Tanookie
Smash Journeyman
You seem human, and yet...What do you here?
- Maria Renard -
“Good always wins!”
- - - - -
I. Primary Information
Character Biography:
Maria Renard was born to the illustrious Renard family in 1780. Aristocratic and well-known, the Renards also possessed obvious ties to the magical realm. They were well known for keeping large flocks of doves as pets and trained attack birds as guardians of their homes (owls in particular). As expected, Maria was lovely and kind, and beloved by her community. At the age of twelve, she underwent a mysterious transformation and suddenly earned the favor of the four Celestial Beasts: Genbu, the Black Tortoise of the north; Seiryu, the Azure Dragon of the east; Suzaku, the Vermillion Sparrow of the south; and Byakko, the White Tiger of the west. They were her friends and protectors, granting her immense magical power for a girl her age.
Soon after Maria’s powers awoke, the dark priest Shaft appeared, burning Maria’s village to the ground and unleashing hordes of dark creatures in the name of resurrecting the infamous Dracula. The evil wizard kidnapped three young women: Tera, a nun, Iris, the daughter of the town doctor, and Annette, the fiancée of Richter Belmont. In addition, Dracula's servant murdered the Lord and Lady Renard, and Maria was taken from her home, as Shaft believed the girl’s power would prove a useful catalyst in the revival of his lord. Kept in the basement of Dracula’s castle, Maria forged a bond with Annette; eventually the two grew so close that Maria began calling Annette her ‘big sister.’
Luckily, Maria was soon rescued by the vampire hunter Richter Belmont. Although she was told to leave for her own sake, Maria refused and joined forces with Richter, calling upon her animal friends to fight her way through the castle and save the other women. Eventually she and Richter made it to the castle keep, defeating Dracula once and for all and allowing Richter to finally wed his beloved Annette and become Maria’s brother-in-law.
Four years later, Richter mysteriously vanished on the night of a full moon, and Maria took it upon herself to find the vampire hunter. Having undergone rigorous training, Maria was now a fair maiden of seventeen who could more than fend for herself in the dark palace, Castlevania. She was now regarded as the only human being alive with power greater than that of a Belmont (or at least rivaling one). She made her way through Dracula’s castle and encountered the Count’s own son, a half-vampire named Alucard. The two formed a bond and saved Richter, leaving Alucard to defeat his father. Afterwards, Maria realized her undying attraction for the half-vampire and ran after her love, desperate for him to accept her despite his reluctance.
Now, once more the dark forces of Dracula are at work. Summoned from the depths of time, Maria calls upon her magical friends to fight the forces of evil and investigate these dark disturbances.
Maria Renard has joined the brawl.
External Links:
Nocturne in the Moonlight: Maria Renard Exhibition Video
Move Descriptions
Play Style:
Maria is a fluid fighter, complementary of the rigorous years of training she endured after defeating Dracula for the first time. While she retains the façade of a standard martial artist, Maria possesses many unique magical abilities that have been present in the Renard family for generations. Besides utilizing a chargeable magic beam, Maria can call upon the spirits of her four animal friends, which grant her powerful spells and attacks. In addition, she can call upon the Renard family’s owls to attack her opponents, which are much more damaging then they look. One of Maria's fortes is the use of her melee attacks as a gateway into perfect placement for her magic attacks; this is, quite simply, the cornerstone of playing Maria.
She is a light character, yet rather tall compared to some fighters, which does not always work to her advantage. Her dodges, however, are quick and flighty, allowing her to dance around opponent’s moves and leave battles without a scratch. Being able to quickly switch between defense and offense is one of her fortes, although it takes a sure finger to register these abilities fast enough to change the flow of battle. A spellcaster by nature, Maria boasts many magical abilities, including lightning and fire attacks; she can even heal herself! Unfortunately, a majority of Maria's longer-range attacks are slow and have significant lag, meaning that placement is once again a key factor in determining whether or not Maria's attack with follow through.
To master Maria, one must fight a balanced battle, switching between magical projectiles and physical attacks to dominate the field and her opponents. In addition, one must learn to time her magical attacks carefully so as to prevent this beauty from being quickly punished if her attacks miss. By combining this prowess with using her dodges and quicker close-range attacks to their full ability, Maria can easily take a spot as one of the most powerful fighters in the Smash Brothers’ roster.
Stats:
Power = 6
Weight = 3
Speed = 7
Range = 8
First Jump = 6
Second Jump = 7
Third Jump = 4
Recovery = 9
Traction = 4
Glide: No.
Wall Jump: Yes.
Wall Cling: No.
Tether: No.
Pros:
Cons:
Neutral Special: Power Shot- This move was a staple of Maria’s in Symphony of the Night, and it retains such a place in Smash Brothers. Maria holds her finger out in a gun-shape, charging magical energy in her hand in preparation for attack. Depending on how long the button is held, Maria begins to glow different colors; when the button is released, her attack changes depending on how long the button was held down. This attack has about a second of lag as Maria puts her hand down. If the move is used and in the air, only the first stage can be used.
Side Special: Electric Kitten - Maria extends one arm, palm facing outwards, and shouts “Byakko!” Immediately a large white cat with black stripes jumps out of thin air with a mew and begins running as soon as it hits the stage. The cat is about the size of a Weavile and runs at about Piplup speed. When the cat hits an enemy, the enemy’s body is wracked with electricity and s/he momentarily flinches. If the cat hits something, it flips backwards and continues running forward; it can hit something three times before disappearing. The cat will run off of ledges and can jump over small gaps but does not register obstacles; therefore, if it hits something like a wall, it will just run into it three times before disappearing. Maria can have two cats out at once. [8% per shock, three shocks]
Down Special: Sky Shell - This is a skill that Maria used in Castlevania Judgment, showing that even the slow and calm tortoise can prove to be a useful offensive weapon when provoked. When you input the button command, Maria holds an arm up and cries “Genbu!” A short rumble sounds over the course of one second as Maria crouches down and covers her ears, and then a large brown turtle shell falls from the sky at high speeds, landing on the unfortunate head of the nearest opponent. The opponent must be no further away than the length of Final Destination; otherwise the shell will just fall in front of Maria. This shell gives upward knockback and deals good damage, but this is offset by the extreme lag and predictability that precedes it. [14%]
Neutral Combo: Avian Assault - Maria holds her palm outward, and Osca appears out of nowhere, flying out one-and-a-half character lengths at a slight angle before turning around and flying back to its master. If the button is pressed a second time while the first owl is out, a second white owl will be released, allowing more damage to be inflicted. The owls can be released indefinitely, but their power quickly decreases while doing so; therefore it is best not to spam this attack. Maria can move after her owls are released, and they will merely fly back to her wherever she is. While the owls are flying back, they will still cause damage. [5%]
Dash Attack: Backflip Kick - If running, Maria leaps into the air, her leg extended out. This moves covers a good distance and is a great combo started, for after Maria hits the enemy with her kick, she literally bounces off her enemy and performs a backflip to land a distance away from the enemy at a perfect vantage point for many of her attacks. This is a great move, as it deals solid damage and gives Maria excellent placement to follow up with one of her many long-range attacks. [10%]
Forward Tilt: Karate Kick - Maria quickly extends her leg forward. It’s nothing special but a fine move; its damage is respectable and it has good knockback. Unfortunately, it’s not the easiest thing in the world to follow up this move; its knockback isn't usually far enough to properly utilize a long-range attack without it being dodged or punished. [8%]
Up Tilt: Cardinal Flock - Maria releases two red birds from a standing position, shouting “Suzaku!” as they fly upwards. The birds go up at a 60° angle and fly up about the same height as another Maria before curving inwards and flying into Maria’s body where they disappear. This attack causes fire damage but its hitbox is very small due to the small size of the birds. Its knockback is also kind of weird, as the opponent is knocked in a direction opposite to whatever direction the birds are flying in. [9%]
Down Tilt: Slide - Without any visible source of momentum, Maria miraculously slides forward about a character length, her leg outstretched. This attack allows Maria to go lower than any of her other attacks; therefore, this move, while not as useful for attacking (despite its tendency for tripping opponents) is a good way of dodging projectile that fire straight, such as Fox’s lasers or Link’s arrows. [6%]
Forward Smash: Electric Fist- Maria holds her arms back as she charges; when the attack is released, her fists crackle with electricity as she rears back and then shoots forward, arms extended. She flies forward about one character length, holding her fist out and swinging it up at the end; anything that is attacked suffers major knockback and high electric damage, being shot upward. Electric Fist is a solid smash attack and one of Maria’s good KO moves, and it has a certain surprise factor to it as well; since Maria slides forward as she uses it, it can catch opponents by surprise if they’re expect it to be a short range attack. Once an opponent is caught by this attack, they are “trapped” in it until the uppercut at the end, at which point they go flying at a diagonal trajectory. Be warned that if this move is dodged, Maria is open for attack since she cannot move until all animations of the attack are finished, and there is ending lag as she puts her hand down. [23%]
Up Smash: Wings of Suzaku - As Maria charges this smash, she faces the screen, head tilted down and hands clasped in a praying stance. When she uses this attack, fiery orange wings shoot straight up from Maria’s back, sweeping downwards and simultaneously shrinking until they are horizontal before shrinking back into Maria’s body. The wings are tall enough to hit enemies at least one character length above her, but they shrink as they sweep back down until they can only hit people right next to her. This attack has good knockback and deals fire damage. This attack's lag is one of the worst around, meaning that unless this attack connects, Maria will most certainly be launched away by her opponent's assault. [20%]
Down Smash: Guardian Knuckle - This is Maria’s most powerful smash attack, but it’s odd considering that it’s a down smash and attacks forward. Maria crouches as she charges and then shouts “Guardian Fist!” as she thrusts her arms forward; this releases a shadowy girl with sandy blonde hair and purple and black clothing. The girl also has pale skin and pure white eyes; her mouth is open in a way that makes her body resemble a spirit of some kind. As the girl flies forward one character length, she produces a phantom blade and pushes opponents back to keep them in her range. She then swings the blade with great strength, giving good knockback and great damage. The blade can hit crouching or fallen enemies. Please note that Maria cannot move while the phantom Maria is attacking, meaning that another opponent could easily attack Maria from behind while this move is still going. [27%]
Neutral Air: Frigid Aura - Maria hold her arms out and points her legs gracefully downwards, mentally summoning the strength of Seiryu. She is surrounded by a blue aura that outlines her body but extends slightly outwards. The light is scattered with snowflakes and ice crystals, and it lasts for about two seconds or until Maria hits the ground. If an opponent is touched by Maria’s attack, they are struck with a barrage of ice with a 10% chance of freezing. [11%]
Forward Air: Tiger Claw - Maria rears her arm back for a moment before swiping her arm forward quickly, fingers curled like claws. As she attacks, an intimidating tiger roar echoes through the air, and a golden streak appears in the direction Maria swings her fist: a downward curve that is sharpened at the end. The streak is merely a visual effect; if Maria makes contact with the opponent, they are sent flying away with a huge amount of knockback. This is, without a doubt, one of Maria’s greatest killing moves and a staple of her moveset. [13%]
Back Air: Super Shock - Another move stemming from Byakko’s power, Maria turns slightly at the waist, glancing back at her opponent expectantly. As she does, lightning shoots from her fingertips, reaching out about half a character length before ending in a small starry spark. If the lightning touches the opponent, they receive a bit of electric damage; however, this move has a sweetspot: the spark at the end of the lightning bolt. If the opponent hits this spark (which is only out for a split second), they suffer massive knockback and damage. However, this is one of the hardest sweetspots to land due to its small size and lack of time onstage, so it’s a risky move. This move has significant ending lag as Maria turns back around, making the move easily punishable as well. [2% un-sweetspotted, 20% sweetspotted]
Up Air: Turtle Thrust - Maria’s locks her fingers together and thrusts her fists upwards in the air. At the apex of her reach, a dark dome-shaped shell suddenly appears over her hands, striking the opponent with more damage. This shell’s diameter is a bit larger than Maria is, allowing her to attack opponents that are not directly above her. In addition, after the shell appears, it shoots upwards slightly. This move has okay knockback, but its damage leaves much to be desired. Therefore, it’s best used to just knock opponents away from her. Unfortunately, the knockback is not nearly good enough to juggle opponents. It’s also rather slow and has ending lag. [8%]
Down Air: Dive Bomb - Maria’s owl familiar, Osca, appears and once again grips her hand. He pulls Maria up in preparation for attack, then shoots towards the ground at high speed, dragging Maria down with her as she shouts “Whoa!” in surprise. A small golden aura surrounds the two as they fly to the ground, concentrated at Osca's head. The two descend at a 45° angle until they hit the ground, at which point the owl flies away and Maria is tossed into the air by the impact recoil. She does a small flip to regain her composure, once more standing straight. This move is similar to a stall-then-fall, but at a softer angle. It deals good upwards knockback. In addition, after Maria hits the ground, she can be attacked; this means when she is flying through the air and flipping back on her feet, she is vulnerable. [12%]
Grab: Threatening Hold - As if to reprimand her opponent for being sexists, Maria roughly reaches out and grips the opponent by their collar (unless they don’t have a collar, in which case she just grabs them) and drags them right near her face. [1%]
Grab Attack: Cheap Shot - Maria knees the opponent in the groin, proudly emasculating them (except female fighters and Marth). [2%]
Forward Throw: Dragon Launcher - Maria rears back and throws the opponent forward, her stance resembling that of a shot-put thrower. She lets out a mighty shout as she does so, and once the opponent is in the air, she holds her hand out, releasing a blue dragon that ascends slightly before it flies swiftly forward, flying through all enemies in its path and inflicting ice damage. The dragon’s purpose, obviously, is to attack the opponent Maria has just thrown, but it can hit others as well. However, the dragon can be air dodged, so keep that in mind. [Throw: 6% Dragon: 8%]
Back Throw: Electric Roll - Maria brings her opponent tightly against her body, managing an amazing backwards somersault without the use of her hands. As she rolls backwards, her entire body crackles with electricity, causing small bits of continuous damage. She then pushes her opponents back with her legs, sending them flying through the air as Maria leaps into the air and softly lands on her feet. This attack is a solid throw, but nothing special either. [12%]
Up Throw: Soaring Phoenix - Maria leaps into the air with the opponent in tow; at the apex of the jump, a bird cry echoes in the air and the silhouette of a phoenix flashes around her and the opponent. Maria then flies downward, slamming the opponent into the ground with an enormous explosion that radiates outward horizontally for about one-and-a-half character lengths. The explosion does not hurt the person thrown, just others surrounding it. The throw has good upward knockback and the explosion deals fire damage and horizontal knockback. [Throw: 13% Explosion: 10%]
Down Throw: Shell Shocker - Maria throws the opponent to the ground; they can only watch helplessly as a large shell suddenly materializes around the front of Maria. She then collapses forward, slamming her opponent with the full weight of her tortoise shell, granted by Genbu. In addition, when she falls, she releases a small shockwave that deals knockback (but no damage) to opponents around her; once again, it allows her to clear enemies away from her. Another solid attack. [13%]
Rising Attack: Heel Knocker - Maria draws her knees close to her and then releases her built up tension, pushing herself up into the air and extending her legs so to kick her opponent away from her. Her body arches as she flies up, landing with a dignified posture as her opponent flies away from her. This move, obviously, has good knockback. [8%]
Ledge Attack (>100%): Spin Kick - Maria swings herself up on the ledge and uses the momentum to spin her legs around while still low to the ground. This move doesn’t cause a lot of damage but has 70% chance to trip opponents. [5%]
Ledge Attack (<100%): Desperation - Visibly struggling, Maria pulls herself back onto the stage, swinging a fist to do weak damage and almost no knockback. A certain sign that our favorite vampire hunter is not doing so well. [2%]
Standing: Maria stands with a dignified pose, one leg slightly in front of the other. She stares ahead proudly, daring her opponent to face her. After a while, she will pull her ponytail over her shoulder and run her fingers through it, looking around with a bored look.
Walking: Maria walks quickly forward, her arms unmoving. She almost looks like she’s shuffling her legs, they move so fast.
Running: Maria leans forward slightly as she smoothly glides around the battlefield. She holds her hands out behind her as the wind runs over her and blows her hair behind her dramatically.
Crouching: Maria gets down on one knee, body somewhat facing out towards the screen.
Dizzy: Maria staggers back and forth, one hand clapped to her forehead as she groans every few seconds.
Sleeping: Maria sleeps on her side, legs and one arm outstretched in a very Sleeping Beauty-esque position. Her facial expression is peaceful.
Maria grabs the Smash Ball. “There’s no escape!” she shouts as she activates her attack. The whole screen turns completely black and the camera focuses on Maria, who begins making flowing and complicated gestures with her hands as blue light glows behind her. “I call upon the dragon of the frigid eastern seas. Seiryu, come to my aid!” Suddenly, the blue outline of a serpentine dragon appears in the middle of the screen and shrinks as it flies into her body. There is a flash of blue light and an enormous roar, and the screen is once more normal. Maria turns to the side, holding one palm out as an enormous dragon appears in front of Maria, flying (seemingly) out of her hand.
As the dragon flies slowly onscreen, Maria has complete control over the dragon for approximately fifteen seconds. Maria cannot move or be attacked during the duration of this final smash. If the dragon is not controlled at all, it flies forward until it is offstage (if this happens, the Final Smash ends). Mere contact with the dragon deals ice damage, with a 45% chance of freezing an opponent. Being hit by the dragon causes a lot of knockback, sending opponents flying; this is the Final Smash’s major strength. Unfortunately, the dragon moves sort of slowly, but its large size still makes it simple to hit opponents unless they can see it coming; with a dragon that size, after all, it’s not that hard…Be sure not to use this attack on a moving stage, as Maria does not move while the Final Smash is active. [40% per hit]
Up Taunt: Maria turns and faces the screen with a haughty smirk. She holds up her index finger and says proudly, “Good always wins!”
Side Taunt: Maria’s white owl flies out from behind Maria and lands on her arm, hooting softly; she strokes it lovingly with her hand and coos "Osca..." before it hoots and flies back behind her.
Down Taunt: Maria puts her hands on her knees and looks at the screen with a mocking, pouty look. Voice dripping with sarcasm, she says, “I’m sorry, did I hurt you?”
Kirby Hat: Kirby gains Maria’s luxurious golden hair, including a green bow! In addition, he gains the ability to use Maria’s Power Shot attack, complete with colorful glowing effects!
Symbol: The reverse-crucifix and devil wings; a Castlevania standard.
Entrance Animation: Two owls fly in, gripping Maria by the shoulders. She softly lands on her feet and bids the owls to leave. They fly behind her and Maria then takes a fighting stance after adjusting her hair.
Victory Theme: The opening riff from Slash.
Victory Act 1: Surrounded by her four animal friends--blue turtle, green dragon, white kitten, and red sparrow--Maria looks down at all of them happily and says, “Way to go, everyone! Nothing can stop us now!”
Victory Act 2: Maria does an extravagant backflip and rises gracefully. She puts her hands on her hips and looks proudly out at the players as her white owl, Osca, alights on her shoulder.
Victory Act 3: Maria looks disdainfully down at the players with arms crossed and scoffs loudly, saying, “Did you honestly expect to beat me?”
Losing Act: Maria plays with her large ponytail, thrown in front of her shoulder. She runs her fingers through it while she looks dejectedly downwards.
Wiimote Selection Sound: Maria happily shouts “Let's go, everybody!” Although her display name is “Maria,” the announcer says “Maria Renard” when she is selected.
Crowd Chant: “Ma-ri-a! Ma-ri-a!”
Snake CODEC Conversation:
Snake: Wow, this chick sure likes animals…
Mei Ling: That’s Maria Renard, Snake, and I’d watch out for her. She defeated the Dark Lord Dracula when she was only twelve years old!
Snake: Humph. Really? She doesn’t look all that tough. I mean, she’s throwing kittens at me!
Mei Ling: You know, Snake, that chauvinistic attitude’s going to get you in trouble one day.
Snake: What are you talking about?
Mei Ling: Sexism has no place on the battlefield.
Snake: Neither do those stupid Chinese proverbs.
Mei Ling: *Sigh*
Alternate Outfits:
Judgment Maria - A fifteen-year-old Maria designed for the new Wii fighting game. Maria’s outfit is almost cyberpunk, wearing two long pigtails and appearing in a very out of place, modern pink outfit with platform shoes. Please note that Maria DOES NOT possess the staff she wields in this picture.
Unlocking Maria:
+ Trophies
Maria Renard
+ A young woman who wields magical power rivaling that of the Belmont Clan.
Seiryu’s Wrath
+ Maria summons her animal companion: Seiryu, the Azure Dragon.
Simon Belmont
+ The legendary Vampire Killer of the cursed Belmont clan.
Grand Cross
+ Simon's Final Smash, shown destroying Lord Dracula.
Lord Dracula
+ The Lord of Evil, eternally reborn to bathe the world in darkness.
True Dracula
+ Lord Dracula's Final Smash, and the ultimate form of his black heart.
Alucard
+ Adrian Farenheights Tepes, the son of Dracula, sworn to destroy his evil origins.
Soul Steal
+ Alucard’s Final Smash, which restores his life energy.
Cornell
+ A man hailing from a tribe cursed to turn into beasts at full moon. His nickname is Blue Crescent Moon.
Full Moon
+ Cornell's Final Smash. He summons the moon to shine and strengthen his attacks.
Jonathan
+ Jonathan Morris, son of John Morris. He sets out to Dracula's Castle to defeat Brauner
Charlotte
+ Charlotte Aulin, a mage in training. She is Jonathan's childhood friend and helps him on his adventure in Dracula's Castle.
Holy Lightning
+ One of Jonathan & Charlotte's Final Smashes. It unleashes a cross-shaped lightning bolt of holy energy.
1000 Blades
+ With this technique Jonathan throws a barrage of knives onto the their foes, being made faster by Charlotte's magic.
Volcano
+ This attack summons a small volcano spitting balls of magma into the arena.
Dark Gate
+ This spell causes a gate to hell to open. A demon waitsinside, will try to crush mortals with its huge claws.
Death
+ Lord Dracula's ever-faithful servant, and master of the Underworld.
The End is Now
+ Death's final smash. He uses the spirits of the dead to assist him in destroying his foes.
Stella & Loretta
+ A pair of vampire sisters: Stella is a master in swordsmanship, while Loretta is a powerful magician.
Werewolf
+ A man cursed to turn into a beast when the moon reaches its full state.
Bible
+ The main scriptures for Christianity, the Bible has holy powers so strong that this mere book is even able to deflect projectiles.
Dracula's Castle
+ The setting for most Castlevania games, and the stage in Super Smash Bros.
Nightmare Portraits
+ This is where Castlevania: Portrait of Ruin takes place. Every picture is a gate to another dimension.
Brauner
+ A vampire and main villain of Castlevania: Portrait of Ruin. He wants to destroy humanity and hypnotized the sisters Stella and Loretta to think they are his dead daughters.
Medusa and Medusa Heads
+ The mythological beast and her innumerable servants.
Young 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 Ecclesia
+ The only organization that is capable of standing up to Dracula in a time without a Belmont or the Vampire Killer.
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 Pokémon 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 its small size and constant rotation, this rarely happens.
Assist Trophies:
Stella and Loretta + The two vampire sisters from Portrait of Ruin appear from the capsule and float around the stage, unable to be attacked. They each select random opponents and begin attacking in separate ways: Stella performs a quick slash attack, while Loretta shoots ice crystals at her foes. The slash attacks have good knockback and do about 4% while the ice crystals have no knockback and do about 2%, though there are far more ice crystals than sword slashes.
Afterwards, the two pick one last target and Loretta says, "Ready, Sister!" as she charges a magical spell, spinning ice crystals around Stella's body. Stella holds her sword aloft as it is coated in ice and grows to three times its usual size. "I shall kill you!" she screams, and she flies towards her target, slamming the blade down and dealing 20% damage and lots of knockback. However, this attack can be easily dodged. Afterwards, the two sisters disappear.
Werewolf + After breaking the Assist Trophy, a Werewolf appears on the field. It howls at the sky, and suddenly randomly wolves pop out on the stage, trying to run and jump into enemies, biting them. There are around 5 wolves around at a time, and they do 6% damage and average knockback with each bite. After 10 seconds, the pack disappears, and the werewolf slashes around himself, dealing 9% and good knockback to anyone in his range (except the summoner, of course), then vanishing as well.
- Maria Renard -
“Good always wins!”
- - - - -
I. Primary Information
Character Biography:
Maria Renard was born to the illustrious Renard family in 1780. Aristocratic and well-known, the Renards also possessed obvious ties to the magical realm. They were well known for keeping large flocks of doves as pets and trained attack birds as guardians of their homes (owls in particular). As expected, Maria was lovely and kind, and beloved by her community. At the age of twelve, she underwent a mysterious transformation and suddenly earned the favor of the four Celestial Beasts: Genbu, the Black Tortoise of the north; Seiryu, the Azure Dragon of the east; Suzaku, the Vermillion Sparrow of the south; and Byakko, the White Tiger of the west. They were her friends and protectors, granting her immense magical power for a girl her age.
Soon after Maria’s powers awoke, the dark priest Shaft appeared, burning Maria’s village to the ground and unleashing hordes of dark creatures in the name of resurrecting the infamous Dracula. The evil wizard kidnapped three young women: Tera, a nun, Iris, the daughter of the town doctor, and Annette, the fiancée of Richter Belmont. In addition, Dracula's servant murdered the Lord and Lady Renard, and Maria was taken from her home, as Shaft believed the girl’s power would prove a useful catalyst in the revival of his lord. Kept in the basement of Dracula’s castle, Maria forged a bond with Annette; eventually the two grew so close that Maria began calling Annette her ‘big sister.’
Luckily, Maria was soon rescued by the vampire hunter Richter Belmont. Although she was told to leave for her own sake, Maria refused and joined forces with Richter, calling upon her animal friends to fight her way through the castle and save the other women. Eventually she and Richter made it to the castle keep, defeating Dracula once and for all and allowing Richter to finally wed his beloved Annette and become Maria’s brother-in-law.
Four years later, Richter mysteriously vanished on the night of a full moon, and Maria took it upon herself to find the vampire hunter. Having undergone rigorous training, Maria was now a fair maiden of seventeen who could more than fend for herself in the dark palace, Castlevania. She was now regarded as the only human being alive with power greater than that of a Belmont (or at least rivaling one). She made her way through Dracula’s castle and encountered the Count’s own son, a half-vampire named Alucard. The two formed a bond and saved Richter, leaving Alucard to defeat his father. Afterwards, Maria realized her undying attraction for the half-vampire and ran after her love, desperate for him to accept her despite his reluctance.
Now, once more the dark forces of Dracula are at work. Summoned from the depths of time, Maria calls upon her magical friends to fight the forces of evil and investigate these dark disturbances.
Maria Renard has joined the brawl.
External Links:
Nocturne in the Moonlight: Maria Renard Exhibition Video
Move Descriptions
Play Style:
Maria is a fluid fighter, complementary of the rigorous years of training she endured after defeating Dracula for the first time. While she retains the façade of a standard martial artist, Maria possesses many unique magical abilities that have been present in the Renard family for generations. Besides utilizing a chargeable magic beam, Maria can call upon the spirits of her four animal friends, which grant her powerful spells and attacks. In addition, she can call upon the Renard family’s owls to attack her opponents, which are much more damaging then they look. One of Maria's fortes is the use of her melee attacks as a gateway into perfect placement for her magic attacks; this is, quite simply, the cornerstone of playing Maria.
She is a light character, yet rather tall compared to some fighters, which does not always work to her advantage. Her dodges, however, are quick and flighty, allowing her to dance around opponent’s moves and leave battles without a scratch. Being able to quickly switch between defense and offense is one of her fortes, although it takes a sure finger to register these abilities fast enough to change the flow of battle. A spellcaster by nature, Maria boasts many magical abilities, including lightning and fire attacks; she can even heal herself! Unfortunately, a majority of Maria's longer-range attacks are slow and have significant lag, meaning that placement is once again a key factor in determining whether or not Maria's attack with follow through.
To master Maria, one must fight a balanced battle, switching between magical projectiles and physical attacks to dominate the field and her opponents. In addition, one must learn to time her magical attacks carefully so as to prevent this beauty from being quickly punished if her attacks miss. By combining this prowess with using her dodges and quicker close-range attacks to their full ability, Maria can easily take a spot as one of the most powerful fighters in the Smash Brothers’ roster.
II. Statistics
Stats:
Power = 6
Weight = 3
Speed = 7
Range = 8
First Jump = 6
Second Jump = 7
Third Jump = 4
Recovery = 9
Traction = 4
Glide: No.
Wall Jump: Yes.
Wall Cling: No.
Tether: No.
Pros:
- Good mix-ups; can switch from long range magic to short range martial arts in a second.
- Many of her attacks have elemental properties: fire, lightning, ice, etc.
- Owls are spammable.
- Great recovery; three jumps plus a parasol-like ability, allowing her to recover over horizontal distances.
- Some of her attacks have disjointed hit boxes since many melee attacks aren’t melee attacks.
- Good throws that help her clear away opponents.
Cons:
- Very light; is KO’ed in the upper 120% range.
- Easy to pick up, hard to master.
- Up-B’s glide can be gimped.
- Many of her long range attacks have tons of lag, meaning that she is easily punished if her attacks miss.
- Final Smash is very risky to use on a moving stage.
III. Special Attacks
Neutral Special: Power Shot- This move was a staple of Maria’s in Symphony of the Night, and it retains such a place in Smash Brothers. Maria holds her finger out in a gun-shape, charging magical energy in her hand in preparation for attack. Depending on how long the button is held, Maria begins to glow different colors; when the button is released, her attack changes depending on how long the button was held down. This attack has about a second of lag as Maria puts her hand down. If the move is used and in the air, only the first stage can be used.
- First Stage (Tap): Maria releases a small bolt of energy. [5%]
- Second Stage (1 second): Maria glows blue and releases a larger blue fire ball that travels further. [8%]
- Third Stage (2 seconds): Maria glows yellow and releases a large ball of electricity that cuts through enemies with a small trail of residual flame that also damages enemies. [Orb: 10% Residue: 3%]
- Fourth Stage (3 seconds): Maria flashes red and releases a golden laser beam with thinner rotating beams that does significant damage. If the button is not released after three seconds, this form of the attack will automatically activate. [16%]
Side Special: Electric Kitten - Maria extends one arm, palm facing outwards, and shouts “Byakko!” Immediately a large white cat with black stripes jumps out of thin air with a mew and begins running as soon as it hits the stage. The cat is about the size of a Weavile and runs at about Piplup speed. When the cat hits an enemy, the enemy’s body is wracked with electricity and s/he momentarily flinches. If the cat hits something, it flips backwards and continues running forward; it can hit something three times before disappearing. The cat will run off of ledges and can jump over small gaps but does not register obstacles; therefore, if it hits something like a wall, it will just run into it three times before disappearing. Maria can have two cats out at once. [8% per shock, three shocks]
Down Special: Sky Shell - This is a skill that Maria used in Castlevania Judgment, showing that even the slow and calm tortoise can prove to be a useful offensive weapon when provoked. When you input the button command, Maria holds an arm up and cries “Genbu!” A short rumble sounds over the course of one second as Maria crouches down and covers her ears, and then a large brown turtle shell falls from the sky at high speeds, landing on the unfortunate head of the nearest opponent. The opponent must be no further away than the length of Final Destination; otherwise the shell will just fall in front of Maria. This shell gives upward knockback and deals good damage, but this is offset by the extreme lag and predictability that precedes it. [14%]
IV. Melee Attacks
Neutral Combo: Avian Assault - Maria holds her palm outward, and Osca appears out of nowhere, flying out one-and-a-half character lengths at a slight angle before turning around and flying back to its master. If the button is pressed a second time while the first owl is out, a second white owl will be released, allowing more damage to be inflicted. The owls can be released indefinitely, but their power quickly decreases while doing so; therefore it is best not to spam this attack. Maria can move after her owls are released, and they will merely fly back to her wherever she is. While the owls are flying back, they will still cause damage. [5%]
Dash Attack: Backflip Kick - If running, Maria leaps into the air, her leg extended out. This moves covers a good distance and is a great combo started, for after Maria hits the enemy with her kick, she literally bounces off her enemy and performs a backflip to land a distance away from the enemy at a perfect vantage point for many of her attacks. This is a great move, as it deals solid damage and gives Maria excellent placement to follow up with one of her many long-range attacks. [10%]
Forward Tilt: Karate Kick - Maria quickly extends her leg forward. It’s nothing special but a fine move; its damage is respectable and it has good knockback. Unfortunately, it’s not the easiest thing in the world to follow up this move; its knockback isn't usually far enough to properly utilize a long-range attack without it being dodged or punished. [8%]
Up Tilt: Cardinal Flock - Maria releases two red birds from a standing position, shouting “Suzaku!” as they fly upwards. The birds go up at a 60° angle and fly up about the same height as another Maria before curving inwards and flying into Maria’s body where they disappear. This attack causes fire damage but its hitbox is very small due to the small size of the birds. Its knockback is also kind of weird, as the opponent is knocked in a direction opposite to whatever direction the birds are flying in. [9%]
Down Tilt: Slide - Without any visible source of momentum, Maria miraculously slides forward about a character length, her leg outstretched. This attack allows Maria to go lower than any of her other attacks; therefore, this move, while not as useful for attacking (despite its tendency for tripping opponents) is a good way of dodging projectile that fire straight, such as Fox’s lasers or Link’s arrows. [6%]
V. Smash Attacks
Forward Smash: Electric Fist- Maria holds her arms back as she charges; when the attack is released, her fists crackle with electricity as she rears back and then shoots forward, arms extended. She flies forward about one character length, holding her fist out and swinging it up at the end; anything that is attacked suffers major knockback and high electric damage, being shot upward. Electric Fist is a solid smash attack and one of Maria’s good KO moves, and it has a certain surprise factor to it as well; since Maria slides forward as she uses it, it can catch opponents by surprise if they’re expect it to be a short range attack. Once an opponent is caught by this attack, they are “trapped” in it until the uppercut at the end, at which point they go flying at a diagonal trajectory. Be warned that if this move is dodged, Maria is open for attack since she cannot move until all animations of the attack are finished, and there is ending lag as she puts her hand down. [23%]
Up Smash: Wings of Suzaku - As Maria charges this smash, she faces the screen, head tilted down and hands clasped in a praying stance. When she uses this attack, fiery orange wings shoot straight up from Maria’s back, sweeping downwards and simultaneously shrinking until they are horizontal before shrinking back into Maria’s body. The wings are tall enough to hit enemies at least one character length above her, but they shrink as they sweep back down until they can only hit people right next to her. This attack has good knockback and deals fire damage. This attack's lag is one of the worst around, meaning that unless this attack connects, Maria will most certainly be launched away by her opponent's assault. [20%]
Down Smash: Guardian Knuckle - This is Maria’s most powerful smash attack, but it’s odd considering that it’s a down smash and attacks forward. Maria crouches as she charges and then shouts “Guardian Fist!” as she thrusts her arms forward; this releases a shadowy girl with sandy blonde hair and purple and black clothing. The girl also has pale skin and pure white eyes; her mouth is open in a way that makes her body resemble a spirit of some kind. As the girl flies forward one character length, she produces a phantom blade and pushes opponents back to keep them in her range. She then swings the blade with great strength, giving good knockback and great damage. The blade can hit crouching or fallen enemies. Please note that Maria cannot move while the phantom Maria is attacking, meaning that another opponent could easily attack Maria from behind while this move is still going. [27%]
VI. Aerial Attacks
Neutral Air: Frigid Aura - Maria hold her arms out and points her legs gracefully downwards, mentally summoning the strength of Seiryu. She is surrounded by a blue aura that outlines her body but extends slightly outwards. The light is scattered with snowflakes and ice crystals, and it lasts for about two seconds or until Maria hits the ground. If an opponent is touched by Maria’s attack, they are struck with a barrage of ice with a 10% chance of freezing. [11%]
Forward Air: Tiger Claw - Maria rears her arm back for a moment before swiping her arm forward quickly, fingers curled like claws. As she attacks, an intimidating tiger roar echoes through the air, and a golden streak appears in the direction Maria swings her fist: a downward curve that is sharpened at the end. The streak is merely a visual effect; if Maria makes contact with the opponent, they are sent flying away with a huge amount of knockback. This is, without a doubt, one of Maria’s greatest killing moves and a staple of her moveset. [13%]
Back Air: Super Shock - Another move stemming from Byakko’s power, Maria turns slightly at the waist, glancing back at her opponent expectantly. As she does, lightning shoots from her fingertips, reaching out about half a character length before ending in a small starry spark. If the lightning touches the opponent, they receive a bit of electric damage; however, this move has a sweetspot: the spark at the end of the lightning bolt. If the opponent hits this spark (which is only out for a split second), they suffer massive knockback and damage. However, this is one of the hardest sweetspots to land due to its small size and lack of time onstage, so it’s a risky move. This move has significant ending lag as Maria turns back around, making the move easily punishable as well. [2% un-sweetspotted, 20% sweetspotted]
Up Air: Turtle Thrust - Maria’s locks her fingers together and thrusts her fists upwards in the air. At the apex of her reach, a dark dome-shaped shell suddenly appears over her hands, striking the opponent with more damage. This shell’s diameter is a bit larger than Maria is, allowing her to attack opponents that are not directly above her. In addition, after the shell appears, it shoots upwards slightly. This move has okay knockback, but its damage leaves much to be desired. Therefore, it’s best used to just knock opponents away from her. Unfortunately, the knockback is not nearly good enough to juggle opponents. It’s also rather slow and has ending lag. [8%]
Down Air: Dive Bomb - Maria’s owl familiar, Osca, appears and once again grips her hand. He pulls Maria up in preparation for attack, then shoots towards the ground at high speed, dragging Maria down with her as she shouts “Whoa!” in surprise. A small golden aura surrounds the two as they fly to the ground, concentrated at Osca's head. The two descend at a 45° angle until they hit the ground, at which point the owl flies away and Maria is tossed into the air by the impact recoil. She does a small flip to regain her composure, once more standing straight. This move is similar to a stall-then-fall, but at a softer angle. It deals good upwards knockback. In addition, after Maria hits the ground, she can be attacked; this means when she is flying through the air and flipping back on her feet, she is vulnerable. [12%]
VII. Grabs and Throws
Grab: Threatening Hold - As if to reprimand her opponent for being sexists, Maria roughly reaches out and grips the opponent by their collar (unless they don’t have a collar, in which case she just grabs them) and drags them right near her face. [1%]
Grab Attack: Cheap Shot - Maria knees the opponent in the groin, proudly emasculating them (except female fighters and Marth). [2%]
Forward Throw: Dragon Launcher - Maria rears back and throws the opponent forward, her stance resembling that of a shot-put thrower. She lets out a mighty shout as she does so, and once the opponent is in the air, she holds her hand out, releasing a blue dragon that ascends slightly before it flies swiftly forward, flying through all enemies in its path and inflicting ice damage. The dragon’s purpose, obviously, is to attack the opponent Maria has just thrown, but it can hit others as well. However, the dragon can be air dodged, so keep that in mind. [Throw: 6% Dragon: 8%]
Back Throw: Electric Roll - Maria brings her opponent tightly against her body, managing an amazing backwards somersault without the use of her hands. As she rolls backwards, her entire body crackles with electricity, causing small bits of continuous damage. She then pushes her opponents back with her legs, sending them flying through the air as Maria leaps into the air and softly lands on her feet. This attack is a solid throw, but nothing special either. [12%]
Up Throw: Soaring Phoenix - Maria leaps into the air with the opponent in tow; at the apex of the jump, a bird cry echoes in the air and the silhouette of a phoenix flashes around her and the opponent. Maria then flies downward, slamming the opponent into the ground with an enormous explosion that radiates outward horizontally for about one-and-a-half character lengths. The explosion does not hurt the person thrown, just others surrounding it. The throw has good upward knockback and the explosion deals fire damage and horizontal knockback. [Throw: 13% Explosion: 10%]
Down Throw: Shell Shocker - Maria throws the opponent to the ground; they can only watch helplessly as a large shell suddenly materializes around the front of Maria. She then collapses forward, slamming her opponent with the full weight of her tortoise shell, granted by Genbu. In addition, when she falls, she releases a small shockwave that deals knockback (but no damage) to opponents around her; once again, it allows her to clear enemies away from her. Another solid attack. [13%]
VIII. Miscellaneous Attacks and Animations
Rising Attack: Heel Knocker - Maria draws her knees close to her and then releases her built up tension, pushing herself up into the air and extending her legs so to kick her opponent away from her. Her body arches as she flies up, landing with a dignified posture as her opponent flies away from her. This move, obviously, has good knockback. [8%]
Ledge Attack (>100%): Spin Kick - Maria swings herself up on the ledge and uses the momentum to spin her legs around while still low to the ground. This move doesn’t cause a lot of damage but has 70% chance to trip opponents. [5%]
Ledge Attack (<100%): Desperation - Visibly struggling, Maria pulls herself back onto the stage, swinging a fist to do weak damage and almost no knockback. A certain sign that our favorite vampire hunter is not doing so well. [2%]
Standing: Maria stands with a dignified pose, one leg slightly in front of the other. She stares ahead proudly, daring her opponent to face her. After a while, she will pull her ponytail over her shoulder and run her fingers through it, looking around with a bored look.
Walking: Maria walks quickly forward, her arms unmoving. She almost looks like she’s shuffling her legs, they move so fast.
Running: Maria leans forward slightly as she smoothly glides around the battlefield. She holds her hands out behind her as the wind runs over her and blows her hair behind her dramatically.
Crouching: Maria gets down on one knee, body somewhat facing out towards the screen.
Dizzy: Maria staggers back and forth, one hand clapped to her forehead as she groans every few seconds.
Sleeping: Maria sleeps on her side, legs and one arm outstretched in a very Sleeping Beauty-esque position. Her facial expression is peaceful.
IX. Final Smash: Seiryu’s Wrath
Maria grabs the Smash Ball. “There’s no escape!” she shouts as she activates her attack. The whole screen turns completely black and the camera focuses on Maria, who begins making flowing and complicated gestures with her hands as blue light glows behind her. “I call upon the dragon of the frigid eastern seas. Seiryu, come to my aid!” Suddenly, the blue outline of a serpentine dragon appears in the middle of the screen and shrinks as it flies into her body. There is a flash of blue light and an enormous roar, and the screen is once more normal. Maria turns to the side, holding one palm out as an enormous dragon appears in front of Maria, flying (seemingly) out of her hand.
As the dragon flies slowly onscreen, Maria has complete control over the dragon for approximately fifteen seconds. Maria cannot move or be attacked during the duration of this final smash. If the dragon is not controlled at all, it flies forward until it is offstage (if this happens, the Final Smash ends). Mere contact with the dragon deals ice damage, with a 45% chance of freezing an opponent. Being hit by the dragon causes a lot of knockback, sending opponents flying; this is the Final Smash’s major strength. Unfortunately, the dragon moves sort of slowly, but its large size still makes it simple to hit opponents unless they can see it coming; with a dragon that size, after all, it’s not that hard…Be sure not to use this attack on a moving stage, as Maria does not move while the Final Smash is active. [40% per hit]
X. Extras
(I had permission from Chief Mendez to use the trophies and stage and such.)
(I had permission from Chief Mendez to use the trophies and stage and such.)
Up Taunt: Maria turns and faces the screen with a haughty smirk. She holds up her index finger and says proudly, “Good always wins!”
Side Taunt: Maria’s white owl flies out from behind Maria and lands on her arm, hooting softly; she strokes it lovingly with her hand and coos "Osca..." before it hoots and flies back behind her.
Down Taunt: Maria puts her hands on her knees and looks at the screen with a mocking, pouty look. Voice dripping with sarcasm, she says, “I’m sorry, did I hurt you?”
Kirby Hat: Kirby gains Maria’s luxurious golden hair, including a green bow! In addition, he gains the ability to use Maria’s Power Shot attack, complete with colorful glowing effects!
Symbol: The reverse-crucifix and devil wings; a Castlevania standard.
Entrance Animation: Two owls fly in, gripping Maria by the shoulders. She softly lands on her feet and bids the owls to leave. They fly behind her and Maria then takes a fighting stance after adjusting her hair.
Victory Theme: The opening riff from Slash.
Victory Act 1: Surrounded by her four animal friends--blue turtle, green dragon, white kitten, and red sparrow--Maria looks down at all of them happily and says, “Way to go, everyone! Nothing can stop us now!”
Victory Act 2: Maria does an extravagant backflip and rises gracefully. She puts her hands on her hips and looks proudly out at the players as her white owl, Osca, alights on her shoulder.
Victory Act 3: Maria looks disdainfully down at the players with arms crossed and scoffs loudly, saying, “Did you honestly expect to beat me?”
Losing Act: Maria plays with her large ponytail, thrown in front of her shoulder. She runs her fingers through it while she looks dejectedly downwards.
Wiimote Selection Sound: Maria happily shouts “Let's go, everybody!” Although her display name is “Maria,” the announcer says “Maria Renard” when she is selected.
Crowd Chant: “Ma-ri-a! Ma-ri-a!”
Snake CODEC Conversation:
Snake: Wow, this chick sure likes animals…
Mei Ling: That’s Maria Renard, Snake, and I’d watch out for her. She defeated the Dark Lord Dracula when she was only twelve years old!
Snake: Humph. Really? She doesn’t look all that tough. I mean, she’s throwing kittens at me!
Mei Ling: You know, Snake, that chauvinistic attitude’s going to get you in trouble one day.
Snake: What are you talking about?
Mei Ling: Sexism has no place on the battlefield.
Snake: Neither do those stupid Chinese proverbs.
Mei Ling: *Sigh*
Alternate Outfits:
Judgment Maria - A fifteen-year-old Maria designed for the new Wii fighting game. Maria’s outfit is almost cyberpunk, wearing two long pigtails and appearing in a very out of place, modern pink outfit with platform shoes. Please note that Maria DOES NOT possess the staff she wields in this picture.
Unlocking Maria:
- Complete Event Match: “The Stubborn Hunter,” in which you must defeat Maria without the use of special moves.
- Play 325 Brawls.
- Unlock her in the Supspace Emissary.
+ Trophies
Maria Renard
+ A young woman who wields magical power rivaling that of the Belmont Clan.
Seiryu’s Wrath
+ Maria summons her animal companion: Seiryu, the Azure Dragon.
Simon Belmont
+ The legendary Vampire Killer of the cursed Belmont clan.
Grand Cross
+ Simon's Final Smash, shown destroying Lord Dracula.
Lord Dracula
+ The Lord of Evil, eternally reborn to bathe the world in darkness.
True Dracula
+ Lord Dracula's Final Smash, and the ultimate form of his black heart.
Alucard
+ Adrian Farenheights Tepes, the son of Dracula, sworn to destroy his evil origins.
Soul Steal
+ Alucard’s Final Smash, which restores his life energy.
Cornell
+ A man hailing from a tribe cursed to turn into beasts at full moon. His nickname is Blue Crescent Moon.
Full Moon
+ Cornell's Final Smash. He summons the moon to shine and strengthen his attacks.
Jonathan
+ Jonathan Morris, son of John Morris. He sets out to Dracula's Castle to defeat Brauner
Charlotte
+ Charlotte Aulin, a mage in training. She is Jonathan's childhood friend and helps him on his adventure in Dracula's Castle.
Holy Lightning
+ One of Jonathan & Charlotte's Final Smashes. It unleashes a cross-shaped lightning bolt of holy energy.
1000 Blades
+ With this technique Jonathan throws a barrage of knives onto the their foes, being made faster by Charlotte's magic.
Volcano
+ This attack summons a small volcano spitting balls of magma into the arena.
Dark Gate
+ This spell causes a gate to hell to open. A demon waitsinside, will try to crush mortals with its huge claws.
Death
+ Lord Dracula's ever-faithful servant, and master of the Underworld.
The End is Now
+ Death's final smash. He uses the spirits of the dead to assist him in destroying his foes.
Stella & Loretta
+ A pair of vampire sisters: Stella is a master in swordsmanship, while Loretta is a powerful magician.
Werewolf
+ A man cursed to turn into a beast when the moon reaches its full state.
Bible
+ The main scriptures for Christianity, the Bible has holy powers so strong that this mere book is even able to deflect projectiles.
Dracula's Castle
+ The setting for most Castlevania games, and the stage in Super Smash Bros.
Nightmare Portraits
+ This is where Castlevania: Portrait of Ruin takes place. Every picture is a gate to another dimension.
Brauner
+ A vampire and main villain of Castlevania: Portrait of Ruin. He wants to destroy humanity and hypnotized the sisters Stella and Loretta to think they are his dead daughters.
Medusa and Medusa Heads
+ The mythological beast and her innumerable servants.
Young 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 Ecclesia
+ The only organization that is capable of standing up to Dracula in a time without a Belmont or the Vampire Killer.
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 Pokémon 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 its small size and constant rotation, this rarely happens.
Assist Trophies:
Stella and Loretta + The two vampire sisters from Portrait of Ruin appear from the capsule and float around the stage, unable to be attacked. They each select random opponents and begin attacking in separate ways: Stella performs a quick slash attack, while Loretta shoots ice crystals at her foes. The slash attacks have good knockback and do about 4% while the ice crystals have no knockback and do about 2%, though there are far more ice crystals than sword slashes.
Afterwards, the two pick one last target and Loretta says, "Ready, Sister!" as she charges a magical spell, spinning ice crystals around Stella's body. Stella holds her sword aloft as it is coated in ice and grows to three times its usual size. "I shall kill you!" she screams, and she flies towards her target, slamming the blade down and dealing 20% damage and lots of knockback. However, this attack can be easily dodged. Afterwards, the two sisters disappear.
Werewolf + After breaking the Assist Trophy, a Werewolf appears on the field. It howls at the sky, and suddenly randomly wolves pop out on the stage, trying to run and jump into enemies, biting them. There are around 5 wolves around at a time, and they do 6% damage and average knockback with each bite. After 10 seconds, the pack disappears, and the werewolf slashes around himself, dealing 9% and good knockback to anyone in his range (except the summoner, of course), then vanishing as well.
If you're a better swordsman than you are a speaker, perhaps I'll see you again. Farewell.