Red Arremer
Smash Legend
"Finally... I clearly understand... everything. I am... Dracula."
SOMA CRUZ
will slay evil... or become it?
Music you might enjoy while reading this moveset:
Castlevania: Dawn of Sorrow - Pitch Black Intrusion
Castlevania: Dawn of Sorrow - Dracula's Tears
Castlevania: Dawn of Sorrow - Platinum Moonlight
Castlevania: Dawn of Sorrow - After Confession
Castlevania: Dawn of Sorrow - Demon Guest House
Castlevania: Dawn of Sorrow - Condemned Tower
Castlevania: Dawn of Sorrow - Cursed Clock Tower
Castlevania: Dawn of Sorrow - Subterranean Hell
Castlevania: Dawn of Sorrow - Demon Castle Pinnacle
Castlevania: Dawn of Sorrow - Underground Melodies
Castlevania: Dawn of Sorrow - The Abyss
Castlevania Judgment - Tower of Dolls
Castlevania Judgment - Mad Forest
Magical Trick Society - Beginning
Magical Trick Society - Don't Wait Until Tonight
Magical Trick Society - Clockwork
Magical Trick Society - Vampire Killer
Magical Trick Society - Rondo of Blood
Magical Trick Society - Bloody Tears
Castlevania - Wicked Child ("Who's That Child?" OC Remix)
Koumajou Densetsu - Opening
Soma Cruz is the protagonist of two Castlevania games. Aria of Sorrow for the Game Boy Advance, and its sequel Dawn of Sorrow for the Nintendo DS. Prior to the first game's story, in 1999, Julius Belmont finally is able to destroy Dracula once and for all. Thirty six years after Dracula's final defeat, in 2035, Japanese high school student Soma Cruz and his friend Mina Hakuba enter into a shrine, only to emerge inside Dracula's Castle. There they encounter Graham Jones, a cult leader who looks to assume the power of Dracula for his own. Soma must stop Graham, and discover why he has been summoned into the evil haunted castle - he is in fact inheriting Dracula's soul. This grants him the power to collect the souls of other creatures, giving him their power. One year after defeating Graham Jones and leaving Castlevania, a cult member named Celia challenges Soma. She wishes to resurrect Dracula, but cannot with Soma being in possession of lord vampire's soul. Soma tries to invade's Celia's fortress and stop her underlings, both of whom also candidates for the next resurrection of Dracula. Just like in the prequel, Soma is able to collect the souls of the enemies he encounters, granting him new abilities and attacks.
In Smash Bros., Soma mainly uses these souls in order to combat his enemies, however... there's a drawback. See below.
Special Mechanic: Becoming the Dark Lord
Soma, inheriting the soul of Dracula, is very vulnerable to becoming the Lord of Darkness himself, thus has to watch out to not be consumed by evil powers. He has a lot of moves in which he uses the souls of his defeated enemies to attack his enemies. In the actual games, they would use spellpoints, but to make him more interesting of a moveset, Soma will recieve "Darkness Points" whenever he uses certain moves. Some of the soul-based attacks won't influence his soul with dark power, some however do. Soma can have up to 10 DP - they'll be shown as little grey skulls below the stock or coin counter. Once he hits all 10 DP, he will become the Dark Lord.
This will make a lot of his attacks absolutely useless (namely his Special attacks), but power up the rest of the moves in terms of knockback. In order to indicate he has become Dracula, Soma will have a slightly glowing red aura around his body, and the DP skulls are gone. Soma has no chance to revert his Dark Lord status unless he loses his stock or uses his Final Smash.
Screen Name: Soma
Size: 6/10 - Soma has pretty much the same size as Marth.
Weight: 4/10 - Soma is a little lighter than standard, but by no means a pushover.
(Running) Speed: 5/10 - Fairly standard.
Traction: 8/10 - Soma's traction is top notch, he almost can stop without sliding further.
First Jump: 7/10 - Soma jumps up, and that very well, too.
Second Jump: 4/10 - Doing a salto in the air, his second jump is rather pathetic.
Aerial Movement: 7/10 - His aerial movement is very good!
Fall Speed: 6/10 - He doesn't fall like a rock, but he's not floaty either.
Crouch: 6/10 - An okay crouch, but nothing special. Soma kneels down.
Wall Jump: No.
Wall Cling: No.
Gliding: No.
Neutral Special
Mina's Talisman
Soma takes out a small charm he got from his friend Mina Hakuba, which causes him to glow a little. It will remove 3 DP of Soma's counter, unless he has less than 3 DP, then it will simply remove these. This move takes 1.5 seconds to complete, rendering Soma completely helpless as he uses it, and therefore should be used with care. Using Mina's Talisman is one of the central aspects in Soma's game in order to not have him become the Dark Lord. If he is the Dark Lord, however, Mina's Talisman will become useless, so when Soma uses the Special button, nothing will happen.
Side Special
Puppet Master
Soma tosses a wooden puppet shaped like a human forward. It flies in a similar arc as Olimar's Pikmin or Snake's grenades, but only about 1.5 Battlefield platforms wide. As soon as the puppet touches ground (no wall or in mid-air!), Soma will teleport to the location the puppet is at, and his old position will be swapped with the doll, which simply disappears after a short moment. If an enemy is touched by the puppet, they recieve 3% damage and flinch. The doll can be destroyed by a small hit. Puppet Master is best used as a recovery or defensive move in order to escape from a tight situation, or as a mindgame. Since the puppet itself doesn't do significant damage or knockback, using it offensive is not a wise thing to do. When Soma is the Dark Lord, this move will be rendered useless, and nothing will happen if Soma uses the combination of Side and Special.
Up Special
Bat Company
The young man curls up and quickly transforms into a white bat, becoming about the size of Olimar with it. He now can freely fly around for 4 seconds in any direction. Sounds good? Well, you see... It sounds like a great recovery move, but it has huge drawbacks. Of course, if the 4 seconds deplete or Soma cancels the move by pressing the Special button again, he will enter helpless state. Clearly, no surprise. However, there's more. Soma is smaller and a bit swifter as a bat than as a human, but he takes more damage and knockback, by a factor of 1.5, to be exact. He also cannot attack out of this move, and has to land or grab a ledge before he can do anything else but control where he's falling. A very risky move to use, so make sure to get away an edge guarder. If Soma has become the Dark Lord, he cannot use this move and will just do nothing when having it as button input, making recovery almost impossible in that state.
Down Special
Manticore
Soma ... suddenly grows a green scorpion tail? Yeah. He apparently does. The tail-growing takes about one second, it slowly comes out from right above his bishie butt and grows to its full size quickly. So, what does this thing do? Easy. Whenever Soma uses a normal attack that is aimed forwards (namely Jab, Forward Tilt, Forward Smash and Forward Aerial), the tail will fling forward too, like a whip, and deal additional damage. Actually, it only does 3% when it hits the enemy and no knockback, however, there's a 25% chance that it will curse the enemy, halving their damage and knockback for 5 seconds. Cursed characters are indicated by glowing green. The attack itself has about the range of Bowser's Forward Tilt and comes out shortly after the attack it accompanies has been made, similarily to Nana's attack is delayed a little at the Ice Climber's. So, you pretty much think that this attack is awesome and wouldn't see a reason to not have it out, right? Well, case in point, you really should consider not having it out for too long. After having the tail attached for longer than 3 seconds, the tail starts to drain on Soma's health, taking 1% every second. After deactivating, the tail needs 5 seconds to rest before it can be used without any danger again. This move will be disabled if Soma becomes the Dark Lord.
Jab Combo
Spear Stab
Plain and simple, Soma uses his trusted spear and stabs in front of him. The move comes out in a similar speed as Zelda's Jab, and deals 4% damage. The ending lag is neglectable, and so is the knockback, that goes barely above flinching, as well as stunning the enemy for a very short moment from the blow. Since it's disjointed, one of Soma's little non-projectile moves and has very good range (about the range of Zero Suit Samus' Forward Smash), it can be used to get yourself into a better position, or throw out another attack at your enemy. This move is unusable when Soma is the Dark Lord.
Dash Attack
Werewolf
When dashing forwards and using the attack button, Soma leaps into the air, curls up and is coated in a wave of fiery purple energy, thrusting forward. It maybe reminds you a little bit of Kirby's Dash Attack in Melee. This attack comes out extremely fast, and has almost no ending lag, as well as dealing well 8% damage. Its knockback is very low, however, and can only KO at around 230%. The Dash Attack also will go further than ledges and if you are in mid-air, using this attack, Soma will enter helpless after entering the air. The dash is the actual hitbox and goes about a Battlefield platform long. It has rather low priority, but due to its speed you might be able to easily throw it in somewhere. Werewolf will add 1 DP to Soma's counter, and stay when he becomes the Dark Lord.
Forward Tilt
Persephone
Now, this is an interesting attack. Soma gets out a vacuum shaped like a skull, just like the maiden in the little sprite (who is called Persephone, sans the name of the attack). He holds up the pipe, only reaching barely in front of him, like Wario's Forward Aerial. Now, what this move does is pulling in opponents and items. Yes, it literally sucks. Now, items, of course due to their weight, are pulled in much faster. If they touch the vacuum, they disappear. This includes items that are generated and thrown by other characters, such as Snake's grenades or Diddy's banana peels, and even Wario's bike. It also can eat up projectiles that aren't items, but in this case only part of it - Soma will recieve half the damage of non-item projectiles, still (so that's still 13% for a fully charged Charge Beam from Samus, so watch out). If a character touches the vacuum, they will be stunned similarily to Zero Suit Samus' Down Smash, and can be attacked, but they don't take any damage. The vacuum of course only reaches out in front of Soma, about one and a half Battlefield platforms in front of him and Donkey Kong's height, and it has the strength of the wind effects on Green Greens or Dreamland 64 for those of you who have played Melee or Smash 64. As said, if someone touches the vacuum's pipe, the move will end that very moment, but if not, the total amount of time is 2 seconds. The move has low startup lag and low ending lag, making it a very good defensive or strategical option for Soma.
Using this move will be disabled if Soma has become the Dark Lord.
Up Tilt
Spin Devil
This move is similar to Soma's Forward Tilt, yet different. He faces the screen and spreads out his arms upwards, summoning a small tornado starting around his chest area and going up. It will be high enough to just poke through one of Battlefield's lower platforms. It has a conical form and the widest - at the upper end - is about the width of Jigglypuff. Now, this move is very interesting because it has two different properties. If an enemy - no item this time - is outside of the tornado and one time Bowser's in its area, they will be pulled towards the maelstrom, similarily to Ganondorf's Up Tilt suction. If they are exactly above the tornado, they will be pushed further upwards like Game and Watch's Up Aerial does, and just like said aerial, this wind effect has no limit in range. If someone touches the tornado, they will be sucked right into it until it ends, recieving several continous hits, up to 6 and with a total of 2.5% damage for each of the hits. The last hit will spit the victim out straight upwards at a set knockback, which makes them launch as high as Battlefield's upper platform. The move has quite some startup lag, and the ending lag is pretty high, as well, but this move has big power and can change the position of your enemy entirely.
Using this move adds 3 DP to Soma's counter and will be available as Dark Lord.
Down Tilt
Aguni
Soma drops a small flame onto the floor. Once landing, it will cause a pillar of fire to shoot out of the ground and move forward in a medium-speed pace. After hitting the end of a platform/ledge or 1.5 Battlefield platforms, where it simply distinguishes. The pillar has the size of Olimar (without antenna). If someone touches this high-priority flame, they will recieve 12% damage. The move can KO at about 200%, but due to its range, size, movement and high priority, using this move can be very helpful in putting your opponent into a disadvantaged position. The start-up lag for this move is a bit above average, the ending lag is rather low. There is a 25% chance for Soma to use the Frozen Shade soul instead of the Aguni soul, which replaces the knockback with a freezing effect like the Ice Climbers' Down Special, which allows Soma to chase after his enemy and land another hit while they're frozen or break out. Overall, a very good move to use for zoning and putting your enemy where you want to. There can only be one pillar at a time.
Using this move adds 2 DP to Soma's counter and is available as Dark Lord.
Forward Smash
Katana
Since the games Soma appears in are placed in Japan, it's not that far out that they are the only ones in the series to have the traditional Japanese swords - katanas - as weaponry. Now, when Soma charges this move, he concentrates, holding the handle of the sheathed katana. As soon as he releases the Smash attack, he slashes forward, then stops and sheathes the sword slowly again. It deals 20% damage (26% charged) and KOs at 160% (130% charged). The sword reaches out as far as Meta Knight's Forward Smash, and the slash doesn't look all to different. The move has rather low startup lag, but insanely high ending lag, making it really punishable should Soma miss. Now, that doesn't sound all too great, right? And very uninspired, too. But here comes the interesting thing.
The Katana is a move dependant on if the opponent is using a move themselves, and what kind of move.
If the enemy is not using any attack at all or just moving or jumping, it will do nothing special outside of the described situation above.
If the enemy is using a jointed attack, like a punch or a kick, the Katana will gain the same priority and automatically clank with the enemy's move.
If the enemy is using a disjointed attack, like slashing a sword or swinging a hammer, the Katana will act completely different. The hitbox of the enemy is completely ignored, Soma slides forward and slashes the enemy. So it's basically working like a Counter.
If the enemy is using a projectile, the slash neutralizes the projectile.
If the enemy is using a grab while Soma uses Katana, this is the only place where the move fails - Soma will deal only half the damage to the opponent and get automatically grabbed.
This move will be rendered useless if Soma has become the Dark Lord.
Up Smash
Mandragora
Soma pulls out a Mandragora and tosses it in a slight arc upward then downward. The plant monster lets out a bloodcurling cry and then explodes. The explosion has about the same size as the blast from Snake's Grenades. Charging this move makes it not become stronger, but makes Soma toss the plant up further. If someone is touched by the Mandragora itself, they recieve 2% damage and flinch. The blast deals 15% damage and KOs at 220%. The startup and ending lag are above average. Due to the sheer size of this move's hitbox, it's a great anti-air attack. If someone hits the Mandragora before it explodes, though, it simply will be destroyed and deal no damage at all, since the plant has abysmal priority. There can only be one of these man-roots at a time.
This move will add 2 DP to Soma's counter and be available for him as Dark Lord.
Down Smash
Alura Une
Soma drops a little seed onto the floor that causes an Alura Une, a female plant demon, to grow out of the ground. It has about the same size as Donkey Kong (the leaves aren't part of her hurtbox) and can only be summoned on solid ground - using it on dropthrough platforms will simply make the seed drop through it. This attack does not count as projectile or trap or anything else. Alura Une has 15-30 HP (depending on how long Soma charged). She will constantly shoot white, sharp roses towards the nearest enemy. These roses do 5% damage and no knockback, and they move as fast as Falco's laser as well as in a straight line. Soma can be hit by them, too, so watch out. When an opponent or item touches the ground near her (about Jigglypuff's width), she summons twines to catch them and hold them where they are for 2 seconds. Items will simply be destroyed by her. Alura Une can stay out for 20 seconds before she simply disappears. After Alura Une has been destroyed or disappeared, Soma has to wait another 20 seconds before he can summon another one. There can only be one Alura Une at a time.
This move will add 4 DP to Soma's counter and is available as Dark Lord. In the Dark Lord version, there's a few aesthetic changes, such as the girl having black hair, throwing bloodred roses and the green becoming more brownish.
Neutral Air
Erynis
Soma summons the spirit of an angel. The female angel appears behind him and closes her arms and wings around Soma for a short moment, then disappears, making Soma glow white for 3 seconds. The move deals no damage or knockback, but absorbs one single hitbox, no matter how weak or strong it is. This means that Erynis is very easily defeated by a multi-hit move. It also doesn't prevent from getting grabbed. The startup and ending lag to this move is above average. A great defensive move to use. He can use the move multiple times, but the effect doesn't stack. The effect also won't be taken over into his bat form.
This move will be not only rendered useless if Soma became the Dark Lord, but instead of the female angel, a black demon appears and poisons Soma. He then glows purple and recieves 2% damage for every second of these 3, but gains no protection.
Forward Air
Killer Clown
Soma tosses a card forward. It flies quickly in a straight line and about 1.5 Battlefield platforms before disappearing. If someone is hit by it, they flinch and recieve 3% damage. The hitbox is very tiny, and the card makes a very identifiable sound. Now, this move is particularly interesting because it is a projectile, but pierces through shields and reflectors. That also includes Soma's Neutral Aerial. If the move hits a counter, invincibility frames or a hitbox, it will be blocked or destroyed, and it has abysmal priority. However, this move is great for pressure and repositioning with Soma due to its speed and piercing ability. There can only be one card out at a time.
It will add 3 DP to Soma's counter, and be rendered useless if he becomes the Dark Lord.
Back Air
Guillotiner
(Click the picture for a better view)
Soma sweeps an arm backward and summons a Guillotiner in his back with little startup lag. The demon appears about 1 second after he summoned it, and first is open. The top part is about Ganondorf's height above the bottom part which is placed about where Soma's waist line was when he summoned the creature. It will stay like this for about 0.5 seconds and then quickly the two parts move towards each other and snap together. This happens insanely quick. If someone gets caught in this move, they will recieve 13% damage and can be KOed at about 170%. Soma can move once the summon has been called, and there can only be one out. The Guillotiner has very high priority, and counts as normal disjointed hitbox.
It will add 3 DP to Soma's counter, and is available if he becomes Dracula.
Up Air
Disc Armor
Soma gets out a bladed discus and tosses it upward. It's on a string, like a yoyo, so it will come back down once it reaches it peak, which is about Jigglypuff's height right above Soma. The discus has the size of the bigger wheel of Wario's bike. If someone gets hit by the attack, they recieve 10% damage with knockback that KOs at about 190%. The move has below average starting and ending lag. However, there's one special situation. If someone gets hit by the disc when it returns back to Soma, they will be meteor-smashed downwards!
This move will be rendered useless when Dark Lord mode is reached.
Down Air
Amalaric Sniper
Soma summons an Amalaric Sniper - portrayed above - right at his foot. The fallen angel faces into the same direction as Soma and aims diagonally down - exact 45°. He draws his bow and releases it after a second, shooting an arrow right diagonally downwards at the same angle. If someone is hit, they will recieve 10% damage and get stunned for a short moment similarily to Falco's laser. The summon itself has little startup and ending lag. The arrow moves at a similar speed as Link's arrows, and can be easily knocked away. This move is great for edgeguarding and gimping opponents that are recovering low, as well as strategic setups.
Amalaric Sniper will become unavailable if Soma becomes the Dark Lord.
Soma's grab is very simple - he reaches forward with his arm. The grab speed is a bit above average and his range is okay, as well. His dash grab is not too laggy if whiffed, but you should still watch out.
Soma cannot use throws if he becomes the Dark Lord. If he presses the Grab-button, he will simply shield.
Pummel
Abaddon
Soma summons a small swarm of insects attacking the victim, dealing 2% each hit. The pummel has the speed of Fox's.
Forward Throw
Succubus
Soma glows in a reddish color and then apparently bites the throwee (humanoids will be bitten in the neck) to suck their blood. They recieve 4% damage, and Soma heals 2%. Then, the victim drops down onto the floor similarily to Snake's Down Throw while Soma sweeps his mouth with his sleeve.
This throw adds 3 DP to Soma's counter.
Back Throw
Great Armor
Soma summons a big armor equipped with a sword. It will always stand in the background with its front to the screen. Soma lets go of the victim, while the armor rises up its sword, and then smacks it right into the opposite direction Soma is facing, dealing 8% damage. The range is okay, it's a good throw to get the enemy offstage, but will only KO at 210%.
Up Throw
Rycuda
Soma tosses the throwee up and raises a hand, shooting out a bolt of lightning right homing into the victim. They recieve 5% damage and are stunned in mid-air similarily to Zero Suit Samus' Down Smash. A perfect throw for setting up aerial combos.
It adds 1 DP to Soma's counter.
Down Throw
Catoblepas
Soma breathes in deeply and then exhales, his breath becoming a grey cloud. This will petrify the throwee, and otherwise deal no damage or knockback, leaving the statue at the some position they were grabbed at. The petrified victim is able to button mash to free themselves sooner. Otherwise, it works just like Yoshi's Egg Lay, so Soma can still deal damage to the victim. If the Down Throw is used above a pit, the victim will be placed right at the edge of the platform.
It adds 2 DP to Soma's counter.
Death
Congrats, you got the Final Smash! For 20 seconds, Soma will become the grim reaper, Death himself. During the whole 20 seconds, small sickles - Pokeball size - will randomly spawn and move towards the closest enemy. They travel in a straight line and about as quick as Luigi's fireball. There usually are around 15-20 sickles at once on the screen, and each deals 5% damage and flinches when an enemy gets hit. A sickle disappears if it hits an obstacle or flies offscreen. Soma hovers in the background of the stage. He can do 2 attacks in this form. Pressing the attack button will have him swoop onto the battlefield and to the nearest enemy and try to slash them, dealing 20% damage and KOing at 150%. Pressing the special button will have him stop in his positing and fling his scythe into the foreground of the battlefield. The player then gains control of the weapon and can move it around freely - it controls similarily to Pikachu's Volt Tackle, so it isn't that easy to manage. Getting hit by the lone scythe deals 25% damage and KOs at 110%. If the player presses the special button again, the scythe disappears immediately in a cloud of smoke and reappears in Soma's hand.
After the 20 seconds are over, Soma returns to the place he used the Final Smash at. If Soma uses this Final Smash with DPs on his counter, they will be erased. Should Soma be in Dark Lord state, he will revert to his original state.
Up
Soma places his right hand at the position of where his heart is, and looks to the side, flailing his hair during the movement.
Side
Soma drops a plate of curry onto the floor. It cannot be picked up or consumed, it's just for show.
Down
A chair out of nowhere appears, on which Soma sits. He stays comfy for a short moment and then gets back up.
Soma's playstyle is pretty obvious and characteristic. His game resolves around his ton of projectiles and delayed moves, as well as avoiding becoming the Dark Lord - usually a very unfavorable position, except maybe on the last stock. Soma zones extremely well with Katana and Spear Stab, as well as Mandragora and Killerclown. He also is able to put his opponent into different locations easily thanks to Rycuda, Persephone and comparable moves.
Soma lacks a reliable kill move. Katana is very risky since it's extremely punishable, especially since Soma has to get into the space of his opponent to land it, something he would prefer to avoid. Therefore, he has to try to pressure the opponent offstage with his genuine summon game. Alura Une, Guillotiner, Amalaric Sniper, all those moves attack only after Soma has moved. They are hard to land directly, but they can push the opponent to change their location, thus leading into a position to be hit by Soma's more direct attacks.
Racking damage is comparably easy with Soma. He is in complete control of the stage and probably even set up combos in his projectile game. He outcamps pretty much every character in the game and can use this to his own advantage. Furthermore, his defensive game is genuine. Erynis, Mandragora, Persephone, Katana and Puppet Master all provide Soma with possibilities to defend himself or escape out of an unfavorable position. Due to this, Soma is pretty much a fortress of projectiles and delayed hitboxes who's defense has to be penetrated before he can be hit. Since he has to watch out for his Darkness Points and not becoming Dracula, this will sneak in little windows for the opponent to sneak in a hit or two when he cleanses himself with Mina's Talisman. His poor close-range game and dependance on the Neutral Special make Soma a character with an extreme learning curve - he has to balance all of these facts while keeping up his projectile and summon game.
Soma's recovery is not really bad, but very tricky and strategic. Bat Company is an extremely risky move to use, since it makes Soma highly vulnerable to gimping and edge guarding. He can use Puppet Master, as another mean of recovery.
Soma's throw game is rather good, but for way different reasons than just the throwing. He can use throws to regenerate a bit of health with Succubus or get himself into a better position with Rycuda and Catoblepas. His Back Throw is the only real throw in Soma's arsenal, and a good way to get an opponent offstage.
Overall, Soma is a strong opponent to face, but he has some big weaknesses that the opponent possibly can exploit once they are aware of the capabilities of Soma and the matchup in general.
Entrance
Several lightning bolts flail around just above the position Soma will come out. He appears, arms and legs stretched out with his chest pressed upward - almost like he was hanging from a rope tied to his chest, and glowing blue. He then drops down.
Victory Poses
Up
A orange pulsing orb is seen floating. Soma, obviously wounded, approaches it from the side and grabs it. The orb disappears and coats Soma in a glowing light. After the light disappears, Soma is all well again.
Side
Soma does a similar pose as in his entrance. A glowing orb spirals around him and right into his chest. The color of the orb is randomly chosen as Red, Blue, Yellow or Grey.
Down
Soma gets out Mina's Talisman and examines it, then clenches his fist around it and presses it to his chest, closing his eyes and thinking about Mina.
Dark Lord
If Soma wins in his Dark Lord state, the victory pose is always the same. Coated in a deep red light, glowing and holding a chalice, Soma floats in mid-air, legs crossed like he would sit on a chair. He laughs demonically.
Loss
Soma simply claps for the victor(s) of the battle.
Series Icon
The reverse-crucifix and devil wings; a Castlevania standard.
Codec Converation
Snake: Colonel, this guy looks familiar... Is it Alucard?
Colonel: No, Snake. This is Soma Cruz, and he inherits Dracula's soul. This allows him to gain the souls of his defeated enemies and use them as his own weapons.
Snake: So... he could have some power I inherit when should he defeat me?
Colonel: That is correct. However, he has to keep out. Since he carries Dracula's soul, he is vulnerable to the dark powers. Only a talisman given to him by the priestess Mina Hakuba protects him from the darkness and cleanses him from evil.
Snake: Interesting... so I suppose he has to take a break now and then to make sure he doesn't get overflown by darkness. What if it does happen?
Colonel: Then Soma become the dark lord, Dracula himself. His powers will increase, although he will lose access to some of them.
Snake: Gotta watch out then...
Kirby Hat
Kirby gains long, white hair and a little white coat. Since the Neutral Special is of no use for Kirby, he gets Soma's Side Special, Puppet Master.
Credits Song for Single Player
Castlevania: Dawn of Sorrow - Pitch Black Intrusion
If you press the Special button before the credits roll, you will get this song instead:
Koumajou Densetsu - Opening