Jab/F-tilt/N-air: His signature spin attack. A move-and-strike technique that is similar to Mega Man and Steve. While it doesn’t deal much damage, it can be mashed and has immense kill power, but overuse (i.e. Using this 5 times in quick succession) will invoke a "slow-stop" animation where Crash attempts to maintain balance.
Dash attack: Crash tumbles face-first onto the ground, ramming his head into all enemies in front of himself.
U-tilt: Crash jumps up with a clenched fist and shouts, “YEE-HAH!”, striking anybody in his way. Based on his victory animation after defeating a boss in the original Crash 1.
D-tilt: Crash performs his Slide Attack.
Side Smash: Crash lifts a normal wooden crate, winds up, and throws it in front of himself, much like in the Battle Mode in Crash Bash. If standing near a dropped crate, Crash will throw that crate instead.
Up Smash: Crash lifts an Arrow Crate and throws it upwards, dealing very little damage for a Smash attack, but causing extra knockback on hit.
Down Smash: Crash winds up both his fists much like Sonic’s Side Smash, then smashes both of them into the ground on both sides, much like Donkey Kong’s DSmash.
Grab: Crash spins in place with open hands, much like in Crash Twinsanity. This is the only grab that reaches both sides. For his pummel, he’ll
F-throw: Crash spins the opponent in his grip and throws it forwards, slightly similar to that of Crash Twinsanity.
B-throw: Crash whizzes behind the opponent and does a two-handed push behind them, much like how he pushes Cortex before some snowboard levels in Crash Twinsanity.
D-throw: Crash lifts the opponent and tosses them to the floor, causing them to splat cartoonishly before bouncing off the ground.
U-throw: Crash throws an opponent on top of a Nitro Crate and causes it to explode, creating a large explosion that launches the opponent upwards.
F-air: Crash performs a stretching drop-kick similar to one of the attacks he does in Crash of the Titans.
D-air: Crash plummets downwards with a Body Slam, meteor smashing anyone beneath himself. If striking the ground, he will create an impact that can damage all nearby enemies.
B-air: Crash performs a split-kick similar to what he does in his crouch-jump.
U-air: Crash throws an Arrow Crate above himself and kicks it upwards, propelling it upwards and breaking on contact.
Neutral B: Fruit Bazooka: By tapping B, Crash arms himself with the Fruit Bazooka, and enters a state where he can aim, much like Inkling’s Splattershot. Unlike Inkling, however, Crash can only fire by tapping B and has a limited amount of Wumpa Fruits he can fire. He can cancel out this move by jumping, dodging, or shielding.
Side B: Polar Prance: Crash hops onto Polar, the polar bear friend he has had since Crash 2, who begins running forwards like Wario’s Bike or Steve’s Minecart. The thing that stands out compared to Wario and Steve is the fact that Polar can jump while active, allowing for some amazing evasion tactics. Attempting to double jump with Polar results in Crash hopping off of the little polar bear.
Up B: Jet Pack: The back-mounted propulsion system from Crash 2 serves as a similar recovery to R.O.B.’s Up-B, however, he can still use his Spin Attack while propelling upwards.
Down B: Crate Drop: Much like Steve, Crash can place Crates down on-stage. Unlike Steve’s blocks, they do not degrade over time, and have different properties based on which Crate is dropped, which can be one of the following in a Monado Wheel-style menu:
- Basic Crate: A simple wooden crate. Breaking this crate drops Wumpa Fruits that can be used to replenish Fruit Bazooka.
- Iron Crate: A stronger crate that is indestructible. Only one of these can be out at a time and will disappear after 10 seconds.
- TNT Crate: A timed-explosive crate that will detonate after 3 seconds, essentially being a weaker version of Steve’s TNT.
- Nitro Crate: An instant-explosive crate. Striking this crate in any way shape or form will instantly detonate it, being more powerful than the TNT Crate.
Final Smash: Aku Aku TNT Run: Crash dons Aku Aku and bolts forwards. Any opponents in range will trigger a cutscene: all opponents land on a jungle environment surrounded by Nitro Crates. Far away is the Aku Aku-toting Crash Bandicoot, who smashes through a TNT Crate that explodes after counting down from 3 and explodes, causing a chain-reaction of explosions that are close behind the still-running Crash. Crash then smashes through the caught opponents before the explosions catch up to them, blasting them in a manner similar to House of Boom.