Fantendo - Game Ideas & More
Advertisement

Fantendo Smash Bros. Soul features a roster from various Fantendo intellectual properties. Among these are characters from various eras of Fantendo, including the Classic Fantendoverse (2007-2014), New Fantendoverse (2014-2020), Fantendoverse Tau (2020) and Boundless Fantendoverse (2021-present). The development team specifically focused on ensuring that most major franchises and Fantendo contributors had some form of playable representation.

Starter Characters
UntenZeritaMiodaNetnuPeshPalmManDragonManVolt3SmileTeardropInferadnessFroloAingeruLeahRachelDragon QueenDoomulus GrimeDoomulus PrimeQTMynisCloveAquarinaPunchGizmoTheodoreAronditeVerriereStrafeRedgeShineRapturnMayaMerrinBurstPelicanThrusterhoundAgustacloveProxxyTangarynGraviteenCheerleaderShokaBlaze KoopaThe Aura SystemOla ColaJack o'LanternJinS.O.DGaryCellularZoeDoormatFractusMeomba IIChuluBrodyShægyrKotomo TrainerVessaFeraFlambertCousteauElek-trodeTigzonMillyrainBubbly GMeta-FormSlanitoSquavAveryKaidenFelton & TrentCeharihaHeinRubyPandoraRiddleGushGlennPickpocketQwartz QrusherStanleyCardinalPearlBelleAmySimoneDemiurgeHightideJimmyProntoMcBooClydeYoshiEggSunnyscytheLahavas


Unlockable Characters
UNT3NPesh (NF)NikauMineManDapperKivaChiamomoDoomulus SalineDoomulus ReviseDoomulus SphealineUntensaurus RexReptfluxVenusTetraLockEmbrunRavenLylythMrFrysiscaRed RiderCapybaraShockraTalliPliskinBomb With LegsNadeJinPhilosophy SunWormCandycurlSansirothMicrowave39,000PulzarQuetzDJ FlaskVelziorDarrenTevaNightlessMajaraKing Cube KiloBotNeedleHeartBaobabTayshaunCookie CrumbleHamaRecursion BroPlumberNotiggyBaluigiBar Fighter KirbyVulcanMerritorryMauveJesus

Click a character's icon to view their moveset.


Playable Characters

Unten
Unten
Debuted in Fissure.
Character owned by Fantendo.
Unten is a Beorn from the planet of Zeon, having been raised by Chief Dongorio of the Baraenion Tribe and subsequently escaping the planet's destruction at the hands of Doomulus Grime's GigaDrill. Ever since, he has travelled the universe with his close companions Zerita and Mioda, appearing to participate in many Fantendo Smash Bros. titles and getting involved in the nefarious plots of the Doomuli.
In battle, Unten is a well-rounded, jack-of-all-trades, master-of-none type character, designed to be easily playable yet effective for both new players and Fantendo Smash Bros. veterans. Most of his stats, including his weight, size, damage output and defense, are middling, with no notable high or low stats. For his specials, he utilizes is electrical powers, and for his aerials, he uses Imperium, a legendary blade. His unique gimmick, Fanti Force, allows him to actively charge the power level of his companion Fanti, by simultaneously holding the down and shield buttons. After charging Fanti for a sufficient amount of time, Fanti will power up Unten, causing him to temporarily enter a powered-up state where luminous lightning surrounds him - in this state, his movement speed and knockback resistance are increased by 25% and his specials and aerials are powered up. This powered-up state lasts between 10 and 15 seconds, and when it's over, Fanti's electrical charge will be reset to 0 and Unten's attacks will return to normal.
Neutral Special:
Beorn Bolt
A basic attack where Unten shoots a bolt of electricity directly to the left or right (depending on which way he is facing). The bolt travels through midair for a short distance before fizzling out. It's able to be fired quickly and repetatively but the damage output is mediocre. When Unten is powered up, Beorn Bolt will move faster, travel a greater distance and deal more damage. Furthermore, it will be able to pierce up to 3 opponents and it won't fizzle out until either hitting 3 foes, a wall, or going offscreen.
Side Special:
Electro Blast Orb
Unten flings an orb of lightning which explodes on impact with an opponent to deal heavy damage across a large explosion radius. Compared to Beorn Bolt, it is a slower but more powerful attack, while being harder to fire accurately due to the arking, gravity-affected nature of the orb projectile. When powered up, fired Electro Blast Orbs will home in on opponents and do extra damage.
Up Special:
Lightning Propel
Unten performs an electrically-charged uppercut while launching himself upwards, dealing damage to foes he hits during the peak of his ascent. Striking a foe will allow Unten to perform another uppercut or a different attack while in midair, but if he misses, he'll be left vulnerable and unable to attack as he falls back down to the ground. When charged up, Lightning Propel's damage and vertical range is increased, allowing Unten to travel a greater vertical distance with the attack.
Down Special:
Discharge
A unique attack where Unten remains stationary and Fanti discharges all charged electricity in a radius around Unten to deal heavy damage to foes. The damage inflicted by this attack, and the radius at which enemies take damage, is increased depending on how much electricity Fanti has charged up, but using this attack will reset the electrical charge level to zero. This attack can also be used during Unten's powered-up state, dealing double damage but immediately ending the power-up's duration when used. If Discharge is used when Fanti has no stored electricity, Unten will simply shrug at the player and nothing will happen.
Fan Finisher:
Descension
Activated by hitting an opponent at close range, a short animation plays in which Unten places his paws over the target's chest, causing a phantasmal spirit to emerge out of the target and attack them for heavy damage. After the attack ends, the spirit will disintegrate and the target will be left unable to use any of their Specials for a duration of 10-15 seconds, having had their powers stripped away by Descension.

Zerita
Zerita
Debuted in Fissure.
Character owned by Fantendo.
Zerita is the long-time companion of Unten. Her family died when she was very young, so like the famous Beorn, she was taken in as a member of Chief Dongorio's Baraenion tribe on Zeon. Ever since narrowly escaping Zeon's destruction and teaming up with Unten, Zerita has helped to fight the Doomuli, but has joined in many Fantendo Smash Bros. titles during her spare time.
In Fantendo Smash Bros. Soul, Zerita is very much the definition of a glass cannon character, with her attacks being among the strongest in the game on average. Additionally she is very fast, with her attacks being quick-to-use and responsive, however she suffers greatly with low defences, being a mid-lightweight fighter, and lacking reliable aerial combat options. Zerita has a unique mechanic known as her Catonean Spirit. Each time she attacks a foe, her Catonean Spirit will build up, increasing the power of her down special, which can be her most powerful attack if charged correctly. However, once her down special is used her Catonean Spirit meter will deplete.
Neutral Special:
Electrizing Bullets
Standing still, Zerita uses static energy stored in her fur to generate a three-round burst of electrical bullets from her claws, which travel in a straight line across the stage dealing damage to any foes they hit. These bullets will pierce up to 3 foes and can be used quickly and rapidly, though their damage output is lacklustre. Additionally, since the bullets are small, aiming at moving targets can be difficult.
Side Special:
Claw Blitz
When this attack is first used, Zerita adopts a fighting stance and begins to charge power in her claws. When the attack is released, she will rush forward either left or right (depending on which direction the attack is used) at lightning-speed, unleashing a flurry of claw strikes that deal high damage to any opponents hit. If the attack is charged for long enough, the claw strikes will be imbued with electrical energy, greatly increasing their damage output.
Up Special:
Tesla Rise
Zerita becomes surrounded in pulsating blue electricity before launching herself upwards - this attack can be angled slightly to the left or right by entering an input at the same time the up special is selected. Foes hit by Zerita during her ascent will take moderate damage and knockback. This attack allows Zerita to gain good height and it functions well as a recovery, though if a target is hit in the process Zerita won't go as far vertically.
Down Special:
Catonean Spirit
A powerful short-range attack where Zerita unleashes the charged up energy of the Catonean Spirit that she has built up by attacking foes. This is presented as an energy blast in a radius around her, which deals heavy damage to foes that get caught in the blast. The more damage Zerita has dealt since last using this attack, the more damage this attack will do. This attack has minimal starting and ending lag but using it multiple times in a row will cause it to fail and do nothing due to having no Catonean Spirit charged.
Fan Finisher:
Hyper Mode
Upon activating her fan finisher, Zerita rushes forwards across the stage with her claws drawn. Any foes caught in this initial attack while be then subject to a barrage of attacks as they are thrown into the air. Zerita transforms into her Hyper Mode form in a flash of light, and jumps towards the now airbourne target before barraging them with numerous claw strikes and electrical attacks, dealing very heavy damage, before blasting them into the air. Afterwards, she turns back into her usual self with her Catonean Spirit fully charged.

Mioda
Mioda
Debuted in Tragedy (2015).
Character owned by Exotoro.
Mioda is the daughter of Chief Dongorio of the Baraenion Tribe, a huntress loyal to her tribe and sceptical of new members Unten and Zerita. Mioda originally disliked Unten, finding the idea of him being a hero to be laughable, but later on, she crossed paths with him again and put aside her differences to work with him to protect Zeon from Doomulus Grime. Much later, Mioda is now one of Unten and Zerita's closest allies, having toned down her arrogance but still wanting to prove herself as a strong and worthy hero while avenging her destroyed home planet and late father in the process.
Mioda is a middleweight fighter in Fantendo Smash Bros. Soul who excels in long-range combat. Being a bow user, Mioda has access to a large variety of arrow types which she can fire off using her neutral special. At first, Mioda's bow will be loaded with 20 Light Arrows, the most basic arrow, but once she uses up all of these, she can use her shield special to select another arrow type from her quiver. These arrows are Fire Arrows (more damage, less accuracy), Bolt Arrows (higher velocity, less damage), Dark Arrows (more accuracy, less velocity) and Explosive Arrows (very high damage but greatly reduced range). Mioda has an unlimited number of each of these arrow types, but is only able to load her bow with 20 at a time, and is unable to use any other arrow type until all 20 of these have been used.
Neutral Special:
Light Arrow
Mioda quickly pulls out her bow and fires a single arrow from it, which travels in a straight line until it hits an opponent. A fast and reliable attack method, the fired arrow has pretty good range, though will eventually become affected by gravity and fall to the ground. Each time this attack is used, Mioda uses one arrow, causing the Arrow Counter at next to her HUD to deplete by one. By default, this will be at 20, and when it reaches 0, Mioda will have to reload more arrows from her quiver in order to use this attack again.
Side Special:
Tomaboomerang
Mioda draws a double-edged hatchet and throws it forward, causing it to soar through the air over a medium distance before flying back towards her. Any foe hit by the hatchet during its flight path will take moderate damage and knockback. Before this attack is used, it can be held down, which when released, will increase the thrown hatchet's range. Though strong, this attack has slow startup and is difficult to use repeatedly.
Up Special:
Feather Better
Mioda's hair transforms into a plumage of feathers, granting one of two effects. If used once, Mioda will use her feathers to fly upwards for a few seconds, granting her vertical recovery until the feathers turn back to hair. This can't be cancelled once activated but allows Mioda to perform other attacks at the same time, up until the point where her feathers turn back to hair and she is left vulnerable as she falls back down. If this attack is held, Mioda flies upwards much more quickly and can deal damage to opponents she comes into contact with, though she won't be able to use other attacks this way.
Down Special:
Wilderbeast's Gaze
A special type of counter, which when timed correctly in response to an opponents attack, activates Wilderbeast's Gaze. This causes Mioda's attacker to be slowed down in time, delaying their attack and allowing Mioda to dodge and counterattack while they are still in slow motion. This effect will last about 1-2 seconds, giving Mioda enough time to manually counter attack before the foe's speed is returned to normal. However, if timed wrong, Mioda will be left vulnerable to the opponent's attack. Wilderbeast's Gaze also functions differently when used against projectiles, allowing Mioda to effortlessly dodge the incoming threat but leaving her open to close-range attacks.
Fan Finisher:
Hyper Archer
Mioda transforms into her Hyper Form, changing her appearance as her hair grows longer and gains more ribons, while her outfit changes to a long brown leather skirt. In this state, Mioda has her movement speed, attack power and damage resistance all increased by 30%, while she gains access to a special new attack that replaces her neutral special, that being Hyperlight Arrow. When used, this instantly shoots out a super-powerful arrow charged with light energy, which contact with the target, deals extremely high damage and knockback. Since the arrow has such high velocity, it is very difficult to dodge. Mioda's Hyper Form ends and she returns to normal after about 10 seconds have passed, or after using Hyperlight Arrow three times.

Netnu
Netnu
Debuted in Underground.
Character owned by Fantendo.
Netnu, also known as Kaio, is a Beorn from Zeon who developed an intense rivalry with Unten after losing a battle to him. Arrogant and egotistical, Netnu became so devoted from that point on to defeating Unten, that he changed his identity to become the complete opposite of Unten - he changed his name to Unten's in reverse, and sought to get revenge against Unten by following him around the universe after Zeon's destruction and waiting for the time to strike when he least expected him. Netnu has never won against Unten, but is determined that he will one day.
In Fantendo Smash Bros. Soul, Netnu is fittingly a semi-clone of Unten, with very similar middling attack, weight and speed stats. He hits slightly harder than Unten does, but at the cost of being marginally slower. Most of Netnu's aerial and standard attacks are the same as Unten's, though his specials differ greatly, and he also lacks Unten's Fanti Force gimmick. While many of Unten's attacks revolve around electricity, Netnu's revolve around fire and radioactivity, abilities he gained from overexposure to galactic gamma rays after escaping Zeon. He has a lot of useful projectiles, including his Gamma Laser and Beorn Launcher, at his disposal.
Neutral Special:
Gamma Laser
Netnu shoots a neon green damaging laser burst from his monocle, which travels quickly through the air in a straight line. On impact with either an opponent or obstacle such as the terrain or a wall, the laser will diverge into three smaller lasers which bounce back in the opposite direction. This can be difficult to accomplish, however, as the laser shot will dissipate after travelling a fairly short distance, only really making it effective against enemies at close-medium range. That said, it can be fired in quick succession thanks to its minimal starting and ending lag.
Side Special:
Grace of Flame
Netnucharges up a burst of orange flame to the left or right, releasing it after the side special button is released. Depending on how long the attack is charged, the horizontal and vertical ranges of this attack increase, being able to reach about 1/3 of the way across the stage when fully charged. The flame burst deals heavy damage to foes and immediately destroys projectiles that enter its range.
Up Special:
Flaming Pillar
Similar to his side special, Netnu charges up a flame burst, however this time aiming it downwards to create a vertical pillar of flame which he uses to propel himself upwards, either from the ground or in mid air after a jump to reach even further heights. The tall, flaming pillar produced remains in place for the duration of Netnu's brief ascent, harming any foes that come into contact with it for heavy damage. Like Grace of Flame, it can be charged to increase its range. A fully charged Flaming Pillar becomes slightly wider and considerably taller, launching Netnu even further vertically.
Down Special:
Beorn Launcher
Netnu pulls out his Beorn Launcher, a huge rocket launcher cannon and fires a single shot from it. This sends out a fast-moving, homing missile, which tracks down the nearest target and strikes them, exploding on impact. This deals massive damage and can be very difficult to avoid since the missile projectile is resistant to damage and moves very quickly. This move's drawbacks lie in its extremely slow start-up, requiring Netnu to manually load the launcher with the missile before use, and the fact that Netnu only gets 3 missiles to use as ammo per stock. At all times, the number of remaining missiles is displayed above Netnu's percentage meter as small icons. If he tries to use this attack with no missiles left, he will simply shrug instead of picking up his launcher.
Fan Finisher:
Rage Calamity
Netnu begins glowing with intense anger as he then lashes out in a fit of rage as he then summons a massive flurry of fireballs that rush past all over the screen dealing rapid damage to everyone on the stage as it all finishes off with the fire balls all condensing into a large sun-like object on the stage that netnu then unleashes a giant gamma burst onto unleashing devestating solar waves that eradicate all foes who are still left standing, netnu then calms back down and resumes fighting

UNT3N
UNT3N
Debuted in Unten: The Final Strike.
Character owned by Fantendo.
UNT3N was originally designed by Lord Acriss as a robotic clone of Netnu, but when Unten accidentally interrupted the machine meant to produce this clone, the machine integrated Unten's DNA as well, creating a liquid metal Unten-Netnu hybrid. This copy, though amalgamated, has a mind of his own, possessing the heart and brain of an ancient warlord, and has proven a formidable rival-- and, sometimes, a reluctant ally-- to Unten. He once served under Lord Acriss as a military strategist until he broke free from servitude, and today he shares his body with the mind of Unten's once loyal companion Fanti, though the two frequently struggle to get along.
Despite being a clone in lore, UNT3N's fighting style has only a few similarities to Unten's and Netnu's, including a few standard attacks in common and Unten's Fanti Force gimmick which allows him to power up by charging Fanti. UNT3N's Fanti Force is charged in the same manner as Unten's, though it will additionally briefly stun him with an electric shock upon expiring. Otherwise, UNT3N is mostly a unique fighter with his own special attacks and a heavy weight. Unlike his original non-robotic counterparts, UNT3N is mostly a physical fighter, shapeshifting his liquid metal body to attack.
Neutral Special:
Head Slam
UNT3N's body retracts into his head and is propelled in the direction of the control stick a short distance with gravity acting on it. Upon hitting the ground or canceling the attack, UNT3N's body will reform. UNT3N's head will deal heavy damage to anyone it comes into contact with, and his size is significantly decreased, though he is much more vulnerable. When Fanti Force is active, an electric laser shoots from UNT3N's eyes upon making contact with the ground or an opponent.
Side Special:
Buzzsaw Drift
The lower half of UNT3N's body is transformed into a spinning buzzsaw acting as a wheel, disabling his jump but allowing him to move at a high nonstop speed, dealing damage to anyone he runs into and pushing them backwards. When UNT3N turns, he kicks upward and knocks the opponent back. UNT3N will remain in this form until he uses another attack and will have some recoil upon exiting this form. When powered up by Fanti, UNT3N does not recoil from reverting and can jump by being boosted upward with lightning.
Up Special:
Claw Extension
UNT3N stands still while extending one of his right arms in the direction of the control stick. When this claw connects with an opponent, item, or edge, UNT3N will grab hold and pull himself forward. If he grabs onto an opponent, he will knock them back when his body makes contact. When charged by Fanti Force, UNT3N can extend his arm further and will pierce it through opponents, able to grab multiple targets at once and zapping towards them with electric energy after a short time.
Down Special:
Change Hand
UNT3N retracts his left arm and changes its mode. Spike Mode transforms his arm into a sharp set of spikes that he can quickly slash with, Lash Mode changes it into a whip with a far range, and Punch Mode reshapes it into a bulky hand that deals great damage. These hand modes affect UNT3N's standard attacks, aerials, and grabs. These hands will deal additional electric damage when UNT3N is powered up by Fanti.
Fan Finisher:
Hacking the Mainframe
Fanti takes full control of UNT3N's body and lunges out forward from his chest a long distance. Fanti wraps around any opponents within his range and sparks with electricity when he extends fully, strongly electrocuting any opponents who touch him. Afterwards, Fanti quickly snaps back into UNT3N's body, knocking all wrapped opponents in a random direction.

Pesh
Pesh
Debuted in Pusher's Pile.
Character owned by Arend.
Pesh is the resident hero of Pushopolis. As a kid, Pesh was fascinated by knights and Medieval history. One day, Pesh got into an accident, leaving his with a scar on his forehead - he was very embarrassed about this, so his dad made him a helmet to wear, something that he loved and wore ever since. The helmet is Pesh's most prized possession and even attracted the attention of his now-girlfriend, Pashie. He's a light-hearted hero with a passion for danger, though his overconfidence sometimes gets him into trouble.
Pesh is a middleweight fighter in Fantendo Smash Bros. Soul who despite his fairly small size, has very high defense thanks to his iron helmet which reduces the amount of damage he takes from enemy attacks by a small fraction. Pesh utilizes a tricky playstyle, his main focus being on his neutral special which allows him to throw out various different Nicey varieties to deal damage from afar. Other than that, his stats are mostly balanced with none being too high and none being too low. As well as Pesh, the player is able to select Pashie as an alternate costume, who functions identically to him.
Neutral Special:
Nicey
Pesh throws out a Nicey, which acts as a bouncing, fast-moving projectile that deals moderate damage on contact with the enemy. Only one Nicey can be active at a time, but after being thrown it will bounce across the stage, only disappearing when it reaches the edge. There are five possible Niceys that Pesh can throw out which are determined at random, these are (in order of increasing power and decreasing speed): Blue Nicey, Pink Nicey, Yellow Nicey, Green Nicey and Red Nicey. Pesh can also throw out Rainbow Niceys if this attack is used after his Down Special - this special and rare Nicey variety deals the damage of a Red Nicey while moving at the speed of a Blue Nicey.
Side Special:
Dagger Rush
Pesh runs forwards with his trusty dagger in hand, performing a flurry of stabs and slashes as he does so. If an opponent is caught in his path, they will take damage several times from repeated attacks. This attack enables Pesh to move fairly quickly horizontally, but it's better to use for offense rather than movement due to having quite a bit of ending lag.
Up Special:
Pushy
Summons a Pushy at Pesh's feet, acting as a platform which pushes him upwards. It rises through the air for about 3 seconds, being able to be slightly moved left or right, until it eventually disappears. This grants Pesh quite a lot of vertical height, while also allowing Pesh to move around on the Pushy and use other attacks. Other foes may also be able to stand on the Pushy to gain height. Though it acts as a platform, Pesh cannot use a mid air jump or another Up Special while on the Pushy, or until he reaches the ground again.
Down Special:
Magical Paint Bucket
A close range attack where Pesh pulls out a Magical Paint Bucket item, spinning it around him to deal damage to foes with a rainbow-coloured paint splash. Though lacking in range and only having average damage output, it's fast and can be held down to have Pesh spin for a longer duration of time. Furthermore, after using Magical Paint Bucket, Pesh's next use of his neutral special, Nicey, is guaranteed to produce a Rainbow Nicey.
Fan Finisher:
Team Up!
After activing his Fan Finisher, Pesh is joined by Pashie (alternatively, if the player is using a Pashie alternate costume, they will be joined by Pesh). Pesh and Pashie proceed to jump to opposite ends of the stage while repeatedly throwing out Niceys, Pushys and Hazzies, which slide around the stage dealing heavy damage and knockback to any foes that are hit. Due to the very high number of Niceys, Pushys and Hazzies produced, it's very difficult to dodge and all opponents are likely to get hit at least once. After about 8-10 seconds of this, Pashie (or Pesh) will disappear and resume fighting normally.

Pesh (NF)
Pesh (NF)
Debuted in Fantendo Smash Bros. Victory.
Character owned by Exotoro.
Original version created by Arend.
Pesh (NF) is the resident hero of Pushopolis. As a kid, Pesh was fascinated by knights and - wait, haven't we been here already? This version of Pesh is from an alternate timeline that takes place in the New Fantendoverse where the Shattering took place. In this timeline, Pesh is more stern and more courageous, stopping at nothing to fight for a noble cause and protect those who he cares about, especially his girlfriend Pashie.
New Fantendoverse Pesh is a heavyweight fighter taller than his original timeline counterpart, who relies on slow yet precise and hard-hitting attacks with his katana. He is one of the game's slowest fighters, taking on a bait-and-punish role. His attacks have extremely high KO potential owing to their heavy knockback and damage, but being very slow moving thanks to his heavy armour. Thankfully, his long katana grants him a decent amount of range. Like his classic counterpart, New Fantendoverse Pesh can be played as either himself, or Pashie.
Neutral Special:
Hazzy
Pesh pulls out a Hazzy and throws it, causing it to act as a slow-moving, bouncing projectile that deals high damage on impact. Only one Hazzy can be present at a time, and it will only be able to travel a short distance before disappearing. Pesh has four possible Hazzies that he can throw out as part of this attack, being chosen at random every time. These are (in order of increasing power and decreasing speed): Blue Hazzy, Pink Hazzy, Green Hazzy and Red Hazzy.
Side Special:
Katana Boomerang
Pesh throws his katana, causing it to spin through the air after flying a short distance before flying back to him. It will deal very high damage on contact and is quite large, meaning it deals damage across a fairly large area, however since it's so heavy, it will take a moment for Pesh to throw it, meaning it has considerable starting lag. Additionally, Pesh will be vulnerable while his katana is in the air, as he relies on it for his smash and aerial attacks.
Up Special:
Rising Edge
Pesh holds out his katana and performs a rapid leap upwards, dealing heavy damage to any foes he passes by and knocking them upwards. While not being a very useful attack for recovery, it is quite quick to execute and deals very high damage on contact if pulled off successfully. Unfortunately, though, using it will leave Pesh vulnerable as he falls back down to the ground.
Down Special:
Crystal Counter
Pesh transforms one of his arm's armour plates into a crystal for a fraction of a second, holding it out in front of him as it glistens with light. This creates a very short window of time where if the opponent strikes Pesh with a melee attack, Pesh will counter it, reflecting the damage that would have been dealt and doubled strength. It won't work against long-range attacks and projectiles, but can prove a very effective tool for close-range combat.
Fan Finisher:
Threatening Pesh
Upon activation, Pesh becomes possessed by a pulse of dark energy and transforms into Threatening Pesh, an unhinged and more powerful version of himself with purple and gold armour. In this state, Pesh will take a small amount of damage each second, but his attacks become extremely powerful, most of them having the potential to deal upwards of 40-50% damage in one strike. His movement speed is also slightly increased, and he becomes extremely resistant to attacks and knockback. This form will last for about 10 seconds, but in the mean time, your best bet is to run rather than try to fight this extremely powerful form.

PalmMan
PalmMan
Debuted in PalmMan (game).
Character owned by COKEMAN11.
PalmMan was created in a laboratory alongisde DragonMan and MineMan, granted the power to synthesise the energy of plants and nature. Deployed into the city of 4.15, unaware of his purpose, PalmMan discovered that MineMan had been corrupted, determined to conquer 4.15 using an army of robots. Eager to stop MineMan, PalmMan sets out to find DragonMan so that the two can work together and bring MineMan's reign of terror to an end. He's an optimistic though sometimes braggadocious warrior who likes to show of his powers when he can, though he relies very strongly on his relationship with DragonMan to keep himself grounded and preventing him from getting carried away.
PalmMan is a heavyweight fighter thanks to being mostly made of metal, though he is slightly faster and lighter than his Boundless Fantendoverse counterpart, Nikau. He functions best as a zoner, fighting from after with his plethora of ranged attacks and projectiles that cna have all sorts of different effects. Compared to Nikau, PalmMan generally hits harder but has very few reliable and powerful close-range options, causing him to fall behind in close-rage combat against faster foes. Furthermore, his aerial game isn't amazing but he can still use his specials to deal damage from a long range, whether grounded or not.
Neutral Special:
Coconut Cannon
PalmMan launches a coconut from his arm cannon, which functions as a large and powerful but slow-moving projectile. The attack is fairly fast to use, letting PalmMan repeatedly fire out coconuts in a straight line. On contact with an enemy the coconut will explode, revealed to actually be an explosive missile, and deal heavy damage. Despite this attack's high damage and quick use speed, it is fairly easy to avoid due to the fact that the coconuts move rather slowly. They can also be destroyed using other projectiles.
Side Special:
Poison Ivy
PalmMan creates a beam of energy in an arc around him, which then fires outwards a moderate distance before disappearing. It doesn't deal that much damage, but its range is incredible, being very difficult to avoid and spreading outwards as it extends further away from him. It's PalmMan's only real reliable close-range attack, but functions better when used from long distance thanks to its increased damage radius. It can also be used over and over again to push back foes, encouraging a focus on ranged combat. Targets hit by this attack have a chance to be poisoned and take residual damage for a few seconds.
Up Special:
Jet Launch
PalmMan transforms his arm cannon into a rocket jet, aiming it downwards and shooting out a long flare of bright green fire to propel himself upwards a short distance. This attack functions better for offense than mobility, as it's slow to use and doesn't grant PalmMan very much distance in the way of vertical recovery, however the flare produced by his arm cannon can extend very far vertically downwards, dealing heavy damage and granting PalmMan a useful way of damaging foes beneath him. If used while on the ground, the jet flames will spread outwards in both directions as PalmMan launches upwards, increasing the area they cover but reducing their overall damage.
Down Special:
Seed Mine
Standing still, PalmMan uses his arm cannon to fire a seed mine into the ground below him, which acts as a trap that will activate when walked over by an opponent. When this happens, rather than exploding, the seed mine will instantly grow into a palm tree, erupting out of the ground and launching its victim upwards a considerable distance while dealing damage. The palm tree will remain there for a few seconds before retracting back into the ground, the seed mine now deactivated. Alternatively, PalmMan can manually activate the seed mine by using his down special while a seed mine is already active. This prevents him from placing more than one seed mine at once, however.
Fan Finisher:
Forest of Doom
When activating his Fan Finisher, PalmMan will fire a barrage of explosive seeds up into the air, causing them to promptly rain down from above, exploding on contact with any opponent they hit for heavy damage. Any seeds that don't explode will become buried in the ground, before all simultaneously turning into palm trees that pop out of the ground, launching any fighter stood above them high up into the air. To finish the attack, PalmMan will then fire off a concentrated beam of photosynthetic energy which travels across the entire stage dealing heavy repeated damage to anyone caught inside it. Once the beam's duration ends after about 5 seconds, the trees produced by the seed rain will disappear and PalmMan will return to fighting normally.

Nikau
Nikau
Debuted in PalmMan (Boundless Game).
Character owned by Shadow Inferno.
Original version created by COKEMAN11.
Nikau, nicknamed PalmMan, is a cybernetic front-line commando serving under TRIAD. An augmented human originally hailing from the New Aotearoa colony, he's considered the spearhead for the organisation's offensive efforts and a prodigal soldier by Alabastus, the head general. He's famous for his relaxed attitude in combat and destructive powers, favouring explosive weapons in battle. He often fights against the Doomuli, especially Doomulus Mine, his unspoken rival. His latest mission? Infiltrate the planet Silmhatik and destroy the Doomuli base enslaving the inhabitants.
Owing to his reinforced cybernetic body, Nikau is a heavyweight and among the slowest fighters in the game. His jump height is similarly lackluster, but his defensive capabilities more than make up for it, making him a tanky yet powerful character who's greatest weakness is his poor mobility. Nikau's main gimmick is his Frond Cores, five battery-like shield generators on his chest. When Nikau is attacked enough times, the Frond Cores will progressively break, weakening his defence and causing him to take extra damage from moves, but increasing the power of his attacks. When not attacked for a while, his Frond Cores will also progressively repair themselves, increasing his defence and weakening his offence. He has five Cores, giving him six different stages on his stat scale, and knowing how to utilise them is crucial for Nikau's moveset.
Neutral Special:
Napalm Cannon
Nikau fires a bomb-like projectile containing Napalm energy, launching forward in a slight upwards arc. The bomb explodes after coming into contact with opponents or surfaces. If hitting an opponent, it will also cover them in napalm, which by itself is harmless and disappears after a few seconds. However, some of Nikau's other moves will ignite the napalm when used in succession, dealing high damage. Therefore, it can be used in combos or simply as a set-up for other attacks, and also acts as a good ranged option for Nikau.
Side Special:
Overheat Fist
Nikau heats up his hand, releasing steam from thermal vents in his arm, then lunges forward with a fiery punch. While the move deals good damage at close range, it also propels Nikau horizontally a good amount, and is a natural follow-up move to use on napalmed opponents.
Up Special:
Jetpack Engine
Nikau propels himself upward with a jetpack built into his back, releasing flames underneath that deal minor damage but can ignite napalm. While the thrust is slow, and Nikau himself deals no damage, it can be held continuously and can be re-activated in midair, serving as a steady and reliable recovery which Nikau's heavy build relies on. While effective, it is prone to being punished in mid-air by opponents. Additionally, the move will consume fuel, which can be seen in a meter on his UI. Without fuel, the jetpack cannot function, but it will replenish slowly while he is on the ground.
Down Special:
Hourglass Barrier
Nikau projects a holographic shield somewhat shaped like an hourglass on himself, serving as a strong counter and reflector. While the time taken to start and end the move is minimal, the shield's duration and strength will become gradually weaker each time it is activated, shown by the colour of the shield fading from blue to red, and will eventually stop working altogether. Unlike his Frond Cores and fuel, the strength of the barrier will not return to normal by any means other than Nikau dying and respawning. While it has no flaws as a counter, its weakening nature means excessive reliance on it will be punished, requiring the player to ration its use for emergencies.
Fan Finisher:
Commando Barrage
Nikau signals for assistance, causing TRIAD helicopters to fly across the stage as Nikau jumps on, then mans a machine gun. From there, the player gains a targeting cursor, which fires a steady stream of bullets at the targeted location when pressed, essentially gaining the controls of a shooter game. After five seconds have passed, the helicopter will fire a barrage of missiles at the last targeted location, before dropping Nikau back onto the stage.

Volt
Volt
Debuted in VOLT (game).
Character owned by PabloDePablo.
Volt is a Sparkling from the planet Chargio, and is the wielder of an ancient scarf called Galvan which is known to awaken hidden powers in his kind. One of the smallest of his kind, Volt was often teased for his size, but after the corrupt and exiled Sparkling known as Strato unleashed an ancient army known as the Ominous, it was up to Volt to rescue the rest of his kind and stop Lord Ghoulish. Volt is always optimistic but sometimes this is his biggest downfall as this can make him stubborn and naïve at times. Being a ghost-like creature, Volt is able to possess things, from inanimate objects to enemies. Furthermore, his scarf allows him to unleash electrical powers.
In Fantendo Smash Bros. Soul, Volt is a very fast character who moves erratically. Unlike other characters, they have two types of dash. A normal dash, which is when the right or left control input is held, and his special Sparkling Dash, which is achieved by rapidly entering the right or left control input. This special dash allows him to move considerably quicker as he erratically warps forwards while also dealing damage through excess sparks of lightning which are produced as he does so. Volt's attacks pack quite a punch, though his weaknesses lie in his small size, limited attack range and very light weight. Being like a ghost, he weighs almost nothing and is thus launched very easily.
Neutral Special:
Beacon Beam
A basic projectile attack where Volt fires out an electrified laser beam. If a directional input is entered just as the attack is used, Volt can angle this attack in any direction around him. The laser projectile is unaffected by gravity and will bounce off the first surface it hits and deals decent damage if it hits an enemy. Though its damage output isn't excellent, Beacon Beam can be repeatedly used in quick succession without many drawbacks. Furthermore, Beacon Beam can be held to charge up power, which increases the launched laser beam's velocity and damage when released.
Side Special:
Shocking Punch
Volt launches an electrified punch either to the right or left using one of his fists. This is a lightning-fast attack that despite its very short range, deals very high damage to foes that are directly hit. The punch also shoots out a lightning bolt projectile, which is much weaker by comparison but travels straight forward through the air across a fairly long distance. Repeatedly using this attack is risky as after Volt launches his punch, there is quite a lot of ending lag, meaning players that predict this attack can take advantage of it easily.
Up Special:
Cyclone Jump
Volt creates a ball of electricity at his feet, which he uses to jump off of, launching him higher into the air. This ball of electricity deals high damage to opponents it hits, and once Volt jumps off it, it will quickly fall downwards, damaging any foes in its path. On impact with the ground, the ball will explode into a damaging flurry of sparks. Once Volt has used his Triple Jump, he won't be able to perform another jump or use any attacks until he reaches the ground again.
Down Special:
Spinning Hammer
Volt pulls out the hammer of a Hammer Grunt and begins spinning rapidly, damaging foes to his right and left. Targets struck by this attack will take massive knockback. This attack can be held for as long as the player desires, increasing in both speed and power over time. After being held for about 6 seconds, Volt's hammer will become surrounded in electricity, further increasing its damage and granting the added effect of reflecting projectiles. However the longer the attack is held, the longer Volt takes to stop spinning, meaning he will be left vulnerable for longer afterwards.
Fan Finisher:
Hailstorm
As he activates his Fan Finisher, Volt calls for help from his friend, Hailey, and together, they create a large electrified hailstorm cloud which then appears at the top of the screen. The stage background becomes dark and stormy. Volt is then able to control the storm cloud's path, and can direct it either to the left or right as it begins shooting out powerful bursts of lightning and pelting foes below with hailstones. Foes underneath the cloud, which is approximately 1/3 of the total screen's width, will take heavy damage and become stun-locked by the constant damage from the hailstones and lightning bolts. While Volt is controlling the storm cloud, Hailey traverses the stage, attacking any opponent she can with bursts of icy energy, which may freeze them solid. Hailey will initially target foes that aren't being damaged by the storm cloud, but if none are available, she will target foes that are already being pelted by the storm cloud for extra damage. After about 10 seconds, Hailey and storm cloud will disappear and Volt returns to fighting normally.

3.14
3
Debuted in 3.14 Sports Mix.
Character owned by Strange Phenomena.
A black and white ambient, 3.14 is a rather naive but quite friendly person who has matured a lot since his younger and more rambunctious days, who tends to lean out of most conflicts if at all possible. When he is faced with opposition, he still keeps a quiet and calm demeanor as he carefully plans out his actions and tries to take the safest and less combat heavy route. He rarely ever gets overly mad or upset at something, since he usually never lets those negative emotions get the best of him. Despite his kind nature, however, he is still rather clumsy and will often make some small mistakes
3.14's playstyle is very light on combat and more on leaving traps and sets ups for enemies to walk into, while he steps back to either heal himself or to set up even more complex and tricky stage hazards that will trip up those who aren't careful. The downside to all of this is 3.14 lacks any real heavy hitting moves and has slow running speed, meaning that he struggles with getting quick and easy knockouts, making him a very tactical and strategic heavy character.
Neutral Special:
Input Breaker
3.14 casts a line of code out that surrounds the enemy and starts chipping away at their health along with reducing any super-armor or knockback resistance they might have, making it easy to be sent flying back even when hit by a small and weak attack. This move does take a while to charge up but you can jump or dodge in the middle of said charge and hold onto it for later use.
Side Special:
Virtual Pie
3.14 throws out an inedible pie that acts as a miniature flashbang that will go off if it hits an enemy or the ground. This has a chance of making them dizzy for a few seconds, causing them to stumble and mess up. this pie can be redirected back to the send however so watch out if that happens.
Up Special:
Light Camouflage
3.14 blends in with the background's lighting and reappears seconds later in one of 8 directions. This acts as a pretty decent aerial recovery and when used on the ground its great for evading physical attacks and projectiles, however it won't deal any damage.
Down Special:
Chroma Heal
3.14 draws in colorful charged electricity into his body as he uses it to repair any damaged code around his body, healing up around 20% health at a full charge however this move is incredibly hard to pull off as you have to remain still for a few seconds while he heals. Failing the charge or getting hit in the middle of it will cause some nasty damage to be recoiled back to 3.14.
Fan Finisher:
Blinding Gradiance
3.14 engulfs his body in a rainbow light that then rapidly flashes all over the stage dealing minor damage but causing foes to loose all control of their characters as they all run around confused and blinded. That continues for a bit even after the Fan Finisher has subsided, making this quite a weird but sometimes very helpful finisher in scoring knockouts.

Smile
Smile
Debuted in GHOST SMILE.
Character owned by Sr.Wario.
Original version created by Cobweb.
Smile is a ghostborn spirit, having existed as a ghost for all of his "life" and always yearning for a true life as a living being. To experience this, he sets out to find the Crystal of Shadows, which will allow him to experience life as a regular human being. Unfortunately for him, the crystal has been shattered into six pieces which he must retrieve from across the Spirit Universe. On the way, he faces a villainous spirit called Mythic, who plans to use the Crystal of Shadows to wreak havoc across several different universes including the Spirit Universe.
Smile appears as a playable fighter in Fantendo Smash Bros. Soul, being distinct as a slow lightweight fighter, which gives him a disadvantage in close-range combat. However, his ability to extend his phantasmal appendages to deal melee damage from after, in addition to his ability to levitate grant him numerous advantages over other lightweight fighters. Being a ghost, Smile can levitate in the air by holding the jump button, which greatly boosts his aerial game and expands his recovery options. Furthermore, most of his standard and smash attacks can be held, which will extend the range of his appendages and let him deal damage from afar.
Neutral Special:
Marksman Spirit
Upon use, a small reticle appears on the screen, locking onto the nearest opponent's position (if no opponents are nearby, the reticle will appear in front of Smile). Smile then charges up an attack and fires a burst of 5 shadowy ball projectiles from his mouth at the position of the reticle, which move incredibly quickly through the air and explode on impact with the target. Missed shadow balls will disintegrate into mid air after a short while. While not the fastest attack to use, it is fairly easy to use successfully thanks to its auto-aim function and wide range of attack duration.
Side Special:
Reflection Spirit
Smile rushes forwards in the direction he is facing, transforming one of his arms into a sword and swiping it in an upwards arc. When this attack is used, a reflection of Smile will appear opposite him, rushing forwards in the opposite direction (towards Smile) and swiping its own sword arm. If there are any targets in front of Smile, they will effectively become trapped between Smile and his reflected spirit, becoming simultaneously damaged by the two sweeping sword attacks and being launched upwards. The attack can be stopped if Smile is attacked while rushing forward, but this will not impede the progress of Smile's reflected spirit, essentially allowing the attack to continue but with one strike.
Up Special:
Greedy Spirit
A grapple recovery where Smile transforms one of his arms into a large hand and quickly reaches upwards, grabbing a point in the air above him. Foes grabbed by this hand will take heavy damage. The hand will also pull the rest of Smile's body upwards to grant him vertical recovery, regardless of whether or not a target was hit by the initial attack. The attack can be angled slightly to the left or right by a margin of about 45 degrees each way, letting Smile recover diagonally.
Down Special:
Ectoplasm Spirit
Smile transforms one of his arms into what resembles a blaster cannon, before shooting an ectoplasm ball projectile which travels in an arc through the air. It can be aimed upwards but won't go particularly far due to being affected by gravity. On impact with an opponent or surface, the ectoplasm ball will explode, coating the area in sticky ectoplasm slime for a few seconds and dealing damage to foes within close range. A direct hit on the foe will deal extra damage and cover them in ectoplasm, slowing them down greatly. Furthermore, the ectoplasm residue left on the stage will slow fighters that walk through it, with the exception of Smile of course.
Fan Finisher:
Demonic Spirit
A transformative Fan Finisher where Smile uses a Demonic Spirit, known as the King of Spirits, to transform into a mutated, demonic form. This form is dark red with glowing red eyes, and is about three times larger than regular Smile. In this state, which lasts for about 12 seconds, Smile's movement speed and attack damage is greatly increased, not to mention thanks to his larger size, all of his attacks gain incredible range. Furthermore, his attacks also inflict extra damage in the form of residual fire damage when foes are hit. As Smile attacks foes in this form, he will rack up Rage Points, which are displayed on a meter at the top of the screen. These points will be used to restore Smile's HP when the transformation ends, with more Rage Points being acquired resulting in more health restored.

Teardrop
Teardrop
Debuted in Teardrop (Original).
Character owned by Half-blood2000.
Teardrop Adalhard Seaside is an Oceanian, an individual from the land of Atlantica with the power to control water and change his form to the different states of water. Teardrop gained his powers from the Lucero Gods, gifted to them before he was even born and while his mother was pregnant as a result of his DNA being changed by magical water. He had a close relationship with his family, particularly with his sister Dylaette, but everything fell apart when a Time Keeper killed his parents and trapped his sister in time. Ever since, he has fought to avenge his family. He is a clever and introverted individual who can sometimes come across as a bit self-absorbed and sarcastic, but he is usually calm and collected and will always fight with everything he has.
Teardrop returns after a long hiatus and appears as a playable fighter in Fantendo Smash Bros. Soul. He is a mid-heavyweight fighter whose stats are mostly balanced, with middling attack and movement speed. Setting him apart from other fighters is his unique ability to change between different states of water. Using his different side specials, Teardrop is able to fight in not only his standard Oceanian form, but also three additional forms - Liquid, Gas and Ice - representing the three states of matter. These all have additional perks and drawbacks making them useful in different situations.
Neutral Special:
Hydro Blast
A standard projectile attack where Teardrop shoots a high-pressure bolt of water which travels quickly and directly forwards to deal damage on impact with an enemy. Though lacking in power, this projectile is fast and easily spammable making it a useful zoning tool for Teardrop's movepool. When used, this will transform Teardrop back into his regular humanoid Oceanian form with balanced stats.
Side Special:
Liquid
Teardrop transforms into his Liquid Form, a formless and shapeless blob of water, before attacking as his body transforms into a surging tidal wave that rushes a short distance either left or right. This deals heavy damage and allows Teardrop to move quickly, but it can be risky to use at it has a lot of ending lag and can even stun Teardrop if used into a wall. After the attack is used, Teardrop remains in his Liquid Form where he has increased movement speed but decreased attack.
Up Special:
Steam
Teardrop transforms into his Steam Form, a gaseous serpentine shape. He then creates a tornado of steam, propelling him upwards through the air in a direction of his choosing. In his wake, he will leave behind a short-lasting trail of hot steam clouds which will burn anyone that touches them. After this attack is used, Teardrop remains in his Steam Form, gaining increased attack damage but decreased knockback resistance.
Down Special:
Ice
Teardrop transforms into his Ice Form, turning into a solid cube of rock-solid frozen ice. He then remains still to perform a special type of counter as his body gleams in the light. If hit, Teardrop's body will visibly crack, though he will take no damage. If this happens three times, Teardrop will eventually shatter, dealing massive damage to the opponent unfortunate enough to trigger this. He then immediately re-forms as a cube of ice once more. After this attack is used, either successfully or unsuccessfully, Teardrop remains in his Ice Form, gaining increased knockback resistance but decreased movement speed.
Fan Finisher:
Stratosball
Upon activating his Fan Finisher, Teardrop summons a set of Stratosballs, winged blue spheres, before pelting them across the stage where they bounce between Teardrop's opponents, stun-locking them in a rapid flurry of attacks and racking up massive damage. After this goes on for a while, Teardrop will then summon a Giant Stratosball, which he throws to the center of the stage as it explodes to deal massive damage to anyone unfortunate enough to be close to it. This soaks the stage in water to deal extra damage to foes, while also causing all other smaller Stratosballs to dissipate as well.

Inferadness
Inferadness
Debuted in Teardrop (Original).
Character owned by Half-blood2000.
Inferadness, the Prince of Sacred Flames and Jester overlord, is a notoriously ruthless and sadistic evil emperor feared by the people of Atlantica. While the Oceanians of Atlantica are able to control water, Inferadness and his underlings control fire. One day, Atlantica was engulfed in flames as the Cycle of Water was broken, and this was all thanks to Inferadness himself, master of the Sacred Fire. While he is Teardrop's nemesis and the two have a deep hatred for each other, they have in fact teamed up on multiple occassions, particularly when the Glacies attack Atlantica and Teardrop realizes he needs help from the only person he knows with an advantage over ice. While aggressive and oftentimes psychotic, he rarely shows his true emotions. He cares for his fellow Jesters a lot despite his general ruthlessness.
Inferadness, despite his large size, is a light and floaty character in Fantendo Smash Bros. Soul, able to levitate in mid air for several seconds by holding the up button thanks to his flames. He's not particularly fast as a result of his floatiness, but his fiery attacks have excellent range and very good damage. Of course, his combination of a large hitbox and light weight make him a very easy target who can be very easily launched around.
Neutral Special:
Will-o-the-Wisp
A slow attack where Inferadness creates three hovering flames and shoots them out leftwards, upwards and rightwards directions. These wisp-like projectiles move slowly, but won't stop moving until they hit something or fly off-screen, making them very effective in terms of dealing damage from long range. That being said, their slow movement makes them easily to avoid. Opponents that do get hit will take heavy damage and temporarily become stun-locked as they are ravaged by the flames that appear on impact with them.
Side Special:
Fire Beam
A two-part attack, which first requires Inferadness to charge up fiery energy by holding the side special button. When the attack is released, he will shoot out a bright orange horizontal beam, which combusts anything it comes into contact with and deals heavy damage as flames appear at the site of impact. The beam is very strong, with the ability to reach over a very long distance and pierce opponents, but it requires several seconds of charging to reach its full potential, something which can make Inferadness vulnerable. The longer the attack is charged, the more powerful the beam will become and the longer it will persist in the air.
Up Special:
Lava Lash
One of Inferadness's arms turns into a fiery whip, which he extends upwards in an attempt to grab onto something. If he manages to grab a ledge, he will quickly pull himself upwards. If he manages to grab an opponent, they will take heavy damage from the flames and be pulled downwards towards Inferadness, where they briefly become stunned, thus allowing Inferadness to follow-up with another attack. This is quite a fast attack and as a result it is difficult to time correctly, but it has amazing combo potential and incredible reach.
Down Special:
Infernado
A powerful short-range attack where Inferadness spins in place, creating a tornado of fire around himself which deals moderate damage and knockback to any foes that are stood too close. This can be held for about 4 seconds maximum, during which Inferadness will deal repeated damage to nearby foes while also absorbing any projectiles that come near him. Though a useful tool for keeping opponents at bay, Inferadness is highly vulnerable to melee attacks while using Infernado. It will also leave Inferadness dizzy if held for too long.
Fan Finisher:
The Dark Realm
Inferadness vanishes as the screen becomes enveloped in darkness, warping the stage to become a dark and twisted parallel realm where all opponents become slow, lethargic and sleepy. Opponents that fail to keep moving will fall asleep on the spot, while all others will take residual damage over time. In the meantime, the player gains control of a reticle which appears on-screen, letting them fire highly damaging Soul Crystals with the special button. Opponents hit by these will take massive damage and also become trapped inside the crystals for several seconds. Combined with the effects of the dark realm, Inferadness can easily deal massive damage to all of his opponents with this Fan Finisher. It lasts for about 10 seconds, after which the stage will return to normal, the reticle will disappear and Inferadness will reappear on the stage.

Leah
Leah
Debuted in Fantendo Visual Novel: Fracture.
Character owned by Exotoro.
A crazed and once malicious doctor that only cared about her well-being and her girlfriend named X-Ray, Leah Needlenam had access to dangerous medical equipment and her own hospital that was used mainly as a place in order for her to operate on her in order to inject various illnesses into her system so that Leah could harvest her organs and replace the old ones with new ones to help save X-Rays life

She then eventually underwent a personality change that led her to living a semi-better life for both her and X-Ray along with them having a much better relationship with each other. Despite Leah's somewhat unstable nature, she has mostly recovered from her darker past and is now starting to slowly warm up to the people she once only thought of as tools. Leah's playstyle is very rushdown oriented with her chasing down her opponents to inject foreign substances and slashing them to bits with deadly medical equipment ranging from syringes to bone saws and even futuristic tools that can all inflict various nasty status conditions to opponents sometimes either just hindering them or disabling some of their moves and actions all together but there is one drawback these attacks are resource heavy and require Leah to stock them back up with her down special which is risky to pull off especially in a chaotic match which requires careful planning ahead.

Neutral Special:
Needle Claws
Leah slips on a pair of gloves with syringes attacked to them as she swipes her arm forwards dealing decent damage and low knockback to whoever she hits along with having a chance of injecting them with an anesthetic which can put foes to sleep for a few seconds leaving them vulnerable, you have around five uses of this attack before the medicine is drained out.
Side Special:
Pill Pelter
Leah will throw an exploding bottle of volatile pills that deals heavy damage and can severely blind opponents with the powder the bottle shoots out reversing their controls and causing them to trip and stubble over their own attacks along with sometimes walking off the stage haphazardly, you have seven uses of these before they run out.
Up Special:
Bone-Up-Saw
Leah quickly pulls out a large bone saw as she swings it upwards in a large arc that gets her a little bit of height but if you press the special button again she'll quickly eject the saw part of the blade as it appears to be attached to a tether cable pulling her up to the stage if it hits a wall, the initial slash deals pretty good damage and knockback while the grappling slash will hook the blade into the opponent and drags them back down dealing great damage and inflicting a damage overtime effect that has them leak a strange blue and pink fluid for a few seconds, the bone saw can be used up a total of eight times before it has to be replaced.
Down Special:
Medical Case/CLEAR
Leah takes out a large and intimidating medical bag as she starts reloading on her attacks like refilling her syringes, pill bottles and repairing her bone saw, if you use this move while she has full resources though she'll pull out a defibrillator and charges it up and delivers a nasty heart stopping attack that deals great damage on its own but if you're able to nail its sweet spot which keep in mind is extremely hard to pull off as it takes time to charge you will land an instant knockout on an opponent however this move can only be used once per stock as to not make it abusable so use this attack responsibly.
Fan Finisher:
Injection Point
Leah takes out a long syringe as she stabs herself with it filling her body up with a strange substance that makes her entire body radiate with chaotic and uncertain energies that gives her a massive speed and attack boost along with giving her upgraded specials that are not only more devastating than the originals but they don't run out of resources while in this form but the down special does get a special treatment as it is now a move called Cell Corrosion where she takes out a rusted blade and stabs it forwards at an opponent leaving them stunned with a status effect that makes them look like they're covered in rust that lasts for a bit even if the attack finishes, once Leah's form runs out of steam she'll calm back down and resume her fighting stance.

Rachel
Rachel
Debuted in Shattered Panes.
Character owned by Exotoro.
A human living a simple life working at a gas station, Rachel Harel would soon have her life changed as she would meet Unten on one of her regular days as he was currently looking for help, one story later Rachel would be exposed to the greater Fantendoverse as she would become a part of Unten's larger crew as she would fight alongside him to help defend the universe from threats like the Doomuli.
Despite her up bringing as a hero, she still remains a rather down to earth figure who is usually not phased by much of the crazy wider universe she is now aware of and is generally laid back and fun loving with a love for motorcycles and despite her claiming to live a more dangerous life, she isn't really that reckless when it comes to her vehicles especially after a life threatening wreck made her more cautious about how she rides.

Rachel is a rather beginner friendly character having no notable attributes or special gimmicks that make her unique but that doesn't mean she's a bland fighter either, her main weapons are Zeonian Shield Gauntlets that can deliver a mean punch and shield herself from attack for a bit along with also having access to her motorcycle for quick movement and good burst damage along with her moves having hidden depth that aren't required to be preformed but are there is you want to learn to master her kit.

Neutral Special:
Gauntlet Bash
Rachel activates her shield gauntlets and punches forwards dealing great damage and knockback to whoever is standing in front of her in addition to this she is able to half the damage of projectiles if she's able to time to punch right if she's about to get hit by one.
Side Special:
Motorcycle
Rachel hops onto her motorcycle and speeds forth ramming into any foes who are in her way, pressing the special button again will have her increase the speed of it which also increases power but makes it more difficult to control and turn around so be careful.
Up Special:
Shield Platform
Rachel projects one of her shields downwards as it acts as a temporary recovery platform that refreshes her jumps and allows her to get back to the stage safely but can't be used again until it disappears after a few seconds or if it takes enough damage.
Down Special:
Barrier
Rachel forms a hexagonal barrier around herself that blocks on coming projectiles and physical attacks but it won't reflect any of them initially as you'll need to press the special button again to counter/reflect attacks back at opponents which can only be used once while the shield is out requiring a small cool down before using her down special again.
Fan Finisher:
Motor X
Rachel will throw out two shield platforms that strike opponents as they're launched up in the air as they then form a ramp that prompts her to hop onto her motorcycle as she drives off of said ramp making a huge bounding leap from it as she then shoots straight downwards towards the caught foes with as she hops off her vehicle watching it carry them downwards for multiple flinching hits of damage as it then explodes launching them away and ending the attack.

Kiva
Kiva
Debuted in Just Like Old Friends.
Character owned by Exotoro.
Kiva Glaive is a skilled warrior from Zeon, a close ally of Mioda and ex-girlfriend of Unten, she prefers to travel and fight on her own while searching for a way to fight the Doomuli and their wealthy investor, Fenrir of the Flame. She is a strong-willed individual who although often reckless, will do anything she can to get revenge on the Doomuli for conquering and destroying her home planet and killing her family in the process. Kiva has the abilities of flight, as well as aerokinesis, letting her manipulate the air and wind. She also wields a sword called Kayser.
Kiva is a middleweight fighter in Fantendo Smash Bros. Soul who fights using a combination of close-range combat, using her sword for most of her smash attacks and aerials, though she also uses her ability of aerokinesis for a lot of her specials. Despite only being a middleweight, Kiva is very floaty, falling more slowly than most characters and also having a second aerial jump that most characters don't have. These factors combined make Kiva an excellent and agile fighter, predominantly in the air. Kiva's fast attacks also let her easily get off combos, though individually many of these attacks aren't very strong. She also has quite low defense and is susceptible to being knocked around easily, not to mention many of her attacks have charging phases that can leave her vulnerable.
Neutral Special:
Boomerang Gale
Kiva creates a boomerang out of light energy using her Aura powers, which she is able to throw by using her neutral special again. This sends the boomerang flying through the air, piercing opponents and dealing moderate damage and knockback, while also returning to Kiva after being thrown. It is quick to use but rather awkward due to requiring two button presses to use, one to create the boomerang and another to launch it. While it is in the air, the boomerang can be stolen by other players, but Kiva can create another one by using her neutral special again, causing the first one to disappear.
Side Special:
Gale Cutter
While this attack is held, Kiva will create slashes in the air using her wings, appearing as white lines in mid air in front of her. This will deal heavy damage to nearby opponents, with the number of slashes increasing over time. When the attack is released, the lines will all transform into cutting projectiles that will soar through the air directly forwards, dealing heavy repeated damage to anyone they collide with. At maximum charge, this can deal upwards of 30% damage, though this is risky as it takes a while to charge up and this leave Kiva vulnerable while she is doing so. That said, this attack has unlimited range making it a useful projectile despite its slow startup.
Up Special:
Flying Slash
Kiva extends her wings and flies directly upwards, drawing her sword, Kayser, as she does so and rapidly slashing in a circle around her as she does so. This deals heavy damage but only against foes that are very close by. As a recovery, Flying Slash is useful, being quick to use and granting Kiva a lot of vertical height. She will also enter a gliding state after reaching the peak of her flight, letting her navigate the skies above the stage more easily. However, she can't attack while gliding and is vulnerable to attacks until she reaches the ground again.
Down Special:
Blow 'Em Away
Spinning in place, Kiva uses her aerokinesis to create a wall of wind, which can be directed either left or right to push enemies back while dealing moderate damage. If this attack is held, Kiva will continously spin, creating continuous gusts of wind that have greater pushing power and deal more damage. A useful tool for keeping foes and bay and stalling their recovery, however Kiva will be vulnerable to attacks from the other side, as well as projectiles, which will be slowed down by the wind but not stopped.
Fan Finisher:
Hurricane Dive
Initiated by a rapid, horizontal attack to select a target, this Fan Finisher functions as a cutscene where Kiva takes to the air, soaring at high speeds while repeatedly diving towards the target(s) at lightning speed, slashing them with her sword as she does so. Due to the rapid-strike nature of these attacks, opponents are likely to become helplessly stunlocked as Kiva continuous dives and slashes at them. After about 10 seconds of this, the cutscene ends as Kiva becomes grounded, swinging her sword one last time to produce a giant tornado which rips across the stage dealing massive damage and knockback to the stunned targets. While very powerful, this Fan Finisher is quite hard to land due to relying on an activation hit that if missed, while waste her Fan Finisher.

Dragon Queen
Dragon Queen
Debuted in Super Smash Bros. Discord.
Character owned by Exotoro.
Dragon Queen is the current champion of a long line of humanoid dragon fighters known as the Dragon Kings, renowned for their excellent fighting ability and control of the fire, ice, electric and earth elements in battle. As 19 years old, Dragon Queen is not only one of the youngest Dragon Kings, but the first female one.
Dragon Queen is an all-rounder with relatively balanced stats across the board - average weight, average movement speed, average attack power. She functions quite well in the air, being rather floaty and owing part in thanks to her access to an extra mid-air jump which most fighters don't have. In battle, she has access to four different elemental attack types that she can change between on the fly using her shield special to open up an overhead menu, allowing her to select between which of her four elements - fire, ice, electricity and earth - she wishes to use. These all have varying effects on Dragon Queen's specials, such as changing the secondary effects dealt by them or affecting their speed, range and damage. Dragon Queen's wings will also change color depending on which element she is currently using, being orange-red for fire (default), light blue for ice, yellow for electricity and dark green for earth.

Neutral Special:
Blazing Knuckle
Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Blazing Knuckle. Though short in range, Blazing Knuckle is fairly fast to use and deals heavy fire damage if it connects with an opponent. Furthermore, the punch will also release flames upwards which can deal extra damage if the opponent gets launched or if Dragon Queen is simultaneously dealing with foes positioned above her. While being strong, it's not very practical to use repeatedly since it has noticeable ending lag.
Side Special:
Dragon Flame
Dragon Queen uses her currently active elemental powers to activate Dragon Flame. This acts a basic projectile, producing a large fast-travelling fireball that explodes and deals heavy damage on impact with an enemy. Though strong and fast, it is held back by its slow start-up and mediocre range. On impact with an enemy, the fireball will also leave fire scattered around the impact site for a few seconds, damaging any fighter that walks over it.
Up Special:
Tail Tornado
Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power.
Down Special:
Dragon's Gate
Dragon Queen uses her currently active elemental powers to activate Dragon's Gate. This creates two barriers of flames to her left and to her right, remaining in place as long as they are held (though they will weaken over time). While these barriers are being held, foes that come close to Dragon Queen will be knocked back and take damage. Additionally, the walls of fire will destroy most projectiles that pass through them, granting Dragon Queen a lot of resistance to attacks in this state. That said, if she holds this attack for too long the flames will eventually die down, leaving her exposed.
Fan Finisher:
Elemental Loyalty
Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again.

Neutral Special:
Freezing Knuckle
Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Freezing Knuckle. A slow, medium-range punch attack that deals damage across a fairly large area in front of Dragon Queen, Freezing Knuckle has the potential to freeze its target solid if timed perfectly, not only dealing heavy damage but incapacitating the target and subsequently launching them high into the area. Most hits will also produce flying ice shards which travel upwards a short direction though these won't deal nearly as much damage as the initial punch.
Side Special:
Dragon Gale
Dragon Queen uses her currently active elemental powers to activate Dragon Gale. This has her produce an icy wind either to her left or to her right, which has a chilling effect on foes, slowing them down while also pushing them back away from her. Furthermore, if a foe is exposed to this attack for too long, they will be frozen solid and launched very far. This attack's range is very good, extending far horizontally and also being quite tall, but it deals a very small amount of damage and is more useful for slowing down or pushing away foes. It can be held to increase its duration, though its range will decrease over time.
Up Special:
Tail Tornado
Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power.
Down Special:
Dragon's Pillar
Dragon Queen uses her currently active elemental powers to activate Dragon's Pillar. Upon use, this creates a thick pillar of ice which rises up out of the ground next to Dragon Queen. At close range, this functions as a high damage, high knockback melee attack, launching foes vertically if they are stood where the pillar appears. However, it has a defensive use as well, completely blocking all attacks in the direction it is summoned in while also deflecting projectiles that hit it, essentially making Dragon Queen invincible from that direction. If the pillar takes enough damage, or if five seconds have passed since its creation, it will shatter, sending flying shards of ice outwards in all directions which deal minor damage. Dragon's Pillar has a 5-second cooldown after it is used, and attempting to create another one while one is still active or while the cooldown remains will do nothing and cause Dragon Queen to shrug at the player.
Fan Finisher:
Elemental Loyalty
Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again.

Neutral Special:
Lightning Knuckle
Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Lightning Knuckle. This functions as an extremely fast, mid-range punch attack which launches foes backwards. Connecting a successful attack will also shoot a lightning bolt projectile through the target, which flies forwards and deals damage to the next opponent it hits. Its fast nature lets it be used repeatedly, and hitting a foe multiple times in a row with it has a chance to stun them. That being said, this attack's power isn't very high.
Side Special:
Dragon Wave
Dragon Queen uses her currently active elemental powers to activate Dragon Wave. This produces an electrically-charged energy wave that can be aimed either left or right, which travels quickly through the air and homes in on a target where possible. Dragon Queen can hold this attack to increase the size and damage of the energy wave, though this will cause it to move more slowly and will make it easier to dodge. By default, it doesn't deal very much damage but can be used repeatedly thanks to it being very fast to fire off and having almost no ending lag.
Up Special:
Tail Tornado
Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power.
Down Special:
Dragon's Aura
Dragon Queen uses her currently active elemental powers to activate Dragon's Aura. While this attack is held, Dragon Queen will release electrical energy in a short-range circular area centered around her, dealing heavy damage to nearby foes and stunning them if they are exposed to it for too long. Though a bit slow to get going, it deals a lot of damage through repeated electric shocks to the opponents, making it difficult to escape from as they can become stun-locked quite easy. Using this attack is very good for keeping foes at bay, making melee attacks that lack range very hard to land, though Dragon Queen will still be vulnerable to projectiles while using Dragon's Aura. The attack will end manually after four seconds, but can be cancelled earlier for Dragon Queen uses her down special again.
Fan Finisher:
Elemental Loyalty
Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again.

Neutral Special:
Gaia Knuckle
Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Gaia Knuckle. Although this is a slow attack, it deals damage over a very large range, the gaia energy being absorbed by Dragon Queen creating a phantasmal fist in mid-air which greatly extends the punch's vertical and horizontal range. It deals heavy damage and knockback, but its slow speed can hold it back from being useful in intense situations. It also has the added effect of firing out a green energy projectile when used, which travels in a straight line and deals moderate impact with a foe.
Side Special:
Dragon Quake
Dragon Queen uses her currently active elemental powers to activate Dragon Quake. This initially causes cracks to appear in the ground in front of her as green light pours out, indicating where this attack will happen, before a second later, stone spikes erupt out of the ground in a row in front of her, dealing very high damage and vertical knockback to any foe that doesn't get out of the way in time. It has good horizontal range and very high power but due to the charging phase, opponents do get a brief warning as to where this attack will happen, letting them easily avoid it if they think quickly enough. If this attack is used in the air, the target area is changed from next to Dragon Queen, to instead being directly below her.
Up Special:
Tail Tornado
Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power.
Down Special:
Dragon's Geode
Dragon Queen uses her currently active elemental powers to activate Dragon's Geode. This causes a large, rounded boulder to rise out of the ground below her, which can be used as an barrier for her to hide behind as it absorbs all damage taken from short-range and long range attacks. However, this boulder also functions as a sort of explosive, as if it takes enough damage, it will crack open, sending flying shards of green crystals in all directions and dealing massive damage. Alternatively, Dragon Queen can manually cause the boulder to explode by using her down special again and creating a new one in a different location. This attack is very versatile with both offensive and defensive uses, but is held back by its extremely slow startup.
Fan Finisher:
Elemental Loyalty
Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again.

Doomulus Grime
Doomulus Grime
Debuted in Fissure.
Character owned by Fantendo.
Doomulus Grime, real name Kaliban, is one of the original members of the Doomuli, a bionically-enchanced missyntile who usurped and even destroyed many planets in the Fantendoverse, including Unten's home planet, Zeon. Once a noble and loyal member of the Doomuli, Grime grew repeatedly frustrated with his losses against Unten to the point where he destroyed Zeon, something he wasn't supposed to do as this was against Doomuli code. He thus went into hiding and eventually crossed paths with Unten and other members of the Resistance, who unlike the Doomuli, valued his abilities during times where they were forced to work together with him. Eventually, Grime left the Resistance and turned to join Unten and his allies, despite never being fully trusted he does what he can and strives for recognition and validation from others.
In Fantendo Smash Bros. Soul, Grime is a decently fast mid-heavyweight fighter with a range of fast and hard-hitting close range attacks in his arsenal. Being a missyntile, a predatory species, his claws and tails pack a punch in combat, and he's also able to move around pretty quickly. His main flaws lie in his lack of reliable ranged attacks, as well as his mediocre aerial game and unreliable recovery.
Neutral Special:
Shrapnel Staple
Grime turns around, causing his tail to face the direction he was facing previously, before launching a barrage of shrapnel needle missiles from his tail. These spread outwards upon launch with a series of three needles being shot out each half second. On their own, the needles don't deal much damage, but if a foe is hit by too many of them, the needles will get stuck on them and deal lasting residual damage. Grime can also use this move in mid air to shoot needles downwards. This attack can be held indefinitely, gradually increasing in speed with each shot.
Side Special:
Bionic Claw
Doomulus Grime extends his bionic claw in the direction this attack is used, causing it to extend outwards by a decent distance while attempting to claw any foes in the claw's path. Foes hit by the claw will take heavy damage, even more so at the apex of the claw's extension where it will release a short electric burst to deal extra damage. After that, the claw will rapidly retract back into Grime's arm. This attack has good reach and damage but is quite slow to use, making it difficult to use repeatedly.
Up Special:
Whiplash
A grapple-based recovery where Grime quickly extends his bionic claw upwards a considerable distance. The claw will lock onto any opponents or ledges within close range, pulling Grime upwards towards them and dealing damage to the grappled opponent. If no opponents or ledges are reached, however, Grime won't be able to pull himself upwards, making this recovery risky if Grime is above an abyss and has already used his mid air jump.
Down Special:
Grimebot Launch
Grime deploys a Grimebot at his current location using a remote control, leaving him vulnerable for a second as he does so. Once the Grime Bot is deployed, it will wander around the stage and attempt to get close towards Grime's opponents. About 5-8 seconds after being deployed, the Grimebot will explode and deal heavy damage to anyone within a close radius. The Grimebot can also be picked up, either by Grime or anyone else, and can be thrown, causing it to explode on impact. However, the explosion countdown is not paused once the Grimbot is picked up, meaning whoever picks it up is at risk of getting hurt by its explosion if they don't throw it away quickly.
Fan Finisher:
Giga-Drill
After activating his Fan Finisher, Grime jumps off-screen, before reappearing in the background in the cockpit of an enormous mechanical drill. As the drill charges up power, releasing damaging sparks across the screen, a reticle appears on-screen, allowing Grime to aim at a position on the screen. Then, by using the neutral special button, Grime can launch the drill at that location as he moves forward from the background towards the point of the reticle. By this point, the drill is fully activated and deals serious damage to anyone who's hit by it, also launching them far. The drill's area of effect grows over time as Grime gets closer to the screen, eventually ending with the drill exploding for massive damage and Grime returning to the stage by falling from above.

Doomulus Saline
Doomulus Saline
Debuted in Trip to uHive.
Character owned by Exotoro.
Former member of the crab-like species, the Namiceans, Doomulus Saline quickly become one of the most respected and often feared members of the Doomuli, even being deeply respected by Doomulus Prime himself. Saline absolutely despises being seen as a weak link and often will defy her own beliefs if it determines her being seen as a strong and worthy fighter, which also means rejecting all sorts of power-enhancements to truly prove herself. In her own time when she's alone, she often has a quiet and nerdy nature about her when it comes to the various things she collects while walking along the long beaches, which has drawn the attention of some Doomuli members to talk behind her back - she never takes this well and often gives them hell for it. She is also rather ruthless with as she only follows the Doomuli Code, which usually just means be as vicious and overpowering as possible.
Doomulus Saline is a major glass cannon; she can run fast and hit hard but can't take much of a beating herself, despite her looks giving off a very heavyweight appearance, she is rather light and floaty which is great for a good air game and combo set ups. However for taking a beating against Fantendo Smash Bros. Soul's more heavy hitting champions, she falls flat but she is still a ruthless fighter who will never back down from a challenge.
Neutral Special:
Breaker Claw
Doomulus Saline will rapidly snip her claws forwards in a quick fashion that deal multiple flinching hits of damage as she then proceeds to kick the caught opponents away with two of her four legs.
Side Special:
Sand Surf
Doomulus Saline will conjure up a wave of sand as she then buries deep into it and hides herself for a few seconds as you're able to move the position of where she is around the stage, after those few seconds are up or after pressing the attack button again she'll quickly pop out and snip both of her hard metal claws upwards dealing large piercing damage and lots of knockback.
Up Special:
Decapod Scissor
Doomulus Saline will jump up high as she swipes both of her sharp claws in a cross formation that deals moderate damage to foes who get in her way along with boosting her up slightly more for a better recovery chance overall.
Down Special:
Bullying Stomp
Doomulus Saline will pin a foe down in a pool of water she summons up as Saline then starts to rapidly kick the foe in the face with all four of her legs in a stampeding motion that then ends with her pushing the foe under the water as they pop out and are sent flying via an underwater volcano dealing even more damage and sending them straight up into the air.
Fan Finisher:
Loyalty to Prime
Doomulus Saline will kneel as she then suddenly rushes forwards with one massive damaging slash that deals heavy truckloads of damage as she then summons up waves of sand to then blast any caught foes away ending the attack and guaranteeing a knockout.

Doomulus Prime
Doomulus Prime
Debuted in Fantendo Smash Bros. Victory.
Character owned by Exotoro.
Doomulus Prime is the fearsome leader of the Doomuli, an artificial race of bionically-enhanced lifeforms, whose main ambition is to preserve the universe in a state of perfection as he is obsessed with the the future and knowing what will come next. He also wishes to become immortal using the DOOM system, so he can live out the rest of the universe's lifespan while acquiring knowledge of the past, present and future. He is well-loved by his fellow Doomuli, with the exception of outcasts and failures like Doomulus Grime who were unable to follow his orders without messing things up.
Doomulus Prime is a slow and heavy bait-and-punish fighter who uses a range of weapons such as his signature scythe Vichama, and draws energy from Power Chaotic for his specials. Of course, this ability is toned down somewhat for Fantendo Smash Bros. Soul to make Prime a balanced fighter. Power Chaotic allows Prime to use godlike powers in battle, dealing incredibly heavy damage and inflicting harmful status effects, but being quite slow to charge up. Furthermore a lot of attacks that rely on Power Chaotic will also damage Prime slightly, as channelling that much energy through his body is sure to be rather unhealthy. Prime also uses his scythe for a lot of his aerial and smash attacks.
Neutral Special:
Chaos Theory
Doomulus Prime stands still, opening his palm and fabricating a throwable object, which is thrown either to the left or right (whichever way Prime is facing) when this is used. The item generated by this ability will vary depending on how long the attack is held, with later generated items being more powerful. The items that he is able to create (in order of increasing power and generation order) are Netnu's monocle, Hexa's crystal ball, Doomulus Prime's mechanical claw, Pesh's helmet and Chelsea Rench's wrench. All items will bounce when thrown, their high velocity giving them good range, however this attack's starting lag makes it quite slow to get going.
Side Special:
Umbilical Pain
Doomulus Prime uses Power Chaotic to conjure two sets of dark, fleshy vines which extend forwards from him, rapidly reaching out over a moderate range to grab an opponent. On contact, the opponent becomes unable to move as they are ravaged by the twisting vines and injected with Power Chaotic energy, which deals massive damage and leaves them taking residual damage for several seconds afterwards. This attack is fast and has decent middling range, but its mine downside is that Prime is vulnerable to attacks from other enemies while his foe is taking damage, and he will also take a small amount of damage as the Power Chaotic energy flows from him towards his target through the vines.
Up Special:
Twisted Ascent
Doomulus Prime performs a spinning jump, swinging around his scythe, Vichama as he does so. This attack can be charged before it is released, which will slightly increase the distance Prime travels vertically, but more importantly, will charge his scythe with Power Chaotic energy, allowing it to deal very high damage if it strikes a foe during his spinning jump. While powerful, it's not very good in the way of recovery and functions better when used on the ground to start aerial combos. While spinning his scythe, Prime can deflect projectiles, though once the attack ends he will need to reach the ground before doing anything else.
Down Special:
Murder's Time
A slow, short-range overhead scythe swing that deals heavy damage to any foe that is within very close proximity to Prime. After being struck, the target will be seen glowing a dark purple indicating that they ahve been infected with Power Chaotic energy. After 6 seconds have passed, this Power Chaotic energy will erupt out of them, dealing massive damage and knockback. Furthermore, Prime can prematurely activate the Power Chaotic energy in victims he has already hit with this attack by using his down special again. Overall, initial scythe attack and resulting Power Chaotic energy burst deal incredibly high damage, but significant starting and ending lag to this attack make it difficult to use to its full effect.
Fan Finisher:
Consume the Light
Upon activation of his Fan Finisher, Prime will swing his scythe, sending out several Hyper Mode orbs which float in the air around him. Then he will swing his scythe again, shattering the orbs and unleashing a massive amount of blinding light across the stage which damages and knocks back enemies across a huge area of effect. This then charges up Doomulus Prime with Hyper Energy, allowing him to perform another swing of his scythe, which sweeps the entire stage and deals massive damage to anyone hit by it. Afterwards, the blinding light subsides and the remnants of the shattered Hyper Mode orbs disappear as Prime returns to battling.

Doomulus Sphealine
Doomulus Sphealine
Debuted in Fantendo Smash Bros. Soul.
Character owned by SphealingBlue.
Doomulus Sphealine, once a regular Spheal, was the end result of a cybernetic experiment by the Doomuli to merge a living creature with a mechanical body. While the test was a resounding success, Doomulus Prime saw potential in the subject and decided to recruit them as a stealth operative for the Doomuli. They have an ego much larger than their body and looks down on some of the less intelligent Doomuli, and keeps a sassy attitude unheard of their original species. Sphealine's loyalty to Prime is unwavering, but it's unclear whether the little blight has any ulterior motives behind their actions...
Doomulus Sphealine is somewhat unconventional; while among the smallest fighters in terms of size, they are also one of the heaviest in weight, and is much slower than their appearance would let on. While lacking in the traditional benefits of small characters, they still have mobility-focused options and a number of odd attacks to make the most out of their unorthodox profile.
Neutral Special:
Bowlrein Ball
Sphealine curls up into an armoured ball, spinning in place for a second before rocketing forward. While its horizontal distance is somewhat lacking, it deals high knockback to anyone in the way. The ball form is as heavy as Sphealine themself, falling victim to gravity immediately if performed in the air. On the plus side, the ball becomes extremely damaging as it falls, and can meteor smash opponents. Sphealine can uncurl after hitting an enemy or hitting the ground, but falling off the side leaves no other option but to fall to their death.
Side Special:
Burning Aurora Beam
Sphealine charges up, pausing for a second, before firing a heavy-hitting elemental beam from their visor. The laser has the unique property of dealing both fire damage and freezing the opponent at the same time, stopping any attacker in their tracks. While quite powerful, its charge time and lacking range can leave Sphealine vulnerable, but the benefits of its dual damage are uniquely powerful. After being used, the move has a 10 second cooldown while Sphealine's temperature gauges recalibrate.
Up Special:
Arctic Superblizzard
Sphealine creates a whirlwind of ice around themself, propelling them up vertically into the air. The blizzard will remain on the stage for a few seconds, and enemy fighters that get near will be launched up too, being damaged inside and having a rare chance of being frozen. While airborne, Sphealine is protected by a ring of hailstones that will damage enemies on contact, protecting them until they land.
Down Special:
Mecha-Aqua Tail
Sphealine strikes forward with a hologram-like tail, dealing heavy damage to fighters directly in front of them. If used in mid-air, Sphealine will instead strike in a ring around them, pausing their vertical momentum while doing so. The move's versatility makes it a sure-fire close-range option for them to use, but it can be easily telegraphed by knowing opponents.
Fan Finisher:
Sphealine Slammer
Doomulus Prime appears behind Sphealine wielding a Z-Ring and a Doomulium-Z crystal, artificially created by the Doomuli. The two perform a series of poses that fill Sphealine with Z-Energy, as they fire an electrifying beam of ice that sweeps across the stage and cracks the ground apart, sending freezing power blasting from the fissure.

Untensaurus Rex
Untensaurus Rex
Debuted in Happy Birthday, Unten!.
Character owned by Exotoro.
Mindless and ferocious, Untensaurus Rex is a dinosaur that was first summoned by the trickster Beorn, Nebuel, when he was crashing one of Unten's birthday parties. Despite being a primal beast, it turned out to be rather small for a creature its kind. It has a tendency to get distracted by large amounts of meat and the flicker of fires, but if one of its companion riders treats it well enough, it'll become docile and kind towards them just as long as they keep it satiated.
Untensaurus Rex is a rather mobile and defensive beast that focuses on soaking up hits and getting tons of damage in on poor unsuspecting foes, while leaving them wide open for other devastating follow ups. It can also store up electricity all over its body to reinforce its already very protective scales with zappy plasma energy that will give foes quite the shock when they come into contact with him. Despite these positives it does lack a good recovery and is extremely horrible when in the air, having absolutely no game plan when airborne so he's usually a sitting duck for opponents who have excellent combo games.
Neutral Special:
Shockjaw
Untensaurus Rex will lean forwards and deliver a strong and powerful bite with its jaws that sends out a small shockwave outward, the bite itself deals most of the damage and the shockwave it releases is a good option to snipe foes who are just out of reach of the initial attack.
Side Special:
Noxious Roar
Untensaurus Rex will let out a vicious and blood curdling roar that is charged with electrical energy and noxious gas that will stun foes and rack up large amounts of damage as they're trapped in the cloud unable to move for a few seconds unless they button mash out of it which usually doesn't happen much
Up Special:
Primal Storm
Untensaurus Rex will call upon a powerful thunderstorm that will strike the beast itself as it proceeds to eject out massive amounts of electricity while also slighting rising upwards as well as stalling in the air for a few seconds and while the damage dealt by this move is powerful, the height gotten off of it is pitiful unfortunately.
Down Special:
Battery Scales
Untensaurus Rex will flair out its scales as it draws in large amounts of electrical energy and reinforces itself building up its defense and offense so it can not only take more beatings but can also dish out pain much quicker and can score knockouts more rapidly as well.
Fan Finisher:
Extinction Fissure
Untensaurus Rex will cause the earth to crumble underneath its feet as it creates a large chasm in the center of the stage which will split it in half causing volcanic activity to bubble up from the crater that's formed in-between the two broken land chunks spewing out hot lava and molten rocks as Untensaurus Rex is still free to roam around and attack players to direct them closer to the danger zone, this move will end with the stage repairing itself and all the lava subsiding.

Mynis
Mynis
Debuted in Fantendo Smash Bros. Victory.
Character owned by IncarnateParanoia.
An alternate version of Unten from the universe of Omega Prime, Mynis is a hero stumbling his way through life trying his absolute hardest to be the best he can be even if he does have a lot of unfortunate short comings. Overthrowing a space tyrant that had been terrorizing his people saved the population of it but unfortunately not the planet itself which made everyone relocate to earth where Mynis is now in a sleepy little apartment in Toronto living his life crashing on the couch with two natives of earth as they both show him earth's culture and customs while he's trying to make a living off merchandizing and bumbling his way through more heroic missions as he's now the clumsy but still well meaning hero of his universe.
Mynis is a character that excels in quick attacks as he's a natural born lightning user but said attacks can also blow up in his face if he's naut cautious so to give him a slight edge he has stockpiled many types of blumps in his bag to consume that give him all sorts of different effects which will benefit him a lot in the heat of battle but can be knocked away by other opponents in order for them to steal the fruit and consume it for its effects.
Neutral Special:
Electro Bolt Buster
Mynis fires out a sharp and fast-moving electric projectile that deals small damage but can cut through opponents and slice through shields, ignoring their reflective properties and is pretty spammable too just don't get too trigger happy with it.
Side Special:
Impeerion Cyclone Cutter
Mynis dashes forwards a small distance while spinning the knives on a pair of belts rapidly cutting and damaging any foe who's in front of him for multiple flinching hits of damage.
Up Special:
Lightning Corkscrew Finisher
Mynis surrounds himself in a tornado of sparks as he rises upwards chipping away at an opponents health until they're launched away on the final hit, this move also acts as a pretty decent recovery but if he's too far off stage he'll be stranded to fall into the blast zone.
Down Special:
Bottomless Bag of Blumps
Mynis will pull out a random Blump out of his bag that all have different effects depending on what color they might be and those colors consist of:
  • Yellow - The consumer will gain some health back around 5-7%.
  • Red - The consumer will gain an attack boost that lasts for a few seconds.
  • Orange - The consumer will gain a jump boost that lasts for a few seconds.
  • Blue - The consumer will gain a speed boost that lasts for a few seconds.
  • Purple - The consumer will gain slightly more lenient sweet spots for a few seconds when landing attacks.
  • Green - The consumer will gain a gradual healing effect that lasts for a few seconds.
  • Blorp - The consumer won't eat it and instead will automatically hold it like a throwable item that bursts into icky gunk upon contact.
Fan Finisher:
Narcissus Mynis
Mynis will consume a Glistening Blump that transforms him into his super form which gives him increased mobility and attacking powerful for a bit along with his fur having metallic like properties as it turns silver reflect any projectile that's thrown his way rendering them useless against him, after the form is used up Mynis will collect himself as the match resumes.

Clove
Clove
Debuted in Inferno.
Character owned by SphealingBlue.
Clove is a 16-year old girl who, after dying in the living world, was reincarnated in Scorch Valley as an Imstrel, an imp-bat hybrid. Upon her arrival, she decided that she would find a way to return to her life in the living world, being joined by several other undead companions with the aim of opening the Heavenly Gateway. She is a shy and reserved type of person who cares deeply about her friends.
In battle, Clove is a lightweight fighter who excels in aerial combat, with fast and accurate aerial attacks. She is still a good ground-based fighter, but she lacks her advantage of agility while fighting on the ground. Clove operates on a unique mechanic called Inferno Points. Clove's specials all consume a small amount of Inferno Points upon use, however they will all become slightly more powerful when Clove's Inferno Points are running low, creating a strategic balance between power and move availability.
Neutral Special:
Fireball
A basic projectile attack where Clove stands still and spits an explosive fireball. On contact with an enemy or obstacle, it explodes and scatters short-lasting flames across a small area. The projectile is fast-moving and deals high damage, but the attack is let down by its somewhat short range. Fireball costs 3 Inferno Points to use.
Side Special:
Darkness
When this attack is first used, Clove will pull out a Spell Tome and begin charging the beam, which is unleashed when the attack button is released. The beam has quite long range and moderate damage by default, but charging the beam for a longer duration of time increases the range and damage further, as well as increasing its enemy piercing ability and maneuverability. Darkness costs 4 Inferno Points to use, as well as 1 extra Inferno Point for each second of charging.
Up Special:
Bombardment
For her recovery, Clove flies upwards while firing a volley of small fireballs below her. These fireballs are weaker and have a shorter range than her Neutral Special, but fire quicker. The main perk of this attack is the added vertical height Clove gains when using the attack. Additionally, when the attack concludes, Clove will be able to glide for a short distance. Bombardment costs 4 Inferno Points to use. It can still be used when Clove has no Inferno Points left, but no fireballs will be released.
Down Special:
Drain
Another attack where Clove uses a Spell Tome. When the attack is used, a dark aura will appear in all directions within a short radius around Clove. Enemies in the radius will take a small amount of damage each game tick, and Clove will recover a fraction of the damage dealt as restored HP. The attack can be held indefinitely, using 2 Inferno Points per second.
Fan Finisher:
Heavenly Gateway
Upon activating her Fan Finisher, Clove can shoot a special, white glowing fireball. If it hits an enemy, a short cutscene plays in which Clove is joined by her allies Remul, Hugo and Venus, to open the Heavenly Gateway. When the gateway is opened, up to three targets take tremendous damage as they are incinerated by the blinding light of the gateway. After that, the cutscene ends and the fight returns to normal. Clove's Inferno Points will be restored by 50% after using her Fan Finisher.

Venus
Venus
Debuted in Inferno.
Character owned by SphealingBlue.
Venus is a ghost living in Scorch Valley in the Underworld. Her mom, Vilaine, is a travelling merchant, meaning she's never really been able to settle down in one area and make friends. That all changed when she met Clove, Hugo and Remul, on a quest to gather the Holy Keys and help Clove return to her home in the Living Realm. Eager for adventure, Venus joined them, falling in love with Clove along the way and eventually becoming her girlfriend. She has an overly positive and bubbly personality, and one day hopes to become a musical theater star (although there aren't any musical theaters in the Underworld).
Venus's playstyle is that of a light and floaty zoner. She's one of the lightest characters and though she doesn't have an awful lot of speed or attack power to boot, her attacks have exceptionally good range and useful side effects, such as arcing upwards to hit airbourne foes or putting eemies to sleep. Like Clove, Venus's specials operate based on Inferno Points. All specials require a small amount of Inferno Points to be used, but if Inferno Points are depleted, specials can no longer be used, meaning it's important to balance how frequently they are used. Venus can also use Potions, unlike Clove, to manually restore her Inferno Points.
Neutral Special:
Starfall
Venus shoots out a star projectile, which arcs upwards as it flies outwards making it useful for dealing damage to foes from afar. It will deal slightly more damage to airbourne foes, but it cannot pierce enemies so this is difficult to pull off if there are many opponents in Venus's way. The attack is fast and easily spammable although it doesn't inflict that much damage. Starfall costs 2 Inferno points to use.
Side Special:
Melody
Standing still, Venus begins to sing, creating slow-moving musical note projectiles that slowly oscillate across the stage and deal light damage on contact. More importantly, however, foes hit by this projectiles will be put to sleep, letting Venus hit them afterwards with a powerful smash attack to rack up damage. Despite their high combo potential, ability to deal damage multiple times and excellent sleep-inducing effect, the musical notes created by this attack are slow and easy to avoid. Furthermore, using this attack makes Venus vulnerable to her opponents' attacks as once this is started, it cannot be cancelled until it finishes automatically after 2-3 seconds. Melody costs 7 Inferno Points to use.
Up Special:
Lightstrike
Venus summons a pillar of light from the ground beneath her which launches her upwards. The pillar of light is slow to appear but deals heavy damage to any opponent that touches it, even if only briefly. The pillar remains in place for several seconds after being summoned, acting as a blockade and restricting enemies' free movement of the stage. Meanwhile, Venus gains vertical distance from being launched upwards. She can't use this attack again until the light pillar has disappeared on its own. Lightstrike costs 5 Inferno Points to use.
Down Special:
Potion
When this move is used, a mini menu opens up above Venus's head, allowing her to choose one of three potions. A red Healing Potion will restore her damage percentage by a small amount, approximately 20%. An orange Inferno Potion will restore 50% of her maximum Inferno Points. A green Agility Draught will increase her movement speed for about 6 seconds. Each potion can only be used once per stock, becoming unavailable once used as their icon is replaced with an empty glass flask. Drinking these potions grants uesful effects to Venus but she requires a couple of seconds to drink one, during which she is vulnerable to being attacked by her foes. Drinking a potion does not cost any Inferno Points.
Fan Finisher:
Star on the Stage
When activated, a large stage appears on the center of the screen, and Venus will walk up to it, gaining a microphone as she begins to sing. This creates giant music note projectiles which pierce enemies and ricochet off the sides of the screen, dealing heavy damage to opponents and putting them to sleep if they are hit multiple times. In the meantime, a spotlight will be cast on Venus as the rest of the stage goes dark, making it harder for fighters to see unless they are close to Venus (where they are more likely to take damage from her music notes). Her performances lasts for about 10 seconds, finishing with an extra large music note which deals massive damage as it explodes on impact with an opponent.

Aquarina
Debuted in Draco Duel.
Character owned by SphealingBlue.
Aquarina is a member of the Draconid species, and at 14 years old as of Draco Duel 2, she is the youngest Draconid to currently be taking part in Arcania's Duel League. An aquamancer from a young age, Aquarina's bubbly personality and appearance hide a dark past, one where she was kidnapped by those jealous of her powers. Thankfully however, she was freed, and the experience helped her to hone her powers to enable her to protect others from the same fate. She fights by using water attacks, but primarily summoning bubbles and foam.
In Fantendo Smash Bros. Soul, Aquarina is a lightweight character whose decent speed and mobility make up for their slightly below-par attack power. Aquarina, being a Draconid, is able to switch between two different playable forms on the fly. By using her shield and special buttons simultaneously, Aquarina can transform between her Human Form and her Dragon Form. In her Human Form, she is lighter but a lot faster, while in her Dragon Form, she is heavier, slower, and her specials have different effects.
Neutral Special:
Bouncing Bubble Blast
Casting her bubble wand, Aquarina releases a bouncing bubble projectile, which moves quickly while bouncing across the stage off any walls, floors and opponents. Its damage and knockback are quite high, though only one can be active at a time - if she tries to cast another, the first bubble will pop. In Dragon Form, Bouncing Bubble Blast releases a volley of 3 bouncing bubbles, though comparatively they are much smaller, have reduced damage and will pop sooner than the bubbles made in Human Form.
Side Special:
Soap Strike
Aquarina lunges forwards either left or right with her bubble wand in hand, before striking with it in a forwards motion like a sword. This deals heavy damage and knockback to foes that are hit. Additionally, the attack creates a flurry of small foam bubbles which shoot forwards from the bubble wand once the attack is used, which can deal damage from long range or deal extra damage to foes hit by the wand strike. In Dragon Form, Aquarina instead strikes using the bubble wand on her tail, which has extended range and power, however it won't create as many foam bubbles when used in this state.
Up Special:
Lather Tsunami
Casting her bubble wand down at the ground, Aquarina creates a geyser of foamy water that launches her upwards - this can be angled slightly either to the left or right to give Aquarina extra height. The geyser will also launch enemies that walk into it, but while simultaneously damaging them. When used in Dragon Form, Aquarina creates the geyser by shooting water from her mouth. This geyser deals more damage than the one made in Human Form, but won't launch Aquarina as far vertically and is more difficult to be angled due to the higher pressure of the water.
Down Special:
Enchanted Bubbles
Aquarina slowly casts a large, slow-moving bubble with her bubble wand. This extra-large bubble moves very slowly horizontally, dealing heavy damage upon contact with an enemy and incurring a secondary effect - there is an 80% chance it will poison the target, leaving them taking residual damage for a few seconds, and there is a 20% chance it will stun the target briefly. In Dragon Form, the bubble is smaller and deals less damage, but has a much higher chance to stun the target at 50%. Unlike the bubbles created by Bouncing Bubble Blast, this bubble can be created repeatedly, but in both forms, the slow startup of this attack makes it difficult to use repeatedly.
Fan Finisher:
Wishy-Washy Water Whirl
Aquarina must activate her Fan Finisher within close range of an opponent for it to work successfully. Upon use, Aquarina conjures a whirlpool of soapy water with her wand - if this hits an enemy, they will then be trapped in the whirlpool as it deals more and more damage each second and expands to cover more of the stage, with the chance of hitting and trapping additional foes. The whirlpool then transforms into a flurry of giant bubbles which proceed to slowly rain from the top of the screen, damaging and launching any opponents that are hit by them and popping when they hit the ground. This attack is identical between Aquarina's two forms.

Punch
Punch
Debuted in Fruit Punch.
Character owned by SphealingBlue.
Punch is a 12-year old Fruitian from Vegetable Ridge, who lives in a home near Fruit Forest with his younger sister, Cordia, and grandmother, Flanna. Punch is regarded as a hero by the inhabitants of Vegetable Ridge thanks to his efforts against Dr. Vegtebloid, a scientist obsessed with creating a mutant army who kidnapped Cordia. Punch, in return, ventured across Vegetable Ridge in order to reach Vegtebloid's Fortress and free his sister, using newly found abilities and with help from his friends along the way. He is an overly optimistic silent protagonist, who sometimes gets a little bit in over his head when it comes to dangerous matters such as those regarding Dr. Vegtebloid.
Punch is a lightweight fighter in Fantendo Smash Bros. Soul, acting as a zoner with fast and reliable long-range attacks, though lacking in any really powerful close-range attacks. Punch has a special gimmick lying in his Combo Meter, a circular gauge that appears next to his damage percentage. Dealing damage in quick succession allows Punch to build up the meter, granting him the reward of transforming into Gold Punch when this is maxed out. A brief transformation which lasts only 4-6 seconds, Gold Punch gains massive defensive boosts, doubling Punch's weight and granting 50% added damage resistance, after which Punch's combo meter will empty out again.
Neutral Special:
Seed Popper
Punch's trusty signature weapon, where he fires watermelon seed projectiles from one of his arms. These seeds don't deal much damage on their own but they have high velocity and thanks to this attack being so quick, it can be easily used repeatedly to build up Punch's Combo Meter and rack up heavy damage against an unprepared foe. Additionally, this attack can be held down and released to function like a gatling, firing a barrage of watermelon seed projectiles when released which also help to build up his Combo Meter.
Side Special:
Citritazer
Punch discharges a citrus-powered electric shock from one of his arms. A slower attack than Seed Popper, Citritazer releases a high-voltage energy blast which homes in on opponents and explodes on contact to deal heavy damage. Punch can charge up the Citritazer's blast to increase the electric blast's velocity, making it harder for the foe to escape from and dodge but in turn leaving Punch vulnerable as he charges it up. The energy blast will also destroy any other projectiles it comes into contact with.
Up Special:
Bounce
A basic recovery, Punch performs a super-jump which propels him upwards vertically. The jump will deal damage to any foes that happen to be either underneath Punch when he begins the jump, or in his path while he's rising through the air. Bounce will deal more damage and launch Punch further if used while Punch is on the ground, but it's still a reliable, albeit limited in usefulness, recovery-type attack.
Down Special:
Cocoboulder
Punch spits out a large Cocoboulder, an extremely heavy rounded stone resembling a coconut, and places it on the ground next to him, dealing huge damage if a foe is present underneath it. Once the Cocoboulder has been placed, Punch has several options he can use to continue the attack. By using his down special within close proximity to the Cocoboulder, he can push it around slowly - this allows him to run over foes, which will deal heavy damage and bury them, though this is hard to do since the boulder moves very slowly while Punch is pushing it. Afternatively, he can hit the Cocoboulder with attacks, causing it to break apart and send fragments of broken coconut in all directions for extra ranged damage. Punch can only have one Cocoboulder present at a time.
Fan Finisher:
Flight of the Pearoplane
Punch hops aboard his signature flying vehicle - the Pearoplane - and quickly jets forwards in a horizontal line across the stage. If he hits a foe during this initial rush, the target(s) will be thrown into a cutscene, where Punch is seen flying up towards then while firing a barrage of exploding fruit seeds at them, eventually abandoning his vehicle and letting it crash into the target, where it explodes and deals massive damage. However, if Punch doesn't hit any target during his initial rush, the cutscene won't happen and Punch will have wasted his Fan Finisher.

Gizmo
Gizmo
Debuted in Auralite.
Character owned by SphealingBlue.
Gizmo is a Blue Slimoo, originally hailing from the Slimoon. While his brethren are historically very weak, often harvested for their flavour by the wicked company Event Horizon, he has an unparalleled intellect and a knack for machinery, travelling to Gem Island to test his latest invention - an 8 foot tall combat mecha decked out with all kinds of gadgets. Not so weak now, is he? He dreams of becoming a famous inventor, but is completely helpless without his machinery, and feels insecure about himself for that. He's a shining beacon of hope for all poor Slimoos tossed around like Items... wait, they ARE Items in this game! Well, that's awkward for him.
Gizmo is an extremely heavy character, the spitting image of a mighty glacier - slow, heavy, but very powerful - and has a myriad of sticky tricks to catch his enemies off-guard. While his jumps are small, his immense weight means that he can deal damage beneath him when he lands, with the damage increasing the higher he falls. While his mech takes little-to-no knockback from most attacks, not even flinching from most basic attacks, his cockpit has a separate hitbox which is VERY vulnerable, taking twice as much damage from direct hits, and sending the whole mech flying with its knockback. While Gizmo seems insurmountable, knowing his weak spot gives the edge over his powerful slimy attacks.
Neutral Special:
Slime Cannon
Gizmo fires a large ball of slime from his arm, which bounces along the ground before exploding, leaving a sticky puddle of slime where it lands. If it hits an enemy, it will detonate and cover the opponent in slime, slowing them down considerably. Otherwise, the puddle will remain on the ground for a few seconds, where it acts as a sticky trap for anyone that walks over it.
Side Special:
Guided Missiles
A circular reticule appears on the nearest opponent's position, as Gizmo fires a barrage of missiles from the back of his mech that rocket towards the target. While the move is quick to activate and can be spammed easily, the aiming isn't perfect as the reticule will not move with its target and will more often than not miss. However, the fast projectile speed serves as a deterrent against enemies at all ranges.
Up Special:
Slime Parasol
Gizmo activates a propeller on the back of his mech that propels him upward, damaging enemies in the propeller's blades. After letting go of the button, or after the move reaches its limit, the propeller will convert into a parasol that lets Gizmo slowly float downward. Moving the control stick down will make the parasol disappear and Gizmo fall like normal, potentially causing high damage with his landing gimmick.
Down Special:
Jailbreak
Gizmo opens a compartment in his mech and takes out a large Event Horizon crate, which can be thrown like a projectile, releasing a random Slimoo Item when broken. He can only have one Slimoo on screen at a time, and the move has a cooldown after that Slimoo despawns, but Gizmo can gain as many Slimoos as he wishes from the attack. If interrupted during the initial animation, the move will fail and start his cooldown immediately.
Fan Finisher:
Slimoon Festival
Gizmo begins dancing in his mech as random Slimoos continously spawn around him, actively attacking fighters unlike their Item counterparts. After a few seconds, Gizmo summons two massive Slimoos that cause havoc alongside the smaller ones, lasting for 10 seconds before all the Slimoos disappear and Gizmo returns to normal.

Theodore
Theodore
Debuted in Loradila Chronicles.
Character owned by KirbiMiroir.
Theodore is the prince of Loradila who, after learning of the disappearance of Kyra, his older sister, set out to uncover the mystery behind the kingdom's cloudy weather and the tampering of the three Pillars. Along the way, he recruits several allies including Asier, Cypris and Narcisa, and clashes with the mysterious Pandemonics and the shadowy swordsman Arondite.
In battle, Theodore is a middleweight fighter who mostly uses physical attacks with his sword. For certain moves, however, he calls for Asier, Cypris or Narcisa to provide backup for a group attack. All three of these allies offer more variety to his attacks, but they can be struck down by enemies, and if struck down, he won't be able to call upon them for a while.
Neutral Special:
Royal Wind
Theodore performs a spinning slash that sends a fairly fast-moving shockwave of light forwards. A fairly standard projectile, though it deals the most damage at close range due to adding extra hits from the slash. If none of his allies are available, this is Theodore's best ranged option.
Side Special:
Silver Rush
Battle Monody
Theodore rushes forwards with a sword slash. This is useful for evasion, horizontal recovery and closing distance between enemies. While it lacks power on its own and knocks enemies backwards, preventing a combo, if Cypris is available he will use Battle Monody to send a stave of notes forwards. The notes will push the enemy back towards Theodore, allowing him to use a follow-up on the target.
Up Special:
Silver Break
Trigale
Theodore performs an upward slash that sends him into the air, then launches a spinning slash at the height of his jump. A simple vertical recovery move, though lacking in horizontal distance, that can be fairly effective if the enemy can be hit with the spinning slash, though this requires precision. If Narcisa is available, she will use Trigale to summon a tornado under Theodore - this will knock enemies upwards during the initial rush, allowing them to be caught in the spinning slash more easily, and cause Theodore to raise during said spinning slash, sending him higher and giving slightly better horizontal motion.
Down Special:
Metallic Clang
Trikoa Wave
Theodore clangs his sword to make a shockwave around him, knocking enemies away. On its own, this is mostly only useful for spacing and area damage. However, if Asier is available he will summon Tximista, who strikes Theodore with lightning and creates an electric blast around him, increasing the damage and allowing the attack to strike foes above you.
Fan Finisher:
Skylight Finale
Upon activating his Fan Finisher, Theodore can send a glowing white shockwave forwards, not unlike Royal Wind's projectile but considerably larger. If it hits an enemy, a cinematic occurs where Theodore catches the enemies in a spinning sword slash, knocking them into the air. The enemies are then bombarded by Cypris' arrows, Asier's Consorians and Narcisa's magic. The four friends then link their weapons in the air in triumph, as a light from the heavens blasts their foes for massive damage. After that, the cutscene ends and the fight returns to normal.

Arondite
Arondite
Debuted in Loradila Chronicles.
Character owned by KirbiMiroir.
Arondite is a mysterious swordsman who clashes with Theodore and his friends several times throughout their travels. Carrying a glowing crystal blade, and wielding the power of darkness, he is not one to be trifled with. What's more, he is the king of the Pandemonics, a race of chromatic beasts from the underground that seek to disrupt the balance of the Pillars to bring about the "Power of the Sky". But why is a human leading their ranks?
In battle, Arondite is a heavyweight fighter who specialises in melee combat with his blade. He has decent movement speed despite his weight, but where he most struggles is in the speed of his attacks, as while they deal heavy damage, they can be fairly easy to predict.
Neutral Special:
Mana Wave
Arondite slams his sword on the ground, sending a tall blue shockwave sliding forwards. The shockwave pierces through enemies and knocks them into the air on impact, and will also blast nearby foes away when Arondite slams his sword. The projectile starts as slow, so it isn't a reliable option, but as Arondite's only projectile, it serves well to snare an enemy trying to keep away from you, giving you a chance to move in and attack while they're knocked into the air. When using the move in midair, Arondite instead performs a spinning slash that sends a faster shockwave projectile forwards - while faster than the ground version, the knockback is weaker and pushes forward instead of up.
Side Special:
Shadow Cleave
Arondite vanishes, then re-emerges and launches a wide horizontal slash, striking anyone on either side. Arondite is invulnerable while vanishing, making this a powerful dodge-and-counter move, but he can still be hit in the moment before he vanishes, so good timing is a must. When used on the ground, holding the directional input down until Arondite emerges will cause him to move further ahead and launch a wider, if somewhat weaker, slash. When used in midair, tilting up or down before the slash will angle it diagonally up or down according the direction Arondite is facing.
Up Special:
Pandemonic Sky
Arondite rises into the air with a rising slash, then has the option of one of three follow-up attacks. First is spinning slash that deals the most damage, but the least knockback, if the special button is pressed on its own. Second is a wide slash that knocks enemies upwards with the most knockback, but deals the least damage, if the up direction is pushed with the input. Finally is a diving slash that catches enemies in the dive, dealing constant damage during the fall, and blasts them all away when they hit the ground, if the down direction is pushed. However, the diving slash runs the risk of self-destructing if used poorly. While this move has a fairly slow wind-up, making it possible to interrupt the recovery, it offers both a decent distance of travel and a powerful attack, especially when hitting an enemy with both the rising slash and a follow-up attack.
Down Special:
Dark Doom
Arondite stabs his sword into the ground, creating an aura of darknesses around him. Enemies in this aura will be stunned for a moment and covered in darkness, temporarily preventing them from pressing the grab, guard and special buttons. Holding down the button will make Arondite pause before the stab, but will increase the area of effect. By restricting the enemy's options, particularly those that encourage defensive or long-ranged play, it becomes easier for Arondite to take them out. However, the small area of effect, unless charged, makes it somewhat difficult to cause the effect without proper strategy.
Fan Finisher:
Chromatic King
Upon activating his Fan Finisher, Ferndite glows with rainbow light and escapes into the background, being replaced by his true form - the towering Pandemonic Ferndite. Looming over the stage, Ferndite will attack according to player inputs. Pressing the standard attack button will send a wall of vertical slashes across the screen, which can be angled diagonally with directional input. Pressing the special button will throw fireballs, lightning bolts and ice blasts at a targeted enemy - pressing the guard button will change this target. Finally, pressing the grab button will cause meteors to scatter down from above. After enough time passes, or after enough attacks are used, Ferndite will vanish, and Arondite returns to the fight once the battlefield is clear.

Verriere
Verriere
Debuted in Subrift Tales.
Character owned by KirbiMiroir.
Verriere is the embodiment of a Subrift of glass inside a mirror, who came to life and took on a human form to exact vengeance on the humans who stole her glass for themselves. She broke through into the human world, trying to learn their secrets, but over many years her hatred faded and she came to sympathise with humanity, living amongst them.
In battle, Verriere is a floaty lightweight fighter who lacks speed, but compensates for this with her heavy damage output. A lot of her attacks cause high knockback, giving her good spacing options and easy knockouts, but due to her slow speed and fragile defence, she is easily defeated in turn.
Neutral Special:
Spectrum Ray
Verriere summons four glass orbs around her that fire rainbow beams forwards. The lasers close in on a central point at the end of their range, which deals the most damage, though the area of effect is larger closer to Verriere, and enemies caught in the lasers are pushed towards this point. If the button is held down, Verriere keeps firing the lasers for longer, dealing more damage and making it easier to push enemies into the sweetspot. While this is an effective long-range attack, the period of setup at the start can leave Verriere vulnerable.
Side Special:
Mirror Wall
Verriere summons a wall of glass in front of her. The wall will stay stationary if the player pushes gently on the directional input, but if they push harder, the wall will slide forwards. Enemies will be pushed away by the glass wall, making this effective for keeping them away, and enemy projectiles will be reflected on contact.
Up Special:
Fading Light
Verriere vanishes into light, then re-appears as a line of three Verriere images that damage enemies on contact. Two of the images will then vanish while the real Verriere keeps on fighting. When used on the ground, the line of Verrieres is horizontal, and the real Verriere will be in the centre, or on the left or right if the player makes a directional input in that direction. When used in midair, the line of Verrieres is vertical, being tilted to the right or left depending on directional input, and the real Verriere is always at the top. If the button is held down, the clones are further spread out, but the period of vulnerability before the attack is longer.
Down Special:
Fractal Spike
Verriere shoots a glass spike straight down, which pushes enemies down on contact and shatters into a large mass of shards when it hits the ground. If used on the ground, she will immediately summon the spikes around her. While short-ranged, this attack causes heavy knockback. Additionally, using it on the ground will create a brief barrier around Verriere, reflecting enemy projectiles with increased power on contact.
Fan Finisher:
Mirror World Judgement
Upon activating her Fan Finisher, Verriere can split into a ring of clones of herself and shatter the area on the inside of the ring. This shattered area will pull enemies inwards for a short time, and if they get pulled inside, a cutscene begins where the victims are trapped in a glass void, and several Verrieres bombard them with beams of light that bounce off the glass to strike several times. After enough hits, the light bursts out and shatters all of the glass, with the real Verriere showing herself and directing the shards to bombard the fighters, before blasting them out of the void and ending the cutscene.

Strafe
Strafe
Debuted in Light Strafer.
Character owned by KirbiMiroir.
Original version created by JesseRoo.
Strafe Luxalea is a thief from Noah, wielding a mysterious light power. Thanks to his magic, his dual Desert Eagles never run out of bullets - he can always make more with hardened light. These powers come from his mother, the light goddess Stemmara. After falling into conflict with his corrupted father Lock, Strafe finds himself trying to stop a cataclysmic divine war.
In battle, Strafe is a middle-lightweight fighter with high speed and swift gun-firing attacks. He has a fair share of projectiles, though his projectiles are restricted by ammunition, forcing him to spend a moment reloading if he uses too many in a short time.
Neutral Special:
Light Jet
Strafe fires a beam of light that pierces through everything in front of him, and bounces off slopes. The attack can be charged to fire a larger, stronger beam, or mashed to fire small beams at a fairly fast rate. This attack is both fast and long-ranged, but causes little flinching and knockback unless charged. The charged shot is more predictable, but can deal a lot of damage if it strikes.
Side Special:
Light Warp
Strafe vanishes, then re-appears with a burst of light, damaging and briefly stunning nearby enemies. If the button is pressed after re-appearing, Strafe will smack nearby enemies with his Desert Eagles, knocking them away. With directional input, Strafe will re-appear to the left or right. An attack useful for dodging and feints, or for setting up a combo with other atacks by stunning them. When used in midair, it can also be used for horizontal recovery.
Up Special:
Light Wings
Strafe summons wings of light and flaps them hard to jump into the air, damaging enemies and knocking them upwards if he rams into them. He then uses the wings to briefly slow his fall, allowing him to glide for a fair horizontal distance. Pressing down will cause Strafe to dive down at high speed, damaging enemies in his path. While only useful for damage with the jump and dive, it makes up for its weak offensive use with highly effective recovery.
Down Special:
Light Disruptor
Strafe fires a close-proximity cone of light, stunning enemies in the blast. If the enemy is stunned while they're using an attack of their own, they will be stunned for longer. While this doesn't deal much damage, it is useful for interrupting the enemy and getting free hits on them, especially if timed right.
Fan Finisher:
White Divinity
Strafe calls upon his light powers, transforming into Light God Strafe. Glowing with intense white light, he warps off-screen, and a storm of light bolts rain down on the stage for some time. After the attack ends, Strafe returns to the battle.

Lock
Lock
Debuted in Light Strafer.
Character owned by KirbiMiroir.
Original version created by JesseRoo.
Lock Theristan is the father of Strafe, though eleven years ago he killed his wife, leading his son to run away and join the Thieves' Guild. He carries power over darkness, the opposite of Strafe's control over light. Lately, he's been conspiring with Sear, Decay and other shady characters across Aereus to revive the Shadow God, and doing whatever he can to stop Strafe from interfering.
Lock is a semi-clone of Strafe, being a middle-lightweight fighter with fast speed and rapid attacks with many projectile options. However, Lock has slower, more defensive attacks, and doesn't have an ammo system due to firing magic without his guns.
Neutral Special:
Shadow Flame
Lock fires a stream of fiery darkness that pierces through everything in front of him. Compared to Strafe's version, the beam is slower and doesn't travel as far, but is stronger and causes more flinching and knockback. Mashing the attack will reduce its range, but allows it to deal heavy close-ranged damage. When charged briefly, Lock will instead fire an orb of dark fire that catches enemies on contact and explodes viciously at the end of its range, but travels even slower. Charging further will increase the size and power of the orb.
Side Special:
Dark Blitz
Lock rushes a short distance forwards, at a slight upwards angle when used in midair, damaging any enemies in his path. If the button is held, Lock will fly further, though if the button is released while holding it, he releases a burst of darkness around him, stunning nearby enemies. By pressing the special button a second time after doing this, Lock will launch a spinning punch to damage any stunned enemies, or a diving kick if he does this in midair. This serves as effective horizontal recovery when the button is held fully, though using the full midair attack can potentially cause Lock (and enemies caught in the attack) to fall to his death.
Up Special:
Gloom Cyclone
Lock summons wings of darkness and flaps them hard to jump into the air, damaging enemies and knocking them upwards if he rams into them. He then performs a spinning attack if the button is pressed again, though if the button is held to charge the follow-up, he instead summons a towering tornado of darkness around him. While much less effective recovery than Strafe's wings, this is made up for with the distance from Dark Blitz, and this attack is much more effective for dealing damage, especially the tornado.
Down Special:
Chaos Fang
Lock fires a close-proximity cone of darkness, stunnng the nearest enemy in the blast for some time and draining their health while stunned. If the victim is attacked while stunned, they will be freed. While shorter-ranged than Strafe's version, it deals more damage and stuns for longer, has the benefit of minor self-healing.
Fan Finisher:
Chains of Annihilation
Lock summons dark chains that loop around him, trapping nearby enemies. The enemies are bound by the chains and lifted into the air, and Lock summons an image of Orcorum behind the enemies that bombards them with rays of dark lightning, before biting them, destroying the chains and blasting them away in doing so.

Embrun
Embrun
Debuted in Destiny Sports: Castaway Court.
Character owned by KirbiMiroir.
Embrun is a basketball god hailing from a completely aquatic universe, also making him a god of the ocean. While thousands of years old, he's somewhat young in human years, only becoming an "adult" a mere 20 years ago. While he commands the power of the seas and has influence over multiversal power, he requires faith in the sport of basketball for his strength. Intrest in the sport has been dropping, but his loyal friend and assistant Destin came up with the idea to tear open the gateways between worlds to hold a multiversal tournament, to drum up as much faith as he can get. Funnily enough, this world is not only similar, but its energy is stronger than his tournament, so he's got a lot to learn from The Fan's rift-making.
Embrun is out of his depth in a fighting tournament, so he wields what he knows best - his trusty basketball. His ball, automatically gained when spawning, serves as his main gimmick, as he uses it for most of his main attacks and specials. However, he can lose his ball by getting attacked, performing certain moves, or by simply being interrupted during certain specials, where it drops to the ground and serves as more of a traditional item that can be picked up by other players and used against him. He can also drop his basketball willingly with his Shield Special. Without his basketball, Embrun's specials are considerably weaker and have limited capabilities, but he has increased speed to help him regain it, reverting back to his regular form once he picks up the basketball again. If the ball is lost or destroyed by any means, it will respawn in his hands after 5 seconds.
Neutral Special:
Unmei's Shoot
Embrun covers his basketball in a sphere of water and throws it in any direction, even directly above or below him, as a fast-moving projectile. While quick to perform and somewhat powerful, the ball will only return back to him if it hits a target, otherwise it will fall on the ground where it lands. The move is effective and fast, strong at all ranges, but is somewhat risky to use as he has a chance of dropping his basketball. Only use this if you're sure you can hit your target. Without holding his basketball, he will simply throw the sphere of water, a smaller, slower and weaker projectile with no penalty for missing.
Side Special:
Surf Step
Embrun dribbles forward on a slippery wave that continues for as long as the button is held, damaging and pushing along any opponents in the way with a spray shield that blocks all damage from the front. However, he is vulnerable from other angles, and will drop his basketball if attacked while performing the move. The move is versatile, serving for mobility and for pressuring opponents, but it's important to keep in mind Embrun's weak spots while using it. Without holding his basketball, he will slide forward twice as fast but with no spray shield to protect him.
Up Special:
Oceanic Dunk
Embrun blasts himself from a geyser as he launches into the air, his basketball charged with water energy. If he presses the button again in mid-air, he will throw his basketball diagonally with the force of a meteor, surrounding it in a watery spiral that spikes opponents into the ground. The basketball will return to Embrun after he lands, but will disappear if launched off the stage. While it can also be used as a traditional recovery, if performed correctly the resulting projectile is Embrun's most powerful move. However, it's limited aim makes it impractical in most situations, and leaves Embrun vulnerable in mid-air without his basketball. Without holding his basketball, he can only perform the geyser part of the move, but has increased height to compensate.
Down Special:
Watery Dribble
Embrun dribbles on the spot, dodging into the background for a brief second where any attacks or projectiles will pass right by him. While it doesn't hold any countering capability, if he manages to dodge something successfully his attack power will increase until he next drops the ball. It's somewhat slower than his regular spot-dodge, but is necessary for Embrun to protect his basketball at close-range. Without holding his basketball, he will simply dodge into the background instead, and does not gain any attack boost from the move.
Fan Finisher:
Destiny Court
Embrun floods the stage with a divine ocean that engulfs the screen and transitions the stage into a flat basketball court, where he gains greatly increased stats and infinite use of his specials to wreck the enemy fighters, as a crowd of spectators cheer for him. As the time on the scoreboard runs out, Embrun transitions into an animation where he blasts upwards on a geyser and slam dunks his supercharged ball as the crowd goes wild, basking in their applause before causing another flood to return the stage to normal.

Redge
Redge
Debuted in KillGames.
Character owned by CrakaboLazy4090.
A cocky, violence-happy half demon, Redge is the star of the KillGames duology and it's reboot, alongside being a very well known Fantendo icon. The son of the powerful demon Lylyth, Redge competed in the original KillGames tournament to quench his boredom and eventually used it to defeat his mother, finally gaining a sense of satisfaction, and gaining a found family of occultist rockstar Lane and cryokinetic child Yuki in the process.
Redge serves as a high velocity combo-centric swordfighter, utilising his blade the Cauterizer to carve through foes. He borders on heavyweight, but many of his attacks leave him vulnerable in turn, rendering Redge a high skill ceiling glass canon of a character, who can be incredibly potent under the control of a skilled pilot but suffers in inexperienced hands, especially considering the heavy emphasis on use of combos to ramp towards his hyper powered True Demon form.
Neutral Special:
Cauterizing Cut
Redge dons a cocky grin, and makes a forward attack with the Cauterizer which deals moderate damage. Using this move multiple times in quick succession will turn it into a swordfighting rhythm, with the damage escalating with each attack, until Redge finalises the set of moves with a strong downward slash that inflicts a damage-over-time debuff.
Side Special:
Sizzling Strike
Redge spins his blade and strikes, with a stunning smash that temporarily sets opponents off-guard, leaving them momentarily unable to move. This move is set to a small countdown to avoid stunlocking opponents, but can still provide a potent force to enable further combos and attacks.
Up Special:
Wildfire Wings
Redge sprouts two wings, drawing into his devilish forms, and is momentarily able to fly upwards. He leaves an arc of sizzling sparks in his wake, which deal minor damage to anyone caught in them, and inflict a minor damage-over-time debuff. This flight last for a minimal quantity of time, but the player can achieve significant height to avoid being knocked out.
Down Special:
Pyretic Pound
Redge leaps and slams downward in a burst of fire, dealing heavy damage to anyone caught beneath him and letting out a small wave of fire that temporarily stuns any opponents caught in it. This serves as a combo enabler, to catch opponents off-guard and deal significant damage to them once they've been stunned.
Fan Finisher:
Demonic Deliverance
Redge transforms into his superpowered True Demon form. This form is highly potent and provides permanent flight and boosted damage for a short period time. This form can also be reached by filling the Rage Meter to full by engaging in combo attacks repeatedly, which serves as a payoff for managing to pull off Redge's tricky gameplan.

Shine
Shine
Debuted in KillGames.
Character owned by CrakaboLazy4090.
Shine is the leader of the Marauders, an infamous gang found in the Wastelands of the US. Despite her young age and initially innocent persona, she's a brat who's willing to do just about anything to get what she wants. She has been obsessed with robots and cyborgs since she was a young child, salvaging parts from stray robots and cyborgs who wander into her territory. She enjoys experimenting on herself and her subordinates, hoping to create the most powerful cyborg army in the world.
In battle, Shine is a lightweight rushdown character. Her gimmick revolves around Link Points, which she can use in combination with her Grappling Hooks to quickly get to where she needs, or trap the enemy in a corner.
Neutral Special:
Link Launch
Shine fires link from her claws, which travels a distance forward before stopping in place and floating the air. She can use these points in combination with her various moves to quickly get to where she wants.
Side Special:
Detonate
Shine quickly fires her claw, which you can angle by holding up or down. If it comes into contact with an enemy or a link, she will quickly send off an explosion charge to the claw, causing the enemy or the link to explode. Compared to just grabbing the foe, blowing up a link deals more damage and covers a wider radius.
Up Special:
Claw Launch
Shine holds out her claw, allowing you to hold the Control stick in any direction to fire it. If fired at an enemy, Shine will grab them and launch herself towards the foe for a powerful kick. If fired at a Link, Shine will launch herself toward it, and can either release the button to launch herself with the momentum to damage foes, or hold the button to spin around the link to damage foes around it. You can also use it to grab onto ledges and recover.
Down Special:
Claw Bind
Shine fires out one of her claws' fingers out. If it hits something, whether it be the enemy or a Link, she will be temporarily tethered to it, preventing her or that object from leaving eachothers' range for some time. Great for both keeping yourself within range, as well as preventing knockback for a bit.
Fan Finisher:
Ultimate Beatdown
Shine dashes forward with a slash, launching anyone hit into a cutscene. Sharkman jumps in out the ground to ambush the foe. Then, he and Shine perform a combo of slashes and powerful strikes. Shine then launches her claws to bind the foe in chains, before Sharkman jumps into the air and performs a powerful slam with his hammer, launching the foe.

Rapturn
Rapturn
Debuted in KillGames: Rechained.
Character owned by CrakaboLazy4090.
The daughter of the Avatar of Wrath, Lucifer, Rapturn is was born into the world of the demons. However, upon learning of her kind's true natures and atrocities, she abandoned her identity as one, escaping into the Human World. Joining a group known as the Crusaders, a band of mercenaries managed by the Great Imperial Church, she takes on the burden to slaughtering demons in order to protect them from humanity. Joining the KillGames, she seeks to use its wish to rid the world of all of demonkind.
Rapturn is a technical heavyweight character. Her weapon, Longinus, is capable of switch between two forms, a Spear form where it is attached to the shield, and a Sword form where she holds it in the opposite hand. Each form changes Rapturn's fighting style. Spear form is tankier, with a focus on powerful strikes and breaking through enemy shields. Sword form on the other hand more momentum-focused, allowing Rapturn to deal monstrous amounts of damage as long as she keeps the advantage. Utilize each form to its advantage, and switch between them to take advantage of their strengths to truly devastate your foes.
Neutral Special:
Adamant Slash / Adamant Shield
In Spear Form, Rapturn pulls Longinus out of the shield and swings it forward in its Sword form. This is used to transition her into Sword Form.
In Sword Form, Rapturn places Longinus back into the shield, creating a blast that, while dealing no damage, briefly grants her invincibility and reflects projectiles. This is used to transition back into her Spear Form.
Side Special:
Holy Winder / Shining Ray
In Spear form, Rapturn steps back before performing one of several rushing attacks. Not pressing the button simply has her perform a barrage of stabs with her spear. Tapping the button has her perform a rushing uppercut. Holding the button has her perform a rushing shield bash that grants her super armor.
In Sword form, Rapturn rushes forward with a spinning slash. Keep tapping the button to chain the slash up to three times. Hold up to perform an upward slash. Hold down to perform a leaping downward slash with super armor. Hold back to swing the sword along the ground and create a pillar of light in front of you to strike at aerial enemies.
Up Special:
Valiant Driver / Spiral Edge
In Spear form, Rapturn performs a leaping grab. If she hits anyone, she'll hold them into the air before launching them away with her pile bunker, launching the foe away.
In Sword form, Rapturn flies in the held direction, her sword spiraling with energy and dealing multiple hits.
Down Special:
Wall of Light / Blast Hunker
In Spear form, Rapturn raises a wall of light in front of her. Hold the button and she'll instead place it behind the enemy. The wall will block enemy attacks until it takes too much damage or after enough time passes. Performing Down Special in front of it has Rapturn punch the wall, creating a blast of light that spikes forward.
In Sword form, Rapturn puts up her shield. If she's hit, she'll parry the attack, stunning the foe briefly.
Fan Finisher:
Exalted Execution
Rapturn plunges her hand into the ground, creating a massive cross in front of her. Anyone hit will be held up by the cross. Rapturn says some prayers, charging up Longinus as it rises into the air and transforms into a massive winged spear. Rapturn then finishes, as she launches the spear straight at the foe, dealing heavy damage and launching them away.

Lylyth
Lylyth
Debuted in KillGames.
Character owned by CrakaboLazy4090.
Lylyth is an incredibly powerful demon and a member of the Avatars of Sin, representing Lust. With a hunger for blood and power, she enjoys toying with her victims before violently slaughtering them. Throughout her years working for the KillGames as Blitzkrieg's assistant, Lili, she has accumulated the blood of thousands of victims, hoping to use it to use its power to take over the Human Realm.
In battle, Lylyth is a lightweight fighter who focuses on zoning. Her whip provides her with long-ranged attacks that can be used to control the space between her and her foe. However, she lacks decent options at close-range, leaving her vulnerable if the enemy gets up close to her.
Neutral Special:
Rosebush
Lylyth swings her whip forward, launching a ball of thorns that embeds into the ground. Anyone that touches it will become binded by the thorns, allowing Lylyth to freely attack them.
Side Special:
Flaggelate
Lylyth lashes her whip forward. Lylyth can follow the attack up by performing one of several commands.
Pressing back after performing the move allows Lylyth to perform Come-Hither, swinging the whip in an arc above her to strike out foes attempting to jump over the attack.
Pressing down after performing the move allows Lylyth to perform Deadly Climax, cracking her whip to create an explosion at the tip to launch foes away.
Pressing special after performing the move allows Lylyth to perform Futile Escape, pulling the whip back to grab enemies and pull them towards you, with Lylyth performing a follow-up claw slash to deals heavy damage.
Up Special:
Vile Seduction
Lylyth quickly teleports in the held direction, creating a blast of demonic energy around her upon reaching her destination.
Down Special:
Blood Claw
Lylyth leaps upward, turning her hand into a bloody claw as she slashes upward. Press the special button again after use and she'll perform Blood Talon, performing a diving kick.
Fan Finisher:
Eternal Pleasure
Lylyth flies forward, grabbing the first foe she comes into contact with, slamming them into a portal. The enemy falls through the abyss, as Lylyth flies at incredibly high speeds, slashing at them multiple times. Lylyth then dives down, slamming the foe to the ground. We got to the opponents perspective as she she sits on them for a moment, before giving a sinister glare and biting at the camera. Instantly KOs the foe if they are at over 100%.

Vice
Vice
Debuted in KillGames.
Character owned by CrakaboLazy4090.
A demon knight serving the Avatars of Hell, Vice was a former human before his death in a car crash. Wishing to see his family again, he struck a deal with the avatars to serve them in exchange for allowing him to see his family. For years, he served them. When the 25th KillGames came, the Avatars decided that if he won, he could leave Hell. Eagerly wishing to see his family again, he joined. Little is known about him due to his inability to speak, but it’s described he is a stern and serious person.
Vice is a heavyweight character with a focus on big hits and damage. His moveset revolves around him being attacked by other KillGames characters, and while these attacks deal good damage, they come at the cost of recoil.
Neutral Special:
Telekinesis
Euthany appears and grabs Vice with her telekinesis before tossing him forward as a heavy projectile. It lacks range, but doesn’t deal as much damage to Vice as other moves do.
Side Special:
Embracing Edge
Trip and Wire appear, Wire spinning forward while slashing enemies around her (as well as Vice). This attack is great racking up damage, as well as recovering.
Up Special:
Boomerang Slash
Alcatraz appears below Vice, tossing one of their Spiral Slicers and shredded Vice up, sending him upward in the process. If the enemy is hit by this attack they’ll rack up damage very quickly.
Down Special:
C4
Bombshell appears and straps a bomb to Vice before blowing him up. Deals lots of damage and knockback, though be careful with using it at high percentages since Vice can be KOed by it.
Fan Finisher:
Lucifer's Fist
Vice starts the attack by raising his Fate Edge into the air, before suddenly Lucifer pops out of the portal behind him. Vice stands there and becomes absolutely terrified, as Lucifer performs a powerful punch on him. Vice can then crash into any enemy in his way, dealing heavy damage. If the attack misses however, Vice will be launched to the blast line and KOed.

Maya
Maya
Debuted in Kingdombound.
Character owned by CrakaboLazy4090.
Princess Maya (no not Queen. You never call her a Queen), is the current ruler of the Kingdom of Elytius. Despite her cute appearance, she is often described as a stuck-up, ruthless tyrant who thinks she’s better than everyone else around her. The latest participant in the Twin Kingdom War, she, alongside her rival and ruler of the Kingdom of Arcandia, King Maroon, seek to defeat each other and steal each opposing kingdom’s treasure, and show just how much better they are than the other.
Maya is a mid-lightweight character with a focus on set-ups and summoning. Her Neutral, Side and Down Specials all summon out one of the various classes that are fighting for her. Each of these classes act independent from Maya, allowing Maya to act separately while they attack. However, these classes have limited health, and if they take too much damage, they’ll become unavailable for a certain amount of time.
Neutral Special:
Wizard
Maya summons out the Wizard, who will stand in place and charge up a fireball. By pressing the Special button again, or if the enemy is in front of her, the Wizard will launch the fireball forward as a projectile, before disappearing.
Side Special:
Rogue
Maya summons out the Rogue, who will rush forward. Upon contact with the enemy, Rogue will grab them and slash at their throat, dealing damage, before disappearing. Pressing Side Special again to de-summon him.
Up Special:
Dragon
Maya summons out the Monk, who quickly transforms into the Dragon. On the ground, the Dragon will float in the air as long as you hold the button, and release the button as he dives down to perform a flaming punch. In the air, the Dragon will grab Maya, before diving down to bring her back to the stage.
Down Special:
Paladin
Maya summons out the Paladin, who will begin walking toward the nearest enemy. Once the Paladin gets near, he’ll perform a heavy swing with his sword. He has the most health out of all the classes, and armors through attacks, making him great as a shield. Press the Side Special button again to de-summon him.
Fan Finisher:
Juggernaut
Maya jumps into the background and laughs as suddenly the Juggernaut falls from the sky. For a few seconds, the player gets to control the Juggernaut, attacking either by firing bombs or shooting a powerful laser. Juggernaut can only jump once, but when he lands, he deals heavy damage to anyone under him, and also creates earthquakes that damage enemies as long as they are on the ground. After some time has passed, the Juggernaut will jump away, as Maya continues the fight.

Merrin
Merrin
Debuted in Sugar Cannon.
Character owned by CrakaboLazy4090.
Merrin is a cheerful girl and the sworn protector of the Flavor Sprites, the magical guardians of her world, Foodtopia. Her body is composed entirely out of ice cream, giving her the ability to utilise the Sprites in combat by absorbing their powers for her attacks. After the evil Burgking attempts to overthrow Foodtopia and capture the Flavor Sprites, she sets out on a journey to save them, restore peace to Foodtopia, and take down the fast food tyrant.
In battle, Merrin is a middleweight fighter who uses a variety of projectile-based moves to attack. While her offence, defence and speed keep a jack-of-all-stats disposition, her near-lack of close-range options leaves her vulnerable to rushdown fighters and anyone with effective projectile counters. While Merrin is mostly a balanced fighter, her moveset has some zoner aspects because of this. By using her Shield Special, she can switch between four assisting Flavor Sprites, visible floating beside her, that aid her in combat, changing her stats and the effectivity of some moves, both beneficial and detrimental.
Vanilla: Raises jump height, lowers attack, powers up Cream Cannon, weakens Chocolate Chipper.
Chocolate: Raises defence, lowers jump height, powers up Chocolate Chipper, weakens Berry Blast.
Strawberry: Raises attack, lowers speed, powers up Berry Blast, weakens Caffeine Crash.
Coffee: Raises speed, lowers defence, powers up Caffeine Crash, weakens Cream Cannon.
Neutral Special:
Berry Blast
Merrin fires a slow-moving strawberry missile forward which explodes on contact either with an enemy or a surface. While somewhat sluggish, both in its projectile speed and start-up time, the resulting blast deals good damage and knockback.

Strawberry will increase the damage and speed of the projectile.
Chocolate will slow it down and cause it to deal less damage.
Side Special:
Chocolate Chipper
Merrin fires shotgun-like bursts of chocolate blocks in front of her continuously, firing for as long as the button is held. The bursts contain three chocolate blocks that fan out as they move, offering good spread and continuous damage.

Chocolate will increase it to five chocolate blocks.
Vanilla will decrease the size of the blocks.
Up Special:
Cream Cannon
Merrin blasts cream downward to launch her into the air, hitting opponents underneath her with the blast. While weak in terms of strength, it serves well as Merrin's recovery, and has some use in edge-guarding or mid-air attacks.

Vanilla will increase her launch height.
Coffee will decrease her launch height.
Down Special:
Caffeine Crash
Merrin sprays a short-ranged coffee flamethrower forward, lasting for as long as the button is pressed and dealing continuous scalding damage. While the knockback is minimal, it can rack up damage on opponents quite quickly, and the power of the spray becomes higher the longer it is held. Using the move for too long will cause Merrin's arm to melt slightly, putting the move on a cooldown.

Coffee will extend the flamethrower's range.
Strawberry will increase the flamethrower's cooldown time.
Fan Finisher:
Ultra Flavor Beam
Merrin charges up and combines all the Flavor Sprites, unleashing a beam of flavor energy across the stage. The move can be aimed upwards and downwards slowly, dealing extreme damage to any fighters caught in the laser. After the attack ends, the beam will fade and the Flavor Sprites will disappear.

Frysisca
Frysisca
Debuted in Sugar Cannon.
Character owned by CrakaboLazy4090.
Frysisca is Merrin's antithesis, an artificial doppelganger created by the Burgking using the captured Flavor Sprites' power. Unlike Merrin, she's lazy, arrogant, and rude, sharing her Flavor Sprite powers but needing to gain their unwilling assistance through force. While she's completely devoted to Burgking, she won't tolerate mistreatment by him - could there be a chance of redemption for her?
Fitting her doppelganger status, Frysisca acts as a semi-clone of Merrin who shares most of her stats, basic attacks, and general playstyle, but her specials are completely different. Distinguishing herself from her counterpart, Frysisca offers greater raw power in her specials but is slightly harder to use and control. By using her Shield Special, she can switch between four "assisting" Flavor Sprites, wrapped in onion rings beside her, that unwillingly aid her in combat, changing her stats and the effectivity of some moves, both beneficial and detrimental.
Birthday Cake: Raises attack, lowers jump height, powers up Birthday Surprise, weakens Bananarang.
Banana: Raises jump height, lowers defence, powers up Bananarang, weakens Cherry Cluster.
Cherry: Raises speed, lowers attack, powers up Cherry Cluster, weakens Caramelizer.
Caramel: Raises defence, lowers speed, powers up Caramelizer, weakens Birthday Surprise.
Neutral Special:
Cherry Cluster
Frysisca lobs a cherry bomb forward, effected by gravity, which explodes in contact with fighters or surfaces. While powerful, the bomb is quite heavy, and will not travel too far, but the payoff is worth the trouble.

Cherry will cause the bomb to split into two once airborne.
Banana will decrease the power of the bomb.
Side Special:
Bananarang
Frysisca fires a large boomerang-like banana forward, which flies forward before ricocheting backwards, hitting enemies again on the way back. The banana will only return to Frysisca if she stays in its path, but the cooldown will be reduced greatly if she catches it successfully.

Banana will increase the size of the boomerang.
Birthday Cake will greatly lower its range.
Up Special:
Birthday Surprise
Frysisca covers her feet in cake, launching her upwards with a powerful explosion. While it deals a lot of damage directly underneath her, the recovery isn't as strong as Merrin's, and the move only hits a short area below her.

Birthday Cake will release a firework projectile underneath her.
Caramel will greatly decrease her launch height.
Down Special:
Caramelizer
Frysisca fires an orange caramel beam, which can be charged before firing. The move is long-ranged and quite powerful, but has quite a small hitbox, meaning precision is key when it comes to firing.

Caramel will increase the size of the laser.
Cherry will increase the move's charging time.
Fan Finisher:
Dragon's Oven
Frysisca calls for the Frydra, which swoops across the stage and picks her up before landing onto the stage to wreck havoc. The Frydra can be controlled during the Fan Finisher, unleashing barrages of fireballs and powerful stomps from the player's button inputs. The Frydra can also move, albeit quite slowly, and is completely invincible. After the move finishes, the Frydra will fly away and drop Frysisca back onto the stage.

Burst
Burst
Debuted in Gunstoppable.
Character owned by CrakaboLazy4090.
The Explosive Inferno, Burst is someone who enjoys nothing more than blowing everything up. A member of the Solarites, she was born with the power to absorb and manipulate heat from stars. A notorious space criminal , she is wanted by both the Galactic Defense Alliance and Darkstar Empire for multiple crimes against them. Finding herself in the Axis, she hopes to use the Forsaken Diamonds and blow everything on the planet to smithereens.
Burst is a lightweight rushdown character with a focus on projectiles and set-ups. Many of her attacks light the enemy on fire, dealing damage overtime, allowing her to quickly rack up damage. Many of her attacks however will also deal increased damage to the foe if they are already on fire, though this comes at the cost of ending the effect immediately.
Neutral Special:
Fireball Cannon
Burst pulls out her Fireball Cannon, launching an arcing blast of fire. Hold the button to charge up and launch forward a flaming missile that flies straight forward and explodes on impact. If an enemy is already on fire when they are hit with these, it will create an explosion that deals increased damage.
Side Special:
Flamethrower Spin
Burst pulls out her Flamethrower, dashes forward, and spins while firing. This deals damage to anyone in her way and lights them on fire, though the attack deals no increased damage if the enemy is already on fire.
Up Special:
Zip Wire
Burst launches a grappling hook in the held direction, that can be used to tether onto ledges or grab onto enemies.
Down Special:
Ignition Blast
Burst tosses forward a ball of solar energy at a downward arc, which explodes shortly after. Not only does it deal damage, but it also lights the surrounding ground ablaze, dealing no knockback but damaging all enemies within it and lighting them on fire.
Fan Finisher:
Solar Flare
Burst screams out as she unleashes a massive blast of solar energy around her, trapping enemies and dealing multiple hits before it explodes launching them away. If anyone nearby is still alive, the blast also leaves behind patches of fire that can damage enemies touching them.

Pelican
Pelican
Debuted in Chicken Game (CrakaboLazy).
Character owned by CrakaboLazy4090.
Pelican, of the American white pelican species, is a participant in the mighty and evil Phoenix's high-stakes battle tournament, aspiring to win the championship and protect the world from her threat of destruction. Combat has tested this pelican against many other species of birds from around the world aligned with its goal, but Pelican has a trick up its sleeve (or rather, its mouth) to give it the upper hand: its exclusive diet of flying fish. These flying fish allow Pelican to attack with more than just its own eggs, proving that one's food truly can be their friends.
Pelican is a lightweight fighter with weak standard attacks but a solid recovery, movement speed, and attack speed. Its special moves primarily revolve around usage of projectiles and flying fish that it can summon for various purposes. For its side special, Pelican can use a limited quantity of 6 eggs before needing to reload, the amount of eggs left is listed next to its damage indicator.
Neutral Special:
Fish Skipper
Pelican spits out a flying fish in the direction it is facing, sending the fish to fly forward at a rapid speed and bounce along the air until it reaches the edge of the screen. The fish deals minor damage as a projectile, and it will leave behind additional explosive fish eggs where it bounces.
Side Special:
Eggshot
Pelican aims an attack from its behind and, when the special button is released, fires an egg, launching Pelican in the opposite direction of the aiming reticle and dealing good damage to any opponent hit by the egg. If Pelican has no eggs loaded up when using this move in the air, it will flap its wings twice and move slightly forward. Using this move with no eggs loaded up on the ground will cause Pelican to slowly reload as long as the special button is pressed.
Up Special:
Flying Fish
A flying fish lunges out of Pelican's beak, pulling it upwards into the air with its tail. After reaching the maximum height, the flying fish retreats into Pelican’s mouth, and Pelican falls downward, hitting the ground hard and dealing damage where it lands.
Down Special:
Fish Turret
Pelican plants a flying fish in the ground or air directly beneath it. The fish will fire roe from its mouth as a turret in a short range for a brief time. The turret will disappear early if it takes significant damage, and can also be used as a platform while active.
Fan Finisher:
Fight of the Fowl
Pelican comes to halt where it stands and releases a loud call for its fowl friends. Pelican points in the direction of the control stick in place as other birds, including chickens, hummingbirds, pigeons, parrots, and turkeys, are launched from the edges of the screen by firing eggs in the direction that Pelican points. Any opponent struck by the birds will take damage, and when the attack ends, the Phoenix will appear, damaging all opponents hit by any of the birds with her fire.

Thrusterhound
Thrusterhound
Debuted in The Spectroverse.
Character owned by Empress Scarlet.
An aggressive and ferocious species of alien dog, Thrusterhounds are among one of the most common creatures of the Alda Zone with in the greater Spectroverse Realm, often characterized by having striking red, orange and yellow fur like scales with six powerful and clawed legs with a jet engine tail that they use to pick up speed and run faster than sound to catch their favorite prey or have fierce competitions with members of the pack they're in and coupled with their love of all things meat and a fiery arsenal of attacks these things are a force to be reconned with.

Thrusterhound is a very grapple heavy fighter with lots of methods to keep the foe pinned down and won't let them escape along with being one of the fastest characters in the game thanks to their six legs making them able to keep up with the competition with ease but there is one minor issue with being so fast and that's being rather hard to control and as such you might go careening off the stage if you're too wreckless so stay safe and speed responsibly.

Neutral Special:
Flame Maw
Thrusterhound ignites its jaws as it opens them up and chomps down in front of itself acting as a command grab that will shake any caught foe around as they burn in its mouth dealing multiple hits of damage as the Thrusterhound then throws them away behind themselves.
Side Special:
Ignition Missle
Thrusterhoundcharges up its back thruster tail as it gears up to launch forwards at blinding speeds as it then grabs a hold of them opponent and rips them to shreds while this attack is out along with the initial impact of the move dealing heavy damage as well with the bite dealing small chip damage.
Up Special:
Spire Cling
Thrusterhound will extend three hot molten spires out of its back as it tries to cling on the nearest surface to curl up and climb on it, if near a wall you can stick to it and scale up its surface and near an opponent, they'll be stuck on the spire burning for lots of damage as they're then launched away as the spires are then fired off and proceed to explode upon reaching their peak.
Down Special:
Oil Gulp
Thrusterhound leans over and drinks a small puddle of oil that appears on the ground that heals for around 10% of damage along with boosting the power of its moves for a little bit, if you're interrupted while drinking the oil the puddle will remain on the ground as a tripping hazard if opponents happen to step in it.
Fan Finisher:
Blue Flare
Thrusterhound performs a piercing howl as its then engulfed in blue flames as its entire body changes colors from warm shades to cool shades as it then hops up onto a higher point of the stage as it proceeds to breath down a stage sweeping wave of blue and red fire all across it dealing massive damage to those poor souls who got trapped in there as the Thrusterhound then inhales the flames and spits it back out as a large cascading fireball that causes small damaging fireballs to rain down ending the attack and leaving some small patches of fire across the stage that will continue to deal damage to those who step on them.

Agustaclove
Agustaclove
Debuted in The Overclove.
Character owned by Empress Scarlet.
Agustaclove is a green Shamorb hailing from the artificial planet known as The Overclove, where he spends his days living out his best life on Patchwork Plains with his adoptive father, Krogbord, and his adoptive sister, Cephona, where they laugh and play all day long in peace. But things weren't always this peaceful, as Agustaclove was soon faced with having to fight off an evil crystalline fiend hailing from an unknown planet who went by the devilish name of Crunx and proceeded to break the main power source of the Overclove. This threw the entire world into complete chaos, but it wasn't going to stop our valiant green hero from stopping him - his stubborn nature always makes him never back down from a challenge, especially when it comes to defending the people he loves most.
Agustaclove is a cargo-weight fighter, with his most defining trait being his ability to float and hover in the air thanks to his helicopter blade. When the player jumps and holds it while in mid air, his blades will twirl and spin rapidly as they allow him to stall while airborne to make a safer landing or attack from a safer distance. However, the only downside to this is he is still pretty hefty, and when the blades are done keeping him afloat he will fall like a rock in due time, making it difficult for him to recover if this technique is used above a bottomless pit.
Neutral Special:
Seed Shot/Mega Seed Shot
Agustaclove will begin firing off damaging seeds as the attack button is tapped rapidly. At first these deal little damage, but are great for causing foes to flinch making escaping them hard. Holding down the special button will have him charge up more powerful seeds, one of which being the Mega Shot, as it fires off a larger and greater damaging seed that while having a lot of ending lag, is still a great KO tool if you want to snipe someone off stage.
Side Special:
Bowl-Over
Agustaclove will retract all of his limbs as he charges up electric power with in him. Then he rockets forwards like a bowling ball, dealing heavy damage and burying any foe who gets caught in the way of this attack. He can even turn around while this attack is active to go the opposite direction, though this does cut the speed by a large margin.
Up Special:
Shamrock Whip
Agustaclove will pull out a green plant-based whip with a shamrock on the end, and hurls it upwards to grab on to the closest ledge and pull himself up for a quick recovery. If he manages to grab an opponent, he'll instead be dragged up to them as they are then knocked back down due to his sheer weight.
Down Special:
Lucky Coin
Agustaclove will cross his arms and charge up an attack that then releases a massive flurry of golden shamrock coins that deal multiple flinching hits of damage, along with also stunning those of who that are at higher percentages as the coins hitting them would cause some serious head injury.
Fan Finisher:
Beam of Luck
Agustaclove with glow with a bright green aura as he projects a large and stage-sweeping grey and golden beam, as it swirls and generates a storm of shamrocks that all end up covering the entire stage and sweeping every opponent up into the beam for maximum damage. The attack ends as the beam lets out one final energy burst causing the caught foes to be flung away as the match resumes.

Tangaryn
Tangaryn
Debuted in Disengage.
Character owned by Empress Scarlet.
A robotic girl with a fiery personality and charm hailing from the metallic planet of Kurlez, she lives out her days as a scrappy trainee working her way up to become a major fighter in the Grand Disengage World Tournament Federation, she spends a lot of time honing her skills and acrobatic talents in the slums of New Pyladium while still finding days to hang out with her friends from time to time, her relatively structured life would come to an end though when she joins the Federation things start to turn in a wild and unexpected way as she is faced with joining up with a group of rebels to uncover the shady underbellies of this fighting colosseum and bring the criminals in charge down.
Tangaryn's Playstyle leans into a very disjointed and projectile heavy character with long reaching attacks that have special effects if you press the attack button again while they're out, either making the limbs travel further or letting them get disengaged to hit players from across stages, however disengaging limbs is very risky as those limbs can also be used as throwable items by other opponents along with some attacks leaving her quite open for punishment so watch carefully and plan ahead so you wont get roasted.
Neutral Special:
Fire Palm
Tangaryn will hold her hand outwards as she unleashes a charged wave of fire form it that deals good damage and knockback, in addition to this pressing the special button again will have her disengages her arm as it then fuses with the fire wave causing it deal even more damage and makes it travel faster.
Side Special:
Inferno Cartwheel
Tangaryn will roll and jump up into a cartwheel position as she ignites herself in flames dealing damage to foes who cross her path along with dragging them along for a bit if they come into contact with this move, when the flames fizzle out this attack will end but if you press the special button again she'll launch all four of her limbs in a blazing yellow circle that deals heavy damage but leaves Tangaryn vulnerable for a bit while her limbs try and come back to her, those limbs can also be picked up and thrown as items
Up Special:
Blazing-a-Head
Tangaryn will flip upwards as she grabs her head and disengages with it as she volleys off of it giving her a major boost upwards as the head crashes downwards, if the head comes into contact with a foe or any surface/projectile then it'll create a large explosion that deals heavy damage but leaves her stunned until her head spawns back in.
Down Special:
Orbiting Comets
Tangaryn will disengage four of her arm segments as they enlarge and create a pseudo-shield around her which light up with flames that while it cant block all attacks it does reflect smaller projectiles, lets her damage enemies while she walks around, pressing the special button again will have her launch the shield as a spinning projectile that then stops half way and scatters the four segments as they explode causing great damage but causing her arms to shorten for a few seconds reducing the reach of some attacks.
Fan Finisher:
Eruption Storm
Tangaryn will quickly spin her limbs around her entire body as they then let off fire tornados that start small and gradually increase with size, as this happens meteors start to rain down from out of the sky pelting the stage and foes in large area blasting explosions and rockfall that all ends with Tangaryn firing off a massive sweeping beam of fire that fans out dealing huge damage as the attack ends with all hazards fizzle away.

The Aura System
The Aura System
Debuted in Aura's Junkyard.
Character owned by StellaStardown.
Aura Synesthesia is a girl from Firefly Town on the planet Junkyard who is one of 13 separate primary alters in the 19-year-old Aura system. The system has a unique power that allows them to concentrate their body into different forms for each personality, each with different appearances and abilities. Aura and her system's other personalities have worked together to save Junkyard from tyranny, compete in several sporting challenges, and take down a Doomuli Organization prison operation. The system has also recently acquired some additional limbs— a pair of chain sets that protrude from her back. Aura Synesthesia refers to herself as the "neutral" form among her personalities, having little power but wishing to make a name for herself in spite of her frailty.
The Aura System is a medium-weight set of fighters who each share the same moveset but rely on switching alters with the Down and Neutral Specials to achieve the full effect of the system's abilities. Each alter has unique traits, usually with both advantages and disadvantages. Neutral Aura has a small chance to get a critical hit and deal additional damage on any attack; White gets knocked back less easily and has heightened defense but deals lower damage; Red can deal minor damage while shielding and dodging but has a worse recovery; Orange can climb walls and deal damage by landing jumps or bouncing but has smaller hitboxes; Yellow can recover minimal damage from successful attacks and jump higher at the cost of defense and attack power; Green's attack range is extended by green flame projectiles, but her speed is lower; Blue Aura can teleport a wide distance when dodging but will attack more slowly; Cyan can flow attacks into each other easily with dance-like movement but is stunned for longer; Purple deals paint damage with her attacks but has poor jumps; Pink has higher strength and additional mobility with an extra jump but occasionally damages herself from attacking; Black stuns opponents with attacks but suffers from additional knockback; Gray can counter grab an opponent out of a well-timed dodge but has little attack range; and Brown has low mobility but becomes stronger when attacked. The Aura system is most effective at fighting when alters are switched situationally rather than sticking to using one alter.
Neutral Special:
Extraordinary Baton
The Aura system begins an extraordinary move by twirling a baton, hitting any opponents directly around her. For any attack that the Aura system successfully chains into this as a combo, the system will repeatedly cycle through consecutive alters and deal bonus damage as they attack.
Side Special:
Iridescent Skater
The Aura system’s current alter slides forward on her roller skates, leaving an iridescent trail behind her as she skates. The alter can change the direction of her movement by jumping and can exit skating by holding the opposite direction of her movement, causing a sudden skid. This attack can deal minor damage if an opponent is hit by the alter as she skates or the trail she leaves behind, and if the alter strikes an opponent while skidding, they will take more damage and be knocked back. White Aura’s version of this special will have her wear ice skates.
Up Special:
Unleash Chains
The Aura system’s current alter will quickly stretch out one of the chains protruding from her back in the direction of the control stick. If the chain makes contact with an opponent, it will strike them; if the chain makes contact with a ledge, it will grab onto the ledge. The alter can also charge this attack, which will cause both chains to protrude at the same time and wrap around an opponent if they make contact, pulling the alter towards them and then knocking them backwards.
Down Special:
Concentrate Aura
The Aura system concentrates and switches into the form of one of their alters. A scrolling menu of twelve colors will appear above the current alter, and selecting a color will change her into the corresponding alter. Selecting the color of Aura’s current alter will change them back into their neutral form.
Fan Finisher:
Radiate Monochrome
The Aura system breaks a Mono Crystal and shifts into their rarest and most powerful alter, Monochrome Aura, for a short time. During this time, Monochrome Aura plays as Neutral Aura and is surrounded by a black-and-white bubble which slows down the time of any opponent or object that she approaches as Monochrome Aura herself moves at a regular speed. Using the down special as Monochrome Aura will cause an energy blast within her bubble, quickly launching anything inside backward.

Jack o'Lantern
Jack o'Lantern
Debuted in Jack o'Lantern.
Character owned by UnidentifiedFroggy.
The Jack o'Lantern is a costumed crimefighter operating out of Slugrest, a suburb of the seedy Ares City, who combines pyrokinetic powers with advanced technology to take down criminals on the city's streets. An amnesiac who gained their abilities in some sort of lab unknown even to them, Jack is a relatively new hero, teaming up with their on and off lover slash best friend Kizzy Thunder - the vigilante Snow Angel - to fight crime, pull pranks, and generally spread cheer throughout the gloomy city.
Jack is a fast-paced, lightweight fighter who relies on high mobility and keeping opponents away, able to dish out reasonably high quantities of damage but finding themself vulnerable in close-range contexts and liable to take excessive damage.
Neutral Special:
Sparkslasher
Jack makes three slow attacks with a long-range blade - two forward slashes in sequence, and then a heavy downward slash which will temporarily stun any opponents hit by it. These attacks are heavy hitting but move at glacial pace, and often players may need to cancel out of the attack halfway through to make best use of it.
Side Special:
Flame Lash
Jack throws out a crescent-shaped bolt of flame, which acts as a fast-moving projectile that flies in the direction the special is angled towards until it reaches the edge of the screen, piercing any opponents. This deals moderate damage, allowing Jack to keep opponents at a distance while still presssuring them in terms of percentage.
Up Special:
Unstable Jetpack
Jack rockets upwards, leaving a trail of ash and fire behind them in a zig-zag pattern. The jetpack move is very imprecise and the player cannot exert much control over it, but it jettisons them directly upward at a fast pace. Any opponents caught in the wake of the move will take minor damage and be pushed downward while they are caught in the stream, giving it utility as a way to interfere with recovery.
Down Special:
Pumpkin Bombs
Jack tosses out a spread of three small, pumpkin-shaped explosives, which scatter in the arena and roll slightly before coming to a stop. When the Down Special is used again or after five seconds, these bombs will detonate, dealing minor damage and stunning anyone caught in their blasts for a fraction of a second, making them a valuable zoning tool if used correctly.
Fan Finisher:
Fireball
Jack conjures up a colossal ball of fire and raises into the air, before slamming it down onto the stage after about three seconds. During those three seconds, Jack is impervious to damage, and can realign the aiming of the fireball. It deals high damage to anyone caught in the initial blast area, and sends out shockwaves of flame that deal moderate damage to anyone who doesn't manage to dodge them.

Nade
Nade
Debuted in Untitled Community Fighting Game.
Character owned by UnidentifiedFroggy.
Part of the carnivorous angler species which hail from the planet of Nydaria, Nade is rather ignorant and naive about both his native culture and the dangers that lurk deep in the galaxy since he was raised in the hub of the UCFG tournament. Brave and foolishly impulsive Nade constantly has his sights set on adventuring to other worlds in search of boundless treasures at the bottoms of countless seas now his eyes are set on one thing and one thing only the tournament prize in the UCFG ring.
Nade's playstyle is very grab heavy but he's not exactly a grappler instead leaning on high mobility and leverage he gains on his opponents with his sharp and fast attacks but his greatest downfall is his flimsy frame making him a prime target for getting launched across the stage and usually getting blown away by fighters much larger and powerful than him.
Neutral Special:
Angler's Grasp
Nade quickly lashes his tail outwards as it grabs an opponent and draws them in close which deals no damage but is a great tool when you're trying to bring a foe closer to you and disrupting their attack flow however be careful about who you grab or else that'll spell out a loss for the player.
Side Special:
Treasure Trove
Nade will randomly toss out one of the many treasures he's collect over his many voyages and throws them forwards that will all deal random amounts of damage which can either greatly benefit or greatly hinder Nade, its a gamble when using this attack so don't try and overuse it.
Up Special:
Alluring Illumination
Nade will light up a beacon like flash from his angler lure that pops him up into the air slightly along with slowly luring close by foes towards him so he can follow up with more devestating moves however, this move isn't exactly the best for recovery unless you're right next to ledge but if you're too far down there, well lets just say there will be no hope.
Down Special:
Pulverizor
Nade's bottom mouth will extend outwards as it then performs a wide and powerful chomp that deals great damage and knockback along with also acting as a limited range command grab when a foe is at higher percentages as the mouth will close on an opponent and wont let them go until after a few seconds dealing good chip damage on top of that initial bite.
Fan Finisher:
Glow of the Abyss
Nade will lash forwards with his claws as he then pulls all trapped foes into a cinematic finisher that has him drop the opponents into a deep dark ocean as he swims around tearing them up for massive damage as he then delivers one final bite that slings them out of the water in a gigantic splash ending this attack as the fight resumes.

Jin
Jin
Debuted in Corrupted World.
Character owned by UnidentifiedFroggy.
Star of Corrupted World and its reboot Deadworld, Jin is a bold Bladikori spelunker who travels the galaxy, exploring abandoned planets for treasure and fun. A well-renowned adventurer following her successful liberation of the blight-swept planet of Xylen V, Jin is known for her vast array of helpful gadgets, all accumulated from her well-documented exploits. Secretly, she is the heir to the earth god Dayza, whomst she was concieved in collaboration with, and wields potent geokinetic power.
Jin is a highly mobile, agile fighter, who boasts a powerful Up Special to traverse the stage at high speeds. In combination with the ability to lay geokinetic traps and a handful of long-range attacks, Jin becomes a potent kiting character, solid at keeping the opponent away and dealing heavy damage, but struggling against heavyweight brawlers who can shrug off her arsenal and get in to take her out. She excells on heavily vertical stages with lots of room, but struggles in more traditional stage layouts.
Neutral Special:
Geokinesis
Jin creates a ball of earth, which hovers above her hands. Depending on the input next used by the player, it's shot out in a direction of their choice, travelling for a short amount of time. After that, it will stand still, serving as a trap that slowly fades away but deals damage to an opponent who collides with it. This is a fairly low damage attack, but is highly versatile.
Side Special:
Grenade Launcher
Jin shoots out a single grenade, which sticks to the next surface it sticks to. The grenade is an arcing projectile, traveling at a high speed, and can latch onto opponents. It explodes after three seconds or when Jin next inputs the special. The grenade, if it explodes on a platform other than the primary landmass of the stage, will temporarily render that space unusable. It deals heavy damage, but has a very small attack range.
Up Special:
Grappling Hook
Jin shoots her grappling gun, which will travel straight for about a second in the direction inputted by the player, latching onto any platform it touches. Jin can then use the input again to rapidly jet towards the platform, but in the meantime will be temporarily suspended in the air. Moving when in this state will provide Jin a momentum boost in that direction, swinging on the line, but end the already-limited period of floating.
Down Special:
Seismic Slam
Jin dives downward in a ground-pound manuveur, utilising her seismic slam boots. This acceleration will deal heavy damage to anyone trapped underneath her, and lets out a small shockwave that deals minor damage and heavy knockback to anyone caught inside it. If used in conjuction with the Geokinesis ability, any earth traps left behind will explode in a small burst of splinters that deal high damage to anyone caught within.
Fan Finisher:
Earth God's Gift
Jin calls upon her divine mother figure, and the ground begins to rumble with pure geokinetic power. Jin enters the Avatar of Earth state, during which point all of her attacks are imbued with extra force, accompanied by shards of stone that stick into opponents and increase their vulnerability to attacks, and the ground turns to quicksand, which slows moving opponents and slowly damages stationary ones. This state is fairly brief, but very potent for Jin.

Worm
Debuted in Starshards.
Character owned by MR Z BRAINZ.
The dark butterfly Waruia, also known as Worm under their sealed form, is the Entity of Chaos, born from the remains of The * alongside the other Starshards. Originally serving a benevolent role for the people of Starcenta, Waruia was a real trickster and often ended up causing more trouble than good with their chaotic attitude, often coming into conflict with the Entity of Order. After supposedly causing great disaster, Waruia was punished for their behaviour by having their powers sealed away, shrinking into a worm-like being. From there, they assumed a new identity, staying in the Crash Site and attempting to regain the power they had once lost, searching for the Elemental Cores for a shot at revenge against those who had wronged them.
Worm has two forms - The sealed Worm, and the unleashed Waruia - that serve as separate movesets that the player can switch between. Worm is a lightweight, agile, and aggressive character, focusing on a rushdown playstyle despite their lack of durability and relatively weak moves. However, they are among the lightest characters in the roster, falling quickly and being easy to launch. Waruia is a middleweight and the stronger of the two forms, trading off speed and agility for sheer power and a variety of dark tricks, serving as more of a reliable rushdown with some punishing capabilities. The player always starts off as Worm, but switching forms isn't easy, as it requires either continuous use of the Down Special or Worm's Fan Finisher to switch forms. Likewise, Waruia will revert back to Worm after using their Fan Finisher or by using their Shield Special. Mastering the two forms is key to understanding Worm as a fighter.

Neutral Special:
Blue Bitetrap
Worm opens their mouth wide and bites forward, lunging horizontally. While weak on its own, the button can be pressed again in quick succession to have Worm bite up to 5 times in a row, trapping the opponent in a combo if pulled off successfully. While vulnerable to punishment, the move acts as a good opener and can be used as an effective close-range option against opponents.
Side Special:
Crimson Glare
Worm opens their eye, firing a mid-range laser that electrifies and momentarily stuns an opponent. The move can be charged by holding the button + control stick, increasing the size, power, and stun duration of the laser. The move serves as one of Worm's few mid-range attacks, mainly serving to either disrupt enemy attacks or to lead in to a close-range confrontation.
Up Special:
Phantom Wings
Worm generates a pair of fiery wings and soars diagonally in a blaze, damaging any opponents caught in the flames. While the move offers mediocre vertical reach, Worm will gain an additional mid-air jump with their illusionary wings after the move is performed.
Down Special:
Order Seal
Worm pauses for a second while channelling chaos energy to break their seal, represented by 5 triangular marks in a ring around Worm, only visible while performing the Down Special. If the move is performed successfully without interruption, one of the marks will break, dealing 5% of damage to Worm but furthering their transformation. After breaking all 5 Seals, Worm will enter a phantom cocoon and transform into Waruia immediately, without needing their Fan Finisher. Their Seal will be reset after respawning or reverting back to Worm from Waruia, and its progress can be seen at all times on Worm's HUD.
Fan Finisher:
Chaos Reckoning
Upon activating their Fan Finisher, Worm surrounds themself with every Elemental Core, absorbing them and forming a large shadowy cocoon where they stand. The cocoon will fire chaos-energy beams in all directions randomly, before it cracks open, exploding in a radius around it, and tranforming Worm into Waruia.

Neutral Special:
Shatter Swing
Waruia strikes their axe downward, smashing it into the ground. While it deals high amounts of damage at close range, the swing also spreads fireballs in an arc, serving as both a close-range and a projectile move. While somewhat slow, it works as a powerful damage-dealing move that is somewhat versatile in its use, strong for both finishers and openers.
Side Special:
Shardclaw Dash
Waruia generates Blue Shards on their hands, serving as makeshift claws, then lunges forward, travelling horizontally and scratching opponents in the way, leaving a fiery trail. Additionally, if an opponent is caught by the claws, the player can chain into a throw by moving the control stick right at the end of the move. The dash is both effective on the ground and on the air, and will also apply a burning effect to opponents.
Up Special:
Butterfly Illusion
Waruia disappears in a puff of fire, then teleports in a chosen direction, creating an explosion where they appear. The direction of the teleport can be moved with the control stick, and it will prioritise teleporting directly on enemies if they are in the same path. While a good recovery move, the teleport also gives Waruia the opportunity for surprise attacks or retreats when required.
Down Special:
Soulburnt Cocoon
Waruia surrounds themself in a segmented, shadowy shield, acting as a damaging counter. If the move succeeds, a Mini-Soul will also be summoned, orbiting around Waruia to protect them and occasionally firing weak projectiles. Waruia can have up to three Mini-Souls at once, and they will disappear after 10 seconds or after being attacked.
Fan Finisher:
Chaos Meltdown
Waruia hovers into the air, surrounds themself with the Elemental Cores, and then absorbs them. Overloading on chaos energy, they become a pure ball of red and blue energy, sending meteors and lightning strikes down on the stage, then finally expanding the energy ball and exploding across the entire stage, leaving an exhausted Worm back on the ground.

Gary
Gary
Debuted in Gary's Inktastic Journey.
Character owned by TheFazDude.
Gary Doyle is a loveable yet somewhat socially awkward Inkling, born with a rare genetic condition that gives him not only the extremely rare red ink colour, but also a mutation of his vocal chords which lets him use powerful shouts and screams to subdue his enemies. Gary loves nothing more than spending time with the friends he holds close, playing video games and eating pizza. He's had a few close encounters with the Octarian army in the past, having been kidnapped and forced to work together with Octarian renegade Sephalow.
In Fantendo Smash Bros. Soul, Gary has relatively balanced stats, though mostly leaning towards slightly higher mobility both on the ground and the air, and lacking somewhat in defense. He's a light middleweight whose fast and wide-ranged attacks are useful for score combos both near and from afar, though he functions best as a zoner using his reliable sound-based attacks. While these attacks are strong and difficult to counteract, Gary must be careful when using his vocal abilities since if he uses them too much, they will become weaker as Gary's vocal chords become damaged. This is signified by Gary's icon on the HUD becoming cracked, though as these cracks heal over time, Gary's sound attacks become more strong again. This deters the player from spamming Gary's rather strong sound-based specials.
Neutral Special:
Vocal Shot
Gary lets out a brief yell, which can be angled in any direction to produce a small, fast-travelling soundwave that deals minor damage and dissipates on impact with an enemy. Though lacking in power, it makes up for this in range and speed, with almost no starting or ending lag and being able to reach over very long distances. This gives it good combo potential and using it in very quick succession can stun lock enemies.
Side Special:
Scatter Shout
Gary lets out a longer shout either to the left or right, which creates a three-round soundwave attack. Compared to Vocal Shot, these soundwaves are larger, moving slightly more slowly but each hit dealing considerably more damage than Vocal Shot. They have limited range, as a result, only travelling about halfway across the stage before fading, though they have the potential to pierce an unlimited number of foes which makes this attack good for crowd control. It has a moderate amount of ending lag making it less spammable than Vocal Shot.
Up Special:
Booyah Burst
Letting out a loud cheer, Gary creates a sound-based explosion pulse centered around him, which deals heavy damage to foes within a close radius while also having the added perk of blasting him upwards. This can be used in mid air as a recovery, or just used generally while on the ground to rack up high amounts of damage to foes that come up close. It's reliable due to its quick start up and high damage, but once Gary is launched upwards, he won't be able to do anything until he reaches the ground again making him vulnerable to his foes' aerial attacks.
Down Special:
Ink Mine
Gary plants an Ink Mine at his current location, which is signified by a small, almost indiscernible red dot. If one of Gary's opponents walks over the Ink Mine, it will explode violently in a brilliant burst of ink, dealing very heavy damage. Alternatively, Gary can detonate it remotely by using his Down Special again (as he cannot have more than one active at once), or by using a projectile which will set it off immediately on impact. Unlike most bomb trap attacks in the game, it doesn't affect the user, meaning Gary is immune to the explosion's effects.
Fan Finisher:
Cacophonic Cry
Once activated, Gary lets out a lengthy shout, sending out enormous screen-sweeping soundwaves. If an opponent is hit by this while airbourne, they will take heavy damage and be knocked to the ground, while enemies hit by this while already on the ground will become stunned. Gary does this about 5 times, racking up enormous amounts of damage. He can also angle the direction of the sound waves between shouts, letting him target specific enemies if he wants to.

Candycurl
Candycurl
Debuted in Project Cape.
Character owned by TheFazDude.
Jackie Wilson, known by her pseudonym Candycurl, is a member of the Project Cape initiative who was friends with fellow member Gabriella "Chewout" Brooks before becoming a superhero. Like her friend, Candycurl gained superhuman powers after coming into contact with unidentified chemicals, though for her, this granted her the ability to manipulate her hair. Owing to her powerful ability, Candycurl can be rather arrogant and reckless, though never means to put down others and will always use her ability for beneficial purposes such as protecting her friends or defending Neo Metroville.
Candycurl is a heavy-hitting melee-oriented grappler in Fantendo Smash Bros. Soul, who utilizes her extendable hair to deal devastating blows both at close range, and from afar. She has one of the longest range grabs in the game, and many of her specials can increase in range by holding them for longer, allowing her to extend her hair over a greater distance to reach far away opponents. Although she is a middleweight fighter, she has quite low defence which encourages her to fight more offensively, however her down special makes up for this as a reliable defensive option in battle. She also struggles to keep up with other fighters while in the air as her aerial game is rather weak, though on the ground she is an excellent fighter due to her amazing reach and high-power attacks.
Neutral Special:
Sugar Strikes
Candycurl performs a series of close-range punches, creating fists out of her hair to deal damage to the target over numerous hits. This attack works by being charged so long as the neutral special button is held, before Candycurl unleashes the flurry of punches when the button is released, a longer charging period equating to a longer duration of faster, more powerful punches. This attack lacks range but more than makes up for it in raw damage. Once Candycurl begins unleashing her punches, they can't be stopped, which makes this attack rather risky to use as she can be hit from behind or by projectiles.
Side Special:
Ponytail Pummel
A long-range attack where Candycurl rapidly extends one of her ponytails forwards in either the left or right direction to strike a target. Upon hitting the target, one of two things can happen. If the player presses the special button again, they will be struck with a punch from the ponytail for heavy damage and knockback, however if the special button is held, the ponytail will wrap around the target, pulling them towards Candycurl while dragging them along the ground for moderate damage. This attack's range is very good, reaching over half way across most stages, but using it can be risky as it takes a while to complete and extending her ponytails will increase the size of Candycurl's hitbox.
Up Special:
Candy Copter
Candycurl spins her ponytails in the end, creating a propeller effect that causes her to rise up into the air for a few seconds. This grants her rather a lot of height but it's quite difficult to control the direction in which she ascends. Opponents above Candycurl while she is using this attack will take repeated damage from the swinging of her ponytails, likely being stunlocked and allowing Candycurl to easily blast them upwards towards the top of the screen with multiple hits. After ascending, Candycurl will be vulnerable as she falls back down to the ground, being unable to attack as she does so.
Down Special:
Cotton Counter
Candycurl extends a ponytail in front of her defensively, which will block projectiles, but has the added effect of functioning as a melee counter - if struck by a melee attack, Candycurl will be protected from all damage dealt and instantly retaliate with a powerful hair punch that sends the opponent flying. This counterattack is very difficult to dodge, though Cotton Counter has to be timed very accurately in order to allow this to occur. Furthermore, repeatedly using Cotton Counter will make Candycurl vulnerable as it has quite a lot of ending lag.
Fan Finisher:
Ponytail Pinwheel
When activated, Candycurl causes her ponytails to dramatically increase in size, before rapidly spinning them around at high speeds. This not only has the effect of dealing lightning-fast heavy hits to opponents over a massive area, but the rapid spinning will also create a powerful gust of wind that pushes fighters off the stage in the direction Candycurl is facing. While this Fan Finisher is active, Candycurl can slowly move around and change direction to try and deal more damage to her targets while also changing the direction in which they are pushed by the wind current. This all lasts for about 10 seconds, after which Candycurl's ponytails stop spinning and return to normal size as she goes back to fighting normally.

Cellular
Cellular
Debuted in Project Cape.
Character owned by TheFazDude.
Mia "Cellular" Turner is an employee who works with the Project Cape initiative, who has the unique ability to be able to perfect create clones of herself. After gaining her ability in a freak accident in a scientific research facility, Cellular was hired by Dr. Vanessa "Viper" Analor and began working as the top doctor's assistance as well as a spokesperson for the Project Cape Initiative. Cellular is cheerful and passionate about her job, and is always determined to complete her tasks as efficiently as possible.
Cellular is a lightweight fighter whose battle style revolves around a unique gimmick - that is, her ability to create perfect replicas or herself. By shielding and using the special button, players can create a clone of Cellular at any time, which will proceed to follow around the original and copy their attacks. Cellular is able to create up to 3 clones at any given time in battle (for a total of 4 Cellulars, including the original), but each clone created comes at a cost, with 15% extra damage and knockback taken for each clone created. Additionally, Cellular has the added perk of respawning 20% faster than other characters.
Neutral Special:
Plasma Shot
Cellular fires a shot of plasma from her handgun, which creates a fast-moving projectile. Additionally, each of Cellular's clones will fire a plasma shot for a maximum of 4 shots in quick succession. The attack doesn't do too much damage, but its quick fire rate and minimal lag make it a useful tool regardless.
Side Special:
Payload Push
Cellular pushes a payload forwards, a large metal wagon resembling a minecart full of treasures. The payload moves fairly slowly and the attack takes a moment to get going, but it deals incredibly high damage. Furthermore, Cellular's clones can help her push a heavier payload, which moves faster thanks to their combined strength, and deals more damage to foes. Once pushed, the payload will keep moving until it falls off the stage or hits a wall.
Up Special:
Clone Ladder
Cellular's clone work together to form a chain, allowing them to reach higher places. Without many clones, this attack is close to useless and Cellular will simply perform a short jump in midair. However, the more clones are active, the further Cellular will be able to reach. Additionally, foes hit by the chain of clones will take damage.
Down Special:
Absorb/Disintegrate
If used while grounded, Cellular's down special will become Absorb. This allows her to merge her clones back into her body to restore a small amount of health, however it takes a few seconds to fully complete and briefly leaves Cellular vulnerable to attacks from other fighters. If used in the air, this attack becomes Disintegrate, whereupon all of Cellular's clones instantly dissolve and damage nearby fighters for moderate damage. However, once Disintegrate is used, Cellular is left unable to create any more clones for approximately 15 seconds.
Fan Finisher:
Clone Horde
Using a malfunctioning replication device, Cellular creates a huge number of clones to assist her in battle. Approximately 20 clones will be created with no negative effects to Cellular. The clones will follow after her, copy her attacks, and assist with her specials, essentially making these attacks extremely powerful. After about 10 seconds, all but 3 of the clones will vanish.

Zoe
Zoe
Debuted in Beatdown Town.
Character owned by TheFazDude.
Zoe Hayes is a seventeen-year old high school student who dreams of becoming a musician. A high-spirited and enthusiastic girl who seeks to enjoy life to the fullest, Zoe's overconfidence often lands her in difficult situations. One day, while Zoe was relaxing in her room listening to music after school, an alien invasion began to take place on Earth, initially targeting her home in Beatdown Town. After the aliens, the Cacophonoids, broke into her home and stole her stuff, she decided to get back at them using one of their discarded weapons, her signature Sonic Blaster.
In Fantendo Smash Bros. Soul, Zoe is a mid-lightweight character who excels due to her high movement speed and access to powerful ranged attacks. She is one of the fastest characters in the game when it comes to running. Zoe has a unique mechanic known as the Rhythm Gauge - this bar that appears above her percentage meter increases when Zoe lands hits against her opponents. When it fills up, Zoe can use her shield and special button simultaneously to unleash a powerful high-frequency chirp attack, an unavoidable sound-based attack which damages all targets on screen.
Neutral Special:
Sonic Shot
With her Sonic Blaster in hand, Zoe fires an energy blast projectile, which travels quickly through the air but is affected by gravity over large distances, causing it to arc downwards and making it not as effective for long range combat. That aside, the projectile explodes on impact with an enemy, shocking them and dealing damage. This attack can be held down, which causes Zoe to repeatedly fire shots at a rate of roughly 3 shots per second.
Side Special:
Echolocate
Zoe lets out a series of short chirping sounds, creating fast-travelling sound wave projectiles that fly through the air. They don't deal particularly high damage, nor do they travel very far before fading away, but they have the ability to home in on nearby opponents to allow Zoe to attack from mid-range with a reliable projectile.
Up Special:
Cacophonoid Boost
Zoe pulls out a miniature Cacophonoid which she has taken hostage and uses it as a platform to jump off of. This gives Zoe a good amount of vertical height, and she can also use other attacks while she's rising through the air. If this attack is used on the ground, the summoned Cacophonoid will deal damage to foes it comes into contact with, patrolling the stage for a few seconds before exploding. If used in the air, the summoned Cacophonoid will fall and explode upon hitting the ground or another player for heavy damage.
Down Special:
Boombox
Zoe pulls out a boombox stereo and places in on the ground in front of her, dealing heavy damage to any foes it lands on top of. From then on, whenever the down special button is held, Zoe will briefly pause as she activates a remote control, sending out a radial sound wave from the boombox that damages foes near to it. Although it will last for about 20 seconds before falling apart, it will break earlier if attacked by the opponent. Additionally, Zoe can command the boombox to detonate by holding the down special button for 2 seconds or more - this deals massive damage but there is significant starting delay to this mode of attack, making it risky to use repeatedly.
Fan Finisher:
Beat on the Streets
To active her Fan Finisher, Zoe has to hit a target (or multiple targets) with a special shot from her Sonic Blaster. When hit, the target is thrown into a cinematic scene resembling the gameplay of Beatdown Town. With Zoe on the left, she has the opportunity to fire an an unlimited number of Sonic Shots with the neutral special button at the opponents, who are unable to move as she does so. If Zoe times these shots to the current music playing on the stage, they will deal even more damage. As she builds up damage against the foe, her Rhythm Gauge will build up, and if enough damage has been racked up, Zoe will finish them off with an extra-powerful chirp attack.

Doormat
Doormat
Debuted in Sparkplug R.
Character owned by Poisonshot.
A robot created to do nothing but open doors, Doormat rejected this mundane notion and started to analyse society's classes. Her results only told her one thing: She must fight the elites of her city, Marey Matrix. Forming a gang to help her in this task, she adopted the name "Doormat" to make the elites uncomfortable, or so she says.
In battle, Doormat is a heavyweight character who is fast and has hard-hitting moves, but is incredibly frail - making her a glass cannon. Most of her attacks make use of her sword-like key arm, and are quite short-ranged as a result. Her playstyle relies on risk and reward, offering great strength at the risk of her low defences and short range.
Neutral Special:
Key-Ring
Doormat spins, slashing her key in a circle around her. This move can be charged by holding down the button, and will increase the duration and strength of the attack, at the cost of leaving Doormat vulnerable after the move is performed. When in the air, the move will also propel Doormat upward a short distance, stopping her vertical momentum.
Side Special:
Doorstopper
Doormat dashes forward, slashing her key-arm in front of her. The move will propel her horizontally, both on the ground and in mid-air. If an opponent is caught in the attack, Doormat will perform an uppercut slash that launches them away from her diagonally.
Up Special:
Keychain
Doormat extends her key-arm in any direction like a grappling hook. If the key does not hook onto anything, it will linger in the air for a second before returning to Doormat. When hooking a surface, the key will pull Doormat in the same direction, allowing the move to be used for recovery. When hooking an opponent, the key will either let go, drag the opponent to Doormat, or propel Doormat to the opponent depending on what direction the control stick is tilted in.
Down Special:
Locksmith
Doormat generates a lock-shaped hologram shield around herself, serving as a counter. If an opponent attacks her, the lock will break and Doormat will retaliate with a stab from her key-arm. Otherwise, the lock will disappear and leave Doormat open for a second.
Fan Finisher:
Opener
Doormat's chest opens as a slew of chainsaws and other robotic instruments are released from a secret compartment to rip the opponent into shreds. This attack will only connect if the opponent is directly in front of Doormat. Otherwise, the move will fail, leaving Doormat open to attack.

Microwave
Microwave
Debuted in Sparkplug.
Character owned by Poisonshot.
Microwave is a chef and a member of the Marey Matrix, having gained a reputation among the group for her cooking ability. Though most of the time, she just ends up cooking mundane food and doesn't get to realize her full potential as a chef. She one day hopes to cook fancy food in peace and quiet, far away from the distractions of everyone else in the Marey Matrix, but to do this she'll need to practice preparing cold foods, such as ice cream, which always seems to melt when she makes it. Though often judgemental, she is generally nice to others, especially Dreadgon who she has a friendly teasing relationship with. Microwave has also faced off against Moldibrad, using her cooking skills to save cooking.
Microwave is a tanky heavyweight fighter in Fantendo Smash Bros. Soul, who lacks the damage output of most other heavyweights, instead having high defense and knockback resistance which makes her very difficult to launch. As well as this, Microwave has access to an array of healing effects which can make her even more difficult to take down, not to mention her access to both close-range and long-range attacks. A lot of her attacks also have secondary effects, such as inflicting residual damage through burning and creating traps and obstacles on the battlefield.
Neutral Special:
Heat Wave
Standing still, Microwave charges up a heat wave in her oven body, which is sent out once this attack is released as an orange energy beam. This deals heavy damage on contact and travels quickly through the air, piercing targets, but it is held back by being quite slow to use. If this attack is held for longer, it will become more powerful, producing a larger, faster projectile as well as several smaller projectiles before and after, essentially creating a series of waves that can deal repeated damage to targets. Heat Wave can also be angled in any direction by aiming while Microwave is charging.
Side Special:
Delivery Mode
Microwave enters Delivery Mode, a state lasting about 3-4 seconds where her movement speed is greatly increased and she will charge forwards and high speed, dealing heavy damage to anyone she runs over during this time with a chance to bury them. Though fast and useful over a long range, it is a risky attack since once activated, it cannot be cancelled. The player can change Microwave's direction as she is charging, but she will build up speed over time making it harder to control as it goes on.
Up Special:
Malfunction
When first used, Microwave will charge up thermal energy inside herself, releasing it after a couple of seconds in a large explosion centered around her. This deals massive damage to foes in close range, with the added effect of launching Microwave upwards into the air at high speeds, turning her into a living projectile as she'll deal damage and knockback to anyone she bumps into during this time. However, while being launched, Microwave is very difficult to control, meaning this recovery should only really be used in a safe situation and not above a bottomless pit where Microwave would be likely to fall. It's a good recovery in terms of damage and distance, but is quite slow to start up and can leave Microwave vulnerable after use.
Down Special:
Ice Cream Launcher
Microwave brings forwards her frying pan, placing a scoop of ice cream inside it and swinging it upwards to deal damage to foes at close range. This also launches the scoop of ice cream upwards into the air, where it travels in an arc before coming back down to land on the ground. It will deal moderate damage if it hits a foe, but more importantly, upon hitting the ground it will create a puddle of melted ice cream, which causes opponents to trip if they walk through it. Though the puddle doesn't last very long, Microwave can create up to 5 at once by repeatedly using her side special, and while it doesn't deal much damage and the projectile is easy to dodge as it moves slowly, it is a useful ranged tool and great for setting up traps on the battlefield.
Fan Finisher:
Wake & Bake
Microwave jumps to the center of the stage and opens her microwave oven, releasing a powerful blast of electromagnetic waves and heat rays. These consolidate into the form of a wide, heavily damaging beam that deals repeated damage and stun-locks enemies that it pierces. The beam can also be angled in any direction around Microwave, and while it moves rather slowly, this means that no place on the stage is safe from the beam as it will travel through walls, floors and ceilings, only stopping at the edge of the screen. Furthermore, ground areas that are hit by the beam will be set on fire for several seconds, damaging any fighter that walks through those areas. After about 10 seconds, the beam will stop and Microwave will return to fighting normally.

Fractus
Fractus
Debuted in Kicking Dust.
Character owned by Poisonshot.
Fractus Zhantom is a Flydevin general on the desert planet of Silanex, commanding the Flydevin army due to her mastery of the Mineral Winds and Wind Arts. She is a mother of two, and was so intensely driven by the death of her late husband in battle that she became a general. Throughout her motherhood, she always showed favouritism towards her younger daughter, Nimbus, while seeing her older daughter, Duster, as a disappointment who would never live up to her father's greatness. Her hunger for strength and victory eventually drives her to become more and more violent, a downward spiral which leads to her attempting to assassinate Flydevin queen Gilderoyde.
Fractus is a versatile heavyweight in Fantendo Smash Bros. Soul, being a decently sturdy fighter who excels in aerial, close-range combat thanks to her control of the Mineral Wind arts. Many of her attacks are quite slow, however, but though lacking in short range attacks, she more than makes up for this with very hard-hitting close range attacks. Her melee attacks can be boosted in strength by her special ability, Stone Strike, which is toggled by her shield special. When enabled, Fractus's limbs become covered in rock, greatly increasing the power and knockback of her smash attacks, tilts, jabs, and aerials, but making them a lot slower to use.
Neutral Special:
Mineral Winds/Smoke Winds
Fractus's neutral special alternates between two different attacks each time it is used. The first time it is used, Fractus will use Mineral Winds. This attack creates a powerful gust of sandy wind which travels forwards from her over a fairly short range, pushing back the enemy and dealing moderate damage to them over time. The second time it is used, Fractus uses Smoke Winds, which creates a gust of purple poisonous wind over a large area - this deals less damage than Mineral Winds, but has a much larger area of effect and inflicts targets with poison, causing them to take residual damage over time after they're hit.
Side Special:
Menhir
First standing still, Fractus fabricates a stone club, then lunging forwards a considerable distance with it in hand, and swiping in an overhead arc in the direction of the side special's input. The club moves quite slowly and is hard to land accurately due to the attack being very slow to start up, but it deals massive damage and knockback on a direct hit, and is able to hit several foes at once. A hit is devastating, dealing upwards of 40% damage, but a miss will leave Fractus exposed briefly afterwards.
Up Special:
Rising Winds
Fractus extends her wings and creates a gust of Mineral Winds from below her, shooting her upwards through the air in a spiralling motion. This spiral will damage and knock back any foes that Fractus hits during her ascent. Furthermore, once this attack is used, Fractus enters a gliding-like state with her wings extended, where she is able to slowly fall while gliding left or right. While a very effective recovery, its damage is somewhat lacklustre and the recovery can easily be stalled by foes attacking her during the process.
Down Special:
Meteor Fall
Her signature attack, Fractus begins to form a giant rock above her head when this attack is used. This can be held to increase the rock's size using Fractus's Mineral Winds, in a charging phase can be held for about 5 seconds, at which point the rock will become too heavy for her to hold and she will drop it, dealing no damage and stalling her significantly. However, if the attack is released manually before this happens, Fractus will slam the rock down on the ground where she is standing. This deals massively high damage to foes that are within a very close proximity to Fractus - additionally, when the rock is shattered on impact, chunks of rock go flying in all directions for a short distance, dealing less damage but granting some extra utility to the attack. This attack increases in power the longer it is charged.
Fan Finisher:
Petrification
When activated, Fractus's Fan Finisher unleashes a highly powerful blast of Mineral Winds across the stage, instantaneously petrifying all on-screen fighters by turning them to stone. While in this state, the targets will be unable to move and will take a small amount of damage every second, meanwhile Fractus is able to freely attack her vulnerable foes. If she is able to deal enough damage to a target within this time, she will be able to shatter the target's petrified state, which instantly KO's them - this takes a long time to do, however, and Fractus will generally struggle to do this to more than one opponent before all targets automatically revert to normal.

Meomba II
Meomba II
Debuted in Unchained: The Rise of Onyx.
Character owned by Poisonshot.
Meomba II Niasknil is a Metal Gorgon living in an outpost on the desert planet of Silanex alongside her twin sister, Meomba I. She works as a calm and dutiful cactus farmer, though the brave fighter inside her is brought out when Onyx Hallion takes over her hometown with plans of completely conquering the land. Meomba II has a special ability to help her fight, however, not only having the armor passed down by her family but the ability to utilize metal chains for her attacks.
In Fantendo Smash Bros. Soul, Meomba II makes her debut crossover appearance, acting as a very offense-oriented heavyweight grappler, with both short-range and long-range attacks that can trap and punish her targets. Though lacking in mobility, particularly in the air, Meomba II's chain attacks can deal devestating damage, especially considering the fact that she's able to charge them with electrical energy to deal extra damage.
Neutral Special:
Amplify
Meomba II spins her chain whip in a close-range arc around her, damaging and knocking back any foes that have gotten too close. She can charge this attack before use, which will not only increase the range and speed of the chain's swing, but will also charge it with Meomba II's electrical powers to let it deal extra damage. Furthermore, this has the added effect of electrifying Meomba II's next attack that she uses with her chains, meaning it will do extra damage.
Side Special:
Chain Laser
Meomba II fires a long-range laser beam from her eyes, which travels in an unimpeded straight line until it hits an enemy. On contact, it will deal damage and suddenly transform into a metal chain, wrapping around the target and pulling them towards Meomba II so long as the attack is held. This allows Meomba II to start combos more easily with her foes at close range, though pulling in the foe takes a few seconds and can leave her vulnerable to being attacked by other fighters. So long as the target is being dragged by the chain, however, they will take damage and be unable to move.
Up Special:
Space Jump/Whip Swing
If used on the ground, Meomba II's up special becomes Space Jump, letting her perform an extra-high jump into the air that deals moderate damage to foes near to her while she's on the ground and begins the initial jump. However once airbourne, this attack won't deal any damage, simply serving as a way to get into the air and away from any ground-based threats. After the jump, Meomba will be able to use other attacks while airbourne.
If used in mid air, Meomba II's up special becomes Whip Swing, where she extends out her chain whip and in an upwards direction which can be manually decided by the player. If the chain doesn't hit anything, nothing will happen and Meomba II will begin to fall back down. However if the chain comes into contact with an enemy or platform, she'll grapple onto it, damaging them with a current of electricity while pulling herself upwards at high velocity.
Down Special:
Cactus
Meomba II pulls a cactus out of the ground, holding it on her hand as a throwable weapon. This attack has a little bit of starting lag, and while the cactus won't go very far when thrown, it can bounce along the ground to achieve a moderate distance, making it a medium-range attack. The cactus deals very high damage to enemies, even more to their shields, making it an effective yet sometimes hard to aim projectile. On impact with an enemy, the cactus will deal heavy damage and then bounce off before disappearing. Alternatively, if thrown at the ground, it will disappear after a few seconds.
Fan Finisher:
Sandstorm Strike
When Meomba II activates her Fan Finisher, the stage will become cloaked in a vicious sandstorm, making it difficult for all fighters to see while they are slowed down and take residual damage throughout the storm's duration. During this time, Meomba II gains increased defense and movement speed thanks to her adaptation to surviving in sandstorms, and also becomes invisible behind the sandstorm. However, the real damage comes from when Meomba II lands a hit while the sandstorm is active, as when she successfully strikes, she'll appear out of nowhere next to the target before striking them with a super-charged electrical chain whip attack, dealing extremely heavy damage and knockback. This in turn causes the sandstorm to subside. If Meomba II doesn't land an attack throughout the sandstorm's 15-second duration, she won't perform the super-charged chain strike, effectively making her Fan Finisher a waste.

Chulu
Chulu
Debuted in The Tribulations of Chulu: Book of Untold Horrors.
Character owned by Shadow Inferno.
Chulu is half-human and half-Snail Dragon, a hybrid girl who lives on the space terminal Outpost Gamma. While stuck on the outpost for most of her childhood, she grew up curious about other worlds and cultures, spending a lot of time reading numerous books from the outpost's library. After discovering the legend of the Arg'Noktra, Chulu goes on a journey to gather all its pages and discover the secrets of Outpost Gamma's moon. Using Generational Magic from her Snail Dragon side, Chulu can wield the Rhutelli Dynasty's Beach Party magic, manifesting as various beach-related powers.
Chulu is a lightweight character that excels at controlling the stage, using powerful magic attacks at mid-range. However, her close-range capability and overall defences are lacking, meaning Chulu must rely on her zoning to trap the opponent into powerful combos.
Neutral Special:
Sand Castle
Chulu summons a row of sand castles in front of her, which sequentially burst from the ground. The last sand castle in the row will be twice as large. The sand castles remain on the stage for a second before fading away, serving as a temporary destructible wall that can block attacks or projectiles. The sand castles will always spawn on the ground, even if Chulu is in mid-air. If there is no room for the sand castles, or Chulu is off the stage, the move will fail.
Side Special:
Fluidic Twist (Soaked Towels)
Chulu summons a beach towel which she strikes forward like a whip, dealing light damage but high amounts of knockback to an enemy. The move also sends globs of water flying that push opponents backwards.
Up Special:
Mental Flip (Super Buckets)
Chulu summons two large buckets above her, which tip over and pour their contents on either side of her. When performed in the air, the flow of the buckets will also propel Chulu upwards like a rocket. The content of the buckets is completely random, with four different colours having the possibility to be summoned:
  • Blue: Contains water. Deals low damage, launches Chulu the fastest
  • Yellow: Contains sand. Deals medium damage, creates sand castles where they land
  • Grey: Contains boulders. Deals high damage, launches Chulu the slowest
  • Green: Contains turtles. Deals low damage, creates wandering turtles where they land
Down Special:
Immolate (Sun-Tan)
Chulu generates a small, explosive sun and holds it as an item which can be thrown at any time. When thrown, the sun will explode like a bomb and create a damaging cloud of fire that remains for a few seconds. When the button is held down, the sun will grow into a larger, more powerful sun that is held above Chulu like a beach-ball, slowing down her movement while she holds it. Either type of sun will eventually explode and damage Chulu if they are held for too long, with the bigger sun exploding sooner.
Fan Finisher:
Rubber Ducky Army
Chulu floats above the stage on an umbrella as hundreds of rubber ducks rampage across the stage in a wave-like pattern, damaging all opponents who can't stay above the crowd and pushing them to the right of the stage.

Brody
Brody
Debuted in Anatomia.
Character owned by Shadow Inferno.
Brody is a laid-back twenty-year old Kalimbri, who signs himself up for a scientific experiment known as the Super Sentience Project, intended to develop superhuman abilities in people. However, during the test, Brody's organ systems all become sentient and separated from his main body when his brain runs rebellious. Brody's other organs manage to group together with the aim of finding his runaway brain.
In Fantendo Smash Bros. Soul, Brody is a mix-up type character, with average stats across the board but having various multi-strike attacks and powerful jabs that are good for racking up combos. Brody possesses Sentient Organs which he is able to activate for his specials, temporarily granting him form changes that grant special abilities. Brody has four different form changes that he can activate through the use of each of his four specials, those being his N'Kastro, Cardia, Pneumas and Osta forms. Each one lasts about 10 seconds after being used, but when they end, require 10 seconds more to recharge. If Brody uses another special while in one form, the remaining time left in the previous form will be carried over to when that form is next used, meaning Brody only has to wait for his abilites' cooldown if he uses them for 10 seconds or more. These form changes are very powerful but their cooldown encourages the player to use different abilities rather than repeatedly using the same one and adapting to a repetitive, possibly difficult-to-counter playstyle.
Neutral Special:
N'Kastro
Brody activates his N'Kastro Form, the activated form of his digestive tract. This grants him access to a medium-range projectile attack, where he spits out damaging balls of acid that travel a fairly short range, but deal massive damage on impact and leave behind puddles of acid that damage enemies who walk through them. Only 2 of these puddles can be activate at a time though, as firing more acid will create new puddles and cause the older ones to disappear. Though this still remains a useful zoning tool that can rack up high damage on unsuspecting enemies.
Side Special:
Cardia
Brody activates his Cardia Form, the activated form of his heart. Upon use, blood vessel-like tendrils will extend from his claws and he will swipe forwards in a lunging motion in the direction this attack is used, dealing sweeping damage to foes across a fairly long range. Quick to use, Cardia is good for allowing Brody to keep a distance from the enemy, letting him focus on recharging his other abilities. However, Cardia Form attacks have rather a lot of ending lag, leaving Brody vulnerable for a short period of time as he recovers from the lunging swipe.
Up Special:
Pneumas
Brody activates his Pneumas Form, the activated form of his lungs. This allows Brody to create a drafts of wind that can be angled in any direction to push back and damage foes. Additionally, it can be angled upwards (as it is by default) to lift Brody upwards into the air, acting as a reliable recovery. While lacking in raw damage output, Pneumas Form attacks are very fast and deal wide damage over a fairly large range. These attacks can also pierce enemies, making them work well for crowd control.
Down Special:
Osta
Brody activates his Osta Form, the activated form of his skeleton. This equips Brody with a layer of attack-resistant armor which reduces the amount of damage Brody takes from both melee attacks and projectiles, while also strongly decreasing the amount of knockback he takes. However, in this state Brody is slowed down rather significantly. It is shorter in duration than Brody's other form changes, lasting only about 6 seconds, and unlike Brody's other form changes, Osta Form won't maintain any remaining time if it is cancelled, and the player will have to wait the full duration of the cooldown to use it again.
Fan Finisher:
Brody's Brain
When Brody activates his Fan Finisher, he will disappear into the background as his brain appears, suited up with a large bio-suit. The player will then take control of Brody's Brain, which functions as a very powerful transformation that attacks using wide-sweeping tentacle strikes, neuron blasts and electrical impulses, allowing massive damage to be racked up against Brody's opponents. The Fan Finisher will end after about 10 seconds with Brody's Brain making a getaway in a rocket, which fills the screen with damaging smoke for extra damage to opponents. Brody then returns to the battle, with the cooldown on all of his abilities fully refreshed.

Shægyr
Shægyr
Debuted in Monster of Flames.
Character owned by Shadow Inferno.
A 28-year-old Geo-Fox from Earth, Shægyr is a hitman who was recruited by the Bear-Cat Pact to secure an alliance between them and the Kydurgritz Family, a group part of a larger criminal syndicate known as the Wabbajacks based on the planet of Gallastar. Originally, Shægyr was created as part of an experiment creating Geo-Animals, animals modified to have human intelligence. When this experiment was shut down by the government, he escaped and began earning an income through gambling and eventually becoming a hitman and operative of the Bear-Cat Pact. Now tasked with securing an alliance with the Kydrugritz family, Shægyr travels Gallastar with the aim of finding the family's five lieutenants while also dealing with the intervening Wabbajack syndicate.
Shægyr is a rushdown fighter, excelling in close-range combat, being able to enhance his self-defense techniques using two abilities he mastered while working with the Bear-Cat Pact, these being Pyrokinesis and Typhokinesis (the ability to manipulate and control fire and smoke). While not the strongest fighter when it comes to smash attacks and the like, Shægyr is very agile and his specials that make use of his two Kinetic Attacks can pack a punch when used in tandom with standards attacks. That being said, he is very light and vulnerable to being launched quite far.
Neutral Special:
Burner Punches
A high-damage, short-range attack where Shægyr lights his fists ablaze using his pyrokinesis before unleashing a rapid flurry of punches directly in front of him so long as the attack is held. This attack's range is very short, but extremely quick to use, and the punches are delivered at lightning-speed, meaning hit targets will be damaged numerous times. Furthermore, the longer this attack is held down, the faster it will become, dealing more and more damage per second and being one of the strongest attacks in the game in this regard when at full speed. This comes with the drawback of leaving Shægyr vulnerable to long-range attacks since this attack's range is so poor.
Side Special:
Pyromania
Shægyr uses his pyrokinesis to create a horizontal burst of flame to his left or right, which acts as a medium-range flamethrower attack that pierces enemies and inflicts them with fire damage. It's a fairly fast attack to use and deals a good amount of damage, while also being Shægyr's best attack that has above average reach. That being said, it has the drawback of becoming weaker over time, especially if used over and over again, as the flames will eventually decrease in range and damage to the point where Shægyr will just produce harmless smoke instead.
Up Special:
Smouldering Twister
Shægyr utilizes his typhokinesis to create an updraft of black smoke, which propels him upwards through the air. As a recovery, Smouldering Twister is very useful as it's quick to use and grants Shægyr surprisingly high vertical distance. That being said, this attack lacks any form of reliable damage output, only dealing light damage to foes that happen to be beneath Shægyr when he uses the attack. What's more, when he finishes using this attack he will be vulnerable to attacks and be unable to do anything until he reaches the ground again. If used in mid air, this attack grants him even more height.
Down Special:
Fumigate
An area-of-effect attack where Shægyr produces a circular cloud of smoke centered around him. While not very large, the cloud will remain stationary for 5-10 seconds, dealing light repeated damage to any foes that walk into it. Shægyr will also become obscured while inside the cloud, making it harder for enemies to see him. Moreoever, he can use his down special again while inside the smoke cloud to turn invisible and perform a sneak attack on nearby opponents. He can only have one smoke cloud active at once, however, and if he tries to create another one, the first one will disappear.
Fan Finisher:
Kydurgritz Alliance
Shægyr can activate his Fan Finisher by performing a horizontal dash attack that covers a great distance. Any foes hit by this will be frozen in place as the screen transitions to a cutscene, depicting Shægyr calling for help from four of the Lieutenants of the Kydurgritz Family, those being Arillete, Eclarce, Sagris and Pourfen. These four while pummel Shægyr's targets with a continuous barrage of punches and other close-range attacks, racking up massive damage, before Shægyr comes in and finishes them of with a pyrokinetically-charged punch to send them flying. Overall this deals a great amount of damage to up to 3 targets, though if Shægyr misses the initial horizontal dash, he won't get to perform his Fan Finisher.

39,000
39,000
Debuted in Just Fire & Ice.
Character owned by Shadow Inferno.
A cleaning droid made to keep the Fantendoverse neat and repaired, 39,000 is a loyal robot with little to no combat skill whatsoever despite wielding some dangerous tools like buzzsaws, blow torches and the like, usually being hired to mop up after the various disasters that usually ravage the Fantendoverse on a daily basis.
He takes great pride in what he does as a service robot which also acts as a great deterrent for scavengers who want to use him for parts as no one is hunting for the parts of a tiny little service robot who takes a long time to finish up even the simplest of tasks.

39,000 is a variety fighter wielding many types of tools he uses for dealing large amounts of damage and securing fast knockouts, but his one drawback is his awkward mobility as he's only on one wheel making him unbalanced and wobbly along with giving him horrible traction on the ground in the process.

Neutral Special:
Welding Laser
39,000 takes off one of his arms and attaches a large welding laser to it as he shoots it forwards onto the ground as it skids across the floor, while it doesn't deal major damage to players at first eventually it will start to eventually deal heavier damage the more its locked-on a foe as it will start turning them red hot eventually setting them a blaze.
Side Special:
Dual Buzzsaw
39,000 detaches both its arms as it then attaches two buzzsaw cutters on the stumps of those arms as he rushes forwards with them, slicing the ground as they deal multiple flinching hits of damage as this attack then ends with him swinging both blades from side to side sending opponents away.
Up Special:
Hover Wheel
39,000 proceeds to light up his wheel with a blazing blue energy as he starts to ascend upwards, while not fast, this recovery does last for a while especially if you mash the special button during this move, however it does have the disadvantage of not being a damage dealing attack, making 39,000 very vulnerable when using it.
Down Special:
Sweep Away
39,000 detaches of its arms as it then attaches a broom and dustpan attachment as it proceeds to start sweeping the floor, filling up the dustpan with debris and junk which when it gets full, 39,000 will then toss it forwards as it deals pitiful damage and no knockback however, if a foe is standing right in the way of him sweeping then he'll scoop up the foes into the pan and toss them backwards dealing great damage and knockback.
Fan Finisher:
Pressure Flooding
39,000 equips a high performing pressure washer attachment to his back as he proceeds to start spraying out a thin and sharp-cutting stream of water forwards, dealing massive and continuous hits of damage and this attack is then finished off with 39,000 tossing off the water tank as it then explodes dealing monstrous damage as they're flung away, ending this attack as the match returns to normal.

Kotomo Trainer
Kotomo Trainer
Debuted in Kotomo.
Character owned by ValkyriePyra.
hailing from the island of Heiwana, Kotomo Trainer is an adventurer capable of taming Kotomo species, who recently began work studying the isle and its various species under the request of their father, Professor Woodrow. On their own, Kotomo Trainers are regular humans who lack any real abilities, though in a land as harsh as Heiwana, they thankfully have the help of Kotomo to fight. In Fantendo Smash Bros. Soul, the Kotomo Trainer appears as Ciela, the female protagonist from Kotomo, by default, however other protagonists such as Chris, Levi, Grace, Cameron and Colleen can be selected as alternate costumes. There are three Kotomo species that the Kotomo Trainer has at their disposal in battle, all of which have different attacks. These can be switched between at any time using their Down Special, which gives the player the option to choose which of the other two Kotomo to switch into.
The first of the three available Kotomo is Synax, the Empathic Kotomo, who is the a Psychic-type starter Kotomo. It's able to use its psychic powers to swim though the air, using its sensitive antennae which are packed with special nerve endings to understand its environment. Synax is the smallest and lightest of the three available Kotomo, being very floaty and having fast yet not overly powerful attacks.
The second available Kotomo is Taikoni, the Ogre Kotomo, which is an Electric and Melee-type. Its body has three electricity-generating organs, allowing it to create massive amounts of power at high voltages. Taikoni, being the heaviest of the three Kotomo, adopts a slow but heavy-hitting close range attack style, with their attacks packing an incredible punch but lacking effectiveness outside of a very short range.
The third Kotomo is Aliril, the Elegance Kotomo and a Metal-type. Aliril is able to create a magnetic field around itself to repel attacks, and it takes great pride in its appearance. In battle, Aliril is a middleweight fighter with mediocre attack power but very high movement speed.

Neutral Special:
Psi Ray
When used intially, Synax will begin charging a ray of psychic energy, which will be released as a horizontal beam of light across the stage when released. The longer the Psi Ray is charged, the more powerful it will become. A Psi Ray that is charged for longer travels further across the stage, deals more damage, and is capable of piercing more targets.
Side Special:
Psi Burst
A basic attack where Synax releases a wave of pulsating psychic energy - the energy wave travels a short distance in front of them, dealing damage to any target it hits before dissipating in mid air. While lacking in range, it is a fast attack with decent damage - it also has the added effect of doing increased damage to the opponent if they are shielding, making it useful to wearing down the target's shield when they are in a defensive state. Furthermore, there is a brief period of time during the attack where it deals extra damage and has a chance to confuse the target for a few seconds, briefly reversing their control inputs.
Up Special:
Clear Mind
Synax adopts a meditative stance, briefly standing still, before instantly teleporting upwards. The direction of teleportation can be angled to the left or right by a margin of about 45 degrees each way. After teleporting, Synax will automatically deal damage to any foes within close proximity of their teleportation destination, however they won't be able to perform any other attacks until reaching the ground again.
Down Special:
Kotomo Switch
The Kotomo Trainer calls back Synax, who retreats from the battle into the background as another Kotomo of the player's choice - either Taikoni or Aliril - takes their place. This transfer happens almost instantaneously, though there is a brief delay during which the two Kotomo switch places. If either are attacked during this time, the switch is delayed slightly, meaning it is important to time this move well to avoid being caught out by the opponent.
Fan Finisher:
V-Energy
Upon activating their Fan Finisher, Synax begins to glow gold as a V-Energy meter appears at the top of the screen. The player is able to fill up this meter by dealing damage to opponents - during this time, Synax's attacks become 25% more powerful. If the player is able to successfully fill the meter in the allotted time, the active Kotomo will then perform a powerful V-Move. In Synax's case, the V-Move fills the stage with rapidly-moving psychic energy vortexes that zigzag across the screen. Opponents hit by these vortexes will take heavy damage and knockback while also having their control inputs reversed for the duration of the Fan Finisher. If the player is unable to fill up the V-Energy meter, however, the V-Move will not be performed and the Fan Finisher will end prematurely.

Neutral Special:
Bash
A slow but powerful close-range attack where Taikoni jumps into the air before throwing their weight down at the ground. Opponents directly next to Taikoni when they use this attack will take massive damage and will be buried in the ground, briefly unable to move, however due to how slow this attack is and its extremely limited range it can be hard to pull of successfully. Bash has the added effect of creating small ripples in the ground after it is used, which travel for a short distance to the left and right of where the attack is used, dealing minor damage.
Side Special:
Arc Lightning
Raising their fists into the air, Taikoni produces an upwards-aiming arc of electricity which targets onto the nearest fighter, dealing moderate damage. Despite its starting lag, the lightning travels has very good horizontal reach in the direction it is used, and travels extremely quickly, making it hard to dodge as a result. If there are multiple targets in range, the lightning arc has a chance to hop between multiple targets, dealing damage to all of them. However, the more targets this attack hits, the weaker it becomes overall.
Up Special:
Spark
Taikoni produces a large spark of electricity directly below themselves, which launches them high into the air. The spark deals massive damage to foes it touches, but it dissipates shortly after launching Taikoni into the air. Once airbourne, Taikoni is able to move left or right, and their momentum will deal high damage and knockback to any foes they come into contact with. However, Taikoni is unable to cancel this attack after being launched and must wait until they have reached the ground again before doing anything else.
Down Special:
Kotomo Switch
The Kotomo Trainer calls back Taikoni, who retreats from the battle into the background as another Kotomo of the player's choice - either Synax or Aliril - takes their place. This transfer happens almost instantaneously, though there is a brief delay during which the two Kotomo switch places. If either are attacked during this time, the switch is delayed slightly, meaning it is important to time this move well to avoid being caught out by the opponent.
Fan Finisher:
V-Energy
Upon activating their Fan Finisher, Taikoni begins to glow gold as a V-Energy meter appears at the top of the screen. The player is able to fill up this meter by dealing damage to opponents - during this time, Taikoni's attacks become 25% more powerful. If the player is able to successfully fill the meter in the allotted time, the active Kotomo will then perform a powerful V-Move. For Taikoni, their fists become surrounded by electricity as they unleash a rapid flurry of powerful punches, creating lightning bolts and shockwaves that surge horizontally across the screen from them. Opponents within close proximity to Taikoni will take massive damage from the punches, while opponents that are further away will be hurt by the lightning and shockwaves. If the player is unable to fill up the V-Energy meter, however, the V-Move will not be performed and the Fan Finisher will end prematurely.

Neutral Special:
Magnetic Field
Standing still, Aliril aims their horns to the air and produces a field of electromagnetic energy in a radius around them, which appears as a circle of energy. This energy field repels projectiles and deals minor residual damage to foes inside the circle, however as Aliril is vulnerable while using this attack, they are still suspectible to close range attacks from fighters than enter the energy field. This attack can be held for as long as the player desires with no negative effects.
Side Special:
Metal Bash
Aliril adopts a charging stance as their horns gleam, aimed forwards in either the left or right direction. When the attack is released, they will charge across the stage, dealing damage and knockback to any foe they hit. After hitting a foe, the attack ends. If the target is hit at close range, they will take heavy knockback but minor damage. However if they are hit at long range they will take minor knockback and heavy damage.
Up Special:
Gravity Flip
Via the use of a magnetic pulse from their horns, Aliril temporarily reverses their own gravity, causing them to fall upwards for several seconds. During the upwards freefall, Aliril is able to use other attacks and even gains an extra double jump, the second one causing Aliril's gravity to revert to normal. After Aliril's gravity returns to normal, either manually via the second jump or automatically after a few seconds have passed, they will fall helplessly unable to attack until they reach the ground.
Down Special:
Kotomo Switch
The Kotomo Trainer calls back Aliril, who retreats from the battle into the background as another Kotomo of the player's choice - either Synax or Taikoni - takes their place. This transfer happens almost instantaneously, though there is a brief delay during which the two Kotomo switch places. If either are attacked during this time, the switch is delayed slightly, meaning it is important to time this move well to avoid being caught out by the opponent.
Fan Finisher:
V-Energy
Upon activating their Fan Finisher, Aliril begins to glow gold as a V-Energy meter appears at the top of the screen. The player is able to fill up this meter by dealing damage to opponents - during this time, Aliril's attacks become 25% more powerful. If the player is able to successfully fill the meter in the allotted time, the active Kotomo will then perform a powerful V-Move. Aliril's V-Move sees them hop towards the center of the stage before producing a repeated series of electromagnetic wave pulses which travel outwards across the whole stage, dealing moderate but unavoidable damage to all opponents. If the player is unable to fill up the V-Energy meter, however, the V-Move will not be performed and the Fan Finisher will end prematurely.

Vessa
Vessa
Debuted in Vessa.
Character owned by ValkyriePyra.
Vessa is the plucky young protagonist from the Vessa series, a young teenager from the Scraplands able to utilize a variety of abilities, from her various signature weapons to magic. She has used these abilities to save her friend and idol's daughter, Esselia, from the amethyst dragoness Pulzar not once, but twice, one time having been pushed forward through time to fight a greatly powered up Pulzar who planned to take total control of the planet with a magic engine known as the Draconerium.
Vessa is reliable all-rounder and middleweight fighter who uses magic in battle for her specials. She also utilizes her signature yo-yo for most of her standard and aerial attacks. She has a vast array of spells at her disposal, so much so that her down special, Spell Select, has numerous different options. Though her neutral, side and up specials will always be the same, Vessa's wide variety of down specials make her extra versatile in Fantendo Smash Bros. Soul.
Neutral Special:
Push
Vessa conjures a spectral hand either to her left or right, depending where she is facing, which can totally block attacks and projectiles from that angle for a few seconds. The hand will disappear if it takes too much damage, but by using the neutral special button again, the hand will quickly rush forwards, pushing nearby targets away from Vessa but not dealing very much damage. The spectral hand is about as tall as Vessa is, and although it moves quickly, it has moderate starting lag making it less than ideal in intense situatins.
Side Special:
Fire
A basic spell where Vessa casts and holds a horizontal burst of orange flame in the direction the attack is used, which deals heavy damage to foes that it hits but has limited range. While being held, Vessa can slowly angle this flame burst in any direction around her to hit the opponent from any angle. This attack can be held for quite a long time, though the longer it is held, the shorter its range will become as the flames begin to flicker, eventually fading away into smoke.
Up Special:
Whirl
Vessa summons a mini tornado at her feet, which, spinning rapidly, launches her upwards through the air. The mini tornado will remain at the place it was summoned for a few seconds afterwards, causing any opponents that walk into it to take damage and be thrown backwards. After being launched, Vessa is unable to do anything until she reaches the ground again. A few seconds after, the tornado will disappear. This attack cannot be used so long as a pre-existing tornado is present, acting as a sort of cooldown for this recovery.
Down Special:
Spell Select
When Vessa uses her down special, the travelling mage Gregorio will appear at her side, and a small menu of 5 different attacks appears overhead. While standing still, Vessa can choose between these five different attacks using the left control stick and selecting one with the special button - alternatively, if two seconds have passed and Vessa hasn't selected an attack, she will automatically use one at random. The attacks that can be selected are shown below:

A defensive spell where Vessa conjures a protective aura around her, which lasts for 3-4 seconds after use. This aura will heal Vessa's damage percentage by a small amount, approximately 1% restored each second. Furthermore, while the aura will not damage foes, it will absorb any projectiles that hit Vessa during this time, rendering her highly resistant to long-range attack. Vessa is also able to use other attacks for the brief duration of her heal spell.

Vessa creates a magical snowflake projectile, which slowly travels forwards before fading after a few seconds have passed. The projectile is very large and moves slowly, making it reasonably easy to dodge, however if a foe is hit by it, they will take damage and be frozen solid. This attack is slow to perform due to its starting and ending lag, but a well-timed one can serious stall the opponent's momentum and allow Vessa to get a large amount of damage off.

Vessa casts a spell which creates a brilliant aura of light in a short radius around her. Foes that are closer to Vessa will take more damage when this happens, while foes that are further away will take less damage. At extremely close range, Dazzle has the potential to stun opponents. Like most attacks with the potential to stun, Dazzle isn't particularly reliable or fast, but its wide area of effect means that it can be an effective way to dealing damage to foes that utilize close-range combat.

Vessa quickly casts a spell which causes a ring of crystal spikes to jet out from the ground around her, launching foes relatively far and dealing decent damage. So long as Vessa remains still, these crystal spikes can remain indefinitely, though during the process she will be vulnerable to long-range attacks. Additionally, the spikes will shatter if attacked, making Vessa vulnerable.

Vessa summons a magical bomb in her hands and proceeds to throw it forwards in an arc, either to her left on right. On impact with the ground or an opponent, it while explode violently, dealing very high damage to anything unfortunate enough to be within its blast radius. By holding the attack, Vessa can launch the bomb further, but due to its weight it is easily affected by gravity and will very rarely go that far.

Fan Finisher:
Void
An extra powerful spell where Vessa casts a large void at the centre of the screen, which proceeds to draw in all fighters and items on the stage with an incredibly strong attractive force. Although some players further away from the centre of the screen may be able to escape the void's pull, they will have a difficult time in doing so. During this time, Vessa is able to freely move around the stage and attack her foes that have been drawn in by the void, and if she deals enough damage, the void will explode in a brilliant supernova, dealing massive damage to anyone unfortunate enough to have been trapped inside.

Pulzar
Pulzar
Debuted in Vessa.
Character owned by ValkyriePyra.
The legendary Amethyst Dragon whose only goal is to turn the Lostways into a haven for her very own kind and to eventually reclaim her daughter Esselia and to make sure nothing would go awry. She casted the shining hero Vessa into an enchanted slumber to construct the draconic city of Dracopolis and the divine engine that runs on pure magic known as the Draconerium plunging the entire Lostways into pure and utter chaos.
Pulzar and her playstyle revolves around baiting and punishing as she has various means to draw out her opponent with attacks and then following up with a devastating move that will leave quite a mark if not careful, her biggest weakness though is her height as with her being so tall it'll make her a prime target for getting assaulted with a lot of attacks and being juggled despite this she does still have a rather fierce control over the battle field if she gets her gameplan going.
Neutral Special:
Amethyst Breath
Pulzar will breathe in as she aims a breath of purple fire upwards that will then form a massive crystal that'll drop down and deal heavy damage to whoever is hit by it, holding the button for longer and longer will make the crystals size larger as well until it gets so massive that the second it hits the stage it'll fan out into a large explosion of crystal shards that'll flush out any campers around the stage.
Side Special:
Draconic Pin
Pulzar will ignite her hand with dark magic as she lunges forwards and grabs the enemy viciously as she plunges them to the ground dealing heavy damage as she then engulfs them with the magic as the foes bounce away from her, the magic Pulzar uses on the fighter she grab will also leave a lingering damage effect dealing around 1-2% of damage every second until it eventually fades away after a while.
Up Special:
Dragon Blitz/Dark Rain
Pulzar will light her wings a blaze as she then rockets upwards in a fiery upwards charge that will deal moderate damage to foes who come into contact with this attack along with getting knocked away instantly as well, this move has great height on it for a recovery but will leave Pulzar quite vulnerable afterwards if you don't decide to keep holding the special button as this will put her into a slow falling glide downwards that also allows her to pelt purple energy shots downwards that deal no knockback but pretty decent damage along with having slight homing properties
Down Special:
Spiraling Darkness
Pulzar will perform an elegant arm gestor with her hands as she unleashes a large blinding purple ball of dark energy that then expands into a large upwards and spiraling column of blazing fire that slightly draws opponents close to it and traps them in said spiral racking up a load of damage before it ends as it then subsides and blasts away all foes caught in it
Fan Finisher:
Eternal Nightmares
Pulzar will engulf the entire stage in darkness as eldritch spawn all come in and start grabbing, tossing and slashing at all foes around the stage dealing constant damage and throwing them around like rag dolls as she then draws in all of the inky blackness into one finally barrage of dark projectile attacks that then ends off with one final slash of her claws to seal the deal on this finisher

Fera
Fera
Debuted in Heroforce.
Character owned by ValkyriePyra.
A strong willed member of the Terran Military, Fera is a rather stubborn but still highly determined girl who will follow commands from her higher ups without question. However, sometimes she gets defensive over a few which that conflict with her own beliefs, oftentimes leading to her getting aggressive as she's prone to rarely change her mind about something, But despite this, she still has a rather outgoing and social personality who still loves the comfort of people around her and enjoys looking at the positive things in life, being a huge optimist. This personally trait is more often brought out when she's around loved ones than when she's alone.
Fera is a rather bulky fighter, sporting a suit of armor and a powerful spear she uses for attacking which gives her many close-ranged and long-ranged options for combat, making her a mix-up specialist with lots of tools to disrupt the flow of opponents' attacks. This lets her strike them where it hurts most, though despite these positives, her biggest flaw is her lack of a good recovery, and being pretty mixed while airborne, she's not entirely helpless as she still has great options to keep herself stalled for a bit. That superhuman strength only goes so far when it comes to initial jumps and force of attacks.
Neutral Special:
Spear Snipe
Fera holds her spear in hand as the tip of it faces the nearest opponent and locks onto them, as it then fires off a rather strong and long-reaching projectile that deals more damage and knockback the further you are away from the opponent, though it will loose its lock-on effect if you end up going for that option.
Side Special:
Arc Slash
Fera swings her spear from side to side in an arcing motion that slices through opponents with two spear attacks that both deal great damage and minimal knockback. This is a great tool for leading into combos.
Up Special:
Glaive Overcharge
Fera overcharges her spear with energy and as it extends into a powerful and mighty glaive, she leaps up into the air with a powerful rising slash that alone deals good damage. Then she comes crashing back down onto the stage as she pierces the ground with her blade, sending out a small burst of energy that deals even more damage than the initial hit.
Down Special:
Energy Shield
Fera will deploy her orange and bulky energy shield that blocks physical attacks, along with countering them with a powerful jolt of electricity and reflecting projectiles along with also acting as a stalling tool while in mid-air helping her recover just a bit better.
Fan Finisher:
Spear Rush
Fera lunges forwards with her spear as she then strikes any opponent who's in her way by delivering a powerful flurry of super charged spear stabs. It all ends with one final leaping slash as she jumps up into the air and crashes back down dealing the final blow and launching the caught foes away as they're dealt very heavy damage.

Quetz
Quetz
Debuted in Quetz's Adventure.
Character owned by ValkyriePyra.
Originally born as a human and ended up as an offering to the harpies of Sana Tomas to protect their archipelago from dangers, Quetz was raised up to be a hero of her people and her island. She was faced with a conflict when illegal hunters started invading the peaceful Crypta Archipelago lead by Clayton Columbia, prompting Quetz to work on driving them off and away from her home. Quetz is quite unique among her harpy kind as she's one of the only of her species to have any form of a heroic spirit instilled in her heart along with also being very optimistic and kind spirited.
Quetz is a very loose and floaty character making her attacks come out fast and hitting hard with various acrobatic stunts at her disposal that let her master the art of aerial combat having tools and attacks to snipe players out of the air and sending them tumbling to the ground. But like all lightweight fighters she's incredibly frail and very vulnerable to any form of anti-air move essentially turning her playstyle into her own weakness.
Neutral Special:
Wing Bullet
Quetz will fire out sharp feathers that will spread out in waves of 3-5 as they deal light damage and also ignore the reflecting effects of shields along with being pretty spamable.
Side Special:
Harpy Drill
Quetz will leaps forwards into a spiraling dash as a mystical energy surrounds her body dealing multiple flinching hits of damage as it then knocks foes away at the end of the attack along with that this move is also useful for horizontal recovery.
Up Special:
Aero Shuttle
Quetz performs a flying back flip as she then ascends high into the air, if she happens to use this attack right next to an opponent they'll be popped into the air as she rams into them dealing good damage. This special can also be followed up by other moves as it doesn't put her into a free fall.
Down Special:
Feather Spiral
Quetz whips up a vortex around herself as it then starts swirling around sharp feathers that deal multiple flinching hits of damage as she moves forwards, when the vortex peeters out the feathers will all scatter in a burst as the caught foes are flung away.
Fan Finisher:
Miracle Wings
Quetz will charge up and blass forwards in a large spiral as she surrounds herself in strong winds and feathers as it scoops up any foe who comes too close to her as she racks up a truck load to them as the attack ends with a strong concentrated wind bullet being flung forwards dealing huge knockback as Quetz floats down and resumes her fighting stance.

DJ Flask
DJ Flask
Debuted in DJ Flask.
Character owned by ValkyriePyra.
Original version created by Gag Buster 70.
Kae Peronel, better known by her stage name DJ Flask, is an entree in the far future's 108th annual DJMax Next Generation competition from Orbital 2. The underdog of the competition, Flask has been dreaming of winning the competition since her childhood, and she utilizes advanced technology and cybernetic enhancements to strengthen her sound and to reach a wide audience via livestream. When the competition becomes a matter of life an death due to hijacking by a mysterious organization known as Aphex, Flask is forced to compete for her life and solve the mystery behind the murders with the help of former champion DJ Phyton.
In combat, DJ Flask is a middleweight fighter with high mobility as she is able to move, attack, and dodge quickly. At the start of a battle, her attacks will deal low damage, but her damage output and speed will increase as she accelerates a personal Tempo with successful combo attacks. The Tempo will slowly decrease when she is not attacking. At her maximum Tempo, DJ Flask is one of the fastest fighters in the game.
Neutral Special:
Record Gain
DJ Flask amplifies her sound, using a record to fire off a rapid projectile attack from her arm that deals a small amount of damage. She can use a full album of 10 records before she has to reload, which she will do if she utilizes this attack while empty on records. She can also pick up records she has already used to reuse them if they are within her reach, though they will disappear after a second.
Side Special:
Parametric Equalizer
Controlling her audio's frequency with a digital parametric equalizer, DJ Flask lunges forward twice. Her lunges bounce against the band of the frequency, dealing strong damage when she lands from both of her lunges. The direction of her second lunge can be changed by holding the control stick in the desired direction of movement.
Up Special:
Increase Volume
Increasing her volume, DJ Flask is propelled upward by a digital decibel indicator beneath her feet. She will repeatedly pulse as she does this according to her Tempo, dealing damage to any opponents close to her when they are struck by the pulse. After using this special, DJ Flask will become an easier target, taking additional damage and suffering from a weaker shield for twice as long as she increased volume with this ability.
Down Special:
Pre-Fade Listen
DJ Flask anticipates an attack by monitoring incoming sound and readies herself for a counterattack. A soundwave will fire downward and forward, blasting the opponent upward upon a successful counter.
Fan Finisher:
Stream Audience Support
DJ Flask is cheered on by support from her stream audience. Amped up, Flask will reach her maximum Tempo and stay at its level for a short time. A digital moshpit will appear at the bottom of the screen, and any opponents thrown into it will take a significant amount of damage.

Captain Cousteau
Captain Cousteau
Debuted in Harbor Wave.
Character owned by Sharklord1954.
The sharklike Seamorph Cousteau, also known by his pirate nickname, "The Toothbeard", is the captain of the Cretalamna, a seafaring ship that he uses alongside his crew to scour and plunder the seven seas. He's been well-known since the early days of the Seamorph Era, famous for his adventure-seeking attitude and his immense physical strength. Always one for a challenge, he joined the Seven Seas Tournament to take home the gold trophy, fighting many contestants during the challenge. His most unique skill is his mysterious connection to an ethereal dimension-bending force - The Riptide - but he's never expressed the interest in learning to harness said power.
Tanky and powerful, yet somewhat slow, Cousteau relies on defensive play; biding his time until the right time to strike and punishing his opponents' missteps with his powerful command grabs. Most of his slower moves, including his Smash Attacks, will create Riptide Cracks where the attack lands, dealing weak damage to opponents but dealing high damage to shields. Additionally, he can move side-to-side slowly while Shielding, dodging when the stick is moved quickly. By making use out of his Cracks, Cousteau can break down the opponent's shield and deal massive damage with his attacks.
Neutral Special:
Barnacle Bite
Cousteau lunges forward a short distance with his mouth open, grabbing an opponent on contact and then launching them up into the air. This will put the opponent in a freefall state, allowing Cousteau to follow up with a powerful Up-Smash or other possible moves.
Side Special:
Riptide Dive
Cousteau dives downward in an arc, burrowing underground using Riptide. Recognisable by his exposed fin, he will dig horizontally, sending Riptide splinters from the ground. After hitting the edge of the ground, hitting an opponent, or the move being stopped manually by the player, he will burst out of the stage to perform a powerful uppercut. While he is mostly invincible while underground, enemy attacks that also involve the ground will launch him out of the move and stun him.
Up Special:
Captain's Hook
Cousteau slashes upward, hooking any opponent in front of him, then strikes them downward, meteor-smashing the opponent. While a good anti-recovery tool, the move offers much less vertical momentum for Cousteau if an opponent is caught, and leaves him vulnerable after striking.
Down Special:
Gutsy Guard/Sharkmeat Smash
When performed on the ground, Cousteau will guard himself for a second. If attacked, his stats raise sharply for a few seconds. If performed in the air, Cousteau flips and nosedives directly downward, releasing a shockwave where he lands. The move will leave him wedged in the ground for a second, leaving him vulnerable.
Fan Finisher:
Riptide Barrage
Activating his Fan Finisher, Cousteau slices forward, knocking the opponent into a Riptide vortex where many fighters from Harbor Wave jump out of portals to attack, finishing with Cousteau blasting the opponent with the Cretalamna's cannons.

Velzior
Velzior
Debuted in Harbor Wave.
Character owned by SharkLord1954.
Velzior is a mysterious individual from an isolated, deep-sea civilization known as The Deep. The group's Surface Operator, Velzior was assigned to observe happenings above the ocean surface, reporting back to The Deep with any information gathered. Despite his dubious origins, Velzior is well-mannered and polite to everyone that he speaks with, generally regarded with respect, though that may just be because no one knows what his or The Deep's true intentions are.
Like in his home game, Velzior is a tricky zoner character in Fantendo Smash Bros. Soul, with strong attacks that can reliably deal damage at both close range and long range, though many can be rather finnicky to set up due to their unique mechanics or slow startup. Velzior utilizes his signature weapon, his scythe, in combat, which is a powerful, long-reaching melee tool that has the added perk of draining a fraction of the damage it deals and restoring Velzior's health by a small amount upon a successful hit. This can make Velzior even more difficult to deal with, though his low defenses and middling weight can leave him vulnerable to hard-hitting projectiles and unsuspected melee attacks.
Neutral Special:
Magic Fire
Upon activation, Velzior creates two balls of fire which proceed to quickly orbit around him. By using the attack again, Velzior can fire off these orbs in any direction, shooting them at high-velocity through the air and causing them to deal burning damage to any targets they hit. The balls of fire can also deal damage to foes at very close range while they are orbiting Velzior, though when a fireball hits a target, it will explode on impact and no longer be able to be used. Though a strong projectile, the setup nature of this attack makes it hard to use repeatedly.
Side Special:
Sweeping Scythe
Velzior performs a sweeping uppercut with his scythe, stepping forwards in a given direction as he does so. The scythe's long range gives this attack excellent reach, and its swing path is fairly broad allowing it to damage foes over quite a large area of effect. This attack has the added perk of draining a small amount of health from the opponent, although it is quite slow to start up meaning it's not always reliable as a healing method.
Up Special:
Scythe Spin
Velzior spins his scythe in a circle around himself, damaging any foe within a short radius. As he does this, the scythe's momentum will cause him to rise upwards into the air a short distance. While not the best recovery in terms of vertical reach, it's quick to use, deals decent damage, and since it's a scythe attack, drains a small amount of health from any opponents it successfully hits. Additionally, while spinning his scythe, Velzior will reflect any projectiles that come his way.
Down Special:
Reflector
A special type of counter, Velzior puts up a mirror-like barrier in front of him. Upon taking damage from a physical or projectile attack, the barrier will shatter slightly and then deactivate, retaining its damage between uses. After being hit three times, the barrier will shatter completely, dealing incredibly high damage to the opponent unlucky enough to set it off. Although this can be avoided if the opponent uses a ranged attack, it still functions well as reducing the amount of damage Velzior takes from an attack. Once the barrier breaks, it will take about 10 seconds to regenerate before this move can be used again.
Fan Finisher:
Maw of the Deep
Velzior fires out a dark, shadowy orb projectile, which homes in on the nearest foe to trigger the attack on them. The target unfortunate enough to be hit by the orb is surrounded by a black whirlpool, which envelops them, repeatedly dealing more and more damage over time while the whirlpool expands to fill up more and more of the stage. This can cause other enemies to become trapped inside, too. Eventually, the attack is ended when massive tentacles appear from the sides of the screen, lashing out against any foes that may have avoided the whirlpool. The tentacles then retract and the whirlpool disappears. Though it is possible to avoid this Fan Finisher entirely if no foes are hit by the initial shadow orb, this rarely happens thanks to the orb's homing ability.

Elek-trode
Elek-trode
Debuted in Heirs to the Wrath.
Character owned by Coral0excess.
Elek-Trode, real name Romane, is an extroverted DJ who has a reputation for taking things in life light-heartedly. Originally raised in France, Elek-trode ran away from her well-off life to Tokyo to become a DJ.This was not only to avoid her father, who was a government minister, but also to hide her true identity. Secretly being an Heir, she didn't want anyone to know about her superhuman powers. She is able to transform into the Deity Sekhmet, goddess of sun and war.
Elek-trode is a rather fast fighter who, while lacking heavy-hitting attacks in her human form, fights using chain moves that can easily create combos. Being an Heir, Elek-trode has the potential to transform into her Deity Form, Sekhmet, in battle, which grants her greatly boosted attack and speed while also enhancing the strength of some of her specials and boosting her range thanks to her cat claws. To transform, Elek-trode must max out her Deity Gauge, which happens when she takes damage or deals damage. She can also charge the gauge manually with her shield special, though this will hurt her slightly.
Neutral Special:
Rhythm Buster
A very unique attack where Elek-trode performs a short-range uppercut. This doesn't do much damage, but when this attack is used over and over again repeatedly, it will become stronger and increase in range. Setting up combos with this move can result in very high damage, not to mention Elek-trode's movement speed will be boosted in between strikes once she reaches a combo of 3 strikes or greater. In Deity form, this attack gains greatly boosted range thanks to her claws.
Side Special:
Pirouette
Elek-trode performs a spinning pirouette as she slides in either the left or right direction. If she collides with a foe while spinning, they will take repeated damage. If used in Deity form, this attack becomes a lot stronger, as Elek-trode will spin more quickly to deal more damage, while also creating a veil of sand around her that deals extra damage and deflects projectiles for the duration of the attack. Once this attack is started, it cannot be stopped, but allows Elek-trode to move around more quickly and makes it hard for opponents to get up close.
Up Special:
Boost Pounce
Elek-trode performs an upwards leap, which grants her a decent amount of vertical height. In human form, Elek-trode will create a soundwave from her jump, which travels downwards as a fast-moving, piercing projectile that does moderate damage. In Deity form, Elek-trode will pounce upwards like a cat, which makes the recovery faster and longer to increase the vertical distance she gains. Also, if she runs into a foe while jumping, they'll be lashed by her claws for heavy damage. Regardless of what form she is in, she will be vulnerable for a few seconds after she uses this attack and must land on the ground again before using any other attacks.
Down Special:
Cat Pose
Elek-trode strikes a cat-like pose as she stands in place, which causes her to temporarily stand still and become exposed to attacks. When used in her human form, this will fill up her Deity Gauge by a very small amount. However, this attack's real power comes out when used in Deity form, where if timed correctly, Elek-trode's cat pose will deal massive damage and stun the enemy after use. It's incredibly powerful but can still be quite difficult to land as it must be timed right. Also, if she misses, she will be left vulnerable for a few seconds while she remains in her pose.
Fan Finisher:
Goddess of Healing / Goddess of the Blood Sun
This Fan Finisher changes depending on if Elek-trode is in Deity form or not. In her human form, Elek-trode places down several large speakers to play loud music, which immobilizes all of her opponents as they begin uncontrollably dancing and taunting to the beat. This allows her to swoop in and deal damage with extra-powerful attacks while they're defenceless. In the meantime, Priestesses will appear, praying and dancing for Elek-trode to restore some of her health. In her Deity form, Elek-trode instead performs Goddess of the Blood Sun, transforming into a wind of sand and rushing across the screen. If she hits an opponent, she will reappear next to them before a cinematic cutscene happens. During this she slashes her foe repeatedly with her claws for heavy damage. This eventually ends with a final, powerful strike to send them flying.

Darren
Darren
Debuted in Heirs to the Wrath.
Character owned by Coral0excess.
A former shell of a man, Darren was a zealous member of the Eighth Seal, a cult bent on bringing divine purification onto what they call a "corrupted world". Though he first believed that they were saving the Earth, after discovering the horror of the Wilting, he planned exposing the cult. Caught by JiaJun, he was experimented on and transformed into the first ever synthethic Heir, always in a transitional form between his human and Deity form, the Aboriginal god of thunder, Mamaragan.
While he may be slow, Darren is a powerful mid-heavyweight fighter with a focus on close-ranged combat and grabs. His gameplan centers around the Deity Gauge. Similar to how it works in Heirs to the Wrath, the gauge builds up as Darren deals and takes damage. It can also be charged by holding Special while shielding, though this causes Darren to take damage overtime. Once it is full, the player can press Special while shielding to activate his Deity Form, Mamaragan, granting him increased damage and speed for as long as you have the meter. Once the meter runs out, Darren will turn back into his human form.
Neutral Special:
Violent Takedown
Darren lunges forward and grabs the foe, slamming the foe into the ground. Hold the button to charge it, allowing him to charge the attack with lightning. In Deity Form, it charges automatically.
Side Special:
Thunder Rattle
Darren rushes forward with multiple claws slashes. Keep tapping the attack button to increase the number of slashes. In Deity Form, this attack gains lightning effects, increasing the number of hits.
Up Special:
Sky Slither
Darren disappears, flying in the held direction as a bolt of lightning, before reappearing, damaging anyone nearby with a blast of lightning. In Deity Form, Darren travels slightly farther and the blast deals increased damage.
Down Special:
Drop Pounce
Darren goes into a crawling stance, allowing him to avoid most attacks. Press the special button and Darren will leap into the air. If he makes contact with an enemy, he'll grab them and perform a slash at them before kicking them away. Pressing up or jumping puts him out of the stance. In Deity Form, Darren becomes much faster when he goes into this stance, can perform an electric dash to damage foes, and deals increased damage when he performs the grab.
Fan Finisher:
Lightning Man / Rainbow Season
This Fan Finisher changes depending on if Darren is in Deity form or not. In his human form, Darren performs Lightning Man, hissing before rushing toward the foe. If the attack lands, he performs a combo with multiple thunder spears before launching the foe with a thunderbolt. In his Deity form, Darren instead performs Rainbow Season, summoning Almudj, the Rainbow Serpent. Almudj will fly off, creating heavy rains. For as long as Darren has Deity gauge, he gains increased damage, range and the ability to break shield incredibly easily.

Teva
Teva
Debuted in Heirs to the Wrath.
Character owned by Coral0excess.
Teva is a 14-year old Hawaiian member of the Heirs, who was raised in an isolated beach house with his parents. He discovered his powers as a young child, gaining the ability to transform into his shark form, Kāmohoali'i, to play pranks on people and swim deep into the sea. He was one day kidanpped and imprisoned by the Eighth Seal, intended to be sacrificed to Qingyun, but was saved by the Primordial Program, and though he is too young to join as an operational member, he supports them on the sidelines alongside Lou.
Teva is a fast and heavy-hitting rushdown fighting in Fantendo Smash Bros. Soul, using a variety of close and mid-range attacks including waterbending and lucha libre fighting techniques that help him perform well in aerial combat. Like the other playable Heirs in the game, Teva has a Deity Gauge, which builds up over time as he takes and deals damage. He can also charge this up manually with his shield special, though this will cause him to take damage. When his Deity Guage is full, Teva can use his shield special to transform into his Deity Form, Kāmohoali'i, which grants greatly increased damage and speed for a short period of time.
Neutral Special:
Sea Somersault
Teva performs a front flip which propels him forwards through the air and deals moderate damage to an opponent he hits. It can be held to increase Teva's momentum, causing him to be launched further and to deal more damage on impact with a foe. If used in Deity form, Teva's somersault becomes considerably more powerful, also releasing a spray of water that soars upwards to greatly increase this attack's damage and vertical range. This attack is risky, however, as if Teva uses it over a bottomless pit, he can easily lose control and fall off.
Side Special:
Suplex / Crunch
An attack that varies between Teva's human form and Deity form. In his human form, Teva performs a suplex, grabbing an opponent and close range and throwing them backwards over his head and slamming them into the ground to deal a high amount of damage, not only to the grabbed target but to any other foes that might be nearby - the only drawback is this attack's range is very short and if Teva is unsuccessful in grabbing the foe, he'll be punished with ending lag. In Deity form, Teva instead performs a totally different attack, performing a slow but powerful bite that deals massive damage to opponents within a very close range. Of course this has the obvious drawback of being slow and limited in range, not to mention having significant ending lag. But a successful hit can deal upwards of 40% damage.
Up Special:
Mauna Loa
Teva summons a geyser of water below him which launches him upwards into the air, effectively turning him into a human projectile as he gains vertical height. He will deal damage to any foe he hits while flying up through the air. When used in Deity form, Teva will summon not one, but five geysers instead. While only the central of the five geysers will launch Teva, the other four will deal damage to foes adjacent to Teva, launching them upwards as well.
Down Special:
Surging Tackle
Teva runs forwards head-first and performs a powerful tackle at his opponent. This allows Teva to move very quickly horizontally, and he will deal moderate damage if he crashes into an opponent during this time. When used in Deity form, Teva's tackle becomes much faster and stronger, while also creating a tidal wave on impact with the opponent which travels onwards across the stage, making this an extremely powerful zoning tool that can make being horizontally parallel to Teva very dangerous. Like most of his other hard-hitting attacks, Teva has to be careful when he uses this as if he misses or doesn't hit the foe, he will be briefly vulnerable as he recovers from the substantial ending lag.
Fan Finisher:
Great White Storm
When this Fan Finisher is activated, the screen will become dark as storm clouds and rain fill the stage. This special rain storm will halve the attack power of all opponents and increase their vulnerability to knockback. If Teva deals enough damage over the duration of the rain storm, then it will suddenly upgrade into shark rain, raining down exploding sharks from above that deal massive damage to all opponents and are very difficult to avoid. Overall, the rain storm will last about 8 seconds, extending slightly in its duration if Teva is able to activate the shark rain.

Tigzon
Tigzon
Debuted in Tigzon.
Character owned by TechnoTigzon.
Tigzon the TigerStar is the fire-type Zon spirit of 16 year-old gamer and anime fanboy Tai Z. Takara. Known as a troublemaker and graffiti artist, Tai one day happens upon a gift from his late father which allows him to unlock his beast spirit, a Zonamorph, by the name of Tigzon the TigerStar. Upon learning that the ANTIX Corporation plans to transform the humans of Azhara City into brainwashed Zonamorphs to build an army, Tai sets out using his newfound form, Tigzon the TigerStar, and teams up with fellow Zonamorph Noora Natsumi, to stop ANTIX, all while avoiding the Revolution Entity of Defenses who seek to hunt down Zonamorphs.
In battle, Tai fights as Tigzon the TigerStar, a mid-heavyweight fighter who unlike most heavier characters, has good speed in addition to attacks that pack a punch. While he can't transform in battle, Tigzon has a special mechanic which allows him to activate Speed Dash. In this state, Tigzon's attack speed and movement speed are increased in an effect which can stack with Soul State to enable Tigzon to reach incredibly high speeds. Although Tigzon excels in attack damage and speed, he lacks range to his attacks and suffers in aerial combat.
Neutral Special:
Fire Fist of the Roaring Thunder
Tigzon pulls back his fist before unleashing a devastating flame-charged punch. This attack is rather slow for Tigzon's standards, and has very short range, but if landed perfectly, the target will take massive damage. Fire Fist of the Roaring Thunder has a brief sweet spot where the attack deals a further 50% damage, which is indicated by the sound of thunder when the punch makes impact. While slow and lacking in range, its power makes up for it, and Tigzon is able to cancel the punch at any time by using the neutral special button again.
Side Special:
Speedy Slider
Tigzon quickly slides forwards in a straight line across the ground, gaining a lot of speed as he does so and hurting foes that he runs into during the slide. If attacked at all while performing this move, it will be cancelled. Speedy Slider an added perk which causes Tigzon to leave a trail of fire behind him when this attack is used, which deals minor damage to enemies that pass over that spot for a few seconds afterwards. Though not the most powerful and leaves Tigzon at risk to attacks while being used, it can be used repeatedly thanks to its quick speed.
Up Special:
Tiger Climb
Tigzon performs another mid-air jump, seemingly briefly climbing through the air while extending his tiger claws. He won't gain a lot of vertical height from doing this as it's one of the weaker recoveries in the game, but where it lacks in utility it makes up for in power - foes that are struck by Tigzon's claws during his climb take heavy damage and knockback. Though this attack can be cancelled if Tigzon is attacked while it's happening, it's quick to use so this is rarely a problem.
Down Special:
Speed Faith
Tigzon's down special allows him to activate Speed Dash, a state where his movement speed and attack speed is greatly increased. Speed Dash can only be active for 10 seconds per stock, though this does not have to necessarily have to be in one go. An orange meter will appear above Tigzon's percentage damage meter when this is first used, decreasing over time as Speed Dash is used. If Speed Faith is used while Tigzon has no Speed Dash time left, nothing will happen.
Fan Finisher:
Extra-Life Chaffies
Upon use of his Fan Finisher, Tigzon pulls out golden glowing Extra-Life Chaffies, which summon a high number of clones of Tigzon on the battlefield, representing all of the extra lives gained from the Chaffies. For a 10 second duration, Tigzon continues to fight, but with 20-30 other Tigzons also on the battlefield teaming up against as many opponents as possible and repeatedly dealing damage and stun-locking them with their special attacks. After this duration, a short cutscene will play, in which Tigzon deals a devastating Fire Fist of the Roaring Thunder against the target that received the most damage from all of the extra Tigzons, dealing massive damage and knockback. Once this happens, all of the Tigzon clones will disappear.

Majara
Majara
Debuted in Majara.
Character owned by TechnoTigzon.
One of the last known Star Riders, Majara is the lone hero set out on a quest in an Arabian-like world to find his lost kind and bring down the wretched space pirates that were responsible for his species downfall but despite his rather dire situation he's found himself in Majara still keeps a bright and prosperous attitude in his attempts to find any trace of his nearly extinct species and find peace at long last.
Majara's playstyle is focused on burst moment and acrobatics as he's got a lot of high-flying stunts and an elongated tongue to use as a grapple or as a way of a tether recovery when off stage which he excels at off-stage specifically since his jumps are high and has a total of 3 but due to this his ground game is rather weak, not awful but still pretty neutral as most of his reliable damage dealing moves are his aerials and specials which of course doesn't make the rest of his moveset flimsy but he is an air fighter first more than anything since one of his main gimmick is slowing his decent with a hover that makes recovery easier and landing aerials a lot easier as well.
Neutral Special:
Stellar Axe-Kick
Majara glows with energy as floats slightly off the ground and performs a powerful upwards axe kick that pops opponents in the air who are hit by it along with causing decent damage in the process, this move is great as a combo starter.
Side Special:
Sunset Spiral/Sunset Flip
Majara begins to float and twirls forwards as his body glows with radiant orange and purple light as he performs a powerful dashing attack that will cause small damage but great knockback as it makes any hit foes tumble to the ground, pressing the special button again while this move is still active will have Majara perform acrobatic flips that makes him pick up more speed to deal more damage and cover more distance, along with all of this this move is great for horizontal recovery.
Up Special:
Elastic Tongue
Majara slings out his tongue as he uses it to latch onto the stage to pull himself back up quickly, when used on an opponent however he'll instead send the foe flying into the air with his tongue outstretched as he pulled towards the opponents as he jumps off of them getting some extended air time along with dealing decent damage to the caught foe.
Down Special:
Pearl Dive
Majara quickly jumps up and preforms a diving attack as he shimmers with brilliant sparkles surrounding him as he homes in on the closest opponent to him as he rams into them sending them flying back dealing good damage and still keeping him off the ground slighty to help him follow up with more moves afterwards as the dive doesn't go straight down it instead curves to either the left or right depending on how you hold the control stick.
Fan Finisher:
Nova Flash
Majara charges up with cosmic and stellar energies as he starts zapping around the stage like a comet dealing damage to all foes who are on the stage as he then finishes the attack by blasting forwards with a radial shield of energy that homes in on the closest opponent sending them away with a lot of damage dealt as the attack ends and the fight resumes.

Millyrain
Millyrain
Debuted in World Tournament.
Character owned by MrYokaiAndWatch902.
Millyrain is a Numeroid hailing from a mysterious realm known as Numberlemonland, which is located in an unknown part of the Fantendoverse and no one knows exactly where, aside from a very select few people, like Millyrain herself. She is known for being bubbly and kind to everyone she meets, going as far as to protect everyone that's in danger even if it puts her at risk of death which luckily, she has special symbols she can activate on her body that give her special powers to help with protecting herself and others.
Millyrain's playstyle revolves around the various symbols she can use to fire off long ranged and disjointed attacks. These also happen to have special effects that will cause foes to act in strange way, but despite this she is very frail and very floaty often being the first to be knocked out during a match if the player isn't being careful.
Neutral Special:
Twin Nova
Millyrain will fire out a swirling disc of dark and light energy, that when an opponent comes into contact with, causes them to be stunned for a few seconds. If the special button is held, this attack turns into a burst of energy that reaches outwards in a large radius, dealing more damage and stunning the opponents for even longer.
Side Special:
Fire Bowl
Millyrain equips the Thermal and Olympus symbols, and forms a large ball of fire that she proceeds to roll on the ground like a bowling ball. Once deployed, it will burn foes for heavy damage and will bury them in the ground for a few seconds as well, making them unable to move for a bit.
Up Special:
Chlorotoxin/Glacier Jet
Millyrain has two up specials that change depending on if she's on the ground or airborne. On the ground she preforms Chlorotoxin by equipping the Coppice and Virulence symbols and creating a stream of vines out of the palms of her hands - if these make contact with any opponent, they will be dragged back down to the ground, taking great damage and launching them slightly upwards. While airborne then she will perform Glacier Jet as she equips the Verglas and Loch symbols. She creates a jet of cold water that propels herself upwards. This attack can be angled and adjusted to any direction you want for a safe recovery but will deal no damage at all.
Down Special:
Headache Wave
Millyrain will equip the Phrenic and Sonance symbols as she lets out an eerie shock wave around her, which can be held in place for a few seconds. Fighters exposed to this wave will take heavy damage, and if they are exposed to it for too long, their controls will be temporarily reversed.
Fan Finisher:
Finishing Light
Millyrain equips both the Unten and Heroforce symbols as she throws forth The Imperium Spear, piercing any foe caught in the way, as she unleashes a torrent of light beams that deal great damage and knockback. She ends the attack in a brilliant burst of colorful light and energy which deals massive damage as she resumes her fighting stance.

Bubbly G
Bubbly G
Debuted in Fantendo's Card Cataclysm.
Character owned by MrYokaiAndWatch902.
Bubbly Guma is an adventurous girl living on the planet of Bonapeti, with five siblings. Unlike her siblings, she has the power of Flavorization, which lets her derive powers from the juices of fruits and berries. Of course, her siblings are jealous of this ability, never being impressed by it and always being focusing on being better than her rather than improving their own abilities. One day, her planet is invaded by Vaarkins, who eat away at her planet while transforming her kind into gumballs. With her powers, she sets out to save her planet from the Vaarkins.
Bubbly G is a lightweight fighter in Fantendo Smash Bros. Soul, being very floaty and oriented towards aerial combat. Her attacks aren't the most powerful but are generally quick to use and have good range. For her specials, Bubbly G uses several different forms to create various projectiles out of bubblegum, which have excellent range and inflict various side effects such as sticking to foes to deal residual damage, or slowing them down due to how sticky they are. Bubbly G's weaknesses lie in her light weight, which lets her get knocked around easily, and mediocre movement speed while on the ground.
Neutral Special:
Smoothie G
Bubbly G turns into her form, Smoothie G, blowing a bubblegum bubble projectile forwards. This floats through the air, trapping any unlucky foes that get caught inside it and causing them to take damage when it pops after four seconds. Alternatively, if the bubble is attacked by an opponent, it will explode into eight smaller, faster-moving bubble projectiles that deal damage on impact. This will happen naturally after four second have passed and the bubble has neither been attacked nor trapped anyone.
Side Special:
Melty G
Bubbly Guma transofmrs into Melty G, and immediately fires an arc of hot, melting gum upwards. Once fired, this can be angled up or down to increase its range, though its direction is predetermined by the side special input direction. This arc of melting gum deals moderate damage to enemies, with the added effect of sticking to them and slowing their movement speed for a few seconds. Furthermore the melting gum will stick to the ground, creating a sticky surface that remains for several seconds that will also slow fighters that walk over it. Despite its high damage and useful secondary effect, it is quite easy to dodge due to its predictable path.
Up Special:
Creamy G
Bubbly G turns into Creamy G, performing a mid-air pirouette and creating a spiral of ice cream below her as she does so. This ice cream spiral will deal damage to anyone who happens to be below her, freezing them solid if they're exposed to it for too long. It doesn't give her a lot of vertical height, however its a fast and reliable offensive option that can also be used on the ground to shoot Bubbly G to the left or right with her ice cream spiral. It has moderate ending lag, however, making it difficult to use over and over again repeatedly.
Down Special:
Poppy G
Bubbly Guma transforms into Puppy G to throw down a small wad of gum onto the ground. After a few seconds, a flower will sprout from this gum, before it explodes, dealing massive damage to anyone within a small radius. Bubbly G can also get the gum to explode manually by using her neutral special button again from a distance, allowing this to act as a remotely-activated trap.
Fan Finisher:
Sweet Deal Appeal
Bubbly G transforms into Blendin' G, her ultimate form gained by absorbing the powers contained within many different berries. When this happens, her hands will turn into giant blades of gum, as she jumps to the center of the stage and begins spinning to create a powerful whirlwind that sucks in foes and items. Foes drawn in by the whirlwind will take massive damage and knockback as they are struck by her gum blades. While spinning, she can move slightly to the left or right. After about 7 seconds of this, Bubbly G's gum blades will explode, dealing heavy damage across a huge area, before she stops spinning and returns to fighting normally.

Meta-Form
Meta-Form
Debuted in Meta-Form (Game).
Character owned by Samtendo09.
Meta-Form is a robotic hero who was created by RCNC originally for military purposes, however after being hacked, he was reprogrammed as his own individual and developed a personality of his own, learning knowledge about humanity and the world while also being trained as a protector of his home planet, Tobor. He and his assistant Cubey, who was also created by RCNC, have faced many a foe, including King Cube KiloBot and Stelog, who have repeatedly tried to take over RCNC and the planet of Tobor.
In battle, Meta-Form is a medium-sized heavyweight, who moves rather slowly both in the air and on the ground. Thanks to their body, which is made of Metawater, Meta-Form is a very sturdy fighter, soaking up large amounts of damage from attacks and not being launched very far. Furthermore, Meta-Form has the unique ability of being able to fight using three different forms, those being his Fire, Water and Thunder forms. Each form grants a positive effect for Meta-Form, but these forms are only temporarily, lasting 20 seconds each and only being able to each be used once per battle. Meta-Form's form is selected through his shield special, which shows three icons of a flame, water droplet and lightning bolt indicating the three forms which can be selected. These icons will become greyed out once the form has been used.
Neutral Special:
Charge Punch
Standing still, Meta-Form pulls back a fist and begins to charge up energy in it as long as the button is held. When the button is released, he unleashes the punch, which lacks range but deals heavy damage. The longer the punch is charged, the more powerful it will become and the more range it will have, of course this has the downside of requiring longer to set up. Furthermore, in Meta-Form's different forms, Charge Punch has different added effects when fully charged:
  • In Fire Form, Charge Punch creates a fiery explosion on impact with an enemy. This increases the attack's damage range and causes the target to take residual damage afterwards.
  • In Water Form, Charge Punch fires out a rippling water projectile, which travels quickly across the screen and allows Meta-Form to deal damage from afar with this attack.
  • In Thunder Form, Charge Punch creates a powerful electric shock, which stuns the target for a few seconds with a direct hit.
Side Special:
Dual Swords
Meta-Form transforms both of his arms into swords and performs a spinning pirouette while moving forwards in the direction this attack is used in. While spinning, Meta-Form is highly resistant to other attacks and foes that he runs into will take damage from the swords. The downsides to this attack are its limited range and slow start-up. There are also some different added effects when this attack is used in different forms:
  • In Fire Form, Dual Swords leaves a trail of fire on the ground behind Meta-Form, which persists for a few seconds and damages any foe that treads on it.
  • In Water Form, a veil of water surrounds Meta-Form as he spins with his swords, increasing the attack range and absorbing any projectiles that hit him during this time.
  • In Thunder Form, Meta-Form moves much more quickly while spinning, allowing him to cover a greater distance. Furthermore, he will release sparks while spinning which can deal extra damage to nearby enemies.
Up Special:
UFO Form
Meta-Form transforms into his UFO form and rises upwards into the air. While rising, he can direct to the left or right, direct it upwards to speed it up, or direct it downwards to slow it down. The UFO will not deal damage to enemies but grants a lot of vertical distance. After a few seconds, he will transform back out of UFO form and fall back down towards the ground, being unable to use any other attacks until grounded again. While in UFO form, Meta-Form will retain the properties of his currently enabled form if he has one, and additional effects will be granted.
  • In Fire Form, Meta-Form's UFO becomes lit on fire, allowing him to deal contact damage to opponents he passes by while ascending.
  • In Water Form, Meta-Form will fire drops of water downwards while in UFO form. These water droplets deal heavy damage and downwards knockback to opponents, giving them meteor smash potential but generally giving Meta-Form another ranged option.
  • In Thunder Form, Meta-Form will summon a thunderbolt at his position upon transforming into UFO form. This will damage nearby foes for heavy damage while also electrifying his UFO, allowing him to travel for several extra seconds as a UFO.
Down Special:
Sum-hotto
Meta-Form turns one of his arms into a laser cannon and shoots out a damaging laser beam. A fairly large but slow-moving projectile, the laser beam will deal explode on impact with an enemy or surface to deal heavy damage. Alternatively, Meta-Form can hold down this attack to fire out an uninterrupted solid laser beam, which deals damage each second to any foe caught in its radius. Like his other specials, this attack gains added perks based on Meta-Form's current form.
  • In Fire Form, the laser shots and beam become bright red, greatly increasing the damage they deal as well as the radius of any explosions created by the laser beam shots.
  • In Water Form, the laser shots and beam become blue. Each shot fired while Meta-Form is in Water Form will heal him for a small amount.
  • In Thunder Form, Meta-Form will instead fire laser shots in three-round bursts for added damage. The beam will also extend in range and fire out sparks.
Fan Finisher:
Bazooka-Cubey
Meta-Form must first attack an enemy to activate his Fan Finisher. When this happens, the target will be frozen in place as Meta-Form calls for his best friend and assistant, Cubey, to assist him. Together, he and Cubey then perform Bazooka-Cubey on the opponent, gathering up large amounts of energy before unleashing it all through Cubey in a super-powerful blast, which deals massive damage while also hurting any foes that happen to be within a close radius to the selected target.

King Cube KiloBot
King Cube KiloBot
Debuted in Meta-Form (Game).
Character owned by Samtendo09.
King Cube KiloBot, also referred to as just Cube, is a robotic pirate and the main enemy of Meta-Form and Cubey. Code-named Protector by his engineers, Cube was originally built to protect Nadian City as a guardian, though he was hijacked by a former employee, his personality hacked into making him evil, wreaking havoc on both the factory he was built in and on Nadian City. With his newfound power and independence, Cube created a robotic army to carry out his bidding while also planning a robotic revolution to overthrow the humans that created him. It was therefore up to Meta-Form to stop him.
King Cube KiloBot takes on a very tanky, bait-and-punish playstyle. His huge size means he has a very large hitbox, among the biggest in the game, and this makes him an easy target, however he is extremely heavy and is difficult to launch far thanks to being made almost entirely out of metal. His attack power is also huge, sporting both close-range and long-range attacks (though his close-range smash attacks are usually stronger) but he is let down by being sluggishly slow. Not only this, but his heavy weight makes it hard for him to fight in the air as he falls very quickly.
Neutral Special:
Blunderbuss
Cube pulls his Blunderbuss out from his back and shoots a high-velocity cannonball from it, dealing heavy damage on impact with an opponent. Fired cannonballs will additionally bounce off enemies and surfaces up to 3 times before breaking, making them excellent for crowd control especially in cramped spaces. This attack can also be held for 2 seconds or more to fire a red-hot glowing cannonball, which moves faster and deals more damage than a regular cannonball, though it will break on impact rather than bounce. This attack is quite slow to use as a projectile despite its high damage and knockback.
Side Special:
Lightning Scimitar
Cube pulls out his scimitar from his back and jumps forwards either to the left or right, while performing a powerful swing with the scimitar. If this hits a foe, it will deal very high damage and knockback, though its range is somewhat mediocre for a sword attack and the attack has substantial ending lag. That being said, it will also produce a lightning bolt projectile mid-swing which flies outwards in an arc to deal damage from afar, and foes will also take damage or possibly become buried if they are underneath Cube when he lands.
Up Special:
Blade Wings
Extending his blue razor-like wings from his back, Cube flies upwards a short distance at a high speed, granting him vertical recovery and dealing damage to anyone he flies past as they're slashed by his wings. While flying, Cube becomes highly resistant to knockback and takes less damage than usual, making this useful defensively while also being one of Cube's better attacks in terms of mobility. That being said, the height gained isn't excellent and Cube will be vulnerable to attacks after this is used.
Down Special:
Electro Absorb
A special type of counter where Cube stands still for a short moment, exposing his shiny body in one direction. As his body gleams in the sunlight, Cube enters a state where he gains an immunity to projectiles, although close-range attacks will still hurt him. Physical projectiles such as bullets and cannonballs are reflected back at his attackers, while energy projectiles such as electricity is absorbed into his body, causing him to enter a powered-up state where his body pulsates with electrical energy. This greatly increases the damage and knockback of his next aerial or smash attack, though this state ends after either of these attacks are used, whether successful or not. The degree to which the attack is increased depends on the strength of the projectile that originally hit Cube.
Fan Finisher:
Giga Devastator
Cube flies to the center of the stage, his body overflowing with electricity, and releases a constant stream high-velocity electrical waves. These waves are fairly wide and difficult to avoid, and can also be angled by Cube to be fired in any direction. Thanks to how quickly they are fired, struck foes will likely be stun-locked until Cube changes his direction of fire, or until they're blasted off-screen by high damage and knockback of the waves. During this time, Cube also becomes immune to all attacks. After 10 seconds, the Fan Finisher will end - Cube will stop firing waves and become vulnerable to attacks again.

Slanito
Slanito
Debuted in Super Mario Team-Mania.
Character owned by Samtendo09.
Slanito P. Toad is a Poison Toad, unique among his kind, originally a simple landlord in the Mushroom Kingdom who became fed up with the constant Princess kidnappings and decided to take matters into his own hands, turning to villainy. Unlike most Toads, he is very intelligent, and quite sadistic in his methods. Immune to the regular effects of Poison Mushrooms, he instead uses them to grow to large heights and wield his size to his advantage. He's something of a scientist himself, crafting all kinds of toxic potions, and being able to wield dark magic to a certain degree.
In battle, Slanito is an unconventional fighter who's moveset allows him to adopt a wide range of playstyles, mainly owing to his unique ability - changing size mid-battle with his Shield Special. While a middleweight by default, Slanito can use his mushrooms to either grow to a heavyweight or shrink to a lightweight, being able to revert to middleweight at any time. While this gives Slanito three different weights that he can switch between on the fly, he doesn't excel at any specific archetype as a result. To master Slanito, shifting size at the right time is the name of the game.
Neutral Special:
Dark Spell
Slanito casts forward with a magic wand, creating three shadowy projectiles similar to Kamek's magic; a square, a circle, and a triangle. The three shapes rotate in a ring while travelling, but hit as individual projectiles, dealing the most damage when all three shapes connect. While it cannot be aimed manually, the move will automatically aim in the opponent's direction. While basic, the move acts as a reliable projectile for Slanito no matter his weight.
Side Special:
Spore Scatter
Slanito releases a burst of spores from his head, which linger in the air for a few seconds before disappearing. The spores will stick to enemies that come into contact with them and deal continuous poison damage. While powerful, the move is very close-range, and can be used to rack up damage on the opponent quickly.
Up Special:
Grape Pound
Slanito eats an Army Grape, creating momentarily appearing clones of him that toss him into the air. At the peak of his jump, the clones will appear beside him and the three will ground pound downwards, disappearing after the move is used. The move's effectivity is based on his weight, with heavyweight Slanito dealing the most damage and burying opponents directly under him, but gaining the least height from the move. Owing to his temporary clones, the move's wide range makes it quite effective, but can be quite underwhelming in damage, especially as a lightweight.
Down Special:
Mushroom Trap
Slanito slides a Poison Mushroom along the ground, which moves across the stage until falling off the edge, While not a traditional Item in this game, the mushroom he drops acts similarly to its appearance in the Super Smash Bros. series, unwillingly shrinking enemies that touch it and greatly increasing their launchability. If Slanito touches the spawned Mushroom, he will instead heal 1% percent.
Fan Finisher:
Mega Slanito
Slanito eats multiple Poison Mushrooms at once, growing to a large size as the Mega Mushroom music plays. During this form, he takes up a great chunk of the stage, being able to use his normal moveset but as an extremely slow speed. Additionally, he can damage opponents just by walking or jumping, and can deal large amounts of damage or simply push his enemies off the stage. After ten seconds have passed, Slanito will shrink back to normal size as the music fades out.

Squav
Squav
Debuted in A Nutty Adventure.
Character owned by WesternSkies.
Squav is a Squavacado living in Squavacado Forest. He is considered a hero among his people, owing to his light powers and wielding of the sword, Exulbore, which he received from Squelian, the goddess of light, at the age of 14. Though intended to keep his powers a secret, he accidentally revealed them while protecting Squavacado Forest from Dark Minions. This actually worked out in his favour, however, as he was elected the leader of Squavacado Forest afterwards. He is a natural-born hero with an optimistic attitude, protective of his people and most importantly, his close friend Sabra and niece Avary.
In Fantendo Smash Bros. Soul, Squav is a speedy rushdown fighter, with fast attacks that pack a punch. This is in part due to his sword, Exulbore, which he wields in battle, granting him decent reach with his jabs and smash attacks. Squav also wields light powers which he can use for some of his specials, and when used in conjuction with his sword as seen in his neutral special, these can create very powerful effects. Squav's also got good movement speed, though he functions a lot better on the ground than in the air. His main weakness is his extremely light weight and low defense which make it easy for foes to launch him, even at low percentages.
Neutral Special:
Exulbore Beam
A two-part attack, beginning with Squav swinging Exulbore in front of him in a basic motion. This will deal decent damage to foes at very close range, but the main use of this attack is in its secondary effect. Once Squav swings his sword, it will send out a sword-shaped projectile made of pure light, which travels forwards at high speeds and can pierce enemies while dealing damage. This attack is very fast to use and amazing as a spammable, reliable projectile, even if its damage is a little mediocre.
Side Special:
Forest Flurry
A chargeable attack which activates onces released. With his sword in hand, Squav runs forwards, repeatedly swiping the air as he dashes. He will travel quite far using this attack, and the distance travelled and speed at which he runs can be increased by charging this attack for longer. Foes hit by Squav during his swiping dash attack will likely take damage several times and receive significant knockback. Useful for both offense and mobility, Forest Flurry can also be used in mid air to help Squav move around the stage faster, however Squav will stumble if he doesn't hit a foe during his dash, causing moderate ending lag and making this a high-risk, high-reward type of attack.
Up Special:
Uppercut
Squav leaps upwards, Exulbore drawn, and performs an upwards slash with it as he jumps, dealing high damage if he comes across a foe while doing so. This grants Squav a decent, albeit slightly mediocre, amount of vertical recovery, though this attack's main strengths lie in its very quick use speed, good range and attack damage. If he does hit a foe with Uppercut, Squav will gain a little more vertical distance, but he will still be left vulnerable afterwards and won't be able to attack again until he reaches the ground.
Down Special:
Light Counter
So long as this attack is held, Squav will hold out Exulbore in a defensive stance in front of him. During this time, Squav will deflect any projectiles that come his way. Furthermore, if he times the attack well, he can use this to perform a counter against melee attacks, dealing massive damage in retaliation. Though he can hold this attack for as long as he likes, he won't be able to move while in this defensive state, and he will still be vulnerable to attacks from behind. Furthermore, this move's ending lag punishes excessive use, making it best to be only used when the player is sure they will be hit by an attack.
Fan Finisher:
Avacorn Obliteration
Squav temporarily gains the ability to rapidly throw giant Avacorns, which once thrown, will bounce around the stage at high speeds. Approximately 10 Avacorns can be deployed at maximum, and they will deal heavy damage and knockback if they hit an opponent. Due to the high number of Avacorns bouncing around the stage, opponents are likely to be constantly thrown around by them while taking massive damage. After all of the Avacorns have been thrown by Squav, he will then tap on his amulet, causing all of them to explode releasing light energy and damaging opponents for high damage if they're close to one. This effectively ends his Fan Finisher, allowing him to continue battling while his foes have likely been blasted off-screen.

Avery
Avery
Debuted in Heaven's Bound.
Character owned by WesternSkies.
Avery is the exiled child of the Aeria Isles' monarchy, who one day after the death of King Lir, returns to the isles upon request of Queen Morrigan and Princess Heldana. Despite never having shown an ability to use the royal bloodline's unique ability, Unleash Potential, Avery is welcomed back into the family following the king's death, as support is needed to protect the kingdom from the forces of the Valkyries, winged beasts intent on usurping the throne. In the meantime, Avery must also contend with political clashes and dark happenings around the archipelagic kingdom.
In Fantendo Smash Bros. Soul, Avery is essentially two identical characters in one, with both their male and female counterparts being playable (though male Avery is typically used as the default). An agile and somewhat floaty character, Avery is a zoner with very good attack range, thanks partly due to their use of Wind Magic, an often inaccurate attack method but one that has very good range and speed. Furthermore, they also wield the sword Yggdrasil for their standard and aerial attacks, a melee hybrid weapon that grants them melee strikes from an extra-long distance thanks to its ability to extend.
Neutral Special:
Whirlwind
Avery casts a Whirlwind spell, firing out a tornado projectile which spins quickly through mid air as it travels directly forwards across the ground. It doesn't deal very much damage, but opponents that are hit will be thrown backwards by the force of the wind. Whirlwind is a useful attack for keeping foes at a distance, as it can be used quickly and repeatedly to produce numerous tornadoes, and has good range for pushing away foes.
Side Special:
Yggdrasil
Avery draws their sword, the Yggdrasil, and slashes it forwards either to the left or the right. As the sword is swung, the vines around its hilt extend greatly and increases the range of the sword's swing. Furthermore, the attack can be held to charge it for a few seconds, which increases the range and power of the attack even further. One of the longest range melee attacks in the game, Yggdrasil can reach almost all of the way across the stage when fully charged which makes it an unpredictable attack, though its slow start up deters players from spamming it.
Up Special:
Tempest
Another wind magic spell, Avery casts a strong upwards wind current, launching them upwards into the air and dealing damage to any opponent they collide with. It can alternatively be aimed to the left or right for an angled recovery. Their wind current will also push foes upwards, launching them further than it would for Avery while also dealing damage to them.
Down Special:
Divine Shield
Standing still, Avery uses their magic to create a defensive aura field around them. This field is circular in shape and extends a short radius around them, and has several different effects. Enemies inside the shield will be pushed back and take damage. Additionally, the shield will absorb any projectiles that enter it, restoring Avery's HP slightly for each projectile absorbed. The shield can only be held for a few seconds before breaking on its own and leaving Avery vulnerable.
Fan Finisher:
S-Support
Once Avery activates their Fan Finisher, they can select up to three simultaneous targets by hitting them with any attack. Targets hit by this attack take damage and then be frozen in time as a cutscene plays, displaying Avery being joined by a randomly selected S-Support partner (either Maeveen, Viktor, Jameson, Anise or Diantha). Avery and their partner then attack the targets with a powerful team attack using a combination of wind magic and the summoned S-Support partner's specialist ability. Once the attack ends, the targets will take heavy damage and knockback while Avery gains a temporary stat buff.

Kaiden
Kaiden
Debuted in Champions of Ascerth.
Character owned by Krexxal.
When Kaiden's home town was burned to the ground by the Krexxon, he sought to create a band of like-minded heroes to prevent the rest of the planet of Ascerth from meeting the same fate, teaming up with unlikely allies such as Elina, a sorceress who eventually would become his girlfriend and wife, Ukoras, a warrior whose clan was wiped out by the Krexxon, and Orthesu, a mercenary who wants to make profit from stealing the Krexxon's technology. Kaiden is a skilled swordfighter who makes use of his two swords, the Dragonblades, in combat. He is a calm and collected hero when he needs to be, though socially awkward at time and struggling with mental scars after witnessing his village being burned to the ground.
In Fantendo Smash Bros. Soul, Kaiden's attack power is very high making him a formidable foe. This combined with his decent speed make him a threatening hit & run fighter. Though his attacks lack substantial range, they all deal quite a lot of damage and can be hit off fairly quickly, not to mention the fact that he has access to a one-hit KO move in his neutral special. That being said, Kaiden can be difficult to use as a lot of his attacks leave him vulnerable after use, and his strongest attacks can be quite tricky to pull of successfully. His aerial game is also subpar but he makes up for this with good movement speed on the ground.
Neutral Special:
Power Strike
A two-step attack where Kaiden draws out his Dragonblades and waits to attack. When this attack is released, Kaiden will perform an extremely powerful close-range strike, that if timed correctly will one-hit KO the opponent. The attack timing window is very narrow and the range is very short, making this a risky attack since if Kaiden misses or otherwise fails the attack, he'll be left vulnerable for a few seconds. Additionally, it requires a few seconds to charge in order to succesfully one-shot the opponent. If it's not held for long enough (or held for too long) it will steal deal damage, but nowhere near as much as it would during its sweetspot.
Side Special:
Whirlwind
Kaiden rushes forwards a short distance with his two swords, the Dragonblades, drawn, dealing heavy damage to the enemy if they're caught in the attack. This attack is executed extremely quickly, so quickly that the rushing of his blades creates a whirlwind projectile that issues forwards from him at the apex of his attack, knocking back foes and dealing moderate damage in the process. Though very fast to start up, it has substantial ending lag making it difficult to get a lot of consistent use out of the whirlwind projectile.
Up Special:
Surprise Kick
Kaiden leaps up into the air granting him limited vertical recovery. If he comes into contact with a foe while this is happening, he'll deal a devestating mid-air kick to them, instantly knocking them down to the ground and allowing him to get some extra height off of them. If he doesn't hit a foe, however, he will be left vulnerable and unable to attack until he reaches the ground again.
Down Special:
Disarm
Kaiden adopts a defensive stance with his two Dragonblades held out in front of him. If he times this correctly, he'll hit a sweet spot where he'll automatically perform a counter attack, immediately cancelling the enemy's attack, negating any damage they'd deal. The counter attack will deal massive damage, calculated as being roughly double what the attack that would have hit Kaiden would have dealt. It can be used repeatedly since it's a very fast counter, though it won't do anything against projectiles (leaving Kaiden vulnerable to those) and using it over and over again might cause it to fail.
Fan Finisher:
Netherspace Aura
Upon activation, Elina, Kaiden's wife, will come to his aid and empower him with Netherspace Aura, briefly transforming him into a state of greatly enchanced physical capability. In this mode, Kaiden grows to about 1.5x his original size while gaining significant boosts to his movement speed, attack range and damage. Though he will take damage (albeit at a reduced rate) in this state, he is totally immune to knockback letting him charge up powerful attacks with no risk of being blasted away in the process. After about 10 seconds, Elina will lose control of the Netherspace Aura, freeing Kaiden from it and causing a storm of dark purple energy to blood the battlefield, dealing moderate damage to any foes that survived their encounter with Netherspace Kaiden.

Felton & Trent
Felton & Trent
Debuted in Birds of a Feather.
Character owned by Krexxal.
Felton and Trent are an avian duo living in a nest in Cloudgaze Valley. Felton is a duck, the strong-willed jokester of the duo, while Trent is a reserved and knowledgable owl. They've been best friends every since their childhood and now live together, playing video games together on their prized Exvento Swap console. That is until one day, a giant hawk known as Vance the Skythief steals their console due to not being able to get one himself amidst stock issues. To reclaim their console, the two birds must collect Golden Eggs to pay the Breadkeeper to take them to Vance's lair.
Felton and Trent are a unique tag team in Fantendo Smash Bros. Soul. The player will take control of one of the two (Felton by default, though this can be changed mid-battle by using the shield special button) while the other character will follow behind them, copying their attacks. Felton and Trent do function slightly differently in their moves, with Felton having slightly higher attack power and Trent having slightly higher defense. Both characters have very good combo games due to both being controlled at the same time, and of course, being birds, they have fantastic aerial mobility. Both Felton and Trent have extra mid air jumps that allow them to fly by flapping their wings for a short duration. Their downfalls lie in their somewhat underwhelming attack power and being extremely lightweight.
Neutral Special:
Scattered Feathers
Felton and Trent each flap their wings to each fire out a feather, which travel at a moderate speed through the air and deal damage on contact with an enemy. If this attack is used while Felton and Trent are in mid air, they will each fire out two feathers. Feather projectiles travel in straight lines but can be aimed in any direction. Furthermore, feathers will continue moving until they hit something or fly off-screen, giving them very good range.
Side Special:
Beak Spin
Either Felton or Trent (whoever is leading the duo at the time) performs a forward corkscrew spin, accelerating them horizontally through the air and damaging any foes they run into in the process. This attack has the potential to deal damage multiple times if a foe is caught up in the attack. Furthermore, while performing the corkscrew spin, Felton or Trent will be able to deflect projectiles back to the opponent.
Up Special:
Take Off
Felton and Trent rapidly flap their wings to begin flying upwards very quickly. This is one of the most effective recoveries in the game in terms of distance covered, and it's also very responsive movement-wise as it allows for Felton and Trent to move left or right while they're flying upwards. Furthermore, they will deal minor damage to foes they pass along the way by flapping their wings.
Down Special:
Golden Eggs
Felton and Trent both pull out Golden Eggs stashed within their feathers and throw them downwards. These eggs will bounce around the ground, dealing damage to anyone they hit and breaking open after several bounces. While slower to use than most of Felton and Trent's other attacks due to the start up lag, Golden Eggs are their most powerful attack in terms of raw damage, but lack the reliability and range that their other attacks have.
Fan Finisher:
Phoenix Form
When activated, the camera zooms in on Felton and Trent, as the latter pulls out three Phoenix Orbs, transforming both members of the duo into their Phoenix forms. In this state, Felton and Trent become surrounding in fire, dealing heavy damage contact to anyone they hit, while also granting damage immunity, greatly increased movement speed and infinite flight, essentially allowing them to freely fly around the stage at high speeds while damaging opponents with the fire around their bodies. Additionally, using a special in this state will cause them to fire out fireball projectiles for dealing extra damage. This form change will last about 10-12 seconds before Felton and Trent return to normal.

Graviteen
Graviteen
Debuted in Powerborn.
Character owned by Gold-sans mobile.
Born and raised in New York by his two mothers, Graviteen (real name Calvin Pond) is a young Powerborn working hard, fighting crime and learning to master his Gravity and Reality warping powers while also trying to battle against his own growing pains and social anxieties, he's often seen as rather shy and reluctant to meet new people but when he starts opening up to others he is a rather tender and loving soul with some snark to him sometimes but he still means well regardless of that.
Graviteen's gameplay revolves around his gravity powers as he's able to change the weight of himself and other fighters around him but he cant do this for too terribly long or else he'll tire out for a while which means you got to plan accordingly and use these powers carefully and cautiously or you'll be paying big time for any mistakes you make.
Neutral Special:
Low-Gravity
Graviteen will loosen up his body as he casts out a field of low gravity that makes him and the opponents floatier and lighter for a few seconds meaning that all knockback is effectively doubled in this state which means scoring knockouts is easier but you getting knocked out yourself is also greater as well, after the gravity field disappears Graviteen must rest for a bit before using it again.
Side Special:
Boulder Throw
Graviteen will pick up a large boulder with his gravity powers and chucks it forwards at an arc that deals heavy damage but no initial knockback as the thrown boulder will instead stun opponents and launches them away according their current damage percentage often sending them further than normal.
Up Special:
Reality Check
Graviteen will mess around with the surrounding space he's in as he casts a teleporting move that goes in whatever direction the player chooses to go in but along with this if he teleports with a player nearby them, they'll then be warped to a random point on the stage sometimes leading to their demise but it doesn't put them into free fall so using this to try and score and early KO is very ill advised since its very risky and sometimes they might not even move at all when you teleport them.
Down Special:
Heavy G
Graviteen will cause the surrounding gravity around an opponent to start pulling them downwards as it then cause them to be buried in the ground along with dealing some decent damage as well but this move does need to be recharged for quite sometime as it makes Graviteen extremely tired afterwards.
Fan Finisher:
Zero Field
Graviteen will channel all of his power into his hands as he then casts out an anti-gravity wave that causes all opponents, items and assists to begin floating as knockback is set at an all time high where even the lightest hit will make you go flying, in this state Graviteen also has free flight and full control over his own gravity as he can move around with ease and attack foes without any movement faults, this finisher ends with gravity returning to normal, everything falling back down and Graviteen resuming his regular fighting stance.

Shoka
Shoka
Debuted in Spoop and Shoka.
Character owned by Gold-sans mobile.
Daughter of a famous wizard lady who lives in a strange and enchanted land, Shoka was destined for greatness, but eventually let her laziness and easy-going nature take over, making her neglect her wizard training much to her mother's dismay. However one day, things would all change when Shoka would get a wakeup call from her mothers horrible ex-husband who used his vile magic to transform her into a broomstick. Now furious and all fired up to go, she sets out to find a magical cure to bring her mother out of this form with help from her hat possessed by her loyal ghost dog Spoop.
Shoka is quite the odd mage user, as she doesn't solely rely on traditionally-damaging spells ,instead opting for more situational and odd spells all with oddball properities and various uses that can change depending on what the battle calls for. Her biggest drawback being, despite being a medium weight character, she has rather slow moves as she needs to prepare herself in order to use them first. This leaves her wide open for attacks on all sides; along with that her movement is quite floaty, which makes landing precise attacks rather difficult. However using all of these weakness and strengths together can go a long way.
Neutral Special:
Gyam/Gyammp/Galamp
Shoka will hold out her wand and cast forth a bouncing blob of grape jam (Gyam) that deals small damage but will cause a foe who is hit by it to run slower and also cause their jumps to be more sluggish. Holding down her special button for longer will turn that jam ball into a floating jam cloud (Gyammp) that will shock any foe who steps into it with a powerful purple zap, and charging it up all the way will cause the jam to take the shape of an old lantern (Galamp) that breaks upon contact with any surface, leaving a small flame behind that deals multiple flinching hits of damage to whoever walks into it.
Side Special:
Hive/Hiiver/Hiivest
Shoka will cast forth a spell that draws out a large vine out of the ground with a beehive attached to the end of it (Hive) that releases a small swarm of bees out that will swarm the nearest opponent. This constantly does chip damage while slightly carrying the target closer to Shoka. Charging this attack up for longer will cause the bees to be covered in a thick coat of honey, that causes foes to stick to them as they deal even more damage (Hiiver) and the final charge will have one massive bee come out of the hive and perform a gigantic charging sting tackle forwards (Hiivest) that deals heavy damage and knockback.
Up Special:
Wharp/Whalrp/Whazzarp
Shoka will cast out a spell that surrounds herself in a ring of light (Wharp) that will teleport her straight up with no additional input being required. Charging this attack up for longer will cause a small beam of light (Whalrp) to appear where Shoka's teleport spot is, dealing great damage to whoever steps into it, and the final charge will cause a sweeping explosion of light (Whazzarp) to appear on the spot she teleports on, dealing heavy damage and even greater knockback.
Down Special:
Vibrave/Vibrawave/Virbrosave
Shoka will cast out a spell that sends out a wave of vibrations (Vibrave) that will cause hit opponents to be stunned for a few seconds as they're flung down to the ground hard, causing small chip damage to be dealt to them. Charging the attack up for longer will cause the waves do deal damage upon contact (Vibrawave) along with making foes dizzy after they get up from their fall, and the final charge (Virbrosave) will cause the foes spin out of control as they're flung very far back off the stage, dealing heavier damage as well.
Fan Finisher:
Cursadia + Megalari Void
Shoka will charge up an ultra-powerful spell which she casts out on all fighters on the stage, as they begin to leak a weird purple haze as a residual damage effect is applied to them that will continuously deal more and more damage over time. The amount of damage dealt increases over time as Shoka then flies up to the top of the stage and casts down one final spell that sends them deep into the void via a black hole summon. That then spits them back out dealing monstrous damage and instantly KO'ing those who are over 100% damage before the fight resumes.

Cehariha
Cehariha
Debuted in Untitled Community Fighting Game.
Character owned by Erictom333.
Cehariha is a 19-year old human girl from a town called Duluth in the nation of Ontonagaon. Originally just a regular girl, Cehariha was one day gifted a magical staff by an Alien Space Bat. She does not know why she was granted this gift, but seeks to find out, whether she is part of some sort of prophecy or whether the staff was a reward for something that she did. She is a kind and caring person though often struggles under pressure and becomes clumsy and reckless when using her staff in these situations. Cehariha once participated in an intergalactic tournament.
In Fantendo Smash Bros. Soul, Cehariha is a middleweight fighter who is somewhat of a glass cannon. Though her speed is middling, her attacks are very powerful if properly utilized. That being said, Cehariha is often held back by her very low defences, leaving her prone to being launched around easily. Furthermore, many of her attacks require a charging phase for their strength to be properly realized, meaning sometimes Cehariha can struggle to find an opportunity to land an attack in the midst of a chaotic battle.
Neutral Special:
Alpha Beam
A chargable attack where Cehariha holds out her staff, before firing out a concentrated beam of alpha radiation which appears as a bright pink beam. If used without any charging, this attack will fire out a singular large projectile, which deals heavy damage. If held, however, the attack will fire out a solid beam of energy which travels outwards from Cehariha and reaches about half way across the stage when fully charge, dealing repeated damage to anyone within its path. Though a long charging phase is required to reach this point, which leaves Cehariha vulnerable, it is extremely powerful if executed properly.
Side Special:
Osisʒejte
Cehariha fires out a bouncing iceball projectile from her staff. Strongly affected by gravity, this ice ball will bounce three times before dissipating on impact with the ground for the fourth time. If a foe is hit by the iceball once, they will become briefly slowed down and take damage, and if they get hit by the iceball again, they will be frozen solid. One of Cehariha's faster attacks, she can use it repeatedly to send out multiple iceballs, however if she tries to shoot more than 3, the oldest one will dissipate immediately.
Up Special:
Discharge
Cehariha emits an electric charge from her staff, which manifests itself as a bolt of lightning which appears from below her and launches her upwards on impact. Though Cehariha will take amount of damage from this attack, it grants her quite a lot of height, and the conjured lightning bolt will also damage enemies. After being launched, however, Cehariha will be vulnerable to attacks until she reaches the ground again.
Down Special:
Rainbow Reflect
Using her staff, Cehariha casts a rainbow-coloured force field around her. Though it won't do anything to stop close-range attacks, the force field has the special perk of reflecting any projectile that hits it, charging it with rainbow energy in the process to double the reflected projectile's velocity and damage. This makes Cehariha difficult to deal with as a projectile user, however due to the starting lag when setting up Rainbow Reflect, Cehariha often has to make a bold prediction as to whether she thinks she will get hit, as once she casts the forcefield, she will be unable to do anything else until it disappears several seconds after.
Fan Finisher:
Singularity
To activate her Fan Finisher, Cehariha must first launch an attack, which is executed in the form of firing a black energy sphere from her staff, which travels horizontally at a very high speed until it hits a foe. On contact with an enemy, the sphere will then explode violently, dealing extremely high damage to the unfortunate target and creating a shower of sparks and particles which fill the screen, flying around and damaging any opponent that touches them.

Hein
Hein
Debuted in Dark Woods.
Character owned by Crispycol.
Hein once lived as an ordinary boy in a normal family, but his life turned upside down when his sister Lily disappeared. Prompted to find her, Hein ran away from home, entering the Dark Woods, where after spending so long trying to find Lily, his humanity drained away and he became a much more powerful form of himself - a demon. However, this only helped Hein face the challenges that he would next be faced with, facing off against the Dark Wood Circus's Ringmaster Pan to save Lily. Since then, Hein has returned to the Dark Woods numerous times due to his love of adventure and intrigue surrounding the morbid mysteries of the Dark Woods.
Hein fights in Fantendo Smash Bros. Soul as a middleweight fighter who is able to utilize both his arsenal of weaponry, including his signature weapon, the Skeleton Scythe, as well as Nocturnal Energy, a form of dark magic he gained access to after becoming a demon. With these two abilities in hand, Hein essentially has two sets of specials, one using magic, which he will use at the start of the fight until his Noctural Energy Meter has depleted. When this happens, he will automatically switch to using his weapons until his Noctural Energy Meter fully replenishes, then automatically putting away his weapons and switching back to using Nocturnal Energy for his specials. Hein is primarily a grappler with many long-range attacks that are high in power, though his mediocre speed and abysmal aerial game leave much to be desired.
Neutral Special:
Nocturnal Disc
Skeleton Scythe
When using Nocturnal Energy, Hein will perform Nocturnal Disc, holding his hands out in front of him as he fires a sphere of Nocturnal Energy through the air. A basic projectile attack which sees the sphere shoot through the air until it hits an opponent or naturally fades away after covering a certain distance. The energy sphere will deal moderate damage to the target it hits, and since the sphere moves very quickly through the air, it can be difficult to dodge.
When his Nocturnal Energy has depleted, Hein will use Skeleton Scythe, a slow, short-range swing attack using his signature scythe which deals heavy damage and knockback to foes within close range. Each time this attack is used, Hein will use one of his different scythes, alternating between the Skeleton Scythe, Blood Slicer, Ghoul Reaper, Operating Surgeon and Majestic Unicorn. All of the scythes function identically, however. A successful hit will also drain a small amount of HP from the target.
Side Special:
Nocturnal Wisp
Root Whip
When using Nocturnal Energy, Hein will perform Nocturnal Wisp, launching a slow-moving will-o-the-wisp projectile which deals light damage to foes it hits. However, the real attack happens about 2 seconds after the wisp is launched, as it will then explode and transform into a miniature black hole, sucking in nearby enemies and items and dealing damage to them. The explosion will deal moderate damage, though the black hole is used more for controlling the enemies' movements rather than dealing damage, thus it is rather weak and slightly on the slow side.
When his Nocturnal Energy has depleted, Hein uses his Root Whip, a melee attack that covers a very long range. Foes hit by Hein's root whip will take repeated damage from the thorns, while also being pulled towards Hein. If the opponent attacks repeatedly, they may be able to escape from the whip, but if not, they will be dragged towards Hein where he'll then be able to try and attack them. This attack has a solid amount of ending lag though, meaning the timing for landing a combo takes a lot of getting used to.
Up Special:
Nocturnal Levitation
Salto Scythe
When using Nocturnal Energy, Hein performs Nocturnal Levitation, surrounding himself in Nocturnal Energy in order to briefly make himself rise through the air. This is the more useful of Hein's recoveries in terms of vertical distance covered, and it has the added perk of dealing damage to any foes Hein collides with on the way. However, he rises somewhat slowly, leaving him vulnerable to enemy attacks which can stall or even cancel his recovery.
When his Nocturnal Energy has depleted, Hein will perform Salto Scythe, a spinning jump where he holds out his scythe to deal repeated hits and heavy knockback to foes within close range. The attack doesn't last long and doesn't give Hein very much height, but it's useful for quickly dealing damage to close range opponents. It will also increase with power and knockback over its short duration, dealing more damage near the end of the attack than at the beginning.
Down Special:
Nocturnal Pentagram
Morning Star
When using Nocturnal Energy, Hein performs Nocturnal Pentagram, conjuring a series of five orbs of Nocturnal Energy above him, which form a pentagram shape before automatically firing off in the direction of the nearest enemy. Though slow to use due to the start up, it will lock onto an enemy and fly in a straight line in their direction, meaning Hein doesn't have to aim. The orbs also move quite quickly through the air, meaning slow characters will have a difficult time dodging them and will be unlikely to avoid taking heavy damage.
When his Nocturnal Energy has depleted, Hein performs Morning Star, throwing out a giant spinning shuriken projectile which flies through the air a short distance, before returning back to him. It deals heavy damage, but moves fairly slowly for a projectile's standards and has fairly limited range. That being said, any opponent hit by it is likely to be hit twice as they will also be hit during the projectile's return to Hein.
Fan Finisher:
Nocturnal Reaper
Hein uses his Nocturnal Energy to summon the Nocturnal Reaper, the Grim Reaper of Dark Woods. With a blast of Nocturnal Energy, the screen turns very dark and all opponents will be drawn towards the center of the stage where the Nocturnal Reaper is stood in waiting, before he swings a nocturnal scythe to deal massive damage to them. If used against only one opponent, this will be a guaranteed one-hit KO, though the attack's power decreases the more targets it's being used again. Throughout the duration of the Reaper's summoning, Hein becomes invulnerbale to all damage and can use his own attacks against opponents while they are being attacked by the reaper to deal extra damage. After the attack, the Nocturnal Reaper disappears and the screen returns to normal.

Ruby
Ruby
Debuted in Ruby Tuesday.
Character owned by Guygombaa.
Ruby Glaes is a young girl who gains mysterious powers known as the Power of The Red after falling down into a ruined temple and encountering the Lapis Crystal. Intrigued by her new abilities, she begins to travel around her home town, Matisse, and its surroundings in search of colourless crystals that seem to enhance her powers, a search which attracts the attention of the malicious sorceress Ebony who wants to use these crystals for her own purposes. During her adventure, Ruby learns to use her powers to protect Matisse, even gaining weapons such as a sword and scythe that will help her fight against Ebony and other foes she encounters along the way.
Ruby is a rushdown-type fighter in Fantendo Smash Bros. Soul, with numerous fast and hard-hitting attacks at her disposal. Her signature weapon, her crystalline scythe, grants decent range a lot of her attacks, and even though she is lacking in reliable long-range options, she is a force to be reckoned with at close range. She utilizes a special ability called The Red in battle, which builds up each of her attacks' power levels over time. Initially, Ruby's attacks won't be very strong, but after using a special fifteen times, it will be upgraded and gain added perks. This means she takes a while to get going but is very strong when her specials are fully upgraded. These upgrades will reset if Ruby loses a stock, however.
Neutral Special:
Red Needle
Ruby swings her scythe in a semi circle around her, dealing heavy damage and knockback to anyone it hits. A fairly fast attack with minimal lag, but lacking in range, Red Needle can be used repeatedly and reliably to deal with close-range opponents. Furthermore, a crystal shard projectile will also be released at the apex of the scythe's swing, which travels quickly through the air in a straight line. Red Needle can be upgraded into Seeking Needle if used 15 times, which causes the crystal shard projectile to home in on enemies.
Side Special:
Cherry Bomb
A short-range projectile produced by The Red, Ruby fires out a slow-travelling orb, which bounces across the ground when launched. Upon contact with an enemy, or after about 5 seconds have passed, it will explode in a pulse of red energy to deal moderate damage to anyone within a close radius. Cherry Bomb doesn't have very long range and only has mediocre damage output, but it can be repeatedly used and has high combo potential if multiple Cherry Bombs are active at once. If used 15 times, Cherry Bomb is upgraded to Packed Bomb, causing the explosions to release crystal shards for extra damage.
Up Special:
Glide
Giant crystalline wings appear on Ruby's back, allowing her to fly for a short period of time. She can fly in any direction while in this state, being able to move through the air fairly quickly for a duration of about 3-4 seconds. This allows Glide to be used for recovery, but also for general stage navigation. Glide will not deal damage, unlike most recoveries. If used 15 times, Glide becomes Wing Attack, where after her flight ends, instead of disappearing, Ruby's wings will shatter and release a flurry of crystal shard projectiles in all directions around her.
Down Special:
Shatter Shield
Ruby uses her scythe to cast a defensive crystal shield in front of her. The shield can be held in place indefinitely, and has the ability to reflect enemy projectiles back at the opponent. Each time the shield reflects an attack, however, it will break slightly, breaking completely if it takes too much damage and subsequently requiring time to recharge. It can also be used to defend against opponents' melee attacks, though it will only reduce the damage they deal, and melee attacks will make the shield break sooner. Shatter Shield can be upgraded into Sponge Shield if used 15 times, which will absorb projectiles to restore Ruby's HP slightly.
Fan Finisher:
Red Rocket Nova
When activated, Ruby will swing her scythe around in the air repeatedly, producing a series of giant red energy bolts, which fly around the stage and incredibly high speeds and seeking out targets to hit. On impact, an energy bolt will explode to deal massive damage and knockback against the target. Approximately 10 energy bolts are sent out throughout the duration of this attack, and they can fly in any direction making them very difficult to avoid.

Pandora
Pandora
Debuted in Pandora's Box.
Character owned by .captaincat13.
A pale demon girl with a fun-loving but childish personality, Pandora is often one to never resort to violence when it comes to facing conflicts. Sure she can be miffed about even the smallest things, but she is never violent, which the Raven Army has tested many times. They're the main threat to her and her world, and it's her duty to protect the forsaken cursed Box of Pandora at all costs. Despite all the trouble they have put her through, implying they're more than just mortal enemies, as well as the many encounters from Lord Blackford, she isn't one to hold grudges and will try to be the better person, though if push comes to shove she won't back down from anything.
Pandora's playstyle is that of a balanced all-rounder-type character, with nothing too terribly special going on. However, she does have pretty good evasion thanks to her side special, and can take quite a lot of hits before suffering a knockout, so she's pretty resilient even without having anything grandiose.
Neutral Special:
Dagger Slice
Pandora slices forwards with her dagger, dealing decent damage but little knockback. The attack can be repeatedly activated by pressing the special button over and over, which will have her do rapid strikes until she eventually tires out.
Side Special:
Shadow Dash
Pandora cloaks herself in the shadows as she dashes forwards, which allows her to evade attacks and slip past foes while dealing moderate damage to them as she passes them by. However, this does need a few seconds of cooldown between each dash.
Up Special:
Knife Upper
Pandora will slash with her dagger upwards as she ascends at in arc, dealing good damage to whoever is in the way of the slash. This also acts as a pretty decent and safe recovery.
Down Special:
Bubbler
Pandora will surround herself in a bubble via a Bubbler Gun which is used to block projectiles of any strength. However, the bubble will immediately pop after its hit once. It also isn't as good at protecting against physical attacks, only reducing damage from them rather than blocking them entirely.
Fan Finisher:
Dark Cutter
Pandora readies her dagger as she slices forwards with it. If it comes into contact with an opponent, she'll slice through them once, then back up, before slashing forwards again to deal heavy damage, guaranteeing a KO. She then returns to her regular fighting stance with the fighters being launched away. If she misses the initial forwards slice, however, she will have wasted her Fan Finisher.

Riddle
Riddle
Debuted in Riddle's Epic Adventure!.
Character owned by Affri.rondo.
A blue Doodie hailing from Planet Alpha, Riddle was born and raised in Star Heights, and would eventually be known throughout his world as the true hero and savior of his kind. As he's embarked on many adventures to defend his home from many vile foes like Serpentusa and Honcho (along with all of their minions), he still keeps up an optimistic and cheery demeanour, always facing every challenge with a brave face and head held high. Of course when he needs it, he has his friends and family to call upon for support and backup if he ever needs it as they've all got each others' backs.
Riddle is a speedy fighter with a rather bouncy and elastic body that allows him to rebound off of some walls and ceilings. This lets him knock foes over with all of that built up force, but of course, that leads him to being rather light and easy to KO. He does have even more tricks up his non-existent sleeves, like being able to harness many elemental abilities and use them to assist him in combat such as Water, Fire, Wind and the like making him a swiss-army knife of skills that he'll use to his fullest potential.
Neutral Special:
Electro Riddle
Riddle will don his Electro Riddle form, as he rubs his hands on his body creating a large static shock which then fans out around him. This creates a small radial burst of electricity that deals multiple flinching hits of damage, but no knockback, which makes it good for racking up rather quick close-range damage.
Side Special:
Ice Riddle
Riddle will don his Ice Riddle form, as he creates a pair of frozen ice skates under his feet. He then starts skating forwards while blowing frigid breath in front of himself, dealing good damage and freezing foes who stand in the wind for too long. If you also jump while he's skating he'll preform a twirl that creates a small twister of ice, that deals minor damage but great knockback.
Up Special:
Helicopter Hair/Wind Riddle
Riddle fires up his hair as it spins around like a helicopter blade and he starts ascending upwards. While this move deals no damage it is a very quick and safe recovery for when he's off stage, but if you press the special button again, he'll don his Wind Riddle form and rocket upwards as a multi-damaging tornado that then knocks foes away after the attack is finished.
Down Special:
Leaf Riddle
Riddle will don his Leaf Riddle form, and whip up two piercing pillars of leaves that come out on the ground on both sides of him. These deal heavy damage to any foes who stand right on the spot as they rise up and will absorb attacks and projectiles. however these pillars will go away after a couple of seconds so it's not exactly the safest option for blocking damage.
Fan Finisher:
Starlight Riddle
Riddle will activate his extremely powerful Starlight form as he floats up to the top of the stage and calls down a rain of shooting stars. These then come down and bombard the stage in countless numbers, dealing massive damage to players who are hit by them as they're then held under by the impact force of them all as one last gigantic star falls down to finish them off as Riddle returns to normal and resumes the match.

Gush
Gush
Debuted in Riddle's Epic Adventure!.
Character owned by Affri.rondo.
A doodie who's a resident of Sky Heights, Gush is an ever loyal helper to the people he cares for most like his dear friend Riddle or the queen of Sky Heights Soulia so when ever they're in trouble he wont hesitate to run over and give them the helping hand they need, Gush is also know for his rather elegant and stylish personality thats made him a real talk of the town along with his large and iconic golden wig he always has on.
Gush much like Riddle is very light and floaty as a fighter with a lot of speed and agility but won't last too terribly long in most fights but unlike his friend in blue he has no access to elemental powers of any kind instead opting to use his trusty hair and brush for his main attacks making him a more standardized fighter that's good for keeping pressure on and knowing when to deliver that sweet sweet final hit.
Neutral Special:
Hair Crackle
Gush will fling his head as his golden wig whips outwards and makes a cracking noise like a large whip that deals great damage and stuns opponents who are hit directly by it but with no knockback however landing a sweet spot on this attack will make them go flying backwards from that initial hit.
Side Special:
Brush Sweep
Gush will take out a comically oversized hairbrush and drags it along the ground as it begins picking up dust and debris, hitting an opponent with the brush itself will deal damage and knock them back a bit but as soon as you stop the attack he'll flick out all of the collected junk in it as it creates small damaging projectiles that when all added up will deal great damage and can snipe people from off stage.
Up Special:
Comb-Tether
Gush throws up his comb which is attached to a string as it will dig into the side of the stage holding it in place as gush quickly climbs up the rope to safety, the comb itself deals pitiful damage but the recovery itself grants him some invincibility frames while he's climbing up preventing foes from attacking him off stage until he's in his hanging animation or is back on solid ground.
Down Special:
Polish Wig
Gush will pull out a can of hairspray and his trusty brush as he starts styling it to make it thicker and flow better while also making it much stiffer making all of his moves that involve his wig deal increased damage at the cost of them coming out slower and leaving him more open to attacks in the process.
Fan Finisher:
All Gel'd Up
Gush takes out a large tin of sticky hair gel as he starts running around flinging it everywhere creating sticky traps that will catch foes who are caught in them and hold them in place for a bit as it starts to harden up allowing gush to deal extra damage to finish off opponents even if the fan finisher has already ended but the gel will disappear a few seconds after the attack ends as the gel starts crumbling away.

Glenn
Glenn
Debuted in Glenn's Adventure/Misstical Mystery.
Character owned by InstinctRiver.
Glenster 'Navy' Salt is a young adult residing in Emarown. An aspiring musician working as a part-time bartender, Glenn is one day alerted through a strange dream that he has gained the reincarnated powers of the leader of an ancient group of heroes, the Four Warriors, has been taked with finding the other reincarnations of the Four Warriors with the intent of defeating the supernatural villain Misstical, those being Joshua, Michael, Hutch and Vincent.
Glenn is a character who uses a combination of hard-hitting close range attacks and long-range magic attacks, known as Mystical Power, to fight opponents in Fantendo Smash Bros. Soul. His specials use this Mystical Power to function, operating off a meter that is seen above Glenn's HUD at all times. Using his specials will deplete the meter and will they won't be able to be used when it reaches 0. Thankfully, he can replenish his Mystical Power meter at any time with his down special. He uses tools such as his knuckledusters, pipe wrench and dodgeballs for his smash and aerial attacks. A middleweight fighter, Glenn functions best on the ground fighting from long range, as his aerial game and defenses leave much to be desired. That said he has decent speed and his attacks pack a punch.
Neutral Special:
Cosmic Power
Glenn shoots out a fast-travelling, homing shooting star projectile which bends its path through the air in an attempt to hit a foe. On impact, it will explode into stardust to deal damage and stun lock the enemy. Thanks to its quick use speed, Cosmic Power is a very effective way at setting up combos, despite its low initial damage its easy for an enemy to get trapped in a Cosmic Power combo thanks to the stardust damage. This attack depletes Glenn's Mystical Power meter by 3% each use.
Side Special:
Water Power
Glenn strikes the ground below him with a bolt of mystical energy, which causes a large tidal wave to issue forth from the ground. It travels in an unimpeded straight line for a short distance across the stage, washing away and damaging any foes while also pushing away items. Useful for keeping enemies at bay, Water Power deals decent damage and can hit multiple foes at once due to its unlimited piercing ability, though its slow start-up makes it hard to use. Glenn can also hold this attack to create a larger wave which travels further and faster, though this leaves him vulnerable to attack as he has to manually charge it for a few seconds. This attack depletes Glenn's Mystical Power meter by 5% each use, with an additional 1% for each second of charging.
Up Special:
Mystical Teleport
Glenn vanishes into a black hole, before reappearing in a location a short distance away. After he disappears, the player can input a direction for him to reappear in, allowing this to be used not only as a recovery, but also as a method for quickly navigating the stage. The black hole that he disappears into an reappears from will also deal minor damage to areas within a short radius. This attack depletes Glenn's Mystical Power meter by 10% each use.
Down Special:
Mystical Fruit
Glenn pulls out a Mystical Fruit from his pocket and takes a bite out of it, restoring 30% of his Mystical Power meter. He then throws the fruit upwards, where it can damage enemies before disappearing on impact. While eating the fruit, Glenn is vulnerable to attacks, so it's best to eat when no foes are nearby.
Fan Finisher:
Mystically Mental/Mystical Storm
When Glenn activates his Fan Finisher, his Mystical Power meter will turn flashing blue and he will enter a state known as Mystically Mental, where his attack power and speed are doubled. In this state, attacking enemies will fill up his Mystical Power meter, allowing him to launch a devastating attack called Mystical Storm if he maxes it out. When this happens, shooting star projectiles will fill the screen, shooting from left to right rapidly while damaging and knocking around opponents heavily. The screen basically becomes a literal bullet hell when this happens, so enemies will have a tough time avoiding getting hit. After this ends, Glenn's Mystically Mental state will end and his Mystical Power meter will return to normal.

Pickpocket
Pickpocket
Debuted in Pickpocket, Our Hero!.
Character owned by TheWikiOddish.
An inhabitant of the Isle of Ima, Pickpocket was once an infamous and dastardly thief who stole without mercy, taking countless riches from all across the island. However, through his many countless journeys and coming across many new and friendly faces, he eventually turned over a new leaf and is now living the life of a hero, protecting Ima from all forms of harm and malicious monsters with his best pal Widget and his sister Alessia usually by his side.
Pickpocket focuses on quick strikes and getting out of harms way using his lightning-quick reflexes and sharp moves which makes him a very hit-and-run focused fighter that takes a lot of skill to harness right. As Pickpocket is one of the lightest characters in the game with multiple jumps and very good air time, he is prone to be the first to get knocked out, but sometimes that added knockback can help him escape in an unwanted situation (but don't count on it saving you too much).
Neutral Special:
Swift Swipe
Pickpocket rears back and quickly swipes his dagger forwards, creating a sharp piercing projectile that goes through opponents while dealing damage - though not the strongest attack, it is rather spammable and allows Pickpocket to quickly rack up more and more damage.
Side Special:
Spike String
Pickpocket takes out a long string covered in tiny needles and rapidly swings it around, striking foes as it deals damage and knockback. It is useful in keeping opponents stun-locked which can allow Pickpocket to make an escape or strike with another, more powerful attack.
Up Special:
Rising Rapier
Pickpocket performs a rising uppercut with his trusty dagger, then plummets down as he stabs his blade into the ground, causing a small projectile to come out of the blade and deal decent damage and knockback with the blade strike itself dealing heavy damage. This doesn't launch Pickpocket very far and can be unreliable as a recovery as it will cause him to fall back down again after being used.
Down Special:
Otta Counter
Pickpocket stances up, holding his dagger in front of him like a shield, if an opponent hits him in this state, he'll quickly disappear and reappear behind them and perform a big sweeping slash with his dagger, dealing great damage and knockback. Projectile attacks won't activate this state, however, as Pickpocket will take damage from those normally.
Fan Finisher:
Hidden Vengeance
Pickpocket's eyes will light up with yellow shines as he briefly steps out of the match, after a few seconds Pickpocket will reappear next to a random opponent and preform one gigantic strike where it hurts the most, as they're sent flying upwards with heavy damage dealt as the match resumes. This attack is extremely strong and is very likely to one-hit KO the opponent.

Qwartz Qrusher
Qwartz Qrusher
Debuted in Cristyl King: Shattered.
Character owned by MetaNite64.
Qwartz Qrusher hails from the land of Cryst, where all the native species are Cristyls, mineral-based lifeforms that are formed underground rather than born. Qwartz is a stoic hero, having practised fighting skills that mostly went unappreciated due to his lower class position in Cristyl society. Despite his fighting skills, he can be hot-headed and reckless when it comes to protecting his friends. He sets out to thwart a planned coup d'etat from the embittered war veteren, Ruined Roobi, though this goes awry when several other Cristyls see the ensuing chaos as an opportunity to seize power, thus Qwartz and his allies are tasked with several missions to restore order and balance to Cryst.
Qwartz is a dynamic fighter in Fantendo Smash Bros. Soul owing to his unique gimmick of Cristyl Capacity. Using specials will require Qwartz to pull off pieces of his body to damage enemies. Over time and with the continuous use of specials, his Cristyl Capacity depletes. At full capacity, Qwartz functions as a slow yet heavy bait-and-punish fighter, but as his capacity depletes, he becomes lighter and faster with increased attack range, though at the cost of his attacks depleting in power. Qwartz's Cristyl Capacity will be restored slowly over time, though if he ever runs out of Cristyl Capacity entirely, he won't be able to use specials.
Neutral Special:
Lazulyte Launcher
A basic ranged attack where Qwartz throws a chunk of his crystalline body at the enemy, producing a crystal shard projectile that travels quickly in a straight line and deals heavy damage on impact, while also shattering into shards to deal lighter splash damage around a wider area. This uses up a small amount of Cristyl Capacity, though as this value decreases, Lazulyte Launcher becomes faster to perform and the produced projectile will travel further and with a higher velocity.
Side Special:
Beryl Back-Kick
Qwartz performs a slow yet forceful backwards kick, sending him soaring backwards through the air in a somersault motion. This deals massive damage if a foe is struck during the backwards kick. Furthermore, while flying backwards, Qwartz will fire out a spray of crystal shard projectiles that travel a short distance and deal minor damage to foes in close proximity. As Qwartz Qrusher's Cristyl Capacity decreases, this attack becomes faster and increases in range, though its power will drop substantially.
Up Special:
Saffyr Spike/Unakyte Uppercut
If used on the ground, Qwartz's up special becomes Saffyr Spike, where he summons a huge crystal spike out of the ground which launches him upwards effectively turning him into a projectile and causing him to damage anyone he hits. It will also deal massive damage and vertical knockback to foes that happen to be very close by, launching them upwards as well, though it's not the most reliable attack due to its extremely short range and starting lag. Saffyr Spike will launch Qwartz further and faster when his Cristyl Capacity is lower, though he will deal less damage on contact with an enemy. The spike's damage and speed is unaffected by Cristyl Capacity.
If used in mid air, Qwartz's up special becomes Unakyte Uppercut, a simple vertical uppercut that deals high damage, but is fairly slow and doesn't grant a lot of vertical recovery. If Qwartz hits a foe with this attack, they will take damage from crystal shards that appear on contact, though this reduces Cristyl Capacity. This attack weakens with loser Cristyl Capacity, but becomes faster to use and lets Qwartz travel a greater distance vertically.
Down Special:
Emeryld Earthquake
Qwartz smashes the ground with both of his fists, creating a shockwave that travels in both directions a short distance while crystal shards shoot out of the ground to deal moderate damage. A good zoning tool as it deals damage to both the left and right over a moderate distance, Qwartz will lose a small amount of Cristyl Capacity when he uses this due to fragments of crystal breaking off his fists on impact with the ground. This attack is fairly slow but if Qwartz's Cristyl Capacity is lower, it becomes a lot quicker to use.
Fan Finisher:
Cytrine Cyclone
Qwartz is joined by his friends, Saffyr Savior, Ekzotik Emerald, Kunzyte Kunoichi and Bysmuth Beat, as the five Cristyls channel their crystal powers together to create a tornado of crystal shards in the center of the stage. This can then be controlled by Qwartz to travel left or right, dealing continuous damage strikes to and stun-locking any enemy it passes over. Over time, the tornado will increase in size, speed and damage, making it easier for Qwartz to rack up huge amount of damage to his opponents. When the tornado eventually reaches its peak size, about half the size of the screen, it will dissipate, sending shards of crystals flying in all directions as the screen becomes a bullet hell.

Stanley
Stanley
Debuted in Willows.
Character owned by Hydrathermal.
Stanley Willows is a very self-conscious 17-year old boy who is able to manipulate light and electromagnetic waves to his advantage in combat. He generally prefers not to fight, though, preferring to use his lightbending abilities for practical uses or altering his appearance to make him appear less tall and thin. Stanley is extremely shy but has a close relationship with his father, Pedro, and after surviving a plane crash, makes good friends with a police officer, Baobab, and Ellie, a girl with psychic powers.
Despite his very tall frame and status as a heavyweight fighter, Stanley is actually rather floaty and sports a good aerial game, being able to use his glowing wings to maintain air time while having a powerful asset of fast, long-reaching aerial attacks. Stanley functions well on the ground too, owing to the high reach and power of his attacks, though he has rather low defenses and mediocre speed. Furthermore, a lot of his attacks can leave him vulnerable to enemy counterattack from behind, requiring charging phases or being held for a long time to reach their full potential.
Neutral Special:
Photon Beam
When this attack is first used, Stanley will begin charging up energy as his eyes glow white, shining brighter and brighter over time until the input is released, at which point he will release two lasers from his eyes to deal damage. The lasers travel extremely quickly in straight lines, piercing enemies, and can be angled up or down once the attack is released. The longer the attack is charged, the longer it will last and the more damage it will deal, though this can leave Stanley vulnerable meaning it's not often very safe to use at close range.
Side Special:
Luminous Assault
A heavy-hitting close range attack where Stanley's four fists become cloaked in light, as he then unleashes a barrage of punches in front of him to deal heavy repeated damage. It is a very fast attack to use and can be aimed either left or right, but only functions well at close range. Stanley's barrage of punches will last as long as this attack is held, increasing in power and speed the longer it is held. However, of course, if he holds this attack for long periods of time he'll be susceptible to long-range attacks, projectiles, and attacks from his other side.
Up Special:
Gleaming Wings
Stanley extends his giant, glimmering wings and soars upwards granting him a great deal of vertical height and letting him fly quickly through the air as this attack can be angled in any direction. Furthermore, while flying, his wings will shoot out flares of light that deal moderate damage to opponents in close range. His ascent lasts for about 5 seconds, after which point his wings will retract and he will fall back downwards.
Down Special:
Lightburst
Stanley stands still for a second before releasing a powerful, dazzling explosion of light that creates a damaging area of effect in a short radius around him to damage foes. Though slow to start up, it deals heavy damage across a fairly large area, has a chance to stun foes, and is very difficult to dodge if the opponent is within close range to Stanley when he uses the attack. The area of effect will not only damage foes, but will destroy any projectiles that come near Stanley. Due to this attack's extreme power, it has a short cooldown of 5 seconds after being used, preventing Stanley from spamming it but still allowing him to use other attack options.
Fan Finisher:
Ultraviolet Burst
To activate his Fan Finisher, Stanley must successfully land a special mid-range light flare attack on an enemy. This initial flare deals damage, but is nothing compared to what comes next - the target is frozen in place as a cutscene begins, showing Stanley charging up beams of multicoloured energy before eventually releasing them and bombarding the target with powerful blasts of multicoloured light. Stanley can target up to 3 targets with this attack so long as they are all hit by the initial flare of light, though if he doesn't hit anyone with this initiative attack, his Fan Finisher will be wasted.

Baobab
Baobab
Debuted in Willows.
Character owned by Hydrathermal.
Baobab is a rookie police officer who has recently joined the force and is trying to prove to himself that he can be a dutiful and trustworthy officer, which would be easy if his insecurities and love for donuts didn't keep getting in his way. He's a member of the treefolk species, being able to wield the power of plants but also having an array of weapons provided to him by the police force in his arsenal. Baobab is one of the officers investigating Stanley's plane crash, though instead of remaining on the site, he decides to accompany Stanley in his journey to find his parents in the wake of the accident.
In battle, Baobab is a rather slow but very heavy and tanky fighter that doesn't have much in the way of agility, though his attacks are mostly quite strong and he's capable of dealing decent knockback at low percentages. Baobab has a special ability known as Plant Matter. Being a tree, Baobab is able to photosynthesise in battle, which will happen automatically when he is stood still and allow him to restore a small amount of health each second. He also has another unique gimmick, which is his two weapons that he can switch between on the fly using his shield special. By default, his weapon is Wood Baton, though this can be changed to his Taser. Wood Baton is faster, though his Taser deals more damage - he will use these weapons for some of his smash attacks and aerials, as well as for his neutral special.
Neutral Special:
Wood Baton/Taser Lash
An alternating attack. By default, this attack is Wood Baton, close-range attack where Baobab will pull out his wooden baton, swiping it forwards quickly to deal heavy damage. Although very short in range, it can be held down to have Baobab repeatedly swipe with it. In this state, it is difficult for foes to get close, but he will be vulnerable to attack from the other direction.
After using Baobab's shield special to switch his primary weapon, his neutral special will become Taser Lash, a grapple attack where Baobab shoots out his taser, drawing nearby foes towards him while damaging them with electric shocks. It deals more damage than Wood Baton, but is slower to use and can't be held down to be used repeatedly. Furthermore, effects that absorb energy projectiles will absorb the electricity from Baobab's taser, making it temporarily useless.
Side Special:
Ironwood Shield
A charging attack where Baobab runs forwards, creating a wooden shield in front of him as he charges head-first either to the left or right. Once started, this attack can't be stopped manually, which makes it risky to use, however, Baobab takes reduced damage while in this charging state, and he will also deal heavy damage and knockback to any opponent he runs into by barging them with his shield. This is Baobab's best method of horizontal movement, though it has a bit of starting lag and leaves him vulnerable to attacks as despite the defense he gains while charging, he is still susceptible to being knocked back, simply resuming the charge when he gets back on his feet. The charge will end after about 5 seconds, though he can change direction mid-charge albeit rather slowly.
Up Special:
Slam Jump
Baobab jumps into the air with all his might, soaring upwards a short distance before coming crashing back down again. If he lands on a foe after coming back down, they will take heavy damage and become buried due to his excessive weight. Furthermore, his impact with the ground will create a weak shockwave that travels a short distance across the ground in both directions from the point where he lands. Though good for dealing damage, it's not fantastic as a recovery as if used above a bottomless pit, Baobab will uncontrollably fall downwards in the second half of the jump. It's also quite slow to use and doesn't grant him all that much vertical distance for recovering.
Down Special:
Root In
Baobab remains stationary while planting his roots into the ground. This passive move acts as a sort of extension of Baobab's natural Plant Matter ability. After planting his roots, Baobab becomes highly resistant to knockback and will restore a small amount of HP each second, however he won't be able to move, shield or attack while he is doing this leaving him susceptible to being attacked and taking damage that will come back to bite him later. By using his down special again, Baobab will cancel this move, but it will automatically end after a few seconds.
Fan Finisher:
FREEZE!
After activating his Fan Finisher, Baobab yells, "FREEZE!", causing all of his opponents to be frozen in place, whether they are on the ground, in the air or mid-attack. In this stasis-like state, Baobab's opponents cannot move or attack at all, only watch as Baobab becomes freely able to attack them. These attacks will deal extra damage, though the knockback won't kick in until about 7 seconds later, when everyone becomes unfrozen and immediately receives all of the damage and knockback dealt to them by Baobab's attacks during that time, most likely KO'ing them.

Cardinal
Cardinal
Debuted in Subjugation (ACL).
Character owned by OrchidSomnium.
A prisoner of the Guillotine End Institution, Cardinal is one of the very first super-humans discovered and was the sole reason that the prison was built. Beyond that though his backstory is shrouded in mystery aside from also unintentionally killing his parents in a freak accident prompting him to be locked up for good. He would remain the only resident of said prison for two long years until a girl named Liz arrived suffering a similar fate he did. The two would rarely speak to each other however, and both mostly remained silent for a long time. Some prisoners' say he's the one who gave Liz the damaged eye and arm but it's merely a fact less theory.

Cardinal's playstyle leans into having more reserved moves as he's known to not really rely on his powers too terribly much. His powerset is also going to lean more on the ambiguous side as his skills aren't fully known and realized making some of these moves unpredictable but can lead to Cardinal taking some recoil damage from the shock of the attack.

Neutral Special:
Hell's Backhand
Cardinal swats his hand forwards as it then gets covered in a veil of flames dealing decent damage to whoever he hits along with there being a small chance of the fire being blue and dealing increased damage but dealing moderate recoil damage to Cardinal.
Side Special:
Shade Cloak
Cardinal falls into the shadows as he swiftly dashes forwards evading on coming attacks along with also tripping up opponents that he dashes through, there is also a small chance of him dealing decent damage while dashing but has Cardinal suffer from some pretty bad recoil damage.
Up Special:
Gust
Cardinal will perform a bounding leap upwards as a burst of wind appears from under his feet as it propels him upwards making him gain a huge boost that acts as a great recovery along with that burst of wind being great for pushing opponents away from him.
Down Special:
Quiet Breath
Cardinal's hair will begin to glow white as he sits down and takes a deep and calming breath as he then gains a defense boost that raises his resistance to attack along with also being more resistant to knockback however you do have to stay still a long time in order for this move to connect properly.
Fan Finisher:
A Brutal Accident
Cardinal will go into a power induced coma as his body starts mysteriously moving on its own, creating a mirage of the stage that is all torn up and blazed with flames as it starts crumbling apart one piece at a time as fire pillars shoot out from the bottom of the stage that can snipe opponents and deal massive damage sending them away, the finisher ends as the mirage stage final crumbles all away as it then ends with Cardinal waking up groggily resuming the fight.

Pearl
Pearl
Debuted in Super Mario and the Underworld Trials.
Character owned by Pokerninja2.
A young and sweethearted girl hailing from the Underworld, Pearl was the princess of said domain who assisted Mario and his friends in collecting the mystic stones in order to be set free from this realm. After she successfully led them out of the Underworld she started becoming a regular member of the main cast, joining them in sports events and parties.
Pearl is a rather light weight fighter who focuses most of her attacks on rock magic, with her being made of rock of course which leads her to having some very devastating and heavy hitting moves despite her short stature. Due to these attacks being powerful however, they do have a lot of start and end lag which makes using them risky if you're not cautious about surround opponents.
Neutral Special:
Mystic Stone
Pearl tosses one of the mystic stones as it acts a weak hitting projectile dealing mundane damage and minimal knockback however, if it hits an opponent from further away then it'll trap them inside of that crystal keeping them captive until the crystal takes enough damage or they mash buttons to bust out faster.
Side Special:
Crystal Wave
Pearl points forwards as a large wave of crystals erupt from the ground covering a wide area and dealing great damage to those who stand to close for when this attack is activated.
Up Special:
Rock Wings
Pearl equips her trusty rock wings as she flutters upwards and can be adjusted depending on how you tilt the stick, this move deals no damage and will put her into a pretty bad free fall after its finished since this recovery makes her gain insane height.
Down Special:
Chaos Crystal
Pearl will take out a chaos crystal and throw it to the ground as it shatters, the shards from this attack will deal damage but long with that this crystal also gives Pearl a randomized effect that's applies to her and those effects are the following:
  • Invisible: Turns Pearl invisible for a few seconds.
  • Giant - Turns Pearl giant for a bit.
  • Metal - Turns Pearl metal and heavy.
  • Healing - Grants Pearl health regeneration for a bit.
  • Fast - Grants Pearl increased jump and run speed for a bit.
  • Crystalized - Pearl becomes heavier and more resistant to attacks.
  • Swap - Pearl swaps places on the stage with a random opponent.
  • Flowered - Pearl inflicts a foe with the flower status that gradually saps away health.
  • Explosion - Pearl will throw the stone as it explodes dealing heavy damage.
  • Freeze - Pearl freezes the foe solid for a few seconds.
Fan Finisher:
Underworld
Pearl stomps on the ground as crystals erupt on both sides of her launching any foes who are hit by the crystals into a cinematic that shows them getting sent to the underworld as her and ruby proceed to pummel them up with their heart staff and tridents respectively as the foes are then launched away with one final strike as the cinematic ends with the match resuming.

Belle
Belle
Debuted in Super Mario and the Underworld Trials.
Character owned by Pokerninja2.
Belle is a 9-year-old bee girl who attends Honeyhive Elementary with her two best friends, Brooke and Brittany. Since she is only a childe Belle is still in training at her school and her stinger hasn't yet properly developed. She is a friend of Mario's, helping him collect Mystic Stones throughout her hometown. This leads to her and her friends getting captured by Bugaboom, but Mario is fortunately able to save them. She is a headstrong, extroverted and competitive tomboy with a love for activities such as sports - her love for winning sometimes leads her astray as she can sometimes be tempted to cheat. Nonetheless, she is always friendly and happy to make new friends. She considers herself the leader of her friend group, much to Brooke and Brittany's disapproval.
Belle is a floaty lightweight character in Fantendo Smash Bros. Soul, whose attacks lack heavy damage and can be quite slow, however she's very agile thanks to her bee wings, which let her slow-fall if she holds the up button while falling. She fights best in the air because of this. Almost all of Belle's attacks use honey, and have the potential to cover the opponent making them slow and sticky. This has the added effect of adding a great amount of ending lag to all of their attacks. Belle's attacks can also cover the stage in puddles of honey, which will slow down any fighters that try walking through them.
Neutral Special:
Honey Geyser
Belle creates an orb of honey in her hands, holding it as she fires a long-range honey burst from it, which travels upwards over a long distance in an arc. This deals moderate damage on impact and can be held indefinitely, however it will decrease in damage and range over time. Opponents that are exposed to Belle's Honey Geyser for more than 2 seconds will become coated in honey.
Side Special:
Honey Bomb
Belle creates and throws a glob of honey directly forwards. This attack is slow to use, but deals heavy damage. On impact with either an opponent or a solid surface, it will explode and cover the surrounding area in honey. Opponents hit by the blast, as well as taking damage, will become coated in honey, while anyone that walks over the impact site will have their movement speed slowed down while they're walking over the honey. The honey will remain in place for about 10 seconds
Up Special:
Spiral Flight
Belle extends her wings and flies directly upwards in a spiralling motion, granting her a good amount of vertical height and extra mobility. If Belle collides with any opponent while in mid air, they will take a small amount of damage, but this will cut her recovery short and reduce the total distance she's able to travel. After her flight time ends, Belle will enter a state of slow-fall where she is unable to attack but has better mobility options than most other characters that have come out of recoveries.
Down Special:
Honeycomb Cocoon
Belle surrounds herself in a cocoon made of solid honeycomb hexagons. While the button is held, Belle won't be able to move or attack but her honeycomb shield will negate all damage dealt to her, including both close-range damage and projectiles. After taking a certain amount of damage, Belle's honeycomb shield will break and explode in a burst of honey, coating the surrounding area and dealing damage to nearby foes. Belle will then be unable to use her shield while it regenerates for the next 20 seconds.
Fan Finisher:
Flight of the Bumblebee
Belle calls for help from her two best friends, Brooke and Brittany, as the three bee girls work together for a powerful team attack. This begins with Brooke and Brittany rapidly flying across the screen, dealing repeated damage to opponents as they're thrown around in mid air, all the while Belle becomes able to freely attack all of her foes. Then, as the three bee girls become surrounded in golden energy, a short animatic cut scene will play as the three bees charge at a randomly-selected opponent at extremely high speeds, dealing massive damage and knockback on impact. The impact will also scatter honey across a large portion of the stage, before Brooke and Brittany fly away.

Amy
Amy
Debuted in Amy vs The Future.
Character owned by RTA fan.
A heroic cyborg girl from mars, Amelia Oliva Jackson XV comes from a dark and corrupted future who comes to the present day via a time travel experiment to live a much more comfortable life with her parents in the 21st century. Ever since living over 1000 years in the past though she had find that living without the ease of her future technology was quite hard and took a long time to fully adjust. Amy is often up-beat and friendly in nature but on the deep inside she has a lot of secrets that often manifest into her having panic attacks due to having flash backs of her unfortunate bleak past. However the modifications done to her brain when she was roboticized all those years ago helps her maintain a constant equilibrium with her emotions even if that doesn't always mean negative ones won't slip through the cracks at times.
Amy's playstyle is that of a cybernetic sword user having a variety of slashing moves coupled with her machinery built into her body and suit allowing her to perform all manner of devastating attacks, that are unfortunately held back by her rather basic and balanced stats that while still allowing her to be quite a formidable fighter. It does leave a bit of an empty hole that prevents her from excelling at a specific feature when her entire kit is revolved around her being extremely balanced and non-focused.
Neutral Special:
Mind Wave
Amy projects a small psychic wave of energy that deals light damage and turns foes the opposite way of where they are facing, allowing her to follow up with back attacks and helping her avoid direct hits.
Side Special:
Blade Runner
Amy runs and glides forwards with the forwards momentum of her blade as she then slashes her sword in a diagonal angle hitting in front of herself dealing decent damage and potentially hitting opponents from the ground and air.
Up Special:
Slicing Buzzsaw
Amy flips herself upwards as she swings her sword from up to down as she ascends like a rising buzzsaw that deals multiple flinching hits of damage to whoever she comes into contact too, the recovery itself is pretty lack-luster unless you press and hold the special button when its activated.
Down Special:
Cyber Markswoman
Amy will hold her sword up in a blocking position as she then counters any physical attack that comes her way striking the opponent with two well timed slashes as her sword glows bright blue with cybernetic energies.
Fan Finisher:
Techno Overload
Amy gears up her suit as it rapidly constructs a load of artillery that all begin to fire off forwards blasting foes with bullets, energy shots and long reaching sword strikes as it all ends off with a grenade being lobbed forwards as it explodes, activating a small vortex that draws in people and then performs one final blue burst of energy as she disassembles on of the gear back into her suit as she resumes the fight like normal.

Tayshaun
Tayshaun
Debuted in Tayshaun's Adventure.
Character owned by RTA fan.
A scrappy African American boy born and raised in Phoenix, Arizona. Tayshaun Fitzgerald was the son of a former rally driver and a successful businesswoman as they raised him living a rather mundane but calm life, until one day he would have a chance encounter with his now alien fiancé Etinésa when he was just finishing up high school. the princess had somehow reached earth from the unknown planet of Midula and as soon as Tayshaun laid his eyes on her he immediately fell in love from that moment forwards but in the two or so years they were together one faithful day stood out among the rest as Etinésa would be kidnapped from him which quickly lead him to spring into action to save his darling maiden, and thus, he went from a simple farmboy to a universally known hero of worlds along with metting up with his closest friend and sisterly figure Amy Jackson as they would team up as galactic heroes.

Tayshaun is an extremely fleet-footed and athletic fighter relying on rapid fast moves and aggressive mix ups to trip up foes keeping them on their toes and never letting them rest of a second but as a trade off he fails when trying to perform airborne combat even though he is quite athletic in his high jumps and stunts he cant stay in the air for long unless he wants to meet an early demise.

Neutral Special:
Fastball Incoming!
Tayshaun gets ready to pitch as he then throws out a quick and powerful knuckle ball that has an unpredictable pattern which makes opponent more likely to trip up when trying to evade as they're knocked down for massive damage.
Side Special:
Fowl Punch
Tayshaun grabs the opponent and jumps up over them as he then swerves back to strike a mean punch in the opponents gut which deals massive damage and has a lot of knockback tied to it but this special does have a lot of end lag to it leaving him vulnerable to attacks for a few seconds.
Up Special:
Alley-Oop!
Tayshaun will grab and hold a basketball in his hand as he jumps upwards and then slams back down with the ball causing huge damage and acting as a helpful but risky recovery.
Down Special:
Home Run Derby
Tayshaun equips a baseball helmet as he flips an aluminum bat around himself and swings it forwards that if landed with the sweet spot will almost guarantee a knockout onto whoever it hits however, it can only KO one person at a time plus the sweet spot is rather tricky to hit. Even if you're not able to hit the home run though it will still deal a load of damage.
Fan Finisher:
Slam, Wham, Thank You Ma'am!
Tayshaun runs up with a grabbing leap as he compresses the opponent into a ball as a basketball hoop spawns in on the stage. He then performs a gigantic bounding leap slam dunking them into the next as it explodes ending the attack, dealing massive damage as the fight resumes as normal.

Simone
Simone
Debuted in World of Animals.
Character owned by Somebody495.
Simone is a mink and former Royal Guard who was raised among shepherds, learning to use a longsword in combat. However, they were kicked out of their family after not being able to afford guns for Royal Guard training. Now out of a job, Simone turned to crime, though they were quickly caught and forced into labour to avoid a prison sentence. Here they met Camiko, and joined forces with several other prominent figures throughout Rusal in order to fight against a growing cult led by Polaris with the help of a legendary golden dragon known as Jorule.
In battle, Simone is a close-range swordfighter whose battlestyle leans heavily towards ground-based offensive combat. They have access to several different swords they use for their smash attacks, jabs and aerials, which they are able to switch between by using different specials. By default, Simone wields a longsword, though this can be changed to a Lightning Runeblade using their down special, or a Chainblade using their neutral special. Using either their side special or up special will return their current sword to a longsword. While the longsword has no additional effects, the Lightning Runeblade will deal extra damage thanks to the electricity stored inside it, while the Chainblade has greatly increased range thanks to its size. However, both of these swords are slower than the longsword. Aside from their high attack, Simone's other stats are fairly standard, being a middleweight with middling movement speed.
Neutral Special:
Tear Strike
Simone draws the Chainblade, a special, much larger sword, as they perform a single strike that deals damage over a medium range. This deals heavy damage and knockback to the target, despite the slow start up and ending lag, with the added benefit of creating a piercing projectile with the swing, which flies forwards at high velocity and deals heavy damage to anyone it hits. Furthermore, this attack can be held, which will increase the power of the sword's swing while also increasing the speed of the produced projectile.
Side Special:
Rainbow Slash
Simone performs a forward dash attack in the direction this attack is used in, leaping through the air while extending their sword and performing a mid-air slash. While slow to start up, often requiring a running start to maximise its usefulness, this deals massive damage over a wide area, with a successful hit also leaving behind a damaging rainbow in the wake of Simone's path, which persists for several seconds and deals moderate damage to anyone that passes through it. This attack is useful not only for offense, but for horizontal mobility as Simone will travel quite far while using it.
Up Special:
Cross Slash
Simone performs an aerial uppercut using their longsword, which functions as a fast, upwards-directed slash that deals heavy damage and vertical knockback to any foes above them, while also granting Simone a moderate amount of vertical recovery. This attack is very fast to use and makes being above Simone very dangerous, however they won't go very far vertically and Simone will be vulnerable after using it, making this unreliable in terms of recovery and aerial mobility.
Down Special:
Sparking Blade
Simone switches their longsword for a Lightning Runeblade, an ancient blade imbued with the magical might of dragons. Standing in place, Simone spins while extending this sword, which becomes charged with electrical energy. This spinning motion releases a shower of electrical sparks all around them, which deal moderate damage and have a chance to stun-lock opponents that are too close. Furthermore, the sword swing itself will also damage nearby opponents repeatedly. This attack can be held for as long as the player wishes, but if held for too long, there is a chance that Simone will become dizzy and they will be temporarily stunned.
Fan Finisher:
Heroes of Rusal
A powerful Fan Finisher that requires a precise strike in order to be performed. Once activated, Simone needs to strike a target with their sword. In doing so, a cinematic cutscene will begin, in which Simone is joined by fellow party members Camiko, Mullo, Eredo, Unaris, Muerdio and Helen to perform a powerful team attack on the target, each using their respective weapons and abilities against them to rack up massive amounts of damage. This attack can hit up to 3 targets at once, the damage dealt by Simone's allies being spread evenly between them.

Demiurge
Demiurge
Debuted in World of Animals 2.
Character owned by Somebody495.
A young bronze dragon from the Draconic Gardens, Demiurge was eager to run a world just like all the other dragons. After much pleading, he was finally able to get his caretaker, Sophia, to bring him over to a planet that she'd prepped for him to rule. After descending into this world and meeting the intelligents, he sets off on a long journey, planting the seeds for generations to come.
Demiurge is a middleweight well-rounded fighter. With a nice mix of both close-ranged attacks and spells for long-ranged strikes, Demiurge has a tool for just about any situation.
Neutral Special:
Pure Beam
Demiurge charges up before launching a beam of pure magic out in front of him. It can deal some powerful damage, but has low damage and range when uncharged.
Side Special:
Pure Breath
Demiurge breathes out a cloud of pure magic in front of him, dealing constant damage to anyone within it. Great for quickly racking up damage, though it has no knockback so the player will need to be creative to take advantage of it.
Up Special:
Masher
Demiurge flies into the air, performing an uppercut. It has a sweetspot once Demiurge reaches full height, making it a potent KO tool if you time it well.
Down Special:
Se
Demiurge summons a star a distance above it, before it drops down at an angle in front of him. A great combo and edgeguarding tool.
Fan Finisher:
Armageddon
Demiurge charges up before firing a massive beam of pure energy in front of him. While it takes a bit of time to charge and as a result is pretty easy to dodge, if it lands, it's an instant kill.

Hightide
Hightide
Debuted in Weapons of War.
Character owned by Bnbhfujbdtu.
Born on the planet of Aquninia, Hightide was raised into the Federation army at a very young age as it was currently in the midst's of a great struggle. Wearing a special battle armor as a family heirloom he would learn and fight in a few of the Federations on going missions which mostly consisted of rescuing civilians, however on one of these trips he would stumble across an older man named Imperius. Imperius was an older man touted as a legendary hero among his people and Hightide and him would quickly become friends which ultimately lead to him disobeying the prime orders of the Federation. As dangerous experiments were currently being conducted on Prodotia which could ravage its surface and wipeout millions of innocent lives which Hightide was going to protect with his life.

Hightide is a valiant fighter whose attacks are graceful and have sweet spots that pack a mean punch. His main weapon is a gun known as the Wavemaker which can harness the powers of water and lightning to inflict massive knockback and very long lasting stuns, however this does come at a cost of ease of use since hightide's attacks require a lot of precise aims and well-coordinated movement. Which in a platform fighter is not always the easiest to accomplish but despite that he is still a great and reliable damage dealer even without perfect aiming.

Neutral Special:
Jetsam
Hightide's blue core on his chest plate will light up and fire off an orb of energy that deals light damage but knocks people away along with also being a great move for shoving foes out of the way if they are getting a little too close and personal.
Side Special:
Teslaquatic
Hightide will fire out two alternating bullets that are condensed with electrical and aquatic energies that are all powered by his glowing chest plate, these bullets have a sweet spot that if landed on the foes head will cause them to take absolutely massive amounts of damage as they are then flung backwards. Hitting a sour spot on this move though will cause them to take pitiful damage but increases the time that they are stunned overall.
Up Special:
Current Beam
Hightide will take aim with his gun as he fires out a bullet of water that creates an upwards column of it that he then quickly swims through and leaps out of it when Hightide reaches the peak of the special and will land safely and soundly, the bullet fired deals small damage but the impact of the water stream produced will knock off opponents and push them away.
Down Special:
The Ripple
Hightide will slam his fist on the ground as it creates a rippling effect across the stage that produces waves that gradually grow in size the further, they travel on the terrain dealing decent damage and knockback in the process. There is also a chance to trap foes under one of the waves as they are delt continuous damage for a few seconds until the wave subsides back into the ground.
Fan Finisher:
Torrential Bullet-Storm
Hightide will ready his gun as he fires it straight up into the air as he continuously pumps bullets high into the sky as he walks into the background slowly. After a few seconds of this a storm will roll in as lighting and bullets will all quickly rain down coating the stage in a chaotic storm of ammunition and electricity dealing damage to all foes on the stage. Sending them away as a lightning strike hits the center of the stage, blasting all other bullets outwards in a radius causing even more destruction as the storm subsides and the match returns to normal.

McBoo
McBoo
Debuted in McBoo's Mansion.
Character owned by McBoo-Blitzman.
Murphy Quinton McBoo is a Red Boo who was originally part of King Boo's army. However, after failing to support the Boo Troop and instead hiding in fear during the battle for Luigi's Mansion, McBoo and his friends O'Lantern, Akro Bat and Ghoularry were exiled from the Boo Troop. Since then, he has lived in his own mansion with his friends, trying to have fun on their own instead of focusing on ruling the Mushroom Kingdom or fighting the Mario Bros. McBoo also met his girlfriend Booberry, who while still remaining loyal to King Boo, maintains a loving relationship with him. A bashful and clumsy fellow, McBoo enjoys scaring people though he never means any ill-will towards those he scares. McBoo and his friends have fought against King Boo to defend their own mansion several times since, and have also fought against foes such as Haunty Mole and Tranzformez.
In Fantendo Smash Bros. Soul, McBoo is among the lightest of the lightweight characters. He has good speed but low defenses and attack power, and he adopts a tricky playstyle revolving around his unique invisibility gimmick. By using the shield and special inputs simultaneously, McBoo is able to toggle invisibility. This will increase McBoo's movement speed and making him invisible (only his hat and bowtie remain visible), however while invisible McBoo's attacks will deal 50% less damage and he will take 50% extra knockback, making him extra vulnerable when hit in this state.
Neutral Special:
Boo Split
McBoo splits himself into two copies. The original becomes able to perform other attacks while in the meantime, the copy rushes forwards in the direction McBoo is facing as a sort of projectile, charging until it comes into contact with an enemy and dealing damage on contact. The further the cloned McBoo travels, the fainter it will become and the less damage it will do. This attack is useful for combos as it allows McBoo to fire a clone projectile while also performing another attack.
Side Special:
Bounce Scare
To scare the target, McBoo laughs and performs a simple lunge. If a target is hit, they will take minor damage and be stunned for a second or two. However, this attack is used while McBoo is invisible, its effectiveness greatly increases, with its range, damage output and resulting enemy stun time are increased. Despite this, it is difficult to use repeatedly due to being rather slow, and if McBoo misses, he'll be left vulnerable to attack.
Up Special:
Boo Balloon
McBoo takes a quick, deep breath, inflating like a balloon as he inhales. This causes him to begin to rapidly float upwards for several seconds, granting a lot of vertical recovery. Although McBoo is unable to cancel this attack once it has begun and is incapable of using other attacks while in his balloon-like state, he gains increased defense while inflated and is able to reach great heights as he rapidly flies upwards. However, if he takes too much damage, he will pop, returning to normal and falling helplessly to the ground.
Down Special:
Boo Bomb
McBoo spits out a white ball, which once deployed, very slowly rolls across the ground. After four seconds have passed, the white ball, which is in fact a Boo Bomb, explodes, dealing heavy damage to anything around it, including McBoo. By using the down special button after a Boo Bomb has been deployed, McBoo can detonate it remotely. McBoo and other characters are also able to pick up the Boo Bomb, but it can't be thrown very far and this runs the risk of having it explode while they are holding it which will make them take massive damage.
Fan Finisher:
Boo Rocket
For his Fan Finisher, McBoo transforms into a rocket. After transforming, the screen becomes surrounded by a dark vignette, as the screen focuses on McBoo. The player controlling McBoo then has a short period of time to angle the rocket's flight path, after which it will fly off in the set direction extremely quickly. If the rocket comes into contact with an enemy, it will explode and deal massive damage, mostly likely KO'ing them unless their damage percentage is very low. Other targets within the blast radius will also take heavy damage when this happens. Afterwards - or if McBoo's rocket misses and flies off screen - McBoo will reappear at the top of the stage as his usual self.

Clyde
Clyde
Debuted in Flame: The Lost World.
Character owned by Clyde1998.
Healing from the town of Reading in the UK, Clyde, also known by nicknames "Fire" and "Flame", is a proudly Scottish Yoshi. Although Clyde was initially from the UK, he was raised by the Yoshis on Yoshi's Island after being left there on a family trip as an infant. Since then, he has returned to the UK several times, alongside his friends including Yoshi, Mario and Luigi, most recently with the task of catching an escaped criminal known as Fire Master. Despite being born in Reading, which is in England, Clyde is loyal to Scotland and his since had a grudge against his home nation. When he's not saving his homeland from Fire Master and other villains, Clyde is busy leading the Tartan Army, a legion of Scottish patriots that always support his endeavours, particularly when their homeland is at stake. Recently, Clyde and the Tartan Army helped stave off an invasion of their country from the English army to the south.
Clyde functions as a middleweight fighter excelling in attack power, though his defences and mobility are somewhat mediocre. His unique trait in Fantendo Smash Bros. Soul is the Tartan Army - after landing a successful attack on the opponent, an extra member is added to the Tartan Army - this slightly increases Clyde's Fan Finisher's duration and attack power, meaning Clyde has to play offensively to maximise the effectiveness of his Fan Finisher.
Neutral Special:
Assault Rifle
Clyde pulls out an assault rifle from Flame in the Dark and shoots a spray of bullets directly forwards. The bullets are inaccurate, spreading out over a wide area as they're fired, but deal decent damage on contact. This attack can be held for up to 3 seconds - over time, the bullets' accuracy decreases, but their velocity increases. After using this attack, Clyde will have to reload his rifle before using it again, which is done at the start of the attack.
Side Special:
Fireball
Clyde shoots a slow-moving fireball either to his left or two his right, which moves through the air for a short period of time before either dissipating, or if it hits a target, exploding and setting them aflame, dealing massive damage. While it's a slow attack, it's effective at keeping enemies at bay due to its reliability at close range.
Up Special:
Scutter Jumpkick
A fluttering jump-like attack that allows Clyde to gain some extra height after a jump. If Clyde comes into contact with an opponent throughout this attack's duration, he'll strike them with a flaming kick to deal heavy damage to them.
Down Special:
Egg Bomb
Inspired by Yoshi's Egg Roll attack from the Super Smash Bros. series, Clyde transforms into an orange and black egg and rolls around the stage, able to be directed either to his left or right. If the down special is used again while Clyde is in this state, his egg will transform into a ticking time bomb, exploding for heavy damage to the opponent after 3 seconds have passed, at which point Clyde will exit the egg. Alternatively, the player can have Clyde roll around in his egg to deal moderate damage to the enemy on contact - the longer he rolls, the faster he will become, though he will become harder to control.
Fan Finisher:
Tartan Army
For his Fan Finisher, Clyde must execute the attack within close range of an opponent. If successful, a short cutscene will play, depicting Clyde calling for the Tartan Army using a vuvuzela emblazoned with the Scottish flag. This will then cause the Tartan Army to stampede across the stage, dealing heavy damage and knockback to any opponents within a certain proximity to Clyde. The more members the army has accumulated by the time of this attack, the more damage it will deal, though it will reset to a base value after being executed.

YoshiEgg
YoshiEgg
Debuted in The Adventures of YoshiEgg.
Character owned by Yoshi Egg.
YoshiEgg Nook is a Tanooki from Mushroom Kingdom's Dinosaur Land. After working at a zoo for a while and running away after an incident with a guest, YoshiEgg ran away and moved to a shack not that far away from Luigi's Mansion. Not long after, YoshiEgg discovered that a creature from the zoo he worked at, The Groo, had escaped and was on the hunt for YoshiEgg out of hatred towards him. Teaming up with Bloop, a Blooper who had escaped from The Groo, Yoshi Egg was able to protect his friends and family from The Groo's wrath. Ever since, he has continued living in has shack with Bloop, now his best friend, and has set up a shop there while meeting other friends along the way such as McBoo and RedYoshi. YoshiEgg is a mute who very rarely communicates outside of nods.
YoshiEgg appears as a playable fighter in Fantendo Smash Bros. Soul, a light-middleweight character. He has two different appearances in this game, the first being how he appeared in his original, doomed timeline, and the second being how he appeared in the New Fantendoverse, and his moveset is based on a combination of these appearances. He's a bit of a jack-of-all-trades fighter, featuring decent speed and attacks despite being on the smaller side of characters, though he can be quite hard to master and counter due to his unique Down Special. Furthermore, YoshiEgg has a pretty good aerial game, being rather floaty and being able to activate a brief slow-fall when suspended in the air thanks to his tanooki tail, increasing his air time.
Neutral Special:
Laser Blaster
YoshiEgg's signature weapon from the YoshiEgg & Bloop series, YoshiEgg pulls out a laser gun and quickly fires a neon green laser from it. The fired laser travels in an unimpeded straight line, piercing enemies and dealing decent damage. This attack can also be held down to have YoshiEgg fire a barrage of laser shots, which will become less bright and decrease in power over time but still maintain good range and speed.
Side Special:
Bloop's Guard
YoshiEgg summons Bloop, his closest friend, who is an orange Blooper. Bloop will squirt a burst of ink, which has limited range but deals decent damage to targetted foes, with the added perk of slowing them down for a few seconds once they are covered in ink. Furthermore, Bloop will block attacks from reaching YoshiEgg in the direction he appears, however if Bloop takes too much damage, he'll fall to the ground and disappear and won't be able to be summoned for another 20 seconds.
Up Special:
Jetpack
YoshiEgg dons a jetpack from Project Fate, which lets him rapidly rise through the air as the jetpack shoots out flames to boost him upwards. While rising, he can move to the left or right for an angled recovery. After a few seconds, the jetpack will fall off, leaving YoshiEgg vulnerable in the air. The falling jetpack will explode on contact with the ground or an enemy and deal heavy damage.
Down Special:
Shop Stock
YoshiEgg's most unique attack. At all times, three items are displayed next to YoshiEgg's HUD. When he uses his Down Special, YoshiEgg will pull out the topmost item and become able to use it in battle. This then causes the two remaining items to shift up one slot each as a new item appears in the third slot, essentially acting as a preview as to which item YoshiEgg will be able to receive next. The items in the preview are randomly generated from a predetermined pool of more balanced items. YoshiEgg can only pull out an item once every 30 seconds before being able to pull out another.
Fan Finisher:
Tanookey
Once he activates his Fan Finisher, YoshiEgg gains access to the Tanookey, a legendary key and tanooki-themeds sword which can be swung only once to unleash an extremely powerful attack. It is swung very slowly but has huge range. Once one or more foes are hit by the attack, YoshiEgg will then proceed to deal a rapidly flurry of strikes against them using the Tanookey, racking up massive amounts of damage before finishing with one final strike that causes the Tanookey to shatter on impact. If YoshiEgg misses the initial swing, however, the Tanookey will disappear and he will miss out on executing his Fan Finisher.

Sunnyscythe
Sunnyscythe
Debuted in Neverworld The First.
Character owned by Cobweb.
Sunnyscythe is an experimental cloned Pichu who was corrupted by a computer chip with a program to kill and turned sadistic as a result. Don't let his innocent and frail figure fool you; his long-term obsession with torture and manipulation of others has persisted even past his multiple deaths, only evident from his hollow, lifeless eyes. Today, Sunnyscythe's consciousness has completely evaporated and been fully taken over by the remnants of the computer chip inside him.
Sunnyscythe is an incredibly quick and strong fighter in spite of his light weight, but his defense is exceptionally poor as he gets knocked back very easily and takes additional damage when being hit. All of his special moves are powerful, and using his Neutral Special to lock opponents out of using their Neutral Specials can be an effective technique in battle.
Neutral Special:
Power Scythe
Sunnyscythe manifests a power-absorbing scythe made of energy and swings it in front of him, dealing no damage. However, Sunnyscythe steals the power of another for himself if his scythe makes contact with them, replacing his Neutral Special with theirs and changing their Neutral Special to Power Scythe.
Side Special:
Killer Doll
Sunnyscythe deploys one of his signature killer dolls ahead of him. Sunnyscythe can control this doll's movement and cause it to explode by attacking, but he himself will remain immobile for as long as the doll is deployed without exploding. The doll will push opponents who run into it back, and the explosion will deal heavy damage to an opponent.
Up Special:
Short Circuit
Sunnyscythe prepares a blast of electricity as his hollow eyes light up with lightning. Sunnyscythe is suspended in midair as this electric blast circles around him for a short time, dealing damage to those who touch it. When the control stick is moved, the electric blast will short circuit into Sunnyscythe's body and launch him forward in the desired direction, dealing a decent amount of damage to anyone hit by his launched body.
Down Special:
Torture
Sunnyscythe prepares to punish an opponent by making them victim to his torture. If an opponent attacks him directly, Sunnyscythe will grab them in a chokehold, electrocute their body, and impale them with the blunt edge of his scythe in a quick motion before pummeling them to the ground. This counterattack deals good damage and leaves the opponent vulnerable.
Fan Finisher:
Robo-Sunnyscythe V3
A robotic armor forms around Sunnyscythe's body, transforming him into the much less defenseless and much more terrifying Robo-Sunnyscythe V3. Sunnyscythe's robot form appears similar to him but much larger and with wings. In this form, Sunnyscythe is able to fly around the stage freely and throw large digital scythes that deal great damage forward by attacking. Robo-Sunnyscythe V3 will revert to Sunnyscythe after a short time, and during the time of this attack, Sunnyscythe will be invulnerable.

Recursion Bro
Recursion Bro
Debuted in Fantendo Smash Bros. Something.
Character owned by AgentMuffin.
Recursion Bros. are an odd purple variant of the Hammer Bros., who instead of tossing out weapons or elemental attacks to cover ground, they instead toss out more Recursion Bros. that continue to toss out more and more clones until there are an unholy amount of them on the field at once. A variant originally made as a joke quickly grew into one of the many weird but strangely iconic parts of Fantendo as much as everyone was tired of seeing redundant variants and recolors of Hammer Brothers.
The Recursion Bros' main mechanic revolves around them throwing out clones of themselves that act as low leveled CPU's - however you can only have one clone out at a time. That clone has another thing going for it, that being you can use your attacks to knock it around like a hard projectile turning Recursion Bro. into a very tricky set up fighter that relies on positioning and timing hits well to send a clone flying at an opponent at supersonic speeds. The only downside is, its regular attacks on their own are quite weak and coupled with low speed and light weight, this fighter isn't exactly going to be surviving many heavy hitting attacks.
Neutral Special:
Clone Throw
Recursion Bro will toss out a clone that will begin to walk around and start attacking nearby foes for rather weak damage over all and they are incredibly easy to knockout as well but this move does act as set up for the rest of the specials.
Side Special:
Volley Kick
Recursion Bro will preform a powerful kick with both legs that regularly does pretty decent damage but when used on a clone they'll curl up into their shell as it becomes a hard ball like projectile that does an insane amount of damage but is very hard to aim and is quite easy to miss and will usually result in the clone being sent flying off the stage.
Up Special:
Recursion Catapult
Recursion bro will summon a clone that picks them up and flings them upwards at a high angle that acts as a very high and safe recovery does leave the Recursion Bro quite vulnerable to attacks as this move deals no damage or knockback and leaves them to free fall after the move has been used.
Down Special:
Half Clone
Recursion Bro will summon two smaller clones that are significantly weaker than the larger variety but are easier to launch and keep track of as they stick close to the main player as much as possible and despite dealing less damage over all combining the strengths of all 3 clones together can lead to some nasty combos if you know how to set them up right that is.
Fan Finisher:
Recursion Rampage
Recursion Bro starts glowing with purple energy as he then starts rapidly tossing out clones as those clones also start tossing out their own clones as the cycle continues until the entire stage is engulfed in a see of Recursion Bros that will drown and crush any foe who happens to be too close to the main pile as the clones then all explode causing huge damage as the main player steps right back up and resumes their fighting stance.

Plumber
Plumber
Debuted in King Plumber (Game).
Character owned by Plumber.
The (former) ruler of Fantendo, King Plumber, resides in a castle at the center of Fan City watching over everyone and ensuring their safety and happiness. However, one day he would mysteriously vanish for quite some time, and while others would take the throne at the heart of the city, many of the citizens worried for nights on-end on where he must have gone. Others didn't really seem to care, but recently he's shown up again and has since resumed his throne. Although he's not nearly as powerful as he once was, people around Fan City were happy to see him back.
Plumber's main playstyle leans on a lot of mix-ups and unpredictability, as he's got a lot of options that at first don't really mesh well together, but when combined and used effectively can absolutely mop the floor. This does give him one glaring weakness though - he is incredibly hard to use effectively, and this will more often than not lead to his demise. For example, some of his moves can also do recoil damage to himself.
Neutral Special:
Blue Bomb
Plumber will pull out a blue bomb with a cube engraved on it. As he tosses it forwards, it slowly floats down and then explodes into a large burst of cubes that deals great damage. It is hard to land as the falling speed of these bombs is rather sluggish and must be timed very carefully.
Side Special:
Master Crusher
Plumber will pull out a large, burly hammer as he swings it forwards with a resounding boom to it. This deals heavy damage and even heavier knockback. Along with that, if you press the attack button again after the first swingm, he'll swing it from left to right having a chance to screen KO foes if they're at very high percentages, though this second attack is hard to pull off.
Up Special:
Slide Away
Plumber will make a weird pose in the air as he slips into the shadows and reappears in a higher spot, acting as a great teleportation recovery. However it does leave him quite vulnerable to attacks afterwards if he doesn't stick the landing.
Down Special:
Beorn Protector/Shield Blast
Plumber will pull out a blue and red shield with the face symbols of Unten and Netnu on them. This acts as a protective shield that blocks physical attacks and reflects projectiles however if you press the special button again, the two symbols on the shield will flip up and fire out one blue and one red projectile that spiral around each other while dealing decent damage and stunning foes for a few seconds.
Fan Finisher:
Welcome to Fantendo
Plumber will summon down a rope that he then pulls on, causing a gigantic metallic neon sign version of the Fantendo logo to drop down and crush all the opponents on the stage for massive damage. This has the added bonus of instantly KO'ing anyone who is over 100%. As the sign then falls off the stage, the fight resumes.

Notiggy
Notiggy
Debuted in Koopalings: Overthrown!.
Character owned by Gold-sans mobile.
Notiggy is an intentional rip off of the Koopalings to poke fun at all of the rapidly spreading and ultimately low-quality ones that were flooding in on a daily basis, so Notiggy decided to waltz into the world with his golden glory as he went around showing off how much of a true rip off he was to the masses eventually gaining enough of a following where every single person alive knew who he was mostly by his crude signs he'd leave everywhere where he was eventually know as THE rip-off, the end all be all of all rip-offs, he wore this title as a token of honor and has held his chin high and never looked back, he truly is the most famous and infamous koopaling of all time.

Notiggy is an enigma, his moves usually don't much or anything or have that much of a purpose outside of one or two uses which makes him a very weak and defenseless fighter but to make up for this he's hard to launch, has great air game and is even harder to score a fast KO on mostly due to his sheer weight and girth.

Neutral Special:
Fake Blast
Notiggy will cast forth a carboard cut out of a fireball that deals absolutely no damage but does cause a hit foe to be flung backwards quite a fair distance which can help in some cases but the cardboard is easily destroyed by all attacks in the game regardless of damage.
Side Special:
Wand Bludgeon
Notiggy starts to franticly run around and swing his wand in an uncontrollable fashion that deals small damage and knockback and can be spammed quite easily but after too many uses Notiggy will fall unconscious due to exhaustion for a few seconds before waking back up to resume the fight.
Up Special:
Weak Flutter
Notiggy attempts to flutter kick his way back up to safety but this move has barely any horizontal movement on it and while this doesn't put you into free fall and you can use it as much as you want while airborne, it will take an ungodly amount of time for him to finally reach up to the stage to recover and by the time that would've happens the match would be long over.
Down Special:
Rip-Off Sign
Notiggy plants a pick-it sign in front of himself that says rip-off on it and it does absolutely nothing aside from reflecting very weak projectiles but it then breaks after it only reflects just one, its more so a move meant to throw off opponents as it looks like the sign being planted would deal damage but in reality it does nothing but add an extra stage decoration, you can plan as many of these as you want too.
Fan Finisher:
Notiggy attempts a Move
Notiggy will draw in every single ounce of power he can with in his hair as it starts to enlarge and glows with a brilliant golden aura that then hops off his head and proceeds to explode dealing 1% of damage to all foes on the stage, leaving Notiggy bald as the match resumes like normal.

Baluigi
Baluigi
Debuted in Baluigi.
Character owned by Asylus.
An enigmatic, chaotic figure, Baluigi is the younger brother of Waluigi, with unknown relation to the rest of the Mario family. Bedecked in clothes resembling his better-known sibling, Baluigi is known for his crazy nature - in fact, some would call it his defining trait. He talks like Mr. Bean, and smokes a whole lot of crack. Once, he smoked so much crack he entered a state of psychotic rage and cut off the top of his own ears. Despite this, Baluigi still manages to maintain a positive outlook on life's challenges.
Baluigi's moves are all derived from his signature power - superpowers of an unknown nature derived from the licking of toilet seats. He is a highly erratic fighter, serving as somewhat of a joke character, with a number of attacks that rely on RNG and are generally very unpredictable. His main gimmick is the Crack Meter, which goes up whenever his shield blocks an attack, and increases his power exponentially as a result of that - until, of course, it goes too high and he starts to damage himself.
Neutral Special:
Ears
Baluigi retrieves the tops of his ears, which were chopped off in a tragic crack smoking accident, and swings them forward like morbid nunchucks. They deal minor damage, but inflict a damage-lowering debuff on the opponent, which affects them scaled based off how much they are grossed out by the unconventional weapon (something determined by RNG and the Crack Meter), and can be incredibly powerful if the player gets lucky.
Side Special:
Toilet Magic
Baluigi summons a toilet, and shoots a burst of sewage water from it straight forward. This barrage is maintained for a short time as long as the player continues to input the side special, and deals very minor damage initially. However, after a short period of time, it will inflict the effects of a random special used in the last 15 seconds on any opponent hit by the stream, and continue to push them back if they're caught in the blast.
Up Special:
Tongue Grapple
Baluigi unhinges his jaw, and a toilet seat appears across the stage from where the directional input is. He will then shoot out his tongue to lick it, dealing minor damage to anyone hit by it, and then rocket across the stage to where the seat was floating, dealing heavy damage to anyone who he hits. However, from licking this toilet seat, he will contrat a disease, which takes the form of a randomly selected drawback that varies in intensity.
Down Special:
Rage
If Baluigi's Crack Meter is not at least 75% full, he will simply do a minor ground pound. However, if the meter is sufficiently filled, he will enter a drug induced rage and procure an upgraded weapon - a knife, the one he used to cut off the tops of his own ears. This will last for a random amount of time, and during this time all his attacks are upgraded significantly, as is his speed, but he is much more vulnerable to taking damage.
Fan Finisher:
Cracking Up
Baluigi snaps his fingers, and a large toilet opens up above the stage, with crack pouring from the bowl of the toilet and down onto the stage. Baluigi will enter an enhanced offensive state as he smokes the cocaine coating the stage, while any other characters who attack will inadvertently consume the drug and enter their own crack-induced state, during which they will deal as much damage to themself as they will to any opponents they are fighting.

Lahavas
Lahavas
Debuted in Fantendo Smash Bros. Soul.
Character owned by Fantendo.
Lahavas is an intergalactic rock star, being the lead bassist of famous band Diamond in the Rough. They grew up in a strict society that shunned anyone for being different, and after they were infected by a rare type of crystalline virus that heavily mutated their appearance, they were shunned away from this society. They found solace in meeting other like-minded individuals, however, and together, their new found group of friends created the anti-establishment band that's well known today across the Fantendoverse. Lahavas's main instrument and weapon of choice is their electric guitar sword, which they forged themselves from crystals. They are able to amplify the sound of their guitar using the crystals on their back and shoulders.
In Fantendo Smash Bros. Soul, Lahavas is a heavyweight fighter, being among the tallest in the game, though they still have decent movement speed. They're a character that fights well from long range, with access to various sound-based attacks and projectiles. Lahavas's unique gimmick is their access to crystal symbiosis, utilizing special guitar frequencies to change the state of the crystals on their body. By playing their guitar sword in a particular key, the secondary effects of Lahavas's specials can alternate. By default, Lahavas plays in C Major, which makes their crystals light blue. They can also play in G Major and D Major. G Major makes their crystals purple and makes their specials faster but less powerful while adding defensive extra effects, while D Major makes their crystals yellow and make their specials slower but more powerful while adding extra offensive effects. The key in which Lahavas is changed using shield special, rotating between C Major, G Major and D Major in that order.
Neutral Special:
Crystal Chord
Lahavas plays a chord on their guitar, which sends out a flurry of crystal shards in the direction they are facing. The chord can be held for a very long time, though over time, the attack becomes more inaccurate and shards will begin to be fired more slowly. Each shard deals weak damage on its own, though since they move so quickly and are fired out over a fairly wide area, they are very hard to dodge. In G Major, fewer crystal shards will be fired per second but they will ignore effects that can reflect or absorb projectiles. In D Major, the crystal shards will travel further and deal more damage the attack becomes more inaccurate overall.
Side Special:
Soundwave Strike
After briefly charging a strike, Lahavas swings their guitar sword in a forward arc, dealing heavy damage to foes that are hit. If the attack has been charged for long enough, the strike will produce a series of sound waves that travel horizontally across the stage and deal extra damage to foes from a distance. Furthermore, a longer charging time will increase the overall damage output of both the sword strike and sound waves, but this leaves Lahavas vulnerable while they are charging. In G Major, sound waves will always be produced regardless of charging, but their power is substantially decreased. In D Major, the initial sword strike will deal more damage but has reduced range.
Up Special:
Crystalline Wings
Lahavas quickly flaps their wings before soaring upwards in a spiraling motion with their wings extended, dealing repeated damage to any nearby opponents thanks to the jagged crystals that make up the wings. This grants Lahavas significant vertical height and puts them into a gliding-like slow fall state afterwards. In G Major, the vertical height that Lahavas gains is greatly increased, but the slow fall effect is removed and they will instead become vulnerable to attack afterwards. In D Major, the vertical height that Lahavas gains is reduced, though they will deal much more damage to any foes they hit during their ascent.
Down Special:
Diamond Cloak
Lahavas quickly fabricates a barrier of spinning crystal shards around them, which deflects projectiles back to the attacker and deals moderate damage to foes within a very close range to them. Lahavas can be very hard to hit in this state, however, once Diamond Cloak is initiated, it cannot be cancelled and Lahavas is left vulnerable to melee attacks for several seconds. In G Major, Diamond Cloak is weaker and deals almost no damage, but has the added effect of slightly healing Lahavas when used. In D Major, Diamond Cloak becomes much more powerful in terms of damage and has increased range, but it loses its ability to deflect projectiles.
Fan Finisher:
Encore
For their Fan Finisher, Lahavas begins playing one of several possible Fantendo songs on their guitar. Each has the same effect, shooting out a myriad of damaging sound waves, music note energy projectiles and crystal shards from Lahavas that proceed to ricochet around the stage, all dealing heavy damage and knockback to foes that are hit. Due to the high number of projectiles produced by Lahavas's performance, it is more than likely that all opponents will take heavy damage unless they are somehow able to consistently dodge throughout the 8 second duration of Lahavas's performance. Unlike Lahavas's other specials, Encore is not affected by the key they are currently playing in, aside from cosmetic differences in the colour in which the projectiles appear.

Merritorry
Merritorry
Debuted in Fantendo Smash Bros. Soul.
Character owned by Empress Scarlet.
A Styrax Girl hailing from the Viridian Fantendoverse, Merritorry is a stern but calm headed lass who doesn't take jokes and is usually one to set the record straight if someone ever steps out of line but sometimes, she can get the wrong idea and accuse innocent people backfiring on her completely.
Merritorry is the way she is however, due to her upbringing as a chosen hero for her Planet of Queedar by her people which has put a lot of unneeded stress on her as she cant exactly carry the weight of millions of people on her back which has encouraged more reclusive and stoic behavior from her but she still has people who care about and love her despite her being rather cold hearted yet well meaning.

Merritorry is a fighter with a very aggressive and hard to counter playstyle which relies on constant pressure and fireblock based projectile attacks that spaces her and the opponent out enough in order for her to safely evade attacks and land some great damage from a far however her playstyle comes with a cost, she requires rest after using too many of her attacks as you need to use her down special to breathe in and breathe out to calm herself back down and return to normal which leaves you very wide open to punishment.

Neutral Special:
Fireblock
Merritorry will cast out a green and orange fireblock projectile that travels a fair distance before slaming into the ground hard like a meteor dealing great damage and knockback while also making Merritorry slightly tired after its used.
Side Special:
Rhombus Cross
Merritorry will throw out a Rhomboid cube that then fans out into a large fiery cross shape that carries and traps users in the burning green flames racking up big damage as it then bursts into flames sending the opponents away but causing Merritorry to get extremly exhausted afterwards.
Up Special:
Wings of Lybrixx
Merritorry will don large colorful and blocky wings as she flutters upwards gaining great vertical movement as she gradually gets more and more tired after each flap of her wings, this move also deals no damage so this will leave you at risk of an all out assault.
Down Special:
Sleepy Cubical/Howling Prism
Merritorry will retract into a black cube like cocoon as she rests up to recharge her energy meter over the course of a few seconds however if she's knocked out of this state a chunk of her refilled meter will be depleted, but if you use down special while you have full energy Merritorry will call upon one of her gained powers from the 4th dimensional god Rhulahan as she casts a large crystalline prism forwards as she unleashes an unholy screeching noise that is amplified in the crystal and scattered out all across the stage dealing massive damage but depleting her energy meter in full forcing her to recover it in her resting cocoon.
Fan Finisher:
Purgatory Sun Rain
Merritorry will tap into her full power as she lunges forwards at blinding speeds catching any foe in her way and sending them into a cinematic that flings them all onto a deadly and burning fire cube as its sent towards a blue star while she's rapidly bombarding the caught foes with hellish fireblocks that all ends with her catapulting the cube straight into the star as it explodes in a supernova ending the attack as the foes are all dealt heavy damage but leaving her not only exhausted but also fatally damaged as the power she activated was too much for her body to handle so it leaves her with a ton of recoil damage leaving her extremely defenseless after the attack is over if you are thinking ahead of everyone before using this.

Jesus
Jesus
Debuted in Jesus Kart.
Character owned by Lumoshi.
Original version created by God.
Jesus, also known as Jesus Christ, is the central figure of Christianity, the incarnation of God the Son, and the messiah prophesied in the Hebrew Bible. He also just so happens to be a really big fan of go-karting. He's raced against a variety of figures from Christianity, across various tracks and locations from across the Old and New Testament. With his impressive sinhopping skills, he's sure to outpace all of his opponents!
Jesus is a heavyweight character with a focus on performing devastating combos. While at first he's a bit slow, his Holy Water Meter can help boost his speed. Pressing Special while Shielding has Jesus turn the water into Wine. The more Wine is in the meter, the fastest Jesus goes. However, if there's too much, Jesus can become hard to control. The meter will turn back into Holy Water as time goes on.
Neutral Special:
Item Box
Jesus breaks an Item Box, pulling out a random item for him to toss as a projectile. The more he is losing, the rarer the item becomes.
Holy Water: Tosses an arcing bottle of Holy Water that explodes on the ground, leaving behind a puddle that slips foes.
Cross: Toss it forward as a projectile.
Crucifix: Tosses it forward as a homing projectile.
Bread & Fish: Eat it to boost forward, damaging enemies in your way.
Burning Bush: Tosses a bush that explodes after a few seconds.,
Bible: Creates a shield around you that protects against enemies.
Cherub: A tiny angel that drops down on enemies and will either deal non-flinching damage, or steal their items.
Crown of Thorns: Attaches to the winning player and binds their head, dealing damage and slowing them down
Holy Grail: Grants temporary invincibility. A rare item.
Ark of the Covenant: Creates a blast of lightning on all surrounding enemies. A rare item.
Side Special:
Crucifix Bike
Jesus hops onto the Crucifix Bike, riding it forward while performing a wheelie. Press the jump button and Jesus will perform a sick trick while jumping into the air. Landing on the foe while riding the Crucifix Bike will bury the foe. Press the opposite direction, and Jesus will perform a peelout to stop, while dealing rapid damage to anyone nearby.
Up Special:
Boost Ramp
A boost ramp appears under Jesus, which he uses to boost himself into the air. While it doesn't cover much height, it covers good distance, and doesn't put Jesus into freefall. If used in the air, the boost ramp will fall to the ground, spiking enemies below him.
Down Special:
Sinhop
Jesus performs a small hop. While it deals minimal damage, if you use it while you're still moving, it allows you to keep your momentum, damaging enemies while you move forward.
Fan Finisher:
Second Karting of Christ
Jesus rushes forward, driving into the foe and launching them into a cutscene. The enemy is placed onto a track, where Jesus, Judas, Mary, Cain, Ramesses, Lucifer, Eve, Joseph, Noah, John the Baptist, Pope Francis, Moses and Sloth, all drive in. They all run over the foe before Jesus pulls out a Holy Grail, becoming invincible and launching the foes with a powerful boost.
Advertisement