Venus of the Desert Bloom
Moderating your boards and bringing you news
Moderator
BRoomer
Writing Team

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?
Staff
Director | |
Deputy Director | |
Graphics Team | |
Quality Insurance | |
Character Development Team | |
Voting Official | ![]() |
Discord Manager | |
Wikia Manager |
Developer Partner List
You can become a Developer Partner by just pinging me using the @ mark when you post a Developer Suggestion and saying “I want to join” or something along those lines. That being said, participating in this thread regularly will automatically award you developer status.


























Roster
This roster will be more traditional than Ultimate with what we had in last games with a more expansive starting roster. Besides adding more newcomers, numerous veterans will be greatly updated to give them new moves and mechanics. Echoes will be included again with some veteran Echoes either getting slightly updated or joining their updated base fighter.
6/24 (including Echoes)

| |||||
---|---|---|---|---|---|
![]() #88 Ashley Wario | #54ε Kid Icarus | ![]() 89. Barista Rhythm Heaven | |||
Thanks to

Below is a list of our Newcomers and updated Veterans which includes movesets, classic mode routes, and gameplay summaries.
Isaac
Isaac is a magic Swordfighter who can tap into a vast amount of magical energy called Venus Psyenergy which grants him the power of earth and nature. While he fights with a sword, his most damaging attacks consist of this Psyenergy. His gameplay focuses on a strong and reliable defense with an incredibly strong ground game but a very weak air game. This makes Isaac a great character to “hold the line” with and to push back against stronger or faster characters.
Specials
Neutral Special: Gaia
This attack causes a pillar of energy to erupt from the ground beneath him. This is a powerful move that covers all around you, but it leaves you quite vulnerable if you miss. Charging it turns it into Mother Gaia, and charging it further leads to Grand Gaia. This increases the size and damage output. It has limited range when performed in the air and lacks the reach the grounded version has.
Damage: 13.2% (Gaia), 18.2% (Mother Gaia, 25.8% (Grand Gaia)
Side Special: Move
Similar to his Assist Trophy, but obviously toned down in size for balancing purposes. It can be angered up or down slight after inputting the side special input and then tilting upwards. The attack does very little damage but will continuously push opponents back with a high knockback box. It had less reach than the Assist Trophy version.
Damage: 4% per hit
Up Special: Growth: This causes vines to sprout out around Isaac. In the air, it creates a plant underneath Isaac instead which bounces Isaac up into the air as a recovery. Charging the attack up fully changed it to Wild Growth. It creates a tall plant that has a hitbox while it's growing. For the few seconds it's on the field, it can be climbed like a ladder. Isaac is able to jump off the vine ladder and perform a ladder attack off from it. The attack only does damage with the grounded version when the vine sprouts upwards.
Damage: 8% (Growth), 12% (Wild Growth)
Down Special: Quake/Spire. It’s a quick burst that trips up the opponent. Can be charged to increase the radius and damage. In the air, it becomes Spire, a large stalactite sent plummeting downwards. It's a stall-then-fall attack where Isaac creates a variety of stalactites... then charges downward with them, sword pointed down. It can spike opponents or meteor smash those over the ledge.
Damage: 10% (Quake), 13.6% (Spire)
Normal Attacks
Forward Tilt: Flint
Isaac performs a two-handed sword swing, with the sword having a yellow glow. Has good range and decent kill power.
Up Tilt: Thorn
Isaac summons a spiky thorn in front of him, reaching above his head and angled slightly towards him. Sends opponents up, so it can combo at lower percentages, but it has high knockback growth so it can kill at high %.
Down Tilt: This is a simple low slash attack.
Smash Attacks
Forward Smash: Ragnarok
Isaac summons a massive sword near above him that stabs diagonally down into the ground in front of him. The attack is a disjoint and not a projectile, having a large hitbox and great kill power.
Up Smash: Punji
Isaac raises Punji sticks all around him reaching high above his head, with each one quickly popping out of the ground one after the other. This attack is a multi-hit, with the sticks being disjointed and Isaac having head invincibility.
Down Smash: Nettle
This is a series of thorny vines that spin around Isaac around Isaac. It is a multi-hitting move on all sides.
Aerials
Aerials are clunky due to Isaac being out of his element, but are strong and can deal heavy damage if the enemy isn't careful.
Neutral Aerial: Isaac stabs his sword down in front of himself; Like Hero's down air, but in front instead of directly below.
Forward Aerial: Helm/Skull Splitter
Isaac brings his sword downwards, performing an Aether style attack with a meteor effect at the beginning. This could either function as a traditional stall-and-fall, or something more unusual such as halting all upward momentum (like Ivysaur's U-air) and going into fast-fall.
Up Aerial: It’s an upward strike with the hilt; The attack isn't towards the ground and it doesn't come from it, making it Isaac's worst move
Down Aerial: Isaac summons a vine that deals low damage, but is quick and acts as a tether if it hits the ground, much like the Belmont's whip. Mainly used to get Isaac back on the ground.
Grabs/Throws
Grab uses Catch Psynergy and throws use various other Utility Psynergies.
To grab, Isaac uses Catch, which can be compared to Pacman's grab (instead of a full tether grab) except faster and less active.
F-Throw: Move
This sends opponents away with a projectile similar to the Assist Trophy
B-Throw: Scoop
It chucks the opponent backwards
U-Throw: Carry
It lifts opponents up and is Isaac's main combo throw being more effective at lower %
D-Throw: Pound
It either is Isaac's most damaging throw OR bury opponents that allows for follow ups if fast enough.
Final Smash
Final Smash: Judgement
It's a cutscene final smash that recreates the animation for the original Judgment summon sequence.
Classic Mode: Power of Friendship
Players team up with two other allies to defeat an opponent based on a a Golden Sun boss.
Round 1 vs Giant

(Allies)
Stage: Garden of Hope
Ivysaur represents the boss Tret.
Round 2 vs Blue

(Allies)
Stage: Prism Tower
Roy represents Sauturos when he is fought in the Mercury Lighthouse
Round 3 vs Blue

(Allies)
Stage: Reset Bomb Forest
Donkey Kong represents the Killer Ape
Round 4 vs Giant Pink Inkling

(Allies)
Stage: Pirate Ship
Inkling presents the boss Kraken.
Round 5 vs Black Zelda (w/ Death Scythe)

(Allies)
Stage: Great Plateau Sheikah Tower
Zelda represents the boss, Menardi.
Round 6 vs Black

(Allies)
Stage:
Final Round vs Great Cave Offensive (Battlefield)
Ganondorf represents the powerful optional boss, Dullahan.
Final Round vs Rathalos, Giant
, and Giant

(Allies)
Rathalos, Ridley, and Charizard represents the Fusion Dragon.
On-Screen Appearance
Venus of the Desert Bloom
Appears in a vortex of Venus Psyenergy which causes the ground to burst with plant life. He then jumps out.
Idle Animations @BowserKing
1. Issac looks behind him and back
2. Issac adjusts his hair, before going back to battle stance
Taunts
WarioJim
1. A Venus Djinn appears and flies around Isaac, similar to the fairy taunts that the Links have.
2. Isaac uses his Psynergy field animation.
3. 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.
Victory Animations
Venus of the Desert Bloom
1 Isaac summons a burst of vines and branches and rides them up into the air while waving at the camera.
2 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.
3 Isaac causes four stones to levitate around him. Ge then causes them to spin rapidly.
Victory Theme
Speed Weed
1
Kirby Hat
The Kirby hat consists of Isaac’s hair and signature yellow scarf.
Venus of the Desert Bloom
Boxing Ring Title
Warrior of Vale
airConditioner
Crowd Chant
Rock, Isaac! Rock, rock, rock!
Venus of the Desert Bloom
Alternate Costumes
I know we are discussing Isaac movesets but I made this set of palette swaps for him. Are we cool with this or does anyone have any better concepts?
View attachment 298311
Blue (Default)
Purple (Based on Ivan)
Red (Based on Jenna)
Yellow (Based on Garret)
Cyan (Based on Mia)
Green (Based on Felix)
White (Based on Alex)
Dark Blue (Based on his older appearance in Dark Dawn)

Specials
Neutral Special: Gaia
This attack causes a pillar of energy to erupt from the ground beneath him. This is a powerful move that covers all around you, but it leaves you quite vulnerable if you miss. Charging it turns it into Mother Gaia, and charging it further leads to Grand Gaia. This increases the size and damage output. It has limited range when performed in the air and lacks the reach the grounded version has.
Damage: 13.2% (Gaia), 18.2% (Mother Gaia, 25.8% (Grand Gaia)
Side Special: Move
Similar to his Assist Trophy, but obviously toned down in size for balancing purposes. It can be angered up or down slight after inputting the side special input and then tilting upwards. The attack does very little damage but will continuously push opponents back with a high knockback box. It had less reach than the Assist Trophy version.
Damage: 4% per hit
Up Special: Growth: This causes vines to sprout out around Isaac. In the air, it creates a plant underneath Isaac instead which bounces Isaac up into the air as a recovery. Charging the attack up fully changed it to Wild Growth. It creates a tall plant that has a hitbox while it's growing. For the few seconds it's on the field, it can be climbed like a ladder. Isaac is able to jump off the vine ladder and perform a ladder attack off from it. The attack only does damage with the grounded version when the vine sprouts upwards.
Damage: 8% (Growth), 12% (Wild Growth)
Down Special: Quake/Spire. It’s a quick burst that trips up the opponent. Can be charged to increase the radius and damage. In the air, it becomes Spire, a large stalactite sent plummeting downwards. It's a stall-then-fall attack where Isaac creates a variety of stalactites... then charges downward with them, sword pointed down. It can spike opponents or meteor smash those over the ledge.
Damage: 10% (Quake), 13.6% (Spire)
Normal Attacks
Forward Tilt: Flint
Isaac performs a two-handed sword swing, with the sword having a yellow glow. Has good range and decent kill power.
Up Tilt: Thorn
Isaac summons a spiky thorn in front of him, reaching above his head and angled slightly towards him. Sends opponents up, so it can combo at lower percentages, but it has high knockback growth so it can kill at high %.
Down Tilt: This is a simple low slash attack.
Smash Attacks
Forward Smash: Ragnarok
Isaac summons a massive sword near above him that stabs diagonally down into the ground in front of him. The attack is a disjoint and not a projectile, having a large hitbox and great kill power.
Up Smash: Punji
Isaac raises Punji sticks all around him reaching high above his head, with each one quickly popping out of the ground one after the other. This attack is a multi-hit, with the sticks being disjointed and Isaac having head invincibility.
Down Smash: Nettle
This is a series of thorny vines that spin around Isaac around Isaac. It is a multi-hitting move on all sides.
Aerials
Aerials are clunky due to Isaac being out of his element, but are strong and can deal heavy damage if the enemy isn't careful.
Neutral Aerial: Isaac stabs his sword down in front of himself; Like Hero's down air, but in front instead of directly below.
Forward Aerial: Helm/Skull Splitter
Isaac brings his sword downwards, performing an Aether style attack with a meteor effect at the beginning. This could either function as a traditional stall-and-fall, or something more unusual such as halting all upward momentum (like Ivysaur's U-air) and going into fast-fall.
Up Aerial: It’s an upward strike with the hilt; The attack isn't towards the ground and it doesn't come from it, making it Isaac's worst move
Down Aerial: Isaac summons a vine that deals low damage, but is quick and acts as a tether if it hits the ground, much like the Belmont's whip. Mainly used to get Isaac back on the ground.
Grabs/Throws
Grab uses Catch Psynergy and throws use various other Utility Psynergies.
To grab, Isaac uses Catch, which can be compared to Pacman's grab (instead of a full tether grab) except faster and less active.
F-Throw: Move
This sends opponents away with a projectile similar to the Assist Trophy
B-Throw: Scoop
It chucks the opponent backwards
U-Throw: Carry
It lifts opponents up and is Isaac's main combo throw being more effective at lower %
D-Throw: Pound
It either is Isaac's most damaging throw OR bury opponents that allows for follow ups if fast enough.
Final Smash
Final Smash: Judgement
It's a cutscene final smash that recreates the animation for the original Judgment summon sequence.
Classic Mode: Power of Friendship
Players team up with two other allies to defeat an opponent based on a a Golden Sun boss.
Round 1 vs Giant
Stage: Garden of Hope
Ivysaur represents the boss Tret.
Round 2 vs Blue
Stage: Prism Tower
Roy represents Sauturos when he is fought in the Mercury Lighthouse
Round 3 vs Blue
Stage: Reset Bomb Forest
Donkey Kong represents the Killer Ape
Round 4 vs Giant Pink Inkling
Stage: Pirate Ship
Inkling presents the boss Kraken.
Round 5 vs Black Zelda (w/ Death Scythe)
Stage: Great Plateau Sheikah Tower
Zelda represents the boss, Menardi.
Round 6 vs Black
Stage:
Final Round vs Great Cave Offensive (Battlefield)
Ganondorf represents the powerful optional boss, Dullahan.
Final Round vs Rathalos, Giant
Rathalos, Ridley, and Charizard represents the Fusion Dragon.
On-Screen Appearance

Appears in a vortex of Venus Psyenergy which causes the ground to burst with plant life. He then jumps out.
Idle Animations @BowserKing
1. Issac looks behind him and back
2. Issac adjusts his hair, before going back to battle stance
Taunts

1. A Venus Djinn appears and flies around Isaac, similar to the fairy taunts that the Links have.
2. Isaac uses his Psynergy field animation.
3. 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.
Victory Animations

1 Isaac summons a burst of vines and branches and rides them up into the air while waving at the camera.
2 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.
3 Isaac causes four stones to levitate around him. Ge then causes them to spin rapidly.
Victory Theme

1
Kirby Hat
The Kirby hat consists of Isaac’s hair and signature yellow scarf.

Boxing Ring Title
Warrior of Vale

Crowd Chant
Rock, Isaac! Rock, rock, rock!

Alternate Costumes
I know we are discussing Isaac movesets but I made this set of palette swaps for him. Are we cool with this or does anyone have any better concepts?
View attachment 298311
Blue (Default)
Purple (Based on Ivan)
Red (Based on Jenna)
Yellow (Based on Garret)
Cyan (Based on Mia)
Green (Based on Felix)
White (Based on Alex)
Dark Blue (Based on his older appearance in Dark Dawn)
#83 Bandana Waddle Dee
By
SharkLord
Bandana Waddle Dee is a relatively simple character, keeping in line with Kirby's easy, casual gameplay. Much like how Kirby is a beginner-friendly character in general, Bandana Dee is a beginner-friendly zoner. He's fairly mobile, with decent speed both on the ground and in the air. He fights with his trusty spear, which sometimes doubles up as a parasol. As a result, he has decently long disjoints, which makes him stand out from the other small characters, who mostly fight at close range. However, he suffers from being light and easy to launch, and his range is balanced by his so-so damage output.
Attributes:
While Bandana Dee lacks any real gimmicks, he does have a handful of noteworthy attributes.
Helper to Hero
The theme is that he's fighting characters who transition from a generic character to that of an unique and personal one, like his own character arc.
Round 1 vs
Mushroom Kingdom U
Literally a generic enemy.
Round 2 vs
Kalos League
Vaguely implied to be Ash's greninja, but still very generic.
Round 3 vs
Yoshi's Island Brawl
There’s Yoshi, but he's identical to a the generic yoshi species.
Round 4 vs
Final Destination
Subspace ROB is slightly different from generic ROBs visually, and very distinct from a character perspective.
Round 5 vs
Smashville
They can be fully customized.
Round 6 vs
Castle Dedede
Final Battle vs Marx.
On-Screen Appearance @BowserKing
1. Bandanna Dee lands in by Parasol.
Idle Animations
airConditioner
1. Bandana Dee scouts the area (based on an idle animation in Return to Dreamland)
2. Adjusts his Bandana
Taunts
1. Bandana Dee looks around him, loosely mimicking his artwork from Return to Dream Land.
2: Bandana Dee happily waves his arms.
1+2: Bandana Dee falls asleep, thinking about an apple.
Victory Animations
1. He rushes by in a friend train with 3 parasol waddle dees
2. A giant ball of waddle dees rolls by before exploding leaving only Bandana Dee
3. He does a few rapid jabs before holding his spear by his side and sitting down to drink some apple juice
Victory Theme
Venus of the Desert Bloom
Kirby Hat
Perkilator
Bandana Dee’s…well, Bandana.
Boxing Ring Title
Perkilator
Helper to Hero
Crowd Chant
Venus of the Desert Bloom
BANDANA! WADDLE DEE! BANDANA! WADDLE DEEEE!!!
Alternate Costumes
View attachment 299976
Orange (Default)
Yellow (P2 appearance)
Blue (P3 appearance)
Green (P4 appearance)
Purple (Based on Gordo)
White (Based on Mr Fristy)
Pink (Based on Bruto)
Grey (Based on sprit from Gameboy games)
By

Bandana Waddle Dee is a relatively simple character, keeping in line with Kirby's easy, casual gameplay. Much like how Kirby is a beginner-friendly character in general, Bandana Dee is a beginner-friendly zoner. He's fairly mobile, with decent speed both on the ground and in the air. He fights with his trusty spear, which sometimes doubles up as a parasol. As a result, he has decently long disjoints, which makes him stand out from the other small characters, who mostly fight at close range. However, he suffers from being light and easy to launch, and his range is balanced by his so-so damage output.
Attributes:
While Bandana Dee lacks any real gimmicks, he does have a handful of noteworthy attributes.
- Much like Marth's Falchion, Bandana Dee's spear has a sweetspot at the end.
- Bandana Dee's parasol attacks (Up smash, up aerial, and down special) can reflect projectiles.
- Bandana Dee has access to a back tilt as well as a forward tilt, based on his Back Thrust attack.
- Jab - Bandana Dee thrusts his spear forward twice.
- Flurry Attack - Bandana Dee rapidly stabs forward, finishing with a final thrust.
- Forward Tilt - Bandana Dee jabs his spear forward twice. Resembles Joker's side tilt, but with a spear. A good poking tool.
- Back Tilt (Back Thrust) - Bandana Dee thrusts his spear behind him. Deals less damage, but has the longest range of all his ground attacks.
- Up Tilt (Skyward Thrust) - Bandana Dee thrusts his spear upwards. A quick anti-air tool, it can also be used to get enemies up in the air, like Sephiroth's up tilt.
- Down Tilt - A slide kick.
- Dash Attack - Bandana Dee lunges forward and thrusts his spear. Laggy, but one of his strongest ground moves.
- Side Smash - Bandana Dee twirls his spear, then stabs forward.
- Up Smash - Bandana Dee unfurls his parasol. As mentioned above, this attack covers his head and acts as a barrier, blocking attacks and reflecting projectiles.
- Down Smash - Bandana Dee spins his spear around himself on the ground. Covers a decent area around him, but the spear's low width makes it hard to hit opponents that aren't grounded.
- Neutral Aerial - Bandana Dee twirls his spear around himself like a fan. Resembles Pit's neutral aerial.
- Forward Aerial - Bandana Dee swings his spear in front of him. Resembles Byleth's forward aerial.
- Back Aerial - Bandana Dee rears his spear forward, then smashes the opponent with the blunt end. While slow, it is one of his strongest attacks..
- Up Aerial (Parasol)-Bandana Dee jabs his parasol above his head. While weak on it's own, this move has some unique attributes and utilities.
- Holding the button causes him to unfurl the parasol, slowing his descent and granting him great aerial mobility. The parasol also has a weak hitbox; Due to the extremely minor knockback, this move can be used to stunlock enemies and rack up some serious damage. For the sake of balancing, Bandana Dee is sent into freefall after using this move.
- In addition, releasing the button causes Bandana Dee to let go of the parasol, causing it to fly up. If an opponent touches it, they will take minor damage and be carried upwards, much like Mega Man's up aerial. Do note that the parasol flies up faster than the knockback it deals, so it'll eventually go through the opponent and leave them, so they won't be carried into the blast zone unless really close to it.
- Down Air (Moon Drop) - A falling stab. While the move can meteor smash, the small hitbox makes it rather tricky to pull off, especially when it's sending Bandana Dee hurling into the blast zone when used off-stage.
- Grab - Bandana Dee reaches out and grabs the opponent.
- Pummel - Bandana Dee sharply jabs the opponent with his spear.
- Forward Throw - Bandana Dee throws the opponent like a javelin. The thrown opponent can deal damage to the other fighters it hits.
- Back Throw - A back drop. Resembles Kirby's back throw.
- Up Throw (Circus Throw) - Bandana Dee juggles the opponent above his head with his parasol, then tosses them upwards.
- Down Throw (Megaton Punch) - Bandana Dee jumps up and punches the opponent. Buries opponents.
- Neutral Special (Spear Throw) - Bandana Dee throws his spear like a javelin. Charging it will increase the power, distance amount of spears thrown, maxing out at three.
- Side Special (Parasol Drill) - Bandana Dee rushes forward, holding his parasol in front of him. The parasol will reflect projectiles, making it a great move for defense and approaches.
- Up Special (Waddle Copter) - Bandana Dee spins his spear above his head, propelling him into the air. Can be charged to increase distance. After entering freefall, he slowly spins the spear above his head, dealing light damage to whoever touches it.
- Down Special (Ground Spear) - Bandana Dee stabs his spear into the ground, then rushes forward, finishing by swinging the spear out of the ground. Pressing the attack button in the middle of the move causes him to transition into a pole vault.
- Crescent Swing - Using this move in the air causes Bandana Dee to swing his spear in an arc above his head. resembles Byleth's aerial side special.
- Final Smash (Waddle Dee Army) - Bandana Dee calls forth an army of Waddle Dees, Waddle Doos, and various other Kirby enemies to assault the stage. Effectively the same as Dedede's Final Smash from Brawl, though with a bit more enemy variety.
Helper to Hero
The theme is that he's fighting characters who transition from a generic character to that of an unique and personal one, like his own character arc.
Round 1 vs
Mushroom Kingdom U
Literally a generic enemy.
Round 2 vs
Kalos League
Vaguely implied to be Ash's greninja, but still very generic.
Round 3 vs
Yoshi's Island Brawl
There’s Yoshi, but he's identical to a the generic yoshi species.
Round 4 vs
Final Destination
Subspace ROB is slightly different from generic ROBs visually, and very distinct from a character perspective.
Round 5 vs
Smashville
They can be fully customized.
Round 6 vs
Castle Dedede
Final Battle vs Marx.
On-Screen Appearance @BowserKing
1. Bandanna Dee lands in by Parasol.
Idle Animations

1. Bandana Dee scouts the area (based on an idle animation in Return to Dreamland)
2. Adjusts his Bandana
Taunts
1. Bandana Dee looks around him, loosely mimicking his artwork from Return to Dream Land.
2: Bandana Dee happily waves his arms.
1+2: Bandana Dee falls asleep, thinking about an apple.
Victory Animations
1. He rushes by in a friend train with 3 parasol waddle dees
2. A giant ball of waddle dees rolls by before exploding leaving only Bandana Dee
3. He does a few rapid jabs before holding his spear by his side and sitting down to drink some apple juice
Victory Theme

Kirby Hat

Bandana Dee’s…well, Bandana.
Boxing Ring Title

Helper to Hero
Crowd Chant

BANDANA! WADDLE DEE! BANDANA! WADDLE DEEEE!!!
Alternate Costumes
View attachment 299976
Orange (Default)
Yellow (P2 appearance)
Blue (P3 appearance)
Green (P4 appearance)
Purple (Based on Gordo)
White (Based on Mr Fristy)
Pink (Based on Bruto)
Grey (Based on sprit from Gameboy games)

Octoling
Still under construction
PeridotGX
Octolings Splat Jump onto the battlefield, as Echo Fighters of Inkling. The Octarian society is more militaristic than that of the Inkling, so their changes alter their playstyle to be more aggressive. Instead of using the Splatoon 1 Splattershot for their attacks, they use the Splatoon 2 Dapple Dualies (this is a cosmetic change, however). The rest of their stuff is based on Splatoon 2, as the Inklings are largely based on Splatoon 1.
Property Change: Ink Effect. Unlike Inkling, where knockback is the primary effect of Ink, raw damage is what Octolings get from it. A fully inked opponent takes x2 damage, and it decreases by .1% every 10% the opponent is un-inked (a 90% inked opponent takes x1.9, for example. Everything else is identical).
Down and Back Air: These are largely the same, except they now use ink. This increases their Sweet Spotted damage and knockback (D-air goes to 17%, B-Air goes to 15%) as well as applying ink to opponents. To compensate, it increases endlag on these moves, and if you don’t have any ink and try to do these attacks they do literally nothing.
Neutral Special: Dapple Dualies. Octoling fires forward with both of their Dapple Dualies. As these are two weapons, the damage output is increased (1.5x). Like the dualies in Splatoon 2, Octoling can roll during this attack, which is pretty much a standard roll. To compensate, lag is increased and it decreases Ink at a faster rate.
Side Special: Dynamo Roller. Octoling’s Side Special is an interesting variation on Splat Roller. It moves incredibly slowly, about how much Splat Roller moves inkless. It also uses up ink very fastly. In contrast, it does huge amounts of damage (25%), skips the burying and just kills at high percents, and meteors if done in the air.
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.
Entrance Animation
Venus of the Desert Bloom
[/COLOR][/B]
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 @Ve of the Desert Bloom
1. Checks their clothes.
2. Runs the back of their neck.
Taunts
airConditioner
1. This Way! Signal from Splatoon 2
2. Takes a selfie (based on the Thang obtaining segments of Octo Expansion)
3. Booyah! Signal from Splatoon 2
Victory Animations
Venus of the Desert Bloom
1. 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.
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.
3. 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.
Boxing Ring title @BowserKing
Half Octopus, Half Agent
Kirby Hat
The main female Octoling’s Gaur.
Audience Cheer
Paraster
GO, GO, OCTO!
Classic Modes of the Desert Bloom
OctoPARTAY!!!!
Player fights against eight opponents in waves of 1 against 4. Stages are also based on the idea of 8.
Round 1 vs







Stage: Figure-8 Circuit
Round 2 vs







Stage: Hyrule Castle
Round 3 vs







Stage: Coliseum
Round 4 vs







Stage: Prism Tower
Round 5 vs







Stage: Smashville
Round 6







Stage: Moray Towers
Final Round:

Alternate Costumes
Paraster
Like Inkling, odd-numbered colors are female while even are male.
Octolings would only use their default hairstyles ("Tentacurl" for girl and "Punk" for boy).
Pink (the "default" Octo ink, more reddish than Inkling's pink)
Turquoise (sanitized Octarians)
Gold (Chaos from the Chaos vs. Order splatfest)
Silver (Order from Chaos vs. Order)
Brown (Retro from Retro vs. Modern)
Red (Ketchup, Hero, and Super Mushroom from their respective Splatfests)
Lavender (Narwhal from Unicorn vs. Narwhal)
Green (certain Octo Canyon levels/Salmonids in Salmon Run; less yellowish than Inkling's green)
Still under construction

Octolings Splat Jump onto the battlefield, as Echo Fighters of Inkling. The Octarian society is more militaristic than that of the Inkling, so their changes alter their playstyle to be more aggressive. Instead of using the Splatoon 1 Splattershot for their attacks, they use the Splatoon 2 Dapple Dualies (this is a cosmetic change, however). The rest of their stuff is based on Splatoon 2, as the Inklings are largely based on Splatoon 1.
Property Change: Ink Effect. Unlike Inkling, where knockback is the primary effect of Ink, raw damage is what Octolings get from it. A fully inked opponent takes x2 damage, and it decreases by .1% every 10% the opponent is un-inked (a 90% inked opponent takes x1.9, for example. Everything else is identical).
Down and Back Air: These are largely the same, except they now use ink. This increases their Sweet Spotted damage and knockback (D-air goes to 17%, B-Air goes to 15%) as well as applying ink to opponents. To compensate, it increases endlag on these moves, and if you don’t have any ink and try to do these attacks they do literally nothing.
Neutral Special: Dapple Dualies. Octoling fires forward with both of their Dapple Dualies. As these are two weapons, the damage output is increased (1.5x). Like the dualies in Splatoon 2, Octoling can roll during this attack, which is pretty much a standard roll. To compensate, lag is increased and it decreases Ink at a faster rate.
Side Special: Dynamo Roller. Octoling’s Side Special is an interesting variation on Splat Roller. It moves incredibly slowly, about how much Splat Roller moves inkless. It also uses up ink very fastly. In contrast, it does huge amounts of damage (25%), skips the burying and just kills at high percents, and meteors if done in the air.
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.
Entrance Animation

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 @Ve of the Desert Bloom
1. Checks their clothes.
2. Runs the back of their neck.
Taunts

1. This Way! Signal from Splatoon 2
2. Takes a selfie (based on the Thang obtaining segments of Octo Expansion)
3. Booyah! Signal from Splatoon 2
Victory Animations

1. 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.
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.
3. 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.
Boxing Ring title @BowserKing
Half Octopus, Half Agent
Kirby Hat
The main female Octoling’s Gaur.
Audience Cheer

GO, GO, OCTO!
Classic Modes of the Desert Bloom
OctoPARTAY!!!!
Player fights against eight opponents in waves of 1 against 4. Stages are also based on the idea of 8.
Round 1 vs
Stage: Figure-8 Circuit
Round 2 vs
Stage: Hyrule Castle
Round 3 vs
Stage: Coliseum
Round 4 vs
Stage: Prism Tower
Round 5 vs
Stage: Smashville
Round 6
Stage: Moray Towers
Final Round:
Alternate Costumes

Like Inkling, odd-numbered colors are female while even are male.
Octolings would only use their default hairstyles ("Tentacurl" for girl and "Punk" for boy).
Pink (the "default" Octo ink, more reddish than Inkling's pink)
Turquoise (sanitized Octarians)
Gold (Chaos from the Chaos vs. Order splatfest)
Silver (Order from Chaos vs. Order)
Brown (Retro from Retro vs. Modern)
Red (Ketchup, Hero, and Super Mushroom from their respective Splatfests)
Lavender (Narwhal from Unicorn vs. Narwhal)
Green (certain Octo Canyon levels/Salmonids in Salmon Run; less yellowish than Inkling's green)
Waluigi
Waluigi had a tall and lanky frame to him that makes him an instant target right from the get-go. That and coupled with his extremely light frame makes Waluigi one of the worst characters in surviving a match. Despite this, he does have some options in dealing with damage-oriented fighters like Ike and Ganondorf. He has amazing ground and air speed which allows him to do some remarkable maneuvers and actions that’s unpredictable. He has plenty of abilities and mechanics that allows to use his zany personality to control the battlefield and even the opponent. This includes serving back projectiles, slowing down time, and other items from the spin-off Mario series.
Gameplay @ Moveset
Krookodilian
Specials:
On-Screen Appearance
An assist trophy drops onto the ground and releases Waluigi
Idle Animations
Krookodilian
1. Waluigi twirls his mustache before briefly picking his nose
2. Waluigi taps his foot repeatedly, in a less agressive version of his current asisst trophy attack
Taunts
Krookodilian
1. Waluigi Crotch chops
2. Waluigi shakes his fist and says "Cheaters!"
3. Waluigi does a pirouette and strikes a pose
Victory Animations
Janx_uwu
1.
Waluigi claps his hands with a rose in his mouth, does a tango pose or two (not sure what would better fit the length of an average victory screen), 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.
2.
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 N64.
3.
(Clip starts at 2:05) Waluigi jumps goofily, poses to the left and right, spins around, and ends with a Micheal Jackson-esque tip of his hat.
Victory Theme
Golden Icarus
Kirby Hat
Krookodilian
Waluigi's Hat
Boxing Ring Title
Janx_uwu
The Purple Perpetrator
Crowd Chant
Krookodilian
WA! WA! WA-LU-I-GI!
Classic Mode
Perkilator
Waluigi’s the Best!
(Fights characters who had an NPC role in previous Smash games before their playable debut)
Round 1:
Saffron City (Main Theme - Pokémon Red / Pokémon Blue (64))
Round 2: Giant
Stamina Battle, 150HP
Brinstar Ω (Vs. Ridley (Brawl))
Round 3:
Boxing Ring (Jogging / Countdown)
Round 4:
Arena Ferox (Id (Purpose))
Round 5:
Frigate Orpheon (Brinstar Depths)
Round 6:
Town and City (Tour - Animal Crossing: New Leaf)
Final Round: Master Hand (and Crazy Hand, on 7.0 or higher)

Waluigi had a tall and lanky frame to him that makes him an instant target right from the get-go. That and coupled with his extremely light frame makes Waluigi one of the worst characters in surviving a match. Despite this, he does have some options in dealing with damage-oriented fighters like Ike and Ganondorf. He has amazing ground and air speed which allows him to do some remarkable maneuvers and actions that’s unpredictable. He has plenty of abilities and mechanics that allows to use his zany personality to control the battlefield and even the opponent. This includes serving back projectiles, slowing down time, and other items from the spin-off Mario series.
Gameplay @ Moveset

Specials:
- Up Special: Swimming Return - Waluigi Swims 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.
- 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. This references the holding drifts in Mario Kart. If done in the air a glider will appear.
- 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. If the ball is hit at the peak of the serve it will move extra fast with smoke similar to in wii sports. there is a small chance of serving a Mr. Saturn and Bob-omb.
- 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.
- Neutral Air: Waluigi has a standard sex kick that sticks out well in front of his body
- Forward Air: Waluigi quickly swing his racket in front of him. This can reflect projectiles, and will send his tennis ball toward his opponent if there is one one the feild.
- Back Air: Waluigi will stick both legs back and spin, like in project M
- Down Air: Waluigi will do four downward kicks, like his assist trophy, with the last one having a spike hit box.
- Up Air: Waluigi will clap his legs together above him, like Sonic’s Up Air, with a sweet spot at the top
- Down Smash: Break Dance - Waluigi does a break dance spinning his legs which hit on both sides of him, referencing dance dance revolution Mario mix.
- Up Smash: Dice Block - A dice Block appears above Waluigi's head, similar to Steve's Up Smash, and waluigi jumps into it. The dice can roll from 1-6, with 6 being the most powerful.
- Forward Smash: Waluigi Does a Tennis swing, which will reflect projectiles and send his tennis ball forward.
- Down Tilt: Waluigi kicks out his leg, similar to Ganondorf's down tilt, but with dance like style.
- Forward Tilt: Waluigi stands on his toes, sticks one leg out and spins around, similar to Mewtwo's forward tilt, but higher up. This can be angled.
- Up Tilt: Waluigi kicks one leg straight up, similar to Banjo & Kazooie's up tilt
- Jab: Waluigi does a right punch, a left punch and a lunging kick
- Dash: Waluigi does a kick and follows through as if he were kicking a soccer ball
- Grab: Waluigi grabs at the air, with his hand coming from above.
- Dash Grab: Waluigi Reaches both arms straight forward and leans into it.
- Pummel: Waluigi swings his arm behind his head and knocks on the opponent like a door.
- Forward Throw: Waluigi Swings his golf club, sending the opponent forward.
- Up Throw: Waluigi Punts the opponent straight up, with an animation similar to Ganondorf's Smash 4 Up Smash
- Back Throw: Waluigi jumps up and bounces the opponents under his legs like a basketball sending the opponent back and up.
- Down Throw: Waluigi performs his current assist trophy attack, leaving the opponent buried
- 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.
On-Screen Appearance
An assist trophy drops onto the ground and releases Waluigi
Idle Animations

1. Waluigi twirls his mustache before briefly picking his nose
2. Waluigi taps his foot repeatedly, in a less agressive version of his current asisst trophy attack
Taunts

1. Waluigi Crotch chops
2. Waluigi shakes his fist and says "Cheaters!"
3. Waluigi does a pirouette and strikes a pose
Victory Animations

1.
2.
3.
Victory Theme

Kirby Hat

Waluigi's Hat
Boxing Ring Title

The Purple Perpetrator
Crowd Chant

WA! WA! WA-LU-I-GI!
Classic Mode

Waluigi’s the Best!
(Fights characters who had an NPC role in previous Smash games before their playable debut)
Round 1:
Saffron City (Main Theme - Pokémon Red / Pokémon Blue (64))
Round 2: Giant
Stamina Battle, 150HP
Brinstar Ω (Vs. Ridley (Brawl))
Round 3:
Boxing Ring (Jogging / Countdown)
Round 4:
Arena Ferox (Id (Purpose))
Round 5:
Frigate Orpheon (Brinstar Depths)
Round 6:
Town and City (Tour - Animal Crossing: New Leaf)
Final Round: Master Hand (and Crazy Hand, on 7.0 or higher)
Crash Bandicoot
What can I say? I'm a pretty big Crash Bandicoot fan. I've been supporting him ever since I first got the N. Sane Trilogy back in 2017.
With so much material to work with, it's not exactly easy to get a consise idea of how Crash would play in Smash. However, I wanted to keep it as simple as possible while staying true to his games.
Stance/Idle 1: His default idle animation from It’s About Time
Walk: His walk from It’s About Time
Run: His iconic run from the N. Sane Trilogy
Dash: The Crash Dash
Damage: Crash spins for a split second, in a manner similar to his death animation from the very first game
Jump: His iconic Jump and Double Jump
Crouch: His crouch from the N. Sane Trilogy
Weapon of Choice: Crash mainly uses his body to attack, but he can also pull out a Fruit Bazooka
Normal Attacks
Jab: Crash slaps twice (4%, small knockback) and then performs a weak spin that goes continuously (.5-2% each hit, small knockback), then finishes with an uppercut with his right fist (6%, small knockback)
Forward+A: Crash spins once and sticks out his left foot (5%, small knockback). This is based on Coco's spin kick from Wrath of Cortex.
Down+A: Crash does a slap along the ground (4%, small knockback)
Up+A: Crash lunges his legs upwards and spins them twice to look like kicking (8%, small knockback)
Aerial Attacks
Air+A: Same as his Forward Tilt (6%, small knockback)
Air Forward+A: Crash slightly hops forward and kicks with his left foot (5%, small knockback). This is based on his animation for when he jumps after a slide.
Air Back + A: Crash kicks behind himself with both legs (8%, small knockback)
Air Up+A: Crash does a quick spin with both arms in the air (9%, OK knockback). This is based on his spin from Crash of the Titans.
Air Down+A: Crash does a Belly Flop that bounces him back up when the hit connects, possibly meteor smashing the opponent (11%, OK knockback)
Dash Attack: Crash slides along the ground (7%, small knockback)
Edge Attack: A tiny TNT crate explodes under Crash and he flops up above the edge and back onto the stage (12%, OK knockback)
Get-Up Attack: Crash does a weak spin kick with both legs (7%, small knockback)
Smash Moves
Forward+A: Crash spins horizontally in his direction, moving forward a little (15%, OK knockback). This is based on when he spins underwater in Crash 3 and Wrath of Cortex.
Up+A: Crash attempts to put on his jetpack on (which is upside down), only for it to malfunction and shoots its flames upwards (17%, OK knockback)
Down+A: Crash does a powerful spin kick (18%, medium knockback); this is based on a move in It’s About Time where Crash can spin kick right after a slide
Grab Game
Grab: Crash spins quickly and attacks with a Crystal, only for the opponent to grab it.
Pummel: Crash punches the opponent in the face (2%)
Forwards+Throw: Humiliskate; Crash attempts to skate on the opponent’s back, only to slip (11%, OK knockback)
Down+Throw: Crash lifts the opponent from the ground and tosses them back down (12%, OK knockback). This is based on a move in Crash Twinsanity where you use the Crystal Cortex steals to use him like a hammer
Back+Throw: Crash lifts the opponent behind himself, and the two land flat on the ground (14%, OK knockback; 1.3%)
Up+Throw: Crash successfully lifts up the Crystal, and its shine pushes the opponent back (10%, OK knockback). This is based on an animation in Crash 3 where Crash is shown holding up the Crystal in victory whenever he wins a race in the motorcycle levels.
Special Moves
B : Death Tornado Spin: Crash's most iconic move. 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.
B + Forwards : 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.
B + Up : Rocket Jump; Crash will jump high off a TNT Crate, damaging opponents in the process (13%, OK knockback)
B + Down : 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 dons a golden Aku Aku mask and Crash Dashes 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)
Crash also has his famous death animations:
Crash spins out of a wooden crate
Idle Animations
Venus of the Desert Bloom
1. Looks to the right and then to the left
2. Dozes off
Taunts
Venus of the Desert Bloom
1. Crash faces the screen, grins strangely, and it wiggles his eyebrows.
2. 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.
3. Crash will do his crash dance.
Victory Animations
Perkilator
1. Yeee-HAW!" Crash squats for a second, and then performs his victory animation against bosses in the very first game
2: Crash’s victory animation from It's About Time
3: Crash performs the final part of his victory dance
Victory Theme
Otoad64
Kirby Hat
Venus of the Desert Bloom
Crash’s signature eyebrows, nose, ears, and tuft of hair.
Boxing Ring Title
Perkilator
It’s About Time!
Crowd Chant
CRASH CRASH CRASH BANDICOOOOOT!!!
Other Animations @Perkilator
Classic Mode : A Crash-ic Adventure!
Garteam
Theme: Boss fights from the first Crash Bandicoot game, with the final round referencing the final bosses from Crash Bandicoot 2 and 3 as well.
Round 1: vs. green
on Suzuku Castle
(Omega) (enemy favours down smash, food is the only item that spawns)
Round 2: vs. light blue
on Kongo Falls
(enemy favours aerials, explosive items are the only ones to spawn)
Round 3: vs. gray
on Castle Siege (lava portion)
(enemy favours using items and taunting, only barrels and large crates spawn)
Round 4: vs. red
on Fourside (omega)
(enemy favours neutral special, only back shields spawn)
Round 5: vs.
and two green
on Dracula's Castle
(Luigi favours neutral special and throwing items, only capsules spawn)
Round 6: vs. giant, green
on Dracula's Castle (Omega)
(enemy favours down special)
Final Round: vs. yellow
on Castle Siege (roof portion)
(Dr. 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
as an ally)
What can I say? I'm a pretty big Crash Bandicoot fan. I've been supporting him ever since I first got the N. Sane Trilogy back in 2017.
With so much material to work with, it's not exactly easy to get a consise idea of how Crash would play in Smash. However, I wanted to keep it as simple as possible while staying true to his games.
Stance/Idle 1: His default idle animation from It’s About Time
Walk: His walk from It’s About Time
Run: His iconic run from the N. Sane Trilogy
Dash: The Crash Dash
Damage: Crash spins for a split second, in a manner similar to his death animation from the very first game
Jump: His iconic Jump and Double Jump
Crouch: His crouch from the N. Sane Trilogy
Weapon of Choice: Crash mainly uses his body to attack, but he can also pull out a Fruit Bazooka
Normal Attacks
Jab: Crash slaps twice (4%, small knockback) and then performs a weak spin that goes continuously (.5-2% each hit, small knockback), then finishes with an uppercut with his right fist (6%, small knockback)
Forward+A: Crash spins once and sticks out his left foot (5%, small knockback). This is based on Coco's spin kick from Wrath of Cortex.
Down+A: Crash does a slap along the ground (4%, small knockback)
Up+A: Crash lunges his legs upwards and spins them twice to look like kicking (8%, small knockback)
Aerial Attacks
Air+A: Same as his Forward Tilt (6%, small knockback)
Air Forward+A: Crash slightly hops forward and kicks with his left foot (5%, small knockback). This is based on his animation for when he jumps after a slide.
Air Back + A: Crash kicks behind himself with both legs (8%, small knockback)
Air Up+A: Crash does a quick spin with both arms in the air (9%, OK knockback). This is based on his spin from Crash of the Titans.
Air Down+A: Crash does a Belly Flop that bounces him back up when the hit connects, possibly meteor smashing the opponent (11%, OK knockback)
Dash Attack: Crash slides along the ground (7%, small knockback)
Edge Attack: A tiny TNT crate explodes under Crash and he flops up above the edge and back onto the stage (12%, OK knockback)
Get-Up Attack: Crash does a weak spin kick with both legs (7%, small knockback)
Smash Moves
Forward+A: Crash spins horizontally in his direction, moving forward a little (15%, OK knockback). This is based on when he spins underwater in Crash 3 and Wrath of Cortex.
Up+A: Crash attempts to put on his jetpack on (which is upside down), only for it to malfunction and shoots its flames upwards (17%, OK knockback)
Down+A: Crash does a powerful spin kick (18%, medium knockback); this is based on a move in It’s About Time where Crash can spin kick right after a slide
Grab Game
Grab: Crash spins quickly and attacks with a Crystal, only for the opponent to grab it.
Pummel: Crash punches the opponent in the face (2%)
Forwards+Throw: Humiliskate; Crash attempts to skate on the opponent’s back, only to slip (11%, OK knockback)
Down+Throw: Crash lifts the opponent from the ground and tosses them back down (12%, OK knockback). This is based on a move in Crash Twinsanity where you use the Crystal Cortex steals to use him like a hammer
Back+Throw: Crash lifts the opponent behind himself, and the two land flat on the ground (14%, OK knockback; 1.3%)
Up+Throw: Crash successfully lifts up the Crystal, and its shine pushes the opponent back (10%, OK knockback). This is based on an animation in Crash 3 where Crash is shown holding up the Crystal in victory whenever he wins a race in the motorcycle levels.
Special Moves
B : Death Tornado Spin: Crash's most iconic move. 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.
B + Forwards : 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.
B + Up : Rocket Jump; Crash will jump high off a TNT Crate, damaging opponents in the process (13%, OK knockback)
B + Down : 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 dons a golden Aku Aku mask and Crash Dashes 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)
Crash also has his famous death animations:
- Whenever he falls down offscreen, his shoes fly up and fall back down
- Whenever Crash loses a Stamina Battle for good, he appears as an angel (he also plays a didgeridoo when he dies from a Final Smash)
Crash spins out of a wooden crate
Idle Animations

1. Looks to the right and then to the left
2. Dozes off
Taunts

1. Crash faces the screen, grins strangely, and it wiggles his eyebrows.
2. 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.
3. Crash will do his crash dance.
Victory Animations

1. Yeee-HAW!" Crash squats for a second, and then performs his victory animation against bosses in the very first game
2: Crash’s victory animation from It's About Time
3: Crash performs the final part of his victory dance
Victory Theme

Kirby Hat

Crash’s signature eyebrows, nose, ears, and tuft of hair.
Boxing Ring Title

It’s About Time!
Crowd Chant
CRASH CRASH CRASH BANDICOOOOOT!!!
Other Animations @Perkilator
- Whenever he falls down offscreen, his shoes fly up and fall back down
- Whenever Crash loses a Stamina Battle for good, he appears as an angel (he also plays a didgeridoo when he dies from a Final Smash)
Classic Mode : A Crash-ic Adventure!

Theme: Boss fights from the first Crash Bandicoot game, with the final round referencing the final bosses from Crash Bandicoot 2 and 3 as well.
Round 1: vs. green
(Omega) (enemy favours down smash, food is the only item that spawns)
Round 2: vs. light blue
(enemy favours aerials, explosive items are the only ones to spawn)
Round 3: vs. gray
(enemy favours using items and taunting, only barrels and large crates spawn)
Round 4: vs. red
(enemy favours neutral special, only back shields spawn)
Round 5: vs.
(Luigi favours neutral special and throwing items, only capsules spawn)
Round 6: vs. giant, green
(enemy favours down special)
Final Round: vs. yellow
(Dr. 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
Stylist
STYLIST is looking sharp!
Style Savvy was an immediate success in 2008, leading to the series getting three sequels (all on the 3DS). While I have not played a Style Savvy game (probably because 9 year old me couldn't be caught dead playing a girly game-yuck!), but I figure the series and its gameplay can't be that difficult to understand as an outsider.
In Style Savvy, you approach customers, they tell you want they want, and you (the Stylist) pick out clothes for them, trying to satisfy them. As far as I can tell, the games rarely diverge from this formula going forward. You must pick out a clothing article or oufit that meets their budget and wants. You do get some different jobs in Fashion Forward, but they are practically the same as the Stylist, just with hair or makeup. Some of your customers will come often for your service, so it's helpful to memorize things about them so you can better fit their needs.
Keeping this in mind, Stylist is a Smash Brother that not only wears different clothes to boost her stats, but she attacks her opponents using coat hangers, handbags, hair dryers, makeup, hairspray, and everything in between. But she has a budget, so keep an eye on that when attacking or wearing clothes. Overall, Stylist, in my eyes, will be our most complicated character yet, despite having some of the most simple gameplay in her home series.
With that out of the way, here's my moveset for Stylist!
Stylist has a buget of $800 that cannot be increased, except when losing a stock (or grabbing an opponent), when it goes back to 800. This is always displayed beneath her icon, in green text, like this: $800.
Down B-Try it On!
In Style Savvy, after picking out a clothing article for your customer, you can choose Try It On! so you can see how they look before selling them the clothes.
In Smash Bros, in a rather quick motion, a curtain is flung up in front of Stylist. From here, five squares appear on the left bottom, left upper, right bottom, right upper, and top of the curtain. These squares look like the icons for clothes when picking them out in Style Savvy. There's a blue winter coat; an orange T-shirt and blue jeans; a plain beige vest with a lighter beige shirt and a medium-length brown skirt; a hooded top that is fiery red and comes with leggings; and finally, at the top, Stylist's default outfit. You can select any one of these just as if it were Shulk's Monado wheel. When you have chosen with either the B button or by letting go of the left stick, the curtain will pull back and the disapear, revealing Stylist's new outfit.
(I know nothing about women's fashion-please, if you have any experience in that field point out what I can improve here).
Anyways, each outfit icon (or square) has something labled above and below it, in small-ish but still very visible text. On top is the outfit's Mood, and on the bottom is how much it costs. Each outfit has its own mood (except for default), and this is a reference to Style Savvy, where the mood of an outfit basically just referred to its color scheme and theme. In Smash, however, it refers to both that and the stat boost you get from the outfit.
Well, three ways. One-you change outfits. Two-you get hit with a strong enough attack, and your outfit instantly reverts back to the default costume. And three-you die, and respawn with the default outfit and $800.
Neutral B-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 B-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 containter, so be wary.
Up B-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.
Jab: Stylist slaps the opponent once, twice, before a combo-finishing kick. It's pretty average in damage and knockback. Stylist makes sure to look to the camera and smile during the kick.
Up tilt: Stylist will strike a pose, where she faces the camera, with one hand on her left (player's right) hip and the other pointing to the sky. Both arms have a hitbox, kind of like Wii Fit's weird hitboxes. This move is pretty good for starting combos but because it is relatively weak, not your best kill move by any means.
Forward tilt: Stylist swings her handbag forward. This is one of her strongest attacks, killing pretty early, however it is pretty slow-maybe she just has so many beauty products in there?
Down tilt: Stylist bends down and holds a piece of measuring tape out, like she's helping a client find the right size pair of shoes. This move doesn't last very long, but its knockback is good for comboing, its quick, and it can trip your opponent at certain percents.
Dash attack: Stylist runs forward and reaches out a bag, as if checking out a customer in a forceful sort of way. The move is pretty quick but isn't that strong for a dash attack.
Forward Smash: During the wind up, Stylist leans back and begins rumaging around in her handbag. When the move is unleashed, Stylist pulls out a hand mirror and thrusts it in front of her, and begins to do her makeup. This move has abysmal endlag and not-great startup, however its her strongest move, and kills deceptively early.
Down Smash: Stylist raises up her foot during the start up. When it's unleashed, she slams her foot down at an angle and poses, as if showing off her spectacular shoes. This move can hit below the ledge and is very strong, and quite fast. However the ranges is very lacking.
Up Smash: Stylist brings up a hairspray container and, when the move is unleashed, sprays her hair. The move hits all around her head and a bit above it, and its the weakest of her smashes. Be wary, as this move will take one of your five Hairspray uses away.
Neutral Air: Stylist swings her handbag around on her finger, and it swings all around her, being a very good edgeguarding move. It can also be used for combos at low percents.
Forward air: Stylist swings a coat hanger in front of her. It's a pretty weak forward air, but it is good for combos like forward air to forward air etc, even at higher percents.
Back air: Stylist brushes her hair with a single, forceful stronke, and anyone right behind her will be hit with a weak-ish spike that scales in knockback past mid-percents.
Up air: Stylist does a standard backflip kick move, with properties similar to Min Min's.
Down air: Stylist swaps out her current heels for winter boots and thrusts down with them. Because she's changing shoes the move has slow startup, but the endlag and landing lag isn't that bad, and the spike is very strong.
Grab: Stylist reaches out in front of her and clenches her fist. If the grab is unsuccessful, she will look at her hand and groan, annoyed she couldn't land the move. If it's successful, a hair styling chair will appear, and the opponent will sit on it, bound to the chair, with Stylist holding a brush and in deep thought-how should she style her opponent? Pummels have her cut at an opponent's hair (or just their general head area).
Forward throw: Stylist spins the chair around at dangerous speeds, then kicks it, sending her opponent flying. The chair dissapears after a bit. This move is really good for KO'ing.
Down throw: Stylist bends down to shine her opponent's shoes, then tips over the chair so that they fall onto the floor. Like Snake's, this down throw puts your opponent in a tech situation. However they aren't right in front of her, so while she can predict where they will go, she can't combo into any moves at any percent.
Back throw: Stylist combs her opponent's hair, then picks them up and throws them in the opposite direction. This throw is mainly used for positioning.
Up throw: Stylist kicks down the lever underneath the chair, which causes her opponent to eject straight up! This move is about as strong as K. Rool's up throw.
Her throws are special because it's the only way she can earn back money! For every throw she earns $25, meaning its a slow but worthwhile process to earn enough money to get a new outfit.
EDIT: One last thing I forgot to say: what happens when Stylist runs out of cash?
Well, when she does, her neutral B, side B, and down B will not function anymore, and pressing those buttons won't do anything.
And that's Stylist! Overall, she's the kind of character who needs to keep an eye on her in-game meter (in this case, money). She's pretty good at combos, but her kill power isn't lacking either, especially with her potent Strong clothes. She's sort of a passive-aggressive character-not entirely defense or offense, but more so half and half.
On-Screen Appearance
airConditioner
The Stylist walks out of a changing room.
Idle Animations
Perkilator
Idle 1: Stylist waves to the crowd
Idle 2: Stylist brushes dust off her outfit
Taunts
Krookodilian
1. Stylist does two quick brushes of her hair with one hand, while holding her hair behind her with the other hand.
2. Stylist pulls out a pocket make up mirror and reapplies her lipstick.
3. Stylist does quick small claps in front of her chest while heart effect emanate around her.
Victory Animations
Perkilator
airConditioner
Note: All of Stylists victory animations features her walking down a fashion show catwalk as cameras flash all around her.
1: Stylist walks up and waves to the audience
2. Flips her hair and looks in the camera with a smile.
3. Spins around and poses
Victory Theme
Janx_uwu
Kirby Hat
Perkilator
The Stylist’s default hair
Boxing Ring Title
Krookodilian
The Trendsetter
Crowd Chant
Venus of the Desert Bloom
STYLIST YOU GO GURL!
Classic Mode Route: Fashion Victim
GoodGrief741
Her classic mode consists of fighting a sequence of fighters with questionable fashion choices, including weird accessories and color palettes.
Round 1:
using his brown alt on Shadow Moses (animal print? That's a no-no)
Round 2:
using his plaid alt on Pac-Land (plaid gloves are a strong fashion statement)
Round 3:
using his pink alt on Halberd (those colors don't work together Mr. Knight)
Round 4:
using any alt except the beach one, on Gaur Plains (too many straps!)
Round 5:
using her default alt on Garret Mach Monastery (couldn't resist)
Round 6: A barrage of Mii Fighters of all three types, using randomized costumes for max mismatch, on whatever stage comes with the Stylist.
Boss: Dracula (that style went out of fashion long ago!)
STYLIST is looking sharp!

Style Savvy was an immediate success in 2008, leading to the series getting three sequels (all on the 3DS). While I have not played a Style Savvy game (probably because 9 year old me couldn't be caught dead playing a girly game-yuck!), but I figure the series and its gameplay can't be that difficult to understand as an outsider.
In Style Savvy, you approach customers, they tell you want they want, and you (the Stylist) pick out clothes for them, trying to satisfy them. As far as I can tell, the games rarely diverge from this formula going forward. You must pick out a clothing article or oufit that meets their budget and wants. You do get some different jobs in Fashion Forward, but they are practically the same as the Stylist, just with hair or makeup. Some of your customers will come often for your service, so it's helpful to memorize things about them so you can better fit their needs.
Keeping this in mind, Stylist is a Smash Brother that not only wears different clothes to boost her stats, but she attacks her opponents using coat hangers, handbags, hair dryers, makeup, hairspray, and everything in between. But she has a budget, so keep an eye on that when attacking or wearing clothes. Overall, Stylist, in my eyes, will be our most complicated character yet, despite having some of the most simple gameplay in her home series.
With that out of the way, here's my moveset for Stylist!
Stylist has a buget of $800 that cannot be increased, except when losing a stock (or grabbing an opponent), when it goes back to 800. This is always displayed beneath her icon, in green text, like this: $800.
Down B-Try it On!
In Style Savvy, after picking out a clothing article for your customer, you can choose Try It On! so you can see how they look before selling them the clothes.
In Smash Bros, in a rather quick motion, a curtain is flung up in front of Stylist. From here, five squares appear on the left bottom, left upper, right bottom, right upper, and top of the curtain. These squares look like the icons for clothes when picking them out in Style Savvy. There's a blue winter coat; an orange T-shirt and blue jeans; a plain beige vest with a lighter beige shirt and a medium-length brown skirt; a hooded top that is fiery red and comes with leggings; and finally, at the top, Stylist's default outfit. You can select any one of these just as if it were Shulk's Monado wheel. When you have chosen with either the B button or by letting go of the left stick, the curtain will pull back and the disapear, revealing Stylist's new outfit.
(I know nothing about women's fashion-please, if you have any experience in that field point out what I can improve here).
Anyways, each outfit icon (or square) has something labled above and below it, in small-ish but still very visible text. On top is the outfit's Mood, and on the bottom is how much it costs. Each outfit has its own mood (except for default), and this is a reference to Style Savvy, where the mood of an outfit basically just referred to its color scheme and theme. In Smash, however, it refers to both that and the stat boost you get from the outfit.
- The blue winter coat is a Cool mood-it increases defense, decreasing the damage and knockback you take.
- The orange T-shirt and blue jeans is a Warm mood-it increases the amount of damage you do to an opponent, but not the knockback.
- The plain vest, shirt, and skirt is a Pale mood-it increases her speed.
- The fiery red hooded top and leggings is a Strong mood-it increases your knockback greatly, letting Stylist get in early kills.
Well, three ways. One-you change outfits. Two-you get hit with a strong enough attack, and your outfit instantly reverts back to the default costume. And three-you die, and respawn with the default outfit and $800.
Neutral B-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 B-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 containter, so be wary.
Up B-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.
Jab: Stylist slaps the opponent once, twice, before a combo-finishing kick. It's pretty average in damage and knockback. Stylist makes sure to look to the camera and smile during the kick.
Up tilt: Stylist will strike a pose, where she faces the camera, with one hand on her left (player's right) hip and the other pointing to the sky. Both arms have a hitbox, kind of like Wii Fit's weird hitboxes. This move is pretty good for starting combos but because it is relatively weak, not your best kill move by any means.
Forward tilt: Stylist swings her handbag forward. This is one of her strongest attacks, killing pretty early, however it is pretty slow-maybe she just has so many beauty products in there?
Down tilt: Stylist bends down and holds a piece of measuring tape out, like she's helping a client find the right size pair of shoes. This move doesn't last very long, but its knockback is good for comboing, its quick, and it can trip your opponent at certain percents.
Dash attack: Stylist runs forward and reaches out a bag, as if checking out a customer in a forceful sort of way. The move is pretty quick but isn't that strong for a dash attack.
Forward Smash: During the wind up, Stylist leans back and begins rumaging around in her handbag. When the move is unleashed, Stylist pulls out a hand mirror and thrusts it in front of her, and begins to do her makeup. This move has abysmal endlag and not-great startup, however its her strongest move, and kills deceptively early.
Down Smash: Stylist raises up her foot during the start up. When it's unleashed, she slams her foot down at an angle and poses, as if showing off her spectacular shoes. This move can hit below the ledge and is very strong, and quite fast. However the ranges is very lacking.
Up Smash: Stylist brings up a hairspray container and, when the move is unleashed, sprays her hair. The move hits all around her head and a bit above it, and its the weakest of her smashes. Be wary, as this move will take one of your five Hairspray uses away.
Neutral Air: Stylist swings her handbag around on her finger, and it swings all around her, being a very good edgeguarding move. It can also be used for combos at low percents.
Forward air: Stylist swings a coat hanger in front of her. It's a pretty weak forward air, but it is good for combos like forward air to forward air etc, even at higher percents.
Back air: Stylist brushes her hair with a single, forceful stronke, and anyone right behind her will be hit with a weak-ish spike that scales in knockback past mid-percents.
Up air: Stylist does a standard backflip kick move, with properties similar to Min Min's.
Down air: Stylist swaps out her current heels for winter boots and thrusts down with them. Because she's changing shoes the move has slow startup, but the endlag and landing lag isn't that bad, and the spike is very strong.
Grab: Stylist reaches out in front of her and clenches her fist. If the grab is unsuccessful, she will look at her hand and groan, annoyed she couldn't land the move. If it's successful, a hair styling chair will appear, and the opponent will sit on it, bound to the chair, with Stylist holding a brush and in deep thought-how should she style her opponent? Pummels have her cut at an opponent's hair (or just their general head area).
Forward throw: Stylist spins the chair around at dangerous speeds, then kicks it, sending her opponent flying. The chair dissapears after a bit. This move is really good for KO'ing.
Down throw: Stylist bends down to shine her opponent's shoes, then tips over the chair so that they fall onto the floor. Like Snake's, this down throw puts your opponent in a tech situation. However they aren't right in front of her, so while she can predict where they will go, she can't combo into any moves at any percent.
Back throw: Stylist combs her opponent's hair, then picks them up and throws them in the opposite direction. This throw is mainly used for positioning.
Up throw: Stylist kicks down the lever underneath the chair, which causes her opponent to eject straight up! This move is about as strong as K. Rool's up throw.
Her throws are special because it's the only way she can earn back money! For every throw she earns $25, meaning its a slow but worthwhile process to earn enough money to get a new outfit.
EDIT: One last thing I forgot to say: what happens when Stylist runs out of cash?
Well, when she does, her neutral B, side B, and down B will not function anymore, and pressing those buttons won't do anything.
And that's Stylist! Overall, she's the kind of character who needs to keep an eye on her in-game meter (in this case, money). She's pretty good at combos, but her kill power isn't lacking either, especially with her potent Strong clothes. She's sort of a passive-aggressive character-not entirely defense or offense, but more so half and half.
On-Screen Appearance

The Stylist walks out of a changing room.
Idle Animations

Idle 1: Stylist waves to the crowd
Idle 2: Stylist brushes dust off her outfit
Taunts

1. Stylist does two quick brushes of her hair with one hand, while holding her hair behind her with the other hand.
2. Stylist pulls out a pocket make up mirror and reapplies her lipstick.
3. Stylist does quick small claps in front of her chest while heart effect emanate around her.
Victory Animations


Note: All of Stylists victory animations features her walking down a fashion show catwalk as cameras flash all around her.
1: Stylist walks up and waves to the audience
2. Flips her hair and looks in the camera with a smile.
3. Spins around and poses
Victory Theme

Kirby Hat

The Stylist’s default hair
Boxing Ring Title

The Trendsetter
Crowd Chant

STYLIST YOU GO GURL!
Classic Mode Route: Fashion Victim

Her classic mode consists of fighting a sequence of fighters with questionable fashion choices, including weird accessories and color palettes.
Round 1:
Round 2:
Round 3:
Round 4:
Round 5:
Round 6: A barrage of Mii Fighters of all three types, using randomized costumes for max mismatch, on whatever stage comes with the Stylist.
Boss: Dracula (that style went out of fashion long ago!)
Veterans
The below fighters have been updated either with movesets, mechanics, given a slight adjustment, or other content.
Mario
Side Special: Cap Throw
Down Special: Butt DropWe will probably get a couple of Cap Throw submissions, however I'll try to make mine distinct.
Basiclally, Mario throws out Cappy, about one and a quarter horizontal Marios in front of him (so, imagine the length of Mario during his back aerial, and a quarter). Cappy will stay there in place for a few seconds unless he hits an opponent. If he hits an opponent, they won't be captured, but hit with a weak, set-knockback attack. This is good for combos. After hitting the opponent, Cappy will fly back to Mario.
When Cappy is out and not hitting an opponent, Mario can do any of the following:
Press Side B again to dive into Cappy, giving him another jump.
Run into Cappy to have the same effect.
Hold B to keep Cappy there for longer.
Press A to make Cappy return.
This would be a situational tool for combos, but the right player could use it to get an extra up-air or two in (as if Mario didn't have enough up airs in a combo already). It can also be used as a recovery tool and a weak projectile. Not to mention Mario could stall a bit longer in midair, or hold Cappy in the center of the stage, egging on his opponent to approach. He could also use it as a ledge trapping tool.
So all in all, way more interesting than "Gimp: The Move".
Final Smash: Super StarButt Drop
Down Special: Butt Drop
Functions similar to Bowser Bomb but Mario will perform a flip in the air before landing down on his butt. It gives Mario superarmor as he plummets to the ground It doesn’t do as much damage as Bowser Bomb but it’s great for anti-aerials, placement, and giving Mario protection in close comfort zone.
Final Smash: Super Star
The most iconic power-up, for the most iconic hero. Mario starts flashing a variety of colours, and his speed increases alongside gaining invulnerability. If Mario touches anyone in this state, they get launched away.
While this Final Smash is active, a rendition of the star theme plays.
Donkey Kong
Neutral Special: Barrel Throw
Donkey Kong throws a barrel in front of him, it isn’t very ranged, and has a bit of endlag, but packs quite a punch.
Side Special: Rambi Charge
DK hops on Rambi and rushes forward before stopping to do a final close range attack and leaving
Up Special: Barrel Blast
DK hops in a Launch Barrel which then rotates around, pressing any button causes DK to go flying in that direction
Side Taunt:
Eats a banana
Up Taunt:
Still beats his chest, but does it more playfully rather than angrily
Final Smash: Moon Crusher
DK fires his coconut gun as an activation box, which sends whoever is hit by it flying into the air. DK then jumps into the air and punches the moon, which then crushes the opponents hit by the coconut gun.
Misc:
DK now has his voice from the Mario Spin Off games
He in general acts less angry and animalistic
Donkey Kong throws a barrel in front of him, it isn’t very ranged, and has a bit of endlag, but packs quite a punch.
Side Special: Rambi Charge
DK hops on Rambi and rushes forward before stopping to do a final close range attack and leaving
Up Special: Barrel Blast
DK hops in a Launch Barrel which then rotates around, pressing any button causes DK to go flying in that direction
Side Taunt:
Eats a banana
Up Taunt:
Still beats his chest, but does it more playfully rather than angrily
Final Smash: Moon Crusher
DK fires his coconut gun as an activation box, which sends whoever is hit by it flying into the air. DK then jumps into the air and punches the moon, which then crushes the opponents hit by the coconut gun.
Misc:
DK now has his voice from the Mario Spin Off games
He in general acts less angry and animalistic
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:
Forward Air
The beam she has selected actually affects the way in which Samus performs this move.
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.
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.
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.
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.
Young Link
This version of Young Link allows him to use his Down Special to cycle between his transformation masks; these being Deku, Goron, and Zora. This would obviously alter Young Link’s stats significantly when changing between these masks.
Deku Link:
These transformations, as mentioned earlier, are accessed via Down Special which is Mask Change. This has a cooldown timer of 20 seconds in between each change with a 5 second transformation animation. Young Link’s default form still retains its same moveset but replaces the Bomb with Mask Change.
Deku Link:
Final Smash: Fierce Deity Link - Young Link dons on the Fierce Deity Link Mask and fires off several sword slashes which sends sword beams across the stage. He then points the sword forward and unleashes a powerful Zero Laser-esque beam forward which does several loops of damage before launching the opponent.
Notes: There is a new Victory Animation that has Young Link play the Song of Awakening with the Ocarina of Time. Finishing the match with Deku Link. Zora Link, or Goron Link will see them play the Song of Awakening using their respective musical instruments.
Kirby has Kirby Hats for Young Link, Deku Link, Goron Link, and Zora Link. For the transformation versions, its simply one of the masks plastered onto his face. Therefore, Kirby can perform Deku Bubble, Powder Keg, and Double Cutters.
Deku Link:
- Weight: 2/10
- Size: 4/10
- Speed: 6/10
- Power: 2/10
- Weight: 9/10
- Size: 7/10
- Speed: 3/10
- Power: 10/10
- Weight: 6/10
- Size: 7/10
- Speed: 4/10
- Power: 2/10
These transformations, as mentioned earlier, are accessed via Down Special which is Mask Change. This has a cooldown timer of 20 seconds in between each change with a 5 second transformation animation. Young Link’s default form still retains its same moveset but replaces the Bomb with Mask Change.
Deku Link:
- Neutral Special: Deku Bubble - This is a chargeable attack which fires a bubble from Deku Link’s mouth. It does minimal damage but has higher than usual knockback. Charging the attack increases the damage output while also increasing the knockback.
- Side Special: Deku Spin - Deku spins forward while rapidly kicking. Pressing special while moving forward increases the amount of spins for more damage. This attack can be used as a horizontal recovery tool.
- Up Special: Flower Burst - Deku Link enters into a Deku Flower. This recovery move allows Deku Link to charge up the attack which increases its damage output and recovery distance. This will shoot Deku Link high into the air and will then cause him to enter into a freefall state. Pressing the Special button before this freefall state initiates the Deku Copter which allows Deku Link to sprout two flower petals. Deku Link can then glide down to safety. Damage animations are applied to when Deku Link shoots up from the Deku Flower as well as damage dealt from the flower petal copter blades.
- Taunts
- Up: Deku Link spins in place.
- Side: Deku Link sits down and falls asleep with a bubble blowing from his nose.
- Down: Deku Link shakes his head sadly while looking downward.
- Neutral Special: Powder Keg - Goron Link pulls out a Powder Keg which can be placed, thrown, rolled, or carried. It won’t explode on its own and must need an outside force to detonate it such as a fire attack or being thrown several times. It7s explosion radius is quite large and does high amounts of damage. It can’t be picked up by any light to mid-weight fighters. Those who can are Ganondorf, King K. Rool, Donkey Kong, King Dedede, Rosalina & Luma, Bowser, and Charizard.
- Side Special: Rolling Attack - Goron Link will spin rapidly and then shoot off into a rolling dash attack. Unlike many spin dash attacks, this one can’t be charged before use. Basically, players input the attack which causes Goron Link to start rolling around. Holding down the Special input after starting the attack and holding it while moving it around will power up the attack. This causes spikes made out of energy to enclose around Goron Link. If he hits a solid object, the attack ends and there is a significant amount of ending lag.
- Up Special: Goron Pound - Goron Link will leap high into the air while rolled up into a ball. Once he reaches his max height, he crashes down similar to a Bowser Bomb. This attack does extremely high damage and will either knock opponents into the air or bury them; depending how close they are to the impact zone. Goron Link has invincibility frames while coming downwards.
- Taunts
- Up: Goron Link scratches his head under his cap.
- Side: He pulls out a Rock Sirloin and eats it. It doesn’t replinish energy.
- Down: He slaps his belly.
- Neutral Special: Double Cutters - Link fires dual cutters from his fins. Unlike in Majora’s Mask, these don’t fan outward horizontally. Instead, Link fires them vertically so one fin boomerang travels in an arc upwards before returning and the other travels in an arc downwards and then returns. The attack doesn’t do much damage but the trajectory of the attack is hard to predict making it a trustworthy attack.
- Side Special: Barrier - Zoro Link erects an electrical barrier which, like Leaf Shield, will travel with Zora Link for some time. The attack halves any incoming damage and will also do contact damage to anyone nearby. The barrier lasts roughly 12 seconds but will decrease in duration time the more it is spammed.
- Up Special: Dolphin Jump - Zora Link jumps high into the air while spinning rapidly. The player is able to slightly direct where Zora Link will travel up by tilting the control stick in the desired direction. The attack does several hits in a loop while it carries the opponent along with Zora Link
- Taunts
- Up: Zora Link spins on one foot while slashing both sides with his fins.
- Side: Zora Link takes out his Fishbone Guitar and strums a tune before removing it. This is the only taunt that uses one of these musical instruments.
- Down: Zora Link holds his hand out and gracefully twirls it around in a serene manner.
Final Smash: Fierce Deity Link - Young Link dons on the Fierce Deity Link Mask and fires off several sword slashes which sends sword beams across the stage. He then points the sword forward and unleashes a powerful Zero Laser-esque beam forward which does several loops of damage before launching the opponent.
Notes: There is a new Victory Animation that has Young Link play the Song of Awakening with the Ocarina of Time. Finishing the match with Deku Link. Zora Link, or Goron Link will see them play the Song of Awakening using their respective musical instruments.
Kirby has Kirby Hats for Young Link, Deku Link, Goron Link, and Zora Link. For the transformation versions, its simply one of the masks plastered onto his face. Therefore, Kirby can perform Deku Bubble, Powder Keg, and Double Cutters.
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.
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
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
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
Final Smash: Hydro Storm
Hero
Under Hero’s Command Selection, icons now appear next to the text allowing for easier visibility.
Color Swaps
We have voted to include four additional swaps per character
Smash 64 New Palette Swaps
Smash Melee New Palette Swaps
Additional Links
Wikia
DISCORD SERVER
Attachments
-
23.7 KB Views: 2,346
Last edited: