Pyra:
Scorch N Torch
I'm gonna take a few Mushroomy Kingdom-style edgy liberties with this one - rather than taking place in a savanna, it takes place in a jungle... more specifically, the back layer of the Jungle Hijinxs stage from Smash Wii U - where something has gone horribly wrong since the last time we fought there. There's no dual layer gimmick.
Scorch N' Torch
Forest Interlude (New Remix)
Hot Top Volcano (New Remix)
DK Rap (Original) (because it's fire)
Mythra stage:
Final Corridor
A competitive stage, this time the layout is an upside down battlefield, akin to Frozen Fortress from Rivals
Megalovania (Orchestral Mix)
Megalovania (Metal Mix)
Megalovania (Dubstep Mix)
Megalovania (Dog Mix)
Sephiroth stage:
Pandemonium
The layout is pretty simple - a sloped walk-off to the right, and a really big gap to the left, with soft, seemingly organic platforms that move in a manner akin to Delfino's Secret. The eyes look in the direction of the battle
Necron Boss
Boss (Final Fantasy 9)
Boss (Final Fantasy 4) (New Remix)
Shuyin Boss (Final Fantasy 10 2)
Pyra echo:
Sports Daisy
Uses different sports equipment. This character is nimble and has a ****ton of projectile reflectors, but isn't very powerful and has no projectile of her own.
- Jab - Boxing glove, boxing glove, golf club (No rapid jab, last is a reflector)
- Forward tilt - Cricket bat (Reflector)
- Up tilt - Tennis racket (Reflector)
- Down tilt - Hockey stick (Reflector)
- Dash attack - Skateboard with baseball bat (Reflector)
- Forward Smash - Croquet mallet (Reflector)
- Up Smash - Skateboard handplant
- Down Smash - Hammer throw
- Nair - Badminton Racket. (Reflector)
- Fair - Jousting Lance
- Back air - Hammer throw
- Up air - Tennis racket (Reflector)
- Down air - Golf club (Reflector)
Up special is a basketball throw, only works as a command grab that spikes - though her mobility makes up for her situational recovery move, and it can also grab projectiles like fighters to send them down, and there is a very slight boost if used without a grab. Side special is a bike which allows her to gain even more momentum (think Fishbunjin's side B from Slap City). Back special is a dumbbell lift which is a rapid-jab-like damage-dealing move that begins slow and weak but becomes faster and more powerful the more it's used in a given stock. Neutral special is a baseball glove that gets rid of projectiles instead of reflecting them. Down special is a headbutt with an American football helmet, her most powerful but also laggiest move. We could potentially have Peach/Rosalina/Pauline/White Mage as alts, but Daisy will be default.
Mythra echo:
Shadow the Hedgehog
Fist-fighter Ganondorf, meet swordfighter Shadow. Uses the Black Sword from Shadow the Hedgehog. Has a spin-dash nair, but with the sword reaching out. No rapid jab, has a spin dash dash attack without a sword out but can be cancelled into a jump. Has Photon Edge and Lightning Buster, down special is a Chaos Control counter - doesn't actually slow down foes like Bayo's down B, more a counter that lets you choose a second option while your foe is stunned; back special is a homing attack, up special doesn't have Chroma Dust but has a much more powerful spring than Sonic. Sonic Movie-style red electricity
Sephiroth echo:
Tetromino
Moves the way Sephiroth's sword or limbs would, and thus doesn't have disjoints - the "animation" looks really cheap - you can tell when Tetromino is hitting because it gains exaggerated-relative-to-the-rest-of-the-cast motion blur, changes to a darker colour (somewhat similar to the lighter colours you'd get with invulnerability) and expands slightly. Has no special moves nor taunts, but is insanely powerful and mobile. Nair is a spin.
The gimmick of this fighter is that which shape you're playing as swaps out every stock... at random. The shorter range, the more powerful, but the taller height, the quicker. L and S are on their side to distinguish them from J and Z. However, even I's power and O's speed are insane enough to justify the lack of special moves, and the stats/move properties in question aren't mathematically determined, so each Tetromino has a different playstyle. It should be noted that L/J and S/Z still attack in the same positions for all moves except dair, but each Tetromino is sized differently, including L/J and S/Z