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This thread is currently a work in progress. It will remain locked until development starts. I will be migrating information from the Smash Infinite thread to here.
Super Smash Bros. Infinite was developed between 2020 and 2022 with a team of dedicated developers. The end result was 26 base newcomers with 23 downloadable characters thus totaling 49 total characters. This was quite the endeavor but one that was pulled off thanks to the determination and dedication of the development team which saw the project from beginning to end. Aside from characters, over 30 new stages were included along with plenty of new items, pokeballs, assist trophies, as well as bosses and the ability to summon them into battle. Finally, Infinite saw the greatest increase of Spirits and Music added with the total playtime of the Infinite soundtrack lasting 30+ hours.
Now, a new dawn is rising on Infinite, and, with a launch of a brand new Nintendo system, a new and unexplored region of Smash is about to be unveiled...
Project Phoenix is the codename for the upcoming port of Super Smash Bros. Infinite which will be adding additional content to add to the Infinite experience while also bringing all of the launch and downloadable content into one package for one amazing value. Below, you will find new content included in Project Phoenix followed by a separate post that contains lists of information about what was included in Super Smash Bros. Infinite and its DLC seasons; all of which will be included in Project Phoenix.















































Stages
Note: All new tracks are from Tears of the Kingdom.
All songs are from Pikmin 4
Advance Wars
All songs are from Advanced Wars 1 + 2 Re-Boot Camp
All tracks are from Splatoon 3.
Super Smash Bros. Infinite was developed between 2020 and 2022 with a team of dedicated developers. The end result was 26 base newcomers with 23 downloadable characters thus totaling 49 total characters. This was quite the endeavor but one that was pulled off thanks to the determination and dedication of the development team which saw the project from beginning to end. Aside from characters, over 30 new stages were included along with plenty of new items, pokeballs, assist trophies, as well as bosses and the ability to summon them into battle. Finally, Infinite saw the greatest increase of Spirits and Music added with the total playtime of the Infinite soundtrack lasting 30+ hours.
Now, a new dawn is rising on Infinite, and, with a launch of a brand new Nintendo system, a new and unexplored region of Smash is about to be unveiled...






Project Phoenix is the codename for the upcoming port of Super Smash Bros. Infinite which will be adding additional content to add to the Infinite experience while also bringing all of the launch and downloadable content into one package for one amazing value. Below, you will find new content included in Project Phoenix followed by a separate post that contains lists of information about what was included in Super Smash Bros. Infinite and its DLC seasons; all of which will be included in Project Phoenix.
The Roster of Super Smash Bros. Infinite Beyond
Please click on a character to be taken to their information page
Please click on a character to be taken to their information page

















































Characters
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![]() #119. Master Hand Super Smash Bros. ![]() | Neutral Special: Finger Bullet A chargeable, aimable projectile stance. Master Hand can aim up or down before firing a burst of 3 shots from his fingers. Each bullet deals 5% and has medium-low knockback, and travels very quickly, too. Side Special: Slap Master Hand will reel back and then launch himself half the distance of FD while slapping the opponents. It does more damage to opponents who get hit with the slap at the tail-end of the attack with more launch. Up Special: Airplane This differs from the original one as it will work in a manner similar to Fire Fox but has more directional movement like Mach Tornado. Master Hand still does the Devil Horns as he moves with the two tips of the fingers having more damage output than the rest. The backside of the "exhaust" can deal collateral fire damage. Down Special: Finger Beam Master Hand shoots out four blue lasers from each fingertip. The attack deal 6% per laser. The pattern is random each time which makes it unpredictable but also not reliable. It will shock and then juggle the opponents caught in it. If any characters are fully caught in it during the 5 minutes of animation, they will be launched. Like many MH attacks, there is enhanced superarmor to them but no damage reduction. It has a cooldown. Final Smash: Master Core Master Hand will be engulfed by darkness and then transforms into:
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Kirby Hat
The Puppeteer Splash Tagline
Alternate Colors
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Neutral Special: Manual Shot Tapping the special button allows Saki to fire a shot straight in front of him, which isn't aimed in any way. It functions similarly to Fox's neutral special in that it's a low-powered projectile that deals no knockback - though Saki's has some differences. Firstly, Saki's Manual Shot doesn't diminish in attack power with distance - having a flat 2.2% damage rate regardless of where you fire it from. It also has a slightly faster rate of fire than Fox's if you repeatedly tap the button. This form of the neutral special is pretty unique in that it's low in lag, allowing it to be used as a decent walling tool for pressure. Not only this - but if you hold down whilst repeatedly tapping neutral special in the air, you'll be able to shoot downward at a 45 degree angle. Simply stop tapping the special button, and you'll be able to use your down special should you wish to. I should also note that the move is chargeable, though this charge is really quick - only around 30 frames. Holding down the special button until a visual flash from the muzzle acts as an indicator allows you to fire a version of the move with very slightly increased power (around 4.2%) as well as making an opponent flinch, though this comes at the cost of being a little laggier overall, and not being as easy to quickly fire off (even though it does fire automatically when at full charge.) Again, if airborne and holding down after starting the charge, you can fire downward at a 45 degree angle. This specific function of the attack is in reference to the ability to charge your projectile attacks in Star Successor, though keeping Saki feeling quick and adaptable overall and not getting in the way. Side Special: Lock-on-Shot Inputting side special has Saki ready the Dolphin Gun in front of him. When in this state, the closest opponent within a certain range in front of him (around half of Battlefield) gets a reticule over them, and Saki fires a single projectile at them. The Lock-On Shot is a little more powerful than his uncharged Manual Shot due to its more deliberate nature, dealing 3.2% damage and making an opponent flinch. However, the animation itself is a little slower, and it's not as spammable due to needing to lock onto an opponent each time it's used. Not only this, but it has a very slight recoil when used whilst airborne - as well as looking very slightly different. I should note that the range itself has similarities to Palutena's Autoreticule in that it's more akin to a "cone" outward, preventing him from simply firing at opponents over him - though, the cone is a little wider and allows for wider coverage as a result. Up Special: Dolphin Burst Based loosely on Isa Jo's hover-backpack in Star Successor, Saki instead has a small burst of energy from the Dolphin Gun which allows him to move upward at a diagonal angle. During this angle, Saki draws his Dolphin Gun and uses the blade function to multi-hit opponents that it contacts, dragging them along before a final (optional) slash at the end can knock them away - working a little like Shulk's Air Slash in that you can activate it with another tap of the special button. You can influence your direction a little by holding forward-up for more horizontal but less vertical motion, or backward-up for more vertical but less horizontal motion - though, be careful, as using this move will leave you helpless until you either touch the ground, get hit, or get killed. Compared to some other moves out there, its range isn't the best in the world - but it's functional as Saki's only real recovery option, and can work as a kill move in certain circumstances. Down Special: Evasive Manuevers When inputted on its own, Saki will apparently spot-dodge, albeit with his Dolphin Gun drawn. Then, right after spot-dodging, he'll quickly fire out a charged Manual Shot with significantly lower starting lag than it'd otherwise have, to the point where it's likely to be safe on most attacks. You can also hold down-back to dodge-roll backward before canceling into the shot - or hold down-forward to dodge-roll forward, turning you around if the closest opponent is now behind you, and then letting you fire. In the air, you'll spot-dodge no matter what - sorry, no directional air-dodge here. Note, however, that repeatedly using the move will increase its startlag over time, similarly to how actual dodges work (and to prevent it from becoming a method of obliterating the usefulness of neutral special altogether.) The move's unique in that, functionally speaking, it works somewhat like a fusion between your traditional counter and a dodge - allowing you to quickly react to an opponent as opposed to just having an automatic attack right afterward. Just like in the original game, seeing an opening means you need to take the chance to escape punishment and act of your own accord - it's the difference between life and death. Final Smash: Ruffian Form Saki will jump into the air and past the upper blast line, taking anyone who is caught within it up with him. This will transport them to the final battle Sakiand Kachua. The players find themselves in a whirling pool of crimson liquid as Saki looms over them in Ruffian form. It unleashes a volley of energy shots before taking his blades, charging them up, and slamming them down in a massive explosion. | Entrance Animation
Idle Poses
Taunts
Victory Animation
Victory Theme Kirby Hat
Boxing Ring Title
Splash Tagline
Classic Mode Route: Punishing 64 Pixels All opponents are characters who debuted or appeared in games on the Nintendo 64, the system Sin & Punishment was first released on.
Alternate Colors
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Gholdengo Gimmick: Gimmighoul Coins Gholdengo's main "gimmick" is that he has a meter continually shown next to his damage meter, which specifically indicates the number of Gimmighoul Coins that he is currently holding at any given time. This meter is deliberately stylized after the PokémonScarlet & Violet Bag menu. Many of his attacks utilize Gimmighoul Coins in order to function - and furthermore, having more Gimmighoul Coins affects your stats in the following ways (and vice versa if you have less):
In order to visually distinguish at a glance how many Coins you have, the meter will color-code the icon of a Gimmighoul Coin so that you can see at a glance how many you have without having to actively count, though the first number (i.e., the "5" in "500") will be slightly larger than the others to make it a little easier on top of that. Next to the icon, you'll also see the number itself.
Shield Special: Gimmighoul Coins Gholdengo manifests a chest next to him, inside of which is a Gimmighoul (in reference to his pre-evolution, Chest Form Gimmighoul.) Whilst holding this input, he'll rapidly gather Gimmighoul Coins from the chest and stuff them into his own pouch, which he wears on his belt. It's possible to cancel out of this with a jump, or a directional input which will have him dodge. The effects of having more or less Gimmighoul Coins are indicated in the section above. Neutral Special: Pay Day Tapping Neutral Special has Gholdengo rapidly toss coins in front of him with both of his hands - simply tapping it will have him toss 10 coins incredibly quickly. If you hold Neutral Special, he'll continually keep tossing the coins - and it's also possible to change the direction in which the coins are being tossed by holding up or down on the control stick whilst holding the attack input, similar to Inkling's Splattershot attack in Super Smash Bros. Ultimate. These coins have a few unique properties - they're gravity-affected and spread slightly with distance, and whilst each coin does minimal damage, they do inflict flinching and push the opponent backward slightly to prevent infinites. It also stops you by default after you fire a continual 150 coins, but you can hold the button again to get right back to it if you so desire. The main catch to this attack is that it continually uses up your reserve of Gimmighoul Coins, depleting them as a form of ammunition pretty rapidly. Side Special: Make It Rain This move's also a projectile, though a little different. Gholdengo can charge this attack by holding down the special button, with from 20 up to 50 Gimmighoul Coins being gathered into it. He'll then toss these tightly bound Coins forward in an arc, which will detonate akin to a shrapnel bomb upon impact with an opponent, item, or surface. It's possible to slightly aim this arc by holding up or down a little on the control stick whilst inputting it, and even if the "bomb" itself doesn't hit the opponent directly, the coins that bounce outward from the point of impact might do (with minor flinching damage.) The amount of damage and knockback will increase if you use more Gimmighoul Coins, though similarly to Pay Day, this attack directly taps into your supply of Gimmighoul Coins as a source of ammunition. However, you can't detonate it remotely - it'll detonate automatically on contact with an object of some sort unless it's being reflected. Up Special: Heavy Slam Gholdengo bounces off his surfboard as though it were a diving board, curling into a ball and hurtling in the direction of the joystick. This deals a default of 12.5% but deals more or less damage based on weight difference between itself and the foe. Has a medium-to-low default kill percentage. Down Special: Power Gem Gholdengo takes out the small treasure chest on its belt and opens it up: the closest foe in a range similar to Palutena's Autoreticle will be locked on and hit with a stream of golden energy for as long as Gholdengo holds the button and for as long as that foe is the closest. This beam deals about 2% per half-second, but no knockback until 20% has been accrued in total. The knockback is enough to make this a kill move. Final Smash: 1000-Coin Tera Blast Gholdengo Terastallizes into a Steel-type, the axe-shaped Tera Jewel forming above its head as the crystals before attacking with a golden Tera Blast using the Steel-type variant as a base. Anyone caught in the blast will be caught in a Meta Knight-style FS: the Tera Blast bursts to become a sphere of 1000 coins surrounding the foes. Gholdengo then points its finger at one of the coins and fires a single blast that ricochets off all 1000 coins before launching foes with a large golden explosion. This FS deals a total of 100% damage on hit. In training mode, you’ll see that this move racks up 1002 hits, including the initial hit and final explosion. | Entrance Animation
Idle Poses
Taunts
Victory Animation
Victory Theme Kirby Hat
Boxing Ring Title
Classic Mode Route: Go for the Gold! All opponents are character that has a Gold-colored palette swap.
Alternate Colors
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Neutral Special: Pikmin Pluck Louie retains the same neutral as Olimar but also has a new Pikmin. Instead of the Purple Pikmin, Louie has the Ice Pikmin from Pikmin 4. The Ice Pikmin differs from the Purple Pikmin in a number of ways. Firstly they fly farther than Purple Pikmin, but not as far as the Red, Blue, and Yellow Pikmin. Secondly, they deal Ice damage, giving them a chance to freeze anyone with 30% hit that gets higher based on input. Side Special: Pikmin Throw Up Special: Swooping Snitchbug A Swooping Snitchbug grabs Louie and hoists him up in the air in a manner similar to the Winged Pikmin. Unlike that move, though, the number of Pikmin Louie has does not affect the distance traveled thus not hampering recovery ability. If Louie quickly gets out of the way or is knocked out in the small number of frames where the Snitchbug grabs him, it will rub its hands together in anger. That being said, it can grab an entirely different person which then creates a recovery move for that captured player. Down Special: Pikmin Order Ice Pikmin is added to the rotation instead of purple Pikmin. Final Smash: Ancient Sirehound This Final Smash causes Louie to summon the final boss of Pikmin 4, the Ancient Sirehound which will rampage around the stage; casting our iceballs that can freeze opponents, unleashing bursts of electricity, and fireballs in all directions. This is a chaotic Final Smash which, in theory, has four phrases: initial rampage followed by turning around and unleashing ice balls into the air as it goes back, turns around, unleashes a burst of electricity, and then turns back and runs its original direction while shooting off fireballs. As a nod to the boss battle, the Ancient Sirehound will spout wings from its ears and fly away which ends the Final Smash. This doesn't have any impact on the battle. In all, the Final Smash lasts 12 seconds. | Entrance Animation
Idle Poses
Taunts
Victory Animation
Kirby Hat
Boxing Ring Title
Splash Tagline LOUIE Botches Another Delivery! Classic Mode Route: Battle Connoisseur This is one of those story-based classic modes, with the overarching plot being Louie wanting to collect food to make the ultimate dish, with the ingredients being based on fighters who are based off animals that are used as ingredients before fighting some picky eaters wanting to steal the dish he created.
Alternate Colors
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All of Shadow's Specials has a dark effect around him as he moves. Neutral Special: Homing Attack Side Special: Spin Dash Up Special: Spring Jump Shadow's spring is colored black. Down Special: Chaos Control Thrusting a Chaos Emerald upwards like in his Assist Trophy animation, Shadow unleashes a burst of power in a radius around him, vanishing the moment it releases. If the burst doesn't hit anyone, he will teleport in the direction of the joystick...but he will instantly lock onto the first foe the radius touches, performing a powerful roundhouse kick that deals 14.5% damage and knocks the opponent a good distance in the opposite of which way Shadow was facing when activating the move. Final Smash: Chaos Blast | Entrance Animation
Idle Poses
Taunts
Victory Animation
Victory Theme Kirby Hat
Boxing Ring Title
Splash Tagline Classic Mode Route: The Ultimate Lifeform
Alternate Colors
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Neutral Special: Side Special: Up Special: Down Special: Final Smash: | Entrance Animation Idle Poses Taunts Victory Animation Victory Theme Kirby Hat Boxing Ring Title Splash Tagline Classic Mode Route Alternate Colors | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Special: Side Special: Up Special: Down Special: Final Smash: | Entrance Animation Idle Poses Taunts Victory Animation Victory Theme Kirby Hat Boxing Ring Title Splash Tagline Classic Mode Route Alternate Colors |
Stages
![]() Stage will start on the ground with one large ground platform and two higher smaller platforms. On the sides of the ground platform will be stairs as seen in the above picture. Cameos from Hylian townsfolk, Ritos, Gorons, Zoras, Gerudo, Sheikah, and Koroks will be in the background. There will also be cameos from Purah, the first four champions (Sidon, Riju, Yunobo, and Tulin), Teba, Yona, Buliara, Hestu, Paya, Old Impa (if Duck Hunt and Toon Link can be stage cameos and playable, so can she), Robbie, and Josha. Eventually Purah will attach four balloons, two on each side of the large platform, and one for each of the two smaller platforms, to the platforms and place flame emitters beneath each balloon, all using Ultrahand. Robbie will then use Ultrahand from the background to move the stage to the tower where the platforms will be shot into the air. For around ten seconds, the platforms will travel very fast upwards from the tower, but then the vertical momentum from the tower stops, so the the flame emitters will activate and carry the platforms more slowly into the air using the balloons until the platforms reach the next portion of the stage. Great Sky Island ![]() The platforms will then reach the Great Sky Island. The ground platform incorporates into the Island (similar to Delfino Plaza and Skyloft), with the sides now having ledges that players can fall off like with Final Destination. Zonai Constructs will deactivate the flame emitters, but the balloons will still be a little hot, so they will use hydrants to put out the flames with water. Cameos from the spirits of Rauru, Mineru, and Sonia appear in the background. There will also be Zonai constructs building various platforms in the background, using both Ultrahand and Autobuild, and then sending them into the foreground. These include:
The Omega and Battlefield forms of the stage will take place on the Sky Island, with a Sky Island textured platform used in the omega form, and two smaller Sky Island textured platforms being used in the battlefield form. The stage name on the actual menu select (and the overall stage name in general) will be Great Sky Island, named after the second form of the stage, since that is the form that the Omega and Battlefield forms take place on. | |
The area is a touring stage that will start at the top of the crater of Area Zero and descend into the abyss; through the fog. It will fly over the land masses that dot Area Zero and the landmarks there including the Research Labs. As the stage goes down further, it enters into the depths of Area Zero which are adorned by crystals that help with the Terastalizing phenomenon in the region.
Area Zero depths Once the stage reaches the end, it arrives at Zero Lab and enters into the lab where you can find either Professor Sawada and Koraidon or Professor Turo with Miraidon. The chance of seeing either is decided upon the match starting and never changes. Once arriving in Zero Lab, it will circle the Time Machine before it releases a pulse of energy which causes the stage to revert back to the starting position. Time Machine area The stage layout is a battlefield-type stage with elements taken from Area Zero for the platform appearances such as the terrain, fences, and the trees. The Omega and Battlefield layout sees the stage settled into the upper level of Area Zero. Here are the cameos in Area Zero:
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The stage has two stories with lofts on either side with escalators in the middle forming an "X" shape. It is only the front escalator that players can interact with as the back one is just the background. The front escalator connects to the left-side loft while the background escalator connects to the right-side loft. The right side loft then juts out toward the camera to provide a platform. The escalator can be demolished but not the platforms. It will reconstruct after a while.
View attachment 375352 The stage itself is in a state of disrepair with nature slowly creeping into it but still, a semblance that this was a shopping mall. Grass pokes out ut from the titles, vines creep along the wall, trees, grow in wide spaces in the background, and a canopy of foliage is at the top of the stage. The bottom layer still has tables, chairs, and signs albeit rusted from the elements which can be picked up and thrown. The stage does have enemies in it that can be defeated. These are enemies who only appear in The Forgotten Land: 1. Awoofy 2. Rabiroo 3. Jabhog (technically not from this stage but rather another area.) Omega and Battlefield variants utilize the same stage aesthetics but position the stage in front of the mall as seen in the background. | |
![]() The main setting of Splatoon 3's single player mode. This will be a traveling stage that will travel to each of the seven sites in the game that the player explores in story mode. Cameos include Callie, Marie, Mr. Grizz, Craig Cuttlefish, The Captain, New Agent 3 (can randomly be Inkling or Octoling, comes with Smallfry companion), Shiver, Frye, and Big Man. The seven sites will each have different platform layouts and include Future Utopia Island, Cozy and Safe Factory, Cryogenic Hopetown, Landfill Dreamland, Eco-Forest Treehills, Happiness Research Lab, and Alterna Space Center. ![]() | |
![]() The central background & concept. Design & Layout: Shinjuku Station is based primarily on the boss battle in the first game's second level, Stage 1-1, as well as the entire level in general. Taking place in a futuristic cityscape under attack by the Seemers and the Armed Volunteers, it's intended to represent the game's futuristic nature and vibe as opposed to purely the gameplay That said, some creative liberties would be taken with this - including elements like the overhead beams present in other parts of the level whilst having Shinjuku Station in the background, and having the Crab and Centipede Seemers crawling over it over time. Not only this but Achi and Airan Jo will cameo in the background, fending off the attacking beings. ![]() Some of the background buildings besides purely Shinjuku Station. The actual stage takes place on the bridge going toward Shinjuku Station, though some of the ruined buildings can be seen in the background - and there's also an upper platform, made up of one of the overhead bars seen earlier in the stage. I should note that the Seemers, nor Near Zero, would actually influence gameplay - though they do appear in the background and cause chaos. ![]() An indication of what the platform might look like. In terms of layout: assume that areas indicated in black are actual platforms, with grey areas being purely decorative background elements, and a silhouette of Mario for the sake of scale. I opted to remove the side parts mostly because it'd have made the stage pretty unbalanced, honestly. ![]() As for its appearance in Battlefield and Omega forms, I'd say that it'd have a similar sort of vibe - albeit with the remade platforms that are intended to match the layout of the new form. Of course, that means the background would still be the same, war and all! | |
A simple large flat stage that is high up and is about the size of Kalos but larger. where you can see the Titans from Sonic Frontiers in the background. Various Koco including the elder and hermit can be seen just sort of wandering on the platform background. The stage has multiple themes
Kronos Island where you see Giganto. This is a grassy plain. Ares Island is a desert island where you see Wyvern flying around. Chaos Island is a volcanic island where you see Knight Ouranos Island is a nighttime grassy island where Supreme can be seen in the background Each titan mostly just stomps around and occasionally Sage will come in and command whatever titan to attack the stage.
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Items
Name | Series | Type | Description |
Baby Yoshi | Super Mario Bros. | Special | A Yoshi egg will appear and, when interacted with, will pop out a baby Yoshi that comes in one of three colors: blue, pink, and gold. It can be picked up but otherwise walks around on its own. When picked up, it will release its attacks.
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DDR Dancepad | Dance Dance Revolution | Players can pick up and throw this dancepad at opponents, causing a flurry of DDR arrows, seen below, to fly at them. The arrows will travel up the screen vertically on the specific point of the stage where the item was thrown, effectively creating a short-term wall in the stage, with any players other than the player that threw the item (or their teammates) taking damage from the arrows. The arrows will disappear when they get to the top of the screen, with the four arrow markers hitting them like in the animation below.![]() | |
Eletrichakus | Super Smash Bros. | Battering | Its Jab works like a staff, but using the side tilts makes it segment to reach long distances, it also deals electric damage so it has a chance to stun. |
Excalibur | Fire Emblem | Shooting | It appears as a magical book that glows with green energy. When picked up, that green energy channels around the player and creates an aesthetic swirling vortex. When the special button is pressed while in this state, it fires a large arrow-like wind projectile that deals damage and continues to push opponents backward as advances to the blastlines of the stage. |
Food | Super Smash Bros. | Recovery | Mochi (4%), BBQ Ribs (6%), Dinosaur Nuggets, (6%) Pretzel (3%), and Croissant (5%) are added to the Food menu. |
Mini Master Hand | Super Smash Bros. | Special | A bite-sized glove of which accompanies the person who picked it up. This is effectively a miniature version of the boss Master Hand that's been present throughout the series, using the same attacks in tandem with your own. It has a dynamic AI system in place, using one of the attacks from his boss battle depending on certain situations. Think about how Street Fighter 6's Dynamic Controls work. After 15 seconds, the Mini Master Hand will give a thumbs up to the fighter who picked him up before flying off. |
Octo Balloon | The Legend of Zelda | Trapping/Status | When thrown, it attaches the balloon to the player and causes the player to slowly ascend up in a manner similar to the Beetle or Boss Galaga items. However, the player can still attack while in this state. Performing a stall-and-fall attack slows the descent. This gives the affected player options of attacking players while moving upwards. Trying to struggle though doesn't remove the balloon though. Instead, players need to up up aerial attacks or aerial attacks that have a 360 effect to pop the balloon. |
Parachute Bombs | Super Smash Bros. | Explosive | An explosive that, when activated, will shoot up 8 different payloads into the air. They will then descend back down to the ground but will pop open a parachute. The bombs will explode regardless of where they make contact; an opponent, obstacles, or ground. This makes the bombs tricky as players will need to avoid them or avoid being launched into them. |
Tacticooler | Splatoon | Healing/Stat | When placed, it plays the Tacticooler jingle and shoots up confetti. Anyone taking a swig from it gains partial healing and stat increases. It can be destroyed. It has 4 uses before it dries up. |
Assist Trophy
Picture | Name | Series | Description |
![]() | Bill Rizer | Contra | Bill Rizer has two unique gimmicks; one cosmetic and one gameplay. If he is summoned on a stage that is from the 80s/has an 8-bit theme, he will appear as his 8-bit spirit. However, any other stage will result in his modern design from the upcoming remake Bill Rizer has some of the most versatile and damaging attacks for assist trophies.. He can swiftly switch between a wide spreadshot, a heavy damage-inducing flamethrower, and a piercing laser beam on the fly. These attacks deal much more damage than what is of the norm for attacks of this caliber, but again Bill is one of the frailer assist trophies to KO, so summoning him has some risk. Talking about that frailty, Bill dies in one hit but can come back to life 5 times until he is gone for good. |
![]() | Frogger | Frogger | Frogger hops around the stage and occasionally summons a car or truck to drive through the stage and ram opponents. He will summon around 3 cars or trucks, one at a time before disappearing. Cars are faster, but are smaller and do less damage, trucks are slower, but are larger and do more damage. Each of the three attacks has a 75% of being a car and a 25% of being a truck. |
![]() | Labo Robot | LABO | It chases the closest person next to it and, when it gets close enough, it throws out a very strong punch ( it would do about 20/30 percent, great knockback, and also with the added bonus of doing around half of your shield's health. |
Mallow | Super Mario RPG | One of the two entry-original companions alongside Geno, Mallow is a self-proclaimed frog who was raised by the sage Frogfucius, when in truth he's the Prince of Nimbus Land. In Smash, Mallow will do one of the following abilities:
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![]() | MC Horace | 1, 2 Switch | MC Horace will begin dancing on stage with two Joy Cons in hand, accompanied by dance music similar to the one in the video. He will then do one of three randomly generated attacks, each with a 1/3 chance of being selected. The first will be based on the balloon minigames where he releases around 4 fighter-sized balloons onto the stage, which will pop after 4 seconds, damaging players in their vicinity. The second will involve summoning 3 UFOs which will fire beams onto the stage, damaging players caught in the blast. The third and last attack involves jump rope, in which a giant jump rope will go around the entire screen and damage players that touch it (it can be dodged by shielding/rolling and will go a little slower than in the game as to not be too overpowered). It will swing around the stage 4 times before disappearing. Once any one of the three attacks has concluded, MC Horace will do a wacky pose and then disappear. The design of the balloons, UFOs, and jump rope will all be taken directly from Everybody 1 2 Switch as seen in the video. |
![]() | Nintendog | Nintendogs | It functions much like the previous Nintendogs but the model for Infinite Beyond is a Siberian Husky. |
![]() | Nintendo Eshop Bag | Its main gimmick is that you need to protect it rather than have it protect you as it is downloading data for a special purchase. When fully downloaded, the Eshop Bag can give you either a free Final Smash, a full Dragoon, a full Daybreak, a Heart, an extra point in timed matches, or an extra life in stock matches. But again you need to protect it before it can give you the good stuff, otherwise you'll waste an assist. | |
![]() | Oatchi | Pikmin | The loveable space hound companion from the recent smash hit Pikmin 4. When summoned, the yellow pooch will look for items and will bring them to the player, picking up anything that is dropped and dragging them to the player's character. The player can also direct him to an opponent via a little prompt that pops up, and he will proceed to chomp that fighter. |
![]() | Parabo & Satebo | Satellaview | The two of them will spawn on the Battlefield with Satebo setting up his satellite. Then, Parebo will fly around throwing explodable Super FamiCom or SNESs onto the battlefield causing damage ot other fighters. Eventually, the two of them will "download" an opponent's move and simply strike back with that move on the other fighters. A complicated assist for such an obscure piece of Nintendo history. |
![]() | The Prince | Katamari Damacy | The Prince rolls a ball around the stage but it has three sizes: small, medium, and large.
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![]() | Spyro | Spyro | When summoned Spyro will attack his enemies with fire or by using his horns, he could also fly and the player that summoned him could stay on top to travel the stage, this could be useful in big stages like Palutena's Temple. |
Pokeball Pokemon
Picture | Number | Name | Type | Move | Description |
![]() | #0906 | Sprigatito | Grass | Leafage | |
![]() | #0909 | Fuecoco | Fire | Ember | |
![]() | #0912 | Quaxly | Water | Aqua Jet | Swims forward in a stream of water at high speeds while kicking at anyone who comes near. |
![]() | #0920 | Lokix | Bug/Dark | Flying Kick & Axe Kick | Lokix will emerge from its Pokeball and run around while kicking opponents. Before it leaves, it performs one more dynamite kick. |
![]() | #0927 | Dachsbun | Fairy | Half-Baked Body & Aroma Veil | Dachsbun will harden its skin and act as a shield to the fighters, the sweet aroma that it leaves behind will heal fighters. |
![]() | #0936 | Armarogue | Fire/Psychic | Arnor Cannon | Armarogue takes all of the power of its armor, combines it together, and fires a powerful Zero Laser-like beam across the stage that deals fire damage. |
![]() | #0945 | Grafaiai | Poison/Normal | Acid Spray | Grafaiai shoots out a toxic spray cloud like graffiti can shoot out a spray of paint. The spray shot by the pokemon deals normal damage and it gives a poison effect on opponents when having contact with it. |
![]() | #0947 | Brambleghast | Grass/Ghost | Wind Rider | Brambleghast will vanish before a large horde of Bramblins and Brambleghasts will start tumbling across the stage, dealing light damage and knockback per tumbleweed. |
![]() | #0959 | Tinkaton | Fairy/Steel | Gigaton Hammer | Tinkaton attacks the nearest player with its hammer. which Tinkaton slams into the player with its hammer and it also gives a bury effect on the opponent. |
![]() | #0964 | Palafin | Water | Charm, Jet Punch, & Wave Crash | He'll perform Charm (a windbox pulls opponents towards him) Jet Punch, another Charm, and finally, Wave Crash. He then despawns, but not before striking a heroic pose. |
![]() | #0973 | Flamigo | Flying/Fighting | Double Kick & Fly | Flamigo will use Double Kick and will fly or run around the stage and kick opponents with 2 powerful kicks. |
![]() ![]() | #0977 #0978 | Dondozo & Tatsugiri | Water Water/Dragon | Order Up | Dondozo will flop around with Tatsugiri while attacking using Order Up. If Dondozo swallows Tatsugiri and performs Order Up, it will either boost the summoners' attack stat, defense stat, or speed stat. Players can KO Tatsugiri. |
![]() | #0981 | Farigaraf | Normal/Psychic | Twin Beam | It fires 2 blasts of beams at the opponents, dealing a decent amount of damage. |
![]() | #0989 | Sandy Shocks | Electric/Ground | Magnetic Flux | It creates a powerful yellow electromagnetic field around its body which draws opponents, items, and objects toward it - then, if you hit its actual body, you get a powerful electric shock! Whilst the force itself isn't as powerful as, say, the Black Hole item, it is still enough to cause a bit of chaos - plus, the field itself grows slightly as its effect continues. However, once again, the user of the original Pokéball is immune to this effect... even if their projectiles aren't. |
![]() | #0992 | Iron Hands | Fighting/Electric | Wild Charge | Iron Hands begins charging with power before thrusting its disembodied hands in front of or behind itself using Wild Charge, dealing 15% damage and stunning before inflicting medium-high knockback. |
![]() | #0994 | Iron Moth | Fire/Poison | Fiery Dance | Iron Moth flaps its wings and pulsates with fire before traveling about the stage; emanating fire that burns and damages anyone who touches it. It will fly in a random formation. |
![]() | #1001 | Wo-Chen | Dark/Grass | Giga Drain | Wo-Chien releases a burst of dark-green energy which creates a sphere around it. Anyone, not the summoner constantly gets accumulated damage as long as they are in the field. FLinching doesn't occur but it does slow speed down by 1.2x. |
![]() | #1002 | Chien-Po | Dark/Ice | Ice Shard | It increases the size of its fangs and then swings its head; firing them in a straight line. It does this attack 7 to 10 times and will move side to side. The ice has a 50% chance of freezing the opponent upon touch while also dealing damage. |
![]() | #1003 | Ting-Lu | Dark/Ground | Ruination | Ting-Lu summons a wave of ruinous energy that pours down like rain from the top of the stage down to the bottom. Anyone caught in the attack is forced down and buried or meteor smashes when in the air. |
![]() | #1004 | Chi-Yu | Dark/Fire | Lava Plume | Chi-Yu dives onto the stage and will occasionally leaps back up; causing a geyser of lava to shoot up as it jumps and falls. Each subsequent jump is higher and creates a larger laval plume than before. |
![]() | #1005 | Roaring Moon | Dragon/Dark | Dragon Breath | It rushes back and forth around the stage while causing bursts of dragon fire to erupt and bathe the stage in it. |
![]() | #1007 | Koraidon | Fighting/Dragon | Collission Course | It will transform into its apex mode and launch itself into the air. It will then spin and then crash down into the ground; creating an explosion that can engulf smaller stages. The explosion does high amounts of damage and functions similar to a Smart Bomb but also draws in opponents as well. |
![]() | #1008 | Miraidon | Electric/Dragon | Electro Drift | Ultimate Form |
Mii Fighters
Name | Class | Series | Items | Special Notes |
Fighting Polygon Team | Super Smash Bros. |
| Has color variations as a tie-in crossover with Dragon King. | |
Burning Cinderfist Outfit | Super Smash Bros. |
| Shares the same armor with Cinderblade and Cindershot. Fists become volcanic. | |
Cascading Hydrofist Outfit | Super Smash Bros. |
| Shares the same armor with Hydroblade and Hydroshot. Fists become clad in seashells. | |
Biting Petalfist Outfit | Super Smash Bros. |
| Shares the same armor with Petalblade and Petalshot. Fists become venus-fly-traps. | |
Quaking Golemfist Outfit | Super Smash Bros. |
| Shares the same armor with Golemblade and Golemshot. Fists become clade entirely with rock. | |
Frigid Frostfist Outfit | Super Smash Bros. |
| Shares the same armor with Frostblade and Cindershot. Fists become encased in ice. | |
Blinding Stormfist Outfit | Super Smash Bros. |
| Shares the same armor with Stormfist and Stormblade. Fists emanate blinding light and crackle with electricity. | |
Soaring Skyfist Outfit | Super Smash Bros. |
| Shares the same armor with Skyblade and Skyshot. Fists become clad in winged gauntlets. | |
Shadowed Nightfist Outfit | Super Smash Bros. |
| Shares the same armor with Nightblade and Nightshot. Fists become clad in darkened claws. | |
Ascended Lightfist Outfit | Super Smash Bros. |
| Shares the same armor with Frostblade and Cindershot. Fists shine forth in light and clad in holy gauntlets. | |
Elephant Outfit | Super Smash Bros. |
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Pistol Shrimp Outfit | Super Smash Bros. |
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Rock Legend Outfit | Super Smash Bros. |
| Sword is replaced with an electric guitar | |
Blazing Cinderblade Outfit | Super Smash Bros. |
| Shares the same armor with CInderfist and Cindershot. The sword becomes a blade of fire. | |
Crashing Hydroblade Outfit | Super Smash Bros. |
| Shares the same armor with Hydrofist and Hydroshot. The sword becomes a trident | |
Blossomed Petalblade Outfit | Super Smash Bros. |
| Shares the same armor with Petalfist and Petalshot. The sword becomes a cactus. | |
Crag Golemblade Outfit | Super Smash Bros. |
| Shares the same armor with Golemblade and Golemshot. The sword becomes a stone club. | |
Frozen Frostblade Outfit | Super Smash Bros. |
| Shares the same armor with Frostfist and Frostshot. The sword becomes a spear of ice. | |
Thundering Stormblade Outfit | Super Smash Bros. |
| Shares the same armor with Stormfist and Stormshot. The sword becomes a blade of electricity. | |
Tempest Skyblade Outfit | Super Smash Bros. |
| Shares the same armor with Skyfist and Skyshot. The sword becomes a blade with wings serving as hilts. | |
Gloom Nightblade Outfit | Super Smash Bros. |
| Shares the same armor with Nightfist and Nightshot. The sword becomes a sword with a black blade with shadows moving all about it. | |
Heavenly Lightblade Outfit | Super Smash Bros. |
| Shares the same armor with Lightblade and Lightshot. The sword becomes a shining blade that emanates light | |
Ghirahim Outfit | The Legend of Zelda |
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Squall Leonhart Costume | Final Fantasy |
| Squall outfit utilizies the Gunblade. | |
Alien Outfit | Super Smash Bros. |
| Alien outfit uses a sci-fi blaster as an arm cannon. | |
Detonating Cindershot Outfit | Super Smash Bros. |
| Shares the same armor with CInderfist and Cinderblade. The arm cannon becomes a volcanic cone. | |
Flowing Hydroshot Outfit | Super Smash Bros. |
| Shares the same armor with Hydrofist and Hydroblade. The arm cannon becomes a high-tech seashell cone. | |
Spore Petalshot Outfit | Super Smash Bros. |
| Shares the same armor with Petalfist and Petalblade. The arm cannon becomes a pitcherplant. | |
Dusty Golemshot Outfit | Super Smash Bros. |
| Shares the same armor with Golemfist and Golemblade. The arm cannon becomes a hunk of glowing stone with crystals. | |
Winter Frostshot Outfit | Super Smash Bros. |
| Shares the same armor with Frostfist and Frostblade. The arm cannon becomes encased in ice and resembles an icicle. | |
Electrified Stormshot Outfit | Super Smash Bros. |
| Shares the same armor with Stormfist and Stormblade. The arm cannon becomes a spark of electricity. | |
Hurricane Skyshot Outfit | Super Smash Bros. |
| Shares the same armor with Skyfist and Skyblade. The arm cannon becomes a replica of a winged pegasus head. | |
Nightmarish Nightshot Outfit | Super Smash Bros. |
| Shares the same armor with Nightfist and Nightblade. The arm cannon becomes a demonic-looking gnarled construct with bone trimmings. Shadows seep out from it. | |
Radiant Lightshot Outfit | Super Smash Bros. |
| Shares the same armor with Lightfist and Lightblade. The arm cannon becomes shining gold in design and has multiple heavenly, glowing rings surrounding it. Light bursts forth from it. | |
Wart Outfit | Super Mario Bros. |
| Uses a metal pillar for an arm cannon. | |
Beat Mii Costume | Jet Set Radio |
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Game Modes
Name | Description | Requirements | Comments |
Smash Trials | Players can participate in difficult-themed matches that focus on improving techniques rather than outright matches.
| None | None |
Spirits
Series | Spirit Information |
Super Mario Bros. |
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The Legend of Zelda |
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Kirby |
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Pokemon |
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Fire Emblem |
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Pikmin |
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Xenoblade Chronicles |
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Splatoon |
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Other |
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Sonic the Hedgehog |
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Music
Super Mario Bros.- Mario Kart 8 Deluxe Booster Course Packhttps://www.youtube.com/watch?v=ev9ubsGxbR0
- Mario Strikers: Battle League
Note: All new tracks are from Tears of the Kingdom.
- Main Theme (Tears of the Kingdom)
- Sky Islands
- Lookout Landing
- Colgera Battle
- Molduga Battle
- Moragia
- Master Khoga Battle
- Stable (ft. The Stable Trotters)
- Horse Ride (Night)
- Shrine Battle
- Defend Gerudo Town (Final Phase)
- Tarrey Town (Day)
- Monster Army
- Dive into the Depths
- Demon King Ganondorf
- Demon Dragon (Phase 3)
- Final Catch
- Pokemon Legends Arceus
- Pokemon Scarlet & Violet
- Title Theme - Pokemon Scarlet & Violet
- Penny Battle Theme
- Champion Nemona Battle Theme
- Battle! (Arven)
- Team Star Boss Battle Theme
- Naranja / Uva Academy Main Theme / Naranja / Uva Academy - Classroom
- Battle! (Trainer Battle Theme)
- Wild Battle - South Province
- Poco Path
- Battle! (Sada/Turo)
- Battle! (Tera Raid)
- Battle! (Gym Leader) - Pokemon Scarlet/Violet
- Mesagoza (Walking)
- Levincia
- Elite Four - Pokemon Scarlet & Violet
- Academy Ace Tournament Theme
- Area Zero
- Wild Battle (Area Zero)
- Battle! Zero Lab
- Fire Emblem Engage
All songs are from Pikmin 4
Advance Wars
All songs are from Advanced Wars 1 + 2 Re-Boot Camp
- Eagle's Theme - Advance Wars 1 + 2: Re-Boot Camp
- Kanbei's Theme - Advance Wars 1 + 2: Re-Boot Camp
- Sturm's Theme - Advance Wars 1 + 2: Re-Boot Camp
All tracks are from Splatoon 3.
- Clickbait -
- Till Depth Do Us Part
- Ska-Blam!
- Surprise and Shine
- Tentacle to the Metal
- Alterna Space Center: Overworld 5
- Agave (Remix)
- Barrage
- Risk One's Neck
- Spiral Up Fortune
- Raid Blue
- Heroine 'A'
- Menu Theme - Sin & Punishment: Star Successor
- Discipline (Star Successor)
- Hakai/Desolation (Star Successor)
- Nebulox - Orion Tsang (Star Successor)
- Morph(Star Successor)
- Anokoroe ([Isa Jo] (Star Successor)
- Everybody 1, 2 Switch
- Nintendo Sports Switch
- I'm Here
- Undefeatable
- Break Through It All
- Find Your Flame
- Cyber Space 1-1: Database
- Cyberspace 1-2: Flowing Into The Light
- Action Chain
- Guardian: ASURA
- One Way Dream
- Guardian: SPIDER
- Vandalize
- Go Back 2 Your Roots
- Mario + Rabbids: Sparks of Hope
Changes from Infinite
Change | Category | Description | ||||||||||||||||||||||||
Moveset; Final Smash Alternate Costumes | Final Smash: Vows of the Sages For this new Final Smash, Link will start off with a Bomb Flower Arrow that he shoots forwards. Anyone caught in the Final Smash will be sent to the Hyrule Castle Throne Room, where Link is seen with his allies from Tears of the Kingdom: Riju, Tulin, Sidon and Yunobo. The FS starts with Sidon barraging the foe with trident barrages before being knocked upwards by a double-slash from Riju's scimitars. While in the air, the foes are barraged by arrows from Tulin's bow before Yunobo smashes them downwards with his club-sword, making them bounce off the ground. Link then caps off the Final Smash with an almighty Spin Slash with the Master Sword, which sends the foes flying out of the throne room through the window above. There is a 25% chance that instead of Link, a fifth Sage, Mineru, will fire two Zonai Cannons at the foes' location to the same result. Alternate Colors
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Moveset; Final Smash Alternate Costumes | Final Smash Zelda's Final Smash now has a 50/50 chance to be a Zonai Secret Stone instead of the Triforce on activation. Alternate Colors
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Moveset; Final Smash Alternate Costumes | Final Smash Ganondorf turns into the Great Demon King, Ganondorf, before thrusting his arm forward, summoning two Moldugas to his bidding, and they do the same thing as the Ganon Final Smash did. Alternate Colors
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Moveset; Final Smash | Final Smash: Mouthful Mode A car falls from the sky and Kirby sucks it in using Mouthful Mode. Kirby then drives forward with great speed. Anyone hit is knocked toward the blast zone (kills midweights 50% at ledge) or, if they're above 100%, flattened before exploding. | |||||||||||||||||||||||||
Moveset, Down Special, Neutral Special | Down Special: Cyloop Spin Charge is removed, Cyloop is added. This allows Sonic to charge up the attack while moving in a circle which causes blue energy to stream out behind him. Once released, it causes a major updraft of wind which will launch opponents into the air but also provide Sonic so upwards moment if he jumps out of it. Side Special: Spin Dash Sonic's Down Special Spin Charge is integrated with Spin Dash. Inputting side special will release Spin Dash but after letting go and pressing the special button during the course of attack increases the speed and hits. | |||||||||||||||||||||||||
Wario receives four new moves to replace older moves
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Both Ryu and Ken receive six new alternate colors based on their appearances in Street Fighter 6. The seven-color slot is the default appearance. Ryu
Ken
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