MasterWarlord
Smash Champion
- Joined
- Aug 24, 2008
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Lord Dracula
"What is a man? A miserable little pile of secrets."
+
General Summary
Dracula is the main villain in most of the Castlevania titles. He is the final boss of almost all of the games, the only exceptions being the first and last games in the series' chronology.
The Dracula of Castlevania is loosely based on Bram Stoker's character, which was in turn based on the infamous Vlad Tepes of Wallachia. The Castlevania Dracula draws some history from both, but instead of preying on maidens this one threatens whole realms with his armies at the least, and at worst is presented as the very embodiment of evil.
Dracula did not receive much characterization in the earlier games of the Castlevania series, but in later games he is depicted as arrogant, disdainful of humanity (whom he regards as petty and greedy), and somewhat abusive towards his own minions.
Videos
+ Simon vs. Dracula, from Super IV +
+ Dracula's boss battle from Dracula X: Rondo of Blood. + Both Hell Fire and Hell Meteor are in full display here.
+ The Castlevania Chronicles version of the unending battle +
Play Style
Lord Dracula, the Scion of Darkness, naturally prefers not to stoop to the level of mere mortals, and so rarely uses his actual body to fight his enemies. Instead, he relies on the infinite amount of black energy that comprises his being.
As such, Dracula players will want to use his great spacing techniques to get as much distance as they can between themselves and the opponent so they can use Dracula's incredible range to their advantage. This is key, as in a close-contact scenario, Dracula is bested by nearly every character in the game. Almost all of Dracula's standard attacks are very slow, and the hitbox for most of them doesn't reach within Dracula's totally immediate vicinity. So if Jigglypuff was coming in to use Rest on him, all but one of this melee attacks would simply go right past the little pink puffball. Thankfully, he has an incredible array of tools crafted specifically to keep his opponents away/get him away from his opponents.
Dracula is also one of the heaviest characters in the game, making him difficult to launch very far. He's also a very floaty character, falling slower than most due to him being made almost entirely of evil energy, rather than flesh and bone. Countering this obvious winning combination, he has a difficult time scoring KOs most of the time, as he has few real "KO moves", and those he does possess force him to compromise his "distance and damage" strategy by getting in close to his target.
Special Traits
+ Dracula can glide through the air, coasting along on a ghostly wind.
+ Dracula has two midair jumps. He merely pushes off the air for the first, while the second has his spinning around quickly as he rises and chuckles quietly, lifted by a wave of dark energy.
+ Dracula's Shield Roll is the longest in the game, carrying him almost twice the distance of the standard distance. A beam of energy strikes him from above, turning him into a cloud of bats, which fade into the beam as it dissipates into thin air. An identical beam strikes a long distance away in the direction you "rolled", where Dracula reforms, ready for combat.
+ Dracula's Air Dodge halts his vertical (though not horizontal) momentum, as he transforms into a group of bats, then shifts back to human form. However, once he uses one, he cannot do so again until he touches ground, then lifts into the air again.
+ Dracula never actually falls down. His helpless state (after using his recovery, or when dizzy) resembles a group of disheveled bats with broken wings, screeching faintly as they plummet slowly downward. Upon contact with the ground, they hurriedly reform into Dracula, who kneels on one knee, head bowed and breathing heavily. If Dracula is hit while in a helpless state, he returns to his normal form.
+ Dracula does not run, and has no Dash Attack.
Stats (Out of 10)
+ Offense: 4
+ Speed: 3
+ Weight: 9
+ Jump Height: 2
+ Fall Speed: 3
+ Recovery: 8
+ Range: 10
+ Attack Speed: 3
+ Traction: 5
Pros and Cons +
Pros
- Incredible aerial versatility
- Amazing moves for spacing
- Large, wide ranges of nearly all standard attacks
- Far-reaching grab and powerful pummel
- Unconventional and versatile Smashes
- Two powerful, far-reaching projectiles
- Stellar recovery
- Life-restoring move
- Rapid attacks for fast damage-dealing
- Sweetspot Aerial and Aerial Spike
Cons
- Constant blind spot close to Dracula
- Significant lag on Special Moves and most Standard Attacks
- Final Smash requires skill and timing to use
- Up and Down Smashes do little damage
- A number of attacks are based on how often Soul Steal is used
- Steep learning curve
- Very few moves have actual knockback (difficult to KO normally)
- Aside from projectiles, most moves don't do too much damage
- Dracula is a pompous, arrogant jerk
Standard Attacks
A, A: Morose Attraction + Dracula throws a side of his cape out ahead oh himself, lightly damaging the enemy. Pressing A again will cause him to quickly draw the cape back inward, pulling the enemy along with it (4-6% initial hit, 1% follow-up)
Notes: The move reaches about as far as your average Side Tilt, though the hitbox is such that the move will miss enemies right next to Dracula. Pulling an enemy in close might seem counter-intuitive for Dracula at first, but sometimes this can lead to a quick Soul Steal right after.There's very little lag on this attack by itself, but doing both attacks will result in much more.
Side Tilt: Shady Vagrant + Dracula chuckles darkly as he dashes backwards, leaving a dark, smoky facsimile of himself where he was standing, which bursts apart after a second, damaging and knocking away any enemies in range (10-11%)
Notes: The backward dash (he still faces the same direction) doesn't go as far as his normal Shield Roll, rather, only as far as a normal character's. The shadow clone will explode after a second, unless an attack hits it, which will disperse it without it doing any damage. So in effect, this creates a wall between you and your opponent when you use it, making it a great tool to mix up with Dracula's standard Shield Roll for spacing purposes. If the shadow-figure is hit before it explodes, it cringes inward as it fades away, with a echoing shout of pain. However, if it goes off as planned, it triumphantly raises it's arms, fists curled, into the air as it laughs in victory while it tears apart...
Down Tilt: Penumbra + Dracula tamps his foot (though under his cloak, it's a bit hard to see), and his shadow extends along the ground ahead of him, as far as he is tall. Any enemies that are touched by it trip and take steady damage with no knockback (1-2% per hit)
Notes: The shadow extends and retracts at a moderate speed (about as quickly as Mario walks, say), but Dracula can't move until it returns, which takes just under two seconds. Also, unless the enemy is actually on the ground, this won't hit them. It's a great edge-guarding move, however, as the shadow literally crawls over the edge and down the side of the stage, knocking a hanging enemy into a helpless fall.
Up Tilt: Visitant Swarm + A small company of bats flies out from the left side of Dracula's robes after he lifts his arm and parts them. They fly above him in a circle, damaging any characters in range, before swirling back around Dracula's rear and returning to the safety of his cloak, this time the right side, which is held open for them by the Count (2-3%, multiple hits)
Notes: As it sounds, this move has tons of lag on it, and leaves Dracula open to attack from the sides throughout most of it. There's also very little knockback from the bats, though they can draw an opponent in front of Dracula if said enemy is caught in the swarm as it circles around Dracula's back, potentially leading into a Soul Steal. Emphasis on the lag though, as it is very, very substantial. The move has great vertical range, and good range to the sides (while the bats are on each side, that is) though.
Smashes
Side Smash: Love Lost + Dracula stands, body facing the screen (and player) while his head is turned toward his opponent. He lifts his arm up and points toward his enemy, while a large mass of darkness emanates from under his cloak and springs forwards. The mass travels forward the same distance as Link's Forward Smash (both swings) covers, damaging all the way, before delivering it's final attack and fading away, knocking enemies up into the air and dealing great damage (3% traveling, 17% final blow uncharged / 5% traveling, 25% final blow charged)
Notes: In a rare move for Dracula, this move hits from start to finish, with no "blind spot" close to him. However, unless an enemy is hit by the final blow, they only flinch, and won't go flying away. As Dracula is vulnerable until the move ends (which takes around three seconds), he'll usually be attacked by enemies in that situation, though the attack will still complete itself, even without him. Now, concerning the "final blow". At the end of it's course, the shadowy mass rears up to reveal it's contents...the form of a beautiful woman. Yes, Dracula uses the soul of his deceased lover, Lisa Farenheights, to destroy the humans he so hates as a result of her death (Lisa was burned at the stake for practicing witchcraft: which led to Dracula swearing revenge against all of mankind). Only her torso is visible, and what's there is skeletal from the sternum down, the rest being covered by the ragged remains of a dress. She raises her hands to heaven, as if trying to escape her ****ed service, causing the rest of the shadowy mass to course upwards along her arms, bursting at the tip of her hands and sending Dracula's opponents flying away.
Up Smash: Spectral Augur + Dracula swirls his arms around in a circle, then brings them together towards the ground, causing his cape to fly upwards as a surge of shadowy bats erupts from the mass of inky blackness underneath his robes, flying upwards on both sides of him and dealing rapid damage (2-3% multiple hits uncharged, 5% multiple hits charged)
Notes: Uncharged, this move is essentially a slightly more powerful version of his Up Tilt that strikes to both sides simultaneously. However, the bats simply fade into nothingness, rather than returning to the confines of Dracula's cape, making the ending lag almost non-existent. Again, like his Up Tilt, there's no real knockback here, and the move doesn't draw opponents in. The real reason to use this move is that if it's fully charged, Dracula will actually dive down into his own shadow, resurfacing wherever his shadow-print, created via his Down Smash, is located. If he hasn't planted one, he simply resurfaces where he dove in. Traveling through the shadow-print will use it up, letting Dracula create a new one.
Down Smash: Phantom Courante + Dracula compresses his dark will into his shadow, leaving a inky, swirling imprint of it on the ground where he stands. This shadow-print stays where it is until Dracula uses the move again or an opponent runs across it, at which point it will do damage based on how much damage Dracula has dealt with Soul Steal (5%, increases up to 33%)
Notes: The shadow-print is about the width of two Mario's usually, though it's shape is dependent on Dracula's actual shadow at the time he uses it, so on a sunny stage like Delfino Isle, it might span a much larger area. When an opponent walks or runs over it, they're sucked down into it up to their ankles as the "Souls" Dracula has stolen take their revenge on the hapless victim. The opponent will always take 5% damage minimum, though for every point of damage Dracula regains through the use of Soul Steal, that amount increases by 1 point, up to a maximum of 33%. This increase in damage resets whenever Dracula loses a life, however. Also, apart from the actual damage, the move will hold an enemy still for roughly a second while it deals it's damage, possibly giving Dracula an opening to attack. Charging this move doesn't change the damage dealt, though it will slightly increase the size of the imprint.
Aerials
Neutral Air: Black Dervish + Dracula spins once in the air as he transforms into a whirling cyclone of shadows and fluttering bats. The move draws enemies in, dealing light and rapid damage. As the move ends, Dracula reforms, still spinning. Enemies hit by the ending spin will be knocked away (1-2% bats and shadows, 10% ending spin)
Notes: Dracula is invincible for the middle portion of this move, when he's in shadow/bat form: all attacks will pass right through him, and usually result in the attacker being pulled in. It's very rare to avoid the ending spin, unless you're caught from the beginning, and have DI'd properly throughout the entire move, or the middle section only just grazes you. After the ending spin, there's a large window where Dracula is open, as he spins twice before returning to normal, and only half of the first spin deals damage.
Forward Air: Cursed Bore + Dracula snaps his left arm out ahead of him, and several tendrils of shadow stick out in long, spear-like spikes in a fan formation, dealing quick and solid damage and knockback to enemies in front and below Dracula (6-8%)
Notes: The spikes extend very shortly after his cape is flung wide, and reach a good distance away from him. They deal vertical knockback, so catching an opponent with a lower-positioned spear can send them up into the one(s) above it, dealing multiple hits. There's not much lag if the move ends in the air, but if the spears come into contact with the ground, they'll get stuck, and it will take Dracula a while to pull them free.
Backward Air: Incubic Snap + Dracula glances behind him, grins, and twists his torso around while extending an arm directly behind him. He then sharply snaps his fingers, creating a small spark of dark energy (0-1% sourspotted, 28% sweetspotted)
Notes: The most powerful sweetspot move in the game. It is understandably difficult to land, as Dracula's hand must connect with the center of an opponent, and there's about a second of delay between inputting the move and Dracula's execution of it, but if you manage to land the attack, it deals a ridiculous amount of damage, and sends the foe flying away in a random direction. Randomly spiking an opponent with this move is among the most satisfying acts in the game.
Upward Air: Hell Flame + Dracula holds his hands above his head, and creates a medium-sized flame within them. The flame damages anyone that touches it, and stays lit for a few seconds. When the move ends, the flames disperse in a quick burst as Dracula snaps both his fingers (5-6% on contact, 13-15% at moment of dispersal)
Notes: The snapping fingers here are purely for effect. The move has great priority, and is great for juggling airborne opponents. However, you must be careful: if Dracula touches ground before he extinguishes the fire, it will fall on him when he lands, as he momentarily loses his concentration. The fires fall over him, dealing 2-3% and no knockback, though Dracula isn't too happy about it, and a few bats will madly scramble out from under his smoking robes.
Downward Air: Gloomy Stride + The Count crosses his arms under his robes and looks indignantly below him as he raises one of his legs, then drives it downward, dealing damage and spiking (10% and spike)
Notes: The move is akin to Zelda's Downward Aerial, but only in that the move is largely concealed by her long gown. While the same is true for Dracula, it's much easier to spike with this move, and even if you don't manage that (the opponent must be at or below Dracula's knees, and roughly straight below, not to one side), it still deals solid damage and has good vertical knockback. If you do land the spike, a look of disgust will cross Dracula's face, as though he just stepped on something foul.
Miscellaneous Attacks
Rising Attack: Black-a-Vised Servants + Dracula curls back his arm, then throws his cape out wide ahead of him, pushing the enemy back with a gust of wind (though no damage is dealt by the movement). Several bats are sent forward, dislodged by the sudden and powerful move. The bats deal light damage and flinching knockback, though they eventually evaporate into thin air (1-2% per bat hit)
Notes: This has amazing range for a rising attack, though it only hits to one side. Also, aside from the wind push (similar in scale to Angel Ring's), the only damage comes from the bats, which travel in random patterns, dizzy and weak from the fall as they are.
Ledge Attack: The Master's Rebuttal + Dracula quickly pulls himself back on-stage, and sweeps one side of his cape out wide ahead of him. If an enemy is caught inside of it, he pulls them around with him as he spins once before tossing them out with an indignant slap to the head (5%)
Notes: A generally bad attack, as the hitbox to catch the enemy is very specific (the enemy has to be a good distance away from Dracula, and on the ground or very close to it), and unless you do catch them the cape won't deal any damage to them. However, if the Dracula player presses the A button again before Dracula spins fully about, Dracula will stop the attack earlier than usual, swatting the enemy in the opposite direction: straight off the stage. If this is done, Dracula will scoff and say "Impudent--" as he smacks his victim away.
Ledge Attack over 100%: The Master's Response + The same concept as his normal Ledge Attack, though much weaker and a little slower (1%)
Notes: You can still use the early-A trick to throw your opponent off-stage, though the knockback is much, much weaker, and in that case, no damage will be dealt.
Grabs and Throws
Grab: Loving Vice + Dracula extends his hand forward and makes a grasping motion in the air. Like most of his standard attacks, this will miss if the enemy is too close, but the range is very good, extending invisibly ahead of his hand. What actually grabs the opponent is the sheer power of Dracula's dark will.
Grab Hit: Bloody Vise + Dracula clenches his fist and rotates his wrist, pressing in on all sides of his victim with unholy power. Slow but powerful (5%)
Notes: As mentioned, the Count has a grab that's as long as the average tether grab, but if an enemy is withing the range of a normal character's grab to him, the move will miss. Also, this move can't be used as a tether recovery, despite it's similarity to tether grabs.
Forward Throw: Sudden Banishment + Dracula makes a pushing motion with his hand, and the caught foe is sent flying away as a burst of dark energy explodes on top of them (9-11%)
Notes: The blast, though relatively small, can catch other foes in it if they happen to be close enough. This is also Dracula's fastest grab, with virtually no lag on either end of it.
Upward Throw: The Count's Appraisal + Dracula motions with his hand, as if to gently lift something, and the enemy flies up into the air (3-4%)
Notes: Though very little damage is dealt, this throw has insane vertical knockback. On a stage like Sky World or Yoshi's Island (Melee), it can KO beneath 80% in the right places. It has large ending lag though, as Dracula has a penchant for watching his victims as they fly away to their inevitable doom...
Down Throw: Death Pool + The victim is plunged into the ground, straight into their own shadow (6-7%)
Notes: On normal ground, the enemy is thrust back into the open air after a second "underground", with minimal knockback. However, if they're sent into their shadow on a platform that can be dropped through, they'll be spit out of the other side, with similarly moderate knockback. A neat move to use on an opponent on moving stages, as Dracula can leap to safety while the opponent, stuck in their own personal darkness for a full second, are taken off-screen as the platform they were planted in leaves the arena.
Backward Throw: Carnal Invitation + Dracula roughly pulls the opponent toward him (1%)
Notes: The perfect setup move for Soul Steal. Unless the enemy DI's immediately and directly away from Dracula, they will almost always be caught if the Dracula player uses the Down Special as soon as they can. Though if they don't, they'll find themselves in a very bad position.
Special Moves
Neutral Special: Hell Fire + Dracula lifts his right arm, raising that side of his robes. From the mysterious folds of his attire fly three fireballs that shoot forward in a column. These go all the way across the stage, and damage varies depending on which fireball connects with an opponent (4% top and bottom fireballs, 7% center)
Notes: Dracula's first projectile fires twice as slow as Waddle Dee Toss. In other words, it's difficult to spam with. The center fireball travels slightly ahead of the other two, and is slightly larger. The vertical range this move covers is the size of a medium character, such as Link or Marth. What this means is that most characters, on the ground, will only be hit by the center and lower fires (though a small, crouching character could only take the lower), while taller fighters (Ganondorf, Ike, Link, etc.) will be hit by all three if they take no evasive action. The projectiles gather speed the farther they fly, at first only going as slow as a Nikita Missile that's turning, but possibly going as quick as Link's fully charged Arrow (though it takes about one Final Destination to pick up such speed).
Side Special: Hell Meteor + Dracula lifts his left arm, raising that side of his robes. From the mysterious folds of his attire flies a spinning, flaming rock. The meteor spins across the stage, drifting slowly toward the nearest opponent, though any enemy that touches it will take damage, and it will still continue to move until it hits it's original target or disappears after a set time (15% intended target, 8% innocent bystanders)
Notes: Unlike Hell Fire, Hell Meteor doesn't stop upon contact. It will go through any opponents in it's way, dealing very only flinching knockback, and decent damage. However, if it manages to hit it's original target (which is whomever is closest to Dracula when he uses the move), it deals greater damage and solid knockback. It also flies much slower than any other projectile in the game: slightly slower than a Nikita Missile that's turning. Like Hell Fire, the ending lag is significant, as Dracula closes his cape with an unnecessary flourish. Hell Meteor fades away after traversing distance equal to the length of Final Destination.
Up Special: Shriek of Bats + Dracula dissipates into a frenetic swarm of small bats, which fly around the level, damaging anyone they come into contact with rapid hits before reforming into Dracula's normal form (1-2% per hit, rapid damage)
Notes: You can control the swarm's flight path, but as it's a large gathering of bats, it's not as easy to control as something like Pit's recovery is. In fact, the controls bear more in common with Volt Tackle, though the bat's random nature adds a good deal of "stutter" to whichever flight path you choose, and you always rise, so you couldn't sly straight across a stage, damaging opponents as you go. The move will pull in nearby foes, taking them along with you, and dealing around 14-19% damage if caught in the swarm from the beginning of the move. There's no knockback to speak of, besides the repeated flinching the bats cause, which only serves to keep the opponent from retaliating, so using this as an outright attack is a highly punishable idea. The actual recovery range of the move is fairly standard, reaching only about as far as Fire Fox or Screw Attack if you don't maneuver left or right as you fly.
Down Special: Soul Steal + Dracula spreads his arms wide and rears back. If an enemy is next to him, he'll wrap them in an embrace, enveloping them in the folds of his voluminous cloak and turning them away from the screen while he drains their life energy (3-25%, varying)
Notes: The opponent has to be basically on top of Dracula for the move to connect (thus he "rears back" a little bit). Once you've embraced an enemy, rapidly tapping the B button will...well, let your imagination tell you what Dracula does to them as his back is turned to the screen. Anyway, rapidly tapping B will deal damage faster, in a similar fashion to Koopa Klaw (Bowser's Melee Side Special), though this is affected by the damage of the opponent. You'll always be able to pull off at least one B button press, even on an opponent with 0%. The more damage they have, the more extra hits you can get in before Dracula unfurls his cloak and casts them out of his loving embrace, doing a set amount of knockback (it's small) and no damage. Dracula recovers damage equal to 1/2 (rounded down) the damage he does with this attack. So he'll always regain at least 1%, though that's only if you don't tap the B button at all. Also, once Dracula has stolen an enemy's soul, he won't regain more life from them by doing it again until either 2 minutes have passed or they lose a stock. He can still do the attack for damage, but not life.
Final Smash: True Dracula + Dracula concentrates the dark energies within him, transforming into his monstrous, beastly true form, becoming at least twice as large in the process. This lasts for approximately 10 seconds, during which time Dracula's regular moveset is replaced with the following abilities.
A: Death Claw + True Dracula slams his claws into the ground ahead of him, then rakes them along the ground as he pulls his arms back towards himself. The attack reaches a very, very long ways ahead of True Dracula. Enemies on the ground hit by the claw slam are buried in the ground, and will take more damage as the claws are scraped along the ground, which pulls them along for the duration. Enemies in the air hit by the attack take a solid 15-16% damage, but enemies that take the full attack will take upwards of 35% (15-16% for the first hit, 5% multiple times for the retracting hits).
When used in the air, Death Claw manifests as such: True Dracula extends his arms straight downward, again burying ground-based enemies (though this is an incredibly powerful spike against airborne enemies). He then swings them out wide to both sides of his body, covering a wide area to both sides of his person, and flinging victims away. Damage is identical to the on-stage incarnation of the move.
This attack takes three full seconds to fully execute.
B: Hell Pyre + True Dracula spews a gout of flame across the floor of the stage, sweeping up any enemies in it's path, and dealing repeated damage (about 8-11% per second). When used in the air, the attack is aimed downwards, and splits in both directions as it hits the ground, though the damage is halved as a result.
This attack takes three full seconds to fully execute.
L/R: Shadow Dance + A shaft of shadowy power descends on True Dracula, which warps him away from where he was, and transports him to the space directly above a random opponent. This does no damage, takes two seconds to execute, and can be done an infinite number of times, even in the air.
Notes: The attack is very powerful, but doesn't last for very long. Most times, you'll only have enough time to pull of one or two attacks before reverting to normal. Use your time wisely.
Other Elements
Dracula's Role in the Subspace Emissary: Castle in the Solar Eclipse +
In the year 1999, Dracula and his castle were sealed inside of a Solar Eclipse, ending his curse on mankind by sealing his power away within the eternal confines of a star. In the world of Super Smash Bros., he still resides there, trapped within the Sun itself.
As it happens, the powers of the eclipse are inexorably linked to Subspace. The creation of the Great Maze has the added effect of weakening the barrier around Dracula's Castle enough to let the Master Himself enough leeway to escape the confines of the solar body. Dracula calmly waits on a dark throne by the entrance to Tabuu's stage, calmly observing the struggle of the Smash Brothers while slowly regaining his strength. The player must confront and defeat the Count before moving on to challenge Tabuu. Upon defeat, Dracula applauds the player for their obvious skill, then melts into the shadows to explore this new world he finds himself in.
Who knows what evil Lord Dracula will create for the world...
How to Unlock +
After you defeat Dracula in the Great Maze, there's a 5% chance that when you go through a door as you replay any level, you'll be transported to Dracula's Castle to fight the Dark Lord in a final showdown. Defeat him there, and he'll be yours for regular play, as well as in your party in the Subspace Emissary.
Miscellaneous Animations
Idle + Dracula will occasionally reach up and stroke his well-kept facial hair, glance side to side with a disinterested look on his face, or simply cross his arms under his robes while tapping his foot slowly.
Crouch + An cobweb of shadowy material springs up from the ground, creating a makeshift throne for Dracula to recline on. If held for a while, Dracula will produce a delicate glass of blood-red wine from his breast pocket, sipping it occasionally. When he gets up, he tosses it to the floor, where it shatters.
Walking + Dracula glides silently forward, feet shrouded by swirling shadows.
Ground Dodge + Dracula takes on the property of smoke, becoming transparent, with hazy, undistinguished features. Unflinching (or moving, in any way), attacks will go right through this incorporeal form, but only until he returns to normal.
Taunt 1 + Dracula smooths back his hair with a hand. As he reaches up, a lone bat escapes from under his robes.
Taunt 2 + "Ah, sarcasm..." the Count says, as he ***** his head and crosses his arms under his robes. Highly patronizing.
Taunt 3 + Dracula sneers and laughs low and deep, while evil energy bubbles up from under his robes, making them swirl about his legs.
Kirby Hat + Kirby sports Dracula's prim facial hair, as well as his effervescent cloak.
Symbol + The reverse-crucifix and devil wings; a Castlevania standard.
Entry Animation + Dracula descends from the sky on a shaft of dark light, downing a glass of champagne, which he then tosses on the ground, where it shatters into pieces.
Victory Theme + The main refrain of Bloody Tears (though in the game, it's played on a large pipe organ).
Victory Act 1 + Dracula contemplatively strokes his chin while chuckling under his breath and grinning at the screen.
Victory Act 2 + "Mankind ill needs a savior such as you!" says Lord Dracula as he twirls his cape around him and dissipates into nothingness in a swirl of shadows.
Victory Act 3 + Dracula laughs in villainous fashion as he spreads wide the folds of his cape, and an endless swarm of shadowy bats fly out from within.
Losing Act + Dracula nobly applauds his opponent, while looking to the side, dejected.
Wii Remote Selection Sound + Ironic laughter followed by the flapping of leathery wings and the screeching of hunting bats.
Crowd Cheer + In a slow chant: "Master...master...master..."
CODEC Conversation +
Colonel: Snake! That's Count Dracula, also known as Vlad Tepes. He's extremely dangerous. His ambition is to conquer the human race, and it's only a matter of time before he reaches that goal.
Snake: Wait, so you're saying it's impossible to stop him?
Colonel: Not necessarily. The Belmont clan almost always foils his plans, but he's the embodiment of pure evil, so it's going to take something truly remarkable to destroy him once and for all.
Snake: ...Mmm. So any ideas? I don't think modern weaponry's going to do much against the 'embodiment of pure evil'.
Colonel: Just do your best Snake. Dracula may be immortal, but that doesn't mean he can't be hurt.
Alternate Outfits
Classic Dracula - As he appears in the final battle of Dracula X.
Symphony Dracula - Dracula's iconic appearance from the PSX classic, Symphony of the Night.
Judgment Dracula - The Master's most recent redesign, from Castlevania Judgment.
+ Trophies
Simon Belmont
+ The legendary Vampire Killer of the cursed Belmont clan.
Lord Dracula
+ The Lord of Evil, eternally reborn to bathe the world in darkness.
Grand Cross
+ Simon's Final Smash, shown destroying Lord Dracula.
True Dracula
+ Lord Dracula's Final Smash, and the ultimate form of his black heart.
Death
+ Lord Dracula's ever-faithful servant, and master of the Underworld.
Dracula's Castle
+ The setting for most Castlevania games, and the stage in Super Smash Bros.
Alucard
+ Adrian Farenheights Tepes, the son of Dracula, sworn to destroy his evil origins.
Medusa and Medusa Heads
+ The mythological beast and her innumerable servants.
Maria Renard
+ A village girl who rises to her fate, and defeats Count Dracula in Rondo of Blood.
Richter Belmont
+ While Simon may be the most well-known Belmont, Richter is the more powerful of the two.
Soma Cruz and Mina Hakuba
+ Two teenagers from the year 2035. Due to Soma's mysterious "Soul Steal" ability, mysterious forces attempt to turn him into Dracula's successor...
Vampire Killer
+ The legendary whip of the Belmont clan.
Hearts
+ The source of Simon's special abilities.
Order of Ecclessia
+ The only organization that is capable of standing up to Dracula in a time without a Belmont or the Vampire Killer.
+ Stickers
Simon Belmont (Castlevania, NES)
Classic Simon (Super Castlevania IV, SNES)
Count Dracula (Dracula X: Rondo of Blood, PC Engine)
Death (Casltevania: Aria of Sorrow, GBA)
Cross (Castlevania, NES)
Nathan Graves (Castlevania: Circle of the Moon, GBA)
Julius Belmont (Castlevania: Aria of Sorrow, GBA)
Resurrected Death (Castlevania: Dawn of Sorrow, DS)
Heart (Castlevania II: Simon's Quest, NES)
Neo Dracula (Castlevania: Dawn of Sorrow, DS)
Jonathan Morris & Charlotte Aulin (Castlevania: Portrait of Ruin, DS)
Bat (Castlevania III: Dracula's Curse, NES)
Yoko Belnades (Castlevania: Dawn of Sorrow, DS)
Succubus (Castlevania: Symphony of the Night, PSX)
Trevor Belmont (Castlevania III: Dracula's Curse, NES)
Konami Man (various)
Half Chicken (Castlevania: Order of Shadows, Mobile)
Brauner (Castlevania: Portrait of Ruin, DS)
Fleaman (Castlevania, NES)
Old Axe Armor (Castlevania: Portrait of Ruin, DS)
Hector (Castlevania: Curse of Darkness, PS2)
Reinhardt Schneider (Castlevania, N64)
Medusa Head (Castlevania, NES)
Genya Arikado (Castlevania: Dawn of Sorrow, DS)
Shaft (Castlevania: Symphony of the Night, PSX)
Shanoa (Castlevania: Order of Ecclessia, DS)
Zombie (Castlevania II: Simon's Quest, NES)
Granfaloon (Castlevania: Symphony of the Night, PSX)
Maria Renard (Castlevania Judgment, Wii)
Juste Belmont (Castlevania: Harmony of Dissonance, GBA)
Alura Une (Castlevania: Dawn of Sorrow. DS)
Leon Belmont (Castlevania: Lament of Innocence, PS2)
Skeleton (Castlevania, NES)
Eric LeCarde (Castlevania Bloodlines, Genesis)
Dracula's Castle (Castlevania: Harmony of Dissonance. GBA)
Lisa Farenheights (various)
Soma Cruz (Castlevania: Aria of Sorrow, DS)
Vampire Hunter Iga (various)
Stage: Dracula's Castle + A moonlit stage atop Dracula's famed castle. There is the main platform on top of the tower, followed by two smaller ones on either side (think Pokemon Stadium). There are another two directly above those, and a final platform in the middle of the stage, above all the others. Skyward KOs are difficult to accomplish on this stage. There are also two platforms that jut out on either side of the tower, and whenever clouds cover the moon, the stage darkens and torches set all around the stage light themselves.
Hazards include the ever-present Medusa Heads, simple Bats, and bone-tossing skeletons. The former two make their ways across the stage every now and then, dealing a few points of damage and small knockback to whatever they come in contact with, though any attack will destroy them. The Skeletons climb up the castle walls and position themselves on the platforms that stick out from the sides of the tower, and proceed to hurl bones at players on the main level. These bones damage similar to Bats and Medusa Heads, and travel in an upward arc before falling to the ground, where they can be picked up and thrown by players in the same upward arc at other players. The Skeletons can also be destroyed, though they take more damage to slay (around 20% damage), and fighting them in close-combat can result in the player being knocked off the edge of the stage, as contact with the Skeletons deals damage as well.
Item: Bible + After a player picks up the item, it flies around them in a circle for a limited time, spewing papers as it travels. If it contacts an enemy, it will deal 8-10% damage and good knockback. It also reflects energy-based projectiles, though due to it's small size and constant rotation, this rarely happens.
Assist Trophy: Death + Dracula's faithful servant emerges from the capsule, and slowly levitates towards the center of the stage. Once properly positioned, he lifts his arms into the air, holding his scythe aloft. The scythe dematerializes, and calls forth a barrage of Deathsickles--tiny scythes that materialize randomly all over the stage, and whirl in slightly-homing lines toward the nearest fighter.
Each Deathsickle deals anywhere from 3-5% damage, with slight knockback. After fifty Deathsickles have been summoned, Death lowers his hands and grips his returned scythe, before disappearing in a cloud of swirling blackness.
+ Music
Vampire Killer + The classic cool.
Vampire Killer ~ Yamane Remix + Perfectly upbeat.
Heart of Fire + A (relatively) recent favorite.
Theme of Simon Belmont + Links to the Chronicles version. This must be in.
Aquarius + The power and beauty of the electric guitar, only from Castlevania.
Bloodlines + Castlevania's shining moment on the Genesis.
Iron-Blue Intention + One of the Holy Trinity of Castlevania songs, appearing in nearly every game in the franchise.
Another Vamp Killer + From the Dreamcast vaporware, "Casltevania Resurrection".
Monster Dance + 8-bit monster slaying at it's finest.
Praying Hands + The quiet calm before an unholy storm.
Room of Close Associates + Every good game needs a good boss theme.
The Tragic Prince + Quite the symphony...
Cross a Fear + The PS: Dracula Battle remix.
Bloody Tears + A classical version fits this song best, I think.
Dance of Illusions + Richter Belmont's epic duel with the Master.
Dracula Battle 64 + Dracula's prolific theme, in 64 format.
Nocturne + Nothing more needs to be said.
You have been doomed since you lost the ability to love...