CHALLENGE ME EVEN THOUGH YOU CAN’T USE THE WHIP? HOW UTTERLY ABSURD.
DEATH
Game of origin: Castlevania (Brawl appearance based on Portrait of Ruin)
Death, otherwise known as the Grim Reaper, is the second most recurring character in the Castlevania series, besides Dracula. He is Dracula’s most dedicated servant, always ready to assist his master return to smite the world once more. His favorite method of attack is summoning little sickles that fly at foes, and he has also transformed on occasion.
Videos!:
http://www.youtube.com/watch?v=iZ3VHzWDGYM - This one would be good to take a glance at, as it’s the appearance he takes in Brawl.
http://www.youtube.com/watch?v=72ZjzaoURCo
http://www.youtube.com/watch?v=XBGCzv4kS3c
http://www.youtube.com/watch?v=P_Av-rasDKA&feature=related
OVERVIEW
Death can be comparable to Ike. He’s a power based character with a good reaching disjointed weapon. However, Death is bigger AND lighter than Ike, making him easier to kill. Death also has a great defensive move that also gives him a projectile, and his recovery is somewhat harder to gimp. He also has some weird status moves, further showing that he is not just some Ike clone
STATS
Movement Speed: 4/10
Traction: 9/10
Attack Speed: 3/10 (Slow, not absolutely terrible, around the same speed as Ike
Attack Strength: 7/10 (Most moves are good damagers, and he’s a decent amount of moves with some KO potential)
Range: 7/10 (His scythe handle’s pretty long, as long as Dedede’s hammer, but Death holds the scythe closer to the blade most of the time, so he doesn’t always take advantage of its reach)
Priority: 8/10 (His scythe is of course, disjointed)
Weight: Lesee, he’s a bunch of robes and bones. Yeah, he’s on the lighter side of the spectrum
Jump Strength: 5/10
Second Jump: 0/10 (see special abilities)
Fall Speed: 4/10
Size: About Dedede. He’s a big fellow
SPECIAL ABILITIES
Float: Similar to Peach, Death can float with his second jump. He can travel half as far.
Pros:
Good melee reach
Good power
Lots of disjointed moves with his scythe
A good defensive projectile that helps recovery
Has a few moves that inflict status aliments
Cons:
Slow movement and attack speed
Big target while being kind of light
Recovery is bad without neutral special assistance, and even then it’s still tricky
MOVE SET
Standard Attacks
A: “Vertical Swing”: Death simply swings his scythe from above his head to the ground while holding the scythe close to the blade for more control. This move covers a nice area since he swings it vertically, and does 4%.
AA: “Horizontal Swing”: Death then quickly turns the scythe sideways and swings from his right to his left. This has less overall range than the first hit since most of the swing is in the foreground or background, and it does 5% with below average knockback. Overall, Death’s neutral combo is meant to be a simple, easy to use move for when you just want to deal some damage or interrupt your opponent’s own offense.
>A: “Spin Thrust”: Death lets go of his scythe with one hand and brings his scythe behind himself while quickly spinning it around with the hand that’s still holding it. He spins it around 5 times in rapid succession and anyone caught by it is stuck for the duration of this part, taking 2% for each spin, with the final hit having average knockback. Afterwards, Death thrusts the scythe forwards, holding it at the end of the handle, with the blade pointing upwards curving towards him. If an enemy hits the blade they take 12% with above average knockback, but if they only hit the long handle, they take just 6% with below average knockback. The move has average end lag. While the move technically has no real startup lag, because he attacks behind himself first he is vulnerable from the front at the beginning of this move.
VA: “Hot Foot”: Death holds out one hand as black energy begins to form in the palm. After a moment, the energy shoots into the ground just in front of him, creating a small purple plume of fire that is about half the size of Kirby. What’s interesting about this move is that you can actually charge it. Yes, chargeable tilt attack. At no charge, the fire only deals 4% and low knockback, potentially being a combo opportunity. At full charge, which takes as long as a smash attack to charge, the fire deals 12% and average knockback. The fire is of course disjointed. Low startup lag, with average end lag.
^A: “Grim Toss”: Death swings his scythe upwards and then releases it, causing it to fly a slight distance up and forwards while spinning. It spins 3 times, with each hit dealing 2%. Afterwards, the scythe quickly returns to Death’s hands as he dashes forwards while holding his scythe around just in front of himself. He goes forwards about 1/5 of battlefields and the scythe hits for 4% and average knockback. The move has average startup lag despite its somewhat low damage output, mainly due to the scythe’s length and natural disjointedness. It has below average end lag.
Dash Attack: “Cannot Escape Your Fate”: Death disappears in a dark shroud, moments later appearing right behind his opponent and slashing them with his scythe for 10% and average knockback. He can teleport as far as he needs to reach his target, even into the air. If there are multiple enemies, he targets the closest one. If he attacks and ends the move in the air, he enters free-fall, so consider that before you use this for edge guarding. Average startup lag makes the move somewhat easy to see coming, but the move does have low end lag.
Smash Attacks
FSmash: “Dual Head Charge”: Death’s scythe transforms into the dual headed scythe from Aria of Sorrow and he then charges forwards while spinning it in front of himself. He holds it in the middle with one hand. He travels forwards about ¼ of battlefield as he does this, and anyone hit by this massive blade (its total area is about the size of Death) takes 3% per spin and he spins it 5 times, with the final hit dealing above average knockback. Instead of damage increasing when you charge the move, Death has super armor during the end lag if you charge all the way, otherwise nothing happens. This move has above average startup lag as Death’s scythe transforms, but the scythe changes back to normal as the final hit is dealt, giving it low end lag.
DSmash: “Ethereal Spikes”: Death holds out one hand towards the ground, causing several spikes to erupt from the ground a short distance upwards before fading out. If the spikes hit anyone, they take 12% (18% charged) and average knockback. The spikes are disjointed. The move doesn’t have a lot of startup lag, making it a good damaging move, but the move has above average end lag, so don’t miss!
USmash: “Scythe Suction”: Death raises his arms as his scythe lies sideways in the air, floating above his hands as it starts to spin. It spins 8 times, each time dealing 2% if you are caught in it. After the 8 spins, Death makes a throwing motion with his arms, and the Scythe shoots in a direction indicated by the control stick. If no direction is given the Scythe shoots straight up by default. The shooting is what deals actual knockback, above average at that, but it deals no damage. The knockback is in the direction the scythe launched. It travels until it hits something, in which case it teleports back to Death’s hands. There is above average startup lag and low end lag, but remember that the end lag doesn’t begin until the scythe returns to him. Charging the move does not increase damage, or anything for that matter. As you “charge”, Enemies are pulled towards the scythe from a radius as large as Dedede is tall, but can dash to fight against it. This makes it easier to connect with the move, but Death is still vulnerable. A somewhat risky move, but it has good payoff.
Aerial Attacks
Nair: “Spark Bombs”: Death hovers in place as he holds out his hands and a green energy ball begins to form in each. After 1.2 seconds, Death fires the balls, which are as large as jigglypuff. They aim at the spot the enemy would be in 1 second based on their current movement, picking random enemies in a free-for-all. The balls will head straight for that spot, going through walls and even other enemies to reach it, and their speed is always adjusted so that they reach it in one second. The spark bombs don't actually deal any damage or knockback, and they alwats target the same foe. Once they reach that spot, they fuse and form a large explosion (the size of Electrode’s) and the explosion deals 14% with above average knockback and lasts for .4 seconds. Death cannot be harmed by the explosion. While this move has a lot of startup lag as mentioned, the move has a low amount of end lag. Death has super armor for a few frames at the beginning of the startup lag.
Fair: “Soul of the d*mned”: Death lets go of his scythe with both hands as it floats behind him. He holds out both hands as a small spirit emerges from them and travels a small distance forwards. It has low priority but if it hits anyone, reverses their controls for one second, which could be more than enough to screw up some people. Average startup and end lag.
Bair: “Shadow Punch”: Death lets go his scythe with one hand and does a quick punch backwards for 7% and average knockback. As he does this, if he is over solid ground, his shadow quickly rises up to Death’s standing height and performs its own punch in the same direction. It does 6% and below average knockback. Death’s punch has low priority, but the shadow is disjointed. Below average startup and end lag.
Uair: “Hell Pyre”: Death lets go with one hand and holds it upwards while moving it in a circle above his head. After a few moments, a small trail of fire emerges from his hand going his height upwards, that is disjointed and deals 10% with below average knockback. Before the fire emerges, you may tilt the control stick left or right to aim it in that direction, giving the move some added versatility. Above average startup lag with below average end lag.
Dair: “Scythe Slam”: Death faces the camera and lifts the scythe above his head before swinging it downwards directly underneath himself. While the move has good vertical range, it has a very narrow hit box directly underneath Death since he’s facing the camera and swinging straight down with the blade facing the background. If he does hit a foe, they take 10% and above average knockback straight downwards for a meteor smash. The move also has average startup lag as he prepares for the swing, but thankfully has low end lag. A risky but rewarding move.
Special Moves
B: “Sickle Storm”: Death lets go of his scythe with one hand for a moment as he quickly snaps his fingers, causing four small sickles to appear around his body, rotating around him like the jewel shield in Megaman 9. They’re about the size of a Luigi fireball. After creating the sickles, which takes about .65 seconds, Death can move again as the sickles follow him while keeping formation. These sickles effectively form a shield, as they have low priority but anyone who touches one takes 5% with low knockback with the sickle being destroyed, and the sickles can even block projectiles, though they will still be destroyed. If you input this move while Death has sickles out, he will snap his fingers again causing the scythes to fly forwards at a decent speed, going until hitting something. The damage and knockback is still the same. If Death is KOd with sickles out, they will disappear. Death cannot make more sickles until all of the ones he currently has disappear. An important move to master, as it gives Death a nice defensive move that also has some offensive purposes. Only fitting, considering it’s Death’s signature move.
>B: “Box of Fate”: Death spread his arms and looks down while chanting. His scythe starts to spin in midair as four red portals appear in diagonal corners 2/3 of battlefield away from death. Suddenly, chains emerge from the portals with metal hands on the ends, going towards the adjacent portals, grabbing each other at the center points. After this happens, the box formed by the chains and portals starts to rotate, as Death’s scythe begins to fly around the box. It takes 1.5 seconds for Death to summon the box.
Once the box begins to rotate, you may move Death slowly left and right with the control stick, with the box moving with him. If Death is in the air he just levitates on his current height. As the scythe flies around, it will bounce off the chains at various angles, and anyone hit by the scythe takes 4% with low knockback, but might be hit multiple times as the scythe moves around. The chains do not block or harm enemies, it just affects the scythe. However, Death has super-armor while the move is going on, which lasts for 5 seconds. While the Scythe is easy enough to avoid, considering that it has a restricted area of movement, Death is safely out of harm’s way… or is he?
While the chains do not effect enemies, they can attack the chains, and once a single chain take 15% damage, the entire thing breaks, instantly ending the move, and not only does the move have above average end lag as Death regains his scythe, he also enters free-fall afterwards, giving him a double penalty. This move is best used to trap foes near an edge or hazard, distracting them with other dangers while the Scythe does its job. A relatively simple use for a strange move.
^B: “Teleport Slash Combo”: Death faces the camera and disappears, reappearing a few moments later in a different spot one stage builder block away in a direction input by the control stick, not moving at all if no direction is given. As he reappears he swings his scythe sideways below his body, and anyone hit takes 8% with average knockback. What’s interesting about the move is that he does this teleport trick 3 times in a row before entering free-fall, giving an otherwise short-range recovery a respectable distance. Not much startup or end lag.
The move’s true recovery potential is unleashed when you combine it with Sickle Storm. If Death uses this move while the sickles are flying in their projectile mode, he will only teleport once, but he will go to the spot where the sickles are at the time of using this move, no matter how far the sickles are. Of course, this is somewhat predictable, so you may sometimes want to opt for the regular version of the move depending on the situation.
VB: “Transformation”: This move can only be performed once Death takes 100%. Afterwards, he will glow white signifying he can perform this move. When you input the move, a blue beam of light shines downwards covering Death while he says, “You are strong indeed.” He then disappears in a flash of light and reappears as his second form from Symphony of the Night. When he reappears he says, “Now, you will die!” It takes about a second for the transformation to finish, and if Death is hit before then, the move is canceled, and Death has to take another 20% to try again.
He is still around the same size as his normal form and can now freely move around the air using the control stick. He moves as fast as Super Dragon Yoshi. While in this form, you have two attacks you can perform.
A: Death holds up his arms and then swings them downwards. This not disjointed but still has good priority and the move deals 18% with good knockback. This move has as much startup and end lag as Ike’s FSmash.
B: Death swings one arm forwards which causes the arm to fly off his body while spinning. It travels 1/3 of battlefield and deals 15% if it hits with good knockback. Once the arm reaches the end of its path it then returns to Death like a boomerang, still able to deal damage. The arm has high priority and if it is out prioritized it quickly returns to Death’s body and he takes the damage from the enemy’s attack. Average startup and end lag, but Death cannot move until his arm returns
The transformation lasts for 14 seconds, and Death has super-armor in this form. When it ends, Death changes back in the same blue beam, and enters free-fall, so he can’t just hide far off the stage to run down the clock. Finally, when Death changes back, the next 100% to transform is from whatever damage he’s at when returning, so if somehow takes 100 more damage in his transformed state, he can’t just transform again the moment he changes back.
Final Smash
“The End is Now”: Death holds out one hand and exclaims “Seize him!” A bunch of blue ghostly hands emerge from the ground of the stage and stay there for a moment, and anyone hit by them takes 8% and are grabbed by the hand, since they are quite big. If Death manages to catch anyone with the hands, he says “Your fate is sealed, no time for regrets” as he disappears in a blur. He then says, while still off-screen, “The gates of Hell, are open!” As the trapped enemies are suddenly hit by slash marks and receive 40% and high vertical knockback. Death then reappears and says “I’ll swallow your soul!” Though this is just a taunt, unlike in Judgment.
Grabs
Grab animation: Death reaches out with one hand, and if he connects, he holds the foe in a one-handed choke hold
Grab Attack: “Handle Whack”: Death uses his other arm to strike his opponent with his scythe. 3%
Fthrow: “Your Heart-rate Slows”: Death pushes the foe away a short distance and does a “force-choke” animation with his free hand, causing the opponent to hold their heart for a moment. Afterwards, Death strikes them with the scythe sending them away for 5% and below average knockback. The benefit of this move is that for 2 seconds after the person recovers, they are under the effect of a stop watch. This can be very helpful if done at the right time, but remember that your foe can still fight back.
Bthrow: “Flying Slam”: Death turns around, still holding his opponent, and flies high into the air with them, before whacking them over the head with his scythe handle, causing them to be smashed downwards for 10%. This can meteor smash is you’re at the edge of the stage.
Uthrow: “The Touch of Death”: Death throws his opponent into the air, and they recovery in the air and take no damage. WTF? Well, you see, you may notice the character is tinted purple. If they do not damage Death in 30 seconds, they will take 30% and high vertical knockback. Of course, considering Death’s slow movement, this isn’t exactly hard. Spam sickles for you life!
Dthrow: “Impale”: Death simply throws his opponent to the ground, and strikes them with the blades of his scythe. This does 12%, making it the most damaging of Death’s throws, and the one you’ll use the most.
Other Attacks
Get-up attack (front): “Sickle Strike”: This move only works if you have sickles ready. Death will raise a hand and snap his fingers, causing the sickles he has to quickly radiate outwards at 90 degree and 45 degree angles from his body. They function like the sickles being launched normally with the neutral special. If Death has no sickles, he simply gets back up and says “You were lucky this time.”
Get-up attack(back): “Dark Aether”: Death throws his scythe into the air and then he teleports into the air to catch it, ending the move in midair. The scythe deals 8% with average knockback if it connects. You were expecting a straight-up Aether clone, weren’t you?
Ledge Attack <100%: “Hook, line, and sinker”: Death swings his scythe onto the stage, getting the blade caught into the ground. If he hits anyone with this, they take7% with low knockback. Afterwards, Death quickly pulls his scythe back, and this hit does 8% with average knockback towards Death, probably off the edge. Death then quickly jumps back to solid ground.
Ledge Attack 100%: “Dark Fire”: Death lets go of the edge and teleports to the center of the stage as he begins to chant. After a few moments, a large fire ball rains down from the top of the screen, aiming for the last player to hit Death. It has low priority but deals 12% with above average knockback. While you’re enemy can easily dodge the fire ball by simply standing under a platform, Death is invincible for the duration of the move, though because he goes to the center of the stage he can’t use this move to stall. Death ends the move in the air.
STRATEGY GUIDE
Like all power characters, Death’s main weakness is his speed. This is something you want to alleviate as much as possible by taking advantage of his reach and priority. More so than Ike, Death can really use his range to try and halt his enemy, considering he has several moves that launch it away from his body, like in his utilt. These are the moves you want to use most.
An important move to master is Sickle Storm. This is your primary defense. After setting up the sickles, you now have a shield that has no time limit and only goes away after either your enemies hit it four times, or you use it as a projectile. Now, even if you botch a really slow move, it’s still hard to punish you, which is good considering Death is a big target who dies somewhat quickly. While the sickles are in projectile mode, you can use the brief stun time from them connecting to go for a grab or DSmash, two of Death’s quicker actions. Death has a unique grab game, as each throw has different uses. Dthrow is your primary throw early on to build damage, while Fthrow is good for when you’re ready to finish your enemy off.
Death’s air game is rather situational, but it’s still helpful during those times. Bair can be an interesting short-hopped move, as you get two hits in that attack from the shadow. Fair is really useful if you’re playing a hit and run opponent, as they are constantly using horizontal movement, so reversing that would be a great strategy of you’re a ****. Just remember to say “No Johns” afterwards. Dair is, of course, a spike, and Nair is mainly used for mind games. Uair can be used for juggling, especially since it can be aimed, but still, in most cases, you’ll only be in the air for select moments.
When going for KOs, Death has variety in his options. Ftilt’s sweet spot is one way of doing it, though that move is slow to attack in the front. If you don’t need to dish out any more damage and simply need knockback, feel free to attempt an USmash and just launch the scythe at your foes from afar. When your enemy is off the stage, it might seem like a good idea to try the dash attack for an epic gimp, but in reality because you appear behind you opponent you’ll more often than not hit them back to safety. When Death is the one who’s recovering, he has a little trouble. ^B normally does not have very good range. If you have to maneuver around an obstacle, you’ll waste two teleports just doing that, though on the flipside Death has less of a chance of being screwed by Final Destination. If you have sickles ready, you can throw them, wait until the last moment, and then jump to their location, but remember that it’s pretty obvious that you’re going to do that. It’s a good idea to mix-up your recovery. While Death doesn’t have truly bad recovery, it’s definitely tricky.
OTHER
Idle: Death floats just above the ground, holding his scythe (duh!)
Crouch: Death’s swirling energy that makes up his lower half shrinks, lowering him closer to the ground.
Walk: Death simply floats forwards
Dash: Death flies forwards holding his scythe as if he’s about to chop your head off.
Jump: Death simply rises higher. He doesn’t have a special animation when he floats, making it harder for the opponent to tell what you’re up to.
Roll: Death quickly moves in that direction while turning around if he’s moving forwards
Side Step: Death’s body becomes blurred by shadows for a moment
Shield: Death holds his scythe in a blocking stance as the standard bubble shield forms around him
Air Dodge: Death leans to the side
Dizzy: Death sticks his scythe into the ground and holds onto it has he groans
Sleep: Death simply lets his arms fall to his sides as he sleeps in place
Wiimote: “Your fate is sealed”
Star KO: Death can be heard groaning in pain
Kirby Hat: Kirby gets his own version of Death’s cloak.
Special Animations
Entrance: Multiple transparent versions of Death come together in Death’s spawn location, with Death becoming solid as the battle begins.
Taunt1: Death strikes his scythe into the ground
Taunt2: Death summons several sickles out of the air, which aim for the nearest player but don’t actually do anything once they hit. This is a reference to how Death normally uses the sickles in the actual Castlevania games.
Taunt3: Death shakes his head and says, “Cease this foolish assault!”
Win1: Death sticks his scythe in the ground and says, “I am the god who governs death.”
Win2: Death points his scythe at the screen and says, “You cannot escape your fate. Accept it humbly.”
Win3: Death spins his scythe around, and afterwards he says, “This victory belongs to the master!”
Loose: Death humbly claps for his opponent.
Alt Colors - keeping it quick
Default, green cloak, red cloak, blue cloak, white cloak, purple cloak
Snake Codec
Snake: I feel…cold. Like the grip of Death is upon me.
Otacon: That could be because you’re fighting Death, Snake. He is the most powerful of Dracula’s servants, and is eager to destroy any enemies of his master.
Snake: Huh, well what do you know, and here I thought that when we died, we simply stopped breathing.
Otacon: I wouldn’t joke, Snake. Death can do more than just decapitate you with that big scythe. He can summon little sickles to attack you, as well as use various dark magic, including transforming.
Snake: He may be Death, but I’ve proven myself time and again to be a survival expert. This should be quite an interesting matchup.
Otacon: Just remember, do not go gentle into that good night.
Unlock info
How to unlock: Complete Classic with Dracula and Simon Belmont.
Unlock Message: “Death, the harbinger of Lord Dracula, has joined the brawl!"
Logo
The reverse-crucifix and devil wings; a Castlevania standard.
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.
Credit Theme
Castlevania Judgment - Evil's Symphonic Poem
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.
ASSIST TROPHIES
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.
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.
TROPHIES
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.
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 waiting inside, will try to crush mortals with its huge claws.
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.
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.
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.
Stella & Loretta
+ A pair of vampire sisters, Stella is a master in swordsmanship, while Loretta is a great 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 vampire 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.