back to her
  • Up Dragon Vein: Azura is pushed up extremely high by water, dealing no damage but pushing away opponents on either side of her
  • Down Dragon Vein: Azura jabs upward as a whirlpool surrounds her, pushing up fighters (15%, OK knockback)
Final Smash: Dark Song; based on the Opera House scene from Conquest, Azura sings her song as ripples of water appear with each motion of her body (10%, OK knockback), ending with a final shockwave covering a large area around her (20%, far knockback)

Taunts
Up: “Take your final bow.” Azura mimics her pose in her official artwork
Side: “Look me in the eyes.” Azura mimics her talking portrait from Fates
Down: “I must not lose here.” Azura mimics her battle entrance animation from Fates

Winposes
1: “I’m so happy, I could sing.” Azura’s victory animation from Fates
2: “I had no choice.” Azura mimics her map sprite when dancing, putting her lance up to the camera
3: Azura dances while singing the victory theme

Applause: Azura looks down in disappointment
Icon: The Fire Emblem series icon
Boxing Ring Title: Lady of the Lake
Star K.O.: Azura screams in a near-singing voice
Victory Music: Lost in Thoughts All Alone
Kirby Hat: Azura’s coif
Intro: "Let the lesson begin!" Byleth appears from a lavnder-colored Warp circle.

Stance/Idle 1: Their battle stance from Three Houses.
Idle 2: M!Byleth twirls the Sword of the Creator in a backhanded grip while striking a pose.
Idle 3: F!Byleth twirls the Sword of the Creator in a standard grip while striking a pose.

Notable Palette Swaps
  1. M!Byleth (default)
  2. F!Byleth
  3. Dimitri (M!blue)
  4. Edelgard (F!red)
  5. Claude (M!yellow)
  6. Sothis (F!purple)
  7. M!Enlightened One (special costume 1)
  8. F!Enlightened One (special costume 2)
Walk: Their run from the monastery in Three Houses.
Dash: Their run during a battle in Three Houses.
Damage: Their damage animation from Three Houses.
Jump: Byleth jumps once, then twirls for the second jump.
Crouch: Byleth kneels on the ground and strikes a thinking pose.

Fighter Ability: Divine Pulse
When Byleth enters this mode, their A-button attacks become heavy attacks that utilize the Hero Relics Amyr, Areadbhar and Failnaught and their speed is boosted at the cost of decreased weight and defense. In addition, each special move uses up about half the meter. Outside of this mode, Byleth's A-button attacks are light attacks that utilize their signature weapon, the Sword of the Creator.

Incidentally, when heavy attacks are used, each Hero's Relic is designated to a certain direction on the control sitck.
  • Amyr is designated to neutral inputs
  • Areadbhar is designated to left and right inputs
  • Failnaught is designated to up and down inputs
Normal Attacks
Jab:
  • Light: A knifehand strike (2%, small knockback), followed by a roundhouse kick (2%, small knockback), followed by a flurry of lashes (1% each hit), finishing with a wide slash (4%, small knockback)
  • Heavy: Byleth swings Amyr downward (9%, small knockback)
Forward+A:
  • Light: A downward slash (8%, small knockback)
  • Heavy: Byleth stabs forward with Areadbhar (13%, OK knockback)
Up+A:
  • Light: An overhead arcing slash (7%, small knockback)
  • Heavy: Byleth swings Failnaught in a backwards overhead arc (13%, OK knockback)
Down+A:
  • Light: A kneeling, inward lash that launches opponents upward (8%, small knockback)
  • Heavy: Byleth spins Failnaught once (11%, OK knockback)
Dash Attack:
  • Light: A lunging, downward slash (9%, small knockback)
  • Heavy: Byleth stops before stabbing upward with Areadbhar (14%, OK knockback)
Edge Attack:
  • Light: A low, outward slash while climbing up (7%, small knockback)
  • Heavy: A downwards swing with Amyr (13%, OK knockback)
Get-Up Attack:
  • Light: A lash around Byleth (7%, small knockback)
  • Heavy: A swing with Amyr (11%, OK knockback)
Aerial Attacks
Air+A:
  • Light: Byleth spins while lashing the Sword of the Creator around themselves (11%, OK knockback)
  • Heavy: Byleth performs a full swing with Amyr (16%, OK knockback)
Air Forward+A:
  • Light: A flying kick that slightly pushes Byleth forward (9%, small knockback)
  • Heavy: Byleth thrusts forward with Areadbhar (14%, OK knockback)
Air Back + A:
  • Light: A drop kick (11%, OK knockback)
  • Heavy: Byleth thrusts behind themselves with Areadbhar (16%, OK knockback)
Air Up+A:
  • Light: Byleth flails the Creator Sword's whip form above themselves (12%, OK knockback)
  • Heavy: An overhead arcing swing with Failnaught (16%, OK knockback)
Air Down+A:
  • Light: A dive kick (9%, small knockback)
  • Heavy: A downwards swing with Failnaught (17% with a meteor effect, OK knockback)
Smash Attacks
Forward+A:
  • Light: A forceful downward lash with considerable range (16%, OK knockback)
  • Heavy: A lunging upward slash with Areadbhar (23%, medium knockback)
Up+A:
  • Light: Byleth flails the Creator Sword's whip form overhead to perform a flurry of lashes (16%, OK knockback)
  • Heavy: Venin Arrow; Byleth fires a multi-hit arrow that poisons opponents on contact (22%, OK knockback)
Down+A:
  • Light: Byleth lashes on both sides of themselves (15% each hit, OK knockback)
  • Heavy: Byleth swings Amyr around themselves (25%, medium knockback)
Grab Game
Grab: Byleth grabs the opponent with their open hand.
Pummel: A knee strike (1%)
Forwards+Throw: A side kick (9%, small knockback)
Back+Throw: Byleth wraps the Sword of the Creator's whip form around his opponent and swings them around twice, throwing them behind on the second spin (12%, OK knockback)
Up+Throw: A backflip kick (9%, small knockback)
Down+Throw: A face crusher (10%, OK knockback)

Special Moves
B : Crimson Flower
; Byleth charges Amyr and slams it on the ground to create a shockwave that launches opponent upward (16%, OK knockback). In Divine Pulse mode, the shockwave instead paralyzes fighters (22%, medium knockback)
B + ← → : Azure Moon; in the air, Byleth performs a forward swing with Areadbhar that moves them forward. In the Divine Pulse mode, Bleth swings twice and travels further. On the ground, Byleth performs a vaulting jump before sticking into the nearest solid surface with Areadbhar, which can briefly pin opponents down (14%). From there, Byleth can act in different ways:
  • A flying kick (attack, special or forward tilt)
  • A backwards flying kick (backwards tilt)
  • A forward front-flipping jump (up tilt)
  • Cancel (down tilt or by waiting three seconds)
B + ↑ : Verdant Wind; Byleth jumps into the air and fires an arrow relative to the direction tilted on the control stick (11%, OK knockback). In the Divine Pulse mode, Byleth jumps higher fires five arrows in all five possible directions (14% each arrow, OK knockback). In neither version does Byleth enter freefall after using the move, making it useful for recovery.
B + ↓ : Divine Pulse; once the purple meter on their HUD is full, Byleth's hair turns green as a purple-lavender aura appears around them for a limited time. Pressing B + ↓ again while in this mode instead has Byleth swing the Sword of the Creator in a massive area around themselves at the cost of extra endlag and exiting the Divine Pulse mode. The mode itself takes a while to recharge once it runs out, but Byleth starts with a full meter at the start of every match. However, once you enter this mode, the meter doesn't carry over after a KO.

Final Smash: Sublime Ruptured Heaven; "Here's something to believe in!" Byleth performs a deadly lash with great horizontal and vertical range (10%). Any opponents caught are taken into a cutscene where, with the help of Sothis, Byleth performs their signature attack, Ruptured Heaven (45%, devastating knockback). Keep in mind that if you use this attack in Divine Pulse mode, the meter drains completely regardless of whether or not you hit any opponents.

Taunts
Up: "Such power dwells within?" / "Another step forward." Byleth's victory animation from Three Houses.
Side: "Stay focused!" Byleth brandishes the Sword of the Creator.
Down: "No hesitation." Byleth swings the Creator Sword's whip form around themselves.

Winposes
1: "Each battle, a chance to grow." Byleth plants the Sword of the Creator into the ground and looks to the sky. The way the four Hero's Relics are planted into the ground resemble the game over screen from Three Houses.
2: "Allow me to demonstrate!" M!Byleth swings the Creator Sword's whip form outward.
3: "This experience is critical!" F!Byleth swings the Creator Sword's whip form in front of herself before reforming the sword to its normal form.

Applause: Byleth claps for the winner.
Icon: Falchion
Boxing Ring Title: Ashen Demon
Star K.O.: "My battle ends heeere...!"
Victory Music: The Edge of Dawn
Kirby Hat: Byleth's hair, which changes depending on which gender you're playing as.
 
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CrusherMania1592

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Hmm...I think this would've been my roster

64: None
Melee: Marth and Roy
Brawl: Marth, Ike, and Lyn (cut Roy)
3DS/Wii U: Marth, Ike, Lyn, Robin (Roy as DLC)
Ultimate: Marth, Ike, Lyn, Robin, Roy, Lucina (with a bit of tweaking to semi-clone style), Byleth (DLC) and Celica (DLC)
 

Mamboo07

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How I would do it:
  • Marth is added to 64 (more development time)
  • Roy debuts in Melee
  • Ike and Lyn for Brawl
  • Robin appears in Smash 4
  • Azura is the Fates rep for Smash 4's DLC over Corrin
  • Byleth is DLC for Ultimate's Fighter Pass
 

KneeOfJustice99

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the building from smash mouth's astro lounge
I'll admit I'm not an expert on the Fire Emblem series, but some of the main problems that people tend to bring up are:
  1. The characters currently in the Smash series skew massively in favour of Lord classes, as opposed to almost any other.
  2. There are a large number of clones, or characters with conceptually or visually similar movesets.
  3. Representation for the series skews massively in favour of more modern characters, in a certain case, for the worse.
With that in mind, I'd say the way to solve these three problems would be:
  1. A larger number of characters of different classes overall.
  2. Characters that fight with different weapons, or visually distinct fighting styles.
  3. A greater degree of representation for other parts of the series, or reoccurring elements of it.
That said... here's my thought process for characters:

Smash 64: Released as is. See, I think adding Marth to 64 could be a pretty solid idea, but the game already does a pretty good job of representing Nintendo on an international level at this point. I also probably ought to note that this means the game's development time is roughly the same.

Melee: First things first, let's consider our characters - Marth, firstly, I think is important to include given his history. However, I don't think Roy or Eliwood would be a good decision, even if it's promotion for a future game, given Roy's character in the Smash series isn't much of a representation of his character in the mainline series. As for the second character - it's thus Quan, from Fire Emblem: Genealogy of the Holy War. He's a popular side character from the game who repeatedly appeared throughout, and his class is Duke Knight - meaning he typically fights with a lance (and a horse, though we wouldn't include that.) As for why that game - it's thought that it may have been the best-selling game in the series in Japan at the time, and it also introduced the rock-paper-scissors system that'd become an iconic part of the series. I think that given he's unique, we'd need to cut a clone - Ganondorf. (He'd be added in Brawl.)

Brawl: So, this might be unpopular, but I'd keep Marth but cut Quan - but, in response, include Lyndis. Look, she's a popular character from the first game in the series to be released internationally, plus her take on a more traditional "swordfighter" archetype is significantly different to Marth, and she'd be capable of using a bow in combat on top of this. Not only this, but I'd also include Ike on top of her - who works similarly to his final form, but uses his Ragnell more akin to an axe in a lot of his attacks. He's included, unfortunately, over both Wolf and Jigglypuff - both of whom were last-minute inclusions. Sorry about that.

Sm4sh: Things are pretty exciting this time around! First things first, Marth, Lyndis and Ike are brought back - with Quan returning in DLC, just like Roy did. This time, we'd want to include a character to represent Awakening, for which I would suggest Robin - a pretty obvious pick from the series. That said, I wouldn't add Lucina as a clone of Marth - Robin's moveset should, however, include Chrom in the Final Smash. As for why Robin - they do a good job at representing the magic system of the series, whilst also being a player character with a unique "vibe". They keep the male and female alts.

In terms of DLC, the second character to be brought in would need to be a Fates character for the sake of promotion, so let's say Camilla - a popular character, female representation, and an axe-wielder to finally properly round out the rock-paper-scissors. I think she'd have remained controversial - but she would, at least, have a unique moveset in a series that wouldn't already feel full of clones.

Ultimate: Okay, so this might be a controversial thought, but the development time that went into Chrom should be moved instead to the reoccurring character Anna. Anna's a continually reoccuring character in different places and times throughout the entire series, and has plenty of potential to work as a "wacky salesman" type who could use all kinds of weapons in combat, or even have a money gimmick. Remember, by this point, the series's character representation in Smash has been in the form of several completely unique characters, so I don't think she'd leave a bad taste in people's mouths. Not only this, but everyone's back - Marth, Quan, Lyndis, Ike, Robin, Camilla, and now Anna.

And, last of all... yeah, Byleth. A perhaps controversial thought, but they're a logical pick that you could do in a decent way. Plus, you could keep the various weapons gimmick if you wanted - but I'd suggest that focusing on the Sword of the Creator for the most part would be a logical choice, given Anna's whole gimmick is that she's got a massive variety of weapons to pull from. I mean, it is still a whip-sword. They also have their male and female alts, and I'm going to suggest that Terry and Byleth are swapped around in the season's order just to make it a little less infuriating when a Fire Emblem character is the (seemingly) last pick.

Our final representation boils down to:

Name:MarthQuanLyndisIkeRobinCamillaAnnaByleth
Image:
Introduction:
Melee
Melee (Unique)​
Brawl
Brawl (replaces Jigglypuff & Wolf)​
Sm4sh
Sm4sh DLC
Ultimate
Ultimate DLC
Appearances:
Melee
Brawl
Sm4sh
Ultimate
Melee
Sm4sh (DLC)
Ultimate
Brawl
Sm4sh
Ultimate
Brawl
Sm4sh
Ultimate
Sm4sh
Ultimate
Sm4sh DLC
Ultimate
Ultimate
Ultimate DLC
First Appearance:
Shadow Dragon
Genealogy
Binding
Radiance
Awakening
Fates
Shadow Dragon
Three Houses
Class/Weapon:
Lord (Sword)​
Duke Knight (Lance)​
Lord (Sword/Bow)​
Lord (Longsword)​
Tactician (Magic)​
Malig Knight (Axe)​
Merchant (Merchant Sack?)​
Lord (Sword of the Creator)​

I think this looks a lot more well-rounded overall. Admittedly, I haven't covered stages - and in some places I've sort of trampled on other series to make this possible - but I think Jigglypuff coming back in Ultimate would be pretty fun, and a character like Wolf being introduced in Sm4sh would potentially allow for him to be more unique and a little less janky. Just my take, though!
 
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FazDude

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Without going into the nitty-gritty of who goes where and sticking to Ult's eight-count...
  1. Marth (Sword)
  2. Roy (Technically a double dip in the swordplay department, but Roy is cool)
  3. Ike (Longsword)
  4. Anna (Merchant/Bow)
  5. Hector (Camilla as the axe girl makes sense, but I really wanted a Binding Blade rep seeing as that game introduced FE to the west.)
  6. Azura (Lance)
  7. Robin (Magic)
  8. Byleth (Sword of the Creator)
 

A_Kae

Smash Ace
Joined
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Messages
748
Keep Marth, Ike, Robin, Chrom, and Byleth, drop Roy, Lucina, and Corrin, and add Lyn.

Marth and Ike are popular characters both in FE and Smash, with well made and simple movesets that fit the characters. Some adjustments here and there, of course (several things come to mind), but mostly these two work really well.

Robin and Byleth have unique movesets from games that were popular and significant to the series even if the characters themselves maybe aren't so much.

Chrom is here as a clone of Marth because that just works really well. Some adjustments need to be made to bring him out from Roy a bit (imo a few altered animations and new neutral and side specials is enough)

Now for the cuts...

Chrom is more popular and significant that Roy, and having both of them is extremely redundant and bad design. Lucina is cut for the same reason, but she can potentially be an alt of Chrom. Not a perfect fit but whatever.

Corrin is cut for Lyn because I didn't play fates and I did play FE7 so I have bias. Kind of. Really, it's that Corrin/Fates were not very well received by FE fans, and in smash they're mostly unique in an aesthetic sense rather than a mechanical one. Like most of the moveset is just regular sword stuff which I think we have covered well enough already on the FE side of things.

And I think that last nearly two decades of support for Lyn say enough. cmon she would be soooo cool

So that's taking Ultimate's selection from 5.7 characters (and tbh that's being generous with the counting) down to 5.5 which is essentially the same.

But there's a massive amount of characters in FE you could come up with a fun and unique moveset for. Anna gets brought up a lot (including in this thread!), lances/axes, of course, an antagonist? The problem there is that it should probably be an antagonist for one of the characters that's already in, and most of them aren't that memorable. Really, it's just the black knight that comes to mind, and he might overlap too much. Manaketes probably aren't feasible unless it's Corrin style.
 
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nirvanafan

Smash Champion
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Marth in 64 - with a little more time to flesh out the roster this would have been likely imo with Tharcia coming out & lack of swordsman on the roster.

Celica in Melee - Melee added alot of echo-ish fighters, like the idea of Celica as she is the 1st series female protag & her original design is based around enemy units which is a nice contrast to Marth

Micaiah in Brawl - think its a good time for a new unique series rep & Micaiah is the new protag of the latest game & would be more unique in some ways than Ike with both her design & use of magic as opposed to a sword.

Tiki (Awakening) in Smash 4 - with series breakthrough another rep seems likely, Tiki is a popular character who is one of a few to appear in multiple games & eras in the series. Realizing the moveset might be a little difficult but she could utilize more melee attacks (something no series rep at this point does)& her dragon form.

Azura as DLC Fates promo - 2nd main character of Fates but not only utilizes a more unique weapon (lance) but also is shown to have dancing & water magic abilities all of which would make for an interesting Smash fighter imo.

Another echo could be done in base Ultimate but doesnt seem like a necessity.

Flame Emperor in Fighter Pass 1 - 3 Houses brought series to new heights & should get a rep imo. Would give us a villainous rep & heavy axe weilder which would be unique from the series & rep other major archetypes.
There would be no reference to the identity of Edelgard with the fighter. Feel weird giving one of the games lords that much extra promotion directly & dont want to spoil the major unveil.
 
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sf6Ulquiorra

Smash Rookie
Joined
Aug 15, 2023
Messages
1
Cut Chrom Lucina Roy and Byleth so its Marth Ike Robin and Corrin.

Corrin is way more interesting than Byleth so
 

AlRex

Smash Lord
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Messages
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Marth, Anna, Robin, and maybe one other character. Whichever one you like or seems the most popular. Flip a coin between Lyn and Edelgard, maybe. Also Marth is like Hero and has a bunch of other basic sword lords as alts. Your mileage will vary.
 

Soy_Man

Smash Apprentice
Joined
Jul 13, 2018
Messages
162
I'd keep Marth, Roy and Byleth, because I like their designs. Echo fighters are cheap to implement, so I could take or leave them. I find Ike and Corrin especially to be pretty derivative and bland, so I could do without them. I don't know enough about Fire Emblem to base this on importance or whatever, I'm just thinking about gameplay.
Corrin is way more interesting than Byleth so
How so?
 
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DreamyMystX64

Smash Cadet
Premium
Joined
Nov 6, 2021
Messages
35
64 - Marth
Melee - N/A
Brawl - Lyn
Smash 3DS + Wii U - Anna
Smash 3DS+ Wii U DLC - N/A
Ultimate - Tiki
Ultimate DLC Passes - Alear (had Smash Ultimate even continued after Sora, then again, this is just a "your own interpretation" type of topic).
 

Dragoryu3000

Smash Rookie
Joined
Aug 17, 2023
Messages
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If I'm just picking eight characters that I think would represent the series well:
Marth, Ike, Robin, Byleth, Lyn, the Black Knight, Tiki, and Anna. Still pretty sword-centric, but they're mostly unique otherwise.
Lyn's popularity has proven to be pretty evergreen, and her swordmaster-like fighting style, bow usage, and after-images could set her apart.
The Black Knight gives us a heavier and more villainous character with quite a different aesthetic and personality than most Smash fighters.
Tiki is a dragon. Though if you want a more serious reason, she's a recurring and well-liked character who represents an important class archetype from the series.
Anna is the most recurring character in the series (even though her appearances are never major and, prior to Awakening, were just small cameos). She can be depicted using a wide variety of weapons, and she has a more lighthearted personality than the other characters I've picked.
(Honorable mention to Edelgard, Claude, and Arvis)

If I'm trying to be realistic and picking characters for an "alternate timeline":
64: Marth as one of the four unlockable characters, reusing bits of Link. Probably replaces Jigglypuff. I wouldn’t cut Luigi, and Captain Falcon and Ness are the only reps from their series.
Melee: Roy or Leif if it needs to be a clone of Marth, Tiki if it can be original. Roy would be better for cross-promotion, but the brash personality and even the reverse tipper fits Leif much better (his main character flaw is rushing into battle without thinking, after all).
Brawl: As he was the most recent protagonist and still contrasts against Marth, Ike is fine here.
Smash 4: I don't think it can actually be anyone other than Robin and Lucina here. Robin is the most unique pick out of the big three characters from Awakening, and the only reason we have a second rep is because Lucina was being developed as an alternate costume for Marth.
Smash 4 DLC: I know this is far from an original idea, but Azura instead of Corrin.
Ultimate: None. It would have to be an echo fighter anyway, so might as well hold back and give the FE backlash a chance to simmer down.
Ultimate DLC: I'd still personally prefer one of the three house leaders, but choosing Byleth instead of favoring one house honestly does make more sense.
 
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Kirbeh

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Probably should've set some more rules?

If we're sticking to the current rep count as of Ultimate, I'm keeping the same characters but retooling them.

If we're downsizing, then I'd keep :ultmarth::ultike::ultrobin::ultbyleth:as our essentials. (RIP :ultroy::ultcorrinf:who I prefer to play.)

If I'm free to do as I please, then I would add even more characters.
 

Perkilator

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Probably should've set some more rules?

If we're sticking to the current rep count as of Ultimate, I'm keeping the same characters but retooling them.

If we're downsizing, then I'd keep :ultmarth::ultike::ultrobin::ultbyleth:as our essentials. (RIP :ultroy::ultcorrinf:who I prefer to play.)

If I'm free to do as I please, then I would add even more characters.
Yeah, you’re basically free to change the roster as you see fit.
 

Kirbeh

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long text + Smashboards bugged out while I was writing it up so i didn't finish typing and just posted...

Going off the basis that Byleth/Three Houses are the most recent additions as of Ultimate's DLC. Thus, no additional Three Houses content as it wouldn't be base game.

:ultmarth: Marth is of course retained, and remains unchanged, but joining him from Shadow Dragon is his wife; the Pegasus Knight Caeda.

While lords are generally unique, being given unique weapons and sometimes special powers/abilities, Caeda is more focused on representing the Pegasus Knight as a class as well as the lance portion of the weapon triangle. (She'll at least wield her Wing Spear from the DS remake of Shadow Dragon.)

She wouldn't be mounted on her Pegasus of course, instead fighting on foot like everyone else. Instead, she could have some moves inspired by the class and perhaps some creative liberties with certain traits such as potentially giving her an extra jump (with some sort of visual flourish like Pegasus feathers appearing around her when she does so).

With the focus being more on the class and weapon, I also thought it'd be nice to include other pegasus knights from across the series as her alts. rather than simply being colors. They are as follows:

The sisters Palla, Catria and Est make up the first trio of the later reoccurring trope of pegasus knight sisters.

Sumia and Cordelia hailing from the popular and series saving Awakening.

Clair and Tana from Gaiden and Sacred Stones respectively to round things out and rep two more titles with little content thus far.

CharacterCaeda (Shadow Dragon)Palla (Shadow Dragon)Catria (Shadow Dragon)Est (Shadow Dragon)Clair (Gaiden)Tana (Sacred Stones)Sumia (Awakening)Cordelia (Awakening)
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:ultike: Ike remains mostly unchanged. My only two suggestions for the moment being a rework of Eruption into a Down Smash (or being moved to Down Special if you want to keep the same function), with its replacement in Neutral Special being a Blade Beam/Power Wave esque, blue flame projectile.

:ultchrom: Chrom remains a sort of middle ground between Marth and Ike but puts more emphasis on the Ike part. He loses most of the attacks he shares with Roy, instead replacing them with Marth and Ike's moves effectively turning him into a hybrid semi clone of them instead.

Double Edge Dance is ditched for Ike's Quick Draw but cannot be charged instead having a set power and distance (Reflecting his attack animations in game a bit more).

Soaring Slash trades power for now having the ability to aim it forward or diagonally in the direction he's facing. (A nod to his fight with Masked Marth in Arena Ferox.) Basically like :ultswordfighter:'s Airborne Assault.

He does at least keep his version of Flare Blade.

The biggest change for Chrom however is losing Counter and instead gaining the ability to call on Lissa for help.

Like the Ice Climbers, Lissa will follow closely behind Chrom, but will not be present in the foreground. As such she cannot be attacked or launched, and she will not go off stage, only moving within its confines. She cannot run as fast or jump as high, so she may not always keep up with Chrom, especially when he gets launched.

As Chrom fights he will gain support which can build up to 5 Levels (though there are only 3 level costs) and be cashed out using Down Special to call on Lissa.

Level 1 is Ward - Lissa will give Chrom a slight buff to damage and knockback resistance, but he must be close by to receive its effects.
Level 2 is Rescue - Chrom will be teleported to Lissa.
Level 3 is Mend/Physic - Lissa will heal Chrom with the percent recovered being determined by his distance from her. The closer the better, up to 20%.

The spell she casts will cycle through each level while the button is held down, letting go will cast the spell. (Provided you have enough support.)
When casting, Lissa will move into the foreground. This is the only time where she can be attacked, and doing so will interrupt her staff casting.

:ultlucina: Lucina is now an echo of her father, but still leans more towards Marth, retaining both Shield Breaker, Dancing Blade and Counter, but acquiring Soaring Slash. No Pair Up partner, more straightforward echo.

:ultrobinf: Robin, I'm leaving mostly unchanged for now, though I'd like a bigger rework of them overall. I will however drop the weapon durability on at least the Levin Sword and scale back its power just a tad.

Following suit like Caeda, Tharja also joins as a more general representation of the mage/dark mage class. While it's possible she could borrow some specials from Robin, she is of course a pure mage class, so no sword. In a way she could be seen as a dark counterpoint to :ultzelda: in the sense that they are strictly magic users.

The additional characters coming along for the ride as alts are:

CharacterTharja (Awakening)Miriel (Awakening)Aversa (Awakening)Rhajat (Fates)Ophelia (Fates)Mae (Gaiden/Valentia)Sonya (Gaiden/Valentia)Shade (Cipher/Valentia)
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Alternatively swap out Miriel, Ophelia and Mae for some of Tharja's alts from Heroes, if you don't feel they fit with the others too well.

:ultroy: Roy, like Ike remains mostly unchanged. Perhaps also gaining a short-ranged projectile or a lower power but healing counter (since the Sword of Seals can be used to heal) to replace Down Special.

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Lyn also gets added. At this point I don't think she needs introduction. She's an extremely popular character with a large following both in her home series and with support for Smash.

:ultcorrinf:Corrin is now a stance change character, being able to sheath Yato to utilize more melee/manakete attacks. Manakete attacks will have better range and speed, but lower power. Attacks with Yato have more power and active frames including during charges on all Smash attacks to further emphasize its chainsaw-like design. There will of course still be some attacks shared between both stances like Up Special and Back Air.

As with Caeda and Tharja, we have another more general "class/weapon" addition. This time Camilla from Fates, being built as a semi-clone of Caeda focused on shorter range, but stronger strikes with an axe as a Wyvern Rider/Draco Knight/Malig Knight.

Less options for characters as alts. but I still split between 4.

CharacterCamilla (Fates)Charlotte (Fates)Minerva (Shadow Dragon)Cherche (Awakening)Camilla, Midnight Bloom (Heroes)Charlotte, Money Maiden (Heroes)Minerva, Red Dragoon (Heroes)Cherche, Shaded by Wings (Heroes)
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Anna is the last character for the base roster, taking up the role of jack of all trades weapon user. This takes the multi-weapon user idea that wound up on Byleth, but places it on a faster, trickier, character who is also known for having used them all throughout her various incarnations. And speaking of, her alts. would of course comprise of many of the Annas from throughout the series' history.

:ultbylethf: Byleth remains the 3H choice but has a completely different move set focused on the Sword of the Creator with a few elements of unarmed combat from the grappler class and black/white magic mixed in.

I'll stop there because 13 is overkill for Ultimate, especially when people are already upset with 8. If we moved beyond Ultimate and I could continue adding though I've got like plenty more I would like to see; young and adult versions of Tiki, Merric (general mage with additional alts both male and female; Linde, Soren, etc.), Alm, Celica, Sigurd, Eliwood (semi-clone of Roy with better range, but slower), Hector (pseudo grappler), Eirika, Edelgard (super heavy, axe/shield wielder), Demitri (mid range lance bruiser), Claude (hybrid rushdown/zoner), Alear,)

Perhaps I'm crazy, or just sleep deprived/sick with the flu (or just plain biased), but I honestly wouldn't mind if each generation of Pokémon or each era of Fire Emblem were treated like their own series.
 
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mbit99

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I dunno maybe change one of the swordies to Carmilla for the sake of her being there...

and, also FE Engage's Protagonist here, so the female one become popular here

In terms of DLC, the second character to be brought in would need to be a Fates character for the sake of promotion, so let's say Camilla - a popular character, female representation, and an axe-wielder to finally properly round out the rock-paper-scissors. I think she'd have remained controversial - but she would, at least, have a unique moveset in a series that wouldn't already feel full of clones.
Oh yeah! That's more like it, personally, but IDK, Objectively
 
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Oracle Link

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If we cant change any other series rep i think Fire Emblem having only 6 Characters in ultimate is the perfect ammount because zelda also only has 6! (Or 3-5 depending on your viewpoint) i mean 8 is the same as main line mario ands pokemon! And the argument that Fe Needs to be pushed to avoid it failing doesnt apply anymore! Eventho every FE Fan seems to only want heroes i think having one Villain Makes Sense as most bigger Franchises have one! the only exception is pokemon if you dont count mewtwo!
I guess im pretty sure Marth and Byleth (Swapped with Min Min) should be in but other than them? I dont know!
 

Kirbeh

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I feel like an FE villain is a bit of a harder sell honestly. It's true, most FE fans rally around main lords (Lyn, Hector, Alm, Celica) or popular units (Anna, Tiki, Azura, etc.) The only villain with significant support over the years is Black Knight and in a lot of cases it's from people who erroneously believe he'd fit as an Ike clone.

I don't think an FE villain is off the table, but the demand isn't really there.

If they really want to go with a villain I think the next best bets (if they skip over BK) are Veronica from Heroes and Edelgard if they double dip from Three Houses.
 

SharkLord

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I've been tossing around the idea of a Switch-centric roster for a bit, since Ultimate's kind of an odd situation thanks to EVERYONE IS HERE and the DLC focusing more on big name third-parties. I've been going over a bunch of lineups in my head, and eventually I've settled on:
  • Marth - Well, he's basically Mr. Fire Emblem himself. He was the first main character, he set the standard for the Lords, he was the first guy in Smash, I feel like he's kind of a necessity. I think his kit is fine, maybe with a different Final Smash
    • Lucina as an Echo Fighter. Awakening saved the series and Lucina's consistently been the face of the game in later media, thanks to her massive popularity. Would be tweaked a bit to have more aggressive, hard-hitting animations, taking some pointers from Roy and Chrom
  • Lyn - The West's first Lord, and one of the most popular characters in the series. Also won the first Choose Your Legends vote (Technically second place if you count both Ikes as one, but still). Would lend herself well to a dynamic, fast-paced quickdraw style
  • Ike - The other winner of the first CYL vote, counting both Ikes together. People like Ike, so he stays too.
  • Edelgard - Represents Three Houses, axe units, and depending on the route you take, acts as a villain rep (Though that's debateable because again, different route shinanegans). She's gotten the most votes out of any CYL winner, and plays a major role in every route you take, so I think it's fine to use her as the Three Houses rep
  • Veronica - I debated over who to use for the final rep, until I realized "Hey wait Heroes has been running as long as the Switch and is Nintendo's one profitable mobile game," and so I gave Heroes a rep too. Veronica's used as the Heroes rep in Engage, and is the only character to have been used as the app's icon a second time, so she seemed like the one to go with. Gameplay-wise, she uses tomes and would probably have a summoning mechanic, which could potentially allow for a bunch of other characters to show up as well.
I considered just using the Three Houses Lords plus Marth and maybe Veronica, but I decided against that because throughout the Switch's lifespan, InSys has been making sure we remember the older games, what with Heroes and Engage. If we wanted an accurate representation of the franchise's modern years, we would need some of the older characters. I also considered focusing more on different weapon types, but ultimately I thought it was more important to focus on popular characters that fans would be excited to see.

I didn't have a character to cover Engage because that game's major gimmick is just referencing older games anyways, and it hasn't drawn in a massive influx of new fans the way Three Houses and Heroes did. Furthermore, Alear's moveset would likely be close to Marth's with a Joker-esque Emblem mechanic... Except the Emblem always used front and center in the marketing is Marth, who's already in the roster, and I wanted to avoid giving a character multiple slots, even in a supporting role. As a result, I decided it would be best to just have the older Lords adapt the Engage Attacks to cover the game by extension
 

Nah

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tbh I think that the only thing that will really satiate the raging hate the wider Smash fanbase has for the series would be for the devs to sign a legally-binding contract that states that they are never again allowed to have more than 2 Fire Emblem characters in a Smash game, and if they ever do they are to be throw off the tallest building in Japan, and I think I'm only mildly exaggerating here

But moving on from that, there's a lot of ways you could potentially do the FE roster, some of which is in this thread obviously. One way I'd do it and try to be somewhat realistic:

1) Marth: He's both the first FE protagonist and the first FE character in Smash, and since people are a little weirdly beholden to the first or OG or whatever stuff he basically gets a free pass in like how the original 12 from 64 get a free pass for no reason. Lucina and Chrom can be potential alts.

2) Lyn: Consistently one of the series' most popular characters and also a protagonist of the first internationally-released FE game, she makes a natural fit given that Smash skews very heavily towards the protagonists of any series that makes it into the game (almost all characters are either the protagonist, the foremost antagonist, or some other highly popular but still major character). Would have her be exclusively a bow user.

3) Robin: Nothing much new to say here, though I'd make them purely a mage instead of the swordie+mage hybrid they are in both Awakening and Smash.

4) Corrin: Fights only in dragon form (basically I'd have their entrance animation be their dragon transformation).

5) Byleth: As much as people would like to see one or more of Edelgard/Dimitri/Claude, I'd rather not see a resurgence in the FE's rabid arguing about the 3 of them if only 1 or 2 of them made it in. You can kinda avoid that problem by just making sure all 3 of them are in the same game yes, but I'm trying not to make the FE roster like 20 characters long here.

6) Anna: She's the series' only truly recurring character and so that sounds like a reason to include her here. Would be the axe-wielding one from Heroes.

Pretty much no weapon overlap, not too much hair color overlap, represents a few different eras in the series' history, even if a little heavy on the more recent games (but Fire Emblem only got popular in the last 10ish years so....). Slightly smaller roster than what Ultimate already has. Not that this is necessarily the definitive best way, but it's one idea.

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My "I am supreme dictator of Smash Bros development and I'ma do what I want and **** everyone else" FE roster would be Ike, Felicia, Edelgard, Nah, with maybe some others if I feel like it.
 

Zakawer2

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Marth, Ike, Byleth and Alear. That's what I'd go for.

Or to be extremely minimalistic, I'd go for either Marth and Alear, or just Alear alone.
 
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