Castlevania's representation in Smash made me realize how much I want mainline SMT representation in Smash Bros. Both are longrunning series with their origins closely connected to Nintendo. Dracula's Castle being a hub for boss fights in particular makes me want a Tokyo stage with tons of demon cameos (with some Kid Dracula-tier outliers, like Raidou or P4:Izanagi). Y'all talking about how Spirits is Persona or even Xenoblade 2, but fusion came first in Megami Tensei on the NES and Guardians in if... were boosting partymember stats ages ago. And there's the obvious DMC crossover potential for a mainline SMT rep. The trailer for them practically writes itself; a demon hunter and a demi-fiend fighting with/against a Pokemon trainer, angels, witches, goddesses and vampire hunters.
Man I hate that this will never happen.
Demi-Fiend would be kino. His MUGEN counterpart reminded me of how
insane his move pool is:
-Neutral B: Blight if tapped, and Deadly Fury if charged all the way
-Side B: Divine Shot if tapped, and Xeros-Beat if charged all the way
-Down B: Megido if tapped, and Megidolaon if charged all the way
-Up B: Wind Cutter repurposed as a recovery, becoming Tornado if held all the way. The first variant is similar to Robin's recovery while the second works sort of like Diddy's jetpack
-Side Smash: Magma Axis
-Down Smash: Gaea's Rage
-Up Smash: Chaos Blade, but reanimated to look somewhat like an upward version of Deadly Fury. Haohmaru's sword style comes to mind though
-Dash: Tempest
-Forward Throw/Back Throw: Javelin Rain
-Down Throw: Ice Breath
-Up Throw: Oni-Kagura
-Nair: A basic aerial kick
-Fair: Iron Claw
-Bair: A basic back kick
-Dair: Spiral Viper, but facing a
different direction than normal, and obviously sped up (then again, what wouldn't?)
-Uair: Tentarafoo, but with his dominant arm waving in a 180 arc above his head that casts fireworks-like explosions
Final Smash: Freikugel. Works like Dark Pit's Final Smash, except once it's activated, the player can control where they want to aim. This gives other players a chance avoid its line of death, but once a path is picked, there's no dodging this move. It pierces through. Can be fully avoided if the other player(s) get behind him though.
Okay, I think I went a tad overboard with this. It took me an hour to think up everything. I'm certain there's more from Nocturne, but it's been years since I've played it so I can be totally off-the-mark with some of these, barring some "creative liberties" here and there.