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Super Smash Bros. 6: Super Smash Bros. Infinite Project - LAUNCHED!!

Satisfaction with Season 2?

  • 3 - It’s alright.

    Votes: 0 0.0%

  • Total voters
    17
  • This poll will close: .

Venus of the Desert Bloom

Here
Moderator
BRoomer
Writing Team
Joined
Jul 30, 2007
Messages
13,345
Location
Japan
NNID
VenusBloom
3DS FC
0318-9184-0547
Advisory Notice: The creation of alternate accounts to cast more costs, submit more content, or otherwise cheat the system is not only against the thread rules but also will earn an account ban for that alternate account as well as a warning on the original account.

createsmash.png
Many moons ago, we had a dedicated user group of individuals led by our trusted leader God Robert's Cousin God Robert's Cousin who tried to make a Smash game here on Smashboards. Not actually developing it; just through typing and brainstorming. This included everything from characters, stages, and more but the project took a while and never was completed. With Christmas upon us, I thought now was a good time to launch a slimmer-down, version of what we had way back when.

Premise
Nintendo wants a successor to Smash Ultimate for their new next-Gen console and they want it like Ultimate but bigger and better. Everyone is here....again!! The entire Smash Ultimate cast is here with even more characters and content! But Sakurai needs help so we’ve been hired to help out with the conceptualizing, planning, and pre-development phase. Our job is to listen to what Ninty wants and implement it successfully into Smash! Can we do it or will our product flip? Will we add tripping or will we add wavedashing? What characters will we include? Welcome to
Super Smash Bros. Infinite
Please take a minute to read up about the project and how to participate. Shout out to airConditioner airConditioner for drafting this up:

Hello potential developer!


Welcome to the Super Smash Bros. Ultimate Sequel Project - now known as Super Smash Bros. Infinite! We are very excited to see that you have expressed interest in joining our project. Here are some FAQs regarding our project:

Is this actually going to be a fan game?
Unfortunately, this is just a creative brainstorming project. We are only coming up with ideas on how this game will function, what characters it will have, and how different it will be from its predecessor, Ultimate.

Cool! How do I submit a character/stage/assist trophy/etc.?
This project is run on a job-by-job basis. This means that the thread creator, Venus of the Desert Bloom Venus of the Desert Bloom or the Executive Assistants, ( Ramen Tengoku Ramen Tengoku , Mr. Robotto Mr. Robotto , Krookodilian Krookodilian , and airConditioner airConditioner ) will be providing prompts regularly for us developers to answer. These prompts can range from specific (Submit a Halloween Themed character) to vague (Suggest a new first-party franchise for our next character). Once some time has passed after the prompt is given, we will vote on the suggestions, with the winning suggestion(s) making it to the final game. This means that we won't have the opportunity to suggest characters/stages/etc. until the prompt itself is given to us. Furthermore, when we do add characters, keep in mind that we try to keep the newcomers different. For example, after having Jill & Leon as our Game Awards newcomers, we were unable to submit Officer Howard as our next newcomer because they would be too similar (anime cop with a gun that kills otherworldly monsters). This doesn't mean that you would not be able to suggest them again later, it just means we can't have two similar characters back to back. Again, we will have specific times to suggest characters, so please hold onto your ideas for then!

What about Spirits and Music?
As with other parts of the game, we will be submitting spirits on a case-by-case basis, in order to account for the work our Spirit Team does. The two main times we will submit spirits will be after a new character is revealed and when a spirit event is made. Spirit events are week long submissions that are themed around a particular... theme. This can be things like holidays, such as Easter, genres, such as fighting games, to more abstract concepts, like inanimate objects. We do have set rules, about submitting spirits, however. During spirit events, we will only accept 3 submissions per user and each submission is approved based on the discretion of the Spirit Team. Some examples of spirits that will be rejected are real life hardware, such as gaming consoles and accessories, spirits with no official art, and spirits that will increase the age rating. Additionally, when submitting spirits, it is highly encouraged to follow the format listed below to provide the Spirits Team with the information required to add them to the wiki.
While we're on the topic of submitting spirits I just want to mention the formatting of spirit posts. Right now the way that the inforamtion for a spirit battle is displayed varies depending on the submitter, so its not very cohesive, and some are missing information or use inconsistent language to describe the same things. This is the format I use and Venus has encouraged others to adopt it as well.
[Picture][Name] [(Game of Origin)]
Class:
Type: [Primary/Support)(Attack/Shield/Grab), # of slots
Effect:
  • Puppet Fighter: Fighter (Describe which alt)
  • Stage:
  • Music Track:
  • Match:
  • Conditions:

For Example: (This is a spirit I submitted already so it doesn't need to be added again)
Lana (Legend of Zelda: Hyrule Warriors)
Class: Ace
Type: Primary Shield, 2 Slots
Effect: Electric Attack ↑
  • Puppet Fighter: Robin (Blue)
  • Stage: Temple
  • Music Track: Push Forward
  • Match: Stock (1)
  • Conditions: The enemy favors neutral special, Hazard: Zap Floor


Here are some resources that I use when making my spirits that helps with keeping the skills they have accurate, as well as not creating a spirit thats already in the game.

I use this one to see which traits come alongside primary spirits


I use this to see which effects can be given by support spirits.


I use this to see what the in game text is for certain conditions.

I've also found that the Mario wiki has the most viewable list of already existing spirits, with the spirit battle details alongside it for inspiration.

I think that using the Wikia and the already existing google sheets will work going forward. Another thing to think about if we're regulating spirit submissions is that right now quite a few spirits use in the game sprite as their spirit art. There is precedent in Smash Ultimate for this happening with the Mother, Ice Climber, and Pac-Man series using in game sprites but usually if there's no official art of the character then its likely that they're not the kind of character who would get a spirit.

Personally I think R.O.B. is an exception and should be the only real world spirit since he's a fighter.

In terms of music, we have a document on the main page. Music will be added periodically to prevent the document from filling up too fast. Each universe has a cap number, such as 40, that will be the maximum number of allowed songs. Additionally, this cap will be capped by a second, temporary cap, so you it is presented as 15/40. This means that of the 40 songs that will be added throughout the project's lifespan, only 15 will be accepted at the moment. This cap is raised every so often, and the maximum may be increased by adding a stage/character to the project later on. Like with spirits, we will be accepting music on a case-by-case basis. Songs that have difficulty negotiating for, songs with little to no relation with Nintendo or the characters in the project, or series with too many songs will be removed. Fan remixes are allowed, provided you give credit.

Wait, a wiki?
Yeah, we have a cool wiki. You'll find almost everything related to the project on this site.

That's about all I can think of for the project right now! Please enjoy your stay and we look forward to working with you!


Leadership Team
The Leadership Team helps run, plan, and progress the project along. Please don't hestitate to ask a question to anyone of us!

Venus of the Desert Bloom Venus of the Desert Bloom
Ramen Tengoku Ramen Tengoku
Krookodilian Krookodilian
Mr. Robotto Mr. Robotto

airConditioner airConditioner

Super Smash Bros. Infinite Content
Below is a list of content confirmed for Super Smash Bros. Infinite and has a presence on the Super Smash Bros. Infinite wiki
characters.png

Isaac from Golden Sun

Isaac
Golden Sun

Bandana Waddle Dee
Kirby

Octoling
Splatoon

Waluigi

Super Mario Bros.

Crash Bandicoot
Crash Bandicoot

Stylist
Style Savvy

Ashley
WarioWare

Medusa
Kid Icarus

Barista
Rhythm Heaven

Jill Valentine
Resident Evil

Leon Kennedy
Resident Evil

Takamaru
Mysterious Castle Murasame

Galacta Knight
Kirby

Grovyle & Celebi
Pokemon

DJ Octavio
Splatoon

Reimu Hakurei
Touhou Project

Officer Howard
Astral Chain

Dr. Eggman
Sonic the Hedgehog

Marin
The Legend of Zelda

Impa
The Legend of Zelda
1646536032359.png

Crazy Dave
Plants vs Zombies

Dixie Kong
Donkey Kong

Sami
Advanced Wars

Ms. PAC-MAN
Mr. Pac-Man

Iori
King of Fighters
1639498585555.png
Anna
Fire Emblem

King Boo
Super Mario Bros.
DLC

Zagreus
Hades
DLC
1645285326145.png

Phoenix Wright
Ace Attorney
DLC
1645285491424.png

Sakura Shinguji
Sakura Wars
DLC
1646535972149.png

Agumon
Digimon
DLC

Sol Badguy
Guilty Gear
DLC

Lara Croft
Tomb Raider
DLC

Lloyd Irving
Tales of Symphonia
DLC

Geno
Super Mario RPG
DLC


Ratchet and Clank
Ratchet and Clank
DLC
Super Smash Bros Infinite has a wide range of fighters from iconic Nintendo characters like Bandana Dee, Waluigi, and Dixie Kong to classics like Takamaru and Isaac as well as third party offerings like Crash, Reimu, and Crazy Dave! The game features 26 launch characters; the most of any previous Smash game!
Roster



26 (including Echoes)

Golden Icarus Golden Icarus

Isaac from Golden Sun

#83. Isaac
Golden Sun
Wikia Link

Submitted by: Venus of the Desert Bloom Venus of the Desert Bloom
Special Moves

Neutral Special: Gaia

Causes a pillar of earth energy to shoot up in front of him.

Side Special: Move
Shoots out a hand made of energy which pushes opponents bakcwards.

Up Special: Growth/ Wild Growth
Creates a bouncy plant which catapults Isaac up. Charging it creates Wild Growth which launches him even more.

Down Special: Quake/Spire
Fires a quick burst of energy that can trip others nearby. Creates a earthen spear which creashes down while in the air.

Final Smash: Judgement
Summons Judgement which unleashes a massive amount of Venus Psyenergy into the targeted opponent.​
Taunts
  • Up Taunt: A Venus Djinn appears and flies around Isaac, similar to the fairy taunts that the Links have.
  • Down Taunt: A unique taunt, Isaac casts Cure on himself, which could function in a few different ways. The first option is that the taunt must play in full to get moderate healing and Isaac can't cancel out of it. The second option is that using the taunt puts Isaac into an animation and after either pressing a button to end the animation or letting the animation last the max amount of time, Isaac is healed based on the amount of time before the taunt is ended.
  • Right Taunt: Isaac uses his Psynergy field animation
  • Left Taunt: Isaac swings his sword to the right and spins and swings it to the left.


On-Screen Appearance
  • Appears in a vortex of Venus Psyenergy which causes the ground to burst with plant life. He then jumps out.

Idle Poses
  • Issac looks behind him.
  • Issac adjusts his hair, before going back to battle stance.

Victory Poses
  • Isaac summons a burst of vines and branches and rides them up into the air while waving at the camera.
  • Isaac spins and holds on the hilt of his sword while thrusting his hand forward as it glows with Venus Psyenergy. This post is very similar to his son, Mathhew’s official pose.
  • Isaac causes four stones to levitate around him. Ge then causes them to spin rapidly.


Classic Mode: The Power of Friendship
The opponents are based off actual enemies from Golden Sun. Two allies accompany Isaac in battle.​
Round
Opponent
Stage
Music
Notes
References
1​
Giant
:ultivysaur:
Garden of Hope​
Walking Forward with Determination​
Lucina & Simon are allies​
Ivysaur represents the boss, Tret.​
2​
Blue
:ultroy:
Prism Tower​
Saturos Battle Theme​
Simon & Y. Link are allies​
Roy represents Sauturos when he is fought in the Mercury Lighthouse​
3​
Blue
:ultdk:
Reset Bomb Forest​
Formidable Enemy​
Y. Link & Palutena are allies​
Donkey Kong represents the boss, Killer Ape.​
4​
Giant pink
:ultinkling:
Pirate Ship​
Fighting on Deck​
Palutena & Cloud are allies​
Inkling represents the boss, Kraken.​
5​
Black
:ultzelda:
w/ Death Scythe​
Great Plateau Sheikah Tower​
Fusion & Chaos​
Cloud & Rosalina are allies​
Zelda represents Menardi’a boss battle.​
6​
Black
:ultganondorf:
Great Cave Offensive
(Battlefield)​
Apollo Ascent​
Rosalina & Robin are allies​
Ganondorf represents the optional superboss, Dullahan.​
BONUS​
Break​
the​
Targets​
!​
Final​
Giant
:ultridley::ultcharizard:
Venus Lighthouse​
Isaac's Battle Theme​
Robin & Meta Knight are allies​
Giant Ridley and Charizard represents end-game bosses Fusion Dragon and Doom Dragon.​


Alternate Costumes

#84. Bandana Waddle
Kirby
Wikia Link

Submitted by: Otoad64 Otoad64
Special Moves
Neutral Special: Spear Throw
Throws his spear like a javelin. Charging it increases the power.

Side Special: Parasol Drill
Rushes out while holding the Parasol in front. Can reflect projectiles.

Up Special: Waddle Copter
Spins his spear rapidly which levitates him off the ground.

Down Special: Ground Spear/Crescent Swing
Slams his spear down and then rushes and slashes it upwards. Performs a wide-sweeping aerial swing while in the air.

Final Smash: Waddle Dee Army
Summons Waddle Dees, Waddle Doos, Gordos, and other enemies to wildly attack.​
Taunts
  • Up Taunt: Bandana Dee looks around him, loosely mimicking his artwork from Return to Dream Land.
  • Down Taunt: Bandana Dee twirls his spear.
  • Right Taunt: Bandana Dee falls asleep, thinking about an apple.
  • Left Taunt: Bandana Dee happily waves his arms.


On-Screen Appearance
  • Bandanna Dee lands in by Parasol.

Idle Poses
  • Bandana Dee scouts the area (based on an idle animation in Return to Dreamland)
  • Adjusts his Bandana

Victory Poses
  • He rushes by in a friend train with 3 parasol waddle dees
  • A giant ball of waddle dees rolls by before exploding leaving only Bandana Dee
  • He does a few rapid jabs before holding his spear by his side and sitting down to drink some apple juice


Classic Mode: Helper to Hero
The theme is that it’s fighting characters who transition from a generic character to that of an unique and personal one, like his own character arc. ALl stages are news stages to Infinite in the same manner that Bandana Waddle Dee is a newcomer.​
Round
Opponent
Stage
Music
Notes
References
1​
:ultpiranha:
Starfruit Paradise​
Piranha Plant Lullaby​
Lucina & Simon are allies​
Piranha Plant is a generic enemy unit.​
2​
:ultgreninja:
Galar Wild Area​
Battle! (Team Flare)​
Vaguely implied to be Ash's greninja, but still very generic.​
3​
:ultyoshi:
Crafted World​
Wildlands​
There’s Yoshi, but he's identical to a the generic yoshi species.​
4​
:ultrob:
Gyromite​
Memory (Stack Up)​
Subspace ROB is slightly different from generic ROBs visually, and very distinct from a character perspective.​
5​
:ultvillager:
Mystery Island​
Bubblegum K.K.​
They can be fully customized​
6​
:ultkingdedede:
Castle Dedede​
Macho Dedede​
BONUS​
Board​
the​
Platforms​
!​
Final​
Marx​
Marx Battle Moon​
Warrior from Another World​


Alternate Costumes

#64ε. Octoling
Splatoon
Wikia Link

Submitted by: Paraster Paraster
Special Moves

Neutral Special:
Dapple Dualies

Fires forward with both of their Dapple Dualies. As these are two weapons, the damage output is increased (1.5x).

Side Special: Dynamo Roller
A variation of the Splat Roller.
It moves slower but deals more damage with better killing poyential.

Up Special: Super Jump
Performs a Super Jump just like the Inkling.

Down Special: Splat Bomb
Throws a Splat Bomb, which explodes on contact or after a fixed time, covering opponents in ink. The damage and amount of ink applied increase based on how long the player holds the special button.

Final Smash: Inkjet
The Octoling uses Inkjet, one of the Special Weapons from Splatoon 2. Functionally, it’s almost Identical to Diddy’s old Final Smash, with the Octoling flying around and shooting ink.
Taunts
  • Up Taunt: Takes a selfie.
  • Down Taunt: Transitions into Octopus form and bounces up and down quickly. This can help recover some ink.
  • Right Taunt: Jumps up and down excitingly. Based on the Booyah’ signal from Splatoon 2.
  • Left Taunt: Hoists the Dapple Dualies in the air. Based on This Way’ signal from Splatoon 2.

On-Screen Appearance
  • Octoling appears while “riding the rails” before jumping into octopus form, splatting on the ground, and reforming. Take from the beginning level of Octo Expansion.
Idle Poses
  • Checks their clothes.
  • Runs the back of their neck.
Victory Poses
  • Does two flips before aiming the Dapple Dualies on both sides. Female variants raises the guns up while thrusts a hip out and smirking. Male variants aim the gun downwards and does an edgy pose. Based on the Dualies victory animation in Splatoon 2.
  • Raises the Dynamo Roller up and rests it in their shoulders. Female variants leans forward and smiles while male variant does a thumbs up. Based on the Roller victory animations.
  • The Octoling appears sitting on the Slosher. They then get up, spin, and lean forward on the weapon. Female variant looks forward in a sassy way while make variants wistfully look up. Based on the Slosher victory animation.

Classic Mode: OctoPARTAY!!!
Player fights against eight opponents in waves of 1 against 4. Stages are also based on the idea of 8.​
RoundOpponentStageMusicNotes References
1:ultbowserjr:
:ultlarry::ultroy2::ultwendy::ultiggy::ultmorton::ultlemmy::ultludwig:
Figure-Eight CircuitDestruction DanceThere are eight different Koopalings and the stage is based on the Mario Circuit track from Mario Kart 8.
2:ultlink::ultzelda::ultsheik::ultganondorf::ultyounglink::ulttoonlink::ultzelda::ultlink:Song of StormsHyrule CastleHyrule Castle is based on the Ocarina of Time version which released in 1998.
3:ultmarth::ultlucina::ultroy::ultchrom::ultike::ultrobin::ultcorrin::ultbylethf:ColosseumThe Shackled WolvesThis was one of the 8-player smash stages back in SSB4.
4:ultpikachu::ultpichu::ultjigglypuff::ultmewtwo::ultlucario::ultcharizard::ultgreninja::ultincineroar:Pokemon Stadium 2Battle! (Guzma)

Prism Tower is a Pokémon Gym which is apart of the Pokémon League which has typically 8 Pokémon Gyms at one time.
5:ultvillager::ultvillager::ultvillager::ultvillager::ultvillagerf::ultvillagerf::ultvillagerf::ultvillagerf:SmashvilleK.K. MariachiThe Eight-Ball Tee is a common shirt that has been apart of the series since the start.
6:ultsephiroth::ultsephiroth::ultsephiroth::ultsephiroth::ultsephiroth::ultsephiroth::ultsephiroth::ultsephiroth:Northern CaveDecisive BattleSephiroth has a move called Octoslash.
BONUSBreaktheTargets!
Final:ultinkling::ultinkling::ultinkling::ultinkling::ultinklingboy::ultinklingboy::ultinklingboy::ultinklingboy:Deepsea MetroFly Octo Fly ~ Ebb & Flow (Octo)

Alternate Costumes

#85. Waluigi

Super Mario Bros.
Wikia Link

Submitted by: Thread Poll Voting​
Special Moves

Neutral Special:
Serve

Waluigi throws a tennis ball into the air and serves it at the opponent with his racket. this can be angled slightly, and cancelled out of. The Tennis Ball will remain and bounce if cancelled, and can be hit with his forward air and forward smash.

Side Special: Kart
Waluigi gets into the Waluigi Racer and charges forward at the opponent. This move can be charged into 4 tiers, no sparks, blue sparks, orange sparks, and purple sparks, from weakest to strongest.

Up Special: Swimming Return
Waluigi wims in the air in a slower version of Pikachu's quick attack. Waluigi swims in 4 bursts, and can change direction for each burst. There is a weak hit box on it.

Down Special: Trick Shot
Waluigi slows down time and does a moonwalk like in Mario Tennis Aces. this moves functions as a counter if hit during the moonwalk. However, the move has large ending lag so Waluigi can be punished if not hit.

Final Smash: Bomb-ombs Away!
  • Waluigi sticks his leg out and a vine appears out of his pant leg which stretches out, and any opponent caught in the vine will be sent to a cutscene final smash. The opponent will be transported to a dark room, which will zoom out to reveal the opponent in an assist trophy on top of a pile of Bob-ombs. Waluigi will be shown laughing repeatedly before the Bob-ombs explode.
Taunts
  • Up Taunt: He performs a crotch chop.
  • Down Taunt: Waluigi shakes his fist and says "Cheaters!"
  • Right Taunt: Waluigi does a pirouette and strikes a pose
  • Left Taunt: Waluigi twirls his mustache and snickers sinisterly while looking to the closest opponent.

On-Screen Appearance
  • An Assist Trophy drops onto the ground and releases Waluigi
Idle Poses
  • Waluigi twirls his mustache before briefly picking his nose
  • Waluigi taps his foot repeatedly, in a less agressive version of his current asisst trophy attack
Victory Poses
  • Waluigi claps his hands with a rose in his mouth, does a tango pose and spins before ending with a final pose where he holds his rose towards the camera. A reference to his Eagle/Hole In One animation from Mario Golf: World Tour.
  • Waluigi jumps from left to right in a goofy, Waluigi-esque way, holding his trophy high, referencing his tournament winnning animation from his first game appearance, Mario Tennis on N64.
  • Waluigi jumps goofily, poses to the left and right, spins around, and ends with a Micheal Jackson-esque tip of his hat.

Classic Mode: Waluigi's the Best!
All Waluigi's opponents are previous assist trophies or game elements that weren't made playable until later.​
RoundOpponentStageMusicNotes References
1:ultcharizard:Saffron CityMain Theme - Pokémon Red / Pokémon Blue (64)Charizard used to appear as Pokeball Pokemon in SSB and SSBM.
2Giant
:ultridley:
Brinstar (Omega)Vs Ridley (Brawl)Ridley was a stage element in SSB, a boss in SSBB, and a stage boss/hazard in SSB4.
3:ultlittlemac:Boxing RingJogging/CountdownLittle Mac was an Assist Trophy in SSBB.
4:ultchrom:Arena FeroxChrom was an Mii Costume and an element in Robin’s Final Smash in SSB4.
5:ultdarksamus:Frigate OrpheonBrinstar DepthsDark Samus was an Assist Trophy in SSB4.
6:ultisabelle:SmashvilleTour - Animal Crossing: New LeafIsabelle appeared as an Assist Trophy and Mii Costume in SSB4.
BONUSBoardthePlatforms!
FinalMaster Hand & Crazy HandWaluigi's Pinball (Omega)Waluigi Pinball (Brawl)

Alternate Costumes

#86. Crash
Crash Bandicoot
Wikia Link

Submitted by: Otoad64 Otoad64
Special Moves

Neutral Special:
Death Tornado Spin

Pressing B once performs a short, quick spin that reflects projectiles (11%, OK knockback). Holding B turns into a much faster spin that lasts for a few seconds (26%, medium knockback); not only is it faster, it can help Crash glide a good distance.

Side Special: Super Slide
Crash slides at lightning speed, which trips opponents (9%, OK knockback). He can use it in the air to kick diagonally downward, and cancel it by pressing the Shield button.

Up Special: Rocket Jump
Crash will jump high off a TNT Crate, damaging opponents in the process (13%, OK knockback). The attack has a good amount of collateral damage to the opponents nearby as the crate explodes. Damage hitboxes are also applied to Crash as he catapults into the air which can be used as a good defensive air attack.

Down Special: Fruit Bazooka
Crash takes out a bazooka that he can aim by tilting up or down (10%, OK knockback). The Wumpa Fruit juice that sticks on opponents is a weaker variation of the Inklings' Ink that adds a 1.3x multiplier to all other attacks, including another Wumpa Fruit.

Final Smash: Most Missed Boxes
Crash will don on the Aku mask and will dash into an opponent (8%). The opponent is then taken into a cutscene were hundreds of TNT and Nitro boxes rain down from the sky and Crash runs away (62%, devastating knockback)
Taunts
  • Up Taunt: Crash faces the screen, grins strangely, and it wiggles his eyebrows.
  • Down Taunt: Crash raged a Wompa fruit and chucks it in the air. It will then splat down onto his head. The fruit can do 1% damage.
  • Right Taunt: Aku Aku appears and spins around him while he looks gleefully.
  • Left Taunt: Crash will do his crash dance.

On-Screen Appearance
  • Crash spins out of a wooden crate
Idle Poses
  • Looks to the right and then to the left
  • Dozes off
Victory Poses
  • Crash jumps into the air in a celebratory fashion and then grasps both hands together and shakes them into the air. This is taken from his finishing poses after completing a level in Crash Bandicoot 4: It’s About Time.
  • Crash grabs a Diamond and then throws it into the air. He then does a stylish spin and then drops to one knee with his arms out stretched. This is a reference to his finishing animations.
  • Crash performs the final part of his victory dance

Classic Mode: A Crash-tastic Adventure
Boss fights from the first Crash Bandicoot game, with the final round referencing the final bosses from Crash Bandicoot 2 and 3 as well.
RoundOpponentStageMusicNotes References
1Green
:ultkingdedede:
Suzaku Castle (Omega)Dingodile (Twin Insanity)Enemy favours down smash, food is the only item that spawnsKing Dedede represents Papu Papu.
2Light Blue
:ultlucario:
Kongo FallsThe Time TwisterEnemy favours using items and taunting, only barrels and large crates spawnLucario represents Ripper Roo.
3Grey
:ultincineroar:
Castle Seiege (Final Phase)Dr. Neo Cortex (Boss Battle)Enemy favors using items and taunting, only barrels and large crates spawnIncineroar represents Koala Kong.
4Red
:ultfox:
Fourside (Omega)Once upon a TireEnemy favors neutral special, only back shields spawnFox represents Pinstripe Potoroo
5:ultluigi:
Green
:ultkirby::ultkirby:
Dracula's CastleEvil TwinsLuigi favours neutral special and throwing items, only capsules spawnLuigi and 2 Kirbys represents Dr. Nitrus Brio and slimes that come from his potions.
6Giant Green
:ultdk:
Great Cave Offensive
(Omega)
Crash CompactorEnemy favours down specialDonkey Kong represents Dr. Nitrus Brio's monster form.
BONUSRacetotheFinish!
FinalYellow
:ultdoc:
Tiny Red
:ultmetaknight:
Castle Siege (First Phase)Cortex CastleDr. Mario has three stocks.
For the first stock, he begins the battle with a rage blaster.
For the second, he begins the battle with a rocket belt.
For the third, he does not have an item, but is accompanied by a Red tiny Meta Knight as an ally
Dr. Mario and Meta Knight represents Dr. Neo Cortex and Uka-Uka

Alternate Costumes

#87. Stylist
Style Savvy
Wikia Link

Submitted by: airConditioner airConditioner
Special Moves

Neutral Special:
Hairspray

Stylist starts shaking a hairspray canister in her hand, in a charging like attack similar to Samus' CS. When finished, she can press B again to spray. It has a small hitbox, but a lasting one-for a visual aid, a purple, almost invisible cloud right in front of Stylist. You'll need to be pretty close to land it-but if you do, the opponent will be stunned! How long they are stunned depends on how long you charged the hairspray and how much damage your opponent has.
However, after being used five times, the canister is empty. If you try to use the move again, Stylist will toss it behind her (it can hit opponents and be picked up), and a new one immedeatly appears in her hand, setting her back $30.

Side Special: Lipstick
Stylist winds up, and then throws a lipstick thing (don't know the name of it) forward. It travels in an arc similarly to Young Link's Fire Arrows. This is pretty strong for a projectile. The longer you hold B, the stronger the lipstick projectile will be.
However, while this move can be spammed, it does set you back $10 per container, so be wary.

Up Special: Hair Dryers
Stylist pulls out two electric hair dryers and aims them down before turning them on, and they propel her upwards. This causes a windbox beneath you, so it's pretty good for gimping an opponent offstage. It's also a pretty fast move. However, the move only has decent horizontal range, and good vertical range, so you can't go too far left or right offstage.

Down Special: Try It On
The Stylist pulls out a changing curtain and can choose between several outfits based on a mood. Each outfit will give her a particular state boost until she loses that outfit, is KO’d, or changes her outfit. Each outfit costs $100 and she has $800 per stock.

Final Smash: Fashion Show Fix
When activated, a curtain will be thrown up in front of Stylist, however this time it is much larger and is her FS activation box. The player closest to Stylist before the curtain was thrown up will be launched into the cutscene, and all other players hit by the curtain will be launched by a semi-strong hit that does 20% and kills Mario from the center of Final Destination at 100%.

We see a first person view of the opponent, as Stylist brushes, irons, and curls their hair, shines their shoes, holds up dresses, etc. She moves extremely fast while doing this, inhumanly fast-as if it's some kind of time lapse video. After a few seconds, Stylist swings the chair around, and the camera changes perspective to a third-person view of Stylist and the opponent-who is now sporting the same outfit and hairstyle as Stylist! They'll look a bit surprised on their predicament. The cutscene ends and they are launched offstage (if they have enough damage done to them).
Taunts
  • Up Taunt: Stylist does two quick brushes of her hair with one hand, while holding her hair behind her with the other hand
  • Down Taunt: Stylist does quick small claps in front of her chest while heart effect emanate around her.
  • Right Taunt: Stylist pulls out a pocket make up mirror and reapplies her lipstick.
  • Left Taunt: Stylist runs her hand through her hair and billows it out which causes it to flow in the wind.

On-Screen Appearance
  • The Stylist walks out of a changing room.
Idle Poses
  • Stylist waves to the crowd
  • Stylist brushes dust off her outfit
Victory Poses
Note: All of Stylists victory animations features her walking down a fashion show catwalk as cameras flash all around her.
  • Stylist walks up and waves to the audience
  • Flips her hair and looks in the camera with a smile.
  • Spins around and poses

Classic Mode: Fashion Show Victim
Her classic mode consists of fighting a sequence of fighters with questionable fashion choices, including weird accessories and color palettes.​
RoundOpponentStageMusicNotes References
1Brown
:ultsnake:
Shadow Moses IslandThe Boutique (Meeting Callie)Those animal prints are a huge no-no.
2Dark Red
:ultpacman:
Pac-LandSong 05Plaid gloves are a strong fashion statement
3Pink
:ultmetaknight:
HalberdEmmylou Before the ContestThose colors don't work together Mr. Knight.
4:ultshulk:Gaur PlainsWardrobe (Idol)Too many straps!
5:ultbylethf:Garreg Mach MonastaryRaven CradleAppearance is fine but those clothes? Yuck...
6:ultbrawler::ultgunner::ultswordfighter:Beaumonde ArenaTitle Theme (Style Savvy)All these unfashionable costumes!!!
BONUSBreaktheTargets!
FinalDraculaDracula's CastleGirls Be AmbitiousThat style went out of fashion long ago!

Alternate Costumes

#88. Ashley
WarioWare, Inc.
Wikia Link
Special Moves

Neutral Special: Dark Magic Zone

Ashley casts a field around her like her assist trophy and much like her assist, the spells are random, the longer she holds the button the larger the field becomes, and it lingers for 3 seconds at full size. The effects that can happen within the zone are as follows:
  • Shrinks Opponents
  • Slows Opponents
  • Makes Opponents invisible
  • Healing is now damage


Side Special: Guitar Blast

While the button is held a reticle appears, you can move this reticle around in a certain radius, letting go shoots a blast from Ashley's guitar

Up Special: Broomstick

While the button is held a reticle appears, you can move this reticle around in a certain radius, letting go shoots a blast from Ashley's guitar

Down Special: Potion

Ashley summons a cauldron and starts to stir it if you hold the button, if you let go of the button at the right time, A potion will be tossed out of the cauldron in an arc, and it can either hit someone individually or it can splash on the ground and it effects an area, each potion has a random effect. If you let go of the button too early, Ashley takes some damage, if you let the meter run out, the Cauldron explodes dealing big damage to Ashley and opponents around her, the bomb from WarioWare appears above her as an indicator. Here are the different potions:
  • Flower Potion: The opponents gain the Flower debuff.
  • Reverse Potion: The opponents controls are reversed.
  • KO Potion: This potion has a 10% chance of KOing instantly, the chance scales depending on damage.
  • Sleeping Potion: The opponents fall asleep
  • Stun Potion: The opponents become stunned.
Each potion has a readable icon on the projectile so you can quickly identify the type

Final Smash: Hocus Pocus

Ashley summons a swarm of Fronks that move forward once opponents are hit they are launched into a cutscene where up to 3 opponents are put into a dark room The camera zooms out and Ashley is there and she starts to summon a large amount of objects and people (Including but not limited to Crazy Galaxy and Ashley's Creepy Crew) that batter the opponents, Then Dark Lord Hum Gree enters the room and eats the opponents. The cutscene ends and the room explodes and the opponents get launched, There is also a chance for the opponents to have random effects applied to them. the effects include.
  • Shield Break
  • Slowed Down
  • Sleep
  • Flower
  • Reverse Controls
  • Instant KO (if over 100%)
Taunts
  • Up Taunt: Ashley’s hair momentarily changes to white as she slightly levitates herself off from the ground. Red looks up puzzled.
  • Down Taunt: She faces the camera and waves the wand in a full circle and then thrusts it forward. This causes Red to transform into the wand.
  • Right Taunt: A green aura surrounds Ashley as she faces the camera and holds her right palm out. Red grips the Trident angrily.
  • Left Taunt: Ashley twirls on one foot and then flicks her hair without any emotion. Red though snickers while hovering in the air.

On-Screen Appearance
  • The gate from her stage in WarioWare Touched opens up, revealing a menacingly standing Ashley who slowly walks to the foreground. Red then jumps out of the shadows to stand next to her.
Idle Poses
  • Ashley gets out her rabbit doll and rubs its head - causing said head to fall off.
  • Ashley dusts off her dress.
  • Red squats up and down slightly.
  • Red shakes his Trident up and down happily
Victory Poses
  • She appears on the screen with her back facing the camera which is all dark and gloomy, slowly the camera zooms in to Ashley with the air of creepiness slowly fading and as she turn her head to the camera she scare the player by wearing a mask before taking it off from her face. Shortly after doing this, Red jumps out nearby to Ashley and hoists his Trident up.
  • She zooms into the screen using her broom, camera zooms in to caught her in the act, she take notice at this and she then strike a "shh" pose as if she want this to be a secret before disappear off-screen like she's in a hurry.
  • Ashley appears with Red in front of a cauldron and takes a dried-up lizard into the cauldron which causes it to emit a small explosive mushroom cloud from the cauldron which casts a slightly eerie green light.

Classic Mode: Double, Double, Toil, and Trouble
The opponents in this Classic Mode a come in a pair to reflect how Ashley & Red also fight together. In addition, the opponents all have a magical aspect (or something related to as such) to them much like Ashley. Every secondary opponent is tiny to reflect the small stature of Red.​
RoundOpponentStageMusicNotes References
1

Tiny
:ultjigglypuff:
Venus LighthouseSplit ScreenIsaac uses Venus Psyenergy which is, in some ways, a form of magic while Jigglypuff is a Fairy-type. Fairies are often affiliated with magic.
2:ultpalutena:
Tiny
:ulthero:
SkyworldIntroducing Wario Deluxe

Palutena utilizes a heavenly magic while Hero isn’t only a swordsman but also a skilled spell caster.
3:ultlucas:
Tiny
:ultness:
MagicantRainbow JuiceBoth Lucas and Ness utilizes PSI power, a type of magic.
4:ultbayonetta:
Tiny
:ultsephiroth:
Umbra Clock TowerTomorrow HillBayonetta is a witch who isn’t a stranger to magical properties. Sephiroth utilizes various types of spells such as Gigaflare.
5:ultzelda:
Tiny
:ultrobinf:
SkyloftWarioWare, Inc. MedleyZelda is a princess renowned for her magical capabilities that can defeat the forces of darkness. Robin, like Hero, can attack with both a sword and spells
6:ultrosalina:Mario GalaxyTitle (WarioWare: D.I.Y. Showcase)Like Ashley, Rosalina also utilizes magic and a puppet fighter with that being Luma.
BONUSRacetotheFinish!
FinalMaster Hand & Crazy HandWarioWare, Inc (Omega)Ashley's Song (JP)Both Master Hand and Crazy Hand are magical creatures whose presence in Smash spans generations and universes.

Alternate Costumes

#54ε. Medusa
Kid Icarus
Wikia Link
Special Moves

Neutral Special:
Eye Turret

This functions much like Palutena’s Autoreticle but the reticle targeting graphic is far more sinister and monstrous looking. This appearance is borrowed over from Uprising as are the energy shots that are fired.

Side Special: Dark Mines

This functions exactly like Palutena’s Explosive Flame but emits a darkness-infused explosion with dark purple and black flames instead.

Up Special: Warp

This functions much like Palutena’s Up Special with a more darker and shadowy appearance.

Down Special: Counter/Reflective Barrier

Functions much like Palutena‘s Counter in that it can reflect damage back regardless if it’s a melee or projectile. The only difference is that the melee counter will deal a darkness-infused counter while the projectile counter will cause a slight dark effect she reflected.

Final Smash: Monstorus Medusa

Medusa will detach her head, and it will fly forward sending any opponent hit to a cutscene final smash. Once in the cutscene opponents will face an onslaught from Medusa's army before being hit with a final laser from Medusa. Medusa's Head will fly back to Medusa'a body and the battle will resume.
Taunts
  • Up Taunt: She holds up her staff which emits an sinister purple light.
  • Down Taunt: Medusa leaves her staff to float and maliciously looks at her side in a thinking pose, like she's plotting something. A little nod to one of her Kid Icarus: Uprising sprites.
  • Right Taunt: Medusa waves out her staff and cackles.
  • Left Taunt: Medusa uses unholy magic to alternate her face from her usual one to that of her true form with a demonic-looking mono eye.

On-Screen Appearance
  • Medusa rises out of dark clouds and her eyes quickly flash red similar to her first appearance in Kid Icraus Uprising: Chapter 1.
Idle Poses
  • Medusa’s eyes momentarily glow red.
  • Medusa’s snake hair snakes at each other quickly. Medusa looks up angrily.
Victory Poses
  • Medusa turns her back to the camera while glowing with a dark purple energy. She then turns back to face the camera which shows her hideous mono eye form. She then screams at the screen.
  • She appears in her monstrous gigantic form and holds her staff aloft while laughing. This is unique as she is some distance away from the camera.
  • She stamps her staff on the ground which causes a purple shadowy wisp to rise up and engulf Medusa as she cackles.

Classic Mode: Extinguish the Light
Medusa fights characters that are holy or based on light in some way.​
RoundOpponentStageMusicNotes References
1:ultmythra:Azura's BackZanza the DevineMythra utilizes lots of light and electric-oriented skills and attacks.
2:ultjigglypuff:Spear PillarBattle! (Chairman Rose)Jigglypuff is a Fairy-type which is often seen as a Pokémon type that’s primarily light-based.
3:ultpeach::ultrosalina:Rainbow RoadSlide RemixPeach is a princess whose abilities are primarily focused on love and light while Rosalina is a cosmic goddess.
4:ultlink::ultzelda:TempleBallad of the GoddessZelda is the Sage of Light while Link is the champion that defeats evil and possesses a various anointed weapons. Both hold the Triforce, an ancient holy relic.
5:ultsimon::ultrichter:Dracula's CastleVampire Killer (original)Boss Fight 1 - Kid Icarus: Uprising
6:ultpit::ultdarkpit:Palutena's TempleBoss Fight 1 - Kid Icarus: Uprising
BONUSBoardthePlatforms!
FinalMaster Hand & Crazy HandReset Bomb Forest (Omega)Master Hand / Crazy HandMaster Hand and Crazy Hand are supernatural beings with all of the powers of gods.

Alternate Costumes

#89. Barista
Rhythm Heaven
Special Moves

Neutral Special:
Packing Pests

Barista will lob either a spider or a candy from its mouth towards the opponent. The candys will bounce once before despawning, and the spiders will crawl and do weak damage after landing before they despawn. If the B button is pressed before the projectile lands, it will be swatting down in mid air, starting the second bounce of the candy early, or starting the crawl phase of the spider.

Side Special: Karate Joe

Barista will chuck a flower pot forward from its mouth, similar to duck hunt’s Side special, but faster and travelling further. Side B will be held for this move, and when it is released Karate Joe will appear wherever the Flower Pot was, and perform a Punch. If The Karate Punch connects with an opponent, a Karate combo will be performed, and if The B Button is pressed when the uppercut connects, it will have increased kickback, and Karate Joe will smile at the camera before despawning.

Up Special: Launch Party

Barista will take the place of the rocket ship from the Launch Party Mini Game. A box will spawn underneath Barista, and a 1,3,5, or 7 will appear. If the B Button is pressed when the number hits 0, then Barista will be launched upward, but not put into free fall, similar to mega man and sonis’s recovery moves. There is a hitbox on this move, but it is not very strong. If the B Button is missed, then the Barista will not travel very far, only About the Vertical distance of Dr. Mario’s recovery.

Down Special: Chorus Kids

The Chorus Kids will appear in a stack behind the Barista, and will sing (scream?) a pulsing note. This will have a visual effect similar to jigglypuffs, where there is a circle of notes around the Chorus Kids. In function this will be similar to Charizard’s and Bowser’s Flames, dealing multiple small hits of damage, with the radius of the scream getting smaller and smaller the longer the note is held. If the B Button is released on one of the Chorus Kid’s pulses then there will be a strong final hit instead of the move just ending. Barista will be singing with its mouth open during this, but will not add to the damage or hitbox.

Final Smash: Ringside Reporter

The Reporter will appear, and a camera flash will appear beside her, and any opponents caught in the flash will be sent to a cutscene. The ringside reporter minigame will play for a couple seconds, before ending in a final flash and zooming out to see the opponent pictured against the screen on a newspaper. The better score you get while in the minigame portion, the more damage and knockback will be dealt to the opponent.
Taunts
  • Up Taunt: The Double Date Gophers jump up from the ground and punches the air.
  • Down Taunt: Barista chases his tail
  • Right Taunt: Barista falls asleep for a second mimicking his art
  • Left Taunt: A Built to Scale block moves back and forth once.

On-Screen Appearance
  • Barista floats in tied to three balloons which pop one by one, like the intro to night walk.
Idle Poses
  • Barista wags his tail.
  • Barista puts his paws on his headphones and bops his head to the music.
Victory Poses
  • Barista appears alongside the Love Rap trio. MC Love says "Fo' Sho'" and the Barista barks with the backup rappers
  • The Ringside Reporter appears interviewing Barista with a simple "Wubadubaduba Zat true?". Barista responds with a bark.
  • Barista throws a pillow into the air, the camera following the pillow. He then sleeps on it.

Classic Mode: Rhythm Melodies
Barista's route revolves around different kind of music genre in which a music that closely matches each theming plays in the background with character and stages all based on that. [Note; the song that is used are all from Rhythm Heaven)​
RoundOpponentStageMusicNotes References
1:ultpeach::ultmarth:Castle Siege (Mid Phase)Flock StepRepresents classical music
2:ultryu::ultsheik:Suzaku CastleThe Bon OdoriRepresents oriental music
3:ultsephiroth::ultwolf:MidgardSee SawRepresents rock music
4:ultinkling::ultinklingboy:
Moray TowersNightwalk (JP)Represents pop music
5:ultbanjokazooie::ultvillager::ultvillagerf:Spiral MountainSuperbRepresents country music
6:ultbayonetta::ultjoker:New Donk CityTap TroupleRepresents jazz music
BONUSBreaktheTargets!
FinalGalleomGalleom's ArenaBuilt to ScaleRepresents techno music

Alternate Costumes

#90. Jill Valentine
Resident Evil
Special Moves

Neutral Special:
Handgun

Jill takes her handgun from her hip and fires it once with a tap of the special move button, consecutive taps will make Jill keep firing it. If you hold the Special button and input any horizontal movement she will slowly walk to that direction while having her gun in her hands.

Side Special: Grenade Launcher

Jill takes out her Grenade Launcher and fires a Grenade in an arc in front of her. You gain some aim of the launcher by holding the Side-Special instead of tapping. It starts out with 3 normal Grenade Shells, but once depleted you’ll have to reload by picking one of the Shells in your inventory. This powerful weapon exclusive to Jill can be loaded with three different varieties of shells; Grenade Shells, Acid Shells and Incendiary Shells.

Up Special: Hookshot

Jill Shoots out a Hookshot at an upward angle. It functions as your typical tether recovery. As an attack however, the grounded version can grab opponents, dragging them towards Jill.

Down Special: Survival Inventory

Jill swiftly goes into a crouching pose, low enough to avoid mid-level attacks and projectiles. Once in the pose an inventory appears over her character UI. You’ll consistently be able to make the choice between 6 iconic consumables from the Resident Evil franchise. The inventory closes once you’ve either made a choice by pressing B on an item, if you’ve been hit or shield out of it.

Final Smash: Reach for the S.T.A.R.S.

Jill takes out her trusty Rocket Launcher and shoots once in front of her, everyone caught in the initial blast gets sent into a cinematic. The opponents seem to be in some... Mansion? Then suddenly behind them a Tyrant appears! Though luckily, Jill wasn't done with her Rocket Launcher just yet as she starts to fire consecutive rockets exploding the entire place in the process.
Taunts
  • Up Taunt: Jill radioes for help by holding a communicator and says "Anyone there?"
  • Down Taunt: Jill kneels down and looks to the right and then to the left cautiously.
  • Right Taunt: Jill raises her pistol with both hands close to her face.
  • Left Taunt: Jill adjuts her beret and says "Enemy is still on the loose..."

On-Screen Appearance
  • Falls from the top while landing and performing a roll as debris rains down.
Idle Poses
  • Jill stops moving and rests her head on her hand and goes into a thinking position, with her eyes looking up as she's thinking of a plan on how she'll be surviving the on-going battle. A reference to her Idle animation in Resident Evil.
  • Jill suddenly stops moving and slowly looks behind herself with a little visible sweat drop on her face. Hey, who knows, there just might be a zombie behind you right now!
Victory Poses
  • Jill sets off a flare for a rescue helicopter and signals for help.
  • Takes a zombie and curb stomps it nefore sayi9ng "Who wnants some more!"
  • Chris Redfield appears next to Jill as she holstersher weapon. Jill says "Mission accomplished" asbefore Chris says "Pack up, we have another one incoming."

Classic Mode: My Last Escape
Fights characters on a 2:00 time limit, referencing the series’ staple escape sequences. Stages are chosen for their dark ambience.​
RoundOpponentStageMusicNotes References
1:ultolimar:Dracula's CastleStage Clear / Title ThemeThe opponent comes equipped with the Hocotate Bomb and recieves a sudden Final Smash.
2:ultsnake:Shadow Moses IslandEncounterThe opponent tends to avoid conflict.
3:ultsonic:Chemical Plant Zone
Escape from the City
The opponent tends to avoid conflict.
4:ultwario:Luigi's MansionDragon BattleAssist Trophies spawns often.
5:ultkirby::ultmetaknight:HalberdMeta Knight's RevengeThe match is a free-for-all.
6:ultsamus::ultdarksamus:BrinstarEscapeThe match is a free-for-all.
BONUSRacetotheFinish!
Final:ultbowser:Final DestinationUnstopable NemesisBowser transforms into Giga Bowser after taking enough damage.

Alternate Costumes

#90ε. Jeon Kennedy
Resident Evil
Special Moves

Neutral Special:
Handgun

Leon takes his handgun from his hip and fires it once with a tap of the special move button, consecutive taps will make Leon keep firing it. If you hold the Special button and input any horizontal movement he will slowly walk to that direction while having her gun in his hands.

Side Special: Grenade Launcher

Leon takes out his Grenade Launcher and fires a Grenade in an arc in front of him. You gain some aim of the launcher by holding the Side-Special instead of tapping. It starts out with 3 normal Grenade Shells, but once depleted you’ll have to reload by picking one of the Shells in your inventory. This powerful weapon exclusive to Leon can be loaded with three different varieties of shells; Grenade Shells, Acid Shells and Incendiary Shells.

Up Special: Hookshot

Leon shoots out a Hookshot at an upward angle. It functions as your typical tether recovery. As an attack however, the grounded version can grab opponents, dragging them towards Leon.

Down Special: Survival Inventory

Leon swiftly goes into a crouching pose, low enough to avoid mid-level attacks and projectiles. Once in the pose an inventory appears over his character UI. You’ll consistently be able to make the choice between 6 iconic consumables from the Resident Evil franchise. The inventory closes once you’ve either made a choice by pressing B on an item, if you’ve been hit or shield out of it.

Final Smash: Reach for the S.T.A.R.S.

Leon takes out his trusty Rocket Launcher and shoots once in front of him, everyone caught in the initial blast gets sent into a cinematic. The opponents seem to be in some... Mansion? Then suddenly behind them a Tyrant appears! Though luckily, Leon wasn't done with her Rocket Launcher just yet as he starts to fire consecutive rockets exploding the entire place in the process.
Taunts
  • Up Taunt: Leon wipes the sweat from his brow.
  • Down Taunt: Leon takes his flashlight and points it to the right and to the left while keeping his gun arm steady.
  • Right Taunt: Leon raises his pistol with both hands close to his face. He then looks to the right and then to the left.
  • Left Taunt: Leon unloads his handgun and checks his ammo before reloading it.

On-Screen Appearance
  • Leon appears in a manner like Captain Falcon but in a beat-up police car. He jumps out and arms himself.
Idle Poses
  • Leon stops moving and rests his head on his hand and goes into a thinking position, with his eyes looking up as he's thinking of a plan on how he'll be surviving the on-going battle. A reference to his Idle animation in Resident Evil.
  • Leon suddenly stops moving and slowly looks behind hisself with a little visible sweat drop on his face. Hey, who knows, thise just might be a zombie behind you right now!
Victory Poses
  • Leon sets off a flare for a rescue helicopter and signals for help.
  • Leon pushes down a zombie who is trying to attack him and takes a knife and stage downwards. The killing strike isn’t shown.
  • Leon takes aim and fires a gas canister behind him which explodes.

Classic Mode: Survive the Horror
All opponents are Giant and based on various monsters Leon faced off against. All battles are Stamina matches.​
RoundOpponentStageMusicNotes References
1Giant
:ultgreninja:
Great BayGarageOpponent is based on the Del Lago.
2:ultkrool:MidgardMansion BasementThe opponent is based on the Giant Alligator.
3:ultwolf::ultwolf::ultwolf::ultwolf:Gerudo Desert (Battlefield)Rust in Summer 2008The opponent is based off the Colmillos.
4:ultganondorf:Dracula's CastleThe Third Malformation of GThe opponent is based on G.
5:ultivysaur:Prism TowerResident Evil 3: Resistance The,eThe opponent is based on Queen Plaga.
6:ultdk:ColosseumSad but TrueThe opponent is based on the El Gigante.
BONUSBoardthePlatforms!
Final:ultdoc:Shadow Moses IslandThe Mercenaries - LeonThe opponent is based on William Birkin.

Alternate Costumes

#91. Takamaru
Mysterious Castle Murasame
Special Moves

Neutral Special:
Windmill Swords

Takamaru throws out a pair of windmill swords, dealing minor damage but reaching pretty far. Holding the button charges them, cloaking them in fire and adding a third projectile to the mix, at the cost of some range. The charged version is a solid damage-dealer and kill tool, but it's also rather risky.
In Mysterious Murasame Castle, Takamaru can use throwing knives as a ranged attack. Various power-ups can be found that increase the number of knives thrown, or change them to long-range windmill swords and high-power fireballs. This special pretty much combines all the power-ups, ironically skipping the original knives entirely.

Side Special: Iajutsu Rush

Takamaru sheaths his sword, then rushes forward, slashing all in his way. Uniquely, the initial attack deals decent damage, but doesn't actually launch the opponent. Pressing the button again has Takamaru sheath his sword, causing the knockback to kick in. However, it also has a sizeable amount of endlag, making just the rush on it's own better for starting combos. This move is wholly original, based on the famous image of samurai and their quick-draw skills

Up Special: Ring Slash

Takamaru sheaths his sword, then rises straight up while slashing around himself. Holding the button increases the distance traveled and sets the sword on fire, greatly increasing the damage output. While mostly original, this move is loosely based on the rook Shogi piece power-up, which allows Takamaru to throw four knives all around himself. It also draws inspiration from the Fireball projectile, and it's combination with the aforementioned rook piece.

Down Special: Quick-Draw Counter

Takamaru sheaths his sword. Anyone who hits him gets hit with a powerful slash, reaching wide enough to hit multiple opponents. This attack also works as a reflector, throwing back any projectiles that hit Takamaru. This move is based on Takamaru's ability to reflect projectiles with his sword, which is also demonstrated in his smash attacks.

Final Smash: Inazuma Rush

Takamaru sheaths his sword, then releases a burst of lightning, paralyzing all who are hit. He then unleashes a devastating barrage of slashes, ending with one final rush. He caps off the assault by sheathing his sword, after which the opponents are launched. This move is a stylized representation of the powerful Inazuma technique.
Taunts
  • Up Taunt: Takamaru strikes a pose by raising his sword at his side with both hands, resembling the one from his game's cover art.
  • Down Taunt: Takamaru sticks his sword into the ground and sits down, meditating.
  • Right Taunt: A raccoon dog statue appears in a puff of smoke and splits open.
    Left Taunt: Takamaru dusts off his hakama pants.

On-Screen Appearance
  • Takamaru appears out of a cloud of smoke like a ninja, referencing his vanish ability in the game.
Idle Poses
  • Takamaru slightly raised his sword to look at it.
  • He brushes his ponytail slightly
Victory Poses
  • He performs several super fast slashes before cutting down the middle which causes the screen to split in half at a Fiagonal
  • He cuts down a Ninja in Sprite firm which yields 100 points.
  • He performs several smashes before charging his blade and performing one Final powerful cut which releases a flash of lightning

Classic Mode: Fashion Show Victim
The opponents features both swordsman and ninjas.​
RoundOpponentStageMusicNotes References
1:ultlink:TempleGuardian Battle
2:ultmarth:Arena FeroxGod Shattering Star
3:ultmetaknight:Great Cave Offensive
(Battlefield)
The Final Battle (vs Dark Crafter)
4:ultswordfighter::ultswordfighter::ultswordfighter:MiitopiaBattle Theme - MiitopiaMii Costumes present is the generic ninja costume, Ninjara, and Yiga Clan outfit
5:ultgreninja:Galar Wild AreaBattle Tower
6:ultsheik:Hyrule CastleVs. Monk Maz Koshia Medley
BONUSBreaktheTargets!
FinalMurasameMurasame CastleBlack Ninja

Alternate Costumes
ColorReferencesAppearances
WhiteDefault
BlackBased on the Ninja enemyJacket and pants turn black with the shirt turning white.
OrangeBased on the Tengu and Earth DemonJacket turns white, shirt becomes orange, and pants becomes brown.
RedBased on Lord AosameJacket turns teal with his shirt and pants being dark red.
TealBased on Lord RyokusameJacket turns grey, shirt turns green, and his pants turns teal.
PinkBased on Lady MomosameJacket becomes pink, shirt becomes green, and pants becomes yellow
Dark BlueBased on Lord AkasameJacket turns red, and his shirt and pants turn dark blue.
MagentaBased on MurasameJacket turns brown, shirt is a crimson red, and pants becomes magenta
BrownBased on Captain Rainbow TakamaruJacket becomes burgandy, shirt becomes brown, and the pants become green with black stripes running down them. Hair also becomes a darker and duller blue with the skin ton also having a more darker tint to it.
BlueBased on the Takamaru SpriteThe jacket is a saturated, bright red while the shirt and pants are a bright blue. Takamaru's hair would also be brighter blue.
PurpleSamurai Warriors 3 version of TakamaruTakamaru retains the red jacket with a duller collar and yellow trimmings, a lavender shirt, white pants, and more darker hair color.

#27ε. Galacta Knight
Kirby
Special Moves

Neutral Special:
Mach Tornado

Spins rapidly and forms a tornado around himself. Button mashing both increases the move's duration and makes Galacta Knight ascend slightly; he can also move left and right. Unlike Meta Knight, the attack does multiple hits of damage like its earlier iterations. Galacta Knight’s has a pinkish hue.

Side Special:
Drill Rush

Galacta Knight rushes sideways, spinning in the fashion of a drill with his spear outstretched. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless).

Up Special:Shuttle Loop

Galacta Knight soars high into the air, slashing with his lance pointed upwards. He then swoops downward and rises upward in a fast loop, slashing a second time during the ascent.

Down Special: Knight Beam

He summons three light swords, with quite a bit of startup, which will then release at an angle one after the other. After being released they will last for quite a while, and will bounce off of platforms and walls. This move can be angled in every direction except beneath him, unless this moved is used in the air in which every direction can be angled.

Final Smash: Judgement Day

When Galacta Knight triggers his final Smash, a butterfly will land on his spear, transforming him into Morpho Knight. Morpho Knight will lunge, forward and fly upwards. Any opponent caught in the attack will be teleported to the center of the stage for a Greninja/Ike/Cloud style final smash, where Morpho Knight will bertate the opponent with his flame sword. Rather than spike the opponent down however, this final smash will be located at ground level. For the final hit, Morpho Knight will summon two massive swords, Slashing them on both sides of him sending the opponent upwards, and damaging any opponents caught in the crossfire.
Taunts
  • Up Taunt: - Galacta Knight briefly vanishes and performs several light speed dashes before reappearing.
  • Down Taunt: - Galacta Knight wraps himswlf with his wimgs and rises in the air slightly before spinning and laughing menacingly.
  • Right Taunt: - Galacta Knight thrusts his spear forward while saying "Come at me"
  • Left Taunt: - Galacta Turns to face away from the opponent while saying" Weak..." whole his eyes glow brightly.

On-Screen Appearance
  • Appears within a pink crystal and then shatters it before performing a quick slash spin and stabbing upwards.
Idle Poses
  • Spreads his wings slightly.
  • Carresses his sword.
Victory Poses
  • Swipes once to his right, points his lance upwards then stabs the floor. It’s similar to his entrance animation but has more flair to it.
  • Levigtates in the air, expands his wings, and flies off into the air; out of sight. He then swoops down and attacks the screen before zooming off again.
  • Slashes a few times before holding his sword aloft and says "Fear me..."

Classic Mode: The Strongest Warrior
All opponents are characters noted for their immense strength and abilities within their universe. This is because Galacta Knight is seen as the strongest warrior in history and seeks other strong opponents in order to defeat them.​
RoundOpponentStageMusicNotes References
1:ultryu:Suzaku CastleRyu Stage Type BRyu is constantly searching for strong opponents. While he isn’t the strongest character in Street Fighter, he is technically the strongest Street Fighter rep in the roster.
2:ultmewtwo:Spear PillarBattle! Gym Leader (Pokemon Sword & Shield)Mewtwo was one of the strongest Pokemon back in Generation 1 but has since conceded the title to legends like Arceus and Calyrex. Despite this though, Mewtwo still acknowledged as being one of the strongest Pokémon in existence.
3:ultganondorf:Bridge of EldinDeath MountainGanondorf may consistently be defeated by Link in most Legend of Zelda games, he is still a force to be reckoned with. Unlike Ganondorf, Link consistently has to overcome challenges to defeat the King of Evil. Even then, it requires divine intervention of some sort for him to finally finish off the beast.
4:ultpalutena:Palutena's TempleDestroyed SkyworldBeing a goddess, Palutena is light years stronger than most of the Kid Icarus cast. It’s because of her that Pit is capable of fighting as she grants him the power.
5
Night WalkRemix 10Despite his appearance, Barista is one of the most over-powered characters in Rhythm Heaven as he is capable of finishing games for players, gives advice, and hands out stamps.
6:ultsephiroth:North CaveDecisive BattleSephiroth is one of the strongest members of SOLDIER in history who further augmented his power upon transforming into his later forms.
BONUSRacetotheFinish!
Final:ultkirby::ultkingdedede::ultmetaknight:
Great Cave OffensiveKirby Battle Royal: Main ThemeMeta Knight is fought after defeating the first three fighters.The first battle mimics the fight against Galacta Knight in Star Allies while the fight against Meta Knight is a nod to the battle in Meta Knightmare Ultra.

Alternate Costumes

#92. Grovyle & Celebi
Pokemon
Special Moves

Neutral Special: Tossed Item

One of the Storable projectiles pulled from the treasure bag is thrown by Grovyle. If you have no items available then Grovyle will throw a Gravelrock, which travels slowly and does weak damage.

Side Special: Bullet Seed / Leach Seed

Grovyle and Celebi's Side Special is Bullet Seed and Leech Seed. When held down, more seed will come out starting at 2, and ending at 5. Grovyle will shoot down at an angle, and the Seeds will become lodged in the floor similar to Isabelle's Down Special. If the opponent walks over them, they will explode dealing relatively minor damage. They are clumped together, with 5 seeds having a larger hitbox than the 2 seeds. They will all be detonated at once, so the more seeds out will result in more damage being done to the opponent. Leach Sees instead will come out if switched with Celebi. This is identical in function, except it deals significantly less damage and heals Grovyle & Celebi a fraction of that damage.

Up Special: Aerial Ace / Warp Orb

This is a pretty standard recovery, with Grovyle dashing in the air using the move Aerial Ace. This range is pretty poor, somewhere between Falco and Wolf's recoveries. It can also be angled in any direction. Celebi warps and reappears where Grovyle ends up at the end of his recovery during this animation. This move has a single hit hit box on it as well, which is weak but still there.
However, If you have a Warp Orb from your Treasure bag, you will instead Teleport when using your Up Special, giving you intangibility and a recovery with a much larger range.

Down Special: Treasure Bag

Like Hero's Down Special, Grovyle & Celebi's Down Special will open the treasure bag menu from PMD over their stock profile. Unlike Hero's Menu, only one item will appear at a time, with it still being random each time. Additionally, instead of having to cancel out to get a new selection, you can input down to scroll to a new item in the bag. However, you can't scroll back up, so each scroll is a risk, as you may pass on a decent item only to get a worse item, or you can get just the item you need. You can scroll unlimited times, albeit with some frames between each scroll, however being hit will knock you out of the inventory. Grovyle will pull the treasure bag out from behind him during this animation and look through it.
Like Hero's menu, this will also require a meter to use. This time it's the Belly Meter from PMD. It starts at 100, and every scroll of the inventory will decrease the amount of belly you have five per scroll. Unlike Hero's MP bar, this will slowly decrease over time, not increase, to better mirror how it functions in the source game. The bar can be refilled by pulling Food from the inventory, which will be relatively common. If your Belly meter does reach zero, which will take quite a bit longer than Hero's bar does, you can use your neutral air to eat a blast seed to fill your belly meter by enough to pull one item. If its an apple or another food item that is pulled then you can eat it to refill your belly. If it's another item, eat another blast seed to try again. However, as mentioned earlier eating a blast seed will deal self damage so there's a price to letting you belly reach zero.

A sprite of the items you have available will appear above your belly meter, the same sprites from PMD, with up to 8 items being holdable at a time. If a new item is pulled when at your limit, the first item in your inventory will be replaced.

Final Smash: Future of Darkness
Dusknoir appears in front of Grovyle and grabs any opponent and takes them through a time portal. They appear in the dark future, and are ravaged by Sableyes before Dialga performs a Roar of Time, dealing heavy damage and returning them to the present match.
Taunts
  • Up Taunt: Grovyle slashes the air as Celebi flies around it's head
  • Down Taunt: Groyvle gorwls while Celebi tries to calm him down.
  • Right Taunt: Grovyle brushes his blades and Celebi floats in a circle around him.
  • Left Taunt: Grovyvle sits down and rests momentarily while Celebi pats his head.

On-Screen Appearance
  • Grovyle warps in using a Warp Orb followed by Celebi who arrives via a psychic tear.
Idle Poses
  • Grovyle jumps into a cautious stance reminiscent of the portrait for Special Episode 5. Celebi giggles softly.
  • Grovyle brings his leaf blades across each other. Celebi shimmers sightly.
Victory Poses
Note: All voice lines appear as text boxes with portraits as a reference to the source material. These appear above the results HUD.

  • Grovyle faces away from the camera. He turns to the camera with a Time Gear in hand and tosses a Warp Orb at the ground, vanishing in a cloud of smoke. Celebi flies into view attempting to find him.
  • Celebi floats around the screen saying “With our power,” cheerfully followed up by a leaping Grovyle that finishes her sentence, “we can surely change the future.”
  • Grovyle appears a series of lead-infused cuts and then does a backflip as Celebi zooms in and flies underneath while sparkling with psychic power. They then pose with their backs pressed against each other.

Classic Mode: Baack to the Past
Opponents are all characters who have traveled back in time. In addition, the stages are set to stage morph and include those within the same series, unless not applicable, to simulate “time travel”.​
RoundOpponentStageMusicNotes References
1:ultness:Onett / MagicantCease to Exist
Ness time travels to when Gyigas was most vulnerable.
2:ulthero:Yggdrassil's Tower / Find Miitopia
(Battlefield)
The Time of a Decisive BattleThe Luminary is given is given the power to go back in time and defeat the villain.
3:ultsonic:Green Hill Zone / Chemical Plant ZoneStardust Speedway Bad Future (JP)Sonic gets sent back in time by Eggman.
4:ultlucina:Arena Ferox / Castle SiegeDestiny (Ablaze)Lucina goes back in time to save her father's life
5:ultmario::ultluigi:Peach's Castle / Paper MarioGritzy DesertMario and Luigi travel to the past to fight off an alien invasion.
6:ultyounglink:Hyrule Castle / Great BayThe Ocarina of Time MedleyYoung Link slept in the Sacred Realm while time went by outside. He was able to travel back and forward in time to complete his quest to defeat Ganondorf.
BONUSRacetotheFinish!
FinalMMaster Hand & Crazy HandSpear Pillar (Omega)Diagla’s Fight to the FinishThat style went out of fashion long ago!

Alternate Costumes

#93. DJ Octavio
Splatoon

Submitted by: Krookodilian Krookodilian
Special Moves

Neutral Special:
Octorpedo

It travels in an arc, quite slowly, however dealing heavy damage if it connects and applying the ink effect as well. two missiles can be fired at once, making it quite hard to avoid since they arc, if one is launched in the air followed by one launched on the ground. Additionally, if Neutral B is held down, a larger version of the Octorpedo will be launched instead, which comes out much faster and deals much more damage, almost breaking a full shield.

Side Special:
Octowhirl

DJ Octavio's mech would flip one its side, begin to charge, and spin horizontally, traveling across the stage or in the air similar to Jigglypuff's or Bowser Jr's Side B. This gives him a much needed movement option, as well as leaving a trail of ink behind giving him stage control.

Up Special: Octoshower

4 Octocopters would appear and lift Octavio up. These octocopters can be killed similar to how Villager and Isabelle's balloons can be popped. This distance traveled would be comparable to that of Isabelle's, with it decreasing with consecutive uses, as fewer Octocopters will appear. The octocopters will fly away once the recovery is over or the ledge is released, with an extremely weak hitbox on them, similar to Snake's recovery.

Down Special: Takoyaki Bomb

DJ Octavio will launch a Takoyaki bomb, and it will briefly roll before coming to a stop. after one or two seconds it will swell and explode into a geyser of ink. While the geyser won't last as long as they do in his boss battle, it would deal more damage than Isabelle's Down Special, in a multi hit fashion. If the bomb is hit before it can explode it will be disarmed and not explode, instead simply disappearing.

Final Smash: Dubstep Disco Destruction

DJ Octavio's mech turns into a Disco Ball and it floats up to the center of the screen, similar to Lucario and ZSS. Then DJ Octavio drops a beat and his Octarian army is summoned while an Octarian remix of Calamari Inkantation plays. The Octarian army includes Octocommanders firing their Gatling guns from floating platforms, Octocopters firing Ink balls, Octobombers firing Splat Bombs, and Flooders covering the floor with ink. The attack ends with an Octozeppelin crashing into the stage causing an explosion of ink, dealing strong knockback and damage. Similar in effect to Ness and Lucas's final smashes where a barrage of projectiles come down, this time ink edition.
Taunts
  • Up Taunt: DJ Octavio performs several disc scratches.
  • Down Taunt: Lights and lasers shoot up around DJ Otcavio as he spins around in his mech.
  • Right Taunt: He slams his tentacles down on his mech which causes a sudden disc scratch sound.
  • Left Taunt: Waves his wasabi in a dance formation.

On-Screen Appearance
  • He is seen with his back to the opponent but then turns his mech around and does a DJ scratch.
Idle Poses
  • DJ Otcavio does a disc scratch.
  • Adjusts his helmet
Victory Poses
  • DJ Ocatbio pulsates with music as he DJ's up a storm; lights flashes up all around him.
  • He tosses two Wasabi in the air and then holds his arms as they land dramatically upright.
  • Two Sanitized Octolings appears in front of DJ Octavio as he plays music.

Classic Mode: Mech-tacular Performance
All opponents are characters who, at one point in time, piloted a giant mech or there were allusions that they did in their home series.​
RoundOpponentStageMusicNotes References
1:ultmario::ultluigi:Paper MarioMixed-up ScrambleMario and Luigi on The Paper Mario stage references the mech, Papercraft Mario from Mario & Luigi: Paper Jam.
2:ultmegaman:Central HighwayOpening StageWhile Mega Man never piloted a mech, X does multiple times via Ride Armor in Mega Man X. Mario Circuit (Brawl) references the opening stage for Mega Man X.
3:ultbrawler:Art AcademyLabo ThemeMii Brawler wears the Nintendo Labo outfit.The Mii Brawkee, outfit, and stage is a reference to Nintendo Labo Toy-Con 02.
4:ultpit:SkyworldLightning Chariot BasePit once piloted a mech called the Grand Sacred Treasure to battle Hades in Uprising.
5:ultkirby:Gigabyte RuinPink Puffball - Activate!Kirby presents the game Kirby: Planet Robobot where Kirby pilots a mech
6:ultbowserjr::ultlarry::ultroy2::ultwendy::ultiggy::ultmorton::ultlemmy::ultludwig:Bowser's CastleAirship Theme - Super Mario Bros. 3Bowser Jr and the other Koopalings are all characters who pilot a mech-like vehicle in combat.
BONUSBreaktheTargets!
Final
Dracula
Chemical Plant Zone (Omega)Both DJ Octavio and Dr. Eggman are newcomers in Infinite and utilizes mechs.

Alternate Costumes

#94. Reimu Hakurei
Touhou Project
Special Moves

Neutral Special:
Hakurei Amulet

Reimu throws out a homing amulet at her opponent. Holding the button increases the size, speed, and power of the amulet, at the cost of weakening the amulet's homing capabilities. The Options fire smaller amulets alongside Reimu's, with similar properties. Based on the iteration of the move used in the fighters.

Side Special: Yin Yang Orb

Reimu throws a large Yin-Yang Orb at the opponent. If it hits a solid surface, it will bounce off of it. The attack can be angled diagonally upwards or downwards, depending on the input. Based on the Yin-Yang Orb moves from the fighters, specifically her held B from Antimony of Common Flowers.

Up Special: Ability to Float

Reimu rises into the air, much like R.O.B.'s up special. Like R.O.B., Reimu does not go into freefall after using the move, allowing her to continue moving and attacking as usual after the button is released. During this move, Reimu is capable of Grazing. An adaptation of Touhou's common ability of flight, Reimu's personal ability to float, and the Focus mechanics of the shooters.

Down Special: Cautionary Border

Reimu uses her talismans to form a square-shaped barrier in front of herself. This barrier will linger for a short amount of time, and destroys all but the strongest projectiles, but will also take damage over time. After taking about 20%-40%, the barrier will break. The size and durability of the barrier increases the more Options Reimu has. Reimu cannot send out a second barrier until the first has dissipated. Based on her Cautionary Border special from Hisoutensoku.

Final Smash: Fantasy Seal

Reimu creates a storm of multicolored orbs that home in on opponents, dealing damage all over the stage. She then ends with one final giant rainbow orb, dealing massive damage to the closest opponent. Based on her signature move and most common Bomb/Spell Card.
  • Alternate Final Smash - Fantasy Nature: If Reimu's opponent is at 70% or higher (Two opponents with 3-4 players, four in matches of 5-6, and six in games with 7-8), she will send out a burst of energy and talismans, dealing massive damage in a wide radius and instantly killing anyone over 100%. Notably, Mystic Oriental Love Consultation (End of Century) from Hisoutensoku will start playing during the Final Smash, and will continue to do so during the results screen if the match is ended with this attack.
Taunts
  • Up Taunt: Reimu throws her Gohei upwards and lets it fall back into her hands while she laughs.
  • Down Taunt: Reimu kneels on the ground sipping on a cup of tea. Her face has an open smile with rosy cheeks and closed eyes. She says "Ahh, this is nice."
  • Right Taunt: Reimu poses as if she's declaring a Spell Card while saying "Come at me! Or not! Tee hee."
  • Left Taunt: Reimu holds out her arms as a rainbow of colors floats around her.

On-Screen Appearance
  • Reimu will fly from the background and stop at her spawn location before taking the stance similar to what she does in Hopeless Masquerade onwards.
Idle Poses
  • Giggles to herself.
  • Waves her hand in from of her which causes a breif yin-yang symbol to appear.
Victory Poses
  • Reimu will land near her donation box. She will then open it up to look, then sigh in disappointment at finding it empty.
  • Reimua sweeps the ground before spinning the broom while looking surprised and then points it forward while saying" SO, you've come, huh?!"
  • A swirl of sakura petals erupts as Reimu appears amongst it and then holds out a ofuda paper charm. He then says "Better late than never, huh?"

Classic Mode: Radiance of Chromatic Cross
Stamina battles against projectile-heavy females who mainly utilize their projectile attacks. Stages are also traveling or transformative stages.​
RoundOpponentStageMusicNotes References
1:ultpeach:Rainbow CruiseEternal Shrine Maiden (Highly Responsive to Prayers)Peach primarily uses her Neutral Special
2:ultzelda::ultsheik:Spirit TrainThe Gensokyo the Gods LovedBoth fighters primarily use their neutral special
3:ultpalutena:Poke FloatsThe Gensokyo the Gods LovedPalutena primarily uses the neutral special and side special
BONUSRacetotheFinish!
5:ultgunner:Pilot WingsMii Gunner primarily uses the neutral, side, and down special attacks.
6
Big BlueNecrofantasiaJill primarily uses neutral and side special attacks.
BONUSBreaktheTargets!
Final:ultbayonetta:Pac LandStirring an Autumn Moon ~ Mooned InsectBayonetta favors using the neutral special attack,

Alternate Costumes

#95. Officer Howard
Astral Chain
Wikia Link
Moveset Link

Submitted by: airConditioner airConditioner
Special Moves

Neutral Special:
Summon Legion / Send Legion / Dismiss Legion

Lightly tapping the special button will call the Legion. The Limiter Gauge will begin to decrease. If the Legion is called in the air, it will fall along with Officer Howard. It can be moved as it is falling.

Holding the button while moving the move button will move the Legion. The Legion is free to move on the ground while holding the button, though it cannot exceed the distance of the Astral Chain.

Lightly tapping the special button again will dismiss the Legion. The Limiter Gauge will stop decreasing and begin to recharge.

Side Special:
Legion Action
The current active Legion will perform its Legion Action. Every action will call it towards Officer Howard. Using this move without a Legion active will summon it to use the action and dismiss it right after. See the Legion section for actions.

Up Special:
Chain Jump

Officer Howard will send the Sword Legion out (regardless of which Legion is active or selected) and throw it a set distance. After it is thrown, it will pull Officer Howard towards it, Officer Howard dealing light damage as they fly towards their Legion. If used offstage, it will become a Tether Recovery.

Down Special:
Legion Skill

The current active Legion will perform a set skill. Each action will decrease the Limiter Gauge by one bar, unless stated otherwise. Using this move without a Legion active will summon it to use the skill and dismiss it right after. See the Legion section for specific skills.

Shield Special: Legion Switch
Officer Howard will switch Legions. Legions can be switched while active. Functions similarly to Monado Arts, where the player can either continuously tap the button for the Legion they want, or hold to choose Legion. The order will be Sword -> Arrow -> Arm -> Beast -> Axe. The selection menu will have that order clockwise. The currently selected Legion will have its icon displayed in the damage display. This selected Legion will be the one to be sent out if no Legion is currently active.

Final Smash:
Legion Sync Attack Finish

Officer Howard begins by riding the Beast Legion a short distance with the Gladius equipped. Anyone hit by this hitbox will be sent into the cutscene, based on the final combo against the true final boss of the game, though sped up to decrease time taken.

It begins with Officer Howard dragging the opponent on the ground with the Gladius while the Beast Legion dashes forward, then the opponent is launched into the air, where Officer Howard summons and wears the Arm Legion to do a rapid flurry of punches. As the opponent is suspended in the air, the Arrow Legion fires a charged shot at the opponent. Officer Howard calls the Axe Legion to jump up and bring the enemy downwards with a slash. As the opponent is on the ground, Officer Howard and the Sword Legion perform a Chain Bind. This part will deviate from the cutscene and FILE 10 SPOILER Officer Howard will tear out the Legatus core and implant it into their heart, fusing officer and Legion and performing a final attack which ends the cutscene and launches the enemy.
Taunts
  • Up Taunt: Officer Horward breifly unleashes the Legion who then slashes forward. If the Legion is out, it does a dramatic slash. He will say "Come forth, Legion!"
  • Down Taunt: Officer Howard pulls out a comically oversized avalanche special ice cream and drops it, then looks at the spilled ice cream longingly.it references an ice cream minigame.
  • Right Taunt: A phone call symbol appears in front of Officer Howard who then says "Meh, I will take it later.
  • Left Taunt: Lappy appears and does two fist bumps into the air before leaving. Officer Horward says "Hey, it's Lappy!"

On-Screen Appearance
  • Officer Howard shows up on a motorcycle like in the first few moments of the game, then in stark contrast with Wario, does an amazing and graceful flip jump off of it before landing on the ground and taking out the X-Baton.
Idle Poses
  • Shuffles his/her feet.
  • Runs his/her hand through his/jher hair.
Victory Poses
  • Officer Horward lands from above and then takes their batons and slashes three times before posing.
  • Summons the Sword Legion as they perform a spinning slash attack together.
  • Appears along with their twin sibling and they both perform a pose together while brandishing their batons.

Classic Mode: Legion Assault
Opponents are based on enemies found in AstralChain; in particular Chimeras. Stages are also based techno/sci-fi themes.​
RoundOpponentStageMusicNotes References
1:ultsteve::ultalex::ultvillager::ultvillagerf:Mario GalaxyArk MallSteve, Alex, and the Villagers represents the humans encountered as enemies in the game.
2Dark
:ultlink::ultdarksamus:
Lylat CruiseInvaders from Another WorldDark Link and Dark Samus represents the Aberration, corrupted beings who used to be human.
3Red
:ulthero:
BrinstarLegion AssaultHero represents the foot soldier, HUM-C-84DF5-00.
4Black
:ultmewtwo:
Tiny
:ultrob::ultrob::ultrob::ultrob:
MidgardAwakeningThe R.O.B.s primarily use the Neutral Special.Mewtwo represents the named Chimera known as Eris who uses four satellite units.
5Giant
:ultridley:
Space Frigate OrpheonHomonculas BRidley is based on the appearance to Homunculus α along with the stage.
6Red
Officer Howard
Astral PlaneDark HeroThe alt will be the different gender to what was initially chosen. The Male version or Female version depends on which alt was chosen.Officer Howard references the Akira-Legion Fusion
BONUSBreaktheTargets!
FinalRathalosRathalos Boss ArenaSaviorRathalos looks like a Chimera and is red.

Alternate Costumes

#96. Dr. Eggman
Sonic the Hedgehog
Wikia Link
Moveset Link
Special Moves

Neutral Special: Badnick

Releasing his hand from his trusty mech, and briefly taking out a comical-looking hand radio, Eggman yells "Attack!" or "Deploy here NOW!", before one of six Badniks arrive to fight alongside him. One of the following may be summoned in a cycle, and only one of each Badnik can be out at a time. There is no time limit to these grunts, as they stay on the field till they are defeated. This is Eggman’s main gimmick, which he uses to overwhelm his opponents. Say hello to Eggman's lovely cycle of Badniks! (Move by GolisoPower GolisoPower )
  • Motobug: A speedy little robot who's all about taking the ground side of things. Dude's as fast as Fox's dash and deals 8% damage per every time he hits an opponent.

  • Caterkiller: These little guys are slow, but every part of its body is an active hitbox, hitting anyone for 5% damage. They can only be hit on the head portion of the robot. Otherwise, it will damage any opponents.

  • Buzz Bomber: A bee-shaped Badnik who flies across the skies and occasionally fires a single projectile at a downwards 45 degree angle. They deal 6.5% damage and some medium knockback, but they're helpless while flying.

  • Orbinaut: A stationary enemy that causes spiked metal balls to orbit around it, alternating between close to the body and far. You can try to kill them, but you'll have to wait until there's a big enough gap in between the spikes. Running into a spike deals 7% damage.

  • Eggrobo: For the first time since Smash 3DS, the Eggrobo makes a return! He works partially like a cross between Orbinaut and Buzz Bomber, being stationary and firing at anyone in range, just like what it does sometimes in Smash Run! What makes the Eggrobo different is that it takes 3 hits to kill, unlike the previous four.

  • Egg Pawn: The final robot to summon, the Egg Pawn is armed with a spear and a shield. The shield defends any projectiles passively like Link and Hero, while he jabs with the spear at anyone who gets close enough to the Egg Pawn. Much like the Eggrobo, the Egg Pawn takes three hits to destroy.



Side Special: Egg Hornet

The E-Mech starts to transform, until it becomes a miniature version of the Egg Hornet from Sonic Adventure. Afterwards, Eggman will fly forward in the Hornet in an arc somewhat similar to Shiek's Bouncing Fish. The Hornet gains a fire outline like in the clip, dealing chip damage to those who touch it, with the Hornet being the main hitbox. While the move has an abysmal startup, it pays off, dealing a hefty amount of damage to opponents hit by it. When they are hit by the move, they will either be launched diagonally upwards, forwards, or diagonally downwards (spike), depending on which part of the move they were hit by. This move kills around 80% and is a good burst option to catch your opponents off guard. But just like in Sonic Adventure, if Eggman hits the ground at the end of the move, he'll become lodged into it for about as long as Luigi would be stuck in the side of the stage from a Misfire. This is your chance to strike!
This move can also be used as a recovery option as it does snap the ledge. However, it will not stop for a while if it doesn't hit the ground, so be wary of that. (Move by Janx_uwu Janx_uwu )

Up Special: Egg Mobile

His up special, Egg Mobile, folds the legs of the Egg Walker E-Mech in and allows players to make Eggman fly - more like controlling a spaceship in a shmup than a platformer character. During Egg Mobile mode, Eggman can perform aerial attacks and specials without leaving the mode, and can disengage it with the shield button. However, there's a catch - the Egg Mobile has limited fuel, pictured next to Eggman's damage meter. It's modelled after his health meter from Sonic Adventure 2. Egg Mobile mode drains fuel. It's a little similar to R.O.B.'s Up Special that way. However, unlike Robo Burner, it recharges based on proximity to an opponent. The closer to an opponent, the more of those squares on the top of the gauge will light up yellow, and the faster the gauge will recharge. This applies while active, too - normally, the drain is pretty quick, but the proximity recharge rate cancels out some of the drain. In fact: at close distances, you won't use any fuel at all. Heck, depending on balance, you might even get a little bit back. The importance of this whole fuel mechanic is that Eggman can't just park himself too high to hit, but can still be in this flight mode for a majority of the time good while, as long as he uses it to approach his opponent instead of running away. After all, Eggman is usually in a flying machine. (Move by ahemtoday ahemtoday )

Down Special: Giant Laser

An allusion to the Giant Eggman Robo Boss Fight in Sonic & Knuckles. The E-Mech’s belly opens up and by using the powers of the Master Emerald, it fires a huge one-hit laser that goes offscreen. This attack has a 10-second cooldown between uses, and Eggman can move slowly left or right with before he actually fires the laser. This move deals 35% damage with huge knockback. (Move by Perkilator Perkilator )

Final Smash: Death Egg Robot

The iconic boss of Sonic 2, Eggman leaves the stage and enters the Death Egg Robot. It functions much like the Sonic Generations iteration - Or Giga Bowser - Where Eggman aims at an opponent and delivers a mighty punch from the background. This deals 45% damage and has the knockback you expect from a strong Final Smash. (Move by SharkLord SharkLord )
Taunts
  • Up Taunt: Eggman stands on top of the E-Mech and raises his right arm high before bowing towards the screen gracefully.
  • Down Taunt: Doctor Egan puts his hands on his sides and belts out his signature "HOOO-HO-HO-HO-HO" laugh.
  • Right Taunt: Takes out a Banana and eats it.
  • Left Taunt: Holds up a Egg Prawn and laughs manically.

On-Screen Appearance
  • Eggman lowers to the ground aboard the Eggmobile, and it quickly transforms into the E-Mech.
Idle Poses
  • Eggman gently strokes the right side of his mustache.
  • Eggman slams a fist on his console as if upset.
Victory Poses
.
  • Eggman gets out 6 Chaos Emeralds and does this from the bad ending of the first Sonic game.
  • Eggman laughs hysterically as Egg Robos descends towards the camera.
  • Slams his hand on his mech and raises a fist forward while say "I will get you Sonic!"

Classic Mode: Blue Blur Battle
Dr. Eggman's opponents are against characters who are blue, a reference to his nemesis, Sonic.
RoundOpponentStageMusicNotes References
1:ultmegaman:Wily CastleScrap Brain Zone
2:ultfalco:CorneriaI am (All of Me)
3:ultgreninja:Kalos Pokemon LeagueWonder World
4Officer HowardAstral PlaneMoonlight Battlefield (Aqua Road)
5:ultlucario:Pokemon StadiumWork it Out
6:ultmarth:Gran Mach MonastaryKnight of the Wind
BONUSBoardthePlatforms!
Final:ultsonic::ultgunner:Chemical Plant ZoneDeath Egg RobotMii Gunner utilixes the Tails Mii Costume

Alternate Costumes

#97. Marin
The Legend of Zelda
Wikia Link
Moveset Link​
Special Moves

Neutral Special:
Legend of Songs
Pressing the special attack button will cause Marin to pull out her Surf Harp, and 6 empty rectangles would appear above her. During this time, Marin can’t move during this but can cancel out by hitting the Neutral Special again. Please note that attacking out this in the middle of battle results in a significant attack startup lag, since you will have to input the entire song. When initiating the harp sequence, players can input the control stick to the right, left, up or down which will initiate a song, these directions would appear within the empty rectangles when inputted. Please note doing this attack while in the air and over the ledge can result in a self-destruct if not performed quickly enough. While Marin is technically from Link’s Awakening, she has appeared in various Zelda games in different forms and names. One such form is Malon from Ocarina of Time. It’s fitting that she would be able to use music from these games to use in battle. Once the first 6 notes have been played, Marins performs the move she's chosen as the rest of the song she played quietly plays out in the distance. She has a total of 11 songs pulled from various Zelda games.

Side Special:
Sea Bubble
Marin releases a watery bubble, its course of trajectory heavily depends on what side you tilt the Side-Special. If held to the side in the center, it will follow a completely horizontal path, if tilting upwards the sea bubble will slowly follow an upward arc, opposite applies to tilting it a bit downwards. Compared to other projectiles, it is only a bit slower to get out.

Up Special:
Cucco Wings
Marin rapidly takes out a Cucco and lifts it above her. The Cucco flies upward while carrying Marin with all of its power before getting visibly tired and slowly falling to the ground. It is maneuverable and covers a decent amount of vertical and horizontal distance depending on how it is maneuvered. Once Marin either lands with the Cuccoo in her hands, or once the Cucco gets tired, the Cucco would simply flap out of her hands and vanish away.


Down Special:
Conch Horn
Marin takes the Conch Horn out and starts playing on the conch shell. As she leans a bit forward facing the screen while blowing it, coming out the other side of the Horn comes a big sound that takes form around her. This results into all her water attacks getting slightly buffed (a 1.2% multiplier in both damage and knockback) for around 15 seconds, this multiplier cannot stack and if performed again within the 15 seconds it will not be applied. This move takes a while to get out, and everyone caught in the sound gets dealt 8% damage, with medium knockback. To give an idea, it kills around 90% at the ledge. This horn is based on one of the eight instruments in Link's Awakening.

Final Smash:
Ballad of the Wind Fish

Marin will call forth a splash of water that will transport the opponent caught in it into a cutscene. (8%)
The cutscene will be reminiscent of the ending of Link's Awakening. Marin will play the 8 instruments near a sleeping Wind Fish, causing it to wake up. Its awakening will cause the dream world to disappear, and the opponent to disappear along with it in a light. Marin is returned to gameplay, where she wipes her eyes groggily, and the opponent is sent flying. (46%, instant KO at >100%)
Taunts
  • Up Taunt: Marin waves her bell up high and waves it back and forth which causes it to clang.
  • Down Taunt: She does a cute curtsey to the opponent and giggles.
  • Right Taunt: She takes out her Harp and strums it quickly while singing a few bars.
  • Left Taunt: Does a spin and then laughs before adjust the flower in her hair as it slips off slightly.

On-Screen Appearance
  • Marin is seen sleeping and then wakes up, yawns, and readies herself.
Idle Poses
  • Marin fluffs her dress.
  • Giggles to herself
Victory Poses
.

Classic Mode: The Ocean Maiden
All opponents are against fantasy-based characters in a seaside setting which is a reference to the ocean-focused theme of Link's Awakening. Also, every character comes equipped with one item from Legend of Zelda from the start of the match.

RoundOpponentStageMusicNotes References
1:ultrobin:Tortimer's IslandOpponent is equipped with a Beetle.
2:ultpyra:Great BayOpponent is equipped with a Cucco.
3:ultjoker:Delfino PlazaOpponent is equipped with a Bombchu.
4:ultlucina:Wuhu Island (Beach Phase)Opponent is equipped with a Gust Bellows.
5:ultsimon:Pirate ShipOpponent is equipped wih a Spinner.
6:ultolimar:N. Sanity BeachOpponent is equipped with the Bunny Hood
BONUSBoardthePlatforms!
Final:ultlink:Koholint IslandOpponent is equipped with a Fairy Bottle

Alternate Costumes

#16ε. Impa
The Legend of Zelda
Special Moves

Neutral Special:
Knife Storm

Impa accumulates up to three knives and throws them forth at light speed similarly to Sheik's Needle Storm but half the projectiles. This variation uses knives instead of needles which is more in line with what Impa uses in her playable appearances. Knife Storm will also go through players and does more damage to shields taking inspiration from Sheik's second custom move for her neutral special, Penetrating Needles.

Side Special:
Flashbang

This is a slower version of the Burst Grenade that Impa uses to her advantage. The difference in effect is also apparent, as she deals 9.5% damage as opposed to Sheik's 14.6%, but in turn, anyone facing the explosive will be immediately stunned, as though they were hit with Mewtwo's Disable. Being directly in the blast radius, meanwhile, will stun regardless of orientation. However, the stun doesn't affect airborne opponents, and being inside the blast will simply launch them. You would think she was using a Deku Nut on a trigger with this, and she just might be.

Up Special:
Vanish

This would be very similar in function to Sheik’s but, instead of simply producing a cloud of smoke, it produces paper talismans that swirl about upon vanishing and reappearing.

Down Special:
Bouncing Fish


Final Smash:
Shiekah Dance
Taunts
  • Up Taunt: She slams her hand onto the ground which causes the SHeikah symbol to appear briefly under her.
  • Down Taunt: She waves her hand mysteriously in front of her which causes magic to pour out.
  • Right Taunt: She transforms into a Sage spirit state and moves about quickly before reforming. During this time, she can't be damaged. It's a reference to Impa's role as a Sage in OoT.
  • Left Taunt: She sits down and patiently meditates before jumping back up; referencing her pose as her older self in SS.
On-Screen Appearance
  • a Deku Nut drops down from the sky and as it explode on the ground it reveals Impa in which she immediately throw her black cloak away and gets on a fighting pose.
Idle Poses
  • Wipes her brown while focusing.
  • Stands up straight and performs a magical sigil sign.
Victory Poses
.
  • She performs three flips before landing and vanishing in a puff of smoke.
  • She appears along with Skyward Sword Zelda. She realizes the "camera" is close by and shields Zelda by pushing her behind herself and stretching her arm to guard the princess.
  • She waves her cloak in front of her before turning to leave.
Classic Mode: Midnight Bout
Impa will fight characters that relate to being stealthy fitting with her nature as a member of the Sheikah tribe. The stages will also be night themed stages.
RoundOpponentStageMusicNotes References
1:ultgreninja:
Grovyle & Celebi
Prism TowerVictory Road - Pokemon X / Pokemon Y
2:ultjoker:MomentosBeneath The Mask
3:ultsnake:Shadow Moses IslandTheme of Tara
4Jill
Leon
Raccoon CityUnstoppable Nemesis.
5:ultenderman:Find MiiEnderman
6:ultsheik:Mishima Dojo (Omega)The Legend of Zelda Medley
BONUSRacetotheFinish!
FinalDemon King GanonGanon's Tower RuinsDeath Mountain

Alternate Costumes
1646536032359.png

#98. Crazy Dave
Plants vs Zombies
Moveset Post

Submitted by: Krookodilian Krookodilian
Special Moves

Neutral Special:
Defensive Plants
Dave has access to five total Defensive Plants that he can use with two being upgradeable. These are:
Sunflower: Costs 15 Sun. It bounces idly and produces 50 Sun every 3 seconds. The Sunflower would glow a bright yellow as it does so and the Sun would automatically add itself into Dave’s counter.
Twin Sunflower:
Costs 125 Sun. The Twin Sunflower would behave exactly as its downgrade, but instead of spawning 25 Sun, it would spawn 50 Sun (25 per Sunflower, of course). It also spawns Sun in 3 second intervals, but it is more durable (though not by much)
Torchwood:
Costs 100 Sun. Any pea that passes through the torchwood will have its damage multiplied by a factor of 2, leading to massive amounts of damage if a full gatling pea + torchwood combo lands. It has more health than a standard plant, and does not deal contact damage despite the fire.
Wall-nut:
Costs 50 Sun. Pretty simple, a wall-nut will sit there and soak up damage. Acting like a Minecraft block, it cannot be passed through, and will need to be jumped around. However regular peas and other Dave plant projectiles will be able to pass through it.
Tallnut:
Costs 125 Sun. The Wall-nut can be upgraded to the Tall-nut. It will act the same as a wall-nut, except it will be twice as sturdy and around 2.5 times as tall, requiring multiple jumps for some characters to climb over.
Garlic:
Costs 100 Sun. In Smash, the Garlic will release smelly fumes every few seconds with a radius equivalent of a 50-MP Magic Burst that flips opponents, like Mario’s cape does, making it difficult for opponents to hit Crazy Dave while he's close by, as well as a dangerous edge guarding tool.
Escape Root:
Costs 225 Sun. When placed, the Escape Root won’t do anything at first, however, when neutral special is inputted on the ground while the Escape Root is planted, Dave will be taken to the Escape Root’s location and it will disappear after. This can be used for extreme combos and avoiding nasty situations.

Side Special:
Turret Plants
Dave has access to five Plants with three upgradeable ones.
Peashooter: Costs 100 Sun. When a Peashooter is planted, they will routinely fire peas at the closest enemy damageable entity in a medium interval. Whichever way Crazy Dave was facing when he planted them will be the direction it will fire too. The Peashooter will automatically aim either up or down depending on where the closest player is but only slightly. Their peas are also fairly weak doing minimal damage and flinching but this will put some pressure on the opponent and can lead into combos from Crazy Dave.
Split Pea:
Costs 125 Sun. The Split Pea will fire weaker shots behind it and has less of an angle when aiming but keeps pressure on both sides of the stage.
Repeater:
Costs 200 Sun. The repeater will act identically to the peashooter, except will fire two peas instead of one, dealing twice as much damage in total.
Gatling Pea:
Costs 250 Sun. The Gatling Pea can be upgraded from the repeater, and will fire four peas at once, dealing four times as much damage as the peashooter in total. This will keep the opponent in hit stun or in their shield for quite a while, leaving them open to be punished, however it costs a lot of sun to get to this plant.
Kernal Pult:
Costs 100 Sun. When planting this guy, the Kernel-pult will throw nuggets of corn the size of Pikmin at opponents, dealing a measly 4% damage per kernel and deals hitstun. However, there's a 25% chance that they will launch a large block of butter if all things that deals double the damage, and inflicts the Butter effect, which is essentially a stun.
Melon-pult:
Costs 300 Sun. The last of the pult family in the first Plants vs. Zombies, the Melon-pult is the heaviest hitting of the three. It will lob melons every few seconds at opponents, which deal 17% per successful hit and 4% in splash damage if anyone gets hit by melon shrapnel.
Winter Melon:
Costs 200 Sun. One of the plants Dave sells at Crazy Dave's Twiddydinkies, the Winter Melon is an upgrade to the Melon-pult. It hits even harder than its counterpart and has a slowing effect to boot. It will attack at the same rate as the Melon-pult, but it will deal slightly more damage (24%) and its projectiles will inflict a slowing effect on the enemy's movement for a short amount of time.
Bloomerang:
Costs 175 Sun. The Bloomerang will fire off boomerangs at a slower rate than that of a peashooter, which will fly around 3/4 of a stage distance before traveling back, being able to hit the opponent once in both directions, similar to K. Rool's crown. It is a relatively slow moving projectile, but deals more damage than a peashooter.

Up Special:
Blover
Crazy Dave raises his a pot with a Blover that grew out of it. It would then spin its leaves, causing it to propel Crazy Dave upwards. It’s very similar to K. Rool’s Up Special, but the Blover can last longer than K. Rool’s propeller pack in exchange for not dealing as much damage. Once finished, the Blover would retreat back into its pot, causing Dave to go into free fall with a confused look on his face.

Down Special:
Trap Plants

Dave can access five plants with one plant being upgradeable.
Potato Mine: Costs 100 Sun. This explosive land mine functions much like Snake’s Down Special. Dave buries the Potato Mine who lies in wait for opponents to walk by. Once they do, the mine explodes with a SPUDOW!, provided its had enough time to arm itself. It has a high radius of damage with more damage dealt to those who stepped directly on the mine with less damage dealt to those on the outside.
Hypno Shroom: Costs 125 Sun. When placed, the Hypno-shroom will sway from side to side in a trance. Any opponent that comes into contact with the Hypno-shroom beware, as the Hocus Pocus of Dave’s kit, they will randomly gives the opponent a status effect to their detriment.
Tangle Kelp: Costs 75 Sun. In Smash, they will function sort of the same, being planted in a flower pot with water. When an opponent makes contact with the Tangle Kelp, they will be held in place for a few seconds, similar to a grab. At this point, Dave can rush over and attack or sic more plants on the enemy. After being used once, it will go away.
Spikeweed: Costs 100 Sun. The spikeweed will be placed on the floor, Keeping a low profile. Any enemy that steps over it will be launched up with extremely low knock back, dealing 6% damage. Its good for ledge control as well as comboing with other plants.
Spikerock: Costs 125 Sun. For 125 sun, the Spikeweed can be upgraded to the Spikerock, which deals twice as much damage, and has three times the amount of health.
Phat Beet: Costs 150 Sun. Whenever opponents get near it will jump up and slam back down, sending out a shockwave. This shockwave doesn't deal much damage, only around 1.2%, but has a guaranteed trip on the opponent. This sets up for roll chases or just standard punishes as well as stage control. In order to combat the power of a trip with such a large radius it doesn't stay out for very long, and is vulnerable from attack from above, as it cannot attack there.

Final Smash:
Garden Warfare

Penny speeds past Dave, who gets inside. This triggers a hitbox around the truck, which when activated, would take up to three opponents into a Final Smash. The opponents would fly through time to be dropped onto Dave's lawn and pool, where a large defense awaits them.
Twin Sunflowers glow with large amounts of solar energy, Gatling Peas fire rounds of peas at rapid speed through Torchwoods, Winter Melons lob melons, Cattails throw swathes of their homing spikes, and Gloom Shrooms spew their spores at the opponents, still trapped on the lawn. All while this is happening, Dave upgrades some awaiting Kernel-pults into Cob Cannons. He launches several corn nukes, blasting the opponents and ending the cutscene with a screen of popcorn.
Taunts
  • Up Taunt: Pulls out a pot and knocks on it while listening.
  • Down Taunt: Takeoff his hat pot and spits on it. He then polishes it before putting it back on.
  • Right Taunt: Sniffs himself.
  • Left Taunt: Pulls out a Taco, applies hot sauce on it, and eats it. Heals him for 1-5% health each time.
On-Screen Appearance
  • Nonchalantly walks out from Penny whom of which appears through a portal similar to the one from the Penny's Pursuit update PvZ 2
Idle Poses
  • Adjusts his weigth which causes the pot on his head to tilt a bit. Based on his animations in PvZ2,
  • Scratches his beard furiously as if itching it.
Victory Poses
.
  • Holds up the sunflower over his head like a trophy overlapping with the actual sun, meanwhile Peashooters and other Sunflowers cheer him on
  • Runs up and places a Peashooter which then begins to pelt an incoming zombie.
  • Takes out a Taco and munches down on it.
Classic Mode: Smash vs Zombies
All opponents are against the Zombie Villager on Omega stages with allies that can`t move which represent Plants.

RoundOpponentStageMusicNotes References
1:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:Windy Hill ZoneGreen :ultmegaman:only uses the Mega Buster.Megaman references the Peashooter.
2:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:Suzaka CastleYellow :ultkirby: constantly uses the Down SpecialKirby references Wall-nut while Suzaku Castle references the Home Roof.
3:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:Garden of Hope
:ultyoshi: only does the Up Special
Yoshi references the Cabbage-pult.
4:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:Gaur Plains (Night)White :ultlink: only does the Side Special BoomerangLink is a reference to the Bloomerang.
5:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:Pirate ShipBrown :ultsnake:only does the Down SpecialSnake is a reference to the Potato Mine.
6:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:TempleGreen :ultcharizard:only does the Neutral Special, FlamethrowerCharizard is areference to Snapdragons
BONUSRacetotheFinish!
FinalGiant
:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:
HousePurple :ultpiranha: only does the Side SmashPP is a reference to the Chomper.

Alternate Costumes
Adjust sh

#36ε. Dixie Kong
Donkey Kong
Special Moves

Neutral Special:
Bubblegum Popgun

A chargeable projectile like Diddy's Peanut Popgun, but charging is indicated by a large pink bubble being blown out of the barrel of the gun. It is usually slow upon release, but deals 1.3x more damage than a peanut. However, if you're hit while charging this attack or your attack reaches maximum charge, it deals as much as a peanut, but your opponent will be dealt the Gum effect, which limits their movement to about 1 Pichu to the left or right, and greatly reduces their jump height. This lasts for about as long as K. Rool's pre-nerf D-throw or until the afflicted is hit.

Side Special:
Monkey Flip


Up Special: Haircopter

Dixie quickly uses her ponytail to pop off and then be sent into free fall, however this freefall is unique in that she can guide it more accurately and lightly damage enemies that collide with her. Based off her rolling attack from DKC classic.
Down Special:
Banana
Final Smash: Rocketbarrel Family Barrage

Dixie calls forth her cousin, Kiddy Kong. Together, they straight on Rocketbarrels and zip zap about the stage; dealing generally more hits than Diddy but with less damage to balance it out. Kiddy will loose his rocket which homes into the opponent as Dixie lets her go and floats back down to the stage
Taunts
  • Up Taunt: She tosses her hair to the right.
  • Down Taunt: She blows bubblegum and drinks out of a juice box.
  • Right Taunt: She does air guitar and then a jump swinging her arms.
  • Left Taunt: She jumps back and forth on both legs before doing a cute spin.
On-Screen Appearance
  • A barrel explodes and Dixie floats down with her Propeller Ponytail maneuver and lands on the ground.
Idle Poses
  • She rubs her right arm.
  • She plays with her hair.
Victory Poses
  • Dixie pulls out her guitar and plays on it.
  • Dixie twirls in with her helicopter hair and then lands while doing a cute pose.
  • She arrives on Rambi but flies right past the screen. She crosses back and forth several times.
Classic Mode: Get Off My Tail
All opponents are natural tail users which is a reference to her lack of one which she makes up for with her tail.

RoundOpponentStageMusicNotes References
1Giant
:ultyoshi:
Garden of HopeStickerbrush Symphony
2:ultfox::ultfalco:Kong FallsGear Getaway:ultdiddy: is an ally
3:ultpikachu::ultcharizard::ultsquirtle:Spear Pillar OmegaSnakey Chantey
:ultdiddy: is an ally
4Ashley & Grovyle & SceptileYggdrassil`s AltarJungle Japes:ultdiddy: is an ally
5:ultbrawler::ultgunner::ultswordfighter:Find Mii:ultdiddy: is an ally
6:ultmewtwo::ultridley:BrinstarCrocodile Cocophony:ultdiddy: is an ally
BONUSRacetotheFinish!
FinalRathalosAncient Steppe:ultdk: is an ally

Alternate Costumes
ColorReferenceAppearance
Pink
YellowBased on her 2P sprite in King of Swing
BlueBased on her 3P sprite in King of Swing
GreenBased on her 4P sprite in King of Swing
PurpleBased on her P2 sprite in DKC2
CyanBased on her sister, Tiny Kong
RedBased on Diddy Kong
GreyBased on Wrinkly Kong
TurquoiseBased on Kiddy KongAuqamarine top and hat with green earrings. She has darker reddish fur and brownish hair.
WhiteBased on the Super Form for Donkey and DiddyBlue hat and top with orange eearings and white fur. She has lighter colored blonde hair.
BlackBased on the black forms of Donkey and DiddyYellow hat and top with green eearings and black fur. She sports dark blode hair.
OrangeBased on the Banana BirdOrange top and hat with yellow earring. Slightly orangish fur with orange-red hair.

#99: Sami
Advance Wars
Moveset

Submitted by: Venus of the Desert Bloom Venus of the Desert Bloom
Special Moves

Neutral Special:
Quad Launcher

This wasn’t based off on one aspect of the games but an entirely new move. Sami pulls out a rocket launcher which will fire a single homing rocket. Charging it up not only increases the homing strength of said rocket but can fire up to four homing rockets in quick succession. It has a dramatic shaking sensation when fired which causes smoke to billow out when it’s fired.

Side Special: Sniper

While not an actual unit but, rather, a general unit in warfare. A crosshair appears which allows the player to momentarily allow player to control it while Sami remains still. When the player lets go, Sami pulls off a sniper shot which has large amounts of damage up to 42%. if its a dead on target. Players can see if the target is in focus by the green crosshair turning red.

Up Special: Bomber Transport

A Bomber appears and Sami stands on top of it. You can control the planes direction. The plane occasionally unloads bombs from below the plane. The plane can be destroyed which will damage Sami but also propel her slightly into the air which aids her.

Down Special: Light Machine Gun

Sami Pulls out an LMG a weapon she is seen with in artwork. Sami is prone while using it but she can freely aim her LMG in any direction in front of her. Pressing A while in this form shoots her gun. you can leave prone by jumping

Final Smash:
Dual Strike

Sami throws out a Smoke Grenade which traps opponents into the Final Smash. This transports any caught opponents into the map featured in the very first Advance Wars. Sami moves her tank to encounter the opponent which quickly transitions to an actual battle. However, it seems luck is on Sami`s side as she comes with Infantry, Tanks, and even aerial support. Infantry units tear into the opponent while the Tanks fires off several shots. Finally, two Stealth Bombers roar overhead and carpet bomb the location; decimating the opponent. This then moves back to the match with the opponent being launched.
Taunts
  • Up Taunt: Sami checks the ammo on her gun.
  • Down Taunt: She taps her earpiece and says "Affirmative".
  • Right Taunt: A sprite form of an infantryman appears and she salutes it.
  • Left Taunt: She kneels down and ties her boot.
On-Screen Appearance
  • Arrives by parachute. Upon landing, she checks around her before readying her weapon.
Idle Poses
  • Checks her gun
  • Rubs her shoulder
Victory Poses
  • A soldier is seen standing on top of a miniature building, and he hops on it three times before it squashes completely flat. The building then springs back up, now completely red, and the camera pans down to see Sami and a few other soldiers celebrating their newest capture.
  • Sami fires several rounds from her Quad Launcher before standing up to watch them from a distance.
  • Calls up an escort which causes a ladder to be released from an unseen helicopter. She grabs it and flies away from view. If the player waits long enough, they can see her still hanging to the ladder while the helicopter flies away into the distance.
Classic Mode: Smash Wars Advance
All opponents are based on the COs from Advance Wars. Omega forms represent actual warzones.

RoundOpponentStageMusicNotes References
1:ulticeclimbers:Golden PlainsNana doe not appear with Popo.Pop references the first CO encountered, Olaf.
2:ultfalco:Garden of HopeFalco represents Eagle, the second CO encountered.
3Yellow
:ultryu:
Cloud Sea of AlrestRyu references Kanbei.
4:ultganondorf:Unova Pokemon LeagueGanondorf references Hawke.
5Dr. EggmanRaccoon CityDr. Eggman references Von Bolt.
6Giant
:ultwolf:
Shadow Moses IslandWolf is a reference to Sturm
BONUSRacetotheFinish!
FinalMaster HandFinal Destination

Alternate Costumes
ColorReferenceAppearance
OrangeDefault
RedBased on AndyThe top, headband, and pants becomes red witht he pants being a more darker red. Her hair becomes brown. Her hip pouch becomes black and her boots become reddish brown. Her arm band and gloves also become brown.
BlueBased on MaxThe top stays white while her heradband is a cyan color while her pants are dark blue. Her hair turns blue. Her hip pouch becomes darker brown and her boots becomes a darker blue. Her gloves and arm band becomes blue.
PurpleBased on NellHer headband, top, and pants becomes a full purple while her hair turns blonde. Her hip pouch becomes lighter brown while her boots a greyer-lavender, Finally, her werite band becomes purple while her gloves becomes a light lavender.
WhiteBased on JackHer top and pants becomes a light lavender. Her boots and hip pouch has a very dark burgandy as well as her gloves. Her arm band is a dark lavender. Finally, her hair is a orange-yellow color.
TealBased on OlafHer top becomes aquamarine while her pants becomes blue. Her bandana and gloves becomes smoky white. Her hair becomes a rusty orange color. Her boots and hip pouch become amber while her gloves and arm band are also a light blue.
YellowBased on GritHer top is yellow along with her bandana while her hair is a light grey-blue color. Her pants are bright blue and she has reddish-brown boots and hip pouch. Finally, her arm band is brown while her gloves are a dull yellow.
GreyBased on EagleHer hair is grey while her bandana is yellow. Her top is a navy blue while her pants a dull cyan color. Her hip pouch is a grey color along with her boots. Finally, she has a blue wristband and grey gloves.
GreenBased on Sonja@Commander_Alpha
BlackBased on Sturm/Black Hole airConditioner airConditioner
BrownBased on Flak T TanK from Newgrounds
BeigeBased on Isabella/WillHer top becomes an off-white while having a yellow headband. Her pants and boots become maroon while her gloves are also marroon. Her wristband is a light brown. Her hair is white.

#55ε. Ms. PAC-MAN

Pac-Man
Special Moves

Neutral Special:
Bonus Fruit

Ms. Pac-Man still has the bonus fruit special, but this time it includes the fruit from Ms. Pac-Man, in order: Cherry, Strawberry, Orange, Pretzel (new), Apples, Pears (new), and Bananas (new). The cherry, strawberry, orange, and apple work the same way they do with Pac-Man. The Pretzel bounces erratically, Pears bounce along the floor, and the Banana is thrown like a Boomerang.

Side Special: Power Pellet

Power pellet moves in a rigid 4 directions, but also goes farther.

Up Special: Pac-Jump

Becomes a pixel version of Ms. Pac-man which includes a ribbon.

Down Special: TNT Block

Ms. Pac-Man drops a timed block of TNT at her position that starts slowly counting down from 3 seconds. Unlike with Steve's TNT, damage does not hasten the timer nor is it able to be knocked around. However, Ms. Pac-Man can push it around to a different position before it explodes, and the blast radius is rather enormous.

Final Smash: Super Ms. Pac-Man

Much like Pac-Jump, Ms. Pac-Man turns into a gigantic version of her pixel self complete with a ribbon.
On-Screen Appearance
  • Similar to Pac-Man's, except she spawns a beauty mark and a pink bow before she spawns and strikes a cute pose for the camera before going into her idle stance.
Idle Poses
  • Fixes her ribbon.
  • Looks at the camera and winks.
Taunts
  • Up Taunt: Does her own form of Namco Roulette which includes the following characters:
    • Agumon (Digimon)
    • Lloyd Irving (Tales)
    • Pooka (Dig Dug)
    • Klonoa (Klonoa)
    • Kazumi (Tekken)
    • KOS-MOS (Xenogears)
    • Baby Pac-Man (Pac-Man Jr)
  • Down Taunt: Turns into her spirite form much like Pac-Man but with a ribbon and chomps down several times.
  • Right Taunt: She puckers her lips and turns to face the camera and winks.
  • Left Taunt: She twirls in place as ghosts rotate around her.
Victory Poses
  • She does a similar dance seen in the Atari 2600 where she saunters back and forth.
  • She holds Baby Pac-Man and cuddles it lovingly before looking at the camera and winking.
  • Pac-Man in sprite form comes racing across the screen before Ms. Pac-Man in spirite form comes chasing after him. They dash back and forth in this manner.
Classic Mode: Ladies Night Out
All opponents are against male fighters with a female ally.

RoundOpponentStageMusicNotes References
1:ultwario:WarioWareAshley is an ally
2DJ OctavioMoray TowersInkling is an ally
3:ultkrool:Kongo JungleDixie Kong is an a:ultinkling:lly
4:ultridley:Brinstar Depths:ultsamus: is an ally
5:ultganondorf:Hyrule Castle:ultzelda: is an ally
6:ultswordfighter: (Black Knight Mii Fighter Outfit)Tomodachi Life:ultlucina: is an ally
BONUSRacetothe!
FinalGiga BowerFinal Destination:ultpeach: is an ally

Alternate Costumes

#100. Iori Yagami
King of Fighters
Moveset Link

Submitted by: Mr. Robotto Mr. Robotto
Gimmick
Stock Meter, Max Mode, & Desperation Moves


Iori gains the "Stock" Meter - Another SNK original, this is a gauge with 3 black squares on the right which signify the many “stocks” you have. This meter fills the same way as in most other fighting games: You build meter for hitting the opponent (wether shielding or not), getting hit yourself and blocking attacks. When you get a stock, a bright green light appears in one of the squares. In KOF you’d normally get more meter for whiffing special moves, but as that would only encourage camping behavior in Smash, I decided to not include this method of meter obtainment.



The stock meter itself will be based on the one found in King of Fighters ’98 UM, although instead of "ADV" nothing would be written there.

Up to three stocks could be saved up, these stocks can be used for certain Supers which we’ll call Desperation Moves from now! These function like Terry's GO! supers, but will cost a stock each. But that’s not the only thing the Stock Meter can do, you’ll be able to activate Max Mode! You’ll activate this by hitting performing a neutral special while shielding at the same time. Once Iori is in Max Mode, a timer will appear above the Stock Meter, indicating how long Max Mode will last, which is about 20 seconds. Although the timer drains more when performing special attacks, even when missed. When activated, Iori will strike a pose, gain somewhat of a yellow tint, and the timer will start to drain. This mode makes Iori deal more damage and knockback (a multiplier of about 1.2x) and allow him to use not only stronger variants of his Desperation Moves, but if Iori is above 80%, he’ll be able to use a Hidden Super Desperation Move only during Max Mode! When performing any Desperation Move under Max Mode, the timer will instantly end regardless of time left.



The stock meter filled with 3 stocks (in Smash these red lights would be green instead) with the Max Mode timer (in this pic being about 3/4th full)

Also, useful thing to note, but to try and simulate the 3v3 aspect of KoF. The Stock Meter does NOT reset in-between Iori’s stocks. So when he loses a life, he still has his meter to try and make a comeback! The Stock Meter doesn't fill up that fast as well, if you'd only hit, it would take about 50% to get a stock.

Special Moves

Neutral Special:
108 Shiki Yamibari

Iori throws his purple flame like a fireball that skims the ground. It is a low projectile that comes out faster than most, but with average recovery. Can be held instead of tapped to increase the energy wave's size, travel speed, travel distance, damage and knockback. If used in the air, Iori will generate a short-ranged burst of purple instead. The aerial variant offers decent knockback and can KO opponents offstage, especially when held instead of tapped.



Side Special: 108 Shiki Tsumakushi

A rushing move in which Iori hops and take a big flaming swipe downward. Can be held instead of tapped for more travel distance, damage and knockback. Special input is

+ attack/special, which increases its damage output and knockback in addition to granting intangibility to his attacking arm. The special-inputted version is indicated by a bigger flame being produced. Can cancel into his Final Smash. In the source material, this is normally a dragon punch motion, but as that is already In use, I had to modify it to being a quarter-circle forward. Hey, Terry's Burning Knuckle isn’t a quarter circle forward either in his games! This is a special move that made its debut in the King of Fighters ’98.

Back Special: 127 Shiki Aoibana
Iori quickly slides forward with three motions, punching for the first 2 and jumping with an overhand for the third, in which he slams the opponent into the ground. The active hitboxes are on Iori's arms, and will always get knocked back into the following motion's hitbox for the first 2 motions, no matter the percentage. With the last motion having great knockback. This move is very rewarding to cancel into, especially from jab, as it’s a surefire way to rack up damage. You are going to have to repeat the input for every motion to complete the move (these are what we call rekkas!). Which means if you use the standard version, you’ll have to input back special in succession 3 times. Whereas for the traditional input, you’ll have to perform


in succession 3 times. There’s no difference between holding or tapping for this move, as it would be counterintuitive since you’ll have to tap anyways. As for the traditional input variation, that one significantly covers more distance and is slightly more powerful. When performed in the air, only the last motion will come out (Iori will jump forward and deliver an overhand, can be used as an horizontal recovery), so no need to input it 3 times in that scenario.

Up Special: 100 Shiki Oniyaki
Iori performs a spinning jump while being accompanied by spinning purple flames that cycle around him. Can be held instead of tapped for more distance and damage. If inputted with a


motion, the move will render Iori's entire body intangible on startup, the move itself will have slightly increased travel distance, it will deal more damage and knockback, and the move will consist of 3 hits instead of one. The inputted version is indicated by Iori's howl when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent out-of-shield option.

Down Special: 212 Shiki Kotsuki In
Iori shortly runs up to the opponent, slams their head on the ground, then blasts them with fire. In the air this move would differ slightly, as Iori would simply grab the opponent in front of him, and once grabbed, start to descend quite a bit while Iori is blasting fire into their face until they are automatically freed. And yes, this can be used a suicide KO if used low enough beneath the stage to reach the lower blast zone, due to the descent not being that long you’ll really have to go deep to make it happen, however Iori himself will always lose if he and his opponents are on their last stocks in that case. Due to functioning as a grab, it bypasses shields and counterattacks. To perform the input version of this move, you'll have to input


+ attack/special. On the ground, despite having long reach, it has a very slow startup and is quite readable when performed raw as when Iori will have a very notable howl when he starts to run. It is a faster move in the air, as it has to sacrifice range. On the ground, the tapped version only covers about a quarter of Final Destination. The input for this move is half circle back, and when using this variation on the ground, it covers about a third of Final Destination and delivers more damage. When used in the air, the tapped version’s descent is just about a quarter of Final Destination’s vertical length. The input version however goes about a third of FD’s vertical size and largens the hitbox size of Iori’s grab. Even when canceled into this move, it has a moderate enough start up to give the opponent a chance to attack Iori when he performs it.



Desperation Moves
Little thing to preface, all grounded special cancelable moves are also able to cancel into the normal Desperation Moves, except for the Hidden Super Desperation Move, which will always need to be performed raw. When in Max Mode and performing a Desperation Move, the Max Mode timer will instantly end regardless of time left.

NameDamageInfo
Desperation Move 1:
Kin 1211 Shiki Yaotome
Normal:
flurry of slashes: 10%
explosion: 14%
collateral: 13%

Follow-up Ura 316 Shiki Saika:

slashes: 10%
pillar of flame: 12%

Max Mode:

initial slash: 7%
slams: 10%
blast of fire: 12%
When you have one stock, and perform a


+


+ attack/special, Iori will dash across the screen (about half the length of Buster Wolf) and, if he hits the opponent, he performs a flurry of claws and scratches ending off in a blast of purple flames. He is immune to non-throw attacks during the startup flash, where he says his iconic line “Asobi wa owari da!” which translates to “Playtime is over!”. The blast can also hit bystanders within range. This has great knockback, killing as early as 60% at the edge. The initial hit can be canceled into a Final Smash.



Here's the catch with this move though, if performing


2 times in succession during the last hit (the input window is quite tight), you’ll be able to follow up with Ura 316 Shiki Saika, where he does some delayed claw attacks and generates a pillar of purple flames, hitting the foe midair while laughing madly. This has amazing KO potential, killing as early as 40% at the ledge. Though worth to note, to perform this follow-up you’ll need to sacrifice an additional stock on top! This follow-up originates from the King of Fighters 2001.



If performed during Max Mode, this move changes a little, and lacks the follow-up. It goes as follows.

Under the effects of the Riot of the Blood, Iori howls, slashes his opponent into the ground, and claws at them repeatedly with his back turned to the camera; after briefly looking over his shoulder, he attacks again with the last hit using his flames. While the final blast’s knockback here is somewhat moderate, this variation racks up a ton of damage.
Desperation Move 2:
Ura 108 Shiki Yasakazuki
Hidden Super Desperation Move:
Kin 1218 Shiki Yatagarasu
33%When above 80%, and during Max Mode, on top of sacrificing an extra stock, by performing


2 times in rapid succession: Iori drags his hand on the ground as he howls, then proceeds to do a huge claw slash to his opponent, a bloody, shadowy background accompanies this move whereas the claw slash will leave a black trail behind. Very great anti-air and can kill as low as 30% against middleweights around the ledge. As this move can only be pulled off in certain circumstances, it feels very rewarding. This move is based on Iori’s Neo MAX Super Desperation Move from The King of Fighters XIII. Here it is in video form to get the full experience lol.

Final Smash: Three Sacred Treasures
Based on the ending of the King of Fighters '97, and somewhat of a Smash original. As a result of the Orochi blood coursing through his veins, Iori suddenly enters the Riot of the Blood phase. His eyes light up and he makes a mad dash while slashing with his arms. This is an activation hitbox that hits at most 3 opponents, which takes 1 opponent into a cutscene and has the other two take only the claw damage. Iori lunges towards the opponent, eyes blinded by Orochi and grabs the opponent by the neck.

A huge pillar of flames erupts, engulfing both the opponent and Iori. Iori is still holding on tight. Meanwhile, Kyo Kusanagi and Chizuru Kagura are standing by, and Kyo rushes in with a flaming punch, dealing massive damage. The original KOF '97 ending ends here, but in his Final Smash, Chizuru makes the final blow, using the Yata Mirror to seal the opponent (similarly to Zelda's Final Smash). The cutscene ends and Iori returns to normal, waking up from his feral state.
On-Screen Appearance
  • He appears from shadows with his back turned. He then swipes his hand forward while its engulfed in purple flames and turns to face his opponent.
Idle Poses
  • Opens out his hand and causes purple'ish fire to burst out. Similar to his animation in the opening of KoF.
  • He messes with his hair slightly.
Taunts
  • Up Taunt: Vice and Mature appears next to Iori who says "Kutabarizo konatta ka..." (Eng: I thought you were dead...)
  • Down Taunt: He grabs his head and laughs sinisterly.
  • Right Taunt: His hand engulfs in purple fire and he will fling it forward while saying " ".
  • Left Taunt: He will hunch forward and then lens backward while causing purple fire to shoot up from him.

Defeat Quote
When defeated by Star KO, he will say:
  • Konomama de wa owaran zoooooooooo!!!

Victory Poses
  • The camera first focuses overhead as Iori is hunched over chuckling evilly. As the camera pans down, he places a hand on his head as his laughter rises. By the time "IORI" splashes on the screen, Iori has thrown his head back and cackling in a maniacal manner. This is by far one of his most well-known victory animations.
Classic Mode: Shatter Expectations
Iori's Classic Mode is a continued reference to Terry's which is based on King of Fighters.

RoundOpponentStageMusicNotes References
1:ultlittlemac::ultincineroar::ultlucario:Boxing RingCalled Team Martial Arts. Each fighter represents a a particular art form.
2:ultsamus::ultfalcon:LeonPort Town Aero Dive (Omega)Called Team Hunters. Each fighter represents a bounty hunter.
3:ultsora::ultcloud::ulthero:Bastion Hollow (Omega)Called Team Fantasy. All characters are from Square-Enix games.
4:ultness::ultvillager::ultpichu:Onnet (Omega)Called Team Youngster. ALl opponents are younger characters.
5:ultrob::ultsnake:Officer HowardShadow Moses Island (Omega)Called Team Enforcer. Based off Ikari Warriors.
6Takamaru, :ultjokeralt::ultkazuya:Mishima DojoCalled Team Japan. Based on Japanese warriors.
BONUSRacetothe!
Final:ultbrawler::ultswordfighter::ultbrawler:King of Fighters StadiumThe Mii Brawlers uses a Kyo costume and Kim costume while Swordfighter uses Nakoruru costume

Alternate Costumes
1639498585555.png
#101. Anna
Fire Emblem
Special Moves

Neutral Special:
Anna’s Secret Shop

Anna is stingy, so she doesn’t just use her best wares all wily-nily. Instead, she buys them from her own shop to make sure she never makes an investment she can’t back up with her credit value.

With her coins though, she can buy stronger weapons. Hold longer to spend more coins for a stronger weapon, Pac-Man Neutral B style. This then results in her sword/dagger being upgraded to variants like a Brave Sword, Levin Sword, Killer Sword etc. with different properties and different strengths etc.. The upgraded weapon is implemented set-wide like Robin’s aerials.

Side Special: Ballista

Inputting the side special readies a Ballista. Due to the nature of the attack, it suffers from significant start-up lag. The trade-off is the damage potential of the attack. She can aim in from up to down after inputting the attack. It has high damage potential and can OHKO as low as 25% when hit dead center.

Up Special: Fodlan Thrust

Anna thrust her Noatun in Air like FE's Dolphin Slash move, but its stabbing the Opponent with her Sweet Spot. The Damage 7.6% and she goes upwards little longer than Marth for her Recovery.

Down Special: Convoy

Anna puts bullions in a chest, investing her coin count in the stash which she then buries underground. If she dies and loses her accrued coins, she can use Down B again on the spot the chest was buried to immediately get back the coins she invested into them at the expense of Anna having less liquid assests on-hand if she’s invested gold into a chest.

Final Smash: What a Deal!
Owing to Anna's unique status as a character within the series, I opted to go for a mostly unique Final Smash. It still does have some ties back to the franchise, similar to that of Byleth and Corrin, but it would mostly reference her multiple appearances in the series.

Like with Marth, Roy, and Lucina, the Final Smash starts out with a Critical Hit. Anna spins her dagger in her hand and runs forward, dragging at most 3 opponents into a cutscene, similar to the one that Hero has. Here, every single Anna that has appeared over time would deal a quick strike with a different weapon, before the main Anna swings a bag of gold coins and ends the cutscene with a "Come again soon!" and a finger to her chin.
On-Screen Appearance
  • Anna walks out of her shop before it Teleports back to original Location, entering her battle stance.
Idle Poses
  • She folds her arms.
  • She surpresses a giggle.
Taunts
  • Up Taunt: She laughs and points to her chin in typical Anna fashion.
  • Down Taunt: She holds out a hand and says "Cough it up."
  • Right Taunt: She pulls out a bag of items and rummages through it before putting it back.
  • Left Taunt: She takes a sign and places it down. It says "Weapons for sale! Cash only!

Victory Poses
  • She is flipping a coin up and down and then catches it before saying "Made a bit of coin, tee hee."
  • She takes a bag and throws it down before hitting on the bag of coin and leaning forward; much like her Awakening pose.
  • She twirls while saying "It's tough..." and then takes her dagger and points it forward while saying "...making a deal in the heat of battle."

Classic Mode: Profitable Gains
All opponents are against male fighters with a female ally.

RoundOpponentStageMusicNotes References
1:ultlink::ulttoonlink::ultyounglink:Hyrule CastleThe Legend of Zelda uses rupees.
2:ultvillager::ultvillagerf::ultisabelle:SmashvilleAnimal Crossing uses Bells.
3Stylist, :ultjoker:Beaumonde ArenaStyle Savvy and Persona uses dollars and yen respectfully.
4:ultcloud::ultsephiroth:North CaveFinal Fantasy uses Gil.
5:ultpikachu::ultpichu::ultcharizard::ultgreninja::ultlucario::ultincineroar::ultmewtwo::ultjigglypuff:Saffron CityPokemon uses P.
6Crazy Dave, :ultinkling::ultinklingboy:Moray TowersPlants vs Zombies uses coins and sun while Splatoon uses gold.
BONUSBreaktheTargets!
Final:ultmarth::ultlucina::ultike::ultroy::ultchrom::ultrobin::ultcorrin::ultbylethf:Gran Mach MonastaryFire Emblem uses G.

Alternate Costumes

#102. King Boo
Super Mario Bros.
Promotional DLC
Special Moves

Neutral Special:
Spike Ball

The King throws an explosive Spike Ball that rolls forwards until it either hits a player, projectile, hazard or slows down enough to the point of stopping. In each case the Spike Ball will explode and King Boo can’t use the attack again until it’s gone. If the Spike Ball is eaten by a character like Kirby, King Dedede or Wario, it will explode as well. The Spike Ball has a unique property with Luigi’s Poltergust G-00 where Luigi can grab it and shoot it back.

Side Special: Big Boo Blow
King Boo inhales huge amount of air and blows off so hard that could send opponents far away with far horizontal knockback. It can be used as anti-recovery move when King Boo stands on Edgs and blows off Opponent to Blast Zone.
It doesn't give any damage, but it can blow you off to Oblivion.

Up Special: Boo Bomb
Similarly to Super Dedede Jump, King Boo will leap into the air and slam downwards dealing a lot of damage with enough power to kill at 60% and will break shields. The ground pound will emit shockwaves that travel along any solid ground and it might just protect him from the attack’s slow getup animation. King Boo will always leap into the air whether he is on the ground or in the air but his vertical distance will be determined by how long the special button is held.

Down Special: Boo Crown Storm
King Boo will gain an intense glint in his eyes as he charges his crown with power. Upon releasing the B button, at least one bolt of lightning will come striking down, similar to Thundaga. However, there's a trick to it: Every 20 frames you can charge up to 5 bolts of lightning, and you can influence where it strikes, starting directly in front of you, in between strikes. Each lightning bolt does 6% damage and medium-low knockback.

Final Smash: Frightening Portrait
Based partially on how he traps Mario and the gang in a portrait in LM3, King Boo pulls up an empty portrait which acts similar to Mega Man’s FS where it sucks in opponents nearby. Once it finishes, it will transport the player to a Mansion-type setting where King Boo will cackle. He then takes an empty portrait and slams it down onto the opponent. While the attack can technically capture up to 7 characters, it will only capture 5 total with the remaining trapped just getting minimal damage. This is rendered by the first characters who get sucked in. The reason why this mentioned is because when the portrait is pulled back up, the players who were hit get stuck in the portrait. This causes them to be visible in the portrait would could lead to some fun compilation videos of every Infinite character getting trapped. They could even get unique poses and such. After that, King Boo will cackle while next to the portrait with lightning flashing. They are then transports players back to the stage and will launch them.
On-Screen Appearance
  • His crown appears first followed by his body from the afterlife. He then shrieks and makes a face at the screen.

Taunts
  • Up: King Boo will make a silly face similar to these ones.


  • Right: King King Boo shakes violently while he slobbers - sending spit and drool everywhere
  • Left: Smaller Boos swirls around King Boo as he looks on somewhat...happilly
  • Down: King Boo dissappears with a downwards fade effect - making this a flashy spotdodge similar to Puff's Down B! - and then reappears with a VERY loud jumpscare scream.

Idle Poses
  • Rocks back and forth and scowls
  • Adjusts his crown.
Victory Poses
  • The camera is focused on a background as 8 portraits of Toads appear. King Boo himself then floats into view of the camera and let's out a cackling laugh. If at least 1 fighter was killed by a Final Smash, any of the portraits will be replaced by that number of fighters. Loosely based on the Game Over animation from Luigi's Mansion 3.
  • Luigi appears even if a losing fighter while holding a flashlight and looking frightened. King Boo appears and shakes while screaming which scares Luigi away. King boo then cackles.
  • King Boo is seen floating in the air while waving his arms up and down while smaller Boos dance about him.

Classic Mode: From The Grave
Villainous characters who have died or passed into a death equivalent state but were later revived.
RoundOpponentStageMusicNotes References
1:ultganondorf:Gerudo ValleyThe Dark World (Brawl)Ganondorf's continuous cycle of reincarnation in the Zelda series.
2:ultridley:NorfairVs. Meta RidleyMeta Ridley is a revived cybernetic form of Ridley.
3MedusaMurasame Castle
Kid Icarus Retro Melody
Hades routinely revives Medusa to use as his servant.
4:ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie::ultzombie:Minecraft World (Plains)Clockwork CrafterZombies, self explanatory.
5:ultkazuya:Mishima DojoKazuya Mishima, Devil Kazuya
Kazuya was thrown off of a cliff by Heihachi in Tekken 2 and was later brought back by his devil gene. It was also the devil gene that let him survive the first cliff fall.
6:ultswordfighter::ultswordfighter::ultswordfighter::ultsephiroth:Midgard
One-Wined Angel (Advent)
Sephiroth comes back in some form in Final Fantasy VII: Advent Children. The Mii Swordfighters represent Kadaj, Loz and Yazoo, the remnants of Sephiroth's spirit that let him come back to the living world.
BONUSRacetotheFinish!
FinalDraculaDracula's Castle
Dracula like Ganondorf is routinely revived but strictly every 100 years and is the main enemy of the Belmont clan.

Alternate Costumes

#103. Zagreus
Hades
Moveset Link
Apart of the "In the Name of Hades Bundle" DLC
Special Moves

Neutral Special:
Cast


Zagreus casts a bloodstone, it is a slow long range projectile that can redirect itself to an opponent if aimed close enough, dealig 12.5% damage with no knockback on impact if zagreus has no boon equipped. Zagreus has three reusable bloodstones and when the Cast hits an enemy, it stays lodged inside the foe until they are killed or 15 seconds elapse, which means Zagreus can't just mindlessly spam these whenever. When the bloodstone falls it can be collected to be launched again. Each god's boon also modifies the speed, area of effect and additional mechanics of the cast. Three casts, Dionysus, Demeter and Ares, create a projectile that does damage on its own instead of lodging into enemies. Also, to make multi-Zagreus battles less confusing, the bloodstones will change color depending on Zagreus' color costume.


All boons will affect this special, and their properties are as follow:
BoonCast Information
Zeus

Instead of the usual cast, Zagreus casts an electric bolt that can bounce off opponents up to three times, with each bounce having a homing effect. This will not bounce if only playing against one opponent, or if the other opponents are too far from the one that got aimed at. This also deals electric damage to opponents.
Poseidon

The weakest of the cast abilities in terms of damage, Zagreus fires a blast of water forward that deals minor damage but delivers hefty knockback! A very strong edge-guarding tool.
Demeter

Zagreus plants a crystal which remains in-place and fires a long-range ice stream blast forward for around a 4 seconds period of time. The ice beam can easily be dodged, but if hit it will freeze opponents when at higher percents after dealing small damage over time. An amazing zoning tool. When finished, the bloodstone will summon in its place, waiting to be picked up by Zagreus.
Dionysus

Zagreus throws out an arced bomb-like projectile forward which explodes into a cloud of poison when hitting an opponent or surface, which will stay in effect for around 4 seconds before dissipating and delivers the poison status effect to anyone caught in the fog. This move does deal 5% damage, but no pushback on impact.
Athena

Zagreus fires a slow-moving circular shield forward that delivers strong damage to opponents and reflects projectiles!
Ares

Zagreus fires a slow moving but multi-hit dark spinning blade forward. It moves slow but can string opponents along for multiple hits of damage and high-end knockback. This also deals a new debuff called “doom” where after 5 seconds, the opponent with a dark red Ares logo above their heads will be instantly dealt a heavy hit of damage with no knockback, similar to Sephiroth's side-special.
Artemis

Zagreus fires a green fast-moving arrow forward. This special has a 1/6 chance to deal a critical hit which will increase the knockback and damage of the arrow! This projectile also deals heavier damage than other projectiles to shields.
Aphrodite

Zagreus casts a very short-range pink blast of energy forward which deals quite a lot of damage compared to other cast variations. Has the shortest range, but has high damage and knockback potential, and can easily KO at high percentages. This will inflict charm onto foes, which is signified by them being engulfed in a pink aura and weaken their damage output by 30%.

Side Special: Bull Rush

Another way to recover. Zagreus equips the shield of chaos and charges up. Releasing the special button will cause Zagreus to charge forward and deal a heavy hit of damage and tremendous knockback if charged. As he charges, you'll notice Zagreus accumulating energy around him. When charged to the max, a flash appears and Zagreus is able to travel the half of Final Destination. The shield can also block projectile attacks and melee attacks that deal less than 6% damage, but if hit with something strong, the Shield will break and Zagreus will be left invulnerable for a while. If you're still charging after already being maxed, which is signified by the flash, then the move decreases in power after that point.
The same boons as the normals pretty much apply here as well.
  • If under the influence of Zeus' boon, the move will gain electric properties
  • If under the influence of Poseidon's boon, the move will gain 1.2x knockback
  • If under the influence of Athena's boon, the move will be 1.2x weaker
  • If under the influence of Artemis' boon, the move has a 1/8th chance of being a critical hit
Up Special: Dash

Zagreus charges, and once the special button releases, dashes to the direction which is indicated by a directional arrow which points towards Zagreus' travel direction before he begins moving. It travels similarly to moves like Fire Fox. Grounded versions of both moves will stop at edges, and the aerial versions can pass through platforms if down is held on the control pad. If tapped, Zagreus will only perform 1 dash, if held moderately, Zagreus will perform 2, and when held to the end, he will perform 3. Each Dash can be redirectioned. The standard dash with no boons will deal no damage, but cover a lot of distance.

All boons will affect this special, and their properties are as follow:

BoonDash Information
Zeus

Instead of his usual dash, when Zagreus dashes he will release lightning strikes that hit opponents close to him at the starting point of each dash. This variation travels a relatively shorter distance.
Poseidon

Due to the pushback of the waves, this has the most recovery (even compared to the standard version), Zagreus engulfs himself in rushing water as he fastly rushes. With each dash, Zagreus makes splashing waves at the end of it. This recovery deals the least damage but deals impressive pushback to enemies, knocking them far away.
Demeter

A slower and shorter recovery than the rest, Zagreus rushes through the air as he casts a short-range blast of frozen air in front of him with each dash. Opponents at higher percents (+100%) hit by the ice have a high chance of being momentarily frozen. The dash itself deals no damage, however the ice does.

Dionysus

Zagreus surrounds himself in a mist of purple bubbles wich get left at the place where he rushes each time. While this distance is moderate, opponents hit by Zagreus in this state will be dealt a poison effect, and no actual raw damage will be dealt.
Athena

Zagreus rushes with his recovery as he is surrounded by four rapid moving shields that circle around him that reflect any projectiles that hit Zagreus while using the recovery. This recovery is moderate in distance, and deals heavy damage and moderate knockback to opponents that Zagreus hit.
Ares

Zagreus rushes, and from where he started each dash a dark buzzsaw is left spinning in his place, dealing multiple hits of damage for a moment before disappearing. Similarly to his cast, this also deals a new debuff called “doom” where after 5 seconds, the opponent with a dark red Ares logo above their heads will be instantly dealt a heavy hit of damage with no knockback.
Artemis

Zagreus rushes while surrounded by green energy that forms the tip of an arrow around him, this Dash deals no damage whatsoever, but for 5 seconds after the dash Zagreus has a higher chance of performing critical hits on all his moves, from a 1/8 chance to a 1/6 one more specifically, this will be signaled with Zagreus flashing green while this is active. This dash has the longest range out of all the boon dashes and even rivals that of the standard one.
Aphrodite

Has the shortest range of all the dashes, Zagreus rushes in a recovery as he is surrounded by pink energy and hearts. At each dash, where he ends up, a gulf of pink aura gets summoned which is able to hit opponents. Opponents hit by this recovery will be dealt damage, with no knockback, and will be engulfed in a pink aura, which is a new debuff called "charm" where these opponents now temporarily deal 30% less damage.

Down Special: Boon Select

Pressing Down-B will cause Zagreus to hold out his hand and say, in the name of Hades! as three glowing orbs appear above his head. Use the control stick to choose which of the orbs you wish to select, these orbs are called "Boons" and harness the powers of the gods of Olympus!

When choosing a boon, that god’s symbol will appear above of Zagreus’ percentage to indicate which god is helping him. Each god’s Boon gives Zagreus’ special attacks a unique spice to them for a limited amount of time, some will even affect normal moves too! The three Boon options will be random, and an Olympian Boon remains in effect for 30 seconds before Zagreus loses that Boon and returns to normal, in the meantime, Zagreus will not be able to select another Boon and his Down-Special will be rendered futile for the time being. There is then a 5 second cooldown before Zagreus can choose another Boon.

Also just because it's fun, when selecting a certain Boon, a voiceline and certain sound effect will play from that Boon's god upon accepting their gift like in the game. Gotta love fanservice! The Boons and their respective symbols are as follows.
BoonInfoSymbol (above %)
Zeus
Signified by a lightning bolt. The Greek all-father Zeus’ boon will give Zagreus’ cast, dash and other certain attacks an electric effect to them! This boon affects most of Zagreus' normals outside of his grab and throw.
Poseidon
Signified by a blue trident, his Boon generally deliver impressive pushback when using specials and even normals!
Demeter
Signified by an icicle rod, Demeter’s boon will give freezing effects to certain specials. This boon only affects Zagreus' special attacks.
Dionysus
Signified by a purple glass, Dionysus’ boon will allow Zagreus to poison opponents when performing certain specials. This boon only affects Zagreus' special attacks.
Athena
Signified by a shield, Athena’s boon will give Zagreus’ specials a reflector ability. Zagreus will also receive less damage and pushback when using this boon, but deal less damage in general, as all of his normals will deal less damage.
Ares
Signified by a war spear, Ares’ boon will give Zagreus’ specials a deadly multi-hit attack AND a negative status effect called doom where after 5 seconds, the opponent with a dark red Ares logo above their heads will be instantly dealt a heavy hit of damage with no knockback. This boon only affects Zagreus' special attacks.
Artemis
Signified by a bow and arrow, Artemis’ boon effect will give Zagreus’ attacks a chance to critical hit! This boon affects normals too, so go ham with it and try your luck!
Aphrodite
Signified by a heart, when using certain specials, Aphrodite’s boon effects will cause a unique debuff called charm, which will weaken an opponent’s attack power briefly. This status is signified by the opponent being engulfed in a pink aura. This boon only affects Zagreus' special attacks.
Final Smash: There is No Escape

Entrance Animations
  • Zagreus emerges from a Pool of Styx and says "Again..." if respawning or "Let's start..." when first spawning.
Taunts
  • Up: Zagreus holds up an item much like how he caught a fish. These items can be: Nectar, Pom of Power, Daedulus Hammer, Centaur Heart, and Food. When picking up Nectar, he says "Looks delicious.", for Pom of Power , he says "A Pom of Power", for Daedulus Hammer, he says "Gods grant me strength.", for Centaur Heart, he says "Look what I found" and for Food, he says "Good enough."
  • Right: Turns to face the opponent and raises a fist. Based on his appearance during getting a Boon.
  • Left: Stands straight and folds his arms. Flames appear around him as sparks shoots off.
  • Down: The Companion Battie appears and bounces around Zagreus while he says "Hey there, little guy."

Idle Poses
  • Zegreus smolders a while as fire blazes up around him.
  • Shifts on his foot and turns away from the opponent; his chest facing the camera. Based on his dialog poses.
Victory Poses
  • Zagreus fishes for a fish and pulls out a Knucklehead, Charp, or Voidskate
  • A Boon appears and Zagreus touches it and says "In the name of Hades, I accept this." Either Zeus, Dionysus, Poseidon, Ares, or Athena will appear behind via PNG behind Zagreus.
  • Hades destroys a Wretched Thug which dissipates as Zagreus swings his sword and rests it on his shoulder.

Classic Mode: Escape from Hades
Every battle is modeled after boss battles in Hades.

RoundOpponentStageMusicNotes References
1:ultzss:Reset Bomb Forest (Omega)Based on Magera's battle
2:ultbylethf:Dracula's Castle (Omega)Based on Alectro's battle
3ImpaSpear Pillar (Omega)
Based on Tisiphone
4:ultcharizard::ultridley::ultyoshi:Castle Siege (Last Phase)Based on the Bone Hydra
5:ultsimon::ultkingdedede:Kalos Pokemon League (Omega)Based on Thesus and Asterius
6IoriNorfair (Omega)Opponent is equipped with a Death SyctheBased on Charon
BONUSRacetotheFinish!
FinalHades (Kid Icarus)Boss StageBased on Hades (Hades)

Alternate Costumes
1645285326145.png

#104. Phoenix Wright
Ace Attorney
Part of the "A Smashing Turnabout Bundle" DLC
Special Moves

Neutral Special:
Objection/Take That!

The one thing everybody seems to remember Ace Attorney by. With this move, Phoenix will wind up, taking a deep breath and readying his arm, before pointing it forwards and hollering, "OBJECTION", his pointing finger summoning the speech bubble and text you see in the above picture. This doesn't give you much when it comes to damage, only dealing a measly 7% damage, but if you're hit while winding this up, you can counter it for a base of 1.2x, + 0.1x per piece of Evidence you have in your possession.

Phoenix raises a pointed finger up into the air, winding up and breathing in slightly, before placing a fist on his side, pointing forwards and shouting, "TAKE THAT!" As he does so, the speech bubble above will be summoned, but will be much smaller than the "OBJECTION" from Side Special. This does not have the Side Special's counter properties, but in turn, it's a fast attack that can deal upwards of 16% if you hit.

Side Special:
Missile

Missile the dog pounces forth from Phoenix's magical hammerspace. Missile acts as a semi-summoned character but only temporarily. Think of him more like a very high quality projectile. Missile's initial action will be to pounce forward dealing damage if he hits anyone. Missile will then attempt to jump to Phoenix if he is nearby. If he isn't, Missile will waot unril Phoenix gets close to his range. When Missile runs back to Phoenix, the player may input side special attack to command him to bounce off of Phoenix and to pounce forward again in the direction pressed. After this, Missile will definitively disappear. The purpose of this attack will be to extend combos and for the second strike from Missile to be a KO option at higher percentages.

Up Special:
Step-ladder

In the air Phoenix will throw a Rope Ladder that can cling onto the stage which he proceeds to climb up, On the ground Phoenix pulls out a stepladder which he climbs, The Stepladder can be knocked down and it deals damage to enemies that it falls on to.

Down Special:
Evidence

  1. The Thinker
  2. Sacred Urn
  3. Shichi****o
  4. Carbonated Water Bottle
  5. Autopsy Report
  6. Wiretap
  7. Attorney’s Badge
  8. Metal Detector
  9. Polly
  10. Music Disc
  11. Luminol Fluid
  12. Seashell Pattern Card

Final Smash:
Turnabout Trial

Phoenix will throw out a Magatama which will fly forward similar to Kazuya's start up. The main caught opponent is front and center at the defendant stand. Phoenix says

"Your fingerprints were at the scene of the crime!"

Cuts to the opponent. The opponent looks shocked.

"You make no attempt to reform yourself!"

Cuts. Opponent looks desperate.

"YOU CAN'T HANDLE THE TRUTH!" while raising his finger.

Opponent looks completely at wits end as a gigantic Judge gavel appears behind the opponent and slams down onto the opponent.

After the cinematic ends, Phoenix says "I rest my case".

On-Screen Appearance
  • Phoenix stands before the Judge and says, "The defense is ready, your honor," before he turns and faces the prosecution (a.k.a. the other fighters).
Idle Poses
  • Phoenix sneezes into right arm's elbow.
  • Adjusts his tie.
Taunts
  • Up Taunt: Phoenix Wright flashes his attorney's badge to the screen.
  • Down Taunt: Phoenix puts his hands on his hips and looks forward while smugging.
  • Right Taunt: Smiles while he has his hand behind his head. He also giggles for bit.
  • Left Taunt: He takes out a piece of paper and slaps it with one hand while looking forward.

Victory Poses
  • Phoenix Wright is at a court stand. He then slams the stand and points at the screen, saying "The true culprit it you!"
  • Phoenix shouts Objection and points while Pearl and Maya stand behind him
  • Phoenix runs it but slips and falls as papers scatter about every where.
Classic Mode: On the Defense
All opponents are enemies who have done wrong to the opponents with Phoenix defending them. For this reason, they cannot attack but stand still. Them getting KOd results in a loss.

RoundOpponentStageMusicNotes References
1:ultsonic:CourtroomDr. Eggman is an allyDr. Eggman stands convicted of constantly terrorizing Sonic.
2:ultzelda:Courtroom:ultganondorf: is an allyGanondorf stands convicted of trying to kidnap and kill Zelda and plunging Hyrule into chaos.
3:ultsamus:Courtroom:ultdarksamus::ultridley: is an allyRidley stands convicted of eating Samus' parents. Dark Samus stands convicted of stealing Samus' identity.
4:ultfox:Courtroom:ultwolf: is an allyWolf is stands convicted of galactic terroism against authority.
5:ultinkling:CourtroomDJ Octavio is an allyDJ Octavio stands convicted of brainwashing and enslaving a people.
6:ultdk::ultdiddy:Courtroom:ultkrool: is an allyKing K. Rool stands convicted of stealing bananas and blowing up islands.
BONUSBoardthePlatforms!
Final:ultmario::ultpeach:Courtroom:ultbowser::ultbowserjr: is an allyBowser and Bowser Jr stand convicted of kidnapping, terrorism, embezzlement, and cheating.

Alternate Costumes
1645285491424.png

Sakura Shinguji
Sakura Wars
Part of the "Grand Smash Revenue Bundle" DLC

Submitted by: GaminGryff GaminGryff
Special Moves

Neutral Special:
Ouka Hoshin

On the floor Sakura shoots a pink projectile that is similar to Power Wave, in the air she shoots an arcing projectile. eleasing a pink projectile about the height of Cloud's Blade Beam, but travelling with the speed of Terry's Power Wave. The spiritual energy wave applies a 0.8x damage and knockback debuff to a target's attacks (if it hits) for 8 seconds.

Side Special:
Hyakka Ryoryan

Sakura dashes a little bit forwards and slashes her now fiery sword, this reflects. Press B again immediately after to slash a second time but with no dash. This move goes through shields, but deals minimal shield damage. It does not leave her in free fall if used in the air, and allows her to act almost immediately out of it. Knockback is great, but damage is minimal, and though it deals multiple hits, each hit is a launcher. Designed to provide a "Get-Off-Me" burst movement option.

Up Special:
Showtime Effects

A wire appears connected to Sakura from atop the stage, dropping and attaching to her in about half a second, and pulls her upwards as she poses similarly to her neutral air. A sparkle effect trails behind her. Sakura's an actress, and for a good play, sometimes you need special effects, like flight! It does not leave her in free fall; always gotta have a backup plan in case the effects fail!

Down Special:
Makiwara-Giri

A Makiwara board appears and sakura slashes it, if someone is in between her and the board Sakura does a quick flurry of slashes in addition. The straw deals light flinching damage and keeps them flinching, as the move acts as a counter as well, dealing weak damage but great knockback.

Final Smash:
Cherry Blossom Blade

Sakura dashes forward with a more powerful Hyakka Ryoran, shouting "Ogami-san!", catching up to four opponents in her dash, before the stage fades to city background, as cherry blossom petals float through the air. Ichiro Ogami's Koubu appears alongside her own, and the two both rush forward, striking the enemy three times, before Sakura's Koubu raises it's blade as in her FSmash, sending out a massive Ouka Hoshin projectile to launch the enemy, and a wave of cherry blossoms transitions the screen back to battle.

On-Screen Appearance
  • Sakura's Koubu lands on the stage and she hops out.
Idle Poses
  • Sakura adjusts her bow.
  • Sakura sheathes out her sword.
Taunts
  • Up Taunt: Ichiro appears in the background, similar to Rex, and says "You can do it, Sakura-chan!" in Japanese. Sakura blushes with a lightly perturbed expression. The sound effect for when you made a dialogue choice that made a character happy then plays.
  • Down Taunt: Sakura takes out a Koi-Koi hanafuda card, examines it, then puts it away.
  • Right Taunt: Sakura closes her eyes, then slashes forward, cutting a raindrop in half. It's very subtle.
  • Left Taunt: Sakura does a small spinning dance on one foot. Practice makes perfect!

Victory Poses
Note: Whenever Sakura wins, the transition screen is a wave of cherry blossom petals into the victory screen.
  • Sakura jumps into Ogami's arms in a loving embrace. Ogami says "You did it, Sakura-chan!" The two then perform a victory pose!
  • Sakura has her eyes closed, and her blade sheathed. She then opens them and has already performed a slashing strike towards the camera. Ichiro stands in the back, examining in awe.
  • Her Koubu lands on the ground, it's top opens up, and she begins to get out, standing with her foot firmly planted on part of it, her hair blowing in the wind and looking up heroically.
Classic Mode: Against the Demon Council
Each round includes a female character as an ally to represent Sakura forming her combat revenue in Smash
RoundOpponentStageMusicNotes References
1:ultbowser:(Black):ultmorton::ultpiranha:(Black)Rainbow Cruise
(Omega)
Airship Battle _ Super Mario Bros. 3:ultdaisy: (Red) is an allyThe enemies represents Kouma grunts while the stage represents the Shougeimaru Type 1, a sepcialized blimp.
2DJ OctavioGrand Imperial Theatre (Little Lip Theatre variant)Go Go NYCP!Reimu (Purple) is an allyDJ Otcavio is a stand in for Nobunaga Oda. the main antaginist of Sakura Wars 5. Stage represents the main setting of this game/.
3Galatca Knight (Giant, metal)Grand Imperial Theatre (Chartes Noire Variant, Battlefield)Move Out! Imperial Floral Assualt Group:ultzelda: (blue) is an allyGalacta Knight is a stand-in for the metallic, knight-like minions of the Phantoms of Paris in Sakura Wars 3.
4Medusa (Red)Reset Bomb ForestMedusa's Final Battle:ultlucina: (yellow) is an allyOpponent represents Crimson Miroku, the sole female member of the Black Sanctum Council,a n the stage represents the demonic ruined battle grounds many bosses in the series are foguht in.
5:ultlucas: (Black), :ultkazuya:(Grey, Giant)Mishima DojoKazuya Mishima, Devil Kazuya:ultzss: (Orange) is an allyLucas represents Jade Setsuna, the child-looking member of tje Black Sanctum Council and Kazuya represents Silver Resetsu, his larger and much more imposing "brother". The stage is a reference to the shrine in which they are fought and defeated in the original anime.
6
:ultsephiroth:
Castle SiegeAdvent One-Winged AngelSami (Green) is an allySephiroth represents the final member of the Black Sanctum COuncil, Aoi Satan. Sami represents Ayame and the stage represents the final abttle against him in the origina anime.
BONUSBreaktheTargets!
Final:ultganondorf:
then Ganon
Ganon's BattlefieldCalamity Ganon Battle; Delcaration! Imperial Floral Assault Group:ultdaisy: (red), Reimu (Purple), :ultzelda: (Blue), :ultlucina: (yellow), :ultzss:(Orange), Sami (Green)Ganon represents the true universal force which Sakura opposes in the series with Ganon representing this "Demon King". The allies represents the usual ending push to the final boss to win the day.

Alternate Costume
1646535972149.png

#106. Agumon
Digimon
Part of the "Smash is the Champions Bundle" DLC
Special Moves

Neutral Special:

  • Agumon: Pepper Breath: a weak fire projectile that is similar to Sora's Firaga. Deals 6% damage per ball of fire, as well as weak knockback.
  • Greymon: Nova Blast: a larger fire projectile that deals 10% damage and is more akin to Lucas's PK Fire, dealing higher knockback on bit
  • Metal Greymon: Giga Destroyer: a chargeable projectile in which MetalGreymon can lock onto an opponent similar to Palutena's Autoreticle as he's charging. At max charge, MetalGreymon releases a barrage of six missiles from it's chest towards that opponent's position, dealing 3% damage per missile and knockback dependent on the number of missiles fired. One missile is weak like the Pepper Breath, but all six turns this into a powerful kill move.


Side Special:

  • Agumon: Dynamite Kick. A flurry of kicks while leaping forward, Liu Kang-style.
  • Greymon: Horn Impulse. A dashing horn attack.
  • MetalGreymon: Over Flame. Shoots a wave of fire from his mouth, acting similar to Holy Water, except it travels at 1/4 of Final Destination.


Up Special:

  • Agumon: Wildfire Uppercut: Agumon will do a Shoryuken while his claws are engulfed in fire. Unlike the Shoryuken though, this will do several hits of damage while dragging the opponent up along with Agumon. If all the hits attacks connect, the final one releases a semi-powerful explosion.
  • Greymon: Wildfire Uppercut: Greymon lacks the fire aspects of the attack but rather trades it off with a more standard Shoryuken which launches the opponent upon contact with the final hitbox being the most knockback at the pinnacle of the attack. Thanks to Greymon's claws, it has higher reach.
  • Metal Greymon: Mega Claw: Instead of giving Metal Greyman a typical slasher rising attack, I decided to get Metal Greymon a Joker-esque Grappling Hook attack with Mega Claw. This fires a metal claw which command grab the opponent, pulls Metal Greymon in, and causes the Digimon to spike the opponent. It can also be used as a tether grab to latch onto ledges. This gives Metal Graymon some versatility that typically doesn't come with a character for its size.


Down Special:

  • Cross Fire/Digivolve: When Agumon can activate his Digivolution, holding down the Down Special button will initiate the Digievolve which will either bring Agumon to the Greymon form or Greymon to Metal Greymon. Taking too much damage or getting KOd will cause the character to regress back to Agumon. When not able to activate, it becomes Cross Fire which is a powerful chomp attack that has tremendous start-up lag but has a large hitbox and damage output. It can also swallow and negate items and projectiles. Metal Greymon has the largest hitbox and benefits the most from this attack.

Final Smash:
Terra Force

Otherwise known as "Gaia Force", and a signature move of WarGreymon. Agumon/Greymon/Metal Greymon Warp-Digivolves into WarGreymon and flies into the background of the stage. There, the player will have 8 seconds to aim as he's charging. Upon release, the massive orb of energy will fly towards the stage ominously like Bahamut ZERO's Teraflare in Midgar and generates an explosion that makes the Bomber item look like a firecracker in comparison and hits multiple times like the Smart Bomb, dealing 76% damage total.

On-Screen Appearance
  • A Digivice appears and Agumon jumps out in virtual pet sprite form and the transforms into his 3D form.
Idle Poses
  • Agumon
    • Looks behind, then looks up.
    • Smoke billows out if his mouth.
  • Greymon
    • Greymon stomps his feet once.
    • Fire fumes out of his mouth.
  • Metal Gryemon
    • Heavily breathes twice.
    • His centerpiece glows faintly.
Taunts
  • Up Taunt:
    • Agumon: Tosses a meat roll in the air and chomps it with one bite in that direction.
    • Greymon: Roars upwards.
    • Metal Greymon: Roars forward while raising his wings upwards.
  • Down Taunt
    • Agumon: Slashes twice and says "Agumon!"
    • Greymon: Stomps three times as fire shoots upward.
    • Metal Greymon: Powers up with eelctrcity.
  • Right Taunt
    • Agumon: Jumps up and down three times.
    • Greymon: Roars out while crouching down.
    • Metal Greymon: Metal Greymon emits steam as he performs a strong man pose.
  • Left Taunt:
    • Agumon: Agumon turns around and wags his tail at the opponent.
    • Greymon: Greymon takes his tail and slams it down behind himself.
    • Metal Greymon: Metal Greymon spins while spreading his wings and floating a bit.

Victory Poses
  • Agumon
    • Agumon Digivolves into Greymon which he will then roar with all his might and faces the screen.
    • Agumon happily jump up and down.
      Agumon slashes three times, does a flip, and then does a pose,
  • Greymon
    • Greymon Digivolves into Metal Greymon which he then fires off a beam of fire from his mouth.
    • Greymon falls asleep.
    • Greymon fires off some blasts of fire before using his tail to slash through it.
  • Metal Greymon
    • Metal Greymon Digivolves into War Greymon which he then scratches his claws in front of him in the shape of an X
    • Metal Greymon chomps on some meat.
    • Metal Greymon fires off a barrage of missiles which blast toward the camera.
Classic Mode: Digimon, Digital Monsters
All fighters are monster-like in appearance. In addition, they first fight against a Tiny version, than a medium sized version, and then a Giant to reference the stages of Digivolution.
RoundOpponentStageMusicNotes References
1:ultridley::ultridley::ultridley:WarioWareFinal stock is Meta Ridley alt.
2:ultyoshi::ultyoshi::ultyoshi:Moray TowersFinal stock is Crafted Yoshi alt.
3:ultpiranha::ultpiranha::ultpiranha:Kongo Jungle
4:ultcharizard::ultcharizard::ultcharizard:Brinstar Depths
5:ultdk::ultdk::ultdk:Hyrule Castle
6:ultrob::ultrob::ultrob:Tomodachi Life
BONUSRacetothe!
Final:ultpichu::ultpikachu::ultpikachu:Final DestinationFinal stock is Pikachu Libre

Alternate Costume

#107: Sol Badguy
Guilty Gear
Apaart of the " Bundle" DLC
Character Gimmick: Tension Gauge

  • Tension is a part of anything you do and the way it functions in Guilty Gear proper seems like a perfect addition as-is. For the uninitiated, Tension builds up by moving towards your foe and landing attacks. But keep yourself too far away or play too defensively (Dodging, shielding, running away, etc.) and you lose all Tension that you have and gain a Tension at 1/5 the rate for 10 seconds after. This, unlike other gauges like MP, Durability, and Limit Gauge, encourages Sol players to get up close and personal with their foe. They're also fuel for Overdrives, which are Super Special Moves that cost 50% Tension to use:
    • Tyrant Rave (→↓←→+A/B): Effectively a stationary Buster Wolf, Tyrant Rave is an explosive two-hit attack that's great for racking up damage.
      • 1st Hit: 2%, 2nd Hit: 38%
    • Dragon Install (↓←↓←+A/B): A 7-second temporary transformation that Sol can access to bolster hit movement speed, shorten the frame data on his moves and enhance his Specials The timer is paused whenever Sol hits a foe, initiates a throw, or initiates Tyrant Rave.
Sub Gimmick #1: Roman Canceling: A Shield Special tied to Tension and another must-have. Roman Canceling basically locks your opponent in place with each different color of Roman Cancel corresponding to different situations:
  • Blue Roman Cancel: Only used when doing nothing.
  • Yellow Roman Cancel: Can be used while blocking an attack, allowing Sol to counter his foes hard.
  • Red Roman Cancel: Only used upon striking a foe and during the hitstun or blockstun of a foe.
  • Purple Roman Cancel: Only used during the late active frames and endlag of a move.
Sub Gimmick #2:Airdashing:A minor mechanic much like Terry's Spot Dodge Attack, but would make Sol feel more like a GG character transplanted into Smash. Moving horizontally as you're jumping would be the "walk" while smashing the jump input horizontally will cause you to burst forwards. Imagine air dodging, but riskier.

Sub Gimmick #3:Gatling Combos: Sol's Jab, F-tilt, U-tilt, D-tilt are interweaved together to make a Dancing Blade-style system, and as such all of the aforementioned inputs have three stages of hits, allowing Sol players to mix up their combos. This means that instead of the usual sequential hits on some foes, Sol can use D-tilt 1, Jab 2, and U-tilt 3 instead of only 3 hits of D-tilt.

Special Moves

Neutral Special:
Gunflame/Blockhead Buster

A ground projectile like Terry's Power Wave or Iori's Yami Barai, but unlike their projectiles Sol has more height than distance in his own move, the distance depends if you tap or held the button but both version still being quite short. The aerial variant is a different move called Blockhead Buster (more especifically is the Lvl 1), a move that comes from Order-Sol where Sol does a explosion around the hilt of his weapon.








Side Special: Bandit Revolver/Bandit Bringer


Sol does a series of two jumping kicks regularly, since if you held the button you can do instead the Bandit Bringer, where Sol does a powerful dive punch in a similar way to Terry's Power Dunk. You can make the attacks stronger using the input 236 + attack button ( ↓→ + attack), the Bandit Revolver gains a follow up kick meanwhile the Bandit Bringer gains meteoric propierties.








Back Special:
Ground Viper/Riot Stamp

In the ground Sol performs the Ground Viper, a strong, louder, high risk and high reward attack where he charges forward at the ground delivering a strong uppercut at the end, you can mash the button to increase the distance. Using the input 214 + attack button ( ↓← + attack) instead of a regular uppercut the moves ends with a Volcanic Viper.





In the air the move changes to Riot Stamp, Sol hops backwards and then he impulses himself with a glyph that appears behind him to do a flying flaming kick. Using the input 214 + attack button ( ↓← + attack) the attack gains knockback.





Up Special:
Volcanic Viper

Sol's own DP, he does a powerful burning uppercut using his sword, similar to Ken's Strong Shoryuken but trading some height for a bigger hitbox. The only problem is that the move isn't a very good recovery. Use the command version 623 + attack button ( →↓↘ + attack) for increase a little the height. Sol also has an input exclusive follow up called Knockdown, where Sol strikes the opponet to the floor with a kick, the input being 214 + attack button ( ↓← + attack).





Down Special: Fafnir/Breaker

Fafnir is a powerful forward punch that has the same kill power of a Falcon Punch without the needing of being charged (but still being a very slow and easy punishable attack) and a perfect shield breaker. You can use the command 41236 + attack ( ←↓→ + attack) for deal more damage.


In the air this move changes for Breaker, a flaming dive kick that you must be careful to use since it has a slighlty diagonal direction and when you use it, doesn't have any stop, so if you use it in a risk, have a nice fall! Should be noted that Breaker doesn't has any motion unlike Fafnir.




Down Special: Roman Cancel
Using Shield-B while possessing 50% Tension Gauge allows Sol to do a Roman Cancel, which comes in 4 different colors based on conditions, slowing down the foe in a Witch Time-style effect and allowing Sol to follow up with certain moves.
  • Blue Roman Cancel: Only used when doing nothing.
  • Yellow Roman Cancel: Can be used while blocking an attack, allowing Sol to counter his foes hard.
  • Red Roman Cancel: Only used upon striking a foe and during the hitstun or blockstun of a foe.
  • Purple Roman Cancel: Only used during the late active frames and endlag of a move.
Overdrives
Similar to Terry and (more like) Iori, Sol has Super Special Moves (in his case are called Overdrives), to use a Overdrive you require a certain amount of Tension acummulated in the meter.

Overdrive 1: Tyrant Rave
A 2-hits megaton punch starting explosive uppercut with his free hand before delivering a second punch wreathed in fire magic amplified with his sword. Requires 50% tension and can't be perfomed in the air. The motion is 632146 + attack button ( →↓←→ + attack).




Overdrive 2: Dragon Install

Sol removes his Gear Suppresor and unleash his original power has a Gear. A high-risk high-reward super in which Sol’s movement speed is increased, his normals become noticably faster and safer, his specials are all buffed significantly (see below) and his air grab changes to P.B.B., all this for a max amount of time of 12 seconds (the timer stops during the grab attacks) and with the additional bennefit that the time slows a little at the start of the transformation with Sol being invulnerable in the starting frames. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive, the transformation can also be interruped with a high damaging move. It can be used at the moment you have 50% tension but that would reduce the amount of time you will have so it's preferible do it at 100% tension (also you can use Tyrant Rave during Dragon Install if you have 50% or more). The motion is 214214 + attack button ( ↓←↓← + attack).



Spoiler: Changes in the moves during Dragon Install

AttackChange
GunflameThe move only have one explosion but the vertical range increased and his strenght grows.
Blockhead BusterThe move is now the Blockhead Buster Lvl 2, acquiring more horizontal range and damage.
Bandit RevolverThe kicks are involved in flames, dealing more damage.
Bandit BringerThe blow has a bigger disjointed hitbox and deals more damage.
Ground ViperWhen Sol is slicing forward leaves a trail of explosions in its wake. It always end with a Volcanic Viper
Riot StampThe final hit is a explosion.
Volcanic ViperThe range increase a lot, nearly becoming the highest recovery in all the game and deals multiple hits.
FafnirHitbox bigger, damage bigger.
BreakerThe final hit is a explosion.
Tyrant RaveHas more range and massive damage, but the knockback didn't increase.



Final Smash: Branding Breach

In the start Sol uses a variant of his DI version of the Ground Viper (being his original Instant Kill, All Guns Blazing). The explosions behind Sol will do damage but only the first character hitted will be transported to the rest of the cinematic. In the cinematic part Sol charges his Junkyward Dog to finish his opponent with a fulminating explosive blow.






During the Dragon Install, instead of just charge against the opponent he uses the Overdrive Heavy Mob Cemetery (the explosions behind will still be there, tho), grabbing the first foe will also leave them to the cinematic part, but it will have some changes in the animation, any of this changes will variate the damage.





If the opponent has 100% or more damage at the end of the Final Smash the enemy will be Instant-Killed and if apart of that it was their last stock, a DESTROYED text will appear in the screen.
On-Screen Appearance
  • Sol appears and is seen "smoking" a bullet for his sword, Junkyard Dog. He then spits it and catches it before putting it into his sword.
  • Whenever a one on one match starts between Sol and another player, the screen will have a "Let's Rock" and "Heaven or Hell" intro graphic much like the earlier games.
Idle Poses
  • Smooths back his hair.
  • Cracks his neck
Taunts
  • Up Taunt: Turns his back to the opponent and taps his sword on his shoulder.
  • Down Taunt: Sol turns his back and stomps down on the ground. This causes cracks on the ground to appear.
  • Right Taunt: Takes his hand and does a thumbs down gesture.
  • Left Taunt: Sol takes the Junkyard Dog and slams it down into the ground.

Victory Poses
Note: Like Joker, Lloyd has an unique victory transition where the screen fades to white and then fades back into the victory screen. A bit different than the usual graphics but points to the original source.
  • Sol walks away from the camera, cracking his neck for a bit before placing Junkyard Dog on his shoulder. He then looks back at the camera with a smirk and says, "Heh, too easy."
  • Sol's extend his arm, covered in fire, based on his midmatch victory pose in Strive.
  • Sol is seen in his Dragon Install form, where he lets out a burst of power and a powerful roar before reverting back to normal, looking up at the camera with a toothy grin afterward. Taked from Xrd.
  • Much like Joker, Sol has a special victory pose when he deafeats a character with his Final Smash, instead of teleporting to the usual victory stage, Sol keeps in the same background of his Final Smash, walking to the horizon saying "I think it's about time to end this thing", if he finish with his Dragon Install variant it could be similar but he keeps his Dragon Install form.
  • Like Kazuya Sol's victory announcer would be the announcer from his own game, saying "SOL WINS, STRAIGHT!".

Classic Mode: Heaven and Hell
Opponents are based on both heavenly and infernal properties. Matches are stamina matches at 150% with normal gravity to mimic the way Guilty Gear is played. All stages are Omega forms.
RoundOpponentStageMusicNotes References
1:ultpalutena:Palutena's TempleMarionette
2:ultbayonetta:Umbra Clock TowerThe Midnight Carnival
3:ulthero:Yggdrasil's CastleGive me a break
4:ultkazuya:Mishima DojoJack-a-dandy
5:ultzelda:SkyloftHoly Orders (Be Just or Be Dead)
6AshleyGamerBlue Water, Blue Sky
BONUSBreaktheTargets!
FinalJusticeHeavenMeet Again

Alternate Costume

#108: Lara Croft
Tomb Raider
Apart of the "One Woman Army Bundle" DLC
Character Abilities
Lara can wall cling, wall jump, and crawl.

Run n Gun
Lara's neutral attack, forward tilt, neutral air, back air, and forward air are all tied to her twin guns. When close to a opponent though, she switches to her daggers automatically.

Climbing Gear
When clinging to a wall, she can tilt up and use her climbing gear to climb up the side of the wall.

Special Moves

Neutral Special:
Competition Bow





Lara will stand up as she brings out her bow, which she used in the 2013 game and Rise of the Tomb Raider, and pulls back it's string by holding the button. When released, she will shoot an arrow forward that flies a medium distance. Similarly to Sora's Neutral Special, Lara will shoot one of the five different arrows through a rotation every time she uses the special move. This is signified with a white icon next to Lara in her damage percentage.
  • Standard (a triangle) - Works same as Link's. The longer the player holds a special button, an arrow will deal more damage and fly a bit faster.
  • Fire (a flame) - When an arrow hits the opponent, it will set them on fire and makes them flinch, but fires slightly slower than a regular/standard arrow. If it hits a ground, it will leave a flame trial on the ground for a few seconds.
  • Poison (a skull) - When an arrow hits the ground or a wall, it will release out a small green cloud of mist that slowly deals minor damage to opponents before disappearing.
  • Explosive (a explosion cloud) - When an arrow hits anything (like either an opponent, a wall or ground) on-contact, it will detonate and cause a strong-damaging explosion with bigger radius, though it covers less distance than normally.
  • Penetrating (a red cross) - Deals less damage compared to other arrows, but fires much faster and can hit through multiple opponents on it's path.
Side Special: Excalibur
Taking out the Sword of King Arthur, Lara winds up in a stance similar to Mythra's Lightning Buster, the blade building up with bright green energy. After a maximum of 4 seconds of charge, Lara unleashes a large bolt of green power that travels across the stage and deals 10%-22% damage based on charge, killing anyone at 110%-50% from the center of the stage.

Regardless of charge, there's also a hitbox at the start that deals an additional 10% damage and enough knockback to kill at 82%. The range of the sword is on par with Ragnell, and the energy blast is about as far-reaching as Byleth's fully-charged Failnaught. In turn, however, using Excalibur requires a lot of upper-body strength, so she may need a moment to cool down after use.
Up Special: Grappling Hook
Lara throws out a grappling hook. It is longer than the average tether grab, and is able to be aimed holding the button. If it lands, Lara climbs up the rope, and then can continue to climb up the stage by another half of the rope’s length.

Down Special: Philosopher's Stone
Lara holds the Philosopher's Stone in her hands as long as the button is held down, changing her bullets to gold bullets at a rate of 1 bullet per gun for each 0.5 seconds. Gold Bullets deal an additional 2% damage and cause fighters to flinch when used, though they fire slightly slower. Lara will automatically use gold bullets as her primary ammo until they're gone, and she can hold up to 12 at a time, as indicated by a bullet gauge above her fighter portrait.

Final Smash: Tomb Raider

Lara Croft pulls out a rock and throws it. Once it makes contact with the opponent, it triggers a cinematic where the opponent finds themselves in the middle of a dungeon tomb. The thrown rock triggers a series of booby traps which includes stinging darts shot from the walls, biting snakes which fall from overhead, and finally the opponent being dropped via trap door to their doom. There, they are caught by a sarcophagus which explodes. The opponent is then launched. If the opponent becomes over 100%, Lara uses the Amulet of Horas for an instant kill.
On-Screen Appearance
  • Lara swings on the rope and jumps from it, landing like in her games.
Idle Poses
  • Lara checks her gun.
  • Lara flips her braid.
Taunts
  • Up Taunt: She reaches down to grab something and says "Aha!" with the iconic soundclip being played.
  • Down Taunt: She empties her clip and puts in a new one. This doesn't have any effect on gameplay.
  • Right Taunt: Lara pulls out her sunglasses and puts them on. She then takes them off. She says "This just isn't my day."
  • Left Taunt: She looks around with a flashlight and says "What sort of tomb is this?"

Victory Poses
  • Lara crosses her arms and looks to do something...only to pull out a shotgun, aim it at the camera and say, "Don't you think you've seen enough," before pulling the trigger. Based on the ending of Tomb Raider 2. The overt sexual references where removed from the original source to avoid sexual themes.
  • Lara emerges from a pile of leaves and readies her dagger in front of her. She then says "You lost the game."
  • Lara walks in while holding a torch in one hand and her handgun in the other. She then notices the camera and points her gun while saying "That's as far as you go."

Classic Mode: Protect the Relics
All the matches are based in locations that aretomb/ruin/dungeon-like with opponents who seem the kind to steal from said ruins.
RoundOpponentStageMusicNotes References
1:ultridley:BereniaThe T-Rex - Tomb Raider (1996)
2:ultkrool:Spear PillarAmong Sharks and Jellyfish - Tomb Raider Underworld
3MedusaPalutena's TempleA Survivor is Born
4DJ OctavioMt. HikamiThe Jungles of India
5:ultwolf:Castle SiegeLost Valley - Tomb Raider (1996)
6:ultwario:Great Cave OffensiveVenice Violins
BONUSRacetotheFinish
FinalMaster Hand/Crazy HandMain Theme - Tomb Raider (1996)

Alternate Costume

#109: Lloyd Irving
Tales of Symphonia
DLC
Part of the "Tales of Smash Bundle" DLC


Submitted by: Venus of the Desert Bloom Venus of the Desert Bloom [/USER​
Character Gimmick: Strike and Technic Artes
Lloyd can skip through his Arte selection by performing the Up Taunt while on the ground. This will allow Lloyd to access two additional Artes aside from his normal one. These Artes are trade offs in terms of attributes.

Sub-Gimmick: Overlimit Mode
When Lloyd suffers over 100% damage or 25% damage in Stamina, he gains increased superarmor, no longer flinches, and his attacks do far more damage. He also gains a new Up Special, Rising Phoenix.

Special Moves

Neutral Special:
Demon Fang/Double Demon Fang/Fierce Demon Fang

Lloyd fires of a single wave projectile that moves forward along the ground like Terry's Power Wave. When performed in the air, it does a single power-infused slash with out the projectile

TypeArteDescription
TechnicalDouble Demon FangIn most of the games that have this arte, Double Demon Fang is a ranged attack that sends two projectile waves toward the enemy in quick succession.
StrikeFierce Demon FangThe user slams their weapon to the ground, creating a shock wave that damages enemies in a wide arc in front of them.


Side Special: Sonic Thrust/Super Sonic Thrust/Hurricane Thrust

Lloyd thrusts his blade forwards like he does his "Sonic Thrust" move. It does 6%.

TypeArteDescription
TechnicalHurricane ThrustWhen activated, the user thrusts at the enemy with enough power to create a burst of wind when the weapon strikes the enemy, damaging it further. The arte will not continue if the initial thrust misses; the burst of wind will appear only if the attack connects with an enemy.
StrikeSuper Sonic Thrust
When this arte is executed, the user forcefully thrusts at the enemy, pushing it away.

Up Special: Tempest/Omega Tempest/Psi Tempest/Rising Phoenix


Lloyd will jump into the air and perform a buzzsaw attack. This will propel him in an arc overhead. This particular up special attack is notable for covering on all sides which gives Lloyd a literal swirling hitbox of death as he travels in the air. That being said, the recovery distance is not the best. The above gif is Omega Tempest which lengths then attack and allows Lloyd vertical traveling. I propose the baseline Tempest as its that initial jump spin you see in the gif.

TypeArteDescription
TechnicalOmega TempestThe user spins forward as if initiating a Tempest, then spins directly upward to continue the attack. The user then jumps backward to land close to the same position where this arte was executed.
StrikePsi Tempest
Essentially, this is a more powerful and wider-ranged form of Tempest, which allows the user to jump to the other side of the field while spinning over the target. Compared to its "Technical" counterpart, Omega Tempest, it hits less but slightly more damage.

When in Overlimit Mode, Lloyd has access to Rising Phoenix. This attack causes Lloyd to jump into the air with great speed, turn, and plummet at an angle while engulfed with a fire effect. This protects him from all incoming damage and his high priority.

Down Special: Beast/Raging Beast/Hunting Beast



Beast has been apart of the Tales series for really as long as time itself. Many characters aside from Lloyd can use Beast. In Smash, this is his best killing move with the ability to unleash an ethereal beast-like head which shoots up upon release. Lloyd will forgo utilizing his swords and will slam his shoulder forward. This attack is quite unique as it would have a shockwave affect that pulls in opponents before release and then blows them outwards. It has an extended hitbox as the beastial head grows large and moves forward.

TypeArteDescription
TechnicalRaging BeastWhen this arte is used, Lloyd does a spin slash to draw nearby enemies closer to him, then blasts them away, creating the image of a lion's head, identical to the Beast arte.
StrikeHunting Beast
When this arte is used, Lloyd slams the target with a weakened blast, creating the familiar lion's head image. He then flips into the air and drops to the ground with enough force to create a powerful shock wave that knocks down all enemies around him.



Final Smash: Falcon's Crest





The attack will cause cause Lloyd to shine just like in the above gif and then unleashes a torrent of spiraling energy that, like Beast and Demonic Circle, traps in opponents and vacuum in nearby ones. During this portion, the Final Smash has yet to trigger. Anyone to manages to stay in with the field of effect for 3 seconds will get then get launched into the air. Lloyd's Final Smash is the only one that lacks the trembling character banner seen when most Final Smashes starts but, rather occurs before he unleashes the attack last hit. This also differs in that it shows Lloyd's ToS character banner as seen in the second gif rather than his character banner for Smash. Prior to unleashing the attack, his two swords changes to that of the Material Blades. This aspect is quick and hard to catch unless paying attention as to not take up too much time. He then gathers a whole bunch of energy before swinging it down, carrying the opponent down in an overdramatic/overpowered stall-and-fall attack that slams the opponent into the ground and then proceeds to launch them up into the air. This can also damage nearby opponents who are near the crash zone. He then hops away.
On-Screen Appearance
  • Flies in on a Rheaird, jumps off while doing a flip, and then brandishes his twin blades.
Idle Poses
  • Checks his Exsphere on the back of his hand.
  • Taps the ground with his boot.
Taunts
  • Up Taunt: Lloyd holds up his hand and his Exsphere glows bright. He says " Mom, I hope you were watching... "
  • Down Taunt: Loyd will
  • Right Taunt: Lloyd takes out the Spirit Ring and fires off a projectile that has very limited range. It does 1% damage
  • Left Taunt: Loyd swings both swords forward in an x-pattern and says " There is no meaning in dying! "

Victory Poses
Note: Like Joker, Lloyd has an unique victory transition where the screen fades to white and then fades back into the victory screen. A bit different than the usual graphics but points to the original source.
  • He throws one of his swords upwards while spinning the other one, then he catches the sword and puts them away before saying "Never had a chance." This is based off his victory animation.
  • He slashes once and then points his sword forward. He then says " Heh heh. I looked pretty good there, huh? " This is based off his victory animation.
  • He slashes twice while sayng "Alll right!" and then turns to face the camera with his swords out.
  • Team Battle Only If Lloyd is Player 1, he will do an unique voice line taking from these…
KO Voice Line

  • I'm sorry...dad...
This is a reference to his dying quote in Tales of Symphonia.

Classic Mode: Journey of Rejuvenation
This classic mode focuses on Lloyd fighting Summon Spirits which were required in order to gain the Material Blade.
RoundOpponentStageMusicNotes References
1:ultinkling:Bowser's Castle
  1. Like a Glint of Light
Represents Udine, the Summon Spirit of Water
2:ultpit::ultdarkpit::ultmetaknight:Venus LighthouseRepresents Sylph, the Summon Spirits of Wind
3:ultincineroar:Bowser's CastleRepresents Efreet, the Summon Spirit of Fire
4:ultpikachu:Kalos Pokemon LagueRepresents Volt, the Summon Spirit of Lightning
5:ultpalutena::ultfalco:Great Pleatue Sheikah TowerPalutena represents the summon Spirit Luna and Falco represents the summon spirit Aska.
6:ultmythra::ultmythra::ultmythra::ultmythra:Green GreensMythra represents the Summon Spirit, Origin. He wields four swords ina battle and is blonde.
BONUSBreaktheTargets!
Final:ultlink::ultyounglink:Tower of SalvationYoung Link appears ont he second stock.Adult Link is meant to represent Adult Mythos. Young Link represents the original form of Mythos.

Alternate Costume

#110: Geno
Super Mario RPG
Apart of the "Beware of the Forest's Mushrooms Bundle" DLC
Character Abilities
Geno has a characte rmechanic where he will emit an aura right before his Specials connects. When this happens, hitting the special button again will do more damage right when the attack hits. This refrences his source material from Super Mario RPG.

Special Moves

Neutral Special:
Geno Beam

Geno shoots out an energy beam from his arm cannon in front of himself, dealing 9.7% per hit.
However, if you press B before it hits the foe, it increases it's damage, spead and length, making the attack stronger.
Also if you hold B, you could continuously shoot the beam at opponents.

Side Special:
Geno Whirl

A highly-telegraphed attack and one of his most infamous. Geno will form a disk of Golden energy in his hand and throw it out on frame 14. Normally if you hit a foe with this it'll deal a measly 6% damage and flinches, allowing Geno some good set-up potential. But there's a catch! If you press the B button the exact frame before it touches a foe's hitbox, you'll deal a critical hit with much stronger knockback! Not even Kazuya's Electric Wind God Fist was as precise in Smash as this!
Up Special: Geno Comet
Glowing as bright as the star he was before possessing the doll, Geno bolts upwards for a bit. Geno can stop his flight to perform an omnidirectional follow-up at any point in the recovery, adding to his mix-up game. Usually, this does 8% damage and some low-medium knockback, but pressing the button just before hitting a foe allows him to barrage foes with multiple hits, dealing a total of 13% damage and medium-high knockback.

Down Special: Geno Boost

Hold down the Down Special input to raise up your attack stat slightly to deal more damage. Letting go for the duration will cause Geno to recieve the full benefit but letting go early will have less attack damage modifiers. Letting go right before the last arrow vanishes will not only see an attack modifier added but will also give Geno a knockback resistant buff.

Final Smash: Geno Flash

Geno willsummon a pillar of light which envelopes him and anyone else nearby. This transports the player to a recreation of a battle from Super Mario RPH with Geno alongside Mario and Mallow. He will then transform into a cannon and lob oa powerful projectile which creates a star-shape burst before launching the opponent. This attach sequence is unique as it renders every character in isometric styling.
On-Screen Appearance
  • Geno spawns on the stage as doll, but suddenly the star (his soul) crashes into his body, making him alive. Also he gets up after being awoken.
Idle Poses
  • Shakes his head side to side.
  • Jumps up and down slightly.
Taunts
  • Up Taunt: Shakes his head up and down quickly. Based on one of his animations from SMRPG.
  • Down Taunt: Geno holds out his hands to "stop" the opponent.
  • Right Taunt: Geno folds his arms and laughs.
  • Left Taunt: Geno points his Star Gun to the right and to the left. This is a reference to his previous role as a Mii Gunner Outfit for two games.

Victory Poses
  • Geno turns and folds his arms while facing the screen. Again, based on his victory animation.
  • Raises his arms into the air which causes his "soul" to leave the Geno doll thus causing it to crumple to the ground. It whirls about before shooting into the air.
  • Geno drops down from the air which references his attack animation to face Bowyer. He then aims his gun towards the screen.

Classic Mode: STar-Sent Savior
Classic mode is based on the series of events that transpired in Super Mario RPG.
RoundOpponentStageMusicNotes References
1:ultbowserjr::ultkirby: x4 (Red)Bowser's CastleGoing Down to Midas River(Remix)
2:ultbyleth: (Yellow)Forest MazeStill, the Road Is Full of Danger
3Bandana Waddle DeeGerudo ValleyFight Against an Armed Boss
4Officer Howard x5Battleship HalberdFight Against Monsters (Remix)
5Giant :ultyoshi: (Purple)Golden Plains (Omega)Yo'ster Island - Super Mario RPG: Legend of Seven Star
6Metal :ultkingdedede:Shadow Moses IslandWeapons Factory (New Remix V1)
BONUSBoardthePlatforms!
FinalGiant :ultsephiroth:Final Destination
Super Mario RPG Legend of the Seven Stars Medley(Remix)

Alternate Costume

#111. Ratchet and Clank
Ratchet and Clank
Part of the "Rifting Together Bundle" DLC

Submitted by: tonygameman tonygameman
Special Moves

Neutral Special:
Fire Weapon

Side Special: OmniWrench

Ratchet_and_Clank_PS4__ALL_WEAPONS_SHOWCASE (1).gif


Ratchet throws the Omniwrench like a makeshift boomerang that travels 3/4 the distance of Mega Man's Side Smash before it comes flying back to him. The attack deals a minimum of 13% and hits multiple opponents in its flight path.

Up Special: Thruster-Pack

With the Thruster-Pack, Clank will spawn two jet wings and boost him & ratchet in the air. Unlike the original game were you fly straight you can aim the control stick to send the duo flying straight forward to any direction.

Down Special: Weapon Select

Holding down special brings up a weapon wheel which allows Ratchet to select from a number of weapons. These includes:
  1. Pyrocitor
  2. Warmonger
  3. Plasma Striker
  4. Glove of Doom
  5. RYNO
  6. Bouncer
  7. Buzz Blades
  8. Vortex Grenade
  9. Visibomb Gun
  10. Combuster
  11. Mr. Zurkon
Using these weapons will help upgrade the item.

PyrocitorHolding the B button releases a stream of fire that functions similarly to Bowser/Charizard's fire breath Neutral B's. It's a rather weak stream on its own, but the hit rate makes it a sustained-damage beast, as it deals 1% per 5 frames.Hitting the foe with uninterrupted fire for 1 second inflicts a D.o.T. that deals 12% damage over 10 seconds.Lavacitor:
The Pyrocitor's direct upgrade in the 2016 reboot, the Lavacitor has a new ability added: after 2 seconds of uninterrupted fire hitting the opponent, they will leave behind a patch of embers similar to Rathalos's fire patches.
WarmongerTapping the B button fires a rocket in front of him that deals 15.5% explosive damage and hard knockback.Holding B allows Ratchet to lock onto an opponent he aims at for more than 30 frames to give the Warmonger's rocket homing properties.Peacemaker:
The direct upgrade of the Warmonger in the 2016 reboot. The explosion now releases 8 micro-rockets in every straight and diagonal angle. Each micro-rocket deals 7.3% damage and half the knockback of the normal rocket.
Plasma StrikerTap B to fire a large bolt that deals slight damage on its own. Uses Marth's headshot mechanics, allowing Ratchet to deal increased damage to opponents if hitting that hitbox.Holding B allows Ratchet to strafe and jump while attempting to aim, firing the gun once the player releases the B button.Plasma Slayer:
The direct upgrade of the Plasma Striker in the 2016 reboot. The Plasma Slayer now has piercing properties, making it more akin to Kazuya's Devil Blaster minus the damage reduction.
Glove of DoomThe Glove of Doom is a mechanical glove that ratchet acquires in the first game, using this will let you drop a tiny orb that grows into a small herd of robots who'll run forward the direction they are thrown in and explode upon contact with an opponent, this weapon only works on ground.Neutral B will have Ratchet drop a small orb that release a small herd of robots that run straight towards the stage, if they make contact with an opponent, they'll explode leaving them with 10% of damage.Gold Glove of Doom: This an an upgraded gold variant required in the original, while it likely plays the same as the original in Smash Bros the gold glove uses some upgrades the bots' have in later games, mostly their V2-V5 enhancements were they carry lasers next to them. They'll run forward to their opponents while firing from their lasers, but when they run out they'll detonate and explode.
RYNO
Fire a sphere of energy which creates a portal. The portal itself causes damage at 1.3% per hit. Ejecting from the portal is space debris which will crash down and can spike airborne opponents. It does more damage when it hits directly on rather than a whiff. Due to it's nature, it has a lot of lag and rather predictable but deals high damage. As an Easter Egg, it could drop Nintendo related content such as an Arwing, a Bowser Statue, Villager's House, or more.
It increases the speed of the portal which allows for quicker portaling.RYNO ∞
Instead of opening one portal, it opens two portals next to each other drops the same payload but double the pain and hit box.
BouncerWhen fired, it causes a small explosion to detonate which then causes smaller explosions to arch from the initial one. These are delayed ones that can be deceiving to other players.The first upgrade causes the bombs that are released to do extended damage over a period of time.Heavy Bouncer: This version creates an even larger explosion with more smaller explosions. The first explosion also has a vacuum effect.
Buzz BladesIt fires a volley of blades that will deal damage. Unlike its source material, it can't ricochet off opponents but, rather, can ricochet off solid objects. This causes it to gain a 2.2x damage magnifier after each ricochet with a total of 6. The attack is a a great damage amplifier but not the best to close off stocks.It fires off more blades per attack thus increasing the overall damage potential as well as area of effect.Doom Blade:
Not only does the attack has a damage amplifier for ricochets it performs but it can also leave a poison affect on opponents that get hit by it further increasing the amount of taken damage.
Vortex GrenadeThis Grenade works very much like a weaker version of Black Hole which will pull in opponents and levitate them. It doesn't deal damage and its pull is weaker than the item.
It has a pull effect for not only opponents but for items and such as well.
Singularity Grenade:
It has a wider area of effect with a stronger pull that emits tachyon waves which can damage opponents within the bomb. For every damage it does, it has a momentary burst of pull strength.
Visibomb GunIt functions much like Snake's Remote Missile but it last less range and damage output.It has better steering with tighter controls with the ability to slow down the rocket b y pushing backwards.Mega Visibomb: Increases the overall damage output and it's tight controls from the previous upggrade while also increase the distance it can be remote controlled.
CombusterA slow-firing weapon that shoots out blasts of superheated plasma that works great on shields.The shots do more impact damage which can launch opponents further and has a slightly higher rate of fire.Magma Combuster: It will continue to burn which deals continuous hits of damage. It can also stay on the stage for a period of time which does environmental damage.
Mr. Zurkon
(Note: Mr. Zurkon is the only weapon with actual voice clips. These includes:
  • “Flee before Mr. Zurkon!”
    “Death is too stupid for Mr. Zurkon.”
  • “Mr. Zurkon conducts a symphony of pain.”
  • “Say hello to Mr. Zurkon’s little friend!”
  • “You are no match for the almighty Mr. Zurkon!”
  • “You are the disease and Mr. Zurkon is the cure!”
  • “Mr. Zurkon does NOT come in peace!”
Mr. Zurkon will rotate around Ratchet will fire lasers as it travels. It also absorbs some damage as a type of a shield.Has higher hit points and can suck up damage. The lasers it fires has a wider hitbox.Zurkon the Destroyer: A different color form of Mr. Zurkon, it fires more higher powered lasers that acts like a fully powered Thoron but weaker. Zurkon the Destroyer also can absorb more damage. It also has a chance of firing a higher powered up plasma shot that travels slowly but does high damage; comparable to a Charge Shot.


Final Smash: Black Sheepinator

Ratchet fires a beam that can travel through fighters, turning anyone it hits into a helpless sheep for a total of 8 seconds. The sheep can jump once, can't shield or dodge, and have only a single input: Pressing attack or special will result in them going "Baaaah." Ratchet can freely attack opponents around, though their fluffy wool reduces damage and knockback to them. Opponents with over 100% damage get turned into Black Sheep, which baa, then explode, KO'ing them and dealing damage and knockback to nearby opponents.
Please Note that Ratchet and Clank have an Alternate Costume composed of Rivet and Kit so they will also be sharing animations as well.

On-Screen Appearance
  • Ratchet's homemade spaceship from the original PS2 game lands in the background of the stage. The cockpit opens as Ratchet snatches Clank and puts the robot on his back and faces the foe.
Idle Poses
  • Ratchet jumps up slightly and puts his hands on his hips.
  • Klank pops up and taps Ratchet on the head.
Taunts
  • Up Taunt: Ratchet throws his Omniwrench into the air but gets distracted by Klank. The wrench then falls and hits him on the head. He then says "Ouch! That stings!" while Ratchet says "Don't get distracted."
  • Down Taunt: Ratchet hovers in the air using a jetpack and does a small spin while Ratchet also hovers, They do a high five.
  • Right Taunt: Turns to the screen and takes his Omniwrench and points it forward. He then says "I won't back down!"
  • Left Taunt: Mr. Zurkon appears and floats in front od Ratchet and says one of his quotes when he is summoned. Ratchet laughs off the threat.

Victory Poses

  • Ratchet comes zooming in on a jetback and turns around with Klank jumping off his back. He then pulls out his Omniwrench and points it forward while saying "You miss me?!
  • Ratchet swirls his Omniwrench and then points it up in the air. Clank then appears and says "Seems we missed the party."
  • Ratchet takes out one his guns he has and points it forward towards the screen before saying "Eat plasma" and then fires it.
Classic Mode: The TRUE All Stars Battle Royale
All fighters are those found on Sony Playstation consoles.
RoundOpponentStageMusicNotes References
1:ultsnake::ultswordfighter:Shadow Moses IslandMii Swordfighter uses the Raiden outfit.Metal Gear Solid first appeared on the PS1 in 1998.
2:ultryu::ultken:Suzaku CastleStreet Fighter first appeared on the PS1 with Street Fighter EX Plus in 1997.
3:ultkazuya:Mishima DojoTekken first appeared on the PS1 in 1994.
4:ultjoker::ultswordfighter::ultswordfighter:MomentosThe Mii Swordfighters uses the Persona 3 and 4 Protag outfitsPersona Revelations first appeared on the PS1 in 1996 and Persona 5 appeared in 2016 on the PS5.
5:ultsora:Hollow BastionKingdom Hearts first appeared on the PS2 in 2002.
6
:ultcloud::ultsephiroth::ultgunner::ultswordfighter::ultbrawler:
MidgardMii Swordfighter uses Aerith outfit, Mii Gunner uses Barret outfit and Mii Brawler uses the Tifa outfit.Final Fantasy first appeared on the PS1 with 7 being the first FF game on a non-Nintendo system.
BONUSBreaktheTargets!
FinalCrashN. Sanity BeachCrash Bandicoot first appeared on the Playstation in 1996 and was a Playstation exclusive series until the early to mid 2000's.

Alternate Costume






Veteran Changes
Samus
Crawl: Morph Ball
Samus now has a crawl wherein she enters the Morph Ball.

Down Tilt: Bomb
Samus’ down tilt is her old down special. It can be used while moving, but not in the air.

Down Special: Beam Select
Samus’ new down special allows her to switch which beam she uses, which affects the attacks that use her arm cannon (her new forward tilt, new forward smash, up smash, and forward air). You select them similarly to Shulk’s Monado Arts, but they’re permanent and don’t switch back between stocks. You can tell which beam Samus has equipped via an icon next to her damage meter, and by the color of her arm cannon. She has four options:
    • Plasma Beam: Located on the bottom, with a green fiery icon. Samus starts with this beam equipped by default at the start of the match. It behaves similarly to her old moveset, being associated with close-range fire attacks. The most notable difference is that the fire is green now, in reference to the beam’s coloration in Super Metroid. Basically, this is the “balanced beam” of the four.
    • Ice Beam: Located on the top, with a blue snowflake icon. This beam fires blasts of ice with low damage and low knockback, but good frame data. Some of its moves have a freezing effect that can allow you to extend combos. Basically, this is the “speed beam” of the four.
    • Wave Beam: Located on the left, with a purple icon that has circles and a lightning bolt. The Wave Beam uses purple, circular energy with electric effects, and attacks with it tend to be slow but powerful. In addition, Wave Beam attacks tend to send the opponent at odd angles or move in a sine wave pattern themselves. Basically, this is the “power beam” of the four.
    • Spazer Beam: Located on the right, with a yellow icon that depicts three beams. The Spazer Beam goes out the furthest from Samus’ blaster, making it most suited for zoning. In addition, the Spazer always fires three projectiles at once, which changes some of Samus’ multi-hitting attacks like her forward-air and up-smash. Basically, this is the “range beam”.



Forward Air
The beam she has selected actually affects the way in which Samus performs this move.

    • With the Plasma Beam, she fires five green explosions from top to bottom, same as she always has (except for the color).
    • With the Ice Beam, she instead fires five blasts of freezing air from the lowest position to the highest - the opposite of how she normally does it.
    • With the Wave Beam, she has a blast of purple energy in the highest position, then in the lowest, then in the second highest, then in the second lowest, then in the middle.
    • With the Spazer Beam, she only shoots three lasers at the top, middle, and bottom positions. Unlike the rest, these lasers are actually projecties, albeit ones that don’t travel too far. This same change actually applies for her up smash as well.



Forward Tilt
Samus’ forward tilt has her shoot a shot from her arm cannon. This attack can be performed while moving, like Mega Man’s forward tilt, but it can be angled.

    • The Plasma Beam’s shot is a simple green projectile shot.
    • The Ice Beam’s shot is a blue shot that freezes.
    • The Wave Beam’s shot is a purple shot that moves slower and travels in a sine wave motion. It can travel through the stage.
    • The Spazer Beam fires three shots, which go further than those of the other beams.



Forward Smash: Charge Beam
Samus’ forward smash has her switch to the Ice Beam and charge a shot. This move can be angled. Its projectiles are basically bigger, more impressive versions of the shots fired by her forward tilt.

Neutral Special: Charge Combo
While similar to Charge Shot, this move is drastically affected by which beam she has equipped, and is now inspired by Special Charge Beam Attacks from Super Metroid and Charge Combos from Metroid Prime. Just like before, though, it’s a chargeable projectile that can be canceled while still keeping the charge.

    • Like with most moves, the Plasma Beam’s Charge Combo is simply the old move with some new visuals. This time, it’s a circular shot with four rings spiralling around it.
    • The Ice Beam’s Charge Combo is a blast of ice surrounded by four twinkling sparks. Upon hitting something, it has a wide-ranged “explosion” of ice that freezes anything it comes into contact with.
    • The Wave Beam’s Charge Combo is an unbroken stream of purple, wavy electricity whose length depends on how long it’s charged. It has the highest charge time of all of them.
    • The Spazer Beam’s Charge Combo goes the furthest, and fires three lasers that have slight homing properties.



Final Smash: Hyper Beam
Replacing the Zero Laser is this Final Smash, based on the ending of Super Metroid. Samus actually gets a fifth beam type, the Hyper Beam, marked with a rainbow Metroid icon. It combines the best traits of all the beams: the speed of the Ice Beam, the power of the Wave Beam, and the range of the Spazer Beam. It fires glowing rainbow beams. Samus gets to use the Hyper Beam for about 12 seconds before going back to whatever beam she had before.



Ganondorf
There are a couple of things I wish to accomplish with this Ganon moveset, so let's go over those before we begin.

Firstly, even though a majority of his moves are changing, I want his playstyle to remain similar. He'll still be a super heavyweight, and his moves will have roughly the same power, timing, knockback angles, and space coverage. However, his new moves will give him an increase in range, attack speed (if only slightly), and recovery. In short, I want the new Ganon to feel like an upgrade, even though his lessened weaknesses will of course be counterbalanced.

Secondly, even though it'll still say "Ganondorf" on the CSS, I want this to be an all-encompassing Ganon, referencing not just all of Ganondorf's appearances, but all of Ganon's appearances period, whether as a Gerudo or as a massive porcine beast.

With that out of the way, let's get started. Ganon's differences are apparent even before he begins fighting. While his appearance remains based on Ocarina of Time, he wields two swords the way he did as the Demon King Ganon in that game, as well as as Ganondorf in Wind Waker. For his dash, he levitates similarly to Cloud. For some animations where his hands are necessary, he extends that levitation power to his swords, which will float near him until the animation is done. Some of his moves have him float the swords so he can summon a trident from the darkness.

Tilt Attacks
Ganon's jab is one of his few normal attacks whose range and timing is not based on its predecessor. Instead, it's now a three-hit jab consisting of an outward slash with both swords; a downward slash with his left hand; and a spin attack that deals two hits (one with each sword). This is based off of an attack he does in Wind Waker.

His forward tilt is a backhanded slash with his left hand. This, too, is based on an attack he does in Wind Waker. It hits at roughly the same timing and damage of his old forward tilt, but with a bit more range.

While no longer the Volcano Kick, Ganon's up tilt retains its most notable properties. Here, Ganon levitates his swords and dark energy slowly swirls into the shape of a trident in his hands. Like Volcano Kick, this creates a windbox that pulls opponents into the attack. Once finally complete a full second later, Ganon stabs the trident into the ground. Unlike the Volcano Kick, this attack has armor, but it's not exactly difficult to get out of the way.

His down tilt is an inward slash with both swords. It hits the opponent at an upward angle. It hits at roughly the same timing and damage of his old down tilt, but with a bit more range. This is based on an attack he does when landing from a jump in Wind Waker.

His dash attack has him point his swords forwards (as opposed to during his dash when they're pointed behind him in a reverse grip) and drive them forward and up for a devastating double stab. Like his old dash attack, this is a reliable followup in tech-chase situations.

There's actually one more "attack" to mention: in Ganon's side taunt, he puts his right sword away with a spinning flourish for the sole purpose of giving a dismissive swing of the hand. This is based off of a scene in Wind Waker, but the reference only becomes complete if you're standing right next to someone, at which point this taunt turns into a mean-spirited backhand. Like most attack taunts, this one doesn't do much damage and can't be canceled, but landing it will prove Ganon is still the King of Disrespect. For the record, his up-taunt is still his floating taunt, and his down-taunt is his palm-punching taunt, both with new floating-sword action.

Smash Attacks
Ganon's forward smash has him summon his trident and spin it diagonally above and behind him once before stepping forward with a heavy stab. The spin will actually drag opponents into the stab, so this attack has considerable range comparable to that of his previous forward smash.

Ganon's up smash has him summon his trident and spin it above his head for a multi-hit attack. A very powerful smash attack that hits on both sides of Ganondorf, but is about as slow as his previous up smash.

Ganon's down smash performs an outward slash with both swords while facing the camera. Like most down smashes, this attack hits on either side of him.

Aerial Attacks
His neutral aerial has him conjure up a ball of fire in front of him that burns brightly (dealing multiple hits) before exploding. This attack has decent range, comes out quickly, and lasts a while; just like his previous neutral air. This is inspired by the fire attacks occasionally used by Ganon in some of the 2D games.

His forward aerial is an overhand slash with his right sword, which has good reach and is quite powerful in the middle of the sword.

His back aerial has him flip both his swords into a reverse grip and thrust them backwards. Fast, but still quite powerful. However, its range is quite low.
Ganon's up-air kind of serves as a replacement for his up-tilt when fighting on the ground due to the latter's long startup time. He conjures dark magic around his upper body that hits opponents away. This move covers a fair distance around Ganon.

Like before, Ganon's down-air is a devastating spike. This time, however, he causes his swords to float before delivering a downward palm strike infused with black magic. If you hit the sourspot, the enemy merely gets launched at a diagonal angle. However, if you hit the sweet spot, both you and the opponent will stop in midair while Ganon electrocutes them with his magic. Then, with a final blast of darkness, he shoots the enemy directly downward. Visually, this is inspired by his old up-special, and serves to keep his fan-created role as the "King of Disrespect" alive even with a more game-accurate moveset.

Special Moves
Ganon's new neutral special is Dead Man's Volley, a slow but devastating homing projectile. Similarly to the Warlock Punch, it's slow to fire but can be turned around. He levitates his swords, then holds his left hand skyward and begins charging yellow, electric energy.The projectile can be reflected if hit with a melee attack - and once it is, it'll be heading right for the nearest other player with increased speed, power, and homing capability. Ganon, however, has a trick up his sleeve: if you're not in the middle of an attack, Ganon can reflect the volley automatically. However, it doesn't get any stronger when reflected this way - and if it's been reflected too many times, he'll just catch it instead of reflecting it. Other characters, meanwhile, have to do this the old-fashioned way. One final note - this move's startup is armored, and hitting it point-blank means it does more damage and can't be reflected. Overall, this move plays into Ganondorf's gameplan of punishing unsafe moves, references a Zelda mainstay, and still incorporates the gameplay of the Warlock Punch with its point-blank functionality.

Ganon's side special is still Flame Choke. After all, it's the only one of his specials to be completely unique, and it leads to unique tech-chase situations not really caused by other moves in Smash. However, it's had something a little special added - when used in the air, you'll create a fancy shockwave of golden, electric magic upon hitting the ground, which will deal damage to other opponents in a free-for-all. This is in reference to his shockwave attack in Ocarina of Time, used most prominently at the very beginning of the fight.

Ganon's new up special is named Black Whirlwind. While the name is entirely made up, it's inspired by the fight against Ganon in A Link to the Past. Ganon spins his trident around before throwing it (still spinning) in one of 8 directions, teleporting ahead of it, and catching it. After that, you can hit B while holding another direction to do it again. You can even do it a third time for good measure. And THEN, you can hit B one final time - but this time, he lunges forward for a stabbing attack with the trident, which serves as killer knockback for anyone who got caught in the move. There's a catch, though. This move is already pretty unsafe if you just do the one warp - it has high endlag, and Ganon has to pull his swords back out upon landing from being helpless, which means he's there for a relative while. It gets even LESS safe the more you do with it, so don't overdo it. When fighting against this move, patience is key.

Ganon's down special is called Malice Trident, but it's more of a reflavoring of his old down special. Instead of a kick, he flies forward with his trident instead.

His final smash remains Ganon, the Demon King. I feel that move does a great job of showing Ganon's beastly form in one explosive show of force.

Daisy
Like many of Ultimate’s Echo fighters, Daisy received a slight upgrade in the form of two new attacks: a new Side Smash and a new Final Smash:

Side Smash: Super Ball
Final Smash: Daisy Cruise

Dark Samus
Dark Samus will be updated along with Samus and will have her updated attacks and special attacks. Aside from that, she also gains a new Final Smash and a Down Smash:

Down Smash: Phazon Tendrils (She smashes down into the ground which causes tendrils of Phazon to shoot up all around her.)
Final Smash: Aurora Unit 313

Richter
Since Simon and Richter share so much in common, it didn’t seem right to give him several new moves but, like Dark Samus, he does gain a new Final Smash.

Final Smash: Hydro Storm

Hero
Under Hero’s Command Selection, icons now appear next to the text allowing for easier visibility.

Bowser

Donkey Kong

Pac-Man

Jigglypuff



Additional Links

Wikia

DISCORD SERVER

© 2021 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. / ATLUS / Microsoft / SNK CORPORATION. / Mojang AB / Disney / Activision Blizzard, Inc. / Team Shanghai Alice / PopCap Games, Inc. / Supergiant / Sony Interactive Entertainment / ArcSystem Works / Enhancer Group/ Extremely OK Games / Koei-Tecmo / Twitter
 

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Venus of the Desert Bloom

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NNID
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stages.png

Besides many of the past stages coming back with graphical and mechanical improvements, Smash Infinite offers a plethora of new stages such as Bowser`s Castle, Koholint Island, Wigglytuff Guild, Mystery Island, Raccoon City, Hakureii Shrine, Astral Plane, and more!
Waluigi Pinball
Super Mario Bros.
Submitted by: Otoad64 Otoad64
The stage has two platforms floating in the middle, as well as two slopes on the sides complete with pinball flippers which flick upwards during the stage’s duration. Jumping on the flippers will fling players upwards into the sky which can be used as both a hazard as well as a way to recover. Above the two floating platforms are three pinball bumpers which act very much like traditional pinball bumpers and will launch anyone who gets too close. Finally, occassionally, a large pinball will be introduced to the field and acts as a stage hazard. Getting hit by it while it’s in play will launch anyone.

In the background, you can see the slot machine in front of the pinball backstop and Waluigi's face along with the roulette which will occasionally spin. The position of the stage platforms are slightly tilted which gives a view of the background part of the stage which shows the large bumpers, pinball track, and the actually race course. Racing here, like in other Mario Kart tracks, are Shy Guys.​

Dr. Mario
Super Mario Bros.
Submitted by: Perkilator Perkilator
The stage shares a general stage platforms that spans in front of the medicine jar and results display. The entire aesthetic of the stage is based on that of the original Dr. Mario but obviously changed to Infinites design. Dr. Mario will occasionally take a Megavitamin and throw it into the medicine jar. This causes a real-life Megavitamin to come down from the top of the stage. This acts as a stage hazard and will knock anyone away. The Megavitamins will vary on their descent sided and done many even speed up or slow down. Megavitamins will also change their position much like the original game. The Viruses appear in the background and will make faces at the opponent. If Dr. Mario was chosen as a character, Dr. Luigi will take his place.​

Bowser's Castle
Super Mario Bros.
Submitted by: Janx_uwu Janx_uwu

The stage takes place on the green rooftops of Super Mario Odyssey high up on the castle. Located directly in the middle of the stage is the statue of Bowser’s gigantic head. On occasion, it will come to life and tilt its head to the right or left while spewing out fire which acts as a stage hazard. This flame is quite large and lasts for several seconds with a single blast of it doing upwards to 35% damage. Players can jump on top of the head for an additional platform but the hair tuft and horns won’t obstruct your movements as they are within the background. On each side of the root top stage platform are curved trellises that resemble forms that acts as a raised platform. Separated from the main stage is a single Houston’s platform on either side which consists of the gigantic paper banned called a nobori. The bottommost portion of the scroll’s frame acts as a hanging platform. This is repeated again but at a slightly lower elevation in another scroll platform that’s placed with some distance from the first which creates a large gap. The nobori and chochin, paper lanterns, contains Japanese characters called kanji. This aesthetic carries over from Odyssey.

Several cameos appear in the background of the stage including the Odyessey, Bowser’s flagship, Robobrood, and the Broodal ship. In Mario isn’t a fighter on the stage, Mario possessing a spark can be seen zipping along occasionally in the background. Finally, several enemies appear in the immediate background including the Broodals as well as common enemies such as Goombas (wearing traditional Japanese straw hats), Pokios, Parabones, and an Burrbos.​

Megafruit Paradise
Super Mario Bros.
The layout is modified a bit for Smash, with the two main platforms being the gigantic watermelon and pineapple. These two will bob up and down in the water, especially when fighters land on them. A wooden bridge will be placed between the two, but can be broken with enough damage. It will re-appear after about 45 seconds.

Smaller floating platforms made of orange slices will be on both sides of the stage, moving up and down similarly to Fountain of Dreams.


Red Pipes will occasionally appear on the stage, and will teleport to a random location from their spawn points. In addition, while they are don't really do anything, blue, red, and green spaces appear on the stage. The hazardless version removes the pipes, the battlefield form's main platform is made out of pineapple (orange slices make up the smaller drop throughs), and the omega form's platform is made out of watermelon.

When not participating in matches, Mario, Luigi, Peach, Daisy, Wario, Waluigi, DK, Diddy, Rosalina, Bowser, Bowser Jr. and Yoshi can be shown in the background. (it randomly picks from these and the following, anywhere from 2 to 4): Goomba, Koopa Troopa, Boo, Shy Guy, Dry Bones, Hammer Bro, Pom Pom, and Monty Mole. Each has unique animations, sometimes grabbing a star, sometimes punching their dice, or just having fun on the platforms.

You can also see the boardwalk island in the background, and some of them might show up there!

Baseball Kingdom
Super Mario Sluggers
Baseball Kingdom is a traveling stage that will travel to 10 different stadiums that were available in Super Mario Sluggers, with a central battlefield-esque set of platforms that will morph at each destination just like in other traveling stages like Skyloft and New Donk City. There will also be day night versions of some of the stages as well.

The stages are as follows:
Mario Stadium (Day/Night)

Sluggersmariostadium.jpg
Mario Super Sluggers



Peach Ice Garden (Day/Night)

PeachRinkDay.PNG

PeachRinkNight.PNG


Yoshi Park (Day/Night)

YoshiParkNight.PNG


DK Jungle (Day/Night)

Dkjunglesluggers.jpg


DKJunglenight.png


Wario City (Day/Night)

Wario City day MSS.png

Wario City night MSS.png


Bowser Jr's Playroom (Day)

An overview of Bowser Jr. Playroom stadium from Mario Super Sluggers


Bowser's Castle (Night)

Bowser CastleMSS.PNG


Daisy's Cruiser (Day/Night)

DCday2.PNG

DCnight1.PNG


Luigi's Mansion (Night)

Luigi's Mansion from Mario Super Sluggers


Toy Field (Day)



Players will occasionally get hit by baseballs flying in the background as well. In the middle of flying between stages, the platforms will visit the beautiful skies of the Baseball Kingdom.

Sawmill Thrill
Donkey Kong
The stage would start inside the mill with multiple minecarts which would be carrying platforms that the cast can fight on. Throughout the mill certain minecarts will go away and new minecarts will come back, making the layout of the stage fluid to change. All while you're doing this, there will be Buzzsaws in varying positions which you'll have to avoid.

The second section of the stage would see the cast land on a piece of wood. which would be drifting on water and the occasional waterslide present in the level This wood would obviously be bigger than what we see in the actual level so that it's fun to fight on. You can think of this section as the calm before the storm. There would be no buzzsaws to speak of and the only platform you'll need to stay on is the wood. However the roller coaster like nature of the track will still require you to stay on your toes, and there will occasionally be spikes above you you'll need to avoid.

During the third section you'll re-enter the mill. The plank of wood would fall off a waterfall and you'd have to jump back onto a platform that's being carried by a minecart. However now the minecart will be followed by a gigantic Buzzsaw. As the Buzzsaw tears everything it touches, these will become obstacles that you'll have to avoid. While the Buzzsaw won't ever actually catch up to your minecart, if you launch foes into the Buzzsaw it will do a lot of damage. The roller coaster like layout of the tracks will be the most hectic in this section of the stage, and near the very end the track will be gone and the minecart will just be riding over whatever portions of the track the Buzzsaw rips up which the minecart is able to ride on top of. After this, you will escape the mill and will briefly be in a rainy forest, before the track loops back to the beginning.
Koholint Island
The Legend of Zelda
This would be a Travelling stage!

The platform starts in the sky moving around the Island.
you then land in one of 4 locations

Mount Tamaranch

the platform lands in front of the Egg and there is a platform in front and 2 platforms on the left and right

Animal Village

This is a simple layout where it is just like Bridge of Eldin, In the background you can see Animals and Marin singing to them

Kanalet Castle

This part is on the bridge and it is a long platform about the size of FD

Tal Tal Heights

This is the longest one, it is 4 Kalos-esque platforms arranged next to each other and you can see water falls in the back

The Battlefield/Omega variations are just the platforms flying around the island only Marin is on the platform.

Berenia
Metroid
Because we have a few two many lava-themed maps for Metroid, let's give it something water-themed instead, give it a nice change of pace. Burenia is a map taking place in an undersea laboratory situated on ZDR. More specifically, the stage is mostly based on this portion of the map:

1634868974406.png


A large open area with a few platforms where the fighters can do battle. Though Burenia is a stage that does have water pools to swim and drown in like Isle Delfino and Tortimer Island, the gimmick here is that occasionally, water will fill up the entire stage until it's completely submerged in water, and will drain after 10 seconds. The water slows down all movement speed, and halves all knockback from attacks while submerged, but the water also gives fighters more airtime, adding to some stage-exclusive air combos, to boot!

Castle Dedede
Kirby
This stage takes place inside the Castle as well as aide KO blast lines. It is designed to be similar to the Dedede Boss fight in that game. The stage is as big as Pokémon Stadium (Brawl) and it has two platforms you can stand on. The background of the stage is dyed in a warm orange sunset glow that an expansive Planet Popstar in the distance. The stage design is rather neutral due to it consisting of only two platforms.

There are a few cameos which acts as stage hazards that will attack players on sight. One such enemy is the Waddle Doo, Bouncy, Buggzy, Driblee, and Blade Knight. Waddle Doo will simply ram their opponents, while the Blade Knight strikes it’s blade. The Bouncy will simply bounce up and dusk and will general try to hug lathe ledges to prevent recoveries. Drinkers will fire out water bombs from a distance while Bugzzy will attempt to close the distance by dashing at opponents. It will then try to ensnare them in it’s mandibles. Following this, it will then dive forward and try to KO the opponent.​

Gigabyte Ruins
Kirby
It resembles an ancient desert temple at sunset, but overrun by mechanization--everything is metallic, and there are artificial lights all over.

While the original arena resembles a walkoff, this version would have ledges, looking like you're at the narrow top of a mechanical pyramid. This would make it somewhat resemble Great Plateau Tower, though the main platform would be slightly larger. It also has a series of smaller platforms: specifically, a sort of inverse Battlefield where the single middle platform is below the two side platforms.

Occasionally, Susie will fly through the background on her Transporter. If hazards are on, she will fire laser blasts towards the opponents. Similarly, Mecha Knight can also appear in the background, flying past the opponents to slash at them if hazards are on.
Crafted World
Yoshi
This is an agglomeration of worlds from Yoshi’s Crafted World to create a single unifying concept. Much like the game, this is a side-scrolling stage where players move along an automatic moving stage. It will transition periodically between six different phases which are based on six distinct worlds from the game. I liked Mushroomguy’s submission but I wanted to try and explore the locations in the game a bit more.

The first world and the “default” is Sunshine Station’s Rail-Yarn Run. This was the training world for the game and with familiarized people with how to play the game. This portion would function just like the original stage up until after the bridge which would then result in the stage setting up for the next transition in a manner that’s like the game (being crafted together).



Following the default phase, it generally involves snippets of the other five worlds and does import exact appearances from them. If this stage gets voted in, I will more fully flesh out how it would work for the other phases:

Many Fish in the Sea in Yarrctopus Docks

Yoshi Pulls Some Strings in Pastel Pathway

Spring Sprung Trail in Origami Gardens

Spinwheel Shuffle in Cardstock Carnival

Ride the Stars in Outer Orbit


Battlefield and Omega versions would solely be located on Rail-Yarn Run.

Wigglytuff Guild
Pokemon
The stage consists of a single stage platform with two floating platforms on either side. In the background is the Wigglytuff Guild Tent which features the face of Wigglytuff at the top. Pokémon that appear on the stage is either Wigglytuff itself or Chatot if Jigglypuff is on the stage. In addition, the Pokeball Pokemon Wigglytuff can’t be summoned on this stage.

Outlaw Notice Board
The main gimmick of this stage is the “Outlaw Notice Board”. Wigglytuff or Chatot will occasionally appear and will draw a notice on the board. This will require a special action to be performed in order to gain the prize. Here are the following missions that can be completed and associated prizes.


MissionDescriptionPrize
Missing ItemA Substitute doll or similar appears on stage. If someone picks it up and holds it for 10 seconds, a random Pokémon appears, you give them the item, and they give you the reward.
  • Oran Berry (20%)
  • Blast Seed: A powerful explosive
  • Partner Pokémon (Pokeball Pokemon)
Missing PokémonA Pokémon appears in a cage either on stage or flying above it. If you deal 30% damage to the cage, the Pokémon breaks free, walks to the door of the guild, and gives you the reward. Most of the Pokémon are taken from the Pokeball list, but there's also Azurill.
  • Oran Berry (35%)
  • Warp Orb: Teleports the holder back to the stage
  • Partner Pokémon (Pokeball Pokemon with increased damaged output)
Defeat the PokémonA Pokémon appears that you need to defeat, it has 60 HP. Once defeated, a Pokémon appears from the guild and gives you the reward. Once again lots of the Pokémon are pulled from the Pokeballs, but Drowsee, Skunktank, Kabutops, and Dusknoir also appear. .
  • Oran Berry (50%)
  • Iron Thorn: A trap that deals a lot of damage.
  • Partner Pokémon (A Master Ball Legendary Pokémon)

Galar Wild Area
Pokemon
This is a travelling stage, the layout changes depending on the terrain, the transition is just a flat platform.

The Areas:

This part would be just completely flat and you can see Motostoke in the background, in the front you can see and handful of pokemon wandering in the grass.

This one would also be flat, you could see some flying type pokemon in the back.

For this one there would be a giantrock wall on the right side that is angled upwards.

For here the platform is small and surrounded by water, In the background you can see many cramorant fishing and a Gyarados.

The Platform is the rock shown above and it is above the dusty bowl, Ground and Rock Type pokemon would be found, A Runerigus would fly towards the players.

You can destroy the bridge pillars on this one in a fashion similar to Shadow Moses

The layout is right in front of the Tower.

The platform is on the cap and a the terrain gets very tall and rocky.

You land here and you can see a large amount of Eeveelutions standing aorund in the back.

In all of the formations there is a chance that a Dynamax den will appear and it might have a have a laser coming out of it, Occasionally if you land in front of the Dynamax den that is lit up, The platform will descend into a dynamax lair where you can see a random Dynamax Pokemon.
The pokemon will then roar, blasting the platform out of the den and back into the wild area.

Omega and Battlefield forms would just have the platforms flying around the area without landing, A powerless Dynamax den sits on the Platform.

Mystery Island
Animal Crossing
Submitted by: The Fantasy Smasher The Fantasy Smasher
Like in Minecraft World, there are multiple versions that appear in every match. Each version has an unique and different layout than the rest but tend to have similar elements across the board.

Normal Island
It’s a simple island. The only gimmicks would be a small stream in the middle that you can swim in, and two platforms on both sides of the stage.

Mountain Island
Basically, this island would have multiple levels to traverse, similar to Moray Towers. There would be a large three tier mountain center stage. There would be no platforms.

Bamboo Island
This island would be filled with Bamboo (shocker, I know). The bamboo would be sturdier then the average tree and will take longer to destroy. You can knock opponents into the bamboo. By destroying all of the bamboo, three small platforms will arrive onto the stage.

Fruit Island
An island filled with trees with fruit on them. The fruit can be used to restore health or used to attack opponents. Two Platforms would appear over time.

Tarantula Island
A flat island with one large platform in the middle, with one big catch. Tarantulas will appear on the stage randomly and will attack the fighters. When bitten, the fighters will be stunned briefly leaving them wide open to attacks.

Dragon's Table
Fire Emblem
The stage is a traveling stage in the same vein as Bastion Hollow but with a scope similar to Northern Crater.

The stage is a single platform-like Final Destination and it first appears as it nears the Dragon’s Table. It has ancient tunes etched on the platform surface with a design mimicking the castle. The entire atmosphere is dark and gloomy with lightning flashing in the distance; framing the castle ominously. The stage will travel forward and cross the bridge before nearing the castle. It will then swerve around and enter into the castle and setting in a great chamber. This chamber becomes the focal point of the stage…

It consists of a single platform in the center with two gothic-style dragon heads that serve as footholds on either side. These can be uses to jump off from and platform on. The side of the stage is roughly around the same size as Mario Galaxy when not curved making it a rather large stage in its design.

There will be a warning sign after a while with a loud roar which causes the stage to transition back to the start but, instead, Medeus will appear within his dragon form. He is seen flying around the castle with significant chunks of it damaged. The stage will mimic its route but the Dragon will occassionally rush against the stage but it’s purely visual. Once it swoops back into the stage, the appearance of the stage greatly has changed with portions of it having massive holes where debris crashed into it. The left Dragon Statue has all hit collapsed and created a platform from where it once stood to the stage for a Yoshi’s Island type aesthetic. The right Dragon Statue is missing but, in its place, a large portion of the ceiling collapsed which creates a large solid platform.

If the stage plays through a third cycle, Medeus is replaced by Grima as a stage cameo. However, Grima isn’t fought as a boss here despite being a Boss within our modes.

Final Destination/Battlefield forms take place some distance in front of the castle. Medeus or Grima will be present, patrolling the outside of the castle.

Gyromite
Gyromite

Doc Louis' Training Warehouse
Punch-Out!!
An indoor stage taking place in a location that's just as important to the Punch-Out series as the Boxing Ring itself, this abandoned warehouse is retrofit to become Doc Louis and Little Mac's little training hideout. It's a flat stage like with Wii Fit Studio, but there's a major difference in that occasionally, Doc Louis himself will push a training prop into the stage for fighters to interact:
  • Jumping Rope: Jump over this rope enough times without it hitting, and you'll get a boost in jump height. Getting hit will cause you to trip.
  • Punching Bag: Hit it enough times and KO it to gain a boost in attack power.
  • Boxing Ring: He will bring in the makeshift boxing ring that Doc and Mac train in, in Doc Louis's Punch-Out and fight with all his strength. The strings surrounding it function the same way as the one in Boxing Ring, but with less power.
Furthermore, Doc Louis is in the background overseeing the fight, giving words of encouragement to the fighters like it was a training session. He'll even have unique lines for when Little Mac is playable, like with Palutena's Guidance and Snake's Codec Conversations. Doc Louis' Training has the man himself talk to Mac about his fighter, just like in the round intermissions from Punch-Out. For example, if Little Mac is fighting against Kazuya, he will say, "That Devil Blaster can pack a mean punch, but it won't hit if you stay low. Try ducking beneath it as you're comin' in hot and you can beat the Devil out of Kazuya!" Or, if he's fighting Reimu, Doc will say, "Reimu's literally throwin' a lot at you, Mac, but it's got a pattern to weave around. Find openings in her Spell Cards and they won't even so much as Graze you, son!"
New Los Angeles
Xenoblade
Serving as the primary city of humans living on Mira after the devastation of Earth, New Los Angeles was primarily modeled after the Earth Los Angeles and serves as a large exploration hub in Xenoblade Chronicles X. This stage would primarily be a traveling stage, starting out on the far view of the city as seen in the pictures above, before traveling within the city to give players a closer view of city life, as seen in the pictures below.

There will also be a day/night cycle featured similar to how there is one in the game.
Deepsea Metro
Splatoon
The stage consists of a single long platform with walk-off blast zones on either side. The stage has two phases: a boarding phase and traveling phase.

  • Boarding Phase: It consists of a single long platform and is where players first start off before the traveling phase.
  • Traveling Phase: The train will pick up the players and the train will set off along the rails.
At this point, the train has two different layers: inside and outside. Players stay outside on top of the train which shows various other stations and locations in Octo Expansion zoom past in the background. Going through the trap doors leads into inside the train. There numerous denizens of the deep can be seen riding the train.

Venus Lighthouse
Golden Sun
The stage consists of three separated platforms with the middle one being the largest. The kiddie platform has a second tier platform that functions as a floating platform and us surrounded by statues but this dies affect gameplay. Both the right and left platform is flanked by a statue that can be destroyed thus opening more space for side KO’s. The background has several elements that gives it a life such as moving clouds and a day and night cycle set against an expansive and fantastical view. The stage has several cameos including Felix, Jenna, Ivan, Garret, Mia, and even Alex, Saturous, and Menardi. The stage is also unique in that, like Midgard, tgerrcsrecdummons. This hsooebdvaftecs certain amount of elemental Djinn see captured.

Summons
NameRequirementDescription
VenusOne Venus DjinnA large version of the Djinn appears and unleashed a powerful yellow energy attack within a certain radius.
RamsesTwo Venus DjinnIt hurls four boulders to crash and fuse together which travels forward like a Drill Arm.
CybeleThree Venus DjinnThis gigantic wood frog summons a storm of vines to shoot up from the ground in front of it. It has a large radius of effect and will instantly trap anyone caught inside. It has the potential to carry them up the upper blast lines.
JudgementFour Venus DjinnThis heavenly warrior will fly into the far background and then charges up an energy blast. It will fire it which causes it to collide with the stage in a manner similar to the Moon and a blast effect like the Smart Bomb but far larger.
MarsOne Mars DjinnMuch like Venus but deals Fire damage instead.
KirinTwo Mars DjinnThis fire lion-like creature will charge forth for some distance while slamming anyone in its way. It produces a trail of fire behind it.
TiamatThree Mars DjinnThe dragon will land which causes a burst of fire to swell up around it which damages anyone comes into contact with it. It then unleashed powerful flame attacks on either side of itself.
MeteorFour Mars DjinnA gigantic asteroid will collide with the stage. A targeting symbol will appear on the stage floor and will move back and forth before crashing down and doing high amounts of damage.
JupiterOne Jupiter DjinnMuch like the above but it’s comprised of four purple orbs.
AtlantaTwo Jupiter DjinnThis heavenly goddess appears in the sky and will then rain down up to twenty green arrows while targeting a certain area.
ProceneThree Jupiter DjinnThis gigantic bird conjures up a tornado which sucks in opponents. It then fires several lightning blasts that home onto the opponent for extra damage. The tornado then “spits” out the opponents.
ThorFour Jupiter DjinnThor appears within a large glyph in the sky and crashes down to the stage on a bolt of lightning which can deal damage. From there, it unleashed a powerful blast of lightning which does tremendously high damage in front of him before launching the opponent.
MercuryOne Mercury DjinnIt functions much like Jupiter but it spins rapidly.
NereidTwo Mercury DjinnThis youthful goddess appears and causes a section of the stage to swell up with water and form a geyser which launches opponents.
VenusThree Mercury DjinnThis gigantic purple whale appears in the far background and will jump while firing an aquatic laser. It functions somiliar to the Meteor summon bit the targeting symbol won’t move back and forth.
BoreasFour Mercury DjinnA gigantic, mechanical beast will appear and unleash a wintry blast all around it; freezing opponents and launching them.

Beaumonde Arena
Style Savvy
Submitted by: airConditioner airConditioner
Beaumonde Arena consists of a main platform similar to Final Destination. It also has several platforms that will rise up from the bottom of the stage periodically. These platforms act like the ones on Battlefield. It functions similarly to Minecraft World or Mementos, where depending on a specific choice, the stage takes on a different appearance, or it could change throughout the match. The Screen in the back could function similarly to Pokemon Stadium, where it could display the current score along with some promotional artwork of the characters in battle. There are also multiple cameos that appear including:

  • From Style Savvy:
    • Dominic, the player's benefactor $$$
    • Grace, the player's mentor
  • From Trendsetters:
    • MC Mode, a DJ who works in the contest hall
    • Emmylou, the player's coworker/rival
    • Michaela, the original owner of your boutique
  • From Fashion Forward:
    • Sophie, the player's mentor
    • Adelaide, the main antagonist
  • From Styling Star:
    • Angélique Noir, fashion celebrity
    • Yolanda, one of the up and coming stars the player helps
    • Alina, one of the up and coming stars the player helps
    • Rosie Mayfield, one of the up and coming stars the player helps
Night Walk
Rhythm Heaven
The little boxes one each pillar can be jumped off of to reveal flowers and give you a little boost. The boxes will close after a while. Jumping on the boxes gives a small, little boost when timed to the rhythm of the background music. The stage is rather non-descript but pays homage to its home series. Play-yan himself will occasionally float down from his balloons to jump through the stage himself, in which he will trigger all the boxes, have they not been triggered already.​

Murasame Castle
Mysterious Castle Murasame
The stage consists of a single long stage platform with walk-off blast zones on either side. Located in the direct background are five bushes which, occasionally, a ninja will appear and throws a Shuriken which deals 5-8% damage depending on the frame data. Behind the bushes is the walls of Murasame Castle with the walkways along the top of the walls serving as an additional long platform. In the background looks towers of the massive Murasame Castle.
Astral Plane
Astral Chain
A commonly used realm in a lot of visual media. In Astral Chain, it's an alternate dimension and homeworld of the Chimeras and the only other map that isn't on the Ark that you go to. The platform layout is rather simple: one large main platform and 4 smaller platforms positioned above it in a reverse V-shape: two near the edges, two near the top blast zone. Occasionally, red nodes show up on-stage for opponents to strike. Hitting these will toggle the small platforms to different locations, and even remove some chunks of the main platform, almost like what happens in Astral Chain. In the background, multiple different types of Chimera appear, wandering the landscapes. If Officer Howard isn't selected on this stage, they will appear in the Astral Plane on occasion in the background and fight the Chimeras for a bit before vanishing again.

As far as stage legality in competitive Smash Infinite matches goes, the Astral Plane is...only occasionally used. Some TOs believe Astral Plane's stage-shifting gimmick can give a player far too much of an advantage and that the blast lines are too small for this stage, but others use it just fine as a starter stage, believing the blast lines to be just the right size and the voluntary stage-shifting mechanics to be not that intrusive during matches.

Crossfire
Adance Wars​
This stage prolly an original but incorporate various element from the game. First off, this stage doesn't taken place on a single area but rather various environment that changes randomly based on various in-battle background although it will be a flat stage with walk-off. This include but not limited to:
  • Forest
  • Plain Road
  • City
  • Airport
  • Small Town
  • Harbor
Now is the time to discuss the main gimmick which obviously is in the title, on random occurrence the stage will zooms out to warn you that an army approaching from both sides, then at a random notice both opposing forces start a shoot off to which hits all of the opponent including each other and ended with one victor. Pretty simple. Of course both units will have different colors to each other to match the clashing faction.

Nintendo Land
Nintendo Land​
The main stage would be a single platform. The background would rotate behind the fighters, showing the hub world. The stage also changes over to some of the various minigames.

Minigames
NameDescription
Animal Crossing Sweet DayThe stage is based off the first level, Sweet Day Island Tour. The stage is a walk off, with two trees, one on each side of the stage. In front of each tree is a small pressure point, and when a character stands on the pressure point, an item will fall from the tree.
Mario ChaseThe stage is based off the second level, Mud River Run. This stage is also a walk off stage, but the stage is divided by two mud pits. When a fighter is in the mud pit, they are slowed down and heavier.
Pikmin AdventureThe stage is based off the first level, Bulborb Forest. The stage has walls on the side, making it so the only way you can KO an opponent is from the top, similar to Shadow Moses Island.
Metroid BlastThe stage is based off the Training Zone. The stage is made up of two floating platforms, resembling the first part of the Reset Bomb Factory, just without the addition platforms.
Donkey Kong Crash CourseThe stage is three main platforms with two smaller platforms on each the sides that move up and down.
Nintendo Badge Arcade
Nintendo Badge Arcade
In Smash, the default form of Badge Arcade is a single platform. Incredibly bland, I know, but that's before the central gimmick comes into play. Remember how I mentioned how they made almost 9,000 badges?


They're the central part of the stage. Whenever you load the stage, a random selection of badges make up platforms for extra footing. The platforms are able to be jumped through, and don't have any properties you would think they'd have (For instance, the bricks don't break). Every 35-40 seconds, a badge bomb appears and explodes. It doesn't do any damage, but makes all the badges fall off the sides (If only that happened in the real game...) and it changes to a different layout. Here are a handful of potential layouts, but the options are practically infinite.
Home Studio
Art Academy
Hailing from the Art Academy series, we have the home studio, the setting of the Wii U installment of Art Academy. The stage will be a traveling stage a la Delfino Plaza and New Donk City, with a set of platforms taking us to various different locations of the home studio, as well as within some of the paintings themselves. There will be two "studio" locations and 5 painting locations, with generic artistic settings as shown in the paintings in the above pictures. Each different location will have a different set of platforms, and some of the paintings may have different hazards, for example a painting by a lake will have water in it, or a painting in an autumn setting might have mild wind, while some paintings will have new sets of platforms or hazards being drawn a la Pictochat or Mario Maker. The two studio locations will also have a different set of platforms, but the "traveling" set of platforms between locations will always be the same, like in Skyloft or Halberd.​

Pushmo World
Pushmo
Based on the Pushmo franchise, rather than being a static stage, this stage is randomly generated like mario maker and will become bigger to accommodate more fighters

The stage starts out on a flat cloud platform as when pushmo blocks arnt pushed out, this cloud will disappear as the first pushmo block will glow and extend out becoming the new platform, this will periodically change as other pushmo blocks will push out replacing the previous sets, making it a mad dash to the next platform before you lose yours
(Think of it like the beep blocks from mario)

Additionally there is a chance the next block would be a Stretchmo block, meaning the block will begin to stretch out and extend horizontally, sometimes these blocks will be broken by a Crashmo block later down the fight, changing the structure of the arena, making it very dynamic

An Easter egg occurs when character originating from NES games press a certain button combination causing the stage to resemble a 8 bit sprite of the the character doing the code, these vartions dont do Stretchmo and Crashmo obstacles, only the standard pushmo blocks.

Miitopia
Miitopia
Greenhorne
Spoiler
The area you start in Miitopia is the same area you start Smash. Although there are several sub areas in Greenhorne, I think the area should take place in Easin Hills. Very simple layout, as stated earlier. Certain Greenhorne characters could make an appearance. These include:
  • Princess and Besmirched Noble's Son.
    • They would skip along Easin Hills, arm in arm. Occasionally, they would lay down with the Besmirched Noble's Son (Who I'll be referring as BNS for now on) having a dreamy look on his face. Then they would continue walking along, this time with the Princess jumping into BNS's arms, similar to the cutscene at the end of the Greenhorne chapter (after saving the Princess's face).
  • Sassy Child and Worried Mother
    • A Mii child would run around Easin Hills, with the Mother running for the child, agitated.
  • King and Castle Guard
    • The King would be sitting on a giant pillow, with the 4 Castle Soldiers carrying the King, struggling to carry him. The King would be chomping on his Royal Roast the entire time.
  • Several Monsters
    • Several Monsters would be walking by and occasionally jump at a fighter to attack. These enemies would include Rock Moths, Goblins, Apple Jellies, Banshees, Cumumlus, Smileshrooms, Moles, Nose Rocks, and Green Snurps.
Now for the next area...
Neksdor
Spoiler
The second area is none other than Neksdor! Like Greenhorne, it would start off in the first area you are in each chapter, with this one being Neksdor Desert. The layout is the exact same as Easin Hills. For the cameos:
  • Prince from a nearby land (Referring to as PFNL)
    • The PFNL would walk by, carrying a lamp, and sobbing. Occasionally, a speech bubble will appear on the Prince, where he curses the BNS.
  • Genie of the Lamp
    • The Genie would fly around. He would then start floating. The player that touches him gets assisted by him, similar to Midgar summons. The Genie of the lamp would assist by blowing an opposing player with wind, attempting to blow them off the stage. He chuckles before disappearing.
  • Desert Celebrity
    • The desert celebrity would walk by and stand there. Similar with the Genie, the player who touches the Desert Celebrity is assisted. This time, the Desert Celebrity would turn the player into gold for a short bit before leaving.
  • Monsters
    • The following monsters would appear: Cacti Stack, Scaredy-Scorpion, Griffin, Lady and Man Murals, Cactus Ball, Venus Mii Trap, Hermit Crab and Lizard Fossils, Hieroglyphs, Blue Cobras, and Mummies. Similar to Greenhorne, they are hostile and attack.
And for the final area...
Realm of the Fey
Spoiler
And the last but not least area is the Realm of the Fey! As always, it would be the default area of the chapter. For the cameos:
  • Fab Fairies
    • The Fab Fairies would jump into the stage and dance. They then go out.
  • Quizmaster
    • The Quizmaster would run in. He then makes several poses, where each pose gives an effect. These range from sleep, to flower effect, to healing. When he leaves, he runs in place for a bit and then runs away.
  • Worried Explorer
    • The explorer would walk around, looking for treasure, and then sighs realizing that he can't find treasure.
  • Roaming Gourmet
    • The gourmet would sit at a table. He then eats some food on his table. He then jumps into the air and off screen after realizing how good his food was. The table then disappears, and the food falls to the ground. The food can be eaten, and it heals more HP than usual. This cameo only appears if food items are turned on.
  • Monsters
    • I think you all know the drill by now. The monsters that appear or Poms, Owlets, Spring Breeze, Snails, Twerkeys, Mouthy Tomatoes, Demon Spiders, and Kind Golems.
The remaining cameos are characters that can appear in any area.
  • Dark Lord
    • The Dark Lord is the way that each stage transfers. That's pretty much it.
  • Great Sage
    • The great sage would walk by and shoot a big energy ball. The Great sage would then give out a Maxim Tomato before leaving.
  • The most rare cameo, the Party Members
    • A warrior, a mage, a cleric, and a chef would walk by the background, and will only appear if there are monsters on the stage. Once they notice there are monsters, they would run to the stage and take out the monsters. But be careful, as the party's attacks would deal damage to the fighters as well.

Mt. Hikami
Fatal Frame
During the course of Fatal Frame V, the main protagonists Yuri, Miu, and Ren are tied up by fate to this mountain. Ever since one of the series' many, many, MANY rituals, went horribly wrong and a bunch of other silly nonsense, the mountain has been rumored as a paranormal place. Yuri first makes her way onto the mountain after she (attempts to) helps a young woman, Fuyuhi, search for a friend.

While I would like to have a specific location on the mountain as a stage, I overall opted to have the entire mountain as it's the main setting and all the other locations are on the mountain.

As a result, this would be a travelling stage in a similar vein to Garreg Mach Monastery and The Transcontinental Railroad. The stage would go between several backdrops related to locations on the mountain after a while instead of flying constantly throughout. Each location would be pretty similar to each other, though with slight differences.


The stage itself has a simple layout. It's a large platform, similar to most other stages, with the backdrop being magnified in the back. There are two platforms, the one on the right slightly higher than the one on the left. Both of these platforms have a solid wall that faces the side blast zone it is closest to. These platforms are similar to those on Battlefield, where you can jump through them. However, you can't get to them by jumping directly under the wall. These platforms are breakable with strong enough attacks. Whenever a platform is broken, the wall that was on it will also be broken. This resets every time the stage changes location, so you will have a new set of platforms to play with every so often. The location of the stage will change the appearance of the stage (especially the walls, which will change drastically, though remaining similar in size), with each one adopting some themes of the background to make it blend in better. You can also pick which form of the stage you would like to play on, which is especially helpful on Battlefield and Omega forms. If a specific location is chosen while hazards are on, the stage will remain the same throughout the match, but the platforms will rebuild themselves every so often (like Mishima Dojo). The selection method is similar to that of Minecraft World, with different inputs resulting in different locations.

A gimmick (stage hazard) similar to the one mentioned in Venus of the Desert Bloom Venus of the Desert Bloom 's post, albeit simplified. In certain areas of the game, the player is forced to enter areas with lots of water, be it rain, waterfalls, hot springs, etc. As such, when in certain areas, the precipitation would cause the wetness gauge to fill up automatically. Some locations would fill up greater than others, but everyone's would fill up at the same rate, so really, it's just that some places have a higher chance ghosts spawning. This would cause ghosts to be more drawn to players and attack them. These ghosts would have their appearance as they do in Fatal Frame, though censored to remove any blood, bloodlike substances, bodily harm, and booby physics. They would pop up every so often, depending on the wetness gauge in that location, and slowly try to attack players by lunging at them. They usually appear in very very close proximity to the players so it is important to dodge right away. This wouldn't deal too much damage but it sure is annoying and LOUD. A certain ghost has a chance of appearing in one location. This is the Maiden of Black Water, which will both damage you and inflict the player with the Flower Effect. Any ghost can be defeated by having a player taunt, to simulate the odd properties of the Camera Obscura. They will also disappear after a while. When defeated, they will make the same sound that Yuri's assist trophy makes when she takes a picture. EEUUUURURRAHHHHHG. WEEEEAARRGH.

Finally... onto the locations. They will cycle from top to bottom of the list presented, starting from the Hot Springs and ending at the Peak. This is to simulate the climb up the mountain and then the return to the base, where the player starts the climb back up and starts the cycle anew. Again, each of these locations has a different wetness gauge that increases the amount of ghost attacks.

InputPictureLocationRecords
Hold L
Mikomori Hot Spring (tentative to change)Located near the base of Mt. Hikami, the natural hot springs have made this location a natural tourist spot as an onsen. However, after a landslide tragically claimed many of the lives of those in the building, it was burned down. This is the location in which Yuri receives and learns to use the Camera Obscura. The walls will be fences. As an abandoned hot spring, it has a wetness gauge of 50%.
Hold L+R
Pool of PurificationIn the Unfathomable Forest, there exists a beautiful pool of water surrounded by waterfalls. It is said that pilgrims on religious journeys would cleanse themselves in these waterfalls as shrine maidens would perform rituals for show. It doesn't have many tourists anymore, and a rumor has spread that there was a mass murder of ever shrine maiden here. Maidens of Black Water can spawn here. The walls will be lanterns. It has the second highest wetness gauge of 70%.
Hold L+Up
Unfathomable ForestThe Unfathomable Forest gets its name from the fact that whenever you go in, you tend to lose all sense of direction and get lost. It's true, I got lost for a good half hour despite having both exits blocked. A path runs through the forest to shrines on the mountain. A landslide has since closed off many of the entrances to the forest. The walls are trees. It has a wetness gauge of 60%.
Hold L+Down
Womb CavernA sketchy place found underneath the Shrine of Dolls. For some reason, the water flowing through the cave is tied to the wellbeing of the mountain, so when it was partially destroyed by a landslide, lost spirits began to become populous on the mountain itself. The walls will be pillars of rock. This has the highest wetness gauge of 80%.
Hold L+Left
Shrine of the EphemeralA foggy shrine in which no one really knows what it's for. Formerly a tourist destination, it was abandoned after the cable cars broke down. Sometimes, you can see the titular Maidens of Black Water roam around. Maidens of Black Water can be found here.The walls will be fences, but in a more traditional style. This has a wetness gauge of 30%.
Hold L+Right
Twilit PeakThe top of the mountain, desolate and barren. There are objects left behind from rituals, as this was a highly spiritual location with ties to the world of the dead. The walls will be rocks. This has a wetness gauge of 40%.
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Chemical Plant Zone
Sonic the Hedgehog
The stage would be largely based on both Act 1 and 2, with more aesthetics drawn from 2. This is especially from the poisonous liquid that’s found on the bottom. The stage would be the largest stage for the Sonic franchise (since Dr. Eggman has such a large personality). It would forgo the traditional loops and, instead, featuring two descending blues slides that travel downward before cross-crossing in the center. They act as passable platforms but also as walk-off ledges. There is a center platform composed of the same metallic platforms from these locations, complete with the clear pipes Sonic could run through.

Players can access this by pressing down on the pipe which will shoot them through the base of the main stage platform. There are four entrance areas, including those on the sides. Players can tilt where to go which will direct to where they end up.

On the far left and right sides, in between the two cross-crossing sections are platforms that move up and down. It’s hard to describe it so here’s a video to demonstrate…


Sonic The Hedgehog 2 - Chemical Plant Zone Act 2
Sonic The Hedgehog 2 walkthrough of Chemical Plant Zone Act 2.
m.youtube.com
m.youtube.com

These tricky platforms are both a help and a hinders to players, sort of like a guy we all know who sometimes plays the villain or anti-hero.

The stage wouldn’t have too much in the way of gimmicks or hazards but probably the most s it significant aspect would be….

The Purple Ooze. Like water, players will drown in it hit will do continuous hits of damage without hitstun as soon as players enter into the liquid. It has a longer duration before players drown than water and, well, it’s sticky and reduces movement significantly making it harder to get out. Sort of like a certain Eggman we all know of.

I don’t know much in the way of cameos but perhaps we could decide we can include. I would probably say Chaotix as well as Rogue the Bat, Mephiles the Dark, Jet the Hawk, or even Sonic the Fighters as we are using Dr. Eggman from that game.

Battlefield and Omega would be based on the main stage minus the speed tubes function plus it wouldn’t have the liquid ooze but it would still be visible in the far background. A pink light that shines upwards an be seen though under the stage.
Central Highway
Mega Man
There is a stretch of raised highway that is about a battlefield and a quarter long. And about 1/2 of said highway is slightly sloped to the left. Blastzones are pretty standard and it is possible to walljump on the pillars that support the road-though you cannot camp here forever. There are also two street lamps, one in the foreground of the stage on the right (the non-sloped part), and the other in the background of the stage on the left (the sloped part).​
But it wouldn't be Central Highway without some bees.


Occasionally, the Bee Blader will appear to wreck havoc. It will fly in from the left or right side of the stage, and once it reaches the highway, it will stop in place and begin performing a set of a few actions at complete random. It can do multiple of these things at once, all of them at once, or simply choose not to do anything for a minute. It will, however, perpetually hover up and down.

  • Move forward: Just what it sounds like. The Bee Blader moves forward for a few frames before stopping again.
  • Bullets: The Bee Blader splashes bullets in front of him at a downward angle. It's pretty easy to avoid, but if you're hit, you'll be trapped in for 5 seconds while you are dealt 1% DPS. After which you are launched forwards, but never far enough to kill.
  • Missiles: The Bee Blader fires a homing missile that homes in on whoever was nearest when the move was activated. These missiles deal 8% and can kill opponents, but not until they are in the 130-160 range.
  • The Bee Blader has slightly more health than the Yellow Devil did in Smash Ultimate. When defeated, the Bee Blader will explode similarly to the Yellow Devil, but in a more realistic fashion. The explosion does major damage and knockback to anyone nearby, except for the player who landed the final hit.
  • The Bee Blader will not appear if stage hazards are disabled.
This stage has 10 cameos in total, all characters from the Mega Man X series. When the stage starts, there are no cameos-however, throughout the match the characters will teleport into the background of the stage to watch the battle. Sometimes they will also teleport away and, over time, new characters take their places. This is mostly random, but characters like X and Zero have the most priority of appearing.

Warning, minor spoilers ahead for X4. Skip Iris and Colonel if you don't want those.

X

The greatest creation of Doctor Light and main character of his series, Mega Man X (or just X) is a Maverick Hunter who fights for peace, though he wishes there were a more peaceful way of protecting both humans and reploids. After teleportation in, X will stand with his hands on his hips and watch with a smile on his face. If a KO is made, X will raise his fist to the air in celebration.

Zero


The greatest creation of Doctor Wily and partner of Mega Man X, Zero is also a Maverick Hunter who fights for peace-though he is more quick to act than X and doesn't spend as much time wishing for a peaceful solution to the war between reploids and mavericks. Zero will stand with his back to the camera, so we get full view of his glorious ponytail. When a KO is made, Zero shows a thumbs up to his opponent.
Axl

The junior Maverick Hunter with the ability to copy the appearance of others, Axl fights with X and Zero to stop Sigma dead in his tracks. Axl will bob from left to right in place, as if imitating a fighting game character, with his guns at the ready. When a KO is made, Axl spins his weapons with his fingers before striking a flashy pose.
Iris

Brother of Colonel and former love interest of Zero, Iris is a member of Repliforce who is unfortunately lost in the Final Weapon incident. Iris will hold her hands behind her and watch the battle with great interest. When a KO is made, Iris brings her hands around from her back to reveal a purple crystal-which she will then toss up into the air before catching it and putting it back behind her. She looks very energetic when doing so.
Colonel

Brother of Iris and one of the two leaders of Repliforce, Colonel is the one who leads the Repliforce to leave Earth, in hopes of living their lives without the humans, and without harming them-but due to seeds of rebellion in the repliforce planted by guess-who, Colonel must be defeated by X (or Zero) in order to stop the Final Weapon from firing at Earth. Colonel will look ahead with not much visible emotion, arms down at his sides. He will politely clap whenever a KO is made.
Alia

The CEO of stopping X dead in his tracks to feed him useless information through his earpiece, Alia is the Navigator of the Maverick Hunters who "helps" by letting X know what's going on in any given situation. Alia will be talking to someone on her earpiece, occupied with something else and not focusing on the match at all-but when a KO is scored, she'll seemingly say "hold on" to them before waving and smiling at the screen.
Douglas

The strangely handsome Douglas is the mechanic of the Maverick Hunters, who proved instrumental during the Eurasia colony incident. Douglas will stand casually and hold a wrench, occasionally tossing it slightly up and making it spin before catching it again. If a KO is made, Douglas reaches his non-wrench fist up, then pulls it back in excitement.

Signas, the leader of the Maverick Hunters, is the impressive strategist behind all of X's most dangerous missions. Signas will hold his chin up with his hand and simply observe the fight, occasionally nodding. When a KO is scored, he'll smile-this is the most subtle victory animation of the X cameos, but make no mistake-Signas truly appreciated that awesome play you just made.
Sigma

Sigma was once the leader of the Maverick Hunters, but once the Maverick Virus manifested itself inside his body, Sigma felt the need to eradicate humans to make a perfect world for reploids. He now leads the Mavericks and fights with X and Zero every Tuesday whenever he's up to no good. Sigma will cross his arms around his chest, looking stern. When a KO is made, he throws back his head and laughs, as if to say "lol should've teched"

Vile

Vile is a maverick who works directly with Sigma, who has a lust for destruction and a kink for reincarnation. Vile will stand in place with determination, very much ready for action, with his knee blaster and shoulder canon locked and loaded. When a KO is made, he actually stomps the ground with his feet-Vile lives for destruction, but he'd rather take part in it himself than watch others have all the fun.

When teleportation in, the hero characters (anyone but Vile and Sigma) will teleport in classic Mega Man fashion. However, Vile and Sigma will have two after-images of their character model warp in, combining to form one image, before they themselves appear where that image is.
Shopping District
Street Fighter
et another iconic Street Fighter stage to accompany Suzaku Castle. This one belongs to the Chinese martial artist, Chun-Li. While Battle Harbor would make sense for Ken Masters, Shopping District is the more iconic stage but also brings an unique flair: a oriental Chinese aspect that is missing in Smash. We don’t have many stages like this but Battle Harbor would be a bit like Delfino Plaza in some regards. Air Force Base or a Shadoloo Base...or even Sagat’s base (forgot the name but the reclining statue stage) would be potential picks.

The stage would take a similar aspect from King of Fighter’s Stadium minus the sidewalls so it would have walk-off blast zones. There would be a secondary platform composed of the awnings found in the district’s shops.

Certain items found in the stage, like Suzaku Castle, can be destroyed. This includes signs, lampposts, the barbershop sign, and laundry line. Cameos would be limited to the characters found in the original stage. The stage would replicate the entire feeling of the SFII stage but remakes it in the typical Smash fashion so it wouldn’t be a Mute City/Balloon Fight situation.

The Battlefield/Final Destination versions consists of an earthen floating platform with the buildings in the background set against the far background. (Sunset sky and mountains)

Now, the elephant in the room...will Smash include the chicken strangle? No, it won’t. It will Include the caged chicken but hitting the cage will free the lucky chicken so it can escape. Replacing the man who is strangling the chicken would be a man who is checking the cage. Releasing the chicken surprises the man.

Clock Tower
Castlevania
he stage would take place on the gear as if it was laid down flat. In the background, several gears can be seen twisting and turning. There is also two solid stone platforms portruding from the wall and a semisolid platform in the middle where at least one player can stand on to avoid the gear's spinning.

It looks something like this.
__ ____ __

____________

Occasionally, the gear the stage takes place on will start spinning. During this event, attempting to grab the ledge will instantly send you off. However, you will regain all of your jumps and movement options. Additionally, depending on whst direction the gear spins, players on the ground will be slid in that direction. The spinning will be foretold by the gear shaking. Several Medusa Heads will also attack the players from time to time by floating along the stage in a squiggly line pattern.

There's one more gimmick you should be aware of... If you select the stage while holding L, the stage will instead become...

Job #112.5: Inverted Clock Tower

The stage functions similarly to the regular variant with the Medusa Heads. However, the entire stage will be upside down! The stone platforms from before will act as the main ground now while the gear on top will act as a ceiling. If the ceiling is touched while the gear is spinning, you will take a colossal amount of damage and be spiked straight down.

Omega/Battlefield: The stage on Omega will resemble a gear with stalagtites hanging from the bottom and the platforms will resemble the stone platform in the center from the normal stage.
Transcontinental Railroad
Fatal Fury
The platform, just like in the original, would keep rumbling to really sell the idea of it being continental traintrip. As for the stage layout itself, visually-speaking it would pretty much be identical to its Garou counerpart. When zoomed out the entire stage would come into view, here's a shoddy mock-up I've made to visualize the size of the stage. The wooden logs and caboose on the sides would work as walls, so you'll only be able to blast your opponents to the upper sides and the sky. Although that isn't everything this stage has to offer...

Here comes the dealmaker, the stage's background isn't constantly going to be the ocean. In fact, this train will visit iconic places from the Fatal Fury series, so you better hop in before it departs! Inbetween the locations are smooth periods of transition. The stage will go through an entire day, from morning, where the start of the cycle begins, till night, where the end of the cycle ends! Of course, this is to reference the fact that a lot of Fatal Fury stages have these daytime/nighttime transitions inbetween rounds. The stage would both start AND end in the waiting line very early in the morning (2nd round version of the original stage) and after around 10 seconds it will start to ready for its departure. Here's a roadmap of the stage in full (spoilered), along with some mockups of mine that would help visualize the stage along with the train. While I do want to preface that the mockups don't represent the actual stage, and they're just here as a visualization tool, cause you're gonna have to do a bit more imagining yourself.

SectionInfo
1. Freight Express Station

View attachment 335866
This is the first section in this stage, although it is originally the second round variant of Terry's stage. This is where we start off, passengers. While the original version takes place in the middle of the day, we'll take some liberty and set this up in the morning, right before sunset. After around 10 seconds, we'll start to depart!
2. Sunrise

View attachment 335867
One of the travelling sections in this stage, originally this is the first round variant of Terry's stage in MotW. Here you can take in the beautiful sunrise. Sometimes an airplane might appear in the distance, which clearly upon further inspection belongs to Alfred Airhawk. Once that's over with, we'll slowly enter a foresty area...
3. Sarah Forest

View attachment 335868
Still in the late morning, we have our first stop after departure. This is Butt's/Marco's homestage from Garou: Mark of the Wolves. No cameo from him though, only his lonely hut, training equipment, broken trees due to incredible training and animals. We'll stay in this section for around 20-25 seconds, then we'll start to depart yet again. Once we leave this forest area, it starts to become a bit desert-ish.
4. West Albuequerque

In the heat of the day, at noon, yet another travelling section, in the background of the Freight Express we see the iconic Mount Rushmore from Terry's stage in Fatal Fury 2. Nostalgic! Once Mount Rushmore disappears, our transition to a new area begins and our next stop awaits. We enter a city.
5. South Town Village

View attachment 335871
Once afternoon comes, we travel through South Town village, based on Billy's stage in the first ever Fatal Fury. Just like the original stage, you can spot a car with the word "SNK" graffiti'd on it. Unlike the original stage in Fatal Fury, there are no random onlookers viewing the battle. Perhaps all gone to watch the battle in the KOF Stadium? After a good 15 seconds, we'll stop in another nearby and very iconic location.
5. Howard Arena

View attachment 335872
We're now in the late afternoon and we have a temporary stop. In the center, from a distance, we notice the iconic Howard Estate, based on Fatal Fury 3. With the passing of time, the clouds begin to close, until raindrops fall. In addition, the light from the buildings in the background lit up. Once we depart yet again, the weather has mercy on us and it stops raining.
6. Barbaroi Falls

View attachment 335875
In the evening we enter a rocky mountaneous area and travel through it, upon resting at a waterfall spot. We take a breather and fully take in that beautiful waterfall. This location is based on Gato's stage in MotW. Once night comes, which is in about 15 seconds, we'll start riding. There's seems to be a coast ahead of us.
7. Blue Wave Harbor

View attachment 335880
We finally enter night, and make yet again a temporary stop, this time at the Harbor, more specifically Blue Wave Harbor. This is originally B. Jenet's stage from Mark of the Wolves, who is the captain of the Lilien Knights. In the background we notice their ship that is destroying the pier. We also notice some more boats, palm trees and some sailors. After a bit, we depart, nearing the end of our trip.
8. Freight Express Bridge

View attachment 335878
We're finally nearing the end of our tour of both Old and New South Town and mount a bridge. No stop here, we ride this entire bridge, baby. Instead of it being day, like in the original version of Terry's stage in MotW, we're pretty late into the night. We ride on the Express Bridge for a while, and arrive back to our station for a temporary stop, this resets the cycle, and we depart yet again early in the morning.

Tetris
Tetris
Like Living Room, it stats out completely flat, but Tetrominos will rain down from above, altering the layout. there are many different Tetrominos that can fall, and they will only disappear when they create a row.

If you are crushed by one, you will take damage, but also will be launched depending on the direction the Tetriminis is facing.

N. Sanity Beach
Crash Bandicoot
Submitted by: cashregister9 cashregister9
The stage is rather standard and more in line with stages like Final Destination with a flat surface composed of sand. Surrounding the stage platform is water which induces drowning if players stay there for too long. This makes bottom KO’s caused by attacks to be impossible. Occasionally, a Crate from the Crash Bandicoot will appear which all have different properties.

There are multiple hazards in this stage that makes playing on it difficult:

  • The man eating plant is a platform that bites every 5 seconds of its 15 second appearance. The first two will merely trap you and serve as a mild annoyance and make you easier to hit while the third will have it drag you to the depths. It shakes a little so you can recognise when it’s about to bite
  • When big TNT is stood on you bounce a little and it begins the timer, counting from 3 to 0, once it reaches 0 it explodes, it’s quite a big, powerful explosion (albeit not a 1HKO) and reaches to the edge of the main platform. If not activated it disappears after 8 seconds. Occasionally the Big TNT will spawn with Ripper Roo standing on it, as he bounces to activate it instantly, albeit not avoiding the explosion and ending up flying off stage.
  • The lily pad simply sways back and forth, making it tricky to land on. Disappears after 10 seconds.
Cameos also appear frequently on the stage which includes:
  • Coco
  • Tawna
  • Dr. Neo Cortex
  • Dingodile
  • Crunch
  • Nina Cortex
  • Tiny Tiger
  • Dr. Nefarious Tropy
  • Pinstripe Potoroo

Raccoon City
Resident Evil
The stage consists of a single long platform with walk-off blast lines on either side with three buildings that function as both backdrops and platforms much like Onett. The left side consists of the Raccoon City Subway Station which had a second story platform while the right side has a high fence that extends two stories up. This prevents lower knockouts. In between are two buildings; one with three story platforms. In addition, in the background is a donut shop which stands behind a fence. There is also a barricade fence put up in front of the subway station entrance/exit.

Zombies will periodically flood onto the stage and they appear at three different points. The first is from the subway stairwell, another from the donut shop, and the third from the right border fence. If enough zombies congregate to the fence, they will break it down and charge across the stage. They are fairly weak though and several attacks will incapacitate them. The first two entry points will have no effect on the match if broken down but the third will allow low knockback to enter the blast zone. They will erect back up in about 20 seconds after being torn down and then reset.

Several cameos do appear such as Carlos who will appear near the Subway Entrance and eliminate several zombies that enter the stage. If you successful taunt nearby to him, he will also attack nearby opponents. Nemesis will also appear which renders him unsummonable as a Boss Sphere. He behaves much like his Boss Battles in Classic Mode, Smash Dungeon, and Wishing Stars.

Hakurei Shrine
Touhou Project
The Hakurei Shrine is an important location in the touhou franchise.

The main platform is a large pillar slightly larger than Kalos pokemon league and on the platform is the Shrine building where the
dozens of cameos will be, you can stand on the roof of the shrine and there are 2 other trees that you can stand on. Fairies will fly in the background and sometimes on stage to deliver food

With hazards on occasionally one of the Characters will activate a spell card and many projectiles will be fire down onto the stage depending
on the Spell card.

The characters that could activate a spell card are:
-Yukari
-Flandre
-Sakuya
-Junko
-Marisa
-Utsuho
(They still stand in the background with the rest but sometimes they do the spellcard thing)

The Rest of the Cameos are:
-Youmu
-Alice
-The Prismriver Sisters
-Reisen
-Cirno
-Sanae
-Aya
-Koishi
-Patchouli
-Nitori
-Remilia
-Eirin
-Saki
-Momiji
-Suwako
-Tenshi
-Suika
-Yuyuko
-Wriggle Nightbug
-Wakasagihime
-Hong Meiling
-Fujiwara no Mokou
-Clownpiece
-Kanako

Six cameos can appear on the stage, one of them being a Spell card character

The Spell card effects are this:
Shikigami "Ran Yakumo": Yukari appears above the Shrine and Ran Yakumo jumps from platform to platform sending projectiles downwards, You can KO Ran to end it early but if you touch her while she is jumping you will take damage.

Taboo "Lävatein": Flandre appears in the middle of the Stage and a Large beam emits from Flandre and circles around the stage, You can KO Flandre to end it early

Illusion World "The World": Sakuya Stands on the Shrine platform and Time slows as Projectiles slowly spawn and fire at the fighters You can KO Sakuya

"Simple Danmaku for Cornering a Trapped Rat": Junko Hovers above the Shrine and sends rows of Homing Projectiles onto the fighters You can KO Junko

Love Sign "Master Spark": Marisa flies above the Stage and Shoots a large beam into the middle ofthe stage and Star shaped projectiles also fire randomly around the stage You can KO Marisa

Atomic Fire "Uncontainable Nuclear Reaction": Utsuho stands on the Middle Platform a Siren plays and 4 Massive Projeciles are fired from Utusho and smaller homing projectiles are fired from the larger projectiles.

Omega and final destination versions keep the exact same background just the pillar is smaller.

House

Plant vs Zombies
The stage remains relatively the same throughout each area but retains the idea brought up by Addy …

The stage layout would be a completely flat walk-off stage that rips its layout straight from PvZ but in 3D to fit the Smash style. There's a catch though, just like King of Fighters Stadium. You must get blasted through an invisible wall except the difference between this and KoF Stadium is that you can only be blasted through the left.
There are five areas:
  1. Lawn (Day)
  2. Lawn (Night)
  3. Pool (Day)
  4. Pool (Fog)
  5. Roof
Each area is randomized but, as mentioned, it can be selected via button input at the stage select screen. In addition, while we did include the Zombie Horde as an Assist Trophy, due to limitations, the assist trophy will not be accessible on this stage as the Zombie Horde is a stage hazard/gimmick. I didn’t consider the ones that were brought up in each submission so I will be adding these also to the Assist Trophy. This stage also has an unique aspect where, if Crazy Dave is selected and playable, then the Plants won’t appear as cameos. This is in order to help players be less confused during battle.

Celeste Mountain
Celeste
The stage itself would be a chunk of earth jutting into the foreground from the mountain, which would thus appear in the background taking up the right side of the screen. The main platform would be about the same side as Battlefield's, and there would be two smaller platforms above it, each slightly tilted.

If hazards are on, occasionally the screen will shake a little. When this happens, a cluster of blue crystal spikes will fall from above and land on the main platform (passing through any smaller ones) and linger there for a moment. They can land on any spot across the platform except for directly on/a short distance from the ledge.

Occasionally, you can see a bird flying through the background. Once per match, you can see Madeline climbing the mountain in the background. Upon landing on a small, safe outcropping, she'll briefly cheer on the battle before resuming her climb.

Twitter
Twitter
The stage is very reminiscent of the stage Miiverse but has a light-blue theme and the background has Larry the Bird symbols behind it. Throughout the battle, hashtags and tweets from the player’s linked Twitter account appears in tweet bubbles. This also includes tweets, mentions, and replies by the player’s friends. The stage has a built-in censor that doesn’t feature inappropriate, offensive, and dangerous content as well as images and videos.

The Underworld
Hades
Part of the "In the Name of Hades Bundle" DLC
This stage take place cycling through areas like a typical run of Hades - always beginning in the House of Hades, where Hades, Hypnos, Dusa, Orpheus, and Nyx appear in the background as cameos, as well as faceless Shades, who also appear in every other area, matching the general color of the area they are found in.

Every 35 seconds, the stage will transition to one of the five random neutral layout options it has, with each layout randomly picked but the location the background takes place in always going in the same order (with one exception). The order will always be Tartarus > Asphodel > Elysium > Temple of Styx > House of Hades; though there is a 10% chance that a portal on the ground will be in the middle of any of this stage's layouts except the House of Hades, which, while it is purely visual and does not interact with the fighters in anyway way, does signify the next location will be the Primordial Void, before rotating back through the cycle. The Primordial Void only appears once per cycle, and uses the same layout as either the next or previous layout in the cycle; randomly determined.

Please note the attached images are just to showcase the visual style of each area of the game.

Tartarus (structured in a dungeon-like fashion) features cameo appearances from Sisyphus, pushing a boulder up a hill in the background, and Megaera, who watches him do so.

1639507405508.png


Asphodel (a fairly open area structured primarily as rocky outcroppings in a river of lava) features cameos by Lernie the Bone Hydra, whose heads pop up out of the river of lava, and Charon, who merely oars his boat past, eerily watching the fight as he does.

1639507363979.png


Elysium (structured as beautiful fields with lots of flora and occasional spiritual fauna) features three cameos, Thanatos, who watches the fight from the Background, as well as Theseus and Asterius, who spar in the background. The Elysian Colosseum also appears in the background, far off in the distance, past the fields.

1639507517285.png


The Temple of Styx (structured as... well, a temple which the river Styx runs through) features two cameos - Cerberus, guarding the exit of the Underworld in the background, and Charon once again - having set up his final shop here.

1639507685227.png


The Primordial Void (structured as numerous bases with columns floating amist endless darkness) features a cameo, though only for about five seconds while during your visit - a massive, translucent image of Chaos will appear briefly, utilizing his sprite from the game.

1639507842570.png



These are the layouts the locations will switch between (Or at least approximations of them). Each layout has a different visual flair for the platforms for each of the six locations, though it's purely visual.

1639508328464.png



- Tartarus platforms seem to be made of rough stone.
- Asphodel platforms seem to be made of wood and bone.
- Elysium platforms seem to be made of vines.
- Temple of Styx platforms seem to be made of polished stone.
- House of Hades platforms seem to be made of polished stone and have red carpeting on them.
- Primordial Chaos platforms seem to be made of rough stone, the kind seen on the floor you walk on in the game.

Mappy
Pac-Man
Apart of "Downloadable Stage Bundle #1"
This is a new Pac-Man series stage. It is semi-retro-styled in that all the textures are 2D images ripped from the game, but the background has a epilepsy-friendly, dimmed-to-prevent-distraction police lights blur with the light reflecting onto the sprites and fighters. The roof of the house is present, but unlike in the game it is only in the background and can't cover players or be walked inside.

000932E5-129A-49D1-8716-25A5B79E67F0.jpeg

The black squares are hard platforms, the green squares are trampolines, the yellow squares are soft platforms, and the red squares are item spawn points - why this is important we'll get back to later. Doors are absent as a mechanic, but permanently-opened doors appear in random locations in the background when the match starts. Mewkies don't appear, but Goro does, which we'll also get back to.

Trampolines can be jumped on - they begin green and shift colours like Pac-Man's Up B before breaking, they'll respawn a bit after breaking. If a trampoline breaks upon jumping on it, you will be instantly KO'd with a semi-unique animation of your character spinning (knocked back pose spins, then lying unconcious pose in its regular positioning, explode) and the Mappy death sound - if they're KO'd on their final stock or as a match-ender, the last few notes of the Mappy game over theme will play. Said sounds are only for the trampoline

Items will always spawn in the exact same locations simultaniously - excluding containers and item spawning moves, there will usually only be 7 items on screen at a time, no more, no less. Every "wave" of items also brings along Goro - every time you pick up or use a naturally spawned item there's a 1 in 7 chance Goro will appear and grant you a major stat boost. Every item wave is gauranteed to have one Goro, no more, no less.

50461306-03A9-441A-B891-EC9B86CC5BAA.jpeg


If items are off or only items that spawn in small quantities are on, the treasures from Mappy spawn instead, with no functionality beyond the Goro hunt.

Multi-part items are disabled on this stage, and the Smash Ball does not apply to this stage's item rules

I don't know if you can tell, but this is a stage idea I've had in mind for a long while, like I've been conceptualising how to adapt this game to a stage since I was a kid.
Winter Sports Events
Mario/Sonic the Hedgehog
Apart of "Downloadable Stage Bundle #1"
The Olympic Winter Games Stage is based on Mario & Sonic At The Olympic Winter Games, The Stage is a transition one that sends players to different areas based on the events appearing in the game.

Overview: The Main Platform will show the view of the entire Sports Event from above the sky while some balloons float in the air(the balloons are based on the ones shown in the image), as the platform travels around the stage you can see the crowd on different bleachers(toads, shy guys, flicky's, etc.) cheering for the events going on. Various Characters(Minus the playable smash fighters) in the original game participate in the events, However the flags of the playable characters in the original game are still used.

When selecting the stage, the weather will change such as clouds covering the sky with a bit of snow raining down, a small snowstorm brewing, or just a simple sunny day. this is something that happens in the original game(at least the DS version from what i remember) so it makes a lot of sense & brings in some more stages with changes to the environment.

Like all transitions stages, the platform will slowly make a drop to a random location and after a while it'll raise back up in the air again.


1652667287527.png

Alpine Skiing Downhill-The Platform lands on the middle of the Skiing Course nothing really happens except for one of the players skiing down the hill, if the skier gets attacked or crashes into one of the opponents then the crowd will start freaking out which will cause the platform to move back into the air.
The Player gets hit by the skier they are dealt with 10% damage.


1652667106532.png

Snowboard Cross-The Platform will land on the Goal Sign, it is build to be much bigger with the top thicken to be thin & to work as a platform for the fighters.


1652667202474.png

Bobsleigh-The Platform will land in the middle of the crowd while also being close to one of the slopes which acts as a hazard. a bobsleigh ridin' by four characters will come slidding at maximum speed any player getting caught will deal 54% damage.


1652667253182.png

Ice Hockey-The Platform will move into a colisseum and set itself on the middle of the air where the crowd is, meanwhile in the background, plenty of characters are playing Hockey normally tackling other opponents & firing the puck to the goal, on rare occasions they'll miss & sometimes the hockey puck will fly to the air and hit one of the opponents, this will cause them to deal with 5% damage.

All Characters who appear in each events
  • Metal Sonic-Alpine Skiing Downhill
  • Dry Bones, Toad, Jet, & Silver-Snowboard Cross
  • Dry Bowser, Toadette, Omega, & Zavok-Bobsleigh
  • Petey Piranha, Vector, Birdo, & Shadow-Ice Hockey

Courtroom
Ace Attorney
Part of the "A Smashing Turnabout Bundle" DLC
This is the base appearance of the stage. It is a flat walk off with the spectator bench acting as giant walls. With enough damage, these walls can be broken although the walls do not reach up to the ceiling and more so halfway up the screen. The stage has a couple of cameos though. Apollo Justice and Klavier Gavin can be seen in a trial defending a random Smash Bros. character not currently in the match while the Judge oversees.


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These characters are chosen to take part in the trial if Phoenix is currently fighting on the stage. If Phoenix isn't in the match currently however, he will be duking it out with his own rival, Miles Edgeworth.


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With hazards on, every stage will have the same stage hazard. Some of the characters may shout OBJECTION! These speech bubble can hurt any player in its range and will launch them away. And now for the alternate looks,

Ace Attorney: Dual Destinies




This variation of the courtroom comes from Dual Destinies where an explosive detonated completely demolishing it. In this version of Courtroom, there are no walls blocking half each side. However, rubble is scattered across the floor making the ground uneven. The two characters on trial are Athena Cykes and Simon Blackquill with his pet bird Taka.


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Ace Attorney: Spirit of Justice


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This layout resembles the courtroom of the Kingdom of Khura'in, a faraway country in the world of Ace Attorney. This version is similar to the Mishima Dojo stage in that a mystical barrier coats the entirety of both sides of the stage meaning that it will be need to be broken before a character can be KO'd and once it is broken, it stays broken permanently. Apollo Justice returns as well as his new rival, Nahyuta Sahdmadi.


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The Great Ace Attorney


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The final layout is from The Great Ace Attorney taking place 100 years into the past focusing on the adventures of Naruhodo Ryunosuke, Phoenix Wright's ancestor. Specifically, this courtroom is one inside the Old Bailey in Great Britain. The layout is identical to that of the base version although the blastzone is a bit wider. Ryunosuke will be presiding this trial from the past against his rival, Barok van Zieks.


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Omega/Battlefield

The Omega and Battlefield stage variants will take the appearance of the Ace Attorney Trilogy courtroom appearance with the trial happening in the background and the stage basing its appearance of the legal counsel benches.

Grand Imperial Theatre
Sakura Wars
Part of the "Imperial Smash Revenue Bundle" DLC
The home base of the Imperial Flower Division, located in Tokyo, not only does it act as a playhouse where Tokyo's citizens can come and relax to watch a show, but also hides the Flower Division's Koubu in it's basement for deployment; there's also protective walls to keep it safe during an attack. The stage takes place on the stage in the main theatre, with the blast zones obscured behind it's curtains. The stage is completely flat - but every thirty seconds the curtains will close and obscure the stage for about six seconds, then reveal a backdrop change - complete with the addition of platforms as part of the decor. There are four sets - a forest-themed backdrop with platforms on the top right and bottom left, the right on a tree's branch and the other on a rock. The second, a winter wonderland themed backdrop contains two snowflake-themed platforms perfectly symmetrical on the right and left. The third, a pagoda backdrop during the fall, has only one singular long platform on it, and the last, a garden with cherry blossom trees, has three platforms, in a Battlefield-formation, each on a branch of a different tree.

Sumire, Iris,Kohran Li, Maria, or Kanna can cameo when it's on the neutral set, though will leave when it transitions. The neutral set is the only time the room is lit normally, as when the performance begins, only spotlights will light it and the rest of the theatre will be dark.

But that's not all! The stage has three other variations; though the actual performance backgrounds don't change.

Le Chattes Noires
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The stage will be lit by more neon lights than traditional lights, and features cameos from Erica, Lobelia, Glycine, Hanabi, and Coquelicot. They follow the same rules as the original Flower Division.

Little Lip Theater


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This stage looks more modern than the other two, though it's floor is still made of wood; and features cameos from Shinjiro Taiga (as Peppermint), Gemini, Rikaritta, Diana, Subaru, and Sagitta. They follow the same rules as the original Flower Division.

Grand Imperial Theatre (Modern)
Functionally identical to the original, though the stage looks slightly more worn and the lights are slightly dimmer. Features cameos from Seijuro Kamiyama, Sakura Amamiya (who has a special animation, freaking out if Sakura Shinguji is in the match, as she idolizes her), Hatsuho, Azami, Anastasia, and Clarissa.

The main theme of each game (Declaration! Imperial Floral Assault Troop for the original, Under the Imperial Flag for Le Chattes Noires, Earth Warriors for Little Lip Theater, and Declaration! Imperial Floral Assault Group (-Shinsou-) for the modern version) will automatically choose that version of the stage when playing, though any other theme is fair game for any variant of the stage.

The Omega and Battlefield variations also appear as the main stage, though in front of the curtains and with an obvious layout change.
Aperture Smash Chamber
Portal
Apart of the "DLC Stage Bundle #2"
That's right. GLaDOS was so excited to collect data of fighters from across the multiverse that she constructed an entire testing chamber just for them!

This stage takes place inside the Aperture Science Enrichment Center, the main location of the Portal series of first-person puzzle games. It's a part of the facility which is still being constructed by the central core of Aperture, GLaDOS, before the match has even begun! The layout is finished by the time the announcer declares "GO!", but the background is still having tiles put into place and whatnot. GLaDOS can be seen in the background at the center of the square chamber, as well as the Aperture Laboratories logo - but instead of a design resembling a camera lens, it has a Smash Ball design to the left of it. You can also see an exit, but there is no way to get to it at the moment...apparently GLaDOS plans on the fighters being here for quite a while. There's lots of testing materials in the background as well, including Hard-Light Bridges, Reflection Cubes, Lasers, Aerial Faith Plates (with cubes flying between them occasionally), and buttons. It seems a little disorganized, and throughout the match GLaDOS will multitask between trying to keep the appearance up by using clawed hands and removing unwanted testing materials, and controlling the stage. Speaking of which...

(TL;DR appearance is an unfinished testing facility with a Smash logo and a big ol robot in the middle)


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The bulk of Aperture Smash Chamber is a long, flat stage the size of Kalos with two walls on each side, each with a portal that leads to the other. There are two tubes protruding from above which will drop testing materials at certain times, with GLaDOS saying something along the lines of, "Try this test on for size" or "I would share with you the percentage of subjects who were able to outsmart this one, but I fear it would discourage you from proceeding any further." For example, a Companion Cube might fall from one, and the players are tasked with attacking it so that it lands on the button. Or another example, you might have to take down a few turrets that drop in from both sides (yes, they're just as much of a pushover (literally) as in Portal). If you succeed in your trial, a chocolate cake falls down from the pillar closest to the player who solved the puzzle - hooray! "There's plenty more where that came from...if you're willing to, shall we say, turn up the heat a bit," GLaDOS remarks as the healing item (10%) drops down. The tests will become increasingly difficult, as GLaDOS may change the layout slightly by adding solid walls in undesirable locations, bringing in a Hard-Light Bridge from the background into the foreground, creating a temporary soft platform, or spawning a laser which must be avoided at all costs, as it will deal 1% every few frames it is touched. The portals on the sides of the walls work exactly like Ultimate's Stage Builder portals, except they do not have a cooldown period.

TL;DR GLaDOS makes you do Warioware-like puzzles, if you do you get cake that heals you, portals on each side.


If a fighter gets KO'd by lasers or turret fire (which instakill opponents who have been dealt 100% or more), they will receive a custom insult from GLaDOS - such rude remarks are a key part of Portal's story and gameplay. I don't know any we could have offhand, though the submissions (if this stage were to win) would be similar to how it works for Codec Calls, Palutena's Guidance, etc. This is something that would be absolutely necessary in a Portal stage IMO, along with the series' signature mechanic.

As for reasons of inclusion, Portal is a really huge game, but neither of its main characters really work from a fighting game standpoint (one is kinda generic and has the potential of being too OP/not well designed, the other one literally cannot function like a fighter due to her nature as a central command AI). Portal is absolutely deserving of representation though, and I would argue that a stage represents it better than a fighter (since Portal doesn't really focus on the characters as much as it does the environments around them). Also, it would be a crime for this game to call itself "Infinite" and not have Still Alive OR Want You Gone (spoiler warnings on those songs BTW). Portal has a bunch more great songs as well (especially from the second game) and we could also technically include some Half-Life content since they share a universe. Overall, Portal is a part of gaming history that warrants a place in Smash, and a think a stage is the best way to go about that.

Digital Monster LCD
Digimon
Apart of the "Smash is the Champions Bundle" DLC
Similar to Flat Zone, this walk-off stage takes place on an LCD device, which kick-started the entire franchise. The main gimmick of this stage? Why that's simple: raise a Digimon! In the background is a large egg that stays static until a minute later, where it hatches into an LCD Digimon, which is any Rookie Digimon instead of Agumon because, well, he's already playable. Halfway through that, however, icons will fall from the top of the stage in abundance that fighters must collect within another minute.

Meat: Used to feed LCD Digimon. This is used to win the favor of LCD Digimon, turning it into an ally.
Weight: Used to train LCD Digimon. Each weight increases LCD Digimon's attack by 0.1x. So 5 Weights means it deals 1.5x damage.
Lightbulb: Use to make LCD Digimon relax. This makes it faster with each Lightbulb collected.

After LCD Digimon hatches, the fighter with the most meat will gain it's favor and become a Flying Man-style ally. In the event of a tie, LCD Digimon will favor the fighter with the advantage in damage and stocks. If no meat is collected, LCD Digimon will die and the egg will respawn after 15 seconds.

While recruited, LCD Digimon will either do a physical attack that does a base damage of 8%, or a special attack that does a base damage of 10%. LCD Digimon also has an HP stat of 30 HP. Occasionally, Bandage icons will fall from the screen. If LCD Digimon's Tamer collects it, they will heal it for a quarter of it's max HP.

And to top it all off, each battle has a different color for the device this stage takes place on, which are displayed in this picture below. How each color is determined is based on the music that's playing at the moment.

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The May Ship
Guilty Gear
Apart of the "Smell of the Game" Bundle
The Mayship is a flat walk-off stage based on the Jellyfish Skyarium from STRivE that is close in function to King of Fighters Stadium’s walls. The difference being that the KO part only activates if the foe is above 100%. Beneath that, when the wall breaks from knockback, the foe transitions to another platform on the stage entirely and the person who initiated it gains a 1.2x attack bonus.
Furthermore, it has a unique aesthetic similar to Boxing Ring: everybody will be cel-shaded and animated at a lower frame rate, mimicking the modern Guilty Gear titles. As for cameos, they will consist of several popular characters, scattered across the entire stage:
  • Ky Kiske
  • Leo Whitefang
  • Sin Kiske
  • Dizzy
  • Testament
  • Baiken
  • Millia Rage
  • Faust
  • Potemkin
  • May
  • Johnny
  • Jack-O'
  • Goldlewis Dickenson
  • Nagoriyuki
  • Dizzy
  • Jam Kuradoberi
  • Slayer
  • Bedman
  • Axl Low

Sandersons' House
Chibi-Robo
Apart of the "DLC Stage Bundle #3"
The setting of the original Chibi Robo on Gamecube, this stage would be a traveling stage that would travel through the various rooms of the house, such as the Living Room, Bedroom, Foyer, etc. The game's colorful cast of characters will appear in the background, alongside Chibi himself.

Croft Manor Catacombs
Tomb Raider
Apart of the "One Woman Army Bundle" DLC
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Black - hard platform
Blue - destructible platform
Red - soft platform
Yellow - movement

You start off in Croft Manor. The left and right sides of the stage are stairs; the blue platform is a chandelier; and the red platforms are a floor upwards. Being stood on gives the chandielier a bit of damage, as does being attacked. Once the chandelier is destroyed, it crashes down and creates a tunnel where it lands. The stage begins to scroll downwards and eventually reaches the tomb below

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Green - the size of Croft Manor for comparison, also where the hole will be located.
Orange - spike traps
Purple - trap doors
Grey - damaging lava

The spike traps are generally static, but when foes are detected beneath or between them they will slowly crash down, KOing instantly. The purple trap doors are similar - if more than 2 players are near one at a time they'll collapse, turning into a wall. The lava functions the same as TGCO danger zones, KOing instantly at high damage

Slowly, one by one, geysers of lava will come out from below and destroy portions of the stage, making there less space to move, more ways to ringout, and less hazards. The last part remaining will always be the crystal upside down triangle rock at the top, which will then fly back up to Croft Manor, which (not counting for Stage Morph) remains in its default state for the rest of the match with an undestructible chandilier

There is only one cameo: Winston Jeeves, once the fighters have escaped the tomb and returned to Croft Manor, he will be waiting for them.


The Omega form takes place in the manor, but the Battlefield form takes place in the tomb

Kagatsuchi
BlazBlue
Apart of the "DLC Stage Bundle #4"
One of the main places of the BlazBlue series and where most of the important stages are, we will move between stage and stage using an invisible platform that resembles the character's crest (particulary the one of Rachel Alucard).

Sure, this is supposed to be before Sol but I think that's the reason why this would be somewhat funny, since that would make the Sol's appearence more impressive since most people would assume "if they wanted to include something of ArcSys they would include this stage alongside them". Almost all the locations has the regular flat layout. There is a day-night rotation in all the stages with sky. In Battlefield/Omega we will always be in the transparent magic platform but a little modified to be able to host the entire fight instead of just moving the players to each part of the stage, the background is looked in Altar/Adventus.

1st Location - Monorail
We will start in the Monorail since is Ragna's home stage in Calamity Trigger, sometimes the train will pass and will damage the characters near the rails. Naoto Kurogane and Es will appear here sometimes.


2nd Location - Kagutsuchi's Port
We will move to the Kagutsuchi's Port, this stage was the home stage of Ragna, Noel, Carl Clover and Hazama in Continuum Shift. Carl Clover, Noel, Tsubaki Yayoi, Mai Natsume and Kagura will appear has cameos.


3rd Location A - Oriental Town
A stage with chinese motifs, it was the home stage of Tager and Litchi Faye Ling in some games. There is a 50% chances that this stage appears during the loop. With a 100% of chances if in the last loop the stage was the Ronin District. Litchi Faye Ling, Arakune and the rest of the Sector 7 team (Tager, Kokonoe, Bullet and Lambda-11) will appear has cameos.


3rd Location B - Ronin District
A stage with japanese motifs, the most knowed character that use this stage has his home is Bang Shishigami. There is a 50% chances that this stage appears during the loop. With a 100% of chances if in the last loop the stage was the Oriental Town. The proper Bang and Amane will be see here.


4th Location - Bascule
A bridge that connects the capital with the rest of the city, it best knowed has the stage of Platinum the Trinity in some games even if Tager also used it. A dog will bark sometimes too. Platinum, Taokaka and Makoto will be cameos here.



Final Location - Altar/Adventus
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An important place that was the center of attention of various parts of the story, most noticeable Continuum Shift., sometimes the Altar will morph into Adventus that has the same layout. In this stage we will see Ragna with his brothers Jin and Noel (in her Mu-12 appearence) fighting Hazama, but if Adventus is active the battle instead will be Ragna and Hakumen versus Yuuki Terumi.

Bonus - BLUE
BLUE would appear during the transition of the loop, it's only the background tho.



Tower of Salvation
Tales of Symphonia
Apart of the "Tales of Smash Bundle" DLC
Probably the most iconic location in the entire game, where the Eternal Sword rests and where the party battles Mithos Yggdrassil. The stage takes place at a bit of an odd angle, with the left half being on the bottom platform where the sword would rest, and the right half being the platform behind it.
Colette, Raine, Genis, and Kratos make cameo appearances in the background. While not exactly canon, the Teth'ella team will also appear with Sheena, Regal, Zelos, and Presea appearing in the background instead of the Sylvarant team. On occasion, Mythos will appear in adult form and then transforms into his original, child like form. He will hover above the stage and make threatening gestures but won't intervene.

Forest Maze
Super Mario RPG
Apart of the "Beware of the Forest's Mushrooms Bundle" DLC
Forest Maze is one of locations from 1996 SNES/Super Famicom game Super Mario RPG: Legend of seven stars and it's a labyrinth full of trees and underground passages that were found in this area. The underground passages in Forest Maze are accessed by walking down tree stumps as well as some regular forested areas. The main part of this place is full amount of unlimited enemies that spawn on your road.
This place is known for Bowyer's (Smithy's lieutenant) attacks on the forest and Rose Town (it's a town that is adjacent to forest maze) while shooting Aeros at the the town. When Geno showed up at the Forest maze (Mallow and Mario were spying on Bowyer), he fought Bowyer alongside Mallow and Mario and because of that Geno joined their team.
Layout:
Ok, so the layout of the Forest Maze stage for smash will be similar to Super Smash Bros Crusades's stage, but there are different details that would stand out from the SSBC counterpart. So let's get into layout, shall we?
The layout of the stage would
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  • Black: Solid Platform
  • Black lines: Tunnel entrance (The trunk one would be soft platform)
  • White boxes with brown outlines: Enemy spawn
  • Yellow: Soft platform
The stage would be medium-large walk-off stage that has a hill with a tunnel inside passing through the hill that also leads to a stump upwards. The stage has 4 soft platforms: One in underground portion and 3 outside of it (1 above the stump and 2 on edges of the both cliffs).
The hazard of the stage are enemies that spawn on the stage. Most of them are Goombas that try to attack the players (They act like in Smash Dungeon). You can defeat the Goombas with your attacks easily.
(It would be reference to the main point, where enemies endlessly spawn on this area)
If you turn-off the hazard, the enemies won't gonna appear here, making it for casual players.
The cameos on the stage in background are:
  • Mallow (Appears on right side of the trunk)
  • King Smithy/Smithy (Appears on left side of the tunnel)
  • Axem Rangers (Appear in underground portion)
  • Culex (He appears over the stage in background)
  • Bowyer (He occasionally shoot Areos on stage that don't deal any damage)
  • Gaz (Appears on left side of trunk)
  • Belome (Appears on right side of the tunnel)
The cameos often walk around or stay on stage. They taunt by doing their poses when opponent random is defeated.
As for Battlefield and Final Destination forms, they would have the same layout as other FD and BF forms. Only difference is that they have textures based on the stage itself. The cameo list on this stage is reduced to 4.

Airship
Final Fantasy
Apart of the "DLC Stage Bundle #5"
The airship is an iconic vehicle of the FF franchise, it appeared in almost all games in a way or other, sometimes with the appearence of a wooden boat with helicopters, other times with more mechanical looks, here we will use the first appearence of the airship (the image comes from FF3 tho).

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This will be a simple stage, you will fight in the main deck of the ship bein able to fall of one of the two extremes, behind use we will see the minimap of Final Fantasy 1. When the stage is used in Battlefield/Omega mode the stage will be more or less the same, just that the airship will be replaced with a "compressed" version of the same in the typical form of a floating stage.

Tobruk Crater
Ratchet and Clank
Apart of the "Rifting Togther Bundle" DLC
One of the early levels of Ratchet and Clank, as well as its 2016 reimagining. The fight takes place on the rooftops of the buildings and the ground in a walk-off stage. The buildings are of various sizes as well. Occasionally, crates will fall onto the stage that not only serve as extra platforms, but also as breakable constructs where fighters can collect bolts. Bolts are used at Gadgetron terminals where you can purchase shooting items to use to your advantage. Because of this, shooting item spawns are turned off when selecting this stage. Bolts can also be obtained by dealing damage to and KO'ing other Fighters. After some time has passed, blargh saucers working for Drek Inustries begin to combard the planet. The starfighters will occassionally fire blasters at fighters which does moderate damage but a warning sign will appear as well as a targeting sight on the ground to alert players. The stray shots may hit buildings which causes it to crumble. After further duration of time passes, the sky will begin to darken and turn red while the starfighters vanish. Suddenly, in the distance, a bright light appears with a a bright red energy blast piercing the sky and causing a massive explosion which triggers a stage transition. The planet, Novalis, explodes causing the stage to change dramatically. It consists of four floating rock platforms that hover in the air and will occassionally float up and down slightly.
In the background is the Drek spaceship with their starfighters in the background. Despite it being space, there is still gravity but it is more reduced than before causing fighters to be a tad bit floating. Space debris will pass by slowly which can cause collisions but won't do damage. Rather, it will just push players away. That being said, the stage will reform itself after some time as it passes through a rift from Rift Apart and resets itself.