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SmashBoards Creates: Ultimate DLC In A Parallel Universe (Finished! - Some Content Incomplete)

Paraster

Smash Lord
Joined
Nov 29, 2018
Messages
1,463
Location
The 104 Building
A while back, I wrote about my concept of parallel-universe Smash Ultimate DLC--what the Fighters Passes (and early-purchase bonus fighter) could have looked like with different characters that followed similar niches. Now that the DLC is over, I thought it would be fun to turn this concept into a forum game!

This game will work in several phases:
  1. Criteria: Participants will give criteria that the replacement character we are currently on must follow, making sure that the character filling that slot in the real world follows the criteria as well. For example, you could say that Challenger Pack 1 (originally Joker) needs to be a character from a game that was nominated for Game of the Year at the Game Awards. Everyone then votes on what criteria they want to follow.
  2. Character: Participants will submit new characters that follow the voted-on criteria. The submitted characters are then voted on.
  3. Content: Participants will submit ideas for the newly-voted character's moveset, stage, music list, Classic Mode, DLC Spirit Board, and accompanying Mii Costumes. Each of these will be submitted and voted on individually. To encourage creativity and as much participation as possible, there will be no set limits on these, though I may ask certain submissions to be altered on an individual basis if they seem extremely over-the-top (submissions of 70 music tracks or 30 spirits, for example).
RULES:
  • A character's first appearance must have been released before the reveal they are being submitted for. Byleth had about 6 months between introduction and announcement--you could go for a smaller gap than that, but it is not encouraged.
  • Any characters that were Ultimate DLC in real life are not eligible. Not even if they are submitted for a different slot. You are allowed to pick a different character from the same franchise, though.
  • Non-video game characters are not allowed. Probably obvious, but just for clarity.
NOTES & RECOMMENDATIONS:
  • This game assumes that the times and places of reveals will be unchanged. As such, it is heavily encouraged that submitted characters fit the venue--E3 and Game Awards reveals probably shouldn't be more niche characters, for example.
  • If, at any point, you want to change a submission or vote you've already made, you are allowed to do so. You must, however, ping me ( Paraster Paraster ) to ensure I know to update my documentation.
  • The more specific your criteria is, the more interesting it is and the more creativity is necessary if it is voted. Don't be too specific, though--if we're stuck to just one or two workable choices, the fun level plummets.
As we progress, all locked-in content will be consolidated here, at the bottom of the OP.

Disclaimer: Some Mii Fighter waves do not match up exactly with how they were submitted; an executive decision was made to rearrange some so that certain sets of old Miis would not be split up. However, no Miis were added or removed as a result of this.
Bonus Miis
  • Fighters Pass Vol. 1
    • Mach Rider - Mach Rider (Gunner)
  • Fighters Pass Vol. 2
    • Waluigi - Super Mario (Swordfighter - costume only, wields tennis racket)
New Series Symbols
  • PaRappa the Rapper
    • The frog from PaRappa's hat

  • Shin Megami Tensei
    • Jack Frost's head with his face shown.

  • Guilty Gear
    • G from Guilty Gear -STRIVE- logo
Asset 1.png

  • NieR
    • Emil's head.
1643851338397.png

  • Undertale
    • The SOUL
emblem undertale.png

  • Astral Chain
    • Task Force Neuron's symbol
1643851313559.png

  • Soulcalibur
    • A portion of the titular Soul Calibur sword, based off its appearance in Soulcalibur VI.
emblem soulcalibur.png

  • Cuphead
    • Cuphead's cup head.
Untitled.png

Bonus Updates
1642218473478.png

(render source: Mario Party Superstars)

Criteria: A character that is or is identical to a basic enemy.

Reveal Trailer
(open)

Moveset

  • Attributes
    • Kamek has light weight and average-at-best ground speed, but good air speed and frame data.
  • Basic attacks
    • Neutral attack: Kamek does a three-hit combo smacking opponents with his wand.
    • Dash attack: Kamek boards his broomstick and flies forward a short distance. Gravity does not affect him until the animation is finished.
  • Tilts
    • Forward tilt: Kamek thrusts his wand forward as it glows.
    • Up tilt: Kamek swings his wand upward, creating a stream of fire as he does.
    • Down tilt: Kamek swings his broom along the ground.
  • Smash attacks
    • Forward smash: Kamek swings his wand downward and summons three magic rings that fly forward a short distance.
    • Up smash: Kamek thrusts his wand upward and causes an explosion above himself.
    • Down smash: Kamek thrusts his broom forward to hit with its handle, then backward to hit with its head.
  • Aerials
    • Neutral aerial: Kamek holds out his arms and summons tiny stars that fly out of him in multiple directions.
    • Forward aerial: Kamek thrusts his wand out and shoots three projectiles at slightly different angles.
    • Back aerial: Kamek shoots a burst of electricity behind himself.
    • Up aerial: Kamek creates a small snowstorm above his head.
    • Down aerial: Kamek summons a Thwimp in front of himself that falls straight downward.
  • Grab & throws
    • Grab: Kamek waves his wand and summons a wave of energy that traps an opponent.
    • Pummel: Kamek fires small magic bolts.
    • Forward throw: Kamek makes a magic explosion that throws the opponent forward.
    • Back throw: Kamek uses telekinesis to fling the opponent around himself.
    • Up throw: Kamek uses telekinesis to throw the opponent upward.
    • Down throw: Kamek uses telekinesis to slam the opponent into the ground.
  • Specials
    • Neutral special: Magic Spell
      • Kamek shoots a Magikoopa-style magic spell (the shapes) forward; the angle can be slightly altered by the Control Stick. When hitting an enemy, the spell inflicts damage and briefly stuns them. When hitting an enemy projectile, the spell reflects it. When hitting a non-active item, the spell transforms it into a different item (the item cannot be transformed a second time).
    • Side special: Koopa Troop Summon
      • Kamek twirls his wand to charge and summons a Mario enemy. Which varies based on charge time (think Sephiroth's Flare except each tier is even more different from each other). Only one enemy can be summoned at a time.
        • No/little charge: A Goomba that walks forward and headbutts opponents.
        • Some charge: A blue Koopa Shell that behaves like the Green Shell item, but it starts in its "launched" state and cannot be stopped by jumping on it.
        • Max charge: A Bullet Bill that flies forward quickly and explodes on contact.
    • Up special: Broomstick Swoop
      • Kamek flies upward at a diagonal angle, damaging opponents he hits. At the end of the attack, he glides on it (think Steve's Elytra, except with slower horizontal speed and the ability to turn around).
    • Down special: Fakamek
      • Kamek summons an illusory copy of himself. The copy, which does not move but can turn around, shoots Magic Spell projectiles until it despawns, but its spells merely damage on opponents and have no other effects. Only one illusion can exist at a time.
  • Final Smash: Naval Piranha
    • Kamek hops on his broomstick and flies forward a short distance as he casts a wave of magic below himself. Anyone hit by the broom or the magic is caught in a cinematic where Naval Piranha bites them repeatedly while Kamek laughs--until Kamek fires a large spell that causes a rainbow explosion.
Aesthetics
  • Alt. Colors (Note: #1 and #7 are referred to by the announcer/CSS as Kamek, but the rest are Magikoopa.)
    1. Default
    2. Red robe and hat (based on Toadies and SMRPG Kamek)
    3. Super Mario Maker SMB1 Magikoopa colours
    4. Kamella colours
    5. Magenta hat with blue diamonds and brown brims, magenta robe with blue and green stripes (based on the Kamek costume in Crafted World)
    6. Purple scales, purple robe with white brims, pink and white striped hat (based on Vivian from Paper Mario)
    7. Yarn Kamek
    8. Red robed Yarn Magikoopa
  • Entry Animation
    • The egg Yoshi hatches from for his appearance is seen, but Kamek swoops it up in his broom and hops off it as it flies away, Yoshi in tow.
  • Taunts
    • Side: Kamek hops onto his broom and flies around in a tight circle, laughing.
    • Up: Kamek sneezes and thus wipes his glasses with his sleeve.
    • Down: Kamek moves his wand in an "infinite" pattern, with magic energy (the rainbow magic used to transform the Mushroom Kingdom U stage).
  • Victory
    • Music: Yoshi victory music
    • Animations
      • Baby Bowser appears in front of Kamek, doing a funny mocking face.
      • Kamek bounces a Yoshi egg off his wand a few times before teleporting it away and cackling.
      • Kamek flies in on his broom and screeches to a halt (causing the broom to bend cartoonishly for a brief moment); Kamek points his wand at the camera and causes a flash of multicolored light.
  • Boxing Ring Title
    • Trickster Aide to the Koopa King
Classic Mode
Untitled.png

(render source: Nibroc.Rock)

Criteria: From a big-name series that has had very limited presence on Nintendo systems.

Reveal Trailer:
The trailer begins with a battle between Mario and Sonic on Battlefield, Mario swiftly knocks out Sonic and, cut to CG, he wipes his hands and adjusts his hat - not noticing the sky around him turn white and the floor fade away - a familiar sound is heard and nanoseconds after it starts, Mario is knocked away by an orange burst of blinding light - he rubs his eyes to look up and sees an orange diamond shape, the area turns dark and a "PS" logo appears, Mario glancing in awe like Inkling before him - a world forms around him, a red floor and walls, gaining a green mat and windows with sunset mountain behind, somewhat scared but braced for a fight Mario looks around and sees a new challenger - the camera shows a foot planted on a face-bearing beatbox and it zooms up to reveal the hip hop hero himself. "I gotta believe!" He exclaims as it zooms out to show his full body.
PaRappa the Rapper has entered the station!

Moveset

  • Attributes
    • PaRappa is a glass cannon shoto type who's a little faster and lighter than an average character of his archetype. A lot of moves here are taken from PlayStation All-Stars, see this video for further reference.
  • Basic attacks
    • Neutral attack: A multi-punch that ends with a shoulder hit - based his neutral and forward square moves from PSASBR
    • Dash attack: PaRappa spins his microphone like a fan towards the screen while running. Based on his side circle move from PSASBR
  • Tilts
    • Forward tilt: PaRappa does a downwards kick, based on his neutral air square from PSASBR
    • Up tilt: An afro made of noodles grows from beneath PaRappa's hat, a reference to the Hair Scare stage from PaRappa 2
    • Down tilt: PaRappa does a sliding kick, based on his down square from PSASBR
  • Smash attacks
    • Forward smash: A forwards whack with his skateboard. Based on his neutral Triangle move from PSASBR
    • Up smash: PaRappa does a handplant skateboard trick, based on his up triangle from PSASBR
    • Down smash: PaRappa places Boxxy Boy at his feet, who lets out a sick beat. Based loosely on his Up Circle from PSASBR.
  • Aerials
    • Neutral aerial: PaRappa holds his arms out and spins, a loose reference to Vibri's princess form from Vib-Ribbon, another Nana-OnSha game.
    • Forward aerial: PaRappa slams down his skateboard, spiking foes. Based on his air down Triangle from PSASBR
    • Back aerial: PaRappa kicks backwards, sending him in a backwards trajectory. This will also reverse his direction! Based on his air forward square from PSASBR
    • Up aerial: An uppercut that can be cancelled into itself 3 times over, based on his up Square from PSASBR
    • Down aerial: PaRappa stomps down, should he land on a foe, stop to kick them a bit more. Based on his air down from PSASBR
  • Grab & throws
    • Grab: A tether grab using a microphone.
    • Pummel: PaRappa hits the opponent with his microphone.
    • Forward throw: (open)
    • Back throw: (open)
    • Up throw: (open)
    • Down throw: (open)
  • Specials
    • Neutral special: Kick! Punch! Chop!
      • a counter-command grab - after hitting once a bar appears above PaRappa, and he can either press the special button again at the right time to do the second hit of the counter, or cancel it into any other action he wants at any time. This can be mashed out of, but every hit will reset the mashing. Source
    • Side special: I Can Sell Like This
      • PaRappa throws an arced projectile of one of the goods from Prince Fleaswallow's flea market. If it hits a foe, it will turn into money and linger - should PaRappa or a foe pick up or throw the money, it will be more powerful. It increases in strength every time it's thrown, and the countdown to disappearing eill reset too - but the amount of time it can linger for will also decrease as it gets more powerful. Source
    • Up special: Hold the Hose Real Tight
      • PaRappa gets a fire hose and pumps it downwards in a burst to fly. This goes relatively high and has a light windbox at the bottom, but no hitbox. Source
    • Down special: Double Dutch Inline Skate
      • PaRappa puts on roller skates and dashes forwards - this move goes fast and deals a lot of damage but only hits on his feet and legs. If PaRappa jumps out of this move the skates will continue rolling on! Source
  • Final Smash: Doom Box
    • PaRappa sings the portion MC King Kong Mushi's Live Rap used in PSASBR - you actually get to press buttons along to the rhythm to create shockwaves like DK's old bongo FS! Every button used to represent a beat is X, but you don't necessarily need to press B Source
Aesthetics
  • Alt. Colors
    1. Default
    2. 9B414E7E-0F0A-4AFB-906D-A6EF2C1EB500.jpeg
      PSASBR Blue and Red (except shirt and trousers are orange instead of red
    3. PSASBR Yellow and Green (the hat is now red to distinguish from the Lipton alt)
    4. PSASBR grey and black (fur is a darker grey to reference Rammy)
    5. 60FBB74D-DA7B-4104-ADB1-D75FF70E3D71.jpeg
      PSASBR "Funky Astro Suit" purple and red (not an alt, just a recolour based on the alt's recolour)
    6. Lipton promotion colour (no Lipton branding)
    7. Lammy colours (has the Stinkabod Lam'e shirt and tanned fur)
    8. Outfit from PJ Berri no Mogu Mogu Munya Munya
  • Entry Animation
    • A piece of paper falls to the ground, PaRappa's frog emblem hops onto it, and he comes to life. Source
  • Taunts
    • Side: PaRappa stomps on his skateboard to make it fly over him, he catches it before it lands, after which it turns into a turntable for him to briefly scratch. PaRappa exclaims "Dojo! Casino! It's all in the mind!"
    • Up: PaRappa turns and poses while, of course, exclaiming "TURN! POSE!"
    • Down: (open)
  • Victory
    • Music: The PaRappa 2 title theme plays, and with a record scratch it changes to the last few notes of the PaRappa 1 title theme
    • Animations
      • PaRappa does a victory split dance and earnestly praises the foe "Better luck next time, you did great!"
      • (open)
      • (open)
  • Boxing Ring Title
    • The Man with the Master Plan
Classic Mode
Stage: Fruites Dojo

Dojo! Casino! It's all in the mind! This is a stage designed for competive play, but does have hazards with hazards on. You fight on the Fruites Dojo, which has cliffs, a sunset, and giant Chop Chop Master Onion in the background - the walls of the dojo are intact and you can even see the deer head and little onion men, but the walls cut off at the battle arena.

The layout resembles Melee Yoshi Adventure with two soft platforms sloped down towards each other - they both resemble the green mat on the floor. That aforementioned hazard is Cool Mode - pulling off a combo will put the word "COOL" above your fighter's HUD, Cool Mode is essentially turbo mode - if you land a hit, you can immediately do another input for another hit.

There aren't any cameos beyond Chop Chop Master Onion himself in the sky, though his design changes depending on which song you're playing - he'll have his regular outfit for PTR1 songs and any misc. songs we may add, his overgrown/homeless outfit for UmJammer Lammy songs, and his Romantic Karate outfit for PTR2 songs

Music
  1. Chop Chop Master Onion's RAP - PaRappa the Rapper
  2. Instructor Mooselini's RAP
  3. Instructor Mooselini's RAP - Smash Mix
  4. Prince Fleaswallow's RAP
  5. Cheap Cheap the Cooking Chicken's RAP
  6. Full Tank
  7. MC King Kong Mushi's Live Rap
  8. Funny Love
  9. Jet Baby Theme
  10. Joe Chin is Here!
  11. Toasty Buns - PaRappa the Rapper 2
  12. Romantic Love
  13. BIG
  14. BIG - Smash Mix
  15. Sista Moosesha
  16. Hair Scare
  17. Food Court
  18. Noodles Can't Be Beat
  19. Always Love!
  20. PaRappa's Appearance
  21. Loading Screen
  22. I Am A Master, And You? - UmJammer Lammy
  23. Fire Fire!
  24. Baby Baby!
  25. Baby Baby! - Smash Mix
  26. Fright Flight!
  27. Power On, Power Off!
  28. Vital Idol (Taste of Teriyaki)
  29. Got to Move
  30. Keep Your Head Up!
  31. Fright Flight (PaRappa's Version)
  32. Treasure
DLC Spirit Board
Music: Funny Love
Chop Chop Master Onion
Legend

Song: Chop Chop Master Onion's Rap
Stage: Omega Fruites Dojo
Opponent: blue Ryu, PaRappa
Rules: No-frills
Instructor Mooselini
Legend

Song: Instructor Mooselini's Rap (Original)
Stage: Figure-8 Circuit
Opponent: Wendy
Rules: Foe favours Side B, foe gets a rocket belt at high damage, controls will reverse
Prince Fleaswallow
Ace

Song: Prince Fleaswallow's Rap
Stage: Onett
Opponent: green Greninja
Rules: Crates spawn often, foe favours down B
Cheap Cheap the Cooking Chicken
Ace

Song: Cheap Cheap the Cooking Chicken's Rap
Stage: Battlefield Norfair
Opponent: red Falco, Invisible yellow Yoshi x 5
Rules: Yoshis favour Up B, defeat Cheap Cheap to win, fire floor
MC King Kong Mushi
Legend

Song: Always Love!
Stage: Omega Pokémon Stadium 1
Opponents: Blue Ryu, Wendy, green Greninja, red Falco, Lipton PaRappa, pink Captain Falcon
Rules: Defeat foes in order
Chief Puddle
Advanced

Stage: Tomodachi Life
Song: Fire Fire!
Opponents: Black Mario, Dalmatian Duck Hunt x 3
Rules: Defeat Mario to win, Mario favors down special, Tiki Assist Trophies will spawn
Cathy Pillar
Novice

Stage: Super Happy Tree
Opponents: Kirby (green), Kirby (yellow), Kirby (blue), Kirby (default), tiny flower Pichu x 4
Song: Baby Baby! (Original)
Rules: Defeat all Pichus, then all Kirbies will spawn, Pichus are passive. You begin the battle slow but it quickly wears off.
Captain Fussenpepper
Novice

Stage: Pilotwings
Song: Flight Fright (Lammy)
Opponent: Dr. Mario (Blue)
Rules: Foe becomes more aggressive at high damage
Paul Chuck
Novice

Stage: Dream Land 64
Song: Power On, Power Off!
Opponent: Wario (Mario colour overalls)
Allies: Invisible Villager
Rules: Villager favours down B, foe starts with a killing edge
Teriyaki Yoko
Ace

Stage: Boxing Ring
Song: Taste of Teriyaki
Opponents: Green B1 Bayonetta
Rules: Fire floor, foe begins with Lip's Stick, Stamina
Beard Burger Master
Legend

Song: Toasty Buns
Stage: NDC Hall
Opponents: Yeti DK
Rules: Foe will randomly become invincible
Guru Ant
Ace

Song: BIG (Original)
Stage: Living Room
Opponents: Helmet Male Inkling
Rules: You and the foe will simultaniously grow big or small at random points
Instructor Moosesha
Advanced

Song: Sista Moosesha
Stage: Omega Mushroomy Kingdom
Opponents: Green Daisy
Rules: Foe is extremely fast, you will become uncontrollably fast
Hairdresser Octopus
Novice

Song: Hair Scare
Stage: Saffron City
Opponents: Blue Charizard, Red Ridley
Rules: Beam Swords spawn often. Defeat one to progress to the other.
Colonel Noodle
Ace

Song: Noodles Can't Be Beat
Stage: Pokémon Stadium 2
Opponent: Green masked Inkling
Rules: Food items spawn en masse when foe is at high damage, Nightmare ATs will spawn

Um Jammer Lammy
Ace

Song: Got to Move!
Stage: Omega New Pork
Opponents: PaRappa (Lammy colours), Villager (blue girl with drowsy eyes), tiny Red hat Pikachu
Rules: No-Frills Battle


Enhances to MilkCan - Legend

Mii Costume Wave 1
  • Master Onion - PaRappa the Rapper (Brawler)
  • Kratos - God of War (PS4) (Swordfighter)
  • Aloy - Horizon Zero Dawn (Gunner - uses a bow)
  • Sackboy - LittleBigPlanet (Brawler)
  • Rachet - Ratchet and Clank (Gunner)
  • Monkey - Ape Escape (Brawler)
1637629695131.png

("render" source: Shin Megami Tensei V)

Criteria: From a game that is a predecessor to something already in Smash (Pokemon).

Reveal Trailer
(open)

Moveset

  • Attributes
    • Jack is a light, floaty character who favors a zoner playstyle.
  • Basic attacks
    • Neutral attack: Jack does a one-two punch, then uses a multihit ice breath attack.
    • Dash attack: Jack leaps forward and pushes his belly out.
  • Tilts
    • Forward tilt: Jack throws a punch.
    • Up tilt: Jack slashes upward with a dagger made of ice.
    • Down tilt: Jack shoots a short wave of ice along the floor.
  • Smash attacks
    • Forward smash: Jack charges up a powerful punch.
    • Up smash: Jack swings his hand upward, causing a sweep of ice along his path.
    • Down smash: Jack causes an icy explosion on both sides of himself.
  • Aerials
    • Neutral aerial: Jack spins in midair as ice surrounds him.
    • Forward aerial: Jack does a belly-flop animation and does a multihit ice breath attack.
    • Back aerial: Jack slashes behind himself with an ice dagger.
    • Up aerial: Jack does a backflip, summoning a wave of ice above himself as he does.
    • Down aerial: Jack points downward and shoots two weak ice projectiles.
  • Grab & Throws
    • Grab: Jack grabs the opponent with one hand.
    • Pummel: Jack punches the opponent.
    • Forward throw: Jack pushes the opponent forward by shooting an ice spike into them.
    • Back throw: Jack twirls and throws the opponent behind himself, doing a small jump as he does so.
    • Up throw: Jack summons an ice spike from the floor that pushes the opponent upward.
    • Down throw: Jack summons a small snowstorm that pushes the opponent into the ground briefly.
  • Specials
    • Neutral special: Demon Summon
      • Jack summons another demon, who performs an elemental attack. Which demon can be selected by holding B, opening a Monado Arts-like menu. There is a cooldown before you can change demons again.
        • Pyro Jack: Uses Agi, firing a small fireball that inflicts damage-over-time for a few seconds.
        • Mothman: Uses Zio, firing a weak, short range lightning bolt that briefly stuns opponents.
        • Pixie: Uses Zan, a decently powerful energy/wind blast that always knocks opponents upward a set amount.
    • Side special: Bufu
      • Jack charges up an ice projectile before throwing it forward. Damage and range increase with charge time. If at least half charged, the projectile can freeze opponents. If fully charged, the attack instead summons a storm of ice projectiles falling down in front of Jack.
    • Up special: Ice Breath
      • Jack blows a blast of ice downward, propelling himself into the air. He ascends with good speed, but that vertical speed lowers a lot while moving left or right.
    • Down special: Concentrate
      • Jack performs a focusing animation. If the animation is completed, he gains a blue aura and the next special move he uses is powered up.
  • Final Smash: King Bufula
    • Jack fuses with a Black Frost and a Frost Ace to become a King Frost. He unleashes a wave of ice forward that freezes opponents solid, then hits each of them with a frost spike from below that causes each to explode into a frosty burst.
Aesthetics
  • Alt. Colors
    1. White (default)
    2. Black (Black Frost)
    3. Orange (Pyro Jack)
    4. Gray (Frost Ace)
    5. Green (Jack Ripper)
    6. Yellow (King Frost)
    7. Purple (High Pixie)
    8. Pink (Napaea)
  • Entry Animation
    • (open)
  • Taunts
    • Jack Frost does a wave and says "Hee Ho", a fairly common thing Jack Frost does in the SMT games.
    • (open)
    • (open)
  • Victory
    • Music: Level Up - Shin Megami Tensei
    • Animations
      • Jack Frost runs and jumps into the air, where he twirls around once and stretches his arms out (Jack Frost's magic animation). Once Jack Frost lands on the ground, ice appears all around him.
      • (open)
      • (open)
  • Boxing Ring Title
    • Hee Ho!
Classic Mode
(open)

Stage: Tokyo



This would be a very dynamic stage taking appearances from all Shin Megami Tensei games and their spinoffs. The stage would be a flat walkoff stage that is on a Crosswalk In the background you can see a large amount of people walking. and amongst those people has a chance to see one of the protagonists of a SMT Or Persona game. After a bit Tokyo is Destroyed and you see a good amount of Demons running around in the background and occasionally one may come onto the stage and attack. You can also see up to 4 SMT Or Persona protagonists in the background but in their battle outfits.

Music
  1. Battle - Shin Megami Tensei (PS1 version)
  2. Battle - Shin Megami Tensei II
  3. Boss Battle - Shin Megami Tensei if...
  4. Old Enemy - Akira Volume (Shin Megami Tensei if... - PS1 version)
  5. Light/Neutral Battle Theme (Shin Megami Tensei NINE)
  6. Normal Battle (Shin Megami Tensei III: Nocturne)
  7. Last Boss Battle After Transformation (Shin Megami Tensei III: Nocturne)
  8. Fiend (Shin Megami Tensei III: Nocturne Maniax)
  9. Final Battle (Shin Megami Tensei III: Nocturne Maniax)
  10. Fear of God (Shin Megami Tensei: Strange Journey)
  11. Battle - A1 (Shin Megami Tensei IV)
  12. Battle - B1 (Shin Megami Tensei IV)
  13. Battle - C1 (Shin Megami Tensei IV)
  14. Battle - F7 (Existence of All Things) (Shin Megami Tensei IV: Apocalypse)
DLC Spirit Board (rules/conditions incomplete)
Music: Battle - Shin Megami Tensei II

1638027385618.png
Pixie

Class: ✩ Novice
Type: Grab
Equip: Primary (2 slots)
Trait: Can Be Enhanced at Lv. 99 (into High Pixie)
  • Puppet Fighter: Tiny Palutena (blue) x6
    • Jack Frost (purple, only uses Pixie)
  • Stage: Distant Planet (Ω form)
  • Music: Battle - Shin Megami Tensei
  • Match: Stamina
  • Rules/Conditions:
Untitled.png
High Pixie

Class: ✩✩ Advanced
Type: Grab
Equip: Primary (2 slots)
Skill: Autoheal

1638027426792.png
Mothman

Class: ✩ Novice
Type: Shield
Equip: Support (cost 1)
Skill: Electric Attack ↑
  • Puppet Fighter: Dark Samus (purple)
    • Jack Frost (green, only uses Mothman)
  • Stage: Gaur Plain (Ω form)
  • Music: Normal Battle
  • Match: Stamina
  • Rules/Conditions:
Untitled.png
Pyro Jack

Class: ✩ Novice
Type: Attack
Equip: Support (cost 1)
Skill: Fire & Explosion Attack ↑
  • Puppet Fighter: Kirby (orange)
    • Jack Frost (orange, only uses Pyro Jack)
  • Stage: Dracula's Castle
  • Music: Old Enemy - Akira Volume
  • Match: Stamina
  • Rules/Conditions:
1638027346367.png
Matador

Class: ✩✩ Advanced
Type: Grab
Equip: Primary (3 slots)
Trait: Sword Attack ↑
  • Puppet Fighter: Marth (green)
  • Stage: Find Mii (Ω form)
  • Music: Fiend
  • Match: Stamina
  • Rules/Conditions:
Untitled.png
Surt

Class: ✩✩ Advanced
Type: Attack
Equip: Primary (0 slots)
Trait: Fire Attack ↑
  • Puppet Fighter: Giant Roy (red)
  • Stage: Kalos Pokemon League (fire area)
  • Music: Light/Neutral Battle Theme
  • Match: Stock
  • Rules/Conditions:
Untitled.png
Beelzebub

Class: ✩✩✩ Ace
Type: Neutral
Equip: Support (cost 2)
Skill: Giant
  • Puppet Fighter: Giant King K. Rool (black)
  • Stage: Brinstar Depths (Ω form)
  • Music: Last Boss Battle After Transformation
  • Match: Stock
  • Rules/Conditions:
    • .
Untitled.png
Metatron

Class: ✩✩✩ Ace
Type: Shield
Equip: Primary (1 slot)
Trait: Weight ↑
  • Puppet Fighter: Giant Metal Pit (white)
  • Stage: Palutena's Temple (Ω form)
  • Music: Battle - F7 (Existence of All Things)
  • Match: Stock
  • Rules/Conditions:
    • .
frost family.png
Jack Frost Family

Class: ✩✩✩ Ace
Type: Shield
Equip: Support (cost 2)
Skill: Ice-Floor Immunity
  • Puppet Fighter: Jack Frost (yellow)
    • Jack Frost (1 each of black, orange, gray, and green)
  • Stage: Summit (Battlefield form)
  • Music: Battle - C1
  • Match: Stock
  • Rules/Conditions:
    • The enemy will suddenly have a Final Smash (yellow Jack)
1638027748466.png
Lucifer

Class: ✩✩✩✩ Legend
Type: Attack
Equip: Support (cost 2)
Skill: Instant KO (Forward smash attacks may instantly KO opponents at high percent.)
  • Puppet Fighter: Giant Ganondorf (green)
    • Jack Frost (1 each of black,, gray, and green)
  • Stage: Final Destination
  • Music: Final Battle
  • Match: Stamina
  • Rules/Conditions:
    • .

Mii Costume Wave 2
  • Raidou Kuzunoha - Devil Summoner: Raidou Kuzunoha (Swordfighter)
  • Joker - Persona 5 (Gunner)
  • Teddie - Persona 4 (Hat)
  • Akira - Virtua Fighter (Brawler)
  • Jacky - Virtua Fighter (Brawler)
  • Space Harrier - Space Harrier (Gunner)
Untitled.png

(render source: NintenDSAA - see also)

Criteria: From a series that has received no new entries since before 2010.

Reveal Trailer
(open)

Moveset

  • Attributes
    • Porky rides in a smaller version of his Mother 3 mech (something like this). He is heavy and slow, but can jump deceptively high.
  • Basic attacks
    • Neutral attack: Porky stabs with a front leg of his mech. Can lead into a rapid-jab.
    • Dash attack: Porky launches forward with a burst of exhaust from the back of the mech.
  • Tilts
    • Forward tilt: Porky shoots three yellow squares forward.
    • Up tilt: Porky slashes a leg upward.
    • Down tilt: Porky shoots a blast of electricity along the ground.
  • Smash attacks
    • Forward smash: Porky reaches two front legs out, then separates them in a "tearing apart" motion.
    • Up smash: Porky summons a ball of electricity above the mech.
    • Down smash: Porky has the mech slam downward, causing a shockwave that hits both sides.
  • Aerials
    • Neutral aerial: Porky turns to face the camera and thrusts each leg outward.
    • Forward aerial: Porky shoots a small lightning bolt forward.
    • Back aerial: Porky releases a burst of exhaust from the back of the mech that lingers for a second.
    • Up aerial: Porky jabs two legs above the mech as those legs are electrified.
    • Down aerial: Porky fires a lightning bolt downward from the bottom of the mech.
  • Grab & Throws
    • Grab: Porky grabs with the mech's two front legs.
    • Pummel: The legs tighten around the opponent.
    • Forward throw: The mech thrusts forward, swinging the main body into the opponent.
    • Back throw: The mech spins around and throws the opponent in that direction.
    • Up throw: The mech throws the opponent upward.
    • Down throw: The mech slams the opponent into the ground three times.
  • Specials
    • Neutral special: Mecha-Porky
      • Porky deploys a Mecha-Porky that walks back and forth, turning around when hitting a wall or ledge. The Mecha-Porky damages any opponents it touches, and when B is hit again, it dives forward before exploding.
    • Side special: Gas Discharge
      • Porky charges up before releasing a cloud of gas forward. The cloud deals minor damage, but also decreases targets' attack power for an amount of time depending on how long it was charged.
    • Up special: Mech Hover
      • The mech's legs retract as it starts to hover (similar to Propellerpack). Porky can hit B at any point to release a burst of electricity at the cost of immediately ending the hover.
    • Down special: PSI Counter Device
      • Porky uses an artificial PSI Counter that covers the mech. It reflects projectiles and acts as a multihit attack.
  • Final Smash: Devil's Machine
    • Porky summons a device resembling the end of the Cave of the Past (top right here). It slams down onto the ground, damaging any opponents it lands on. Said opponents, and any others close enough, are sucked inside as Porky laughs. A cinematic plays of the victims floating in a frightening red-and-black space as bolts of energy attack them until they are sucked into a red vortex. If any opponents are at 100% before the final hit, they are instantly KO'd.
Aesthetics
  • Alt. Colors
    1. Default (purple)
    2. Pokey Minch (yellow)
    3. Mecha-Porky (white)
    4. Picky (black)
    5. Pigmask (pink)
    6. Pig King Statue (grey)
    7. Cohort of Giygas (alternate costume)
    8. Business suit (red)
  • Entry Animation
    • Porky phases in with the phase distorter.
  • Taunts
    • Porky pretends to cry.
    • Porky smiles insincerely.
    • Porky apologizes profusely.
  • Victory
    • Music: EarthBound / Mother victory music
    • Animations
      • Porky eats a bread roll and looks to the camera.
      • Porky chants “Spankety, spankety, spankety!”
      • Porky sticks his tongue to the camera.
  • Boxing Ring Title
    • The Pig King
Classic Mode
War on Porky - Based on battles from The Subspace Emissary.
RoundOpponentStageMusicNotes
1:ultpeach::ultzelda::ps2:Airship Theme - Super Mario Bros. 3References how the two princesses were kidnapped by Petey Piranha, the first boss
2:ultdiddy::ultfox:CorneriaVictory Road - Pokémon Ruby / Pokémon SapphireReferences how Diddy and Fox fought against Rayquaza
3:ultsamus::ultpikachu:Big BlueVs. Ridley (Brawl)References how Samus and Pikachu fought Ridley twice (the latter of which was on the Falcon Flyer)
4Giant :ultridley: (Color 2):frigate: ΩVs. Meta RidleyReferences both of Ridley's boss battles in SSE
5:ultmetaknight::halberd:Boss Battle Song 1References how Meta Knight took back the Halberd after Duon's defeat
6GalleomBaseBoss Battle - Super Smash Bros. BrawlGalleom himself was a boss in SSE
Bonus Game
Final Round:ultness::ultlucas::fdb:Boss Battle Song 2Porky is the enemy of Ness and Lucas, both of which fought him in SSE


Stage: Seventh Needle Mines
Untitled.png

Since we already have New Pork City as the ultimate Porky stage, let's go for something a bit more visually distinct--the final area of Mother 3 (don't worry, no story spoilers will be included in this description). An underground cavern seeping with eerie purple energy, this would allow for a visually distinct and interesting stage. Minerali and Fenomeno can occasionally be seen roaming the background.

The layout would consist of two floating rock platforms, between which would be a soft platform resembling the location's bridges.

Music
  1. Battle With a Flippant Foe
  2. Yucca Desert
  3. Your Name Please
  4. Battle Against a Weak Opponent
  5. Sanctuary Guardian / Kraken of the Sea
  6. The Floating Kingdom of Dalaam
  7. Pokey Means Business
  8. Bothersome Guys
  9. Mischievous Blues
  10. Volcano! Inferno!
  11. Battle Against The Masked Man (begins with the intro of Pulling of the Needles)
DLC Spirit Board
Music:
  • Picky Minch
    • Novice, support
    • Puppet: black Ness
    • Skill: Stamina ↑
    • Music: Battle Against a Weak Opponent
  • Mani-Mani Statue
    • Advanced, support
    • Puppet: yellow metal Bowser
    • Skill: Screen-Flip Immunity
    • Music: Sanctuary Guardian / Kraken of the Sea
  • Dr. Andonuts
    • Novice, primary
    • Puppet: white Dr. Mario
    • Trait: N/A
    • Music: Your Name Please
  • Mecha-Drago
    • Ace, support
    • Puppet: giant meta Ridley
    • Trait: First-Strike Advantage
    • Music: Volcano! Inferno!
  • Pigmasks
    • Advanced, primary
    • Puppet: pink Samus, blue Samus, green Samus, white Samus
    • Trait: Shooting Items Power ↑
    • Music: Unfounded Revenge / Smashing Song of Praise
  • Fassad
    • Advanced, primary
    • Puppet: yellow Villager
    • Enhanced into Miracle Fassad
    • Music: Battle Against The Masked Man
  • Miracle Fassad
    • Ace
    • Skill: PSI Attack ↑
  • Giegue / Giygas
    • Legend, support
    • Puppet: blue Mewtwo, giant pink Mewtwo after being KO'd
    • Skill: Sudden Damage (opponents periodically take automatic damage)
    • Music: Porky Means Business

Mii Costume Wave 3
  • Conker - Conker's Bad Fur Day (Swordfighter)
  • Geno - Super Mario RPG: Legend of the Seven Stars (Gunner)
  • Lyn - Fire Emblem (Swordfighter)
  • Andross - Star Fox Zero (Brawler)
  • Banjo - Banjo-Kazooie (Brawler) (Bonus song: Main Theme - Banjo-Kazooie)
1639452667928.png

("render" source: Guilty Gear Xrd -Revelator-)

Criteria: From a series whose copyright is owned by a company not yet represented in Smash.

Reveal Trailer
(open)

Moveset

  • Gimmicks:
    • Tension Gauge: By engaging with the enemy, either by moving towards them or attacking them, the meter will go up. Sol can then spend the meter to perform a Roman Cancel, or an Overdrive. However, zoning and acting more passive will result in a Negative Penalty, bringing the Tension Meter back to zero.
    • He retains 1-1 Facing and Command Inputs.
  • Basic Attacks
    • Neutral Attack: A quick poke with Sol's sword, followed by a slash, followed by an upward slash.
    • Dash Attack: Lunges forward and attacks with a shoulder bash.
  • Tilts
    • Side Tilt: An overhead kick.
    • Up Tilt: An upward sword swing.
    • Down Tilt: A low kick.
  • Smash Attacks
    • Side Smash: A powerful flaming punch. Based off of Fafnir.
    • Up Smash: A slow but powerful uppercut. Has low knockback but is great for setting up combos.
    • Down Smash: A sword slam downward.
  • Aerials
    • Neutral Air: A short-ranged downward punch.
    • Forward Air: A downward slash.
    • Back Air: A sweep kick.
    • Up Air: An upward arcing slash.
    • Down Air: A downward sword slam.
  • Grab & Throws
    • Pummel: Knees the enemy.
    • Forward Throw: Headbutts the foe, knocking them away.
    • Back Throw: Tosses the enemy behind him. Based off of Wild Throw.
    • Up Throw: Tosses the enemy into the air with his sword before punching them away.
    • Down Throw: Tosses the enemy to the ground.
  • Specials
    • Neutral special: Gun Flame / Blockhead Buster
      • Sol shoots a wave of fire that travels across the ground. Travels pretty quickly, but suffers from short range.
      • In the air it is replaced with Blockhead Buster, a close-ranged burst of fire in front of Sol.
    • Side Special: Bandit Revolver / Bandit Bringer
      • Sol lunges forward and performs two flying kicks.
      • If the button is held, Sol instead performs Bandit Bringer, jumping in the air and performing a flaming punch at a downward angle.
      • Input this motion: (↓↘→) to increase the attack's damage.
    • Up Special: Volcanic Viper / Ground Viper
      • Sol performs a rising uppercut with his sword. It's invincible at the start.
      • On the ground, if you hold the button, Sol will instead perform Ground Viper, flying forward before performing the attack. Both the ground and air variants when held do increased damage, at the cost of leaving you vulnerable for a bit longer.
      • Input this motion: (→↓↘) to increase the attack's damage.
    • Down Special: Night Raid Vortex / Break
      • Sol rushes low to the ground, and performs a flaming uppercut. Hold the button to increase distance.
      • In the air, it is replaced with Break, a diving flame kick that creates a small shockwave upon impact with the ground.
      • Input this motion: (↓↙←) to increase the attack's damage.
  • Overdrives:
    • Tyrant Rave: Sol rushes forward, uppercutting the enemy. He then follows up with a powerful flaming punch, knocking the foe away. Uses half of your Tension meter. Performed with this motion: (→↘↙←→)
    • Dragon Install: Sol access a portion of his Gear powers, gaining a boost in power and speed until the Tension meter depletes. Requires at least half of your Tension meter to use. Performed with this motion: (↓↙←↓↙←)
    • Roman Cancel: Sol creates a blast around him, briefly slowing down the enemy and cancelling your attack animations. This allows you to cancel your current attack, and perform a combo. Using a Roman Cancel takes half of your Tension meter. Performed by pressing special while shielding.
  • Final Smash: Branding Breach
    • Sol performs a Fafnir, sending anyone in his way into a cutscene. Sol charges his sword, tapping into its full power, before rushing toward the enemy as fire erupts from the ground. He jabs his opponent on the gun barrel, and fires a massive flaming laser that annihilates them, just before an explosion breaks the ground open. Instantly KOs enemies if they are at over 100%.
Aesthetics
  • Alt. Colors
    1. Default
    2. Blue and White (Referencing Ky Kiske)
    3. Yellow (Referencing Millia Rage)
    4. Orange (Referencing May)
    5. Dark Green (Referencing Potempkin)
    6. Black (Referencing Zato-One)
    7. White and Black (Referencing Ramlethal)
    8. Order-Sol
  • Entry Animation
    • Sol walks onto the stage as he swings his Junkyard Dog Mk. III into the air, turning around and catching it before going into his idle stance.
  • Taunts
    • Up: Sol gives the opponent a slight thumbs-up.
    • Side: Sol stands up while crossing his arms as wind flows his hair.
    • Down: Sol turns his back and gives a thumbs-down.
  • Victory
    • Music: Decision (Guilty Gear Xrd -SIGN)
    • Animations
      • Sol stands with his back to the camera like this.
      • (open)
      • (open)
  • Boxing Ring Title
    • The Flame of Corruption
Classic Mode
  • D.O.A. - Sol battles opponents in a series of 1v1 stamina battles. Each character represents a character from the original Guilty Gear. Each stage is in its Ω form and that characters theme will play.
  • 1. Richer on Spirit Train (Representing Axl Low.)
  • 2. Inkling on Pirate Ship (Representing May)
  • 3. Bowser on Shadow Moses Island (Representing Potempkin)
  • 4. Grey Greninja on Suzaku Castle (Representing Chipp Zanuff)
  • 5. Yellow Bayonetta on Peach's Castle (Representing Millia Rage)
  • 6. White Shulk on Kalos Pokémon League (Representing Ky Kiske)
  • 7. Bonus Game
  • 8. Master Hand and Crazy Hand
Stage: Neo New York

Sol's home stage. It is a flat stage, though the buildings act as platforms. Players can be thrown off the cliffs like the ones seen above

Music
  1. Keep Yourself Alive 2
  2. Holy Orders (Be Just or Be Dead)
  3. The Re-Coming
  4. Blue Water Blue Sky
  5. Suck a Sage
  6. Momentary Life
  7. March of the Wicked King
  8. Destructive Goodwill
  9. Still in the Dark
  10. Burly Heart
  11. Big Blast Sonic
  12. Heavy Day
  13. Break a Spell
  14. Give me a Break
  15. Mangoila Ecilar
  16. One Dawn
  17. Juno
  18. Ride the Fire!
DLC Spirit Board
Music:
  • Ky Kiske
    • Primary, Ace
    • Puppet: White Shulk
    • Stage: Kalos Pokémon League
    • Skill: Electric Attack↑
    • Music: Holy Orders (Be Just or Be Dead)
  • May
    • Primary, Novice
    • Puppet: Inkling
    • Stage: Pirate Ship
    • Skill: Water Attack ↑
    • Music: Blue Water, Blue Sky
  • Millia Rage
    • Primary, Advanced
    • Puppet: Yellow Bayonetta
    • Stage: Peach's Castle
    • Skill: Speed ↑
    • Music: Still in the Dark
  • Chipp Zanuff
    • Support, Novice
    • Puppet: Grey Greninja
    • Stage: Suzaku Castle
    • Skill: Lightweight
    • Music: Suck a Sage
  • Axl Low
    • Support, Novice
    • Puppet: Richer
    • Stage: Spirit Train
    • Skill: Weapon↑
    • Music: March of the Wicked King
  • Potempkin
    • Primary, Advanced
    • Puppet: Bowser
    • Stage: Shadow Moses Island
    • Skill: Strong Throw
    • Music: Burly Heart
  • Faust
    • Support, Advanced
    • Puppet: Dr. Mario
    • Stage: New Donk City
    • Skill: Autoheal
    • Music: Destructive Goodwill
  • Zato=One
    • Primary, Ace
    • Puppet: Ken and Ridley
    • Stage: Dracula's Castle
    • Skill: Weight ↑
    • Music: Still in the Dark
  • Justice
    • Primary, Legend
    • Puppet: Metal Charizard
    • Stage: Spear Pillar
    • Skill: Hyper Smash Attacks
    • Music: Big Blast Sonic
Mii Fighter Wave 4
  • Ky Kiske - Guilty Gear (Swordfighter)
  • Ragna the Bloodedge - BlazBlue (Swordfighter)
  • Chun-Li - Street Fighter (Brawler)
  • Zero - Mega Man X (Swordfighter)
  • Heihachi - Tekken (Brawler)
  • Scorpion - Mortal Kombat Scorpion (Brawler)
1640479185242.png

(render source: idk; I found this on Source Gaming but can't find the origin, so probably some game?)

Criteria: Uses multiple different weapons.

Reveal Trailer
(open)

Moveset

  • Attributes
    • Eggman primarily fights in his Egg Mobile, which also acts as his gimmick
      • The Egg Mobile itself, at the bottom, has continuous super armor, so Eggman can take any weak hits
      • The glass at the top also has continuous super armor, but the twist is that it can also be damaged and broken
      • Once the glass is broken, Eggman takes 1.5x more damage and is more susceptible to being launched when his body is struck
      • Eggman is a heavyweight fighter, between Donkey Kong and King K. Rool
      • Eggman's movement speed and jump height are generally low
    • Eggman excels at controlling the space between him and his opponents by hitting them with moves that hit when the opponent least expects it; however, they are easily telegraphed and tend to leave him open
  • Basic Attacks
    • Neutral Attack: Eggman constantly shoots energy lasers (4% each hit, small knockback). Unlike Kazuya's Devil Blaster, these lasers only hit one opponent at a time.
    • Dash Attack:
  • Tilts
    • Forward Tilt: Eggman attacks with one of the bumpers from the EGG-HVC-001 (6%, OK knockback). Use this move to keep opponents from getting too close.
    • Up Tilt: Eggman attacks using the pointy tail from the boss of Oil Ocean (6%, OK knockback). The tail appears behind the Egg Mobile, so you can possibly see a sneak attack coming and counter as appropriate.
    • Down Tilt: Eggman sends out a boxing glove attached to a spring that sends opponents flying (11%, OK knockback). Use this when it looks like the opponent has you cornered.
  • Smash Attacks
    • Forward Smash: Egg Hammer; Eggman slams the ground with a giant hammer (25%, medium knockback). When fully charged, the hammer buries the first opponent in the shockwave (37%).
    • Up Smash: Eggman clamps the two claws from the Casino Night Zone boss (22%, medium knockback). The claws slowly hurt fighters during the chargeup, so you can either raise their damage at the risk of losing your grasp or using the Up Smash immediately so the opponent can't escape once they're caught.
    • Down Smash: Eggman fires two fireballs from the bottom of his Egg Mobile (17% each hit, OK knockback). Any fire ball that misses an opponent creates a small trail of fire that slowly deals continuous damage.
  • Aerials
    • Neutral Aerial: Eggman attacks using the flippers from the final boss of Sonic CD (3% each hit, OK knockback). Useful for clearing away opponents taking up a lot of space.
    • Forward Aerial: Eggman fires a more powerful shot from his energy gun (10%, OK knockback). This version of the energy gun has more endlag, so to compensate, it fires even when you land on the ground.
    • Back Aerial: Eggman drops some blue toxic water from the back of his Egg Mobile (8% with a meteor effect, OK knockback). More situational due to considerable startup lag.
    • Up Aerial: Eggman raises a drill from the Marble Garden boss above himself (9%, OK knockback). Good for keeping a single opponent in the air.
    • Down Aerial: Eggman drops down with a spike at the bottom of the Egg Mobile (8% with a meteor effect, OK knockback). Eggman plummets to the ground at high speed, so it's probably best not to try and spike someone with it. no pun intended
  • Grab & Throws
    • Grab: Eggman uses Big Arms to grab the opponent
    • Pummel: Eggman slowly squeezes the opponent (5%)
    • Forward Throw: Eggman tosses the opponent forward (9%, OK knockback)
    • Back Throw: Eggman throws the opponent behind himself (12%, OK knockback)
    • Up Throw: Eggman throws the opponent above himself (8%, small knockback)
    • Down Throw: Eggman hovers up a bit and buries the opponent with a full-force ground slam (15%)
  • Specials
    • Neutral Special: Egg Mobile-H
      • Eggman unleashes a wrecking ball and slams it forward after a brief spin (21%, medium knockback), which can meteor Smash opponents in the air. By tilting the control stick in the opposite direction, Eggman can also backflip and attack opponents behind him. However, if his glass is broken attacking him stops the attack altogether.
    • Side Special: Egg Mobile-D
      • Eggman rushes forward in a drill car (13%, OK knockback); in the air, he uses a drill jet;. The drill releases itself when Eggman is attacked cancels out the Drill item, but travels less of a distance.
    • Up Special: Egg Hornet
      • Eggman angles his ascent in the Egg Hornet (9%, OK knockback), then dives down (14%, medium knockback). After landing, the Egg Hornet gets stuck in the ground, with Eggman needing to mash to get out. Charging the attack has Eggman travel more of a distance, but gets him stuck a bit longer upon impact.
    • Down Special: Laser from M.E.
      • Using power from the Master Emerald, Eggman fires a huge one-hit laser that goes offscreen (30%, far knockback). This attack has a 10-second cooldown between uses, and Eggman can move slowly left or right before he actually fires the laser. During the charge, Eggman has super armor.
  • Final Smash: Death Egg Robot
    • Eggman summons the Death Egg Robot. Both of its arms can be controlled with either control stick, and pressing B has Eggman fire both of them towards the screen (40% each, far knockback); if opponents are at 60% or higher, they will suffer a screen K.O.
Aesthetics
  • Alt. Colors
    1. Modern Eggman
    2. A primarily dark blue scheme with small hints of red and blue, referencing Metal Sonic
    3. A primarily green colour scheme, based on Snively
    4. A white alt with slightly orange trim, referencing Gerald Robotnik
    5. A more pinkish-crimson red with black trim, based on Jim Carrey's Robotnik in the Sonic Movie
    6. Eggman Nega
    7. Classic Eggman (Alternative Model)
    8. Eggrobo (Alternative Model)
  • Entry Animation
    • Eggman floats down like he does in the Classic games, while laughing with evil pride.
  • Taunts
    • 1: “Yosh…” Eggman pets his Egg Mobile
    • 2: “Time for a change of pace!” Eggman gets out of the Egg Mobile for a sec to do a “Well! What is it?” gesture
    • 1+2: “Ohohoho!” Eggman puts his hand on his chest as he laughs
  • Victory
  • Boxing Ring Title
    • Baldy McNosehair
    • Hard-Boiled Henchman (Eggrobo)
Stage: Casino Night Zone
1625756476356.jpeg

8A7F495C-E3CB-4AF6-A148-65E2E8F223C3.jpeg

This is a rough mock up of CNZ's layout. The flippers on the side will occasionally flip and should someone stand on them, send them flying - into the bumpers if the trajectory is right. The three bars aren't a platform but rather the slot gate.

It is usually in the background, but will sometimes extend into the foreground which will let you jump in and roll the slots - there are 4 possible faces that can show up on the slots - Sonic, Tails, Knuckles, and Eggman. Getting a Knuckles heals 5% damage, getting a Tails heals 10%, and getting a Sonic heals 20% - these add up, so for example a Sonic, Tails, and Knuckles would heal you 35%, or 3 Sonics would heal 60%. When you roll an Eggman, you gain back 10% of that damage - it can only really make for a net loss if you get multiple Eggmen or one Eggman and two Knuckleses, but it's still pretty frustrating to think you've got a good heal before rolling a Robotnik. In 1v1s a character rolling the slots has super armour, but in free-for-alls they're completely invulnerable.

Music
  1. Spring Yard Zone
  2. Casino Night Zone
  3. Casino Night Zone (New Remix)
  4. Death Egg Robot
  5. Boss!! (Sonic CD JP)
  6. Boss!! (Sonic CD US)
  7. Special Stage (Sonic CD JP)
  8. Launch Base Zone (Act 1)
  9. Chrome Gadget Zone
  10. Final Boss (Big Arms)
  11. Final Boss Theme (New Remix)
  12. Doomsday Zone
  13. Gene Gadget Zone (Saturn, Act 1)
  14. Living in the City
  15. Dilapidated Way (Casinopolis)
  16. Egg Carrier (A Song That Keeps Us on the Move)
  17. Crazy Robo (E-101β)
  18. E.G.G.M.A.N.
  19. Rhythm and Balance (White Jungle)
  20. Crush 'em All (Weapons Bed)
  21. Casino Park
  22. Egg Fleet
  23. Final Fortress
  24. Secret Base Zone (Act 1)
  25. Casino Paradise Zone (Act 1)
  26. Ocean Base (Act 1)
  27. High Spec Robo Go!
  28. Ruby Illusions (Final Boss Theme)
  29. Space Port
  30. Metropolitan Highway
  31. Roulette Road
  32. Thunder Deck
DLC Spirit Board
Music: E.G.G.M.A.N.
  1. Classic Sonic (:ultsonic:, ★★★)
  2. Motobug (:ultsonic:×6, ★)
  3. Knuckles (:ultbrawler:, ★★★)
  4. Mighty & Ray (:ultsonic:×2, ★★)
  5. Dr. Eggman Nega (Eggman ×2, ★★)
  6. Black Doom (:ultmewtwo:, ★)
  7. Jet (:ultfalco:×3, ★★)
  8. Mephiles (:ultsonic:, ★★★)
  9. Erazor Djinn (:ultlink:, ★)
  10. Wisps (:ultsonic:, ★)
  11. Orbot & Cubot (Eggman, ★★)
  12. Zavok (:ultincineroar:, ★★) -> The Deadly Six (★★★)
  13. Sticks (:ulttoonlink:, ★)
  14. Hard-Boiled Heavies (:ultsonic:×5, ★★★)
  15. Custom Hero (:ultwolf::ultincineroar::ultfalco:, ★★)
  16. Death Egg Robot (Eggrobo, ★★★★)
Mii Fighter Wave 5
  • Tails - Sonic the Hedgehog (Gunner)
  • Knuckles - Sonic the Hedgehog (Brawler)
  • ChuChu - ChuChu Rocket (Hat)
  • NiGHTS - NiGHTS into Dreams (Brawler)
  • Beat - Jet Set Radio (Brawler)
  • Candyman - Lethal League (Swordfighter) (Bonus song: Ain't Nothing like a Funky Beat)
Untitled.png

(render source: idk, probably NieR: Automata itself?)

Criteria: A female character.

Reveal Trailer
(open)

Moveset

  • Attributes
    • 2B is a quick fighter who is all about stringing together combos to rack up damage. She is supported in battle by Pod 042, who will fly around the stage, helping her with attacks.
  • Basic Attacks
    • Neutral attack: 2B slashes does once with her short blade and again with the heavy blade followed by an infinite jab stab attack.
    • Dash attack:
  • Tilts
    • Forward tilt: 2B performs a downward slash using her her spear.
    • Up tilt: 2B slashes upwards with her spear in a wide arc.
    • Down tilt: 2B stabs her spear low to the ground.
  • Smash Attacks
    • Side smash: 2B charges and then spins while releasing a downward slash from her heavy blade
    • Up smash: 2B slams her Heavy Blade down into the ground and then does two full twirls while holding the shaft of the blade and kicking.
    • Down smash: 2B performs a pose which catches an attack and then counters.
  • Aerials
    • Neutral aerial: 2B performs a downward to up slash arc with the heavy blade.
    • Forward aerial:
    • Back aerial:
    • Up aerial: 2B will take the Heavy Blade and stab it upwards while spinning rapidly.
    • Down aerial:
  • Grab & Throws
    • Grab: Instead of 2B grabbing the opponent, 042 will grab them and transport them to her.
    • Pummel: 2B strikes the opponent with a quick knee attack.
    • Forward throw: 2B tosses out her Short Sword which will travel a short distance in front of her as it pushes the opponent forward.
    • Back Throw: 042 tosses the opponent behind 2B and then sends a flurry of shots into the opponent, sending them flying backwards.
    • Up Throw: 042 floats up with the foe in hand, and 2B slashes upwards into the opponent, causing them to fly upwards.
    • Down Throw: 2B uses the Pod Program Spear which summons six energy spears to strike down the opponent.
  • Specials
    • Neutral special: Pod Fire
      • 2B instructs Pod 042 to unleash a hail of gunfire in the direction she is facing. Holding down the special button increases the rate at which it deals damage but slows it down over time.
    • Side special: Missile
      • 2B grabs a hold of Pod 042 and flies forward in a drill like manner, dealing damage along the way before stopping.
    • Up special: Pod Jump/Pod Kick
      • 2B will jump into the air and grab onto Pod 42. While flying around with 042, she can move around freely in all directions. Pressing the special button while in this state causes her to let go of Pod 042 and perform a series of kicks while in the air. This ends the recovery.
    • Down Special: Pod Program
      • 2B accesses the Pod Programs from her original game. This takes the form of a mini menu based off the one from her original game. These Moves can be charged up and each one has a Cooldown Timer which slowly fills up after use.
      • The moves 2B can access are:
        • Laser: Pod 042 fires out a large laser blast.
        • Mirage: Pod 042 erects a field and, if any opponent is within the field, 2B launches a multi-hitting combo.
        • Hammer: 042 creates a hammer and then slams it downwards in front of 2B.
        • Blade: Pod 042 extends a blade out of itself and quickly rotates it around 2B.
        • Gravity: Pod 042 creates a field which acts almost like a black hole. It draws in any near by opponents and items into the center of the field continuously dealing damage to anyone who gets caught.
        • Bomb: Pod 042 fires out one to four bombs which arc and then land. Each Bomb has a slightly different trajectory and power.
  • Final Smash: YoRHa Finisher / Self Destruct
    • 2B throws her sword forwards, striking the opponent and trapping them in a stun state, 2B will then teleport towards the stunned opponent and deliver a series of rapid fire slashes, she then kicks her opponent down and slashes down onto them.
    • Holding down the special button at the start of the attack will activate Self Destruct: A five second countdown appears above 2B. Pressing the button will cancel it. If it finishes, 2B will explode in a devasting attack that deals great damage to the opponent. She will get up afterwards, but lose a lot of damage herself. So it's a risk.
Aesthetics
  • Alt. Colors
  • 1641514116480.png
    1. Black - (Default)
    2. White - Based on Commander White
    3. Green - Based on Anemone
    4. Red - Based on Popola and Devola
    5. Blue - Based on Yonah from Gestalt and Replicant
    6. Orange - Based on Operator 210.
    7. Cyan - Based on Kainé from Gestalt and Replicant
    8. Brown - Based on Red Girl
  • Entry Animation
    • 2B appears floating to the stage while holding onto Pod 042. She then drops down, slashes with her short sword and points it forward.
  • Taunts
    • Up Taunt: 2B holds out her arms and tilts her head up
    • Side Taunt: Pod 042 comes over to 2B and she lightly pats it
    • Down Taunt: 2B summons a holographic chair and sits down on it briefly
  • Victory
    • Music: Victory Theme (NieR: Automata)
    • Animations
      • 1. 2B spins her two blades before slashing them down in front of the camera.
      • 2. Pod 042 spins around her before stopping next to her head. 2B playfully pats it on the head.
      • 3. 2b drops down from the top of the screen and lands in a dramatic pose before standing up to look off in the distance.
  • Boxing Ring Title
    • YoRHa's Soldier
Classic Mode
  • Destroy All Machines - 2B’s opponents are all characters who are robots or have mechanical characteristics.
  • 1. Metal Kirby (Umbra Clock Tower)
  • 2. Mega Man (Gaur Plains)
  • 3. MII's (Wearing the Cyber Suit, the Mech Suit and the Chibi Robo Suit. Find MiI.)
  • 4. Mecha Ridley (Space Frigate Orpheon)
  • 5. Samus and Dark Samus (Reset Bomb Forest)
  • 6. Three Giant ROB's (Mushroomy Kingdom)
  • 7. Bonus Stage
  • 8. Galleom
Stage: Amusement Park
1641429226541.png

A traveling stage that takes place in the Amusement Park level from NieR: Automata. The stage takes the fighters through the park, starting the entrance and going through various twisted shut down rides. Various enemies from the original game appear in the background. 9S makes a cameo at one point.

Music
  1. Weight of the World
  2. Birth of A Wish
  3. Voice of No Return
  4. A Beautiful Song
  5. Forest Kingdom
  6. Wretched Weaponry
  7. Amusement Park
  8. Bipolar Nightmare
  9. Grandma Destruction
  10. Copied City
  11. Dark Colossus
  12. Possessed By Disease
  13. End of the Unknown
  14. Shadowlord
  15. Growing Wings
DLC Spirit Board
Music:
  • 9S
    • Primary, Ace
    • Puppet: Robin
      • If purchased, 9S Mii will replace Robin
    • Stage: Amusement Park
    • Skill: Jam FS Charge
  • A2
    • Primary, Ace
    • Puppet: Zero Suit Samus
    • Stage: Dracula’s Castle
    • Skill: Metal Killer
  • Commander White
    • Primary, Ace
    • Puppet: Peach, Mii Fighter (X2)
    • Stage: Mario Galaxy
    • Skill: Chance of Double Final Smash
  • Popola and Devola
    • Support, Novice
    • Puppet: Robin (Female. X2)
    • Stage: Great Plateau Tower
    • Skill: Magic Attack ↑
  • Pascal
    • Support, Advanced
    • Puppet: Mario (Metal)
    • Stage: Gaur Plain
    • Skill: Item Gravitation
  • Emil
    • Primary, Ace
    • Puppet: Meta Knight, Kirby and Jigglypuff (X10)
    • Stage: Mushroomy Kingdom
    • Skill: Trade-Off Ability ↑
  • Anemode
    • Primary, Advanced
    • Puppet: Snake
    • Stage: Gerudo Valley
    • Skill: Super Scope Equipped
  • Adam and Eve
    • Primary, Legend
    • Puppet: Corrin, Shulk
    • Stage: Unova Pokemon League
    • Skill: Unflinching Charged Smashes
Mii Fighter Wave 6
  • 9S - NieR: Automata (Swordfighter)
  • Chocobo - Final Fantasy (Hat)
  • Slime - Dragon Quest (Hat)
  • Crono - Chrono Trigger (Swordfighter)
  • Lloyd - Tales of Symphonia (Swordfighter)
  • Lara Croft - Tomb Raider (Gunner)
1642034109731.png

(render source: Team Destination)

Criteria: Could be considered a "meme pick."

Reveal Trailer
(open)

Moveset

  • Attributes
    • Sans is designed to be a wacky, unpredictable character that doesn't play by the same rules as everyone else. He is very light.
    • Gimmick: Sans is capable of damaging opponents through invincibility. Specifically, his attacks will deal a much smaller amount of damage (not sure of the exact number; maybe somewhere from one-tenth to three-tenths?) and cannot apply knockback to "invincible" opponents.
  • Basic Attacks
    • Neutral attack: Sans pushes his hand out palm-first.
    • Dash attack: Sans slides forward, as if slipping on ice.
  • Tilts
    • Forward tilt: Sans squeezes a ketchup packet, releasing a burst of ketchup forward. This applies a red-colored version of Inkling's Ink effect.
    • Up tilt: Sans swings his arm up, entering a "high-five me!" pose.
    • Down tilt: Sans points to the ground and a small wave of short bones shoots along it.
  • Smash Attacks
    • Side smash: Sans summons a Gaster Blaster in front of himself with its mouth open; it bites down.
    • Up smash: Sans swings a telescope upward before briefly looking through it.
    • Down smash: Sans summons a wave of bones from the ground on both sides of himself.
  • Aerials
    • Neutral aerial: Sans flops forward, as if falling asleep, though he quickly wakes up. (The hitbox lasts for the full sleeping animation, and ends when he wakes up.)
    • Forward aerial: Sans throws a handful of ketchup-covered fries forward. This attack can also apply Ink.
    • Back aerial: Sans squeezes a whoopie cushion with the "nozzle" pointing directly behind himself.
    • Up aerial: Sans thrusts his head upward, causing three hot dogs to bounce straight up.
    • Down aerial: Sans thrusts his butt downward. This attack can spike.
  • Grab & Throws
    • Grab: Sans holds his hand out while a blue SOUL sprite appears over the opponent.
    • Pummel: Sans reaches forward and smacks the opponent.
    • Forward throw: Sans thrusts his hand forward, causing the opponent to be flung in that direction.
    • Back Throw: Sans teleports behind the opponent, then performs the same actions as forward throw.
    • Up Throw: Sans lazily flings his hand up, causing the opponent to fly upward.
    • Down Throw: Sans telekinetically pushes the opponent down as he summons some short bones out of the ground.
  • Specials
    • Neutral special: Gaster Blaster
      • Sans summons a Gaster Blaster about his size in front of himself. The Blaster fires a laser (about one-third the length of Final Destination) 1.5 seconds after it is summoned. If B is held, however, the laser is delayed until B is released.
    • Side special: Blue Bones
      • Sans throws a small series of flying cyan bone projectiles forward. If an opponent is doing any control stick inputs at the moment they are hit by a bone, they are damaged and put in a hitstun; while in a blue bone's hitstun, the opponent is capable of being hit by other bones from the same group even if the control stick is released.
      • If an opponent is not making a control stick input, the bones do nothing. The bones can be blocked by shields, but cause significant shield-stun.
      • This move has a cooldown after use (maybe somewhere from 5-10 seconds?).
    • Up special: Shortcut
      • Sans's body blinks in place before instantly transporting to a spot a short distance away (direction determined by control stick input). This does not put him into freefall, but until he lands, each subsequent use will result in longer startup.
    • Down Special: Blue Attack
      • Sans releases a burst of blue light. Any opponents hit by the flash (which has a small and short-lasting hitbox, like Rest) will be surrounded by a blue aura; their movement speed and jump height are temporarily reduced slightly. The light itself does no damage.
      • Landing this move while the target is already affected will reset the timer.
  • Final Smash: Sans's Final Smash
    • Sans summons a hollow white box in front of himself. Any opponents trapped inside the box are transported into a cinematic where their SOULs are in Undertale's UI--trapped inside the Bullet Box. A barrage of bone attacks are unleashed upon the opponents, ending with four Gaster Blasters firing at once.
    • The UI displays the LV as 19 and has the health bar constantly decreasing over the attack (completely cosmetic). No name is displayed. The SOULs' colors match the player colors. The SOULs can be controlled by the corresponding players, but this does not affect damage.
Aesthetics
  • Alt. Colors
    • Original colored Sans sprite from here.
  • sans 1.png
    sans 2.png
    sans 3.png
    sans 4.png
    sans 5.png
    sans 6.png
    sans 7.png
    sans 8.png
    • Blue: default
    • Orange: based on Papyrus
    • Purple: based on Toriel
    • Red: based on Undyne
    • Pink: based on Mettaton
    • White: based on Alphys
    • Yellow: based on Flowey
    • Black: based on Undertale's monochrome battle sprites
  • Entry Animation
    • Sans lies on a lawn chair like in the Kickstarter tiers video. The lawn chair then blinks away, and Sans just lies on the air for a second until he puts his legs down to stand up.
  • Taunts
    • Sans plays a trombone he pulls out of nowhere.
    • (open)
    • (open)
  • Victory
  • Boxing Ring Title
    • sans. (displayed in Comic Sans font)
Classic Mode

Stage: Snowdin

1642042867472.png

(image from this Rivals of Aether workshop stage--does not reflect the layout of this design)

A snow-covered underground forest where Sans and his brother Papyrus are primarily based out of. This stage consists of a plateau high above the forest and several platforms made from outcroppings of earth (think the grass area of Mushroom Kingdom U). On both sides of the plateau are collapsed bridges--completely cosmetic. In the background is a wooden sentry station.

If hazards are on, Papyrus will occasionally appear by literally bursting out of the snow. He them presses a button on a small remote and activates one of several puzzles. There are six specific spots where puzzles may appear. Only one puzzle will be active at a time. All puzzles will end after 15-20 seconds.
  • Spikes appear at three of the spots. These deal damage.
  • Colored tiles appear at two of the spots. These deal damage and briefly stun fighters before knocking them away.
  • Snow sculptures of Papyrus appear at two of the spots. These act as additional terrain, but can be destroyed.
  • A pair of spotlights on stands appears at one of the spots. If a fighter enters the light while grounded, they automatically taunt while a Mettaton logo appears in front of them. A victim of this is made immune to the effects for 5 seconds or so.
  • A large red button appears at one of the spots. If the button is attacked, it is pressed, causing flame geysers to appear at three of the spots and move back and forth while cannonballs rain from above.
Music
  1. Once Upon a Time
  2. Ruins
  3. Ruins
  4. Enemy Approaching / Stronger Monsters
  5. Heartache
  6. sans.
  7. sans.
  8. Snowdin Town
  9. Bonetrousle
  10. Bonetrousle (includes the extended portion from the trailer version)
  11. Waterfall
  12. Dummy!
  13. Dummy!
  14. Temmie Village
  15. Spear of Justice
  16. Another Medium
  17. Can You Really Call This a Hotel, I Didn't Receive a Mint On My Pillow Or Anything
  18. Spider Dance
  19. CORE
  20. Death by Glamour
  21. Death by Glamour
  22. ASGORE
  23. Hopes and Dreams / SAVE the World
  24. Hopes and Dreams / SAVE the World
  25. Battle Against a True Hero
  26. MEGALOVANIA
  27. Lancer
  28. Rude Buster
  29. Field of Hopes and Dreams
  30. Chaos King
DLC Spirit Board
Music: Snowdin Town
Background: A full-screen version of the "Beauty Border" from console versions of Undertale.

Untitled.png
The Human
Class: ✩ Novice
Type: Primary (Neutral), 3 slots
Trait: Item Throw ↑
  • Puppet Fighter: Lucas (cyan)
    • Metal Lucas (cyan)
  • Stage: Final Destination
  • Music Track: Enemy Approaching / Stronger Monsters
  • Match: Stock
  • Rules/Conditions:
    • The enemy tends to avoid conflict (first Lucas)
    • The enemy is easily distracted by items (first Lucas)
    • The enemy has increased attack power (Metal Lucas)
Toriel
Class: ✩ Novice
Type: Support (Shield), cost 1
Skill: Fire & Explosion Attack ↑
  • Puppet Fighter: Zelda (violet)
  • Stage: Unova Pokemon League
  • Music Track: Heartache
  • Match: Stock
  • Rules/Conditions:
    • The enemy favors side specials
Untitled.png
Papyrus
Class: ✩✩ Advanced
Equip: Primary (Neutral), 0 slots
Trait: Weight ↓
  • Puppet Fighter: Shulk (yellow) or Mii Brawler (Papyrus, 1312)
  • Stage: Snowdin
  • Music: Bonetrousle [Remix]
  • Match: Stock
  • Rules/Conditions:
    • Item: Hothead
    • Gravity is reduced (for the player)
    • The enemy is easily distracted by items
Untitled.png
Undyne
Class: ✩✩✩ Ace
Type: Primary (Attack), 1 slot
Trait: Fire Weakness
  • Puppet Fighter: Lucina (black)
  • Stage: The Great Cave Offensive (Ω form)
  • Music Track: Spear of Justice
  • Match: Stamina
  • Rules/Conditions:
    • Item: Back Shield
    • The enemy has increased power when badly damaged
Untitled.png
Alphys
Class: ✩ Novice
Type: Shield
Equip: Support (cost 1)
Skill: Fire Flower Equipped
  • Puppet Fighter: Mewtwo (yellow)
    • Kirby (grey) x5
  • Stage: Midgar (hazards off)
  • Music Track: CORE
  • Match: Stock
  • Rules/Conditions:
    • The enemy (Mewtwo) tends to avoid conflict
    • Reinforcements (Kirbies) will appear during the battle
Untitled.png
Mettaton
Class: ✩✩ Advanced
Type: Primary (Neutral), 3 slots
Trait: Can Be Enhanced at Lv. 99 (into Mettaton EX)
  • Puppet Fighter: R.O.B. (grey)
    • Captain Falcon (white)
  • Stage: Pokemon Stadium
  • Music Track: Death By Glamour [Remix]
  • Match: Timed
  • Rules/Conditions:
    • Item: Bombs
    • Hazard: Zap Floor
    • Reinforcements (Captain Falcon) will appear after an enemy (R.O.B.) is KO’d
    • The enemy loves to taunt
Untitled.png
Mettaton EX
Class: ✩✩✩ Ace
Type: Primary (Neutral), 3 slots
Skill: Foot Attack ↑
  • No Spirit Battle
Untitled.png
Asgore Dreemurr
Class: ✩✩✩ Ace
Type: Primary (Attack), 1 slot
Trait: Weight ↑
  • Puppet Fighter: Bowser (yellow)
  • Stage: Dracula’s Castle (Ω form)
  • Music Track: ASGORE
  • Match: Stock
  • Rules/Conditions:
    • The enemy starts the battle with a Death’s Scythe
    • The enemy favors neutral specials
    • The enemy has super armor but moves slowly
Untitled.png
Flowey
Class: ✩✩✩✩ Legend
Type: Grab
Equip: Support (cost 1)
Skill: Second Chance (gives an extra stock, though you respawn with 30% damage)
  • Puppet Fighter: Ivysaur (yellow)
    • Giant Ivysaur (red)
  • Stage: Reset Bomb Forest (forest area)
  • Music Track: Ruins [Remix]
  • Match: Stamina
  • Rules/Conditions:
    • The enemy starts the battle with an enhanced Lip’s Stick
    • The enemy will suddenly have a Final Smash
    • Reinforcements (Giant Ivysaur) will appear after an enemy (normal Ivysaur) is KO’d
Untitled.png
Kris & Susie & Ralsei
Class: ✩✩✩ Ace
Type: Primary (Grab), 3 slots
Trait: N/A
  • Puppet Fighter: Roy (cyan) or Mii Swordfighter (Kris, 1132)
    • Ike (purple)
    • Lucario (green)
  • Stage: Gamer (hazards off)
  • Music Track: Rude Buster
  • Match: Stock
  • Rules/Conditions:
    • The enemy (all) has increased defense after a little while
    • The enemy (Ike) can unleash powerful critical hits at random

Mii Fighter Wave 7
  • Papyrus (Undertale) - Brawler
  • Kris (Deltarune) - Swordfighter (the "hat" is actually facepaint that turns the Mii's skin cyan)
  • X (Mega Man X) - Gunner
  • Quote (Cave Story) - Gunner
  • Shovel Knight (Shovel Knight) - Swordfighter (Bonus song: Strike the Earth! [Remix])
1642893380017.png

(render source: Kirby Fighters 2)

Criteria: From a franchise that is already in Smash, but underrepresented (Kirby - modern era).

Reveal Trailer
(open)

Moveset

  • Attributes
    • Bandana Waddle Dee is a character with the floatiness of Kirby and the disjoints of a swordfighter. His spear attacks would have a sweetspot on the blade, but the hitboxes would tend to be pretty narrow, making it difficult to hit jumping opponents (ducking opponents wouldn't be much of an issue with how short Bandana Dee is).
    • His general strengths would lie in his good recovery and his ability to space out opponents. His weaknesses would be his light weight and somewhat low speed of movement and attacking.
  • Basic Attacks
    • Neutral attack: Spear Thrust
      • Bandana Dee swings his spear forward, then unleashes a barrage of stabs for a rapid jab that ends with a single lunge forward.
    • Dash attack: Ground Thrust
      • Bandana Dee plunges his spear into the ground in front of himself, then slides forward. Slightly laggy for a dash attack, but can knock opponents upward.
  • Tilts
    • Forward tilt: Pinpoint Thrust
      • Bandana Dee thrusts his spear as far forward as he can muster. Better range than other spear attacks.
    • Up tilt: Skyward Thrust
      • Bandana Dee thrusts his spear straight above himself.
    • Down tilt: Slide
      • Bandana Dee slides forward with his foot out, much like Cloud/Min Min/etc.
  • Smash Attacks
    • Forward smash: Gale Thrust
      • Bandana Dee thrusts his spear forward with enough power to carry himself forward a short distance.
    • Up smash
      • Bandana Dee thrusts his parasol above his head and opens it. Doesn't reach far, but covers almost the entire space just above Dee's head.
    • Down smash
      • Bandana Dee scrapes his spear on the ground around himself, making two rotations. His weakest smash attack, but it can knock foes upward.
  • Aerials
    • Neutral aerial: Windmill
      • Bandana Dee flips upside down and twirls his spear below himself. More powerful below Bandana Dee than on his sides, and cannot attack upward.
    • Forward aerial: Multispear Thrust
      • Bandana Dee quickly thrusts forwards multiple times. Each thrust has a different angle, making the attack hit a wider space than others.
    • Back aerial: Back Thrust
      • Bandana Dee spins around in the air and thrusts his spear straight forward.
    • Up aerial: Parasol Drift
      • Bandana Dee opens his parasol above his head, decreasing his fall speed until he takes another action. This attack only deals damage when the parasol is initially opened.
    • Down aerial: Moon Drop
      • Bandana Dee spins in midair before dropping downwards spear first. Carries opponents along.
  • Grab & Throws
    • All of Bandana Waddle Dee's throws are based on the Parasol ability's "Circus Throw" attack, where one balances the victim on top of the opened parasol before using it to fling them in whatever direction.
    • The exception is the down throw, which is instead based on the Parasol Twirl attack: Bandana Dee jumps up and drills the parasol into his opponent.
    • Dee's throws are not his strong suit; they don't serve well as kill throws and aren't the most reliable for combos.
  • Special Attacks
    • Neutral special: Parasol Swing
      • Bandana Dee swings his parasol forward. The attack itself isn't very strong, but it's faster than most of his other attacks, and the parasol can block attacks/negate projectiles. In addition, if B is held, Bandana Dee will hold the parasol out in front of himself after the swing and can move around with it (though he can't dash or midair jump). Bandana Dee cannot turn while holding the parasol; it must stay in the direction the attack was initially made until the parasol is put away. After the swing animation is complete, contact with the parasol will not deal damage.
    • Side special: Waddle Spear Throw
      • Bandana Dee throws his spear forwards. Charging the attack allows three spears to be thrown at once (Waddle Triple Throw). In midair, the attack can be performed rapidly, though with lower damage (Waddle Spear Barrage). The spears pierce through opponents, but only deal damage once per opponent.
    • Up special: Waddle Copter
      • Bandana Dee leaps upward and spins his spear above his head, causing him to rise upward for a time before slowly descending (during the descent, the spear’s attack speed and damage is decreased). Similar to K. Rool's Propellerpack, but it can be charged to increase the height of the initial leap and allows for greater horizontal movement at the cost of the ascent being a bit slower.
    • Down special: Beam Whip
      • Bandana Dee swings his spear from high to low as an electric aura covers the tip (resembling the Zap effect from Star Allies), swinging a long-range electric whip off of it. This attack is rather slow, but it reaches far and can hit high above him at the start (and even below him slightly at the very end). The beam can drag opponents along.
  • Final Smash: Bandana Star Blaster
    • Based on the Buddy Star Blaster from Kirby Fighters 2 (which in turn was based on the Star Allies Sparkler from Star Allies). Bandana Dee signals towards the screen, and an orange-and-blue version of the Buddy Star Blaster flies from the foreground to the background in front of him. Any opponents hit by it are caught in a version of the Buddy Star Blaster cinematic (with Bandana Dee manning the Bandana Star Blaster alone).
Aesthetics
  • Alt. Colors
  • Entry Animation
    • BWD flies onto the stage with his parasol, then switches to Spear as he lands.
  • Taunts
    • BWD looks around him, loosely mimicking his artwork from Return to Dream Land.
    • BWD happily waves his arms.
    • Bandana Dee sits and eats an apple.
  • Victory
    • Music: Bandana Waddle Dee is Here!
    • Animations
      • 1: BWD’s win pose from the Megaton Punch minigame
      • 2: BWD spins his spear and raises it upwards, mimicking his summon animation from Star Allies
      • 3: BWD's victory animation form Return to Dream Land
  • Boxing Ring Title
    • Helper to Hero
Classic Mode
  • All of those Star Allies are with Me! (Each round has Bandana Dee fight characters based on Dream Friends from Kirby Star Allies.)
  • Round 1: :ultduckhunt: (default - Rick and Coo) :ultsquirtle: (blue - Kine) on Dream Land (Green Gardens) (Kirby Retro Medley)
  • Round 2: :ultkirby: (blue - Gooey) :ultrosalina: (green - Adeleine & Ribbon) on Tortimer Island (Reef Resort) (Planet Popstar)
  • Round 3: :ultmetaknight: (grey - Dark Meta Knight) :ultpikachu: (glasses - Daroach) on Find Mii (Sacred Square) (Vs. Shadow Kirby)
  • Round 4: :ultness: (blue - Magolor) :ultlucario: (green - Taranza) :ultisabelle: (pink - Susie) on The Great Cave Offensive (Planet Caverna) (VS. The Wicked Company)
  • Round 5: :ulticeclimbers: (blue - Francisca) :ultroy: (red - Flamberge) :ultrobinf: (yellow - Zan Partizanne) on Kalos Pokemon League (The Divine Terminus) (Passion of the Tridental Mages)
  • Round 6: :ultkirby: :ultmetaknight: :ultkingdedede: on Arena Ferox (Clash At Castle Dedede) (Macho of Dedede)
  • Final Round: Marx (Vs. Marx)
  • Credits Image: Bandana Dee posing in front of Whispy Woods on Green Greens, with the other playable Kirby characters standing beside him. (Title & Menu - Kirby Fighters 2)
Stage: Orange Woodland
1642907968326.png
1642908007486.png

Based on the fifth world of Kirby and the Rainbow Curse (specifically the first and second stages), this is a huge forest with an orange color scheme. The background is filled with gigantic mushrooms. The primary draw of this stage is how it retains the claymation aesthetic of the original game, fitting alongside other stages with unique artstyles like the retro ones (Duck Hunt, Mario Bros., Mushroom Kingdom, etc.), Hanenbow, PictoChat, and the defunct Woolly World. For a more detailed look at its visual design, see here.

The primary platform would be slightly longer than Final Destination, and would have a slight downward (from left to right) slant between two flat portions. Above the right side would be one soft platform.

If hazards are on, rainbow platforms (like the player uses to control Kirby in Rainbow Curse) will occasionally be "drawn" onto the stage from left to right in random patterns. A clay Kirby will then pop in from the left blast zone and roll/bounce along the rainbow platforms. He may also land on the regular part of the stage briefly. If there are 3 or more players, a clay Bandana Dee will also appear, with a green BD showing up at 5+ players and a yellow one appearing at 7+. All four of these will take slightly different trajectories. If a clay Kirby/BD hits a player, they take damage. If one is hit by a powerful enough move, it will fly away, potentially hitting another player for even greater damage. Ellaine will appear to follow the clay Kirby/BDs in the background.

Music
  1. Megaton Punch
  2. The Greatest Warrior in the Galaxy
  3. The Masked King
  4. Golden Legend
  5. Sullied Grace
  6. That Stubbon Tree
  7. Beware the Forest Fungus / Woodland Battle
  8. Dark Crafter
  9. VS. The Wicked Company
  10. Ice Cream Factory
  11. Dried-up Sea
  12. Inner Struggle
  13. Apple Scramble
  14. Macho of Dedede
  15. Sacred Square
  16. Ancient Tower, Towara
  17. Passion of the Tridental Mages
  18. Nightmare (Last Battle)
  19. Title & Menu - Kirby Fighters 2
  20. Bubbly Clouds - Kirby Fighters 2
  21. Vs. Shadow Kirby
DLC Spirit Board
Music: Bubbly Clouds - Kirby Fighters 2
1598204414267.png
Zero

Class: ✩✩✩ Ace
Type: Neutral
Equip: Primary (0 slots)
Trait: N/A
  • Puppet Fighter: Giant Kirby (white)
    • King Dedede (grey), Bandana Waddle Dee (grey)
  • Stage: Dracula’s Castle (Ω form)
  • Music: 02 Battle
  • Rules/Conditions:
    • Item: Black Hole
    • Reinforcements (Kirby) will appear when a fighter (King Dedede and Bandana Dee) is KO’d
    • Items are attracted to the enemy (all)
1598204452615.png
Adeleine

Class: ✩ Novice
Type: Shield
Equip: Primary (1 slot)
Trait: Can Be Enhanced at Lv. 99 (into Adeleine & Ribbon)
  • Puppet Fighter: Inkling (purple)
    • Tiny Kirby (white) x5, Bowser (blue), Tiny Pit (red)
  • Stage: Yoshi’s Island (autumn)
  • Music: Planet Popstar
  • Rules/Conditions:
    • Reinforcements will appear after an enemy is KO'd (start with Kirbys, then Bowser, end with Inkling and Pit)
1598204472287.png
Adeleine & Ribbon

Class: ✩✩ Advanced
Type: Shield
Equip: Primary (1 slot)
Skill: Shooting Attack ↑
1598204491840.png
Dark Meta Knight

Class: ✩✩✩ Ace
Type: Neutral
Equip: Support (cost 2)
Skill: Unflinching Charged Smashes
  • Puppet Fighter: Meta Knight (grey)
    • Meta Knight (grey) x2
  • Stage: Spear Pillar
  • Music: Vs. Shadow Kirby
  • Rules/Conditions:
    • Invisibility (main Meta Knight will periodically become invisible)
    • Reinforcements (extra Meta Knights) will appear during the battle)
    • Defeat the main fighter to win
1598204508742.png
Drawcia

Class: ✩ Novice
Type: Neutral
Equip: Support (cost 1)
Skill: Critical-Health Attack ↑
  • Puppet Fighter: Palutena (cyan)
    • Jigglypuff (blue) x4
  • Stage: Orange Woodland
  • Music: That Stubborn Tree
  • Rules/Conditions:
    • Item: Bob-ombs
    • Reinforcements (Jigglypuffs) will appear during the battle
    • Defeat the main fighter to win
1598204535792.png
Masked Dedede

Class: ✩✩✩ Ace
Type: Attack
Equip: Primary (2 slots)
Trait: N/A
  • Puppet Fighter: Metal King Dedede (black)
  • Stage: Boxing Ring
  • Music: The Masked King
  • Match: Stamina
  • Rules/Conditions:
    • Hazard: Zap Floor (everything outside the ring itself)
    • The enemy’s down special has increased power
    • The enemy will charge up a powerful Final Smash
1598204549173.png
Taranza

Class: ✩✩ Advanced
Type: Grab
Equip: Primary (3 slots)
Trait: N/A
  • Puppet Fighter: Lucario (green)
    • Giant Daisy (purple)
  • Stage: Distant Planet
  • Music: Sullied Grace
  • Match: Stock
  • Rules/Conditions:
    • The enemy has increased jump power
1598204562712.png
President Haltmann

Class: ✩✩ Advanced
Type: Grab
Equip: Support (cost 1)
Skill: Perfect-Shield Reflect
  • Puppet Fighter: Wario (green)
  • Stage: Frigate Orpheon
  • Music: VS. The Wicked Company
  • Match: Stock
  • Rules/Conditions:
    • The enemy favors side specials
    • Only certain Pokémon will emerge from Poké Balls (Xerneas)
1598204575290.png
Hyness

Class: ✩✩ Advanced
Type: Attack
Equip: Support (cost 1)
Skill: Strong Throw
  • Puppet Fighter: Robin (white)
  • Stage: Kalos Pokemon League (hazards off)
  • Music: Ancient Tower, Towara
  • Match: Stock
  • Rules/Conditions:
    • The enemy favors projectile attacks in the air
1643288968360.png
Galacta Knight

Class: ✩✩✩✩ Legend
Type: Shield
Equip: Primary (0 slots)
Trait: Sword Attack ↑
  • Puppet Fighter: Meta Knight (purple)
  • Stage: Mario Galaxy (Ω form)
  • Music: The Greatest Warrior in the Galaxy
  • Match: Stamina
  • Rules/Conditions:
    • Uncontrollable Speed (Meta Knight)
    • The enemy's sword attacks have increased power
    • The enemy's FS Meter charges quickl
1598204606333.png
Nova

Class: ✩✩✩✩ Legend
Type: Shield
Equip: Support (cost 2)
Skill: Items ↑↑ (greatly increased power for all items)
  • Puppet Fighter: Giant Bowser Jr. (Lemmy)
  • Stage: Final Destination
  • Music: Vs. Marx
  • Match: Stock
  • Rules/Conditions:
    • The enemy has increased attack power when the enemy’s at high damage
    • The enemy can deal damage by dashing into you


Mii Fighter Wave 8
  • Adeleine - Kirby (Swordfighter - uses her paintbrush)
  • Ring Fit Trainee - Ring Fit Adventures (Brawler)
  • MegaMan.EXE - Mega Man Battle Network (Gunner)
  • Proto Man - Mega Man (Gunner)
  • Hat Kid - A Hat In Time (Brawler)
  • Madeline - Celeste (Brawler) (Bonus track: First Steps [Remix])
1643757317666.png

(render source: Astral Chain)

Criteria: A Switch "shill" pick.

Reveal Trailer
(open)

Moveset

  • Attributes
    • Howard's general mobility and frame data ranges from subpar to average. They have decent weight.
  • Gimmick
    • Officer Howard's gimmick is, naturally, their Legion. Howard's neutral special summons and controls the Sword Legion, and each special behaves differently depending on whether the Legion is summoned.
    • The Legion has its own jab, tilts, and aerials. While the Legion is active and not under direct control, it will automatically attempt to attack any nearby opponents.
    • When not under direct control, the Legion's position relative to Howard will remain the same as much as possible.
    • While the Legion is active, it depletes the "Limiter Gauge." The gauge refills when the Legion is not active. When the gauge is depleted, the Legion is automatically dismissed and cannot be resummoned until the gauge refills. The Legion taking damage takes a small amount more off the gauge.
  • Basic Attacks
    • Neutral attack: A three-hit combo with the X-Baton.
    • Dash attack: Officer Howard does a leaping kick forward.
  • Tilts
    • Forward tilt: Officer Howard shoots with the X-Baton in Blaster Mode.
    • Up tilt: Somersault kick.
    • Down tilt: Officer Howard swings along the ground with the X-Baton.
  • Smash Attacks
    • Forward smash: The Arrow Legion appears to fire a short-ranged shot.
    • Up smash: The Arm Legion appears to perform an uppercut.
    • Down smash: The Axe Legion appears to make a low, circular swing around Howard.
  • Aerials
    • Neutral aerial: Officer Howard swings the X-Baton back to front.
    • Forward aerial: Swinging kick forward. (Baton Spin Attack)
    • Back aerial: Turn to shoot X-Baton in Blaster Mode behind self.
    • Up aerial: Swing the X-Baton up.
    • Down aerial: Swing the X-Baton in Gladius Mode down. Spikes.
  • Grab & Throws
    • howard doesn't seem to use grabs in ac and i'm tired to i'll fill this later
  • Specials
    • Neutral special: Summon Legion / Send Legion
      • Officer Howard summons the Sword Legion in front of them after a short animation. Tap the button again to dismiss it.
      • Hold the button to take control of the Legion. It can walk (not run, but its walking speed is decently high), jump once, and attack.
    • Side special: Beast Ride / Triple Sword
      • Officer Howard gets on the Beast Legion, which leaps forward.
      • If the Sword Legion is active, it sends three blades to travel together across the Astral Chain towards Howard and back. If another attack is made as the swords reach Howard, the send-back part is cancelled.
    • Up special: Axe-Sault / Chain Pull
      • Swings X-Baton in Gladius Mode upward with a jump, then swings it back down.
      • If the Sword Legion is active, Officer Howard is yanked to its current location. This does not put them in special fall, but does automatically dismiss the Legion.
    • Down special: Blaster Charge / Round Sword
      • Chargeable projectile from Blaster Mode X-Baton. Compared to Samus's Charge Shot, it charges and moves more quickly, but does less damage and cannot store a charge.
      • If the Sword Legion is active, it summons a series of blades to spin around itself briefly. These persist even when control is taken over the Legion (though it'll be hard to take advantage of since they don't last long).
  • Final Smash: Hit Rush
    • Officer Howard unchains the Sword Legion as it appears in front of them; it then dashes forward. Any opponents hit are trapped in a cinematic where the Legion ferociously attacks them, followed by Howard appearing and comboing with the Legion until a final strike where the Legion and Howard (with the X-Baton in Gladius Mode) both hit at once.
Aesthetics
  • Alt. Colors
    • These are all based on Armor sets available in the game.
    • Default (Male)
    • Default (Female)
    • Black (Male)
    • Black (Female)
    • Red (Male)
    • Orange (Female)
    • Green (Male)
    • White (Female)
  • Entry Animation
    • Howard jumps out of a portal from the Astral Plane, getting into a fighting stance.
  • Taunts
    • Howard does a police salute.
    • Howard takes out an energy drink and chugs it.
    • Howard takes out their Legionis UI and checks for a second before closing it.
  • Victory
    • Music: Savior
    • Animations
      • Howard summons the Sword Legion and posses alongside it.
      • Howard summons the Beast Legion and pets it.
      • (open)
  • Boxing Ring Title
    • The Cadet
Classic Mode
  • Catch the Criminals!: This classic mode route sees the Officer going up against various villians and rogues.
  • 1. Wolf on Venom
  • 2. Wario and Dedede on Shadow Moses Island
  • 3. Dark Samus (X5) on Frigate Orpheon
  • 4. King K. Rool on Pirate Ship
  • 5. Jr and the Koopalings on Mushroom Kingdom U
  • 6. Bowser, Ganondorf and Ridley on the Ark
  • 7. Bonus Game
  • 8. Master Hand and Crazy Hand
Stage: The Ark
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The main setting of Astral Chain, the Ark is an artificial island city where humanity has taken refuge from a destructive extradimensionial pollution. It has a cyberpunk-esque aesthetic and is set at night.

The stage is a walkoff, consisting of two buildings connected by a walkway. The walkway acts as a soft platform; it can be passed through to land on scaffolding coming off both buildings. Each building has a raised portion that acts as another soft platform and also goes into the blast zone. Periodically, a Gate will appear in the background and summon a chimera. Shortly after, one or two members of Task Force Neuron will appear and battle it.
  • Astraeus & Capaneus v. Officer Howard (Sword Legion) & Akira Howard (Arrow Legion) - only if no Officer Howards are being played in the current match.
  • Minotaur v. Maximilian Howard (Axe Legion)
  • Lamia v. Alicia Lopez (Arm Legion)
  • Sphinx v. Jin Wong (Beast Legion)
Music
  1. Savior
  2. Emergency
  3. Task Force Neuron
  4. Invaders from Another World
  5. Harmony Sqaure / Astral Plane
  6. Harmony Square (Combat Phase)
  7. Ark Mall
  8. Homunculus β
  9. Jena Anderson
  10. Aegis Research Institute
  11. Dark Hero
DLC Spirit Board
Music:
  • Olvie and Brenda
    • Support, Novice
    • Puppet: Peach, Daisy
    • Stage: Fourside
    • Skill: Improved Escape
  • Kyle
    • Primary, Advanced
    • Puppet: Cloud, Sheik (X3)
    • Stage: New Pork City
    • Skill: Trade-Off Attacks ↑
  • Lappy
    • Support, Ace
    • Puppet: Gaint Isabelle
    • Stage: Midgar
    • Skill: Unflinching Charged Smashes
  • Hal
    • Support, Novice
    • Puppet: R.O.B
    • Stage: Ark
    • Skill: Floaty Jumps
  • Yoseph Calvert
    • Support, Advanced
    • Puppet: Dr. Mario, Female Howard
    • Stage: Bridge of Elden
    • Skill: Item Gravitation
  • Maximilian Howard
    • Primary, Ace
    • Puppet: Snake
    • Stage: Ark
    • Skill: Hyper Smash Attacks
  • Jena Anderson
    • Primary, Legend
    • Puppet: Zero Suit Samus
    • Stage: Ark
    • Skill: PSI Attack ↑
Mii Fighter Wave 9
  • Lappy - Astral Chain (Gunner)
  • Rodin - Bayonetta (Brawler)
  • Raiden - Metal Gear Rising (Swordfighter)
  • Wonder Red - The Wonderful 101 (Brawler)
  • Hunter Equipment - Monster Hunter (Swordsman)
  • Rathalos Equipment - Monster Hunter (Swordfighter)
Nightmare_1.png

("render" source: Soulcalibur V)

Criteria: Owned by Bandai Namco.

Reveal Trailer
(open)

Moveset

  • Attributes
    • Nightmare is a giant character with a great range. He can quickly rack up damage with Soul Edge. He has great knock back force. However, his size makes him an easy target and if he misses an attack he is left wide open. His jumping and speed leave much to be desired, and he has little defense against fast and long range attacks.
    • Like Ryu and Ken, Nightmare wll always face his opponent. He has the same inputs mechanic as the other fighting game characters.
  • Gimmick
    • Soul Charge: Executing combos correctly will cause Soul Edge to glow red, activating Nightmare's special form. His attacks will be more powerful. Missing attacks will cause this to disappear.
  • Basic Attacks
    • Neutral Attack: Nightmare slashes forward twice and then slams his blade downwards.
    • Dash Attack: Nightmare runs forward and slashes.
  • Tilts
    • Forward Tilt: Nightmare steps forward and punches with his claw.
    • Up Tilt: Nightmare performs an uppercut with his claw.
    • Down Tilt: Nightmare slams his sword onto the ground.
  • Smash Attacks
    • Forward Smash: Nightmare slams his sword into an opponent. This can be charged, if charged he will drill the sword into them.
    • Up Smash: Nightmare swings his sword around in a circular motion.
    • Down Smash: Nightmare slams his claw on the ground to create a shockwave around him.
  • Aerials
    • Neutral Air: (open)
    • Forward Air: Nightmare dives down and slashes foward.
    • Back Air: Nightmare does a drop kick.
    • Up Air: Nightmare jumps up in the air and Slashes Soul Edge upwards.
    • Down Aerial: Nightmare jumps down and slams Soul Edge.
  • Grab & Throws
    • Grab: Nightmare grabs his opponent with his claw.
    • Pummel: (open)
    • Forward Throw: Nightmare impales his opponent with Soul Edge and throws them forward.
    • Back Throw: Nightmare grabs his opponent and throws them to the ground, punching them.
    • Up Throw: Nightmare grabs the opponent and throws them up.
    • Down Throw: Nightmare uses soul to stab his opponent into the ground.
  • Specials
    • Neutral Special: Soul Wave
      • Nightmare unleashes a burst of dark energy that deals damage to anyone who gets too close. This can be charged up. If someone tries to attack Nightmare during this, it will turn into a counter, dealing more damage.
    • Side Special: Grim Stride
      • Nightmare dashes towards the opponent and. But if the player inputs a command during the dash, they will preform a special attack:
      • Forward + A will allow players to preform Grim Fang: Nightmare will swat forwards with his claw. This can be used to reflect incoming attacks.
      • Back + A will allow them to preform Grim Launcher: Nightmare slams Soul Edge unless, flinging an opponent up into the air.
      • Pressing B during the Stride will activate Grim Wave: Nightmare unleashes a mini Soul Wave.
      • Grabbing during Grim Stride will activate Death Strike: A powerful command grab that if pulled off will grant Soul Charge.
    • Up Special: Canonball Splitter
      • Nightmare does a front flip with Soul Edge pointing out. Will keep dealing damage untill he lands.
    • Down Special: Soul Smasher
      • Nightmare stabs Soul Edge into the ground in front of him. If this move lands a direct hit on an opponent. Nightmare will then channel dark energy and release it into his pinned opponent, sending them flying. Pulling this off grants Soul Charge.
  • Final Smash: Dark Reconquista Triumph
    • Nightmare uses Soul Edge’s power to create a horse out of its dark energy. He then rides forward on his steed, delivering a powerful slash to anyone who gets in his way.
Aesthetics
  • Alt. Colors
    • Default
    • Silver
    • Red
    • Indigo
    • Siegfried
    • Blue Siegfried
    • Red Siegfried
    • Black Siegfried
    • Siegfried alts use the corrupted Siegfried design from Soulcalibur II.
    • 1644549775260.png
  • Entry Animation
    • (open)
  • Taunts
    • Side Taunt: Nightmare puts his claw out, clenching it as dark energy flows out of it.
    • Up Taunt: Nightmare thrusts his sword upwards and shouts.
    • Down Taunt: Nightmare puts Soul Edge out in front of him and bows
  • Victory
    • Music: The first 6 seconds of Soulcalibur VI's victory theme.
    • Animations
      • Nightmare swings Soul Edge around and growls.
      • Nightmare thrusts Soul Edge upwards, energy crackling out of it.
      • Nightmare drops to his knees and raises his monstrous hand upward.
  • Boxing Ring Title
    • The Azure Knight
Classic Mode
  • A Tale of Swords and Souls: Nightmare faces off against a series of sword users, leading to a fateful reunion with the legendry Hero of Time.
  • 1. Mii Swordfighter Team on Find Mii
  • 2. Lucina, Robin, Chrom on Arena Ferox
  • 3. Corrin and Roy on Colosseum
  • 4. Marth, Ike, Meta Knight on Bridge of Elden
  • 5. Shulk and Cloud on Castle Siege
  • 6. Bonus Game
  • 7. Ganondorf / Ganon
  • 8. Link on Ostrheinsburg Castle
Stage: Ostrheinsburg Castle
1644420903614.png

Ostrheinsburg Castle is a recurring location in the Soul series often associated with Nightmare and his counterpart Seigfried. This stage would be based on its design from the first Soulcalibur: a raised platform surrounded by the ruins of an ancient castle. The stage would have a rotation element much like Spiral Mountain (to facilitate this in a way that interferes with gameplay as little as possible, the platform will be round).

Music
  1. In the name of Father
  2. Raise Thy Sword
  3. If There Were Any Other Way
  4. Forsaken Sanctuary
  5. Destiny Will Tell
  6. Till Fate Writes My Epitaph
  7. Confrontion
  8. Brave Sword, Braver Soul
  9. Dark Shadows
  10. Wings of Despair
  11. Thanatos
  12. The Edge of Soul

DLC Spirit Board
Music:
  • Talim
    • Support, Novice
    • Puppet: Peach
    • Stage: Paper Mario
    • Skill: Strong-Wind Resist
  • Kilik
    • Support, Novice
    • Puppet: Richer
    • Stage: Suzaku Castle
    • Skill: Undamaged Attack & Speed
  • Mitsurugi
    • Support, Advanced
    • Puppet: Link
    • Stage: Great Bey
    • Skill: Sword Attack ↑
  • Taki
    • Primary, Advanced
    • Puppet: Sheik
    • Stage: Umbra Clock Tower
    • Skill: Weight ↓
  • Yoshimitsu
    • Support, Advanced
    • Puppet: Greeninja
    • Stage: Coliseum
    • Skill: Killing Edge Equipped
  • Siegfried
    • Primary, Ace
    • Puppet: Nightmare (Sigfreid alt)
    • Stage: Ostrheinsburg Castle
    • Skill: Weapon Attack ↑
  • Sophitia
    • Support, Ace
    • Puppet: Palutena
    • Stage: Palutena's Temple
    • Skill: Critical Health Stats ↑
  • Cervantes
    • Primary, Legend
    • Puppet: Wolf
    • Stage: Pirate Ship
    • Skill: Special-Move Power ↑
Mii Fighter Wave 10
  • Gil - The Tower of Druaga (Swordfighter)
  • Klonoa - Klonoa (Brawler)
  • Xiaomu - Project x Zone (Brawler)
  • Valkyrie - Valkyrie (Swordfighter)
  • KOS-MOS - Xenosaga (Brawler) (Bonus track: fatal fight (Jin & Margulis))
Untitled.png

(render source: Super Smash Bros. Ultimate)

Criteria: Inspired by American cartoons.

Reveal Trailer
(open)

Moveset

  • Attributes
    • Cuphead's moveset is inspired less by his game's gameplay than by his aesthetic - complete with references to specific classic cartoons. His squash-and-stretch nature means he has good range in spite of his medium size. The moveset does not skimp out on the projectiles, though they've got a little less emphasis than you'd expect - he still fits a zoner archetype however, and is very fast. He is animated in 3D, but with cel shading akin to Fortnite's Rick and Morty skins.
  • Basic Attacks
    • Neutral attack: Cuphead performs a slap-slap-punch, with Cuphead's proportions exaggerated in an S&S style.
    • Dash attack: Cuphead performs a Dash, charging forward through the air.
  • Tilts
    • Forward tilt: Cuphead's arm buffs up like Popeye, as he does the classic winding punch. He only winds once so the move isn't too laggy, (though it's still a little slow) and the wind happens concurrently to his arm buffing up. One of the most powerful attacks that is neither a special nor smash.
    • Up tilt: Cuphead pokes his straw upwards.
    • Down tilt: Cuphead is shocked by a knife with a tongue popping out of the ground.
  • Smash Attacks
    • Forward smash: Cuphead performs the Mega Blast, a large charged projectile almost identical to Mega Man's forward smash.
    • Up smash: Cuphead pulls Psycarrot out of the ground then plant him back in. The pulling motion can throw foes upwards, whereas if a foe is somehow caught in the planting, they'll be grounded. Very laggy, but super powerful with great range.
    • Down smash: Cuphead summons the Giant Ghost version of himself, which slams into the ground.
  • Aerials
    • Neutral aerial: Cuphead transforms into a buzzsaw.
    • Forward aerial: Cuphead performs the Dash, followed by a drop kick.
    • Back aerial: Cuphead does a small blast behind him from his finger.
    • Up aerial: Cuphead throws his head upwards and it spins around over his body.
    • Down aerial: Cuphead turns into his bomb form and dive downwards. This is similar to Wario's down air in PM or Link's down air in all Smash games in that it doesn't end until it hits or Cuphead lands on the ground, making him vulnerable should he misinput or miss. Although he is animated exploding it isn't a very powerful move and is designed to lead into combos.
  • Grab & Throws
    • Grab: Cuphead enlarges his hand and grabs the opponent in a comical way.
    • Pummel: Cuphead pokes his finger at opponent's head.
    • Forward throw: Cuphead stretches out his torso to use as a slingshot and fling his foe.
    • Back throw: Cuphead turns into a tornado that sucks in the opponent before flinging them behind Cuphead.
    • Up throw: Cuphead throws the opponent up a short distance as a mattress appears below them. The opponent lands on the mattress and is bounced upward.
    • Down throw: Cuphead watches the opponent fall down into a hole filled with flames as devilish laughter rings out. The hole then literally spits out the opponent.
  • Specials
    • Neutral special: Roundabout
      • Cuphead fires a projectile that first comes out and goes a short length, then goes backwards a further length. Once it starts going backwards it becomes more powerful, but also slower. This move can be shot rapid-fire and walked during (without any slowdown I should add) but doesn't deal knockback
    • Side special: Parry
      • Cuphead flips forward in a manner similar to Bouncing Fish/Flip Kick - except the attack portion of the move doesn't cancel the jump or change Cuphead's angle. Cuphead glows pink when he jumps, and does his straw-slap for the attack.
    • Up special: Matchstick Clouds
      • Cuphead lands on a cloud platform, which serves as a regular soft platform which he can jump off of. However, when it expires it'll go down in flames that can harm both Cuphead and his foes, making it very powerful.
    • Down special: Heavy Object
      • Cuphead snaps his fingers and a comically heavy object (such as a safe, baby elephant, sofa, or anvil) drops into the battlefield. There is no difference between these objects. The heavy objects will land on the platform topmost of Cuphead and deal great damage and knockback, but if they land on him it'll flatten him which lets his foes throw him as an item for a brief three seconds (though he'll bounce back if thrown off stage). Although he can't cancel the snapping animation he does have just about enough time flee given he's far away enough from the top blast zone.
  • Final Smash: Cup Amuck
    • A pencil appears and starts drawing. thus tons of duplicates of each projectile in Cuphead's moveset will start spawning. These duplicates cannot hurt Cuphead, even if they can hurt when when spawned in his normal moveset.
Aesthetics
  • Alt. Colors
    • Cuphead
    • Mugman
    • B&W Cuphead
    • B&W Mugman
    • Mugman-coloured Cuphead (has orange gloves)
    • Cuphead-coloured Mugman (has orange boots)
    • Evil Cuphead (model change)
    • Evil Mugman (model change)
  • Entry Animation
    • (open)
  • Taunts
    • Up: Cuphead/Mugman decapitate his head and rises above with happy expression.
    • Side: Cuphead does fingerguns and points at random side, pretending that he shoots at opponent.
    • Down: Cuphead gets scared!
  • Victory
    • Music: Victory Tune (The remix of this song has an old-timey filter similar to the original game's Vintage Mode audio.)
    • Animations
      • When any of these victory animations play, a film grain filter is rendered over the screen like in the original game.
      • Cuphead in his plane form flies past the camera, then crashes into something offscreen, rolling back into frame dazed in his regular form.
      • Cuphead does an energetic leg-swinging march, then does a small leap before posing with his arms out.
      • A scroll of paper floats in fron of Cuphead. He examines it for a moment before grabbing it and shredding it to bits with his hands. He then blows a raspberry.
  • Boxing Ring Title
    • The Gamest of the Gamblers
Classic Mode
Animated Challengers!
- On this route,Cuphead fights against characters that have had a cartoon, animated movie, or anime
RouteOpponentStageMusicNotes
1:ultmario:,:ultluigi:,:ultpeach:,:ultbowser:(green),:ultyoshi:Mushroom Kingdom IIGround Theme (Band Perfomance)references the Super Mario Bros. Super Show,The Adventures of Super Mario Bros. 3 and Super Mario World cartoon.
2:ultpikachu:,:ultpokemontrainer:(blue),:ultgreninja:Prism TowerMain Theme-Pokémon Red & Blue (Brawl)references the Pokémon Animes,where Ash as Protagonist.
3:ultsonic:,:ultkirby:,:ultkingdedede:,:ultmetaknight:Green GreensGreen Greens (Melee)references the Kirby:Right Back at Ya! and The Adventures of Sonic The Hedgehog,Sonic SatAM,Sonic OVA,Sonic Underground and Sonic X.
4:ultdk:,:ultdiddy:,:ultkrool:,:ultlink:(teal),:ultzelda:(violet)Kongo FallsJungle Level (Melee)references the Donkey Kong Country cartoon and The Legend of Zelda cartoon.
5:ultpacman:,:ultryu:,:ultmegaman:,:ultcloud:(advent)Suzaku CastleRyu Stagereferences the Hanna-Barbera's Pac-Man,Pac-Man and the Ghostly Adventures cartoon,Street Fighter II animated movies,Mega Man 1994 cartoon and OVA,Final Fantasy VII:Advent Children and Last Order:Final Fantasy VII
6Cuphead, MugmanFloral FuryOne Hell of a Timereferences The Cuphead Show itself
Bonus Stage
Final BossDraculaDracula's CastleBeginningreferences the Netflix's Castlevania2017 and the connections between Castlevania and Cuphead are both are video game series which has a Netflix original animated series and the final boss of both series are a evil monster lord (The Devil and Dracula represnetively)
Credits music: Cuphead Medley

Stage: Floral Fury

Floral Fury is very heavily based on the popular SSBU custom stage. With Hazards off it is functionally identical to said stage, but with them on Cagney Carnation will interfere in different ways.

-He can create roots beneath a platform - these do not deal damage, they merely serve as a frustrating wall like Alolan Exeggutor.
5782FCE9-7A52-4E34-A4BB-443D7799D78B.jpeg


-He can stretch out his face into the screen. This deals a very big bit of knockback and small bit of damage, but there is a warning time


-He can turn into a gattling gun and shoot seed bullets - they fall slow and deal a small bit of damage. It's pretty easy to throw foes into them, but you likely won't run into them by accident.



-A power borrowed from Psycarrot, Cagney gains a third eye and shoots laser beams. These beams fall fast and diagonally, they deal a lot of damage - however, they do not deal knockback, they stun.



Music
  1. Cuphead Medley (Don't Deal With the Devil, Introduction, Inkwell Isle One, Inkwell Hell)
  2. Botanic Panic
  3. Die House
  4. Threatin' Zeppelin
  5. Treetop Trouble
  6. Floral Fury
  7. Forest Follies
  8. Aviary Action
  9. Carnival Kerfuffle
  10. Fiery Frolic
  11. The Mausoleum
  12. Perilous Piers
  13. Murine Corps
  14. Junkyard Jive
  15. Rugged Ridge
  16. High Sea Hi-Jinx
  17. One Hell of a Time
DLC Spirit Board
Music: Cuphead Medley
  • Elder Kettle
    • Novice
    • Botanic Panic
  • Porkrind
    • Novice
    • Treetop Trouble
  • Legendary Chalice: Advanced
    • Advanced
    • The Mausoleum
    • Enhanced into Ms. Chalice (Ace)
  • Cagney Carnation
    • Ace
    • Floral Fury
  • Ribby and Croaks
    • Novice
    • Threatin' Zeppelin
  • Baroness Von Bon Bon
    • Novice
    • Carnival Kerfuffle
  • Grim Matchstick
    • Advanced
    • Fiery Frolic
  • Dr. Kahl and his Robot
    • Advanced
    • Junkyard Jive
  • Cala Maria
    • Ace
    • High Sea Hi-Jinx
  • King Dice
    • Ace
    • Die House
  • The Devil (Cuphead)
    • Legend
    • One Hell of a Time
Mii Fighter Wave 11
  • Arle Nadja - Puyo Puyo (Brawler)
  • Toxtricity - Pokemon (Brawler)
  • The Knight - Hollow Knight (Swordfighter)
  • Cadence - Crypt of the NecroDancer (Swordfighter) (Bonus track: Gleeokenspiel, added to Zelda songs)

  • Kamek / Magikoopa
    • Other
      • Reveal Trailer
  • PaRappa
    • Moveset
      • Forward Throw
      • Back Throw
      • Up Throw
      • Down Throw
    • Aesthetics
      • Taunt (1)
      • Victory Animations (2)
  • Jack Frost
    • Aesthetics
      • Entry Animation
      • Taunts (2)
      • Victory Music
    • Other
      • Reveal Trailer
      • Classic Mode
  • Porky
    • Other
      • Reveal Trailer
  • Sol
    • Aesthetics
      • Victory Animations (2)
    • Other
      • Reveal Trailer
  • Dr. Eggman
    • Moveset
      • Dash Attack
    • Other
      • Reveal Trailer
      • Classic Mode
  • 2B
    • Moveset
      • Dash Attack
      • Forward Aerial
      • Back Aerial
      • Down Aerial
    • Other
      • Reveal Trailer
  • Sans
    • Aesthetics
      • Taunts (2)
      • Victory Animations (3)
    • Other
      • Reveal Trailer
  • Bandana Waddle Dee
    • Other
      • Reveal Trailer
  • Officer Howard
    • Aesthetics
      • Victory Animation (1)
    • Other
      • Reveal Trailer
  • Nightmare
    • Moveset
      • Neutral Aerial
      • Pummel
    • Aesthetic
      • Entry Animation
    • Other
      • Reveal Trailer
  • Cuphead
    • Aesthetic
      • Entry Animation
    • Other
      • Reveal Trailer

© 2018 Nintendo
Original Game: © Nintendo / HAL Laboratory, Inc.
Characters: © Nintendo / HAL Laboratory, Inc. / Pokémon. / Creatures Inc. / GAME FREAK inc. / SHIGESATO ITOI / APE inc. / INTELLIGENT SYSTEMS / Konami Digital Entertainment / SEGA / CAPCOM CO., LTD. / BANDAI NAMCO Entertainment Inc. / MONOLITHSOFT / CAPCOM U.S.A., INC. / SQUARE ENIX CO., LTD. / Sony Interactive Entertainment Inc. / ATLUS / ARC SYSTEM WORKS / Toby Fox / Studio MDHR
 
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Paraster

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For the sake of transparency, a word on time: I plan to have each submission and voting phase last at least 24 hours to minimize the possibility of time zones or schedules cheating anyone out of a chance to participate. This may run longer if I am busy at the time or feel there are too few submissions or votes at the 24-hour mark.
 
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Paraster

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Quick question: While I assume companies will be irrelevant come the passes, will the PP replacement have to be a Nintendo character?
That's actually a fair point I hadn't considered. While I want participants to stay as flexible as possible with their ideas, it does strain credulity a bit for this cheaper (temporarily free) one-off bonus to be third-party. Especially when you consider the strong implications that PP was supposed to be base game but was delayed to DLC--I imagine this would complicate contracts a bit for non-Nintendo characters.

I think, for this one slot, I will restrict it to Nintendo characters only. Probably good to ensure we get at least one guaranteed first-party anyway.

If you have submitted a prompt with a specific third-party in mind and want to change, feel free to do so--but please ping me to ensure I update my documentation.
 

Wario Wario Wario

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Can I repeal my submission?

I want to change it to:

A Mario platformer character who is rarely if ever playable.

This could entail enemies, Nabbit, a car-less Koopaling, a long-forgotten one-off, an unproven Odyssey debut, a background NPC, what have you. Just no RPG, party, sports, or extended universe stuff.
 
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Paraster

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Vote: Bonus Fighter Criteria

Wario Wario Wario Wario Wario Wario : Mario platformer character who is rarely playable
Paraster Paraster : Either identical to a basic enemy or just is one
cashregister9 cashregister9 : Nature-based character
Champion of Hyrule Champion of Hyrule : Doesn't traditionally have legs
evanwoo10 evanwoo10 : Boss character
KneeOfJustice99 KneeOfJustice99 : Doesn't have a human-like body type

Please vote for your top 3. #1 will be given 3 points, #2 gets 2 points, and #3 gets 1 point. You may vote your own submission as #2 or #3.
 
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Paraster

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Bonus Fighter Criteria Vote Results

Mario platformer character who is rarely playable: 4
Either identical to a basic enemy or just is one: 10
Nature-based character: 3
Doesn't traditionally have legs: 1
Boss character: 5
Doesn't have a human-like body type: 7

The criteria we will be following for the bonus fighter slot is: the character must be or look identical to a generic enemy. Feel free to make character submissions now!
 
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Wario Wario Wario

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Kamek (Art credit: FuntimeShadowFreddy)

The patriarchal figure of the Koopa King, Kamek would primarily use a variety of enemies and hazards from the Yoshi games (very few magic blasts or spell-casting hopefully, gotta leave the door open for Ashley, heh) - as a cute little detail, his default costume would be referred to by the announcer as Kamek, wheras the latter 7 are just regular old Magikoopas.
 
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Job about Enemy:
Koopa Troopa

The Bowser's stooge and the Iconic Turtle enemy from Mario Series: KOOPA TROOPA!
That's right, he will be added into Smash as Bonus Character, which he will use moves from other Koopa Troopas like ParaTroopas a etc. Plus, he could be funniest Fighter inclusion for the Game.

His moveset would be Inspired by BrawlFan1's Idea.
 

KneeOfJustice99

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Fighter Name: Shy Guy
Fighter Origin: Yume Kōjō: Doki Doki Panic (Super Mario Bros. 2/USA)

1635965782633.png


Oh yeah! This shy fellow always wears a mask - as do all his friends! However, they all seem to get on well together. Utilising a wide variety of moves from similar enemies (such as the Sniffit as a projectile attack) and from across the Mario universe as a whole (for instance, a Kart as a Side B in reference to their Mario Kart DS appearance), they could be quite an unusual fighter. Not only that - I think they'd be a cool Mario 2 rep as a whole, as well as technically being a Yoshi rep! The idea of having Birdo as a Down B is pretty funny to me, too, though Wart or Kamek as a Final Smash could work too?

I think that Shy Guy would be a cool example of a Plant-like situation, where a lot of fans latch onto them (Shy Gang!) because, well... he's kinda relatable to a lot of Smashers and gamers as a whole - after all, we're not all exactly social butterflies. (Also, green Shy Guy winds up becoming a huge meme by the time of FP2 because of Dream, purely by coincidence, then when Steve gets added there winds up being tons of ****posts like "Oh, Dream got in before Steve Minecraft." I don't watch that content, but I'm aware it's popular, and GreenGuy being such a huge meme would be funny as hell to me.)
 

Wario Wario Wario

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OK if I retract my Kamek submission? I want to submit something that isn't from Mario.

Skulltula (Zelda)

This edgy arachnid has all the tools to fight in Smash - a heavy body that can reflect oncoming fire, 8 sharp legs that slash and pierce, venomous fangs that really dig into foes' blood, fast crawling ability, and of course sticky webs that can trap foes or just be used to hang about. Plus, there's tons of alt costume potential with how inconsistent Zelda enemies' appearances can be.
 
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Paraster

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OK if I retract my Kamek submission? I want to submit something that isn't from Mario.

Skulltula (Zelda)

This edgy arachnid has all the tools to fight in Smash - a heavy body that can reflect oncoming fire, 8 sharp legs that slash and pierce, venomous fangs that really dig into foes' blood, fast crawling ability, and of course sticky webs that can trap foes or just be used to hang about. Plus, there's tons of alt costume potential with how inconsistent Zelda enemies' appearances can be.
I was planning on submitting Kamek myself lol

1635975260926.png
Kamek, serving as a representative of the Yoshi universe (not Mario), would be able to fire magic spells, transform things (maybe a move where he can change an item into a different item?) and summon various enemies.
 

evanwoo10

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Bandana Waddle Dee
CE8876B1-95D8-478C-8A34-9E0C41770232.png

Bandana Waddle Dee has become one of the most reoccurring Kirby characters in the 2010s. Bandana Waddle Dee is seen by many as the fourth main playable Kirby character in the series (behind Kirby, King Dedede, and Meta Knight). Bandana Waddle Dee would use his spear to fight opponents. Bandana Waddle Dee’s final Smash could involve his mini game from Kirby: Super Star.
 

Paraster

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Bandana Waddle Dee
View attachment 336644
Bandana Waddle Dee has become one of the most reoccurring Kirby characters in the 2010s. Bandana Waddle Dee is seen by many as the fourth main playable Kirby character in the series (behind Kirby, King Dedede, and Meta Knight). Bandana Waddle Dee would use his spear to fight opponents. Bandana Waddle Dee’s final Smash could involve his mini game from Kirby: Super Star.
Okay, here's the thing: when I gave my prompt the corollary of "can be identical to a basic character," it more referred to the likes of Kamek, who has little to no differences from regular Magikoopas aside from name and personality. If you added a Magikoopa fighter, it might as well be Kamek anyway. While I love Bandana Dee, his design and abilities are too different from ordinary Waddle Dees to fit my prompt in the way I envisioned.

That said, I admit the issue here is poor communication on my part, so I will give Bandana Dee a chance--I have started a poll on the top of the thread to vote on whether he should be allowed. Please vote based on if you think BD genuinely fits the prompt, not him as a fighter you'd like.
 
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Wario Wario Wario

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I would argue Bandana Dee is way too similar to a generic enemy to be considered unique at all - that being said, I have still placed a no because I want to corrupt the power of democracy to fit my twisted desires he'd make the vote unfair as the only popular request here.
 

evanwoo10

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Okay, here's the thing: when I gave my prompt the corollary of "can be identical to a basic character," it more referred to the likes of Kamek, who has little to no differences from regular Magikoopas aside from name and personality. If you added a Magikoopa fighter, it might as well be Kamek anyway. While I love Bandana Dee, his design and abilities are too different from ordinary Waddle Dees to fit my prompt in the way I envisioned.

That said, I admit the issue here is poor communication on my part, so I will give Bandana Dee a chance--I have started a poll on the top of the thread to vote on whether he should be allowed. Please vote based on if you think BD genuinely fits the prompt, not him as a fighter you'd like.
If Bandana Waddle Dee isn’t allowed, my submission will be Zinger.
4DA4649C-7F55-45B9-94F5-B7C1094AEFFF.png

The Zingers were one of the most common (and annoying) enemies in the classic Donkey Kong Country games. The Zinger would use it’s stingers and wings to attack opponents. It could also call for more Zingers to aid it in combat. For a final smash, the Zinger could send opponents into a huge hive of Zingers.
 

Paraster

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Untitled.png

We will now begin voting for our bonus fighter. As per the thread poll, Bandana Waddle Dee will not be allowed and evanwoo10's Zinger submission will be used instead.

Our options are:

Koopa Troopa
Job about Enemy:
Koopa Troopa

The Bowser's stooge and the Iconic Turtle enemy from Mario Series: KOOPA TROOPA!
That's right, he will be added into Smash as Bonus Character, which he will use moves from other Koopa Troopas like ParaTroopas a etc. Plus, he could be funniest Fighter inclusion for the Game.

His moveset would be Inspired by BrawlFan1's Idea.
Shy Guy
Fighter Name: Shy Guy
Fighter Origin: Yume Kōjō: Doki Doki Panic (Super Mario Bros. 2/USA)

View attachment 336606

Oh yeah! This shy fellow always wears a mask - as do all his friends! However, they all seem to get on well together. Utilising a wide variety of moves from similar enemies (such as the Sniffit as a projectile attack) and from across the Mario universe as a whole (for instance, a Kart as a Side B in reference to their Mario Kart DS appearance), they could be quite an unusual fighter. Not only that - I think they'd be a cool Mario 2 rep as a whole, as well as technically being a Yoshi rep! The idea of having Birdo as a Down B is pretty funny to me, too, though Wart or Kamek as a Final Smash could work too?

I think that Shy Guy would be a cool example of a Plant-like situation, where a lot of fans latch onto them (Shy Gang!) because, well... he's kinda relatable to a lot of Smashers and gamers as a whole - after all, we're not all exactly social butterflies. (Also, green Shy Guy winds up becoming a huge meme by the time of FP2 because of Dream, purely by coincidence, then when Steve gets added there winds up being tons of ****posts like "Oh, Dream got in before Steve Minecraft." I don't watch that content, but I'm aware it's popular, and GreenGuy being such a huge meme would be funny as hell to me.)
Lakitu
Lakitu



A Recurring character in mario that is not only an enemy but a helper in many instances as well.
Skulltula
OK if I retract my Kamek submission? I want to submit something that isn't from Mario.

Skulltula (Zelda)

This edgy arachnid has all the tools to fight in Smash - a heavy body that can reflect oncoming fire, 8 sharp legs that slash and pierce, venomous fangs that really dig into foes' blood, fast crawling ability, and of course sticky webs that can trap foes or just be used to hang about. Plus, there's tons of alt costume potential with how inconsistent Zelda enemies' appearances can be.
Kamek/Magikoopa
I was planning on submitting Kamek myself lol

View attachment 336643Kamek, serving as a representative of the Yoshi universe (not Mario), would be able to fire magic spells, transform things (maybe a move where he can change an item into a different item?) and summon various enemies.
Primid

Primid

I think having a smash original character start off the pass would be kind of funny. Its moveset could be based on the various types found in the subspace emissary.
Zinger
If Bandana Waddle Dee isn’t allowed, my submission will be Zinger.
View attachment 336647
The Zingers were one of the most common (and annoying) enemies in the classic Donkey Kong Country games. The Zinger would use it’s stingers and wings to attack opponents. It could also call for more Zingers to aid it in combat. For a final smash, the Zinger could send opponents into a huge hive of Zingers.
Please vote for your top 3. #1 will be given 3 points, #2 gets 2 points, and #3 gets 1 point. You may vote your own submission as #2 or #3.
 
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