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Roster[]

Victorious Smash Bros. sports the largest roster of any game in the series, at a whopping 132, including 12 Echo Fighters. Notably, the roster contains 60 newcomers, the highest amount in the series' history. The roster also includes 51 third-party characters, including indie fighters, a first for the series.

Click on a link to go to the corresponding character, once they're finished.
Mario Artwork - Super Mario 3D World
SSB Ultimate Peach with Perry
2.8.CSSB Sport Daisy Artwork
BowserNSMBU
BowserJr SSBUltimate
RosalinaandLuma SSBUltimate
Mario Peach Daisy Bowser Bowser Jr. Rosalina & Luma
ScaredLuigiLM3
Yoshi SSBUltimate
Wario MP100
SuperMarioParty Waluigi
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Funky Kong Artwork - Donkey Kong Country Tropical Freeze
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Funky Kong Diddy Kong Dixie Kong King K. Rool Link Zelda
Ganondorf Trident (Hyrule Warriors)
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Midnaimp
HW Lana
3DS MetroidSamusReturns char 01 50
Ganondorf Impa Toon Link Midna Lana Samus Aran
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Rundas
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Lucario SSBUltimate
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Pikachu Mewtwo ??? ??? Lucario ???
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Ness SSBUltimate
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Lucas SSBUltimate
Greninja Incineroar ??? Ness ??? Lucas
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MrGameandWatch SSBUltimate
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Captain Falcon ??? Mr. Game & Watch Ice Climbers R.O.B Duck Hunt
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Marth SSBUltimate
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605px-SSBU Ike RD
Robin SSBUltimate (Female)
??? Marth ??? ??? Ike Robin
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Olimar SSBUltimate
Byleth Pit Dark Pit Palutena ??? Olimar
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??? Villager Isabelle Shulk ??? ???
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LittleMac SSBUltimate
Inkling ??? ??? ??? Wii Fit Trainer Little Mac
MinMin SSBUltimate
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Sonic SSBUltimate
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Min Min ??? ??? Sonic the Hedgehog ??? ???
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Bayonetta SSBUltimate
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Joker SSBUltimate
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??? Bayonetta ??? Joker Solid Snake ???
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Simon SSBUltimate
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MM11MegaMan2
??? Simon Belmont Richter Belmont ??? ??? Mega Man
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Ryu SSBUltimate
Ken SSBUltimate
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??? ??? Ryu Ken Masters ??? ???
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Pac-Man SSBUltimate
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Cloud SSBUltimate
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??? ??? Pac-Man ??? Cloud Strife ???
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Terry SSBUltimate
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Erdrick Terry Bogard ??? ??? ??? ???
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BanjoKazooie SSBUltimate
??? ??? ??? ??? ??? Banjo & Kazooie
Steve SSBUltimate
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Steve ??? ??? ??? ??? ???
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??? ??? ??? ??? ??? ???

Fighters[]

Mario

Mario Artwork - Super Mario 3D World
Mario
Mr. Video Game Himself
SSB Super Mario SymbolGameStyle SuperMarioBros

Super Mario Bros. (1985, NES)

It's-a him, red-clad hero of the Mushroom Kingdom and THE video game all-star, Mario himself! A heroic plumber with a love for spaghetti, Mario is easily the face of Nintendo. In his many home series, he regularly squares off with Bowser (And occasionally others) and saves many a kingdom, with his heroics reaching as far as outer space! Well-versed in the art of jumping and strong enough to break bricks with his fists, Mario is further aided by numerous power-ups and allies made during his travels. Always bet on the red!

Mario, being the mascot of Nintendo and one of the most recognizable characters of gaming-If not THE most recognizable-Has a balanced, easy-to-learn fighting style that neither suffers nor excels in any one place, making him a good for beginners. However, in Victorious Mario has adopted a minor slant towards jumping and power, to better represent his home series. In addition, the changes to his kit give him better range, helping his poor approach options in past installments.

In Victorious, Mario has received the following changes:

  • Mario can now perform a hold attack.
  • Mario's forward smash and forward air now utilize his hammer.
  • Mario's up smash has him swing Cappy above himself.
  • Mario's neutral air is now a spin from the Galaxy games.
  • His down air has been changed to Doctor Mario's.
  • His Side Special has been changed to utilize Cappy.
  • His down special now changes when in the air.
  • Mario's Final Smash has been changed to Gold Mario.
  • Mario is overall even more cheerier than in Ultimate, much like in his home series.
  • Mario's jumping height has been increased.
Moveset

  • Jab: A quick punch, punch, kick combo, taken directly from Super Mario 64.
    • Hold Attack: Mario thrusts his palm forward, creating a small burst of fire. Effectively the same as his original forward smash.
  • Dash Attack (Slide Kick): A baseball slide. Similar to the Slide Kick from Super Mario 64.
  • Dodge Attack: A jumping spinning uppercut, same as his up tilt.
    • Roll Attack: A wheel kick, same as his side tilt.

  • Forward Tilt: A wheel kick. Can be angled.
  • Up Tilt: A jumping spinning uppercut. Has a bit of a blindspot in front of it that keeps it from reliably hitting shorter or crouching characters.
  • Down Tilt: A leg sweep. A quick, reliable combo starter.
  • Forward Smash: Mario raises his hammer, then swings it down. Has a sweetspot on the head of the hammer.
  • Up Smash (Hats Off): Mario rears back and grabs Cappy, then swings him above his head. Effectively his original up smash, but with Cappy.
  • Down Smash (Sweep Kick): A breakdance kick that hits both sides. While it is primarily based on his Sweep Kick from Super Mario 64, it also resembles his breakdance animation from Dance Dance Revolution: Mario Mix.

  • Neutral Aerial (Spin): Mario spins in the air, taken from Super Mario Galaxy. At the end of the animation, Luma will appear from under Cappy.
  • Forward Aerial (Meteor Mallet): Mario rears back his hammer, then delivers a powerful overhand blow. Effectively his old forward air, but with his hammer.
  • Back Aerial: A backwards dropkick.
  • Up Aerial: A bicycle kick.
  • Down Aerial: A double-footed stomp.

  • Grab: Mario reaches out.
  • Pummel: Mario headbutts the opponent.
  • Forward Throw: Mario spins the opponent around once, then tosses them forwards.
  • Back Throw (Airplane Swing) A giant swing, where Mario grabs his opponent by the feet, swings them around thrice, and throws them behind himself. Deals damage to anyone hit by the swung opponent. Based on the throw used against Bowser in Super Mario 64.
  • Up Throw: Holds the opponent by the chest and heaves them upwards with both hands. Similar to the Upwards Cap Throw from Super Mario Odyssey.
  • Down Throw: Mario jumps upwards with the opponent and performs a body slam, slamming them to the ground with one arm.

  • Neutral Special - Fireball: Mario throws a Fireball, which bounces along the ground several times before vanishing. While it has a lot of endlag for such a weak attack, it also doesn't effect Mario's aerial mobility in the slightest.
  • Side Special - Cappy Throw: Mario grabs Cappy and throws him forwards, where he flies forwards a set distance or until he hits an opponent, and deals damage to all he hits. Holding the button increases the duration. It's good for racking up damage, but leaves Mario vulnerable at the beginning and does practically no knockback at all. If Cappy hits a ledge, Mario will be dragged to him, making it a decent recovery move.
  • Up Special - Super Jump Punch: A jumping uppercut that generates various coins from Super Mario Odyssey if it connects. While it is Mario's main recovery move, it covers little overall distance and leaves him vulnerable at the end.
  • Down Special - F.L.U.D.D: Mario wields the versatile water pack F.L.U.D.D and charges up water, before shooting out a stream of water at his opponent. While it deals no damage, it pushes them back and can be angled up or down. If used in the air, Mario will instead shoot the water directly downwards, propelling him upwards a short distance. This distance is greatly increased if the water collides with a platform.
  • Final Smash - Gold Mario: Mario holds up his hand to reveal a Gold Flower and uses it to transform into Gold Mario. During the transformation, Mario gains powerful super armor and a respectable attack boost. His fireballs become gold in color and gain both a boost in power and a decrease in startup lag, making them act like their home games. After about ten seconds, Mario reverts to normal.

    • Mario's battle theme is Jump Up, Super Star!, the main theme of Super Mario Odyssey. In that game, the song plays during the 8-bit segment of New Donk City, itself a homage to Mario's very first appearance, the original Donkey Kong. It also prominently plays in the New Donk City stage Super Smash Bros. Ultimate, which was kept during the transition to Victorious Smash Bros.
    • Mario's victory theme is a flourished remix of the iconic Course Clear fanfare from Super Mario Bros. Victorious Smash Bros. reuses the remix from Super Smash Bros. Ultimate.

  • Number of Jumps: 2
  • Mario can wall jump.

  • Mario is unlocked from the start

  • Animations

    • Entrance: Mario jumps out of a Warp Pipe with his right fist in the air and shouts, "Lets-a go!"
    • Idle Animation 1: Mario adjusts his hat.
    • Idle Animation 2: Mario moves his head from left to right, holding his fists in front of his face.

  • Up Taunt: Cappy raises up to reveal Luma, with Mario, Cappy, and Luma all bearing cheerful expressions.
  • Right Taunt: Mario cheerfully tosses Cappy in a circle, shouting "Ho-ho!" When Cappy finishes his loop, Mario grabs him out of the air and puts him back on his head.
  • Left Taunt: Mario makes a beckoning gesture, saying, "Lets-a go, paisano!"
  • Down Taunt: Mario turns his back to the camera and give a thumbs up, smiling.

  • Victory Animation 1: Mario winds up for a punch, then steps forward while punching the screen.
  • Victory Animation 2: Mario creates a small explosion of fire from his palm and strikes a pose.
  • Victory Animation 3: Mario does a spin as he jumps in the air, landing in a strongman pose.

  • Alternate Costumes

    Peach

    SSB Ultimate Peach with Perry
    Peach
    Princess of Toadstools
    SSB Super Mario SymbolGameStyle SuperMarioBros

    Super Mario Bros. (1985, NES)

    Peach is the ruler of the Mushroom Kingdom (Don't ask about the king and queen, we don't know either). Sweet and optimistic, Peach is a beloved ruler, both inside and outside her kingdom. Unfortunately for her, this appreciation extends to Bowser, King of the Koopas, who has made a habit of kidnapping her to ask her hand in marriage and spurring Mario into rescuing her for the umpteenth time. Despite this constant misfortune, Peach is far from defenseless, being strong-willed and more than capable of holding her own. Don't mess with this princess!

    Peach leans more towards the technical side of things, and as such, she is fairly difficult to get a hang of. To master her, one must get around her most glaring weaknesses. She is light, floaty, and she is quite vulnerable on the ground. However, she is a monster in the air, bringing powerful aerials to the table and aided by her potent Float ability.

    In Victorious, Peach has received the following changes:

    • Her forward smash will now always use a frying pan, with the golf club and tennis racket going to her former Echo Fighter, Daisy.
    • Her neutral special has been tweaked into a conventional attack rather than a counter, similar to her Grumpy Toad custom move in Smash 4.
    • Peach now wields Perry as her parasol, who also takes part in her animations.
    Moveset

    • Jab: An inward slap, followed by an outwards backhand. Based on her Super Slap attack from Super Mario RPG: Legend of the Seven Stars.
    • Dash Attack: Peach extends her arms forwards, then spreads them out, generating a burst of magical sparkles.
    • Dodge Attack: Spins Perry above her. Uniquely for a dodge attack, it's more useful for hitting opponents above rather than in front of her.
      • Roll Attack: Peach kicks 180 degrees forward, same as her side tilt.

  • Forward Tilt: Peach kicks 180 degrees forward. Has good range for a tilt, as well as launching opponents vertically, unique for a tilt. Good for kickstarting air combos and juggles.
  • Up Tilt: Peach extends her arm upwards, creating a discharge of pink, heart-shaped magic.
  • Down Tilt: A low sweep kick. Can meteor smash grounded opponents.
  • Forward Smash: Peach strikes the opponent with a frying pan.
  • Up Smash (Ribbon Dance): Peach twirls a pink ribbon above her, generating a pink heart at the tip. A sweetspot is located on the heart.
  • Down Smash: Spinning on her leg, Peach crouches low and slashes the opponent with the edge of her dress. A multi-hitting move.

  • Neutral Aerial: Peach spins at an angle with her arms extended. Peach's fastest aerial attack, and an effective combo tool.
  • Forward Aerial: Peach grabs her crown and swings it down, leaving a trail of red and turquoise sparkles. Has a sourspot on her arm.
  • Back Aerial: Peach thrusts her rear behind her. Generates a heart, but it's only aesthetic and has no hitbox.
  • Up Aerial: Peach swipes above her head, one arm after the other. A decent juggling tool.
  • Down Aerial: A series of rapid downwards kicks.

  • Grab: Reaches out with her arm. When the opponent is grabbed, Toad appears.
  • Pummel: Toad punches the opponent.
  • Forward Throw: Toad leaps forward, headbutting the opponent away.
  • Back Throw Peach puts the opponent behind her and bumps them with her rear. Tad will mimic the rear thrust, but doesn't deal any damage. Peach's strongest throw.
  • Up Throw: Peach puts the opponent above her and strikes them upwards. Toad leaps up with her, but does not deal any damage.
  • Down Throw: After Peach puts the opponent on the ground, Toad leaps up and headbutts them, sending them upwards and behind Peach. A good combo starter at lower percentages.

  • Neutral Special - Toad: Toad appears before Peach and spews a cloud of spores. Holding the button increases the duration. These spores lack in power and knockback, but are good for stunning the opponent and getting them out of Peach's face.
  • Side Special - Peach Bomber: Peach charges through the air to ram her opponent with her rear, creating a heart-shaped explosion on impact. Inputting it as a smash attack makes her go further. Peach rebounds after hitting, making it a good move for hit-and-run tactics.
  • Up Special - Peach Parasol: Peach jumps upwards with Perry above her. At the apex of the jump, she unfurls Perry and gently floats to the ground. After opening, Perry can be closed at will, though he will also automatically close and send Peach into freefall after a certain amount of time. Perry also deals light damage when opened, making it a good move for racking up damage.
  • Down Special - Vegetable: Peach pulls a Vegetable from Super Mario Bros. 2 out of the ground. The Vegetable can be thrown as a projectile afterwards, with the damage varying from light to heavy depending on the face of the Vegetable pulled. Peach also has a rare chance of pulling out a Bob-omb or a Mr. Saturn. Be careful, though; Other players can take the Vegetable for themselves!
  • Final Smash - Peach Blossom: Peach performs a dance. As she does so, a pair of Peach drawings and multiple hearts line the screen. All opponents will take damage and fall asleep. The damage taken and the duration of the sleep increases the closer they are to Peach. Additionally, three giant peaches appear on the screen; Like any other food, they can be eaten by any fighter to restore a large portion of health.

    • Peach's battle theme is Peach's Castle from Super Mario 64 specifically the remix used in Super Mario Odyssey. This particular song plays inside Peach's Castle in the Mushroom Kingdom, which is only unlocked in the post-game.
    • Peach's victory theme is a flourished remix of the iconic Course Clear fanfare from Super Mario Bros. Victorious Smash Bros. reuses the remix from Super Smash Bros. Ultimate.

  • Fighter Ability - Floating: By holding up after jumping, Peach will float in the air for 2.5 seconds. During this time, she will not move vertically, but she can travel a long horizontal distance. Peach is able to use her aerials in this state, after which she will continue to float.
  • Number of Jumps: 2

  • Win 10 matches in Versus Mode
  • Beat Adventure Mode as Mario
  • Have her join the party in Story Mode
    • Peach's Challenge requires the player to fight her on the Princess Peach's Castle stage.

  • Animations

    • Entrance: Peach appears spinning out of a shower of hearts, then winks and poses with her parasol while saying "Hi!"
    • Idle Animation 1: Peach looks over her shoulders, bends down, and brushes something off her dress.
    • Idle Animation 2: Peach raises her arms in the air and stretches.
    • Idle Animation 3: Peach adjusts her ring, then raises her hand to eye level to look at it. This animation only plays when facing right.
    • Idle Animation 4: Peach fiddles with her hair.

  • Up Taunt: Peach faces the screen and says "Sweet!" while twirling Perry. During the taunt, Perry happily smiles and bounces.
  • Right Taunt: Peach dances in a taunting manner, singing "La la la la laaa laaa!" in a tune similar to "Ring Around the Rosie." During this taunt, small music notes will flutter around her.
  • Left Taunt: Toad appears before Peach and strikes a heroic pose, staying in front of Peach for as long as the button is held. Notably, Toad will take the first attack that hits it for Peach, giving it some defensive utility. Amusingly, Toad will rarely appear, say the word "Bup," and vanish, potentially screwing over any Peach player that tried to use Toad as a meatshield.
  • Down Taunt: Peach turns to the screen, and winks while pointing in a somewhat bent posture, saying "Uh-huh!" During the taunt, a heart will pop up by her head.

  • Victory Animation 1: Peach motions from left to right while leaning on Perry. She then raises him up while performing a stationary twirl, ending with Perry resting on her shoulder. Throughout the gesture, she says "Aw, did I win?" while Perry makes the smuggest face imaginable.
  • Victory Animation 2: With her back turned to the screen, Peach rests Perry on her shoulder and turns her head to the screen, smiling. During this, Toad strikes a heroic gesture in the foreground.
  • Victory Animation 3: Peach waves while walking forward, blows a kiss in the form of a pink heart, and says "Peachy!" After the animation plays out, Peach rests her right arm across her waist and waves with her right arm.

  • Alternate Costumes

    Daisy

    2.8.CSSB Sport Daisy Artwork
    Daisy
    Sarasaland's Chipper Princess
    SSB Super Mario SymbolMario Tennis Logo

    Mario Tennis (2000, Nintendo 64)

    Daisy is the princess of Sarasaland, a kingdom some distance away from the Mushroom Kingdom (Not sure exactly how far, though. Nintendo never gave us a map.) Compared to her fellow princess Peach, Daisy is more active, energetic, and tomboyish, being a constant competitor at the Mushroom Kingdom's sporting events. Heck, she even slapped Bowser into the sky that one time-Daisy don't need no plumber to save her... Except that one time with Tatanga. Actually, we don't know all that much about her life in Sarasaland. Maybe next game, we'll learn a bit more...

    In Victorious Smash Bros., Daisy's entire moveset has been overhauled to represent the Mario sports games-She's practically a newcomer now! Fighting with sports equipment of varying types, Daisy takes the role of a jack-of-all-stats, not really excelling or struggling with any one spot. Additionally, she has quite a few versatile projectiles, making her a very effective zoner. Her main struggles are her so-so aerial game and mediocre recovery-Once you get past that, you're golden!

    Moveset

    • Jab: A quick one-two punch combo.
    • Dash Attack: Daisy punts the opponent like a soccer ball.
    • Dodge Attack: A quick swing with a tennis racket, same as her side tilt.

  • Forward Tilt: A quick swing with a tennis racket. Can KO surprisingly early for a tilt, making it an ideal kill move.
  • Up Tilt: Daisy swings a ping-pong paddle upwards.
  • Down Tilt: A baseball slide.
  • Forward Smash: Daisy swings a baseball bat in front of her. Daisy's strongest smash attack.
  • Up Smash: Daisy swings a tennis racket abover her head.
  • Down Smash: Daisy swings a golf club at her opponent's feet. It can meteor smash grounded opponents, but it's hitbox is small, meaning it can be avoided just by jumping.

  • Neutral Aerial: Daisy swings a gold club around her.
  • Forward Aerial: Daisy swings a tennis racket in front of her.
  • Back Aerial: Daisy whirls around and strikes with a baseball bat. The strongest of Daisy's aerials.
  • Up Aerial: Daisy tosses a baseball above her, which then falls to the ground. Uniquely, this attack is a projectile, with all the advantages and disadvantages that entail.
  • Down Aerial: Daisy jabs a golf club directly below her. Has good range and a weak meteor smash effect at the tip, but it has to land on the tip to do anything beyond scratch damage.

  • Grab: Daisy reaches out with her right hand.
  • Pummel: Daisy knees the opponent.
  • Forward Throw: Daisy punts her opponent like a soccer ball. Has the best damage of her grabs, but has the least combo potential.
  • Back Throw Daisy suplexes her opponent.
  • Up Throw: Daisy juggles her opponent on her knees like a soccer ball thrice, the last hit launching them the farthest. Lacks in knockback, but has amazing combo potential.
  • Down Throw: Daisy throws her opponent to the ground and stomps on them. This attack grounds the opponent.

  • Neutral Special - Serve: Daisy tosses a tennis ball into the air, which falls back to the ground. Pressing the button again causes Daisy to bat the ball towards the opponent. Depending on the input given, the attack will change. If an attack hits the ball, it will be destroyed, interrupting the attack.
    • No Input: Nothing happens.
    • Neutral Input - Top Spin: A basic, run-of-the-mill shot with a higher arch. Has average speed, range, and damage and bounces on impact with the stage.
    • Side Input - Slice: A shot with a lower trajectory and less of a bounce. Has more range than the Top Spin.
    • Up Input - Lob: A weaker shot with less horizontal range but more vertical range. Good for anti-air.
    • Down Input - Smash Shot: A fast, powerful shot at a downwards angle. Deals great shield damage and pierces through reflectors and counters. Best used as a finishing blow.
  • Side Special - Javelin Throw: Daisy brings her arm back and readies a javelin, then throws it forwards. While strong, it has some startup and endlag that leaves Daisy vulnerable when using it.
  • Up Special - High Jump: Daisy crouches down, then leaps upwards while turning her back to the direction she was facing, landing one her back. A so-so recovery move with middling damage.
  • Down Special - Soccer Ball: Daisy juggles a soccer ball on her knees, then kicks it forwards. Holding the button increases the power of the attack. If an attack hits the ball, it will be knocked away and the attack will be interupted.
  • Final Smash - Crystal Smash: Daisy leaps into the air, sparking a semi-cinematic attack where she spins in the air, surrounded by a multitude of orange crystals. An aimable reticle appears on the stage, and Daisy kicks a soccer ball into the spot where the reticle aims. Upon impact, the soccer ball causes two large, sharp orange crystals to erupt from the ground on either side, damaging the opponent further and potentially striking anyone the initial attack may have missed.

    • Daisy's battle theme is Main Theme (Mario Tennis Aces). This theme is, obviously, the main theme of Mario Tennis Aces,. This particular theme was chosen to reflect Daisy representing the various sports titles of the Mario franchise.
    • Daisy's victory theme is a flourished remix of the iconic Course Clear fanfare from Super Mario Bros. Victorious Smash Bros. reuses the remix from Super Smash Bros. Ultimate.

  • Number of Jumps: 2
  • Daisy can wall jump

  • Win 10 matches as Luigi
  • Clear Adventure Mode as Peach
  • Have her join your party in Story Mode
    • Daisy's Challenge requires the player to fight her on the Tennis Court stage.

  • Animations

    • Entrance: Daisy appears out of a shower of flower petals. She rests her tennis racket over her shoulder and waves with her other hand, yelling "Hi, I'm Daisy!"
    • Idle Animation 1: Daisy stretches her arms above her head.
    • Idle Animation 2: Daisy puts her hands on her hips and shakes them while winking.

  • Up Taunt: Daisy waves at the screen, shouting "Hi, I'm Daisy!"
  • Right Taunt: Daisy gestures to the opponents, exclaiming "Yeah? Yeah?!" Based on her entrance from Super Mario Strikers.
  • Left Taunt: Daisy spins around once and flashes a peace sign, saying "Yeah!" as she finishes.
  • Down Taunt: Daisy places her hands on her hips and lets out a small grunt. Resembles her artwork from Mario Kart 7.

  • Victory Animation 1: Daisy stretches to her right, then points skyward and exclaims "Yeah!". The final pose resembles her Hole-in-One animation from Mario Golf: World Tour, but mirrored.
  • Victory Animation 2: Daisy kicks around a soccer ball, ending with a pose resembling her Super Mario Strikers artwork.
  • Victory Animation 3: Twirls onto the screen while exclaiming "Whoo!", then winks with a sideways peace sign.

  • Alternate Costumes

    Bowser

    BowserNSMBU
    Bowser
    King of the Koopas
    SSB Super Mario SymbolGameStyle SuperMarioBros

    Super Mario Bros. (1985, NES)

    King of the Koopas, Mario's all-time arch-nemesis, and the biggest, baddest brute around, give it up for Bowser! The ruler of the Koopa Troop, Bowser is the most constant threat to the Mushroom Kingdom, kidnapping Princess Peach and getting thwarted by Mario basically every other day. Bowser proudly puts his villainy on display for all to see, being rude, bad-tempered, and selfish. That being said, when you get to know him, you'll find that he's actually a doting father, and is surprisingly nice to him minions. He's not all evil, only mostly.

    In battle, Bowser is the archetypal super-heavyweight-The second heaviest in the game, in fact! His walking speed is slow, he's as tough as a tank, and he hits like a truck. However, Bowser is also quite well-rounded for a heavyweight-His dash speed is surprisingly fast, and his specials give him some respectable zoning power. However, his large size and weight makes him an easy target, and he is quite vulnerable to combos.

    In Victorious, Bowser has received the following changes:

    • Bowser can now perform a hold attack.
    • His neutral special has been changed to a projectile, similar to his Fire Shot custom special from Smash 4.
    • His side special has been changed to Hammer Throw.
    • His up throw has been changed to a flying slam, as to preserve his old side special.
    • Bowser's super armor has been toned down slightly.
    • Bowser's shield now has him retreat into his shell.
    • Bowser's terrifying run speed has been decreased.
    • Bowser now uses voice clips from Kenny James, who reprises his role from past Mario installments.
    Moveset

    • Jab: A palm strike, followed by a punch.
      • Hold Attack: Bowser winds up, then delivers a powerful straight punch. Based on the Punch attack from Mario and Luigi: Bowser's Inside Story.
    • Dash Attack: A lunging side kick.
    • Dodge Attack: A powerful downwards hammerfist. While slow when compared to other dodge attacks, it makes up for it with it's sheer might.

  • Forward Tilt: A backhand. Can be angled, but it doesn't affect knockback or damage.
  • Up Tilt: An arcing claw swipe. Almost always sends the opponent directly above Bowser, making it good for juggles and starting air combos.
  • Down Tilt: An alternating pair of hooks.
  • Forward Smash: A lunging dropkick. Incredibly powerful, but it's high endlag makes it easily punishable if whiffed or shielded.
  • Up Smash: Bowser crouches down on all fours, then performs a spinning hop, striking his opponents with his shell. Deals the most damage with the top spikes. Its super armor, invincibility frames, and sheer damage output make it a powerful anti-air move.
  • Down Smash: Two grounded claw swipes, first in front and then behind.

  • Neutral Aerial: An aerial cartwheel.
  • Forward Aerial: A downwards claw swipe.
  • Back Aerial: A dropkick.
  • Up Aerial: An upwards headbutt. Deals great knockback and makes for a good juggling tool.
  • Down Aerial: A stall-then-fall move, Bowser retreats into his shell and flipps upside-down, then plummets to the ground. Can meteor smash at the beginning, and it generates a small shockwave on impact. However, if used offstage, it will more than likely lead to a self-destruct.

  • Grab: Bowser reaches out.
  • Pummel: Bowser headbutts the opponent.
  • Forward Throw: Bowser places the opponent between his horns, rears back, and swings his head forward, sending the opponent flying. One of the strongest throws in the game, but takes a while to get going.
  • Back Throw: Bowser throws the opponent behind him in a sideways motion. Has the same damage output as his forward throw, but it comes out faster.
  • Up Throw: Bowser jumps up with the opponent and delivers a belly-to-belly suplex. Effectively a toned-down version of his old side special, Flying Slam.
  • Down Throw: Bowser places the opponent on the ground and bodyslams them. Deals high damage, but the knockback prevents it from delivering any followups.

  • Neutral Special - Fire Breath: Bowser inhales and shoots a fireball from his mouth. Can be charged to deal more damage. While a good tool for zoning, it takes a bit of time to fire and has a fair bit of endlag, which makes it risky to use in close quarters.
  • Side Special - Hammer Throw: Bowser brings his arm back and tosses an iron mallet in an arc. Holding the button will increase the amount of hammers thrown, whith the highest being up to five. While the weakest of his specials in both damage and knockback, it comes out quick and has little endlag, making it a safe anti-air move.
  • Up Special - Whirling Fortress: Bowser retreats into his shell and spins around rapidly. The attack comes out quick and launches opponents upward, leaving them open for juggles. In the air, Bowser will travel diagonally upwards, giving him good horizontal mobility but poor vertical recovery.
  • Down Special - Bowser Bomb: Bowser performs a Ground Pound. If used on the ground, Bowser performs a weak headbutt first to launch opponents upwards and lock them into the attack, while in the air, Bowser pauses in the air for a brief moment before doing the Ground Pound. It's immense power makes it an ideal kill move, but will almost always lead to a self-destruct when used off-stage.
  • Final Smash - Giga Bowser Punch: Bowser jumps into the background and grows to a truly massive size, transforming into the monstrous Giga Bowser. A reticle appears on the screen, which the player can aim. After the player presses the button, or a couple seconds have elapsed, Bowser will deliver a mighty punch, then shrink back to normal. If the opponent is above 60% (Or 80%, if metered), when punched, they will suffer an instant screen K.O.

    • Bowser's battle theme is King Bowser, specifically the Super Smash Bros. Ultimate remix. The original version of this theme plays during his boss fight in Super Mario Bros. 3.
    • Bowser's victory theme is a heavier remix of Course Clear that utilizes rock instruments. Victorious Smash Bros. reuses the remix from Super Smash Bros. Ultimate.

  • Fighter Ability - Tough Guy: Bowser has permanent super armor, causing him to resist flinching from low-knockback attacks. This super armor increases when crouching.
    • Additionally, Bowser gains armor at the beginning of his tilts and smash attacks that allow him to power through attacks that deal low damage.
  • Number of Jumps: 2
  • Bowser can crawl. It should be noted that the aforementioned increase to super armor given while crouching does not apply when crawling.
  • Bowser's shield has him retreat into his shell, as opposed to the bubble used by most other fighters. The shell darkens as damage is dealt instead of shrinking over time, allowing Bowser to shield for longer.

  • Bowser's Challenge is unlocked after completing the tutorial, and is one of the Challenges selectable to end the tutorial, alongside Luigi, Tails, Bandana Dee, Lyn, and Klonoa. The Challenge may be completed at any moment afterwards if not initially selected.
  • Bowser can also be unlocked by having him join your party in Story Mode.
    • Bowser's Challenge requires the player to fight him on the Bowser's Castle stage.

  • Animations

    • Entrance: Bowser emerges from a wall of flames while hunched over, then stands upright.
    • Idle Animation 1: Bowser yawns boredly and waves his hand in front of his face, exhaling steam.
    • Idle Animation 2: Bowser clenches his fists and bashes them together, then bends over and roars.

  • Up Taunt: Bowser throws his head back and spins it in a circle while roaring, exhaling smoke.
  • Right Taunt: Bowser furiously snaps his jaws forward thrice.
  • Left Taunt: Bowser cracks his knuckles, then leans forward into a fighting stance, bellowing "SHOWTIME!" Based on the battle intro of Mario and Luigi: Bowser's Inside Story.
  • Down Taunt: Bowser teeters precariously on one leg.

  • Victory Animation 1: Bowser rears his head back and sways it forwards, then stomps and spreads his arms while roaring, striking a celebratory pose at the end.
  • Victory Animation 2: Bowser laughs with his arms crossed, declaring, "I'm the king!"
  • Victory Animation 3: Bowser breathes fire around himself, then strikes a pose. The stance resembles his roster from Super Smash Bros for Wii U and 3DS.

  • Alternate Costumes

    Bowser Jr.

    BowserJr SSBUltimate
    Bowser Jr.
    Prince of the Koopas
    SSB Super Mario SymbolSuper Mario Sunshine NA logo

    Super Mario Sunshine (2002, GameCube)

    Bowser Jr. is, as his name suggests, the son of Bowser and prince of the Koopas. Inheriting his father's bad attitude and villany, Junior is a spoiled, selfish, and energetic troublemaker who absolutely hates it when he loses or is looked down upon. In addition, he's quite a whiz with technology. Junior is also backed up by the Koopalings, a group of seven Koopas with ambiguous relation to Bowser. That being said, Junior gets a custom model while the Koopalings get the shoddy standard-end models-Parental favoritism, much?

    In battle, Junior is a unique heavyweight zoner, as he and his Clown Car have separate hitboxes. As a result, his survivability varies. Junior's hits pack a mighty punch, and his specials give him some useful projectiles and mobility options. However, he suffers from a lack of decent KO options and a predictable moveset. Overall, Junior excels in racking up damage, but struggles with actually finishing the match.

    In Victorious, Bowser Jr. has not received any major changes.

    Moveset

    • Jab: A set of boxing gloves come out of the Clown Car, delivering a one-two combo.
      • Flurry Attack A flurry of punches that ends with a jab. This attack can easily rack up damage and the finish deals a surprising amount of damage at the end, making it an excellent KO move.
      • Hold Attack: A powerful straight punch.
    • Dash Attack: The front of the Clown Car opens up to swing a Grinder twice.
    • Dodge Attack: Bowser Junior swings a hammer down. A great KO option. If playing as one of the Koopalings, the hammer is replaced by a wand.

  • Forward Tilt: The Clown Car thrusts a pitchfork forwards. A useful spacing tool. Can be angled.
  • Up Tilt: The Clown Car thrusts a pitchfork upwards.
  • Down Tilt: The Clown Car licks in front of itself thrice.
  • Forward Smash (Twin Drill Smash): The Clown Car pins the opponent between a pair of drills. The attack has little endlag, and the last hit is a good KO option. Can be angled.
  • Up Smash: Junior performs a handstand as the Clown Car attacks with it's propeller.
  • Down Smash: The Clown Car slams a pair of wrecking balls on either side. Good for KOs and punishing, but it's high endlag makes it highly punishable as well.

  • Neutral Aerial: The Clown Car spins around, boxing gloves extended.
  • Forward Aerial: The Clown Car swings a wrecking ball in front of itself. While it has high landing lag, landing while the wrecking ball is out will create another hitbox. Useful for spacing and edgeguarding, and good for KOs.
  • Back Aerial: The Clown Car thrusts a wrecking ball behind itself. This attack shares many properties with the forward aerial, such as the extra hitbox when landing and usefulness in edgeguarding and KOs.
  • Up Aerial: Bowser Jr. quickly swings a hammer above himself.
  • Down Aerial: A drill extends out of an underside hatch on the Clown Car.

  • Grab: The Clown Car extends a claw to grab the opponent. Rather slow.
  • Pummel: Junior whacks the opponent with a toy hammer. The hammer resembles the Eekhammer sticker from Paper Mario: Sticker Star.
  • Forward Throw: The Clown Car throws an uppercut.
  • Back Throw: The Clown Car spins and tosses the opponent backward. Junior's most powerful throw.
  • Up Throw: The Clown Car throws the opponent upwards.
  • Down Throw: The Clown Car throws the opponent on the ground and drills them.

  • Neutral Special - Clown Cannon: The Clown Car opens it's mouth to shoot a cannonball in a straight line, which drops to the ground at the end of it's path. Holding the button increases the speed and power of the cannonball. Strong, but suffers from high endlag.
  • Side Special - Clown Kart Dash: The Clown Car transforms into a go-kart and rushes forward. By hitting the button a second time, or by tilting the control pad in the opposite directing, the Clown Car spins out, stopping the dash and dealing extra damage. Due to Junior's poor speed, Clown Kart Dash is very useful for mobility.
  • Up Special - Abandon Ship!: Bowser Jr. ejects himself out of the Clown Car, which explodes after a shot amount of time. While falling, Junior can air dodge and attack by swinging a hammer. If playing as one of the Koopalings, they will attack with their wand instead.
  • Down Special - Mechakoopa: The Clown Car deploys a Mechakoopa from it's underside hatch. After being deployed, the Mechakoopa will walk forward, turning around after reaching any walls or ledges. After hitting an opponent, or a certain amount of time has passed, the Mechakoopa will explode. The Mechakoopa can be picked up and thrown like an item.
  • Final Smash - Shadow Mario Paint: Bowser Jr. transforms into Shadow Mario and uses the Magic Paintbrush to draw a giant orange X on the screen. Anyone touching the X will take light damage and be pulled into the hitbox. After a certain amount of time, the X will disappear with an explosion.

    • Bowser Jr.'s battle theme is the remix of the Airship Theme used in Super Smash Bros. Brawl. The theme originally played on Airship stages in Super Mario Bros. 3, and became a recurring theme with the levels. These stages usually end with a fight against Bowser Jr. or one of the Koopalings.
    • Bowser Jr.'s victory theme is a heavier remix of Course Clear that utilizes rock instruments. Victorious Smash Bros. reuses the remix from Super Smash Bros. Ultimate.

  • Fighter Ability - Clown Car: When the Clown Car is hit, Bowser Jr. will take slightly less damage. To balance this out, Bowser Jr. takes slightly more damage when struck directly. The Clown Car's hitbox takes priority over it's rider.
  • Number of Jumps: 2

  • Win 5 matches as Bowser
  • Clear Adventure Mode as Bowser
  • Have him join your party in Story Mode
    • Bowser Jr.'s Challenge requires the player to fight him on the Airship stage.

  • Animations

    • Entrance: Bowser Jr. flies onto the stage and makes a taunting expression to the camera.
    • Idle Animation 1: Junior shades his eyes with his hand and looks around.
    • Idle Animation 2: Impatiently hops up and down in the Clown Car.

  • Up Taunt: Junior sits on the edge of the Clown Car and lets out a tiny spark of flames, chuckling.
  • Right Taunt: Junior blows a raspberry.
  • Left Taunt: Bowser Jr. twirls a hammer (Or a wand, if playing as the Koopalings)
  • Down Taunt: The Clown Car enters it's kart form, performs a donut, then retracts it's wheels.

  • Victory Animation 1: Junior gets out of the Clown Car to hop up and down in celebration, then poses.
  • Victory Animation 2: Junior drives the Clown Kart forwards, then stops with a spin-out and brandishes a hammer (Or wand, if playing as the Koopalings).
  • Victory Animation 3: Junior gets out of the Clown Car and appreciatively rubs it with his hand.

  • Alternate Costumes

    Rosalina & Luma

    RosalinaandLuma SSBUltimate
    Rosalina & Luma
    The Cosmic Travellers
    SSB Super Mario SymbolSupermariogalaxylogo

    Super Mario Galaxy (2007, Wii)

    Rosalina is a powerful figure in the Mario universe, as well as the adoptive mother of the Lumas. Her job is to watch over and protect the cosmos, and she does so from her spaceship, the Comet Observatory. Rosalina is stoic and introverted, rarely raising her voice and holding vast knowledge of the universe, backed up by incredible cosmic powers that make her among the most powerful characters in the roster. Despite all this, she is kind, doting, and motherly to the Lumas, caring for them as if they were her own children. Say, I wonder what stories she tells them before bed...

    Rosalina is among the more difficult fighters to play. She's fast but floaty, tall and light, and requires players to get around the awkwardness of having to play two fighters at once, not at all helped by the fact that Rosalina is quite dependent of her Lumas. Once you get around all that, however, you gain a major threat at your fingertips, with Luma giving extra range and increasing damage output.

    In Victorious, Rosalina and Luma have not received any major changes.

    Moveset

    • Jab: Rosalina swings her wand twice, leaving magical sparks in their wake, and follows up with a spark from her hands.
      • Flurry Attack: Rosalina rapidly waves her wand, ending with one last flick and a large spark of light.
      • Luma performs a punch-kick-bicycle kick combo. Their flurry is a series of spinning punches, followed by a corkscrew headbutt.
    • Dash Attack: Rosalina dives forward and performs a lunging upwards battering ram.
      • Luma does a diving tackle that ends in a backflip.
    • Dodge Attack: Rosalina lets out a spiral pulse of magic sparkles. This attack is unique in that it has an area-of-effect hitbox and little knockback, making it good for starting punishes and combos.
      • Roll Attack: Rosalina creates a spiral galaxy-shaped energy blast from her hands, same as her forward smash.
      • Luma throws an uppercut, same as their up tilt. Their roll attack has them throw a straight punch, same as their forward tilt.

  • Forward Tilt: Rosalina spins and performs a double-footed roundhouse kick
    • Luma throws a roundhouse kick.
  • Up Tilt: Rosalina creates a small planetary ring above her head.
    • Luma throws an uppercut. The attack can hit in front of them as well as above them and is the duo's strongest attack, but it has short range and endlag. As a result, it has to be used carefully.
  • Down Tilt: Rosalina performs a low-angled dropkick.
    • Luma performs a sliding headbutt.
  • Forward Smash: Rosalina creates a galaxy-shaped energy blast from her hands. Can be angled.
    • Luma throws a straight punch. Can be angled as well.
  • Up Smash: Rosalina performs a backward arching headbutt.
    • Luma throws a jumping bicycle kick.
  • Down Smash: Rosalina performs a spinning shin kick that creates spiral galaxy-shaped blasts on either side.
    • Luma kicks behind itself, then in front.

  • Neutral Aerial: Rosalina spins her wand in a circle, leaving a trail of stardust in it's wake.
    • Luma kicks behind and in front of itself, similarly to their down smash.
  • Forward Aerial: Rosalina throws a double-footed bicycle kick that generates a galaxy-shaped energy blast.
    • Luma throws a headbutt.
  • Back Aerial: Rosalina throws a dropkick behind her, emitting a galaxy-shaped blast.
    • Luma performs a dropkick.
  • Up Aerial: Rosalina emits a planetary ring above herself.
    • Luma throws an uppercut.
  • Down Aerial: Rosalina creates a planetary ring below herself. Can meteor smash at the beginning.
    • Luma performs a downwards stomp.

  • Grab: Rosalina grabs her foe with telekenesis.
  • Pummel: Rosalina taps the opponent with her wand, creating a small burst of magic.
  • Forward Throw: Rosalina makes the opponent float before her, then flings them forward.
  • Back Throw: Using anti-gravity, Rosalina spins the opponent around herself, then tosses them behind her.
  • Up Throw: Rosalina flings the opponent into the air.
  • Down Throw: Rosalina creates a sudden increase of gravity around the opponent, slamming them to the ground.

  • Neutral Special - Luma Shot: Rosalina launches her Luma forward with a flick of her wand. Holding the button charges the attack, increasing its speed and power. Tapping the button again when Luma is far way will have it come back to Rosalina. While using this attack runs the risk of tossing Luma into the blast zone, this move is a great tool for both zoning and KOs.
  • Side Special - Star Bits: Lume sends out a trio of fast, mid-range Star Bits. A useful spacing tool, especially when used in conjunction with Luma Shot.
  • Up Special - Launch Star: Rosalina propels herself from a Launch Star. The move is quick, travels a fair distance, and can be angled, ranging from nearly vertical to nearly horizontal. Additionally, Luma can still use their aerials in this state. That being said, Launch Star deals no damage, and can fling Rosalina into the blast zone if not used carefully.
  • Down Special - Gravitational Pull: Rosalina uses her wand as a Star Cursor, waving it around herself to draw in nearby items and projectiles. Items will be automatically equipped, and projectiles will orbit around Rosalina before vanishing.
  • Final Smash - Grand Star: Rosalina summons a Grand Star, which grows while shooting out multiple smaller stars in various directions. The smaller stars will launch anyone they hit towards the Grand Star. After a few seconds have elapsed, the Grand Star will explode, dealing damage to anyone caught in it. After the Grand Star is summoned, Rosalina will be able to move freely. That being said, Rosalina can also be hit, so be careful!

    • Rosalina's battle theme is a joyful medley of Rosalina in the Observatory and Luma's Theme, reused from Ultimate. Rosalina in the Observatory played in the Observatory, which served as the hub world of Super Mario Galaxy, while Luma's Theme played when reading Rosalina's Storybook, which was a side story that served as a way to explain how Rosalina made it into space.
    • Rosalina's victory theme is a flourished remixed portion of the Overture jingle from Super Mario Galaxy, which played after completing a stage.

  • Fighter Ability - Luma: Rosalina is accompanied by Luma, which are controlled by the player as well. The Luma perform attacks in tandem with Rosalina, and can attack even when their mother cannot move, such as when she is stunned, buried, or grabbed. Luma will also automatically face any opponent that comes close and gains a 1.5x multiplier to it's attacks when launched away from Rosalina.
    • Luma also utilizes a hit points mechanic, having 40 HP, and is KO'd by either losing all it's HP, by crossing the blast zone, or by Rosalina being KO'd. After certain amount of time, a new Luma will appear. This amount of time depends on the amount of players, taking about 10 seconds during 1v1 matches 5 seconds for 4 players and up.
  • Number of Jumps: 2
  • Rosalina can crawl

  • Win 90 matches in Versus Mode
  • Win 40 matches as Kirby
  • Have her join the party in Story Mode
    • Rosalina's Challenge requires the player to fight her on the Mario Galaxy stage.

  • Animations

    • Entrance: Rosalina and Luma fly onto the stage, leaving a trail of stardust in their wake.
    • Idle Animation 1: Rosalina leans forward and looks into the distance.
    • Idle Animation 2: Rosalina taps her wand in the air.

  • Up Taunt: Rosalina and Luma lean forward and rotate like a planet on its axis as Luma chirps cheerfully.
  • Right Taunt: Rosalina creates a series of stardust trails above her hand, orbiting around each other like an atom.
  • Left Taunt: Rosalina puts her hand on her hip and leans back, then waves her wand and says "Mmm hmm!" while Luma nods its head in agreement. Rosalina's animation is slightly different if she is facing right.
  • Down Taunt: Rosalina bends down and then slowly rises up while waving her wand in a circle. As she does so, Luma dances around.

  • Victory Animation 1: Luma flies in after Rosalina motions with her wand, giggling. After the animation plays out, Luma circles around her.
  • Victory Animation 2: Rosalina poses and says "All right!", while Luma jumps and spins behind her.
  • Victory Animation 3: Luma jumps and spins, then hops into Rosalina's arms.

  • Alternate Costumes

    Luigi

    ScaredLuigiLM3
    Luigi
    The Eternal Understudy
    SSB Luigis Mansion SeriesLuigi'sMansion-Logo

    Luigi's Mansion (2001, GameCube)

    Mario's younger brother, though certainly not lesser, Luigi is a scaredy-cat hiding the heart of a hero. The eternal player two, Luigi has always had to live in his brother's shadow. While he harbors no grudge to his brother's success, it hasn't been kind to his self-esteem. Luigi is timid and cowardly, and can only dream of being a brave hero like his brother... But truthfully, he already is. When push comes to shove, he'll prove to you that he's every bit as capable as his brother. Make way for the lean, green, fighting machine!

    Luigi is a floaty middleweight with an emphasis on grappling. In terms of pros and cons, he tends to run hot and cold. He has great throws and can pull off jaw-dropping combos, but he suffers from poor recovery and mobility. His new Poltergust attacks helps a bit with his range, but on the flip side, he has been deprived of his one projectile, Fireball, forcing him to get up close to do any real damage. Overall, Luigi is a high-risk, high reward character.

    In Victorious, Luigi has received the following changes:

    • Luigi's forward tilt, forward smash, back air, up air, side special, and up special now utilize the Poltergust G-00.
    • Luigi's neutral special has been changed to the Thunderhand.
    • Luigi's down special has been changed to use the Poltergust.
    • Luigi's Final Smash has been changed to Boo Swarm, to better fit in with the Luigi's Mansion theming.
    Moveset

    • Jab: A one-two combo punch, followed by a hip thrust.
    • Dash Attack: Luigi unleashes a flurry of childish paw swipes while running forward. Comes out very quick, but is also very punishable if missed.
    • Dodge Attack: A jumping uppercut, same as his up tilt.
      • Roll Attack: A sideways hook kick.

  • Forward Tilt: Luigi lightly thrusts the Poltergust forwards.
  • Up Tilt: A jumping uppercut. Due to it's speed and low knockback, it is a very potent combo starter.
  • Down Tilt: A crouching backwards heel kick.
  • Forward Smash: Luigi shoots a burst of wind from the Poltergust. While lacking in power, it makes up for it with high knockback, making it an efficient combo finisher.
  • Up Smash (Lead Headbutt): An arcing upwards headbutt.
  • Down Smash (Sweep Kick): Luigi throws a sweep kick. Based on the attack of the same name from Super Mario 64.

  • Neutral Aerial (Luigi Kick): A flying kick.
  • Forward Aerial: A downwards chop. Comes out incredibly fast and has little-to-no endlag, making it great for edgeguarding and approaching.
  • Back Aerial: Luigi shoots a quick gust of wind from the Poltergust.
  • Up Aerial: Luigi shoots a gust of wind upwards with the Poltergust. It's speed, coupled with a lack of damage and knockback, make it a great combo starter.
  • Down Aerial (Drill Stomp): A corkscrew dropkick that sends Luigi downwards a short distance. Based on the Drill Stomp from Mario & Luigi: Dream Team.

  • Grab (Suction Shot): Luigi shoots a plunger out of the Poltergust. While it has less distance than most tether grabs, Luigi is able to move around before the plunger disappears.
    • Grab Aerial (Midair Suction Shot): When used in the air, Luigi's grab becomes a projectile, detaching from the Poltergust upon being fired. If the plunger falls a set distance or hits the ground, it will disappear. As a result of being a projectile, the grab cannot be used for recovery.
  • Pummel: Luigi squeezes the opponent with the Poltergust.
  • Forward Throw (Slam): Slams the opponent on the ground. Deals high damage, but lacks utility in any other area. Based on the Slam from Luigi's Mansion 3.
  • Back Throw (Slam) Slams the opponent behind him. Luigi's strongest throw.
  • Up Throw: Luigi swings the Poltergust above himself.
  • Down Throw: Luigi throws the opponent to the ground and Ground Pounds them. An incredible combo starter, and most likely Luigi's most useful attack.

  • Neutral Special - Thunderhand: Luigi thrusts his palm forward, creating a ball of electricity. Holding the button instead of tapping it increases the attack's size and power. Weak, but and effective combo starter.
  • Side Special - Green Missile: Luigi crouches down and charges up, holding the Poltergust behind him. When the button is released, he rockets forward, propelled by the Poltergust. Holding the button down charges the attack, increasing the distance and power. Luigi's main form of horizontal recovery, and as such he falls into freefall after using it.
    • Overzealous Green Missile: There is a 10% chance for the attack to misfire, increasing it's speed, distance, and power even further.
  • Up Special - Super Jump Punch: A jumping uppercut that sends Luigi straight upwards. Normally, the move is very weak, and sends him plummeting downwards at the height of the jump. However...
    • Fire Jump Punch: If Luigi hits the opponent at the very beginning of the jump, they will take massive damage and knockback, punctuated by a Special Zoom. The aerial version has a larger hitbox, but deals less damage. The grounded version is by far Luigi's most powerful attack.
  • Down Special - Poltergust: Luigi activates the Poltergust, creating a windy vortex that sucks in opponents, projectiles, and items. Once a target is caught, Luigi will shoot them back out. The Poltergust only sucks one at a time, meaning an opponent can put something or someone in their way to block it's path. Any projectile sucked up will be shot out in the same manner it was thrown.
  • Final Smash - Boo Swarm: Luigi empties the Poltergust, causing a swarm of ghosts and Boos to fly out. The spirits fly around, dealing damage and causing various adverse effects to any opponents they touch. Eventually, the Boos will fly back into the Poltergust, causing the Final Smash to end.

    • Luigi's battle theme is the Luigi's Mansion Theme, specifically the remix used in Super Smash Bros. Ultimate.
    • Luigi's victory theme is the opening notes of the Luigi's Mansion Theme, which is also used as his battle theme.

  • Number of Jumps: 2
  • Luigi can crawl.
  • Luigi has a tether grab.

  • Luigi's Challenge is unlocked after completing the tutorial, and is one of the Challenges selectable to end the tutorial, alongside Bowser, Tails, Bandana Dee, Lyn, and Klonoa. The Challenge may be completed at any moment afterwards if not initially selected.
  • Luigi can also be unlocked by having him join your party in Story Mode.
    • Luigi's Challenge requires the player to fight him on the Luigi's Mansion stage.

  • Animations

    • Entrance: Luigi exits a Warp Pipe, reluctantly muttering "Let's-a go..." while making a pose similar to the box art of Luigi's Mansion.
    • Idle Animation 1: Luigi rubs the back of his head with a sheepish expression.
    • Idle Animation 2: Luigi pulls his nose, which stretches slightly and then recoils back into place.

  • Up Taunt: Luigi performs a series of poses in rapid succession, saying "Hoh, hah, hee, heh, hoo!"
  • Right Taunt: Luigi planks, saying "Pow pow!" Amusingly enough, the changes to the hitbox mean Luigi can actually dodge some attacks with this move.
  • Left Taunt: Luigi jumps around as the Polterpup circles around him, trying not to be tripped up by the paranormal puppy.
  • Down Taunt: Luigi toes the ground while sighing. Amusingly, it actually deals a small amount of damage and a meteor smash effect. As a result, it works as a surprisingly effecting combo starter, as well as being able to one-shot opponents hanging on ledges.

  • Victory Animation 1: Luigi planks twice, seeming to jump from place to place without any movement in-between.
  • Victory Animation 2: Luigi turns around and makes gun motions with his fingers, saying "Bang, bang." After the animation plays out, he points his fingers and nose to the right and left.
  • Victory Animation 3: The Polterpup jumps onto Luigi and begins licking him, while he laughs and tries to keep it off his face.

  • Alternate Costumes

    Yoshi

    Yoshi SSBUltimate
    Yoshi
    Omnivore of the Year
    SSB Yoshi SeriesYoshisIslandLogo

    Super Mario World 2: Yoshi's Island (1995, SNES)

    Yoshi is but one of many of a species of dinosaurs. Equal parts heroic and hungry, Yoshi is always willing to lend Mario and his friends a hand in the battle against Bowser and the Koopa Troop. Yoshi usually helps out by giving his pals a ride on his back and gobbling up everything in his way with his ultra-stretchy tongue, the occasional power-up optional. In Smash, however, the ride is closed-This time around, Yoshi's fighting solo!

    As a fighter, Yoshi is a fairly mobile heavyweight. While his ground attacks are fairly useful, he really shines when he's in the air. The green dino is blessed with high air speed and incredibly powerful aerials. In addition, his specials make for some good damage-rackers and his up special is a powerful projectile. There's just one little problem-Due to his up special being a projectile, he is robbed of what would normally be his main source of recovery. Be careful when you're fighting off-stage!

    In Victorious, Yoshi has regained his original Final Smash, now under the name of Super Yoshi. Beyond that, he has not recieved any major changes.

    Moveset

    • Jab: A front kick, then a roundhouse.
    • Dash Attack: A lunging side kick. It's long range gives it good reach, but suffers from high endlag.
    • Dodge Attack: Yoshi swings his tail forward, same as his forward tilt.

  • Forward Tilt: Yoshi swings his tail forward. Can be angled.
  • Up Tilt: Yoshi turns around and swings his tail above his head. A reliable combo starter.
  • Down Tilt: Yoshi crouches and spins around, hitting opponents with his tail.
  • Forward Smash: Yoshi rears back, then delivers a powerful headbutt. Can be angled.
  • Up Smash: A bicycle kick.
  • Down Smash: Yoshi swings his tail forward, then backward.

  • Neutral Aerial: A flying kick. Quick and highly versatile.
  • Forward Aerial (Noggin Dunk): Yoshi rears back, then delivers a powerful downwards headbutt.
  • Back Aerial: Three tail slaps in rapid succession.
  • Up Aerial: Yoshi flicks his tail upwards. Yoshi's fastest aerial, it can be used as a useful combo starter and a good KO option.
  • Down Aerial (Flutter Jump): Yoshi performs the Flutter Jump, rapidly kicking downwards. The most powerful down air in the game, it packs high vertical KO power.

  • Grab: Yoshi opens his mouth and pulls opponents in with his tongue. Has much longer range than other grabs, but more startup and endlag.
  • Pummel: Yoshi chews on his opponent.
  • Forward Throw: Yoshi spits the opponent out.
  • Back Throw: Yoshi turns around and spits the opponent out behind him.
  • Up Throw: Yoshi spits the opponent upwards.
  • Down Throw: Yoshi spits the opponent on the ground.

  • Neutral Special - Egg Lay: Yoshi sticks out his tongue, grabbing and swallowing opponents caught. Yoshi then lays the opponent out behind him in an egg. While the opponent is trapped in the egg, they cannot move, cannot take knockback, and any damage taken is halved, much like freezing. When caught, rapidly flicking the control pad back and forth and mashing buttons helps to break free faster.
  • Side Special - Egg Roll: Yoshi encases himself in a large egg and rolls across the stage. The egg can be controlled with the control pad, and will break early if the special button is pressed again. In addition, Yoshi can jump once while in the egg.
  • Up Special - Egg Throw: Yoshi tosses an egg in an upwards arc. The egg will bounce along the ground if it lands. The egg can be angled with the control pad, and serves as a powerful anti-air move. When used in the air the first three times, Yoshi will rise into the air, granting him some recovery.
  • Down Special - Yoshi Bomb: Yoshi jumps up and performs a ground pound, creating a pair of damaging stars on impact. If used in the air, it becomes a stall-then-fall move, without the initial jump. If holding down or close to the platform, Yoshi can fall through soft platforms. A safe move, and the grounded version can shred through shields.
  • Final Smash - Super Yoshi: Yoshi sprouts wings and takes off. For a short period of time, Yoshi can be controlled in the air, dealing minor damage on contact and becoming immune to any damage taken. Pressing either attack button causes Yoshi to spit out a powerful fireball, and pressing the shield or grab buttons causes Yoshi to slam into the ground, creating a small shockwave. After a short amount of time, Yoshi will revert back to normal.
    • If no button is pressed for a couple seconds, Yoshi will breath a continuous stream of fire that deals heavy damage to anyone caught in it.

    • Yoshi's battle theme is Yoshi's Island - Obstacle Course, specifically the remix used in Super Smash Bros. Ultimate. The original version was used as the Athletic overworld theme in Super Mario World 2: Yoshi's Island.
    • Yoshi's victory theme is an orchestral remix of the Yoshi's Island title theme, significantly sped up.

  • Number of Jumps: 2
  • During his double jump, Yoshi gains a special variant of super armor that subtracts the knockback he takes. If the number is zero or a negative, he will not take any knockback at all.
  • Yoshi can crawl.
  • Yoshi uses a Yoshi Egg as his shield. As it accumulates damage, it begins to crack. Unlike most other shields in the game, the Yoshi Egg does not shrink over time.

  • Yoshi is unlocked from the start.

  • Animations

    • Entrance: Yoshi pops out of a Yoshi Egg.
    • Idle Animation 1: Yoshi does a quick dance.
    • Idle Animation 2: Yoshi looks around.

  • Up Taunt: Yoshi faces the screen and jumps up and down.
  • Right Taunt: Yoshi spins around, chasing his tail.
  • Left Taunt: Yoshi dances around in a circle, chanting "Yoshi!" as he finishes.
  • Down Taunt: Yoshi poses with his back to the screen.

  • Victory Animation 1: Yoshi flutter jumps, spins around, and flashes the V-Sign. Based on the Stage Clear animation from Yoshi's Story.
  • Victory Animation 2: Yoshi pumps his fists twice, spins around, and poses on one foot.
  • Victory Animation 3: Yoshi throws a series of punches, does a roundhouse kick, and poses with his back to the screen.

  • Alternate Costumes

    Wario

    Wario MP100
    Wario
    Scoundrel with a Fart of Gold
    SSB Wario SeriesWarioland3 ssbulogo

    Wario Land: Super Mario Land 3 (1994, Game Boy)

    A rather unpleasant man, Wario is Mario's rival... Assuming there's incentive to do so. Wario is lazy, greedy, and overweight, with special places in his heart dedicated to gold and garlic, respectively. Constantly desiring the world's riches, Wario has two flavors of get-rich-quick schemes; Making games with his pals and raiding ancient ruins with nothing but his brute strength alone. Yes, despite his many layers of fat, Wario has a surprising amount of muscle, and he'll proudly show it off in Smash!... Provided he gets the promised reward, of course.

    In Victorious, Wario has been retooled into a more straightforward brawler character. He combines his short height with a heavyweight status and surprisingly good mobility, giving him great survivability. His attacks pack quite a punch as well, with his specials in particular giving him some good setup and approach options. However, Wario suffers from a short range and an unreliable recovery, forcing players to come up creative and unorthodox ways to get around his flaws.

    In Victorious, Wario has received the following changes:

    • Wario's down tilt, down smash, forward aerial, and back aerial have been changed to more straightforward brawling moves.
    • Wario has been given new forward and down throws.
    • Wario's specials have been revamped, with the only remaining special being his down special, Wario Waft, now moved to his up special and tweaked to work as a better recovery move.
    • The Wario Waft's build-up mechanic has been spread to his neutral special as well, and it's growth has bee sped up slightly.
    Moveset

    • Jab: Wario throws a downwards punch, followed by an uppercut.
    • Dash Attack (Shoulder Tackle): Wario performs his signature Shoulder Tackle. A powerful kill move that gives Wario momentum and has extremely short startup.
    • Dodge Attack: Wario delivers a heavy slap.

  • Forward Tilt: Wario delivers heavy slap. Makes for a versatile kill option. Can be angled.
  • Up Tilt: Wario throws his hands in the air.
  • Down Tilt: Wario slams his fist on the ground while crouching.
  • Forward Smash: Wario delivers a massive backhand.
  • Up Smash: Wario throws an arching headbutt.
  • Down Smash (Ground Pound): Wario jumps up and slams his rear into the ground, creating a small shockwave on impact.

  • Neutral Aerial: Wario puffs up his belly and spins in the air.
  • Forward Aerial: Wario claps his hands in front of himself. His strongest aerial.
  • Back Aerial: Wario strikes behind himself with his elbow, raising his fist in an uppercut-like motion.
  • Up Aerial (Hand Slap): Wario claps has hands and feet together in the air.
  • Down Aerial: Wario puts his hands above his head and spins upside-down like a drill.

  • Grab: Wario grabs the opponent's torso with one hand.
  • Pummel: Wario pokes the opponent in the gut.
  • Forward Throw: Wario shakes the opponent, then chucks them away.
  • Back Throw (Wild Swing Ding): Wario grabs the opponent by the legs, swings them around thrice, and tosses them behind himself. Anyone hit by the opponent during the spin will take damage.
  • Up Throw: Wario tosses the opponent upwards and launches them with his fists.
  • Down Throw (Shake It!): Wario violently shakes his opponent. His strongest throw damage-wise, but has pitiful knockback, allowing for powerful follow-up attacks.

  • Neutral Special - Garlic Breath: Wario opens his mouth and spews a burst of rancid breath (urgh), stunning anyone caught in the gas. While this leaves the opponent open to follow-ups, it also leaves Wario open due to it's startup lag. The gas increases in size the more Wario's gas builds up.
  • Side Special - Super Shoulder Tackle: Wario charges up, then barrels forward shoulder-first, knocking everyone away. Holding the button down increases the move's power. Wario also gains super armor at higher levels of charge.
  • Up Special - Wario Waft: Wario, erm, farts, propelling himself upwards. The fart charges over time, taking a minute and a half to fully charge, but deals massive damage and recovery once the charge is finishes. However, an uncharged waft gives no damage or recovery at all, meaning the player has to be careful after dealing a waft. When used in the air, Wario will always move upward, and the distance traveled is increased slightly.
  • Down Special - Earthshake Punch: Wario punches the ground, creating a shockwave around himself. Using this move in the air causes Wario to plummet straight down; While this makes using it offstage a death sentence, it also deals impressive damage and has a powerful meteor smash effect.
  • Final Smash - Wario-Man: Wario bites into a clove of garlic and transforms into his superhero alter-ego Wario-Man. In this state, Wario's attack power is massively buffed, and he is virtually invincible, taking no damage from attacks and being immune to footstools. In addition, his speed is massively increased, his aerials give him vertical mobility, and his gas gauge rises much faster, to the point that he can spam Wario Wafts. After a short period of time, Wario returns to normal.

    • Wario's battle theme is a rock remix of Greenhorn Forest, the theme of the level of the same name from Wario World.
    • Wario's victory theme is a remix of the Stonecarving City from Wario Land: Shake It!.

  • Fighter Ability - Gas: Wario's gas slowly builds up throughout the match, indicated by a growing ball of gas around his icon. Wario's neutral and up specials increase in power with the gas. While his neutral special does not affect the gas, his up special resets it to zero, meaning it has to be used sparingly.
  • Number of Jumps: 2
  • Wario can crawl.

  • Win 25 matches as Mario
  • Clear Adventure Mode as Kirby
  • Have him join the party in Story Mode
    • Wario's Challenge requires the player to fight him on the WarioWare, Inc. stage.

  • Animations

    • Entrance: Wario crashes on his bike, then gets to his feet and strikes a pose as the bike explodes behind him.
    • Idle Animation 1: Wario bashes his fists together twice.
    • Idle Animation 2: Wario scratches his bottom.

  • Up Taunt: Wario laughs so hard his jaw unhinges, forcing him to snap it back into place.
  • Right Taunt: Wario shakes his rear at the screen.
  • Left Taunt: Wario strikes a strongman pose.
  • Down Taunt: Wario faces the screen and shout "Wah" thrice, with the last having the most enthusiasm. With each "wah," Wario makes a "W" symbol with his hands.

  • Victory Animation 1: Wario walks forward, pats his belly twice, and farts. He then sniffs his behind, scratches his head, and says "Ooh!"
  • Victory Animation 2: Wario rides onto the screen and into the sunset while laughing, shouting "Have a rotten day!".
  • Victory Animation 3: Wario laughs gloatingly and falls over, rolling on his back.

  • Alternate Costumes

    Waluigi

    SuperMarioParty Waluigi
    Waluigi
    WAH
    SSB Wario SeriesMariotennislogo

    Mario Tennis (2000, Nintendo 64)

    Waluigi is a bit of an enigma. Nobody knows exactly where he came from, or what his relation to Wario and the Mario Brothers is. What is known is that Waluigi is bizarre, rude, and has a tendency to cheat. He is arrogant, boastful and... Houses a surprising amount of self-pity and frustration, for good things happen to everyone but him. He's constantly snubbed, and never seems to get any major appearances, always been relegated to the sidelines. But no more! Waluigi is finally in Smash, and now it will always be Waluigi Time! Hope you like the color purple!

    Waluigi is among the most bizarre and unorthodox characters in Smash. His attacks are odd, janky, and have awkward hitboxes, making him both hard to get a hang of and hard to fight against. In addition, he is rather light, meaning he'll easily be launched if you don't know what you're doing. However, once you get a hang of him, you'll find that he has an amazing damage output, great defensive abilities, and outstanding combo potential. Get ready, because now is Waluigi's time!

    Moveset

    • Jab: Waluigi stomps the ground up to three times, with the last stomp burying.
      • Hold Attack: A powerful stomp. Buries opponents.
    • Dash Attack: Waluigi slides forward in a ridiculous sexy pose. Weak, but allows Waluigi to duck under certain attacks.
    • Dodge Attack: Waluigi swings his tennis racket in front of himself, same as his forward tilt.

  • Forward Tilt: Waluigi swings his tennis racket in front of himself.
  • Up Tilt: Waluigi swings his tennis racket above himself.
  • Down Tilt: Waluigi lays flat, his feet towards the opponent. Good range and allow Waluigi to dodge some attacks, but is hard to land due to the awkward hitbox.
  • Forward Smash: Waluigi winds up, then delivers a heavy swing with his tennis racket.
  • Up Smash: Waluigi bends down with his knees as if doing the limbo, then performs an arching headbutt. Covers a lot of range, but has a blind spot in the front.
  • Down Smash: A split kick.

  • Neutral Aerial: Waluigi stands up straight. Only hits above and below, making it rather awkward to land.
  • Forward Aerial: Waluigi chops forward with his tennis racket.
  • Back Aerial: A backwards dropkick.
  • Up Aerial: Waluigi flips upside-down and does a scissor kick.
  • Down Aerial: Waluigi curls into a ball, then delivers three powerful downwards stomps. While the last hit has a strong meteor smash effect, it's startup lag makes it a risky move.

  • Grab: Waluigi reaches out.
  • Pummel: Waluigi bonks the opponent on the head.
  • Forward Throw: Waluigi kicks the opponent away.
  • Back Throw: Waluigi brings the opponent around and legsweeps them. This move trips opponents, leaving them open to followups.
  • Up Throw: Waluigi summons purple vines underneath the opponent, tossing them upwards.
  • Down Throw: Waluigi stomps on the opponent multiple times, burying them.

  • Neutral Special - Waluracket: Waluigi bats a tennis ball, a Whiskered Eggplant, or a Bob-Omb towards the opponent with his racket. The tennis ball is the fastest, the Whiskered Eggplant is stronger and has the largest hitbox, and the Bob-omb travels the shortest distance and explodes, dealing more damage but potentially harming Waluigi as well. The tennis ball is the most common, the Bob-Omb the least common, and the eggplant in the middle.
  • Side Special - Walurang: Waluigi readies himself, then rockets forwards and returns to the spot where he started, becoming a human boomerang. It's bizarre properties make it both safe and risky depending on the circumstance, and can be used for unorthodox recovery and edgeguarding tactics.
  • Up Special - Swim: Waluigi swims in the air, physics be darned. While each stroke doesn't cover much distance, Waluigi can perform this move up to four times and only goes into freefall after the final stroke, effectively giving himself four extra jumps.
  • Down Special - Wall-Luigi: Waluigi stomps the ground, causing a thorny purple vine to grow from the ground. The vine serves as a barrier, blocking projectiles and causing minor damage to opponents who touch it. In addition, if an opponent touches the sweetspot at the top, the vine will grab them and slam them into the ground, making it an effective anti-air move. After a short amount of time, the vine will disappear.
  • Final Smash - Negative Zone: Waluigi proudly displays his dance prowess, creating a purple-tinted orb around himself where all color is inverted. Everyone except for Waluigi will be slowed down and suffer other adverse effects, such as uncontrollable taunting, tripping, sudden sleepiness, and more. After a short amount of time, the area dissipates, and the battle returns to normal.

    • Waluigi's battle theme is Waluigi Pinball. This song debuted in Mario Kart DS, where it played on the track of the same name.
    • Waluigi's victory theme is a snippet of Waluigi Pinball from Mario Kart DS. Said song also serves as his battle theme.

  • Fighter Ability - Walu-Warp: If Waluigi triggers a phantom hit, he will automatically teleport to the opponent's position, laughing maniacally and dealling substantial damage.
  • Number of Jumps: 2
  • Waluigi can crawl.

  • Waluigi's Challenge has a random chance of being unlocked after every match played in Versus Mode.
  • Waluigi can also be unlocked by having him join your party in Story Mode.
    • Waluigi's Challenge requires the player to fight him on the Waluigi Pinball stage.

  • Animations

    • Entrance: Waluigi busts out of an Assist Trophy, making an "L for loser" symbol with his hands.
    • Idle Animation 1: Waluigi brandishes his tennis racket.
    • Idle Animation 2: Waluigi laughs maniacally.

  • Up Taunt: Waluigi throws a rose in the air and catches it with his teeth, smiling suavely.
  • Right Taunt: Waluigi stomps his foot and angrily declares, "Someone's been cheating!"
  • Left Taunt: Waluigi strokes his mustache.
  • Down Taunt: Waluigi loudly shouts "WAH!"

  • Victory Animation 1: Waluigi laughs gloatingly, performing an... Interesting chopping motion with his hands.
  • Victory Animation 2: Waluigi tosses a rose in the air and catches it between his teeth, winking suavely.
  • Victory Animation 3: One of the opponent's victory animations begins to play, only to be interrupted by static. Waluigi then appears on the screen, saying "Though you could win? TOO BAD, WALUIGI TIME!"

  • Alternate Costumes

    Paper Mario

    PaperMarioFanRender
    Paper Mario
    Wafer-Thin Warrior
    PaperMarioSSBSymbolPaperMario64Logo

    Paper Mario (2000, Nintendo 64)

    Ah, Mario. We all know the story; Stomp on Goombas, beat up Bowser, and save the princess. But this Mario is different. He's from another world, he's defeated different villains, and most importantly... He's made of paper! I mean, it's right there in the name... Either way, Paper Mario is unique and distinct from his mainline counterpart. His hammer packing a mighty punch, and he is backed up by the many partners and allies he's made along the way. He may be wafer-thin, but he's larger than life!

    Paper Mario is a paperweight fighter (duh) that plays quite differently than the regular Mario. His paper composition gives him fast air speed and slow falling speed, turning his jumps into a sort of pseudo-glide. However, his greatest strengths are his partners; Various allies that attack in his place during certain attacks. Since they attack and not him, he is able to move separately from them, allowing him to deliver a follow-up attack or make a getaway. As a trade-off, he is the lightest character in the game and is easily tossed around, meaning any false move can prove fatal.

    Moveset

    • Jab: An inwards swing, followed by an outwards swing.
    • Dash Attack (Spin Attack): Paper Mario spins around on his axis.
    • Dodge Attack: Paper Mario lifts his hammer above his head, then swings it back down, same as his side tilt.

  • Forward Tilt: Paper Mario lifts his hammer above his head, then swings it back down. Fairly slow, but packs a punch.
  • Up Tilt: An overhead swing.
  • Down Tilt: Paper Mario spins around, dealing multiple weak hits. It's speed and lack of endlag make it a safe move for racking up damage.
  • Forward Smash: Paper Mario twists himself and rears his hammer back, then delivers a powerful horizontal blow.
  • Up Smash: Goombella appears and uses Headbonk, jumping up and then falling back down. Goombella functions as a projectile during this move, meaning she can be reflected.
  • Down Smash: Bombette and Admiral Bobbery appear at either side of Paper Mario, then explode after a short while. The two deal high damage, but are easily intercepted due to their high startup lag. The explosion sends Paper Mario into the air if he is caught in it, making it a decent starter for air combos.

  • Neutral Aerial: Paper Mario swings the hammer vertically around himself.
  • Forward Aerial: A downwards swing.
  • Back Aerial: Paper Mario holds Watt behind himself, who electrocutes anyone he touches. Good for racking up damage.
  • Up Aerial: An overhead swing.
  • Down Aerial: A downwards stomp. This attack has a pogo effect, meaning Paper Mario will bounce off any opponent he hits, as if they were footstooled.

  • Grab: Mini-Yoshi appears and gulps down the opponent.
  • Pummel: Mini-Yoshi chews on the opponent.
  • Forward Throw: Mini-Yoshi spits the opponent out in front of him.
  • Back Throw: Mini-Yoshi spits the opponent to Paper Mario, who smacks them behind him with his hammer.
  • Up Throw: Mini-Yoshi spits the opponent to Paper Mario, who smacks them skywards with his hammer.
  • Down Throw: Mini-Yoshi spits the opponent on the ground and Ground Pounds them.

  • Neutral Special - Boomer: Mario uses the Pixl Boomer to set a bomb, which explodes after a short while. Holding the button will cause Paper Mario to throw the bombs instead. The bomb can be picked up and thrown as an item. The bomb deals a decent amount of damage, and is an effective setup tool.
  • Side Special - Shell Toss: Paper Mario kicks Kooper's shell forward. This acts much like the Green Shell item, being a projectile that slides across the ground. Unlike the Green Shell, Kooper cannot be picked up and thrown. In exchange, he deals less damage than a Green Shell.
  • Up Special - Parakarry Lift: Parakarry appears and lifts Paper Mario into the air. During thing, Paper Mario can be steered slightly to the left or right. Pressing the button again causes Parakarry to let go. This move covers the most distance out of any recovery move; In exchange, the attack is easily interrupted.
  • Down Special - Veil: Vivian appears and drags Paper Mario into her shadows, rendering him invincible for a short amount of time. By inputting another direction, Paper Mario will warp a short distance away. However, he will be vulnerable when he reappears, so be careful using this attack.
  • Final Smash - Star Beam: Paper Mario summons Twink and the Star Spirits, who gather in a circle at the top of the stage and generate a massive beam of energy between them. The Star Spirits and the beam can be guided slightly with the control stick, allowing them to cover more ground. Unlike most beam Final Smashes, the entire beam moves, preventing any blind spots. In turn, it can't be guided as much.

    • Paper Mario's battle theme is the Paper Mario Medley from Super Smash Bros. for 3DS. The theme cycles through remixes of the stage one theme from Paper Mario: Sticker Star, Rougeport from Paper Mario: The Thousand-Year Door, and the Airship theme, also from Sticker Star.
    • Paper Mario's victory theme is Battle Won!, the victory theme for Paper Mario: The Thousand-Year Door.

  • Number of Jumps: 2
  • Paper Mario is Hydrophobic, taking damage when in water.
  • Using his down taunt, Paper Mario summons Goombella, Goombario, and Tippi to use Tattle on the opponent, causing a quick description of the fighter to show up.

  • Win 20 matches as Ness
  • Clear Adventure Mode as Steve?
  • Have him join your party in Story Mode
    • Paper Mario's Challenge requires the player to fight him on the Rogueport stage.

  • Animations

    • Entrance: A piece of colored paper appears onstage, then unfolds into Paper Mario.
    • Idle Animation 1: Paper Mario adjusts his hat.
    • Idle Animation 2: Paper Mario pants, as if exhausted.

  • Up Taunt: Paper Mario flashes a thumbs-up.
  • Right Taunt: Paper Mario flips through an album of stickers.
  • Left Taunt (Tattle): Various Partners from across the series appear and use Tattle on Paper Mario's opponents. This will activate a Tattle conversation.
  • Down Taunt: Paper Mario crumples himself into a sheet of paper, then unfolds.

  • Victory Animation 1: Paper Mario appears as a piece of colored paper, then unfolds into Paper Mario again.
  • Victory Animation 2: Paper Mario jumps onto the screen, adjusts his hat, and flashes a thumbs-up.
  • Victory Animation 3: Paper Mario jumps in celebration, surrounded by a croud of cheering partners and allies from across the series' history.

  • Alternate Costumes

    Donkey Kong

    DonkeyKong SSBUltimate
    Donkey Kong
    King of the Jungle
    SSB Donkey Kong SeriesDonkeykongcountry ssbulogo

    Donkey Kong Country (1994, SNES)

    Bigger, faster, and stronger too, Donkey Kong is here, performing for you! Donkey Kong is the leader of Donkey Kong Island, but you probably knew that from the image of his face carved into a mountain. While DK is carefree and friendly, he is NOT to be trifled with. Mess with his bananas, his island, or his friends, and you'll be on the receiving end of his mighty fists! Despite his strength, he's not slow or dumb either, and he won't take kindly to anyone saying otherwise. It's no surprise that he's the first member of the DK Crew!

    As far as heavyweights go, Donkey Kong is the undisputed grappler. He can pick up opponents without slowing down, and forward throw leads into four other throws. In addition, DK is surprisingly fast for a heavyweight, and his attacks hit hard. He mainly suffers from his lack of defensive options, as he lack projectiles and his attacks are somewhat slow. However, if you can work around these issues, you'll have a powerful grappler on your hands!

    In Victorious, Donkey Kong has received the following changes:

    • Donkey Kong's Final Smash has been changed to Moon Punch.
    • Donkey Kong's attacks have been sped up slightly.
    • Donkey Kong's down throw can now bury opponents.
    • Donkey Kong's neutral special had been reverted to the stage system used in installments before Ultimate.
    • Donkey Kong now uses voice clips from Takashi Nagasako, who reprises his role from past Donkey Kong installments.
    Moveset

    • Jab: A hook, then an uppercut.
    • Dash Attack (Roll): Donkey Kong curls into a ball and rolls forward.
    • Dodge Attack: Donkey Kong slams his fists into the ground, same as his down smash.
      • Roll Attack: Donkey Kong curls into a ball and rolls forward, same as his dash attack.

  • Forward Tilt: A backhand slap. Can be angled.
  • Up Tilt: An overhead swipe.
  • Down Tilt (Slouch Slap): Donkey Kong swats at the opponent while crouching. It can trip opponents, making it a good combo starter.
  • Forward Smash: A lunging clap. It deals massive damage, but it suffers from high endlag and must be used carefully.
  • Up Smash: An overhead clap.
  • Down Smash: Donkey Kong slams his fists into the ground. The sheer length of his arms means the attack covers most of the area around him, giving him great range.

  • Neutral Aerial: Donkey Kong spins with his arms outstretched.
  • Forward Aerial: A double axe handle. The attack has one of the strongest meteor smash effects in the game, making it a great kill option.
  • Back Aerial: A backwards kick.
  • Up Aerial: An upwards headbutt.
  • Down Aerial: A downwards stomp. Has a weaker meteor smash effect than his forward smash, but makes up for it with speed.

  • Grab: Donkey Kong reaches out.
  • Pummel: A slap. Slow, but strong.
  • Forward Throw (Kong Karry): Donkey Kong hauls the opponent over his shoulder. Donkey Kong can move and jump while holding his opponent, and he gains access to unique cargo throws.
    • Forward Cargo Throw: Donkey Kong tosses the opponent away at a high angle.
    • Back Cargo Throw: Donkey Kong heaves the opponent behind him.
    • Up Cargo Throw: Donkey Kong heaves the opponent upwards. A good combo starter.
    • Down Cargo Throw: A bear hug.
  • Back Throw: Donkey Kong flings the opponent backwards. His strongest throw, and a powerful kill option.
  • Up Throw: Donkey Kong tosses the opponent upwards.
  • Down Throw: Donkey Kong shoves the opponent into the ground. This attack buries the opponent, allowing for a powerful follow-up attack.

  • Neutral Special - Giant Punch: Donkey Kong starts winding up his arm. Pressing the button again has him deliver a powerful punch. With each wind-up, the punch increases in power, with the highest level dealing massive damage.
  • Side Special - Headbutt: Donkey Kong delivers a powerful headbutt. This attack buries on the ground, allowing for powerful follow-up attacks. In the air, it gains a meteor smash effect, making it a powerful kill move.
  • Up Special - Spinning Kong: Donkey Kong spins around, delivering a series of clothesline attacks. In the air, Donkey Kong has barely any vertical mobility, but makes up for it with outstanding horizontal distance. Deals massive damage if all the hits connect.
  • Down Special - Hand Slap: Donkey Kong slaps the ground, creating earth-shaking vibrations. On the ground, the attack can be used in rapid succession. In the air, Donkey Kong slaps below himself twice. Great for stage control and eating through shields.
  • Final Smash - Moon Punch: Donkey Kong throws a powerful uppercut, sending the opponent skyward and triggering a semi-cinematic attack. Donkey Kong jumps after the opponent, punching them and pinning them to the Moon. A button prompt appears, telling the player to mash the attack button. This causes Donkey Kong to deliver a volley of punches to the opponent, ending with one final punch that causes the moon to shatter, ending the attack.

    • Donkey Kong's battle theme is DK Island Swing, specifically the Brawl iteration. The original song originated from Donkey Kong Country, where it appeared in the first level, and went on to appear in sunset jungle-themed levels.
    • Donkey Kong's victory theme is a cover of the Donkey Kong Country Victory Theme, taken from Super Smash Bros. Ultimate.

  • Number of Jumps: 2
  • Donkey Kong is not slowed down when lifting heavy objects.

  • Donkey Kong is unlocked from the start.

  • Animations

    • Entrance: Donkey Kong bursts out of a DK Barrel, flips thrice in the air, and lands in a flexing pose.
    • Idle Animation 1: Donkey Kong a cross-eyed expression, as if trying to stare at his own nose.
    • Idle Animation 2: Donkey Kong bangs his fists together and does a rotational shoulder stretch.

  • Up Taunt: Donkey Kong beats his chest while scowling.
  • Right Taunt: Donkey Kong shakes himself as if drying off with a humorous expression on his face.
  • Left Taunt: Donkey Kong peels a banana and eats it. Goes on for much longer than necessary. Can be extended by holding the button down, which causes Donkey Kong to bring out another banana and start peeling it as well. This can go on forever unless DK is interrupted in some way.
  • Down Taunt: Donkey Kong turns to the camera and shrugs with a comically confused expression on his face.

  • Victory Animation 1: Donkey Kong does a backflip and flexes.
  • Victory Animation 2: Donkey Kong clasps his hands together and shakes them above his head.
  • Victory Animation 3: Donkey Kong triumphantly sits in his banana hoard and starts snacking on a banana.

  • Alternate Costumes

    Funky Kong

    Funky Kong Artwork - Donkey Kong Country Tropical Freeze
    Funky Kong
    The Cool and Creative Kong
    SSB Donkey Kong SeriesDKCTropicalFreezeLogo

    Donkey Kong Country: Tropical Freeze (2018, Nintendo Switch)

    While DK and pals are on an adventure, someone has to supply them with gadgets and weapons, and this laid-back Kong is just the ape for the job! Funky Kong is casual and peppers his speech with 90's slang, and is much more comfortable tinkering with machines than adventuring like DK and co. Despite this, he's a surprisingly competent fighter. With a bunch of weapons at his disposal, he'll show you he's not just a lazy bum! Surf's up, dude!

    While Funky's moves are mostly the same as DK's, being his Echo and all, he plays quite differently. His attacks have less power and more speed, and many of his specials are traded out for various gadgets and tools. In addition, Funky's grab game is much worse than his base's, being weaker and lacking the cargo throw mechanic, and he lacks DK's meteor smash attacks. All this makes Funky Kong into more of a zoner, compared to the close combat tank that is Donkey Kong.

    Differences from Donkey Kong:

    • Funky Kong's attacks are weaker, but faster.
    • Funky Kong is lighter than Donkey Kong.
    • Funky Kong has a triple jump.
    • Funky Kong's roll attack, side smash, forward aerial, and down aerial utilize his surfboard
    • Funky Kong does not have Donkey Kong's cargo throws, instead using DK's forward cargo throw in as his forward throw.
    • Funky's down throw does not bury opponents.
    • Funky has different neutral, side, and up specials, which use various gadgets and items from the Donkey Kong series.
    Moveset

    • Jab: A hook, then an uppercut.
    • Dash Attack (Roll): Funky Kong curls into a ball and rolls forward.
    • Dodge Attack: Funky Kong slams his fists into the ground, same as his down smash.
      • Roll Attack: Funky Kong swings his his surfboard like a club, same as his forward smash.

  • Forward Tilt: A backhand slap. Can be angled.
  • Up Tilt: An overhead swipe.
  • Down Tilt (Slouch Slap): Funky Kong swats at the opponent while crouching. It can trip opponents, making it a good combo starter.
  • Forward Smash: Funky Kong swings his his surfboard like a club. Has longer range than DK's forward smash and has a disjointed hitbox, but deals less damage.
  • Up Smash: An overhead clap.
  • Down Smash: Funky Kong slams his fists into the ground. Doesn't cover as much space as Donkey Kong's, but it has much less endlag.

  • Neutral Aerial: Funky Kong spins with his arms outstretched.
  • Forward Aerial: Funky Kong swings his surfboard downwards. The attack lacks a meteor smash effect, making it a worse kill move than DK's. On the other hand, it has a disjointed hitbox, better range, and less endlag, making it safer in comparison.
  • Back Aerial: A backwards kick.
  • Up Aerial: An upwards headbutt.
  • Down Aerial: Funky Kong spins his surfboard below him. Has less range and power than DK's, and deals multiple hits.

  • Grab: Funky Kong reaches out.
  • Pummel: A slap. Slow, but strong.
  • Forward Throw: Funky Kong tosses the opponent away at a high angle.
  • Back Throw: Funky Kong flings the opponent backwards. His strongest throw, and a powerful kill option.
  • Up Throw: Funky Kong tosses the opponent upwards.
  • Down Throw: Funky Kong shoves the opponent into the ground.

  • Neutral Special - Coconut Cannon: Funky Kong pulls out the Coconut Cannon and fires a coconut from it. It takes a moment to load, but the projectile is fast and strong, making it great for KOs. The gun firs coconuts in periodic spurts, meaning it can't be spammed and leaves Funky vulnerable after firing.
  • Side Special - Barrel: Funky Kong throws a barrel, which rolls across the ground. The attack has a bit of startup lag and the projectile itself is slow as well, and it lacks in damage. However, it's size forces the opponent to jump to avoid it, making it good for setups. When used in the air, it falls to the ground before rolling.
  • Up Special - Surfboard Spin: Funky Kong puts his surfboard below him, then jumps upwards with his surfboard spinning. Compared to Donkey Kong's Spinning Kong, it deals less damage and has less horizontal mobility, but has much better vertical mobility.
  • Down Special - Hand Slap: Funky Kong slaps the ground, creating earth-shaking vibrations. Compared to DK's Hand Slap, Funky's attack deals less damage and doesn't toss opponents, but it comes out quicker and launches then farther.
  • Final Smash - Gyrocopter: Funky Kong jumps into his Gyrocopter and takes off, flying around the stage. Pressing the attack button causes the Gyrocopter to fire bullets, the special button drops bombs, and the grab button becomes a grappling hook to reel opponents it. After a while, the Gyrocopter runs out of fuel and Funky Kong jumps out.

    • Funky Kong's battle theme is a remix of Funky's Fugue. The original song originated from Donkey Kong Country, where it played in Funky's Flights, Funky Kong's travel service that allowed access to previously-completed levels.
    • Funky Kong's victory theme is a cover of the Donkey Kong Country Victory Theme, taken from Super Smash Bros. Ultimate.

  • Number of Jumps: 3
  • Funky Kong is Amphibious, healing when in water.
  • Funky Kong is not slowed down when lifting heavy objects.

  • Beat Adventure Mode as Inkling
  • Play 25 matches on Isle Delfino
  • Have him join the party in Story Mode
    • Funky Kong's Challenge requires the player to fight him on the Jungle Hijinx stage.

  • Animations

    • Entrance: Funky Kong rides a wave onto the stage.
    • Idle Animation 1: Funky Kong stretches, then cracks his neck.
    • Idle Animation 2: Funky Kong nods towards the camera while flashing a thumbs-up.

  • Up Taunt: Funky Kong flashes the peace sign.
  • Right Taunt: Funky Kong laughs with a big, goody grin on his face.
  • Left Taunt: Funky Kong puts his surfboard down and flashes his trademark thumbs-up.
  • Down Taunt: Funky Kong stands on one arm, using the other to hold his surfboard to his feet.

  • Victory Animation 1: Funky Kong puts one hand to his hip and the other palm-up. Resembles his official art in Donkey Kong Country: Tropical Freeze.
  • Victory Animation 2: Funky Kong rides a wave and flashes the peace sign. Based on his render from Donkey Kong Country 2: Diddy's Kong Quest.
  • Victory Animation 3: Funky Kong rests his surfboard on his back and flashes a thumbs-up.

  • Alternate Costumes

    Diddy Kong

    DiddyKong SSBUltimate
    Diddy Kong
    The Acrobatic Ape
    SSB Donkey Kong SeriesDKC2Logo

    Donkey Kong Country 2: Diddy's Kong Quest (1995, SNES)

    Every hero needs a number two, and Diddy Kong is there for Donkey Kong! A small, excitable chimpanzee, Diddy Kong is DK's best friend. They may not be related, but they might as well be. While not as big or well-known as his buddy DK, Diddy is not to be underestimated. He matches DK's strength with his speed and agility, enough that he's starred in his own games now. The little guy complements DK's style perfectly; It's no surprise he was chosen to accompany his big buddy in Smash!

    Diddy Kong is a speedy rushdown character. His small size and high mobility allows him to dance around opponents while dishing out attacks, aided by his amazing attack speed. His moveset is aided by a plethora of combo starters, giving him a lot of options for stringing together moves. However, he has two major issues: Rcovery and KOing. Many of his attacks lack kill power, and his recovery is quite risky. Despite all this, Diddy's amazing speed and combo power make him a force to be reckoned with, and should not be taken lightly.

    In Victorious, Diddy Kong has received the following changes:

    • Diddy Kong's side special has been changed to Kong Kartwheel
    • Diddy Kong now uses voice clips from Katsumi Suzuki, who reprises his role from past Donkey Kong installments.
    Moveset

    • Jab: A pair of alternating slaps, followed by an outward side kick. Holding the attack button causes Diddy to repeat the first hit.
    • Dash Attack (Cartwheel): Diddy Kong performs a cartwheel, ending with a double-handed ground slap.
    • Dodge Attack: A crouching clap, same as his down tilt.
      • Roll Attack: Diddy Kong leans forward and throws a double punch, same as his forward tilt.

  • Forward Tilt: Diddy Kong leans forward and throws a double punch. Can be angled.
  • Up Tilt: Diddy Kong swats the air above himself. Hits quickly and can combo into his aerials.
  • Down Tilt (Hand Clap): A crouching clap. An extremely versatile combo starter.
  • Forward Smash: Diddy jumps forward by spinning, and performs a slap followed by a backfist.
  • Up Smash: A stationary cartwheel, consisting of a slap, a reverse heel kick, and an uppercut. The fastest up smash in the game, but fairly weak.
  • Down Smash: Diddy Kong performs a flare, kicking in front of himself, then behind.

  • Neutral Aerial: A aerial cartwheel. A versatile combo tool, but suffers from high endlag.
  • Forward Aerial (Screw Kick): A spinning dropkick.
  • Back Aerial: A reverse spinkick.
  • Up Aerial: An overhead kick. Has great speed and juggling power, but suffers from a blindspot in front of Diddy.
  • Down Aerial: A downwards double axe-handle.

  • Grab: Diddy Kong reaches out.
  • Pummel: A headbutt.
  • Forward Throw: Diddy Kong tosses the opponent forward.
  • Back Throw: Diddy Kong tosses the opponent backward.
  • Up Throw: Diddy Kong tosses the opponent upward and does a handstand kick.
  • Down Throw: Diddy Kong tosses the opponent into the ground and hops over them. An amazing combo starter.

  • Neutral Special - Peanut Popgun: Diddy Kong whips out his peanut popgun and fires a peanut in an arc. Holding down the button increases the power and lowers the angle of the shot. If Diddy charges for too long, the popgun will explode, briefly stunning him. The fully-charged shot deals considerable damage and is good for keeping the opponent at bay, while the overcharged explosion deals high damage and can KO at low percentages.
  • Side Special - Kong Kartwheel: Diddy Kong performs a cartwheel. Pressing the button again causes Diddy to continue cartwheeling, which can be done up to four times in total. This gives Diddy great mobility, but leaves him vulnerable. Due to the move's low damage, it is a great combo starter.
  • Up Special - Rocketbarrel Boost: Diddy Kong activates his Rocketbarrel Pack and propels himself upwards, dealing damage with the initial burst. Holding the button down increases the distance traveled, and the direction Diddy is launched can be angled with the control stick. If Diddy is attacked, the barrels will fly off and become an erratic projectile, exploding when they hit the stage.
  • Down Special - Banana Peel: Diddy Kong tosses a Banana Peel over his shoulder, which can be picked up and thrown like a normal Banana Peel. Inputting the move as a smash attack causes the peel to be thrown in a higher arc.
  • Final Smash - Hyper Rocketbarrel: Diddy Kong activates a silver version of his Rocketbarrel Pack and chaotically dashes around the screen in multiple directions, dealing damage to whoever he hits. After a short amount of time, Diddy locks on to whoever has taken the most damage and slams into them, dealing massive damage. He then descends back to the stage, where the barrels explode, damaging anyone caught in the blast.

    • Diddy Kong's battle theme is the remix of Stickerbush Symphony used in Brawl. The original song originated from Donkey Kong Country 2: Diddy's Kong Quest, where it played in the bramble stages.
    • Diddy Kong's victory theme is a cover of the Donkey Kong Country Victory Theme, taken from Super Smash Bros. Ultimate.

  • Number of Jumps: 2
  • Diddy Kong can crawl, wall cling, and wall jump.

  • Beat Adventure Mode as Donkey Kong
  • Win 30 matches in Versus Mode
  • Have him join the party in Story Mode
    • Diddy Kong's Challenge requires the player to fight he on the Bramble Blast stage.

  • Animations

    • Entrance: Diddy Kong bursts out of a barrel and claps his hands above his head.
    • Idle Animation 1: Diddy Kong scratches his rump, then shakes his fur while on all fours.
    • Idle Animation 2: Diddy Kong jumps in place twice.

  • Up Taunt: Diddy tosses his cap in the air, which lands back down on his head.
  • Right Taunt: Diddy brandishes his Peanut Popguns and dons a cool, "edgy" expression.
  • Left Taunt: Diddy assumes a fighter's stance while growling, trying to look cool.
  • Down Taunt: Diddy claps above his head four times while hopping on alternating feet.

  • Victory Animation 1: Diddy Kong fires three alternating shots from his Peanut Popguns, then roles towards the camera and fires one last shot.
  • Victory Animation 2: Diddy rises up with his Rocketbarrel Pack, spins, and dismounts, causing the barrels to fly away. He then does a dance with his hands on his head and chin.
  • Victory Animation 3: Diddy throws an inverted spin kick, followed by a slap. He then slams his hands on the ground and does a front flip, landing a in breakdance-like pose while clapping his feet together.

  • Alternate Costumes

    Dixie Kong

    1200px-Dixie Kong DKCTF
    Dixie Kong
    TBA
    SSB Donkey Kong SeriesDKC3Logo

    Donkey Kong Country 3: Dixie Double Trouble! (1995, SNES)

    The sidekick to Diddy Kong-Who himself is the sidekick to Donkey Kong-Dixie Kong is a heroic Kong with a powerful ponytail. Cheerful, lively, and somewhat tomboyish, Dixie is always eager for some adventure. Dixie is strong and nimble with her ponytail, enough to head adventures of her own, she's quite skilled with the guitar, she can blow huge bubbles with gum... Is there anything this Kong can't do? Oh, fun fact-Apparently, her ponytail is an actual tail too. Yeah, we don't know either.

    Dixie Kong could be described as a long-range equivalent of Diddy Kong. Like Diddy, Dixie is a speedy lightweight fighter. However, Dixie doesn't share many other attributes with Diddy, aside from a couple shared aerials and somewhat similar specials. Her ponytail gives her decent range, in exchange for Diddy's combo potential, and her specials grant her some decent tools for zoning and recovery. However, her mobility is somewhat lacking, and she suffers from a lack of reliable KO moves.

    Moveset

    • Jab: A pair of alternating slaps, followed by an outward side kick. Holding the attack button causes Dixie to repeat the first hit.
    • Dash Attack: Dixie Kong quickly spins around, hitting opponents with her ponytail.
    • Dodge Attack: Dixie spins her ponytail above herself, same as her up smash.
      • Roll Attack: Dixie Kong swipes forward with her ponytail, same as her forward tilt.

  • Forward Tilt: Dixie Kong swipes forward with her ponytail.
  • Up Tilt: Dixie Kong flips her hair. A fast combo starter.
  • Down Tilt: A hair swing.
  • Forward Smash: Dixie strikes forward with her ponytail. Can be angled.
  • Up Smash: Dixie spins her ponytail above herself. Dixie's fastest smash attack, good for juggles and covering her from aerial attacks.
  • Down Smash: Dixie Kong sweeps her ponytail around herself.

  • Neutral Aerial: Dixie spins in the air, swinging her ponytail around herself.
  • Forward Aerial (Screw Kick): A spinning dropkick.
  • Back Aerial: A reverse spinkick.
  • Up Aerial: Dixie twirls her ponytail above herself.
  • Down Aerial: Dixie flips upside-down and strikes below herself with her ponytail

  • Grab: Dixie Kong grabs the opponent with her ponytail.
  • Pummel: A quick slap.
  • Forward Throw: Dixie Kong tosses the opponent forward.
  • Back Throw: Dixie Kong wings the opponent above her head and tosses them behind her.
  • Up Throw: Dixie Kong winds up, then tosses the opponent upwards.
  • Down Throw: Dixie Kong smashes the opponent into the ground.

  • Neutral Special - Bubblegum Popgun: Dixie brings out her bubblegum popgun and fires a wad of gum. Compared to Diddy's popgun, Dixie's gun is fired in a straight line, and cannot be charged. A safe poking tool for keeping opponents at bay.
  • Side Special - Ponytail Snatch: Dixie winds up, then stabs her ponytail forward, grabbing anyone hit. Dixie will then use her ponytail to pull herself forward, launching opponents with a kick.
  • Up Special - Helicopter Spin: Dixie Kong spins around, using her ponytail like helicopter blades to lift herself up. This carries Dixie a decent distance upwards, and deals a good amount of damage if all the hits connect.
  • Down Special - Bubblegum Wad: Dixie Kong chews on a wad of gum, them takes it out and tosses it on the ground. Any opponent who steps on it will be stuck to the ground. Holding the button increases the amount of time the opponent is stuck..
  • Final Smash - Queen Banana Bird: Dixie whistles, summoning the Queen Banana Bird to her aid. The Queen Banana Bird flies around the stage thrice, dealing high damage to anyone hit by her, before dropping a large egg on a randomly-selected opponent. Anyone hit by the egg will be trapped, allowing Dixie to whale on them.

    • Dixie Kong's battle theme is Rockface Rumble. The original song originated from Donkey Kong Country 3: Dixie's Double Trouble!, where it played in the cliff stages.
    • Diddy Kong's victory theme is a cover of the Donkey Kong Country Victory Theme, taken from Super Smash Bros. Ultimate.

  • Number of Jumps: 2
  • Dixie Kong can crawl.
  • Dixie Kong is Amphibious, healing when in water.

  • Beat Adventure Mode as Diddy Kong
  • Play 10 matches on Bramble Blast
  • Have her join the party in Story Mode
    • Dixie Kong's Challenge requires the player to fight her on the Lakeside Limbo stage.

  • Animations

    • Entrance: Dixie Kong bursts out of a barrel and plays a note on her guitar, then puts it away.
    • Idle Animation 1: Dixie Kong flips her hair.
    • Idle Animation 2: Dixie Kong puts her hand over her eyes and looks around.

  • Up Taunt: Dixie Kong tosses a piece of gum in the air and catches it in her mouth.
  • Right Taunt: Dixie blows a bubble with her gum.
  • Left Taunt: Dixie Kong brings out her guitar and plays the victory theme from the Donkey Kong series. She will continue to play the song until the player stops holding the button.
  • Down Taunt: Dixie claps while laughing.

  • Victory Animation 1: Dixie Kong plays the Donkey Kong Country victory theme on her guitar. Uniquely, this overrides her normal victory theme with her iteration of it.
  • Victory Animation 2: Dixie hops up and down while clapping and laughing.
  • Victory Animation 3: Dixie blows a giant bubble with her gum, which pops in her face. She is then left blinking awkwardly, her face covered in gum.

  • Alternate Costumes

    King K. Rool

    KingKRool SSBUltimate
    King K. Rool
    The Kremling Kommander
    SSB Donkey Kong SeriesDonkeykongcountry ssbulogo

    Donkey Kong Country (1994, SNES)

    King K. Rool is the leader of the Kremlings, and the Kong's fiercest enemy, K. Rool is a rather overweight crocodile who will stop at nothing to see the Kongs destroyed. He may be tubby and his fighting style is awkward an unpolished, but don't let that fool you-K. Rool is brutal. He mistreats his minions, unflinchingly tortured Donkey Kong, and has tried to wipe out the Kongs entirely on multiple occasions. There's nothing to smile at with this crocodile!.

    King K. Rool is best described as a heavyweight that doesn't act like one. While he is very heavy, sluggish, and powerful, his moves have a surprising amount of utility. His unique belly armor allows him to power through attacks, and his specials give him great zoning tools and vertical mobility that are not seen in other super-heavywieghts. However, his attacks are slow and laggy, his recovery is easily interrupted, and his air game is poor. In general, K. Rool is a fighter that smashes through lower-skill players, but drops off in higher levels of play.

    In Victorious, King K. Rool now uses voice clips from Toshihide Tsuchiya, who reprises his role from past Donkey Kong installments. Beyond that, he has not received any major changes.

    Moveset

    • Jab: A three-hit combo of a sumo palm strike, a claw swipe, and a front kick.
    • Dash Attack: A belly-first lunge. Incredibly fast and powerful, but has high endlag. Activates K. Rool's Belly Armor.
    • Dodge Attack: K. Rool puffs out his belly. Activates K. Rool's Belly Armor.

  • Forward Tilt: K. Rool rears back, then delivers a forceful clap. Can be angled. Activates K. Rool's Belly Armor when he rears back. It's high kill power, ability to be angled, and Belly Armor makes it one of K. Rool's best moves.
  • Up Tilt: An uppercut.
  • Down Tilt: A delayed sumo stomp. Buries grounded opponents and creates a small shockwave around his foot.
  • Forward Smash: King K. Rool dons his boxing gloves and delivers a mighty punch. While slow and laggy, it deals incredible amounts of damage. Can be angled.
  • Up Smash: K. Rool stiffens himself in a quick headbutt, then awkwardly falls into a plank. Activates K. Rool's Belly Armor during the headbutt.
  • Down Smash: A leaping belly flop. Causes a small shockwave around K. Rool. Activates K. Rool's Belly Armor during the leap.

  • Neutral Aerial (Stomach Attack): K. Rool inflates his stomach and performs a splash. Activates K. Rool's Belly Armor. A great combo starter and an easy way to take advantage of K. Rool's Belly Armor.
  • Forward Aerial: A dropkick. It's long reach, high damage, and speed makes it one of K. Rool's best moves.
  • Back Aerial: King K. Rool turns around and delivers a delayed downward punch.
  • Up Aerial: K. Rool curls into a ball, then performs a headbutt that goes directly upwards. Activates K. Rool's Belly Armor when he stretches out.
  • Down Aerial: K. Rool does a flip, then performs a double-footed stomp in a Superman pose. Activates K. Rool's Belly Armor during the stomp.

  • Grab: King K. Rool reaches out quickly. If he misses, he left eye comically bulges in frustration.
  • Pummel: A headbutt.
  • Forward Throw: K. Rool lifts the opponent over his head before roughly slamming them into the ground. The opponent damages any others they hit.
  • Back Throw: K. Rool drags the opponent across the ground and throws them behind him.
  • Up Throw (Backbreaker): K. Rool heaves the opponent over his head, leaps up, and performs a vicious Argentine backbreaker. An incredibly damaging throw, but KOs late.
  • Down Throw (Piledriver): King K. Rool lifts the opponent up and slams them into the ground, burying them. His weakest throw, but the bury effect gives it great versatility.

  • Neutral Special - Blunderbuss: King K. Rool dons his pirate hat and fires a Kannonball from his blunderbuss. The Kannonball is slow, but strong. Holding the button causes the blunderbuss to start sucking in air, spitting out opponents or projectiles that get sucked in. Reshot Kannonballs are stronger than normal ones.
  • Side Special - Crownerang: King K. Rool throws his crown like a boomerang. If it doesn't come back to him, it becomes a throwable item. While it is an item, K. Rool's attacks that use his head are weakened and he can't use Crownerang again. After K. Rool touches the crown or 12 seconds elapse, it will return to him. While a good zoning tool, the disadvantage losing it brings makes using it very risky.
  • Up Special - Propellerpack: King K. Rool puts on his Propellerpack and flies into the air, guided by the control stick. Touching the propellers deals a small amount of damage. After reaching the peak of the rise, K. Rool starts slowly falling while flapping his arms. While it covers an impressive vertical distance, K. Rool is left vulnerable while performing the move.
  • Down Special - Gut Check: King K. Rool puffs out his stomach, countering or reflecting any attack that hits. While it has a impressive damage multiplier, it is slow and laggy, and only activates if the attack hits the stomach.
  • Final Smash - Blast-o-Matic: King K. Rool stomps and rushes forward. Anyone hit is sent to a cutsene where they land on DK Island, while King K. Rool sits in his Blast-o-Matic. Accompanied by a prompt to mash the attack button, King K. Rool madly smacks the button, causing the Blast-o-Matic to fire a giant laser that destroys the island. The fighters are then sent back to the stage.

    • King K. Rool's battle theme is a remix of Gang-Plank Galleon, taken from Super Smash Bros. Ultimate. This song originated in Donkey Kong Country, where it played in the final battle against King K. Rool.
    • King K. Rool's victory theme is an orchestration of the first few bars of Gang-Plank Galleon, his boss theme and aforementioned battle theme.

  • Fighter Ability - Belly Armor: During attacks that use his belly, King K. Rool gains a unique form of super armor, powering through any attack that hits his belly and splitting the damage taken between K. Rool and his belly.
    • The armor has 18 HP, but the split damage effectively means it has 36. The armor slowly cracks as damage is dealt, and leaves K. Rool stunned once it's HP is depleted. The armor recovers roughly 0.3 HP per second.
  • King K. Rool dashes on all fours, lowering his hitbox.

  • Win 30 matches as Ridley
  • Clear Adventure Mode as Donkey Kong
  • Have him join your party in Story Mode
    • King K. Rool's Challenge requires the player to fight him on the Gangplank Galleon stage.

  • Animations

    • Entrance: King K. Rool drops from the sky with his arms crossed and chuckles.
    • Idle Animation 1: K. Rool angrily bites the air.
    • Idle Animation 2: K. Rool proudly slaps his belly twice.

  • Up Taunt: K. Rool brandishes his blunderbuss with a sadistic grin.
  • Right Taunt: K. Rool snaps at the air four times.
  • Left Taunt: A sumo stomp.
  • Down Taunt: King K. Rool slaps his belly in amusement. This taunt activates K. Rool's Belly Armor.

  • Victory Animation 1: King K. Rool shifts his eyes left to right, then strikes a triumphant pose.
  • Victory Animation 2: King K. Rool flips his cape around, then strikes a pose similar to his Ultimate render.
  • Victory Animation 3: King K. Rool does a belly flop, then bounces up with a backflip and lands, slapping his belly and letting his tongue hang out.

  • Alternate Costumes

    Link

    Link SSBUltimate
    Link
    Champion of Hyrule
    SSB The Legend of Zelda SeriesBreathofthewild ssbulogo

    The Legend of Zelda: Breath of the Wild (2017, Nintendo Switch)

    Evil never goes away. No matter how many times it is defeated, it will someday return. And when the darkness looms, a hero will rise to fight it. Bearing a name passed down throughout the history of the kingdom of Hyrule, Link is strong but silent, courage personified. This Link in particular was a brave Knight of Hyrule, set into a 100-year sleep. When he awoke, he suffered from amnesia and Hyrule was ravaged by a great calamity. Taking up a sword in one hand, a shield in the other, and grabbing whatever gear he could hold, he set off to meet his heroic destiny.

    Link is a balanced, versatile character who can be either a close-range fighter or a zoner. His melee attacks are powerful and have great KO power, and his specials contain useful projectiles and setup tools. However, Link's versatility is hampered by his sluggish movement, especially in the air. While a powerful zoner, the player must be aware that Link cannot be played too recklessly.

    In Victorious, Link has received the following changes:

    • Link can now perform a hold attack, taking the form of his old up special, the Spin Attack.
    • Link can now fire sword beams at 100% and above as well as at 0%.
    • Link's up special has been replaced by the Paraglider.
    • Link's Final Smash deals more damage, so it isn't underwhelming compared to other Final Smashes.
    Moveset

    • Jab: A downward slash, followed by an outward slash, and finishing with an upwards slash.
      • Hold Attack (Spin Attack): Link spins his sword around himself. Powerful, and covers a decent area around Link.
    • Dash Attack (Jump Slash): Link leaps forward, then brings his sword down on his opponent. It has a brief delay before landing, leaving Link open to attack, but deals damage on par with some smash attacks.
    • Dodge Attack (Flurry Rush):Ttwo quick slashes in rapid succession.

  • Forward Tilt: A lunging downwards slash. Slow for a tilt, but has long range and deals decent damage.
  • Up Tilt: An overhead arcing slash.
  • Down Tilt: A kneeling inward slash.
  • Forward Smash (Sword Slice): A two-handed lunging downward slash. Pressing the button again causes Link to follow up with a one-handed outward slash. Extremely powerful if both hits connect.
    • Sword Beam: If Link is at either 0% or 100% and above, the first slash will fire off a wave of energy, acting as a projectile.
  • Up Smash: Three overhead arcing slashes, one after the other.
  • Down Smash: A kneeling inward slash in front, then a kneeling outward slash behind.

  • Neutral Aerial: A flying kick.
  • Forward Aerial: Two spinning outward slashes.
  • Back Aerial: A backwards hook kick, followed by a roundhouse.
  • Up Aerial (Jump Thrust): An upwards stab.
  • Down Aerial (Downward Thrust): A downwards stab. Upon hitting an opponent, Link bounces off of them and is able to hit them a second time.

  • Grab: Link reaches out.
  • Pummel: Link hits the opponent with the Master Sword's pommel.
  • Forward Throw: Link punts the opponent away.
  • Back Throw: A side kick.
  • Up Throw: Link raises the opponent above his head and slashes them upwards.
  • Down Throw: Link pins the opponent to the ground and performs an elbow drop.

  • Neutral Special - Bow and Arrows: Link brings out the Traveler's Bow and fires and arrow. Holding the button down charges the arrow, causing it to travel farther and faster, as well as dealing more damage. When the arrows hit the ground, they stay there, and can be picked up and thrown as items. Using the bow with an arrow picked up causes two arrows to be fired, dealing much more damage.
  • Side Special - Boomerang: Link throws a boomerang forward, which then flies back to him. Can be angled, and inputting it like a smash attack increases it's power and distance. Good for spacing and setting up combos.
  • Up Special - Paraglider: Link brings out his Paraglider and lifts himself into the air. This raises Link an impressive vertical distance, which can also be angled to either side. While an integral tool for circumventing Link's poor mobility, it leaves him vulnerable, especially when starting the ascent or landing.
  • Down Special - Remote Bomb: Link summons a Remote Bomb, which he then holds as an item. It can be thrown and picked up again, and detonates after performing the input again. The bomb will explode automatically after thirty seconds elapse or by coming into contact with fire, and cannot be detonated if picked up by an opponent.
  • Final Smash - Ancient Bow and Arrow: Link pulls out the Ancient Bow and fires an Ancient Arrow, which explodes upon coming into contact with an opponent or a wall.

  • Fighter Ability - Passive Shield: When Link is standing, walking, or crouching, his Hylian Shield will protect him from incoming projectiles. No matter how strong, all that will happen is Link being pushed back slightly.
  • Number of Jumps: 2

  • Link is unlocked from the start.

  • Animations

    • Entrance: Link glides in on his Paraglider and draws his sword.
    • Idle Animation 1: Link assumes a battle stance.
    • Idle Animation 2: Link looks behind himself. This animation interrupts his Passive Shield's protection, so he can't just stand there the entire match.

  • Up Taunt: Link swings the Master Sword twice and twirls it behind his back before sheathing it. Based on his victory pose from Twilight Princess.
  • Right Taunt: Link holds the Master Sword in front of him as it glows with power.
  • Left Taunt: Link assumes a White Crane stance with his sword behind his head.
  • Down Taunt: Link holds his sword close to his face, closing his eyes and nodding slightly.

  • Victory Animation 1: Link swings the Master Sword thrice and looks to his right.
  • Victory Animation 2: Link stabs his sword forward, then holds it up with a battle cry.
  • Victory Animation 3: Link swipes his sword, then turns his back to the camera and sheaths it. Based on his victory pose from Twilight Princess.

  • Alternate Costumes

    Zelda

    SkyloftRobesZelda
    Zelda
    Reincarnation of Hylia
    SSB The Legend of Zelda SeriesSkywardSwordlogo

    The Legend of Zelda: Skyward Sword (2011, Nintendo Wii)

    Thousands of years ago, the goddess Hylia sealed away a great evil. Knowing this seal would eventually break, she willingly chose to be reincarnated as a mortal, becoming Princess Zelda of the Hyrulian royal family. Reincarnated time and time again, Zelda shares a few traits between her different incarnations, such as possessing magic abilities and the Triforce of Wisdom. Her role varies between the times; Some a damsel in distress, others an active ally to the brave hero Link. However, one thing remains consistent: Hylia is always watching over her people.

    Zelda is an interesting character in that she is a lightweight fighter with traits that are usually found in heavyweights. She is a rather tall fighter with subpar movement options, which gives her poor survivability. These flaws are compensated by powerful attacks and useful defensive specials. Zelda especially shines in the air, thanks to her powerful aerial attacks. Overall, Zelda is a powerful zoning glass cannon who works best when things are working in her favor and falls apart when her opponents gain the upper hand.

    In Victorious, Zelda has received the following changes:

    • Zelda now uses her design from Skyward Sword, with her animations being altered accordingly.
    • Zelda can now perform a hold attack.
    • Zelda's forward, back, and down aerials have had their sweetspots increased in size, as well as a slight damage decrease for balancing purposes.
    • Zelda's neutral special has been replaced by the Light Arrows.
    • Zelda's old neutral and side specials, Nayru's Love and Din's Fire, have been reworked and given different inputs, removing her old down special, Phantom Slash.
    Moveset

    • Jab: Zelda thrusts her palm forward, emitting a burst of magical energy.
      • Flurry Attack: A series of rapid-fire magic bursts, ending with one final blast.
      • Hold Attack: A large burst of magic.
    • Dash Attack: Zelda thrusts both hands in front of her, creating a blast of magic.
    • Dodge Attack: Zelda spins around with her arms outstretched, leaving magic trails around her.

  • Forward Tilt: A magic-infused knifehand strike. Has good range and respectable KO power, but has noticeable startup lag. Can be angled.
  • Up Tilt: Zelda waves her arm above her head in an arc. A reliable combo starter.
  • Down Tilt: A kneeling roundhouse kick.
  • Forward Smash: Zelda thrusts her palm outwards, generating a series of magical bursts, ending with a final powerful blast.
  • Up Smash: Zelda waves her hand above her head twice, leaving a trail of magical energy in it's wake.
  • Down Smash: A 360-degree legsweep around herself.

  • Neutral Aerial: Zelda twirls around with her arms outstretched, leaving magic trails behind them.
  • Forward Aerial (Lightning Kick): A magically empowered flying kick. Deals heavy damage at the tip of her boot, but is weak without the sweetspot.
  • Back Aerial (Lightning Kick): A magically empowered flying kick. Functionally the same as her forward aerial.
  • Up Aerial: Zelda raises her arm up, creating a fiery explosion above her head. One of the strongest up aerials in the game.
  • Down Aerial (Meteor Heel): A magically empowered stomp. Has a powerful meteor smash effect at the tip of her boot.

  • Grab: Zelda restrains her opponent with magic.
  • Pummel: A burst of magical energy.
  • Forward Throw: Zelda shoves the opponent away.
  • Back Throw: Zelda magically spins the opponent away, then turns around and tosses them behind her.
  • Up Throw: Using magic, Zelda spins her opponent overhead and tosses them upwards.
  • Down Throw: Zelda tosses the opponent on the ground and blasts them with fire.

  • Neutral Special - Light Arrow: Zelda draws her bow and fires a Light Arrow from it. The arrow travels straight ahead and deals a decent amount of damage, but has a fair bit of startup and endlag. This arrow cannot be charged.
  • Side Special - Nayru's Love: Zelda creates a spinning crystalline barrier in front of herself, reflecting projectiles and dealing damage to those who touch it. While it covers a decent area in front of Zelda, it only protects her from projectiles in front of her.
  • Up Special - Farore's Wind: Zelda disappears in a gust of green wind, reappearing in the direction the control stick is inputted. Both Zelda's vanishing and reappearance deal damage. If aligned right, Zelda can catch the opponent between both hits, dealing a sizeable amount of damage.
  • Down Special - Din's Fire: After a brief charging period, Zelda creates a blast of fire around herself. Holding the button down increases the blast's power. The move is risky due to it's high startup and endlag, but is a good way to keep opponents at a distance, as well as being a great kill move at full charge.
  • Final Smash - Triforce of Wisdom: Using the Triforce of Wisdom, Zelda sucks the opponent in, dealing damage and launching them away. If the opponent is at 100%, they will be KO'd instantly. This Final Smash only affects one opponent.

    • Zelda's battle theme is Ultimate's remix of Ballad of the Goddess, a recurring theme from Skyward Sword. A traditional Skyloft tune, when reversed it becomes Zelda's recurring theme, Zelda's Lullaby.
    • Zelda's victory theme is an orchestrated remix of the Legend of Zelda Theme.

  • Number of Jumps: 2
  • Zelda doesn't have any unique attributes.

  • Win 10 matches as Peach.
  • Clear Adventure Mode as Link.
  • Have her join your party in Story Mode.
    • Zelda's Challenge requires her to be fought on the Skyloft stage.

  • Animations

    • Entrance: Zelda flies onto the stage on her Loftwing, then dismounts.
    • Idle Animation 1: Zelda brushes her hair.
    • Idle Animation 2: Zelda giggles, putting her hand over her mouth.

  • Up Taunt: Zelda closes her eyes and clasps her hands, the Triforce of Wisdom shining on her hand.
  • Right Taunt: Zelda waves while smiling.
  • Left Taunt: Zelda brings out her bow and takes aim, closing one eye and sticking out her tongue. Can be used as a fakeout to trick opponents into thinking Zelda's using her neutral special.
  • Down Taunt: Zelda closes her eyes and cups her hands together, forming a ball of fire between them.

  • Victory Animation 1: Zelda takes aim with her bow.
  • Victory Animation 2: Zelda plays her harp in tune with the victory fanfare.
  • Victory Animation 3: Zelda laughs and strokes her Loftwing's chin.

  • Alternate Costumes

    Ganondorf

    Ganondorf Trident (Hyrule Warriors)
    Ganondorf
    Great King of Evil
    SSB The Legend of Zelda SeriesALttP Logo

    The Legend of Zelda: A Link to the Past (1991, SNES)

    Reincarnation of the Demon King Demise and bearer of the Triforce of Power, Ganondorf is the eternal enemy of Hyrule. The king of the Gerudo, he grew to despise the arduous desert he grew up in. He set out to attain the Triforce and conquer the lush plains of Hyrule, but was sealed away. However, the curse of Demise meant he always broke free or revived, and he will never stop until Hyrule falls under his control. Time and again, he returns, and no matter how many times he is defeated, the darkness will never fade.

    Ganondorf's moveset is generally built around the concept of disrespect. His attacks deal high damage, his trident gives him great range, and his specials give him a mix of powerful melee moves and unique zoning tools. However, his movement is slow, his attacks are laggy, and a couple of his moves will send him into the blast zone if used off-stage. This is worsened by his poor recovery and vulnerability to combos. All this together makes Ganondorf a risky, but flashy, powerful, and crowd-pleasing heavyweight.

    In Victorious, Ganondorf has received the following changes:

    • Ganondorf now uses his Hyrule Warriors design. In addition, he now wields Beast Ganon's trident, and his attacks' effects use the Calamity Ganon's Malice.
    • Ganondorf can now perform a hold attack.
    • Ganondorf's up tilt has been sped up.
    • Ganondorf has received new smash attacks that make use of his trident. His down tilt, forward aerial, and down aerial make use of his trident as well.
    • Ganondorf has received a new set of throws.
    • Ganondorf has received a new neutral and down special, with his old neutral special, the infamous Warlock Punch, being moved to his down special.
    Moveset

    • Jab: A Malice-infused palm strike.
      • Hold Attack: A forceful trident thrust.
    • Dash Attack: A shoulder tackle.
    • Dodge Attack: A downwards palm strike.

  • Forward Tilt: A front kick.
  • Up Tilt (Volcano Kick): Ganondorf lifts his leg into the air, then delivers a vicious axe kick, creating an explosion of Malice. While incredibly powerful, it's immense startup lag makes it very risky to use.
  • Down Tilt: Ganondorf thrusts his trident at his opponent's feet. While it has good speed and range, it is weak without the sweetspot at the tip of the trident.
  • Forward Smash: An aggressive swing of Ganondorf's Malice-cloaked trident.
  • Up Smash: Ganondorf thrusts his trident upwards as it emits Malice-infused bolts of lightning. Hits multiple times, as well as above and around Ganondorf, making it great for stage control.
  • Down Smash: Ganondorf plunges his trident into the ground in front of him, creating a burst of Malice.

  • Neutral Aerial: A back kick, followed by a roundhouse.
  • Forward Aerial: Ganondorf swings his trident down while belting out "Doriyah!" Incredibly powerful, and comes out faster than it initially appears. A translation of his old forward smash.
  • Back Aerial: A backhanded trident swing.
  • Up Aerial: Ganondorf swings his trident above his head.
  • Down Aerial: A Malice-infused double-footed stomp.

  • Grab: Ganondorf reaches out.
  • Pummel: Ganondorf knees the opponent.
  • Forward Throw: Ganondorf lifts the opponent up and spears them with his trident.
  • Back Throw: Ganondorf throws the opponent behind him and kicks them away.
  • Up Throw: Ganondorf throws the opponent over his head and strikes them with his trident.
  • Down Throw: Ganondorf drops the opponent on the ground, strikes them with the blunt end of his trident, and sweeps them away with his foot.

  • Neutral Special - Dead Man's Volley: Ganondorf throws out a small orb of Malice. While slow and weak at first, it can be volleyed back at Ganondorf with a melee attack, increasing it's size, speed, and power. Ganondorf himself can volley the orb as well, turning the match into a deadly game of tennis. After a short amount of time, the orb harmlessly dissipates.
  • Side Special - Flame Choke: Ganondorf lunges forward, his outstretched hand crackling with Malice. If he reaches an opponent, he grabs the opponent by the head, holds them up, and blasts them with Malice. If used in the air, Ganondorf grabs the opponent and falls to the ground with them, creating a blast of Malice on impact. Ganondorf can perform a mutual KO with the aerial version, but he is always KO'd last, and the opponent can break out of his grasp in the air.
  • Up Special - Trident Throw: Ganondorf throws his trident forward in an arc. Pressing the button again causes him to teleport to his trident and pick it up. If the button is not pressed, the trident will teleport back to Ganondorf on it's own. The trident can be used for zoning, recovery, and mixups, but it doesn't excel in any category.
  • Down Special - Warlock Punch: Ganondorf winds up his left hand, charging it with Malice, then delivers a mighty backfist. One of the most powerful moves in the game, as well as one of the slowest, making it the epitome of a slow but strong attack.
    • Reverse Warlock Punch: If Ganondorf turns around while charging up a Warlock Punch, the already ludicrous damage will be boosted even further.
    • Ground Punch: if used in the air, Ganondorf will plummet directly downwards with his fist below him, creating an explosion of Malice on impact. This attack has the strongest meteor smash effect in the game, but is a death sentence when used off-stage.
  • Final Smash - Dark Beast Ganon: Ganondorf draws upon the full extend of his dark power, becoming a monstrous humanoid boar cloaked in Malice. In this state, Ganondorf gains super armor and a massive increase in power. In exchange he is much slower, and his attacks are laggier. However, the sheer amount of power and nigh-unbreakable super armor more than make up for it, with his boosted Warlock Punch being the strongest attack in the game. After a short amount of time, the Malice dissipates, and Ganondorf returns to normal.

    • Ganondorf's battle theme is a heavy metal remix of Ganondorf's Theme from Twilight Princess. As it's name suggests, this song plays during the final battle against Ganondorf.
    • Ganondorf's victory theme is a darker, imposing remix of the Game Over Theme from Ocarina of Time.

  • Number of Jumps: 2
  • Ganondorf doesn't have any unique attributes.

  • Lose 10 battles as Link
  • Clear Adventure Mode as Byleth
  • Have him join your party in Story Mode
    • Ganondorf's Challenge requires the player to fight him on the Death Mountain stage.

  • Animations

    • Entrance: Ganondorf emerges from a pool of Malice.
    • Idle Animation 1: Ganondorf crosses his arms and smirks mockingly.
    • Idle Animation 2: Ganondorf bangs his trident on the ground.

  • Up Taunt: Ganondorf raises his trident high as it courses with Malice.
  • Right Taunt: Ganondorf throws his cape back, then clenches his fist as Malice sparks around it.
  • Left Taunt: Ganondorf crosses his arms in front of himself, then throws them back, grinning smugly and coursing with power.
  • Down Taunt: Ganondorf does a beckoning gesture, smirking confidently.

  • Victory Animation 1: Ganondorf turns around, flips his cape, and pumps his fist.
  • Victory Animation 2: Ganondorf grins darkly as pools of Malice flare to life around him.
  • Victory Animation 3: Ganondorf laughs manically as Malice consumes him, transforming into Dark Beast Ganon and looking directly at the screen. Based on the Game Over screen from The Adventure of Link.

  • Alternate Costumes

    Impa

    HWAoC Impa Artwork
    Impa
    Zelda's Growing Guardian
    SSB The Legend of Zelda SeriesHWAoC English Logo

    Hyrule Warriors: Age of Calamity (2020, Nintendo Switch)

    Impa is a family name passed down through the Shiekah Tribe, a mysterious race created by Hylia as servants of the Hyrulian Royal Family. Consistently a caretaker and bodyguard for the princess Zelda, Impa is a skilled warrior and a source of guidance to the brave hero Link. Proficient in the ninja-like arts of her tribe, anyone who dares to even think of harming the princess will have to go through her... Even if this Impa's still learning the ropes.

    Impa is a speedy, versatile middleweight. Her Shiekah martial arts and weaponry are great combo tools, and her blinding speed allows her to dance around her foes. However, she suffers from a lack of kill power and damage output, forcing her to rack up hits through combos that most fighters could deal in a single blow. This, coupled with her light weight, gives her a hard time actually landing the finishing blow.

    Moveset

    • Jab: An alternating pair of slashes.
      • Flurry Attack: A flurry of slashes, ending with a final stab with her kunai. A good move for racking up damage.
    • Dash Attack: A pair of fanning outward strikes.
    • Dodge Attack: A swift kunai strike.

  • Forward Tilt: A pair of alternating slashes.
  • Up Tilt: An upwards slash with her ninjato, followed by a downwards stab.
  • Down Tilt: A legsweep.
  • Forward Smash: Impa spins forward with a roundhouse kick, followed by a slash with her blades.
  • Up Smash (Razor Wing): Impa raises her arms above her head and delivers a pair of outward fanning slashes. Impa's strongest move and a good kill move,
  • Down Smash: A modified butterfly kick, performed from a windmill.

  • Neutral Aerial: Impa spins in the air, slashing around herself.
  • Forward Aerial: A flip kick. One of Impa's strongest moves, as well as her strongest aerials.
  • Back Aerial: A pair of alternating slashes.
  • Up Aerial: A corkscrew kick.
  • Down Aerial: A diving stab.

  • Grab: Impa reaches out.
  • Pummel: Impa knees her opponent.
  • Forward Throw: Impa performs the tie shan kao, a technique used in Bajiquan.
  • Back Throw: Impa throws the opponent behind herself and slashes at them with her ninjato.
  • Up Throw: A handstand kick.
  • Down Throw: A collar drag takedown followed by a somersaulting axe kick.

  • Neutral Special - Kunai Storm: Impa throws a kunai in front of herself. Holding the button down will charge the attack, causing her to throw up to four kunai. After being thrown, the kunai will begin to fan out. In the air, she throws them at a 30-degree angle. While weak on their own, getting hit by all of them will hurt.
  • Side Special - Talismans: Impa throws out a series of talismans in front of her. While weak on their own, they are good for interrupting the opponent. Uniquely, if the opponent hits the talismans, they will explode, dealing high damage. This allows them to act as a sort of pseudo-counter.
  • Up Special - Vanish: Impa throws a Deku Nut on the ground, causing an explosion as she vanishes. She then reappears a short distance away based on the direction inputted with the control stick.
  • Down Special - Shadow Clone: Impa performs a series of hand signals, and creates a shadowy clone of herself. This clone will act in unison with Impa, with some extra guidance from the CPU. However, if it gets hit even once, it will explode in a burst of talismans, damaging opponents in the process.
    • Manual Detonation: Impa can detonate the clone herself by performinganother attack after using a smash attack, directing the talismans in the direction that was inputted.
  • Final Smash - Sheikah Dance: Impa rushes forward, slashing with her kunai. If she hits an opponent, the screen will darken as the Sheikah symbol appears on the screen. Impa will then summon her shadow clones to deliver a vicious flurry of blows. The final slash launches the opponent in the opposite direction of the initial rush. While it only traps one opponent, bystanders can be damaged as well.

    • Impa's battle theme is Kakariko Village - Day, which played in the eponymous Sheikah village in Breath of the Wild. As a Shiekah herself, it is only fitting for Impa to use the theme as her own.
    • Impa's victory theme is an orchestrated remix of the Legend of Zelda Theme.

  • Number of Jumps: 2
  • Impa can crawl, wall cling, and wall jump.

  • Win 20 matches as Greninja
  • Clear Adventure Mode as Zelda
  • Have her join your party in Story Mode.
    • Impa's Challenge requires her to be fought on the Hyrule Castle stage.

  • Animations

    • Entrance: Impa stumbles out of a burst of smoke, then assumes a fighting stance.
    • Idle Animation 1: Impa looks around sheepishly, holding her hands close to her chest.
    • Idle Animation 2: Impa pauses for a moment to take a deep breath.

  • Up Taunt: Impa spins a handful of talismans around herself.
  • Right Taunt: Impa strikes a pose that quickly falls apart, and ends up looking more awkward than cool.
  • Left Taunt: Impa strikes a pose with her shadow clones, which then disappear.
  • Down Taunt: Impa makes a series of hand signs.

  • Victory Animation 1: Impa falls from the top of the sky and strikes a clumsy landing, then fixes her hat and strikes a pose.
  • Victory Animation 2: Impa summons the Mark of the Sheikah with a series of hand gestures, then smiles at the screen.
  • Victory Animation 3: Impa performs a series of strikes with her shadow clones, finishing with a confident smile.

  • Alternate Costumes

    Toon Link

    ToonLink SSBUltimate
    Toon Link
    Wind-Waking Warrior
    SSB The Legend of Zelda SeriesTWW logo

    The Legend of Zelda: The Wind Waker (2002, Nintendo GameCube)

    Some heroes are born destined for greatness. They go in with their sword raised and a fire in their eye, their path laid out before them. Toon Link is not one of those heroes. This Link is just some kid coming of age on Outset Island, forced to team up with pirates and ride on a magic boat after his sister was kidnapped. He's got no experience, no heroic destiny, and doesn't even have a serious art style. But make no mistake, this Link carved out a path with his own hands. Get in his way, and he'll make you just another footnote in his story.

    Like the standard Link, Toon Link is a balanced fighter with tools for both melee and zoning. However, compared to his counterpart's more defensive zoning, Toon Link prefers a more aggressive rushdown playstyle. His swings are rough and unpolished, his attacks are faster and have more combo potential, and his specials value offense over defense. Toon Link is held back by the usual pitfalls of his size and weight class; Easy launches, vulnerability to combos, and a short range. However, some quick thinking should be enough to get around that.

    In Victorious, Toon Linkhas received the following changes:

    • Toon Link's dash attack has been changed to utilize the Pegasus Boots.
    • Toon Link's grab now uses the Grappling Hook instead of the Hookshot, changing his throws accordingly.
    • Toon Link's neutral and side specials have been changed to the Ice Arrows and Skull Hammer, respectively.
    Moveset

    • Jab: An inward slash, followed by a outward slash, and finishing with a thrust.
    • Dash Attack: Using the Pegasus Boots, Toon Link charges forward and delivers a shoulder tackle. Powerful, but it's high endlag leaves Toon Link vulnerable after using it.
    • Dodge Attack: A quick downward slash, same as his forward tilt.

  • Forward Tilt: A quick downward slash.
  • Up Tilt (Half-Moon Slash): A slash in an upwards arc. A great combo starter.
  • Down Tilt: A crouching inwards slash.
  • Forward Smash: Toon Link winds up and delivers a fierce upwards swing.
  • Up Smash: Toon Link jumps up and delivers an upwards arcing slash.
  • Down Smash: A sweeping slash on both sides, first in front and then behind.

  • Neutral Aerial (Two-Part Slash): Toon Link slashes in front of himself, then behind.
  • Forward Aerial: A spinning outward slash.
  • Back Aerial: Toon Link whirls around and delivers a spinning upwards slash behind himself.
  • Up Aerial (Jump Thrust): An upwards stab.
  • Down Aerial (Sword Plant): Toon Link stabs below himself while falling straight down.

  • Grab (Grappling Hook): Toon Link throws out the Grappling Hook. Acts as a tether grab.
    • Grab Aerial (Midair Grappling Hook): Toon Link swings the Grappling Hook like a whip. Can be used as a tether recovery.
  • Pummel: Toon Link hits the opponent with the pommel of his sword.
  • Forward Throw: Toon Link lifts the opponent up and throws them away
  • Back Throw: Toon Link slams the opponent behind himself.
  • Up Throw: Toon Link tosses the opponent into the air with the Grappling Hook.
  • Down Throw: Toon Link pins the opponent to the ground and performs an elbow drop.

  • Neutral Special - Ice Arrows: Toon Link draws his bow and fires off an Ice Arrow. Compared to Link's Bow and Arrows, the Ice Arrows are stronger, slower, and heavier. When fully charged, the arrows freeze the opponent.
  • Side Special - Skull Hammer: Toon Link swings the Skull Hammer horizontally. The Skull Hammer deals a lot of damage and knockback and has good range, but it much slower and heavier than the rest of Toon Link's attacks. As such, it has to be used carefully.
    • Skull Hammer Slam: The Skull Hammer can be charged by holding down the button. When sufficiently charged, it becomes a powerful downward slam. This attack creates a shockwave on impact, deals massive shield damage, and buries opponents.
  • Up Special - Spin Attack: Toon Link spins outwards with his sword, hitting the opponent multiple times. In the air, Toon Link rises into the air while spinning.
    • Hurricane Spin: Holding the button down on the ground charges the attack, causing Toon Link to slide forward while spinning. While this allows Toon Link to cover great distances on the ground, it also leaves him vulnerable to attack, especially at the end.
  • Down Special - Bombs: Toon Link pulls out a Bomb. The Bombs can be held and thrown like an item, and explode after being thrown, or after a short amount of time. Interestingly, Toon Links Bombs can damage him and his teammates, and can also be caught and thrown by his opponents.
  • Final Smash - Triforce Slash: Toon Link raises his hand as the Triforce of Courage shines brightly. If an opponent is hit, Toon Link dashes forward and traps the opponent in a large Triforce-shaped construct. He then delivers a powerful volley of slashes, finishing the beatdown by jumping up and stabbing the opponent in the head.

    • Toon Link's battle theme is the Ultmate remix of The Great Sea. This song starts out with the theme of the Great Sea, the main setting of Wind Waker, and transitions into the oft-remixed Fairy Fountain theme.
    • Toon Link's victory theme is an orchestrated remix of the Legend of Zelda Theme.

  • Fighter Ability - Passive Shield: When Toon Link is standing, walking, or crouching, his Hero's Shield will protect him from incoming projectiles. No matter how strong, all that will happen is Toon Link being pushed back slightly.
  • Number of Jumps: 2
  • Toon Link can wall jump.
  • Toon Link has a tether grab.

  • Beat Adventure Mode as King K. Rool.
  • Play 20 matches as Funky Kong.
  • Have him join the party in Story Mode
    • Toon Link's Challenge requires the player to fight him on the Pirate Ship stage.

  • Animations

    • Entrance: Toon Link appears in a cartoony explosion, then draws the Master Sword and Hero's Sword.
    • Idle Animation 1: Toon Link looks around cautiously.
    • Idle Animation 2: Toon Link taps his foot on the ground.

  • Up Taunt: Toon Link puts away his weapons and waves the Wind Waker around, as if conducting a song.
  • Right Taunt: Toon Link madly flails his sword around while yelling, the stops to catch his breath.
  • Left Taunt: Toon Link puts his weapons away and watches a fairy fly around.
  • Down Taunt: Toon Link holds his sword in front of him while striking a clumsy fighting stance, trying desperately to look cool.

  • Victory Animation 1: Toon Link conducts a song with the Wind Waker, ending in a pose similar to his official artwork from The Legend of Zelda: Wind Waker.
  • Victory Animation 2: Toon Link catches a pig and holds it above his head while standing on one foot, struggling to keep his balance.
  • Victory Animation 3: Toon Link tries and fails to catch a pig, landing on the ground. He then spends the rest of the animation rubbing his bottom while smiling sheepishly.

  • Alternate Costumes

    Midna

    Midnaimp
    Midna
    The Twilight Princess
    SSB The Legend of Zelda SeriesThe Legend of Zelda Twilight Princess logo DSSB

    The Legend of Zelda: Twilight Princess (2006, Nintendo GameCube)

    Midna is the princess of the Twili, a race of shadowy beings who inhabit the world of shadows known as the Twilight Realm. During an uprising staged by the usurper Zant, Midna was cursed into her current imp form, leading her to team up with the Link of her era. Despite her form, Midna still retains her powerful magic and her biting wit, and she will NOT lie down and let her kingdom to rot. With someone like Midna, size doesn't matter.

    Midna is an interesting character, being a small middleweight character who acts like a large heavyweight. Her mobility is slow, she's surprisingly heavy for her size, and her attacks have a surprising amount of strength and reach. Her most powerful asset are her grabs, having a long range and a lot of power behind them. On the flipside, her lack of speed and high startup lag means that her attacks are highly telegraphed and easily punished.

    Moveset

    • Jab: A pair of alternating slaps with her hands, followed by a massive spinning slap with her hair.
    • Dash Attack: Midna lunges forward and tackles the opponent.
    • Dodge Attack: Midna slams her hair-fist down on the opponent's head, same as her forward smash.

  • Forward Tilt: Midna punches forward with her hair, then brings it back. Good for spacing, but has a lot of endlag.
  • Up Tilt: Midna spins her hair-fist above her head.
  • Down Tilt: A downwards shove with her hair-palm. This attack can bury opponents.
  • Forward Smash: Midna slams her hair-fist down on the opponent's head. Slow and easily punishable, but deals massive damage.
  • Up Smash: An upwards hair-punch.
  • Down Smash: Midna sinks into the shadows and spins her hair-fist on the ground around herself. This attack shrinks her hurtbox when she uses it.

  • Neutral Aerial: Midna swings her hair-fist around herself vertically.
  • Forward Aerial: Midna swings her hair-fist downwards.
  • Back Aerial: Midna throws a backhand with her hair-fist.
  • Up Aerial: Midna thrusts her hair-palm upwards.
  • Down Aerial: A downwards drill kick.

  • Grab: Midna reaches out with her hair.
    • Grab Aerial: Midna thrusts her hair-hand forward.
  • Pummel: Midna squeezes the opponent.
  • Forward Throw: Midna spins the opponent around, then chucks them away.
  • Back Throw: Midna tosses the opponent away with a bored yawn, not even looking at them.
  • Up Throw: Midna lifts the opponent into the air, then delivers a massive hair punch.
  • Down Throw: Midna shoves the opponent into the ground, burying them.

  • Neutral Special - Twilight Orb: Midna creates a ball of dark energy in her hair-hand, then throws it forward. Holding the button charges the attack, and releasing the button sends it off. The orb can deal damage while being charged.
  • Side Special - Midnight Grapple: Midna rears her hair-hand back, then reaches as far as it can go. Anyone caught in it will be reeled back to her and slammed on the ground. This can also be used as a tether, much like her grab. However, it is much more telegraphed than her grab, and leaves her more vulnerable.
  • Up Special - Twilight Warp: Midna disappears into a portal of twilight, the reappears in the inputted direction.
  • Down Special - Twilit Wolf: Midna creates a shadowy wolf, which charges forward to bite at opponents. Pressing the button a second time causes her to jump on the wolf's back and ride it, though this can only be done on the ground. After a couple of seconds, the wolf will dissipate.
  • Final Smash - Fused Shadow: Assembling the four pieces of the Fused Shadow, Midna transforms into a massive, shadowy spider-like monster. She then rushes forward, skewering anyone in her way with her spear and dealing massive damage, before reappearing in her normal state in the center of the stage.

    • Midna's battle theme is the remix of Midna's Lament that was used in Ultimate. This theme is a medley of tracks from Twilight Princess, predominantly using the titular track that played when Link brought an injured Midna to Princess Zelda.
    • Midna's victory theme is an orchestrated remix of the Legend of Zelda Theme.

  • Number of Jumps: 2
  • When Midna crouches, she sinks into the shadows, causing her hitbox to shrink.
  • Midna can crawl.
  • Midna has a tether grab.

  • Win 60 matches in Versus Mode
  • Beat Adventure Mode as Dark Pit
  • Have her join the party in Story Mode
    • Midna's Challenge requires the player to fight her on the Twilight Realm stage.

  • Animations

    • Entrance: Midna rises out of the shadows.
    • Idle Animation 1: Midna stretches and cracks her neck.
    • Idle Animation 2: Midna yawns, waving her hand in front of her mouth.

  • Up Taunt: Midna crosses her legs, leans back, and puts her hands behind her head with a bored expression.
  • Right Taunt: Midna makes a beckoning gesture with her hair-hand.
  • Left Taunt: Midna laughs mockingly.
  • Down Taunt: Midna hops up and rests herself under her hair-hand for a couple seconds, then returns to normal.

  • Victory Animation 1: Midna grins widely, resting her hands behind her head.
  • Victory Animation 2: Midna transforms into her opponent and pretends to break down in fear, then returns to normal and laughs mockingly at the opponent.
  • Victory Animation 3: Midna returns to her true Twili form with her back turned to the screen, then turns towards the screen and smiles.

  • Alternate Costumes

    Lana

    HW Lana
    Lana
    The White Sorceress
    SSB The Legend of Zelda SeriesHyruleWarriorsLogo

    Hyrule Warriors (2014, Wii U)

    Lana is the good half of the Guardian of Time, Cia. Cia's duty was to watch over the Triforce, which allowed her to peer into different timelines. She became infatuated with Link, and jealous that she could not be with him. This allowed a fragment of darkness to corrupt her, forcing the light of her soul to take the form of Lana. While she acts peppy and upbeat, Lana is often rather sorrowful, due to concern for her evil half Cia and her unrequited feelings for Link. Perhaps there will be better times ahead for her...

    Lana is a speedy defensive character, making use of her magic to rack up damage and protect her. The main crux of her playstyle revolves around her barriers, which are highly versatile and are great tools for combos, defense, and spacing. However, she suffers risky attacks and a lack of raw power, further hampered by her light weight. These two flaws mean that Lana has to finish her fights quick, lest the battle be drawn out for longer than she can handle.

    Moveset

    • Jab: A quick shove, followed by two swings of Lana's book.
      • Flurry Attack: Lana holds out her book, hitting the opponent with a whirlwind of pages.
      • Hold Attack: Lana releases a burst of electricity from her tome.
    • Dash Attack: Lana twirls around and sends a barrier flying forward a short distance.
    • Dodge Attack: Lana spins around, letting pages twirl around her.

  • Forward Tilt: Lana swings her book in front of her, sending pages flying.
  • Up Tilt: Lana swings her book in an upwards arc.
  • Down Tilt: A crouching kick.
  • Forward Smash: Lana creates a cubical barrier in front of her. Pressing the button again causes it to shatter instead of vanishing, creating a burst of magic and dealing high damage.
  • Up Smash: Lana creates a spinning barrier above her head. Pressing the button again causes her to shatter it with an upward bolt of lightning.
  • Down Smash: Lana stomps the ground, creating a burst of electricity around her feet.

  • Neutral Aerial: Lana creates a construct resembling the Gate of Time and spins it around herself. Deals multiple hits and is a good combo tool.
  • Forward Aerial: Lana fires off a burst of lightning.
  • Back Aerial: A backwards kick.
  • Up Aerial: Lana spins a barrier above her head.
  • Down Aerial: A downwards stomp.

  • Grab: Lana restrains the opponent with magic.
  • Pummel: Lana sends a jolt of electricity through the opponent.
  • Forward Throw: Lana knees the opponent away, shattering their restraints.
  • Back Throw: Lana swings the opponent around and throws them away.
  • Up Throw: Lana tosses the opponent in the air and blasts them away with electricity.
  • Down Throw: Lana jumps up and blasts the opponent with magic. Uniquely, this throw launches Lana into the air, allowing for an aerial follow-up.

  • Neutral Special - Barrier Spell: Lana creates a barrier in front of her. This deals a small amount of damage if the opponent is caught in it's formation, but it's main focus is for setups and stage control, acting as a section of stage that can be stood on or bounced off of. After a short amount of time or a small amount of damage has been dealt to it, the barrier will shatter.
  • Side Special - Sorcery Kick: A lunging, magic-infused kick. Takes Lana a decent distance forward and deals respectable damage.
    • Barrier Shatter: If Lana hits a barrier during the Sorcery Kick, she will bounce off the barrier and shatter it with a bolt of magic, dealing high damage.
  • Up Special - Barrier Step: Lana forms a barrier underneath her feet and shatters it with a stomp, launching herself upwards. Her main form of recovery, but it leaves her vulnerable to attack.
  • Down Special - Summoning Gate: Lana summons an enemy to attack her opponent, changing depending on how long the button is held.
    • Low Charge - Bokoblin: Lana summons a Bokoblin, which does a quick swipe with it's club before disappearing.
    • Medium Charge - Deku Baba: Lana summons a Deku Baba, which stretches forward and snaps it's jaws. A good zoning tool.
    • High Charge - Darknut: Lana summons a Darknut, which delivers a slow, powerful slash.
    • Very High Charge - Gohma: Lana summons Gohma, who slashes with it's pincers. While incredibly powerful, it takes far too much time to charge, making it very impractical to use.
  • Final Smash - Shatterstep: Lana thrusts her hand forward, creating a spark of magic. If she hits an opponent, she will trap them in a barrier. She then creates a row of barriers around her opponent and jumps between them, damaging the trapped opponent. Once she lands, she slams the barriers into them and strikes a pose, dealing massive damage and sending them flying.

    • Lana's battle theme is In The Greenwood, from Hyrule Warriors. This theme played in the scenario The Sorceress of the Woods, where Lana makes her debut.
    • Lana's victory theme is Victory Animation, the Hyrule Warriors victory theme.

  • Number of Jumps: 2
  • Lana can wall jump

  • Beat Adventure Mode as Robin
  • Unlock every other character from The Legend of Zelda
  • Have her join the party in Story Mode
    • Lana's Challenge requires the player to fight her on the Faron Woods stage.

  • Animations

    • Entrance: Lana hops out of the Summoning Gate and strikes a pose.
    • Idle Animation 1: Lana giggles, placing her hand over her mouth.
    • Idle Animation 2: Lana bounces from foot to foot.

  • Up Taunt: Lana bounces slightly and flashes a sideways peace sign up to her face.
  • Right Taunt: Lana makes a determined face as her book floats around her in a circle.
  • Left Taunt: Lana spins the Summoning Gate around herself like a hula hoop.
  • Down Taunt: Lana turns from right to left while waving her arms.

  • Victory Animation 1: Lana jumps off of her barriers, then flashes a sideways peace sign while in the air.
  • Victory Animation 2: Lana holds her book up as pages fly into it, then holds it close to her chest with a smile.
  • Victory Animation 3: Lana creates a bubble of magic using her book, then causes it to disappear by snapping it shut. She then puts a hand on her hip, tilts her head, and smiles at the screen.

  • Alternate Costumes

    Samus Aran

    3DS MetroidSamusReturns char 01 50
    Samus Aran
    Bounty Hunter Extraordinaire
    SSB Metroid SeriesMetroid logo DSSB

    Metroid (1986, NES)

    Samus Aran was born a normal human on the colony planet of K-2L. The colony was attacked by Space Pirates when she was only three, leaving her the sole survivor. She was adopted by the Chozo, a peaceful, highly-advanced race of bird-like aliens and imbued with their DNA. After the Chozo were attacked by Space Pirates as well, Samus was left as their successor, armed with a Chozo Power Suit and a wide and versatile arsenal. Now a heroic bounty hunter, Samus shoulders on. Despite the many losses she has experienced, she will always be there for the galaxy.

    Samus is a heavyweight zoner character, built for defensive play. Heavily altered from her appearance in Ultimate, many of Samus' attacks are projectiles, giving her awesome range in exchange for melee capabilities. In addition, her Morph Ball form gives her extra speed and acts as a good escape option. However, like most heavyweights, Samus suffers from sluggish speed; This is especially apparent in the air, where she can't use her Morph Ball form without falling. Overall, Samus works best from a distance and suffers at close range.

    In Victorious, Samus has received the following changes:

    • Samus' jab, up tilt, forward aerial, and up aerial have been changed to Power Beam shots.
    • Samus has been given a mobile jab and a hold attack.
    • Samus' forward smash now utilizes the Plasma Beam.
    • Samus' up smash, neutral aerial, and back aerial have been changed to more direct cannon attacks.
    • Samus' down smash has been changed to be more in-line with her down tilt.
    • Samus' grab can now wall-grabble, like in Melee.
    • Samus' neutral special has been changed to the Ice Beam, to accommodate for her old neutral special, the Charge Beam, being moved to her jab and hold attack.
    • Samus' Final Smash has been changed to the Annihilation Cannon.
    • Samus now uses her design from Samus Returns, rather than her Other M design.
    • Samus can now crawl using her Morph Ball form.
    • Samus' fall speed has been increased, to reflect the changes made in Metroid games released after Super Metroid.
    Moveset

    • Jab (Power Beam): Samus fires a quick, weak shot with her Power Beam. Can be fired multiple times in succession. A mid-range poking tool.
      • Hold Attack (Charge Shot): Samus charges up a powerful blast from her arm cannon. Can be charged and fired while moving, jumping, and crouching, though it can only begin charging while standing or walking.
    • Dash Attack (Shinespark): A shoulder tackle.
    • Dodge Attack: Samus swings her arm cannon upwards.

  • Forward Tilt (Power Beam): Samus fires a quick, weak shot with her Power Beam while walking forwards, same as her jab. Can be angled.
  • Up Tilt: Samus fires her Power Beam upwards.
  • Down Tilt: Samus kneels and thrusts her arm cannon downwards, creating a small, fiery explosion.
  • Forward Smash (Plasma Beam): Samus assumes an aiming stance and fires a red, short-range shot that explodes on contact. Incredibly powerful, but takes a moment to charge.
  • Up Smash: Samus swings her arm cannon upwards. One of Samus' few melee attacks, and by far her strongest.
  • Down Smash: Samus kneels and creates a pair of fiery explosions on the ground with her arm cannon; First in front and then behind.

  • Neutral Aerial: Samus sweeps her arm cannon around herself in a downward arc.
  • Forward Aerial: Samus fires a shot with her Power Beam.
  • Back Aerial: Samus swings her arm cannon behind herself.
  • Up Aerial: Samus fires her Plasma Beam upwards.
  • Down Aerial: Samus winds up, then swings her arm cannon in a heavy downwards arc. Can meteor smash.

  • Grab (Grapple Beam): Samus fires her Grapple Beam, shooting out a long strand of electricity. Acts as a tether grab.
    • Grab Aerial (Midair Grapple Beam): Samus fires the Grapple Beam. If it hits a wall, Samus will be pulled towards it and bounce off of it. Can be used as a tether recover.
  • Pummel: A palm strike.
  • Forward Throw: Samus twirls the opponent overhead, then throws them forward.
  • Back Throw: Samus swings the opponent over her head and throws them behind herself.
  • Up Throw: Samus raises the opponent above her head and fires them upwards with her arm cannon.
  • Down Throw: Samus swings the opponent over her head, then slams them onto the ground.

  • Neutral Special - Ice Beam: Samus fires a freezing beam from her arm cannon. Holding the button charges the attack. When fully charged, it freezes opponents, leaving them open to attack. In exchange, it's somewhat slow to fire.
  • Side Special - Missiles: Samus fires a missile. These missiles move slowly and have a mild homing effect, making them great zoning tools.
  • Super Missiles: By inputting the special as a smash attack, Samus will instead fire a Super Missile. Super Missiles move faster and deal more damage, but lack the homing effect.
  • Up Special - Screw Attack: Samus somersaults directly upwards while discharging electricity. A good punish and anti-air tool, as well as Samus' main form of recovery.
  • Down Special - Bombs: Samus enters Morph Ball form and lays a bomb. Upon contact with a character, or a short amount of time passes, the bomb will explode, dealing weak damage. Samus can lay a bomb while crawling or dodging, as both moves use the Morph Ball form as well.
  • Final Smash - Annihilator Beam: Samus charges up a shot of light and dark energy, and fires a beam of antimatter. The shot then explodes with such force that it creates a rift in space, dealing heavy damage to all opponents that touch it.

    • Samus' battle theme is the remix of Brinstar used in Melee. This was the theme that played in the eponymous first area in the original Metroid.
    • Samus' victory theme is the iconic Item Obtained fanfare, taken from Samus Returns.

  • Number of Jumps: 2
  • Samus can wall jump
  • Samus can crawl.
  • Samus' crawl and dodge roll use her Morph Ball form, shrinking her hitbox.
  • Samus has a tether grab.

  • Samus is unlocked from the start.

  • Animations

    • Entrance: Samus walks out of a Save Station.
    • Idle Animation 1: Samus brushes off her arm cannon.
    • Idle Animation 2: Samus raises her arm cannon, then swings it down.

  • Up Taunt: Samus deactivates her helmet, the reactivates it.
  • Right Taunt: Samus vigorously salutes while her thrusters activate.
  • Left Taunt: Samus watches as the Baby Metroid circles around her.
  • Down Taunt: Samus aims behind herself, then kneels and aims in front of herself.

  • Victory Animation 1: Samus lands on the ground, fires a Super Missile, and places her hand on her arm, cannon raised.
  • Victory Animation 2: Samus fires off multiple shots while kneeling, then strikes a pose based on her official art from Metroid II: Return of Samus.
  • Victory Animation 3: Samus deactivates her Power Suit, revealing her Zero Suit underneath.

  • Alternate Costumes

    Ridley

    Ridley SSBUltimate
    Ridley
    Cunning God of Death
    SSB Metroid SeriesSuper Metroid logo DSSB

    Super Metroid (1994, SNES)

    Ridley is the leader of the Space Pirates, and Samus' arch-nemesis. While his origins are unknown, it is known that he is a cruel, horrible monster, leading the massacre on Star Colony K-2L, and later on the Chozo. However, these actions would give rise to Samus Aran, now a legendary bounty hunter, at the hands of which Ridley seemingly met his demise. However, time and time again, he would reappear to hound Samus, no matter how many times he appeared to die. Ridley is among the cruelest beings in Smash, and will stop at nothing to see Samus dead.

    Ridley is a heavyweight high-risk, high-reward character. He boasts outstanding raw power and pressuring capabilities, especially in the air, allowing him to shred through foes like a demon. However, he suffers from a large hitbox (One of the biggest in the game, in fact!), as well as startup lag, sourspots, and general unreliability in much of his attacks. Overall, Ridley is the glass cannon of the heavyweights. He is able to dish out lots of damage, but one false move could prove fatal.

    In Victorious, Ridley has received the following changes:

    • Ridley can now perform a hold attack.
    • Ridley's up tilt and forward smash have been changed to more aggressive attacks.
    • Ridley's down special, Skewer, now strikes downwards when used in the air.
    • Ridley's Final Smash has been changed to the even more vicious Slaughter.
    • Ridley's movements in general have been made even more brutal and wild.
    • Ridley's weight has been increased.
    • Ridley's air speed has been increased.
    Moveset

    • Jab: Two claw swipes and a bite. Deals relatively high damage for a jab.
      • Flurry Attack: A flurry of tail stabs, ending with a swing.
      • Hold Attack: Ridley rears back, then lets loose a fiery explosion from his mouth.
    • Dash Attack: A lunging bite. A powerful kill move.
    • Dodge Attack: A quick tail stab.

  • Forward Tilt: Ridley grabs his tail and thrusts it forward, like a lance.
  • Up Tilt: Ridley stabs his tail above himself. Has good range, but only hits above Ridley.
  • Down Tilt: A low tail swipe. A great combo starter.
  • Forward Smash: A vicious downward slash with his claw.
  • Up Smash: A frontflip kick.
  • Down Smash: Rildey leaps up and slams his wings into the ground. Covers great range around him, but has the most startup of his smash attacks, as well as the least damage.

  • Neutral Aerial: Ridley backflips and swings his tail around himself. Has great speed and covers the entire area around Ridley, making it a great approach option.
  • Forward Aerial: Ridley stabs forward thrice with his tail.
  • Back Aerial: A hook kick.
  • Up Aerial: Ridley thrusts his wings upwards.
  • Down Aerial: A double-footed stomp.

  • Grab: Ridley reaches out with his right hand.
  • Pummel: A tail stab.
  • Forward Throw: Ridley tosses the opponent forward.
  • Back Throw: Ridley truns around and performs and underhanded throw.
  • Up Throw: Ridley throws the opponent upwards and stabs them with his tail.
  • Down Throw: Ridley slams the opponent into the ground.

  • Neutral Special - Plasma Breath: Ridley rears back, then shoots a fireball from his mouth. Holding the button charges the attack, allowing him to shoot up to five fireballs at once. These fireballs bounce along the ground, and will bounce off the platform if they reach the edge. If Ridley's mouth is hit while charging, the fire will explode, and he will take massive damage.
  • Side Special - Space Pirate Rush: Ridley rears back, then charges forward. If he hit an opponent, he will grab them and drag them along the ground, racking up damage as he goes. If used in the air, Ridley will slam the opponent into the ground before dragging them. The attack can be mashed out of, or canceled by Ridley himself.
  • Up Special - Wing Blitz: Ridley pauses, then flies in the direction inputted. While it deals great damage, Ridley is left fairly vulnerable throughout, hampered by the slow speed and startup lag.
  • Down Special - Skewer: Ridley brings his tail back, then stabs forward. While it's hard to land, landing the sweetspot deals massive damage; In fact, it's the most damage a non-Final Smash attack can deal.
    • Aerial Skewer: When used in the air, Ridley stabs straight downwards, allowing him to come down on opponents.
  • Final Smash - Slaughter: Ridley rushes forwards and grabs the first opponent he hits. If they are caught the camera will shift to a lovely first-person view of Ridley savagely slashing and stabbing at the opponent, ending with a point-blank blast of fire. At 100% or higher, the move will automatically KO the opponent, complete with a brief flash of blood. How delightful.

    • Ridley's battle theme is the Ultimate remix of Vs. Ridley, his iconic boss theme. Interestingly, it originally started as an escape theme, but it was played over his boss fight and became associated with him.
    • Ridley's victory theme is a snippet of Vs. Ridley, mainly based off of the Brawl rendition.

  • Number of Jumps: 3
  • Ridley doesn't have any unique attributes.

  • Win 45 matches in Versus Mode
  • Clear Adventure Mode as Samus
  • Have him join your party in Story Mode
    • Ridley's Challenge requires the player to fight him on the Norfair stage.

  • Animations

    • Entrance: Ridley swoops down at an angle, then lands with a roar.
    • Idle Animation 1: Ridley flares his wings, grinning maliciously.
    • Idle Animation 2: Ridley puts his hand to his chin, then licks the edge of his mouth with a snarl.

  • Up Taunt: Ridley stands upright, his spine emitting a noticeable crackle.
  • Right Taunt: Ridley assumes Neo-Ridley's pose and lets out their infamous scream. Amusingly, opponents in a close-enough radius will actually be damaged by this scream.
  • Left Taunt: Ridley roars and strikes a menacing pose while rapidly flapping his wings,
  • Down Taunt: Ridley spins in a circle, finishing in a pose similar to his render from Super Smash Bros. Ultimate.

  • Victory Animation 1: Ridley flies on-camera, then lands and drifts to a stop.
  • Victory Animation 2: Ridley somersaults and screeches, then lands with a slash.
  • Victory Animation 3: Ridley claws at the ground repeatedly with his back to the camera, as if ravaging a downed opponent, then turns around to face the camera.

  • Alternate Costumes

    Sylux

    MPH Sylux
    Sylux
    Enigma Against the Federation
    SSB Metroid SeriesMetroid Prime Hunters logo

    Metroid Prime Hunters (2006, Nintendo DS)

    Very little is known about Sylux. Their name, species, origins, and motivations are all a mystery. What is known is that they hate the Galactic Federation with every fiber in their being, and has launched a crusade against them. Using technology stolen from the Federation, they first made their appearance in Samus' mission in the Alimbic Cluster, in search of the rumored Ultimate Power. What they would use it for, only they know...

    Sylux is a middleweight with unusually low attack power and high defense, giving them traits that are uncharacteristic for their weight class. Their moveset is geared towards outlasting opponents and slowly grinding away with multiple attacks and strategic traps. Sylux requires a bit of skill to play. In the wrong hands, they become a glorified punching bag, but play your cards right and they become a cunning and strategic killer.

    Moveset

    • Jab: An inward slash with the Shock Coil, followed by an outward slash.
    • Dash Attack: An elbow strike.
    • Dodge Attack: A gut punch.
      • Roll Attack: Sylux fires a burst of electricity from the Shock Coil while crouching.

  • Forward Tilt: A forearm club with the Shock Coil.
  • Up Tilt: An overhead slash. A good anti-air move.
  • Down Tilt: A crouching kick.
  • Forward Smash: Sylux thrusts the Shock Coil forward and creates a burst of electricity from it. Sylux's strongest attack, and one of their best kill moves.
  • Up Smash: Sylux aims the Shock Coil upwards and creates a ball of electricity above their head. A multi-hitting anti-air move.
  • Down Smash: Sylux fires the Shock Coil at the ground.

  • Neutral Aerial: Sylux a spinning roundhouse kick.
  • Forward Aerial: Sylux holds the Shock Coil in front of themselves, emitting a ball of electricity from it. A good move for approaches and offense.
  • Back Aerial: Sylux swipes the Shock Coil behind themselves.
  • Up Aerial: Sylux holds the Shock Coil above their head, firing a series of weak electrical bolts.
  • Down Aerial: Sylux swipes the Shock Coil below themselves.

  • Grab: Sylux wraps the enemy in a net of neutrinos.
  • Pummel: Sylux sends a jolt of electricity through the opponent.
  • Forward Throw: Sylux shoots the enemy away.
  • Back Throw: Sylux places the enemy behind them and bluntly shoves them away.
  • Up Throw: Sylux raises the enemy above their head and electrocutes them, with the final surge launching them upwards.
  • Down Throw: Sylux grabs the opponent by the head and forces them to the ground.

  • Neutral Special - Shock Coil: Sylux fires a thin beam of electricity from the Shock Coil. This move will automatically lock on to the closest enemy, slowly chipping away at their health. The longer the beam lasts, the more rapidly the opponent's health will drain.
  • Side Special - Neutrino Drain: Sylux releases a spray of neutrinos from the Shock Coil. If an opponent is caught in the spray, Sylux will drain their health, healing themselves in the process. However, the move leaves them vulnerable if missed, making it risky to use.
  • Up Special - Launch: Sylux launches themselves into the air with their thrusters. While it only covers moderate distance, they gain super armor and deal a decent amount of damage on contact, making it hard to interrupt.
    • Dive: If the button is pressed again, Sylux will divebomb the opponent. While they only fall a set distance in the air, they are still sent into freefall, making this move a near-death sentence if used off-stage. However, this attack can meteor smash, making the move very dangerous if used correctly.
  • Down Special - Tripwire: Sylux places an electric tripwire on the ground. If an opponent touches them, the tripwire will wrap around them and deal damage, leaving them open to followups. Up to three tripwires can be placed at a time.
  • Final Smash - Delano-7: Sylux calls upon their personal gunship, the Delano-7, which bombards the battlefield with a salvo of missiles. After a short amount of time has passed, the Delano-7 will fly away, and the battle returns to normal.

    • Sylux's battle theme is an orchestral rock remix of Vs. Sylux, their boss theme from Metroid Prime Hunters.
    • Sylux's victory theme is a snippet of Vs. Sylux, their boss theme from Metroid Prime Hunters.

  • Number of Jumps: 2
  • When Sylux dashes and dodge rolls, they enter Lockjaw form, shrinking their hurtbox considerably. In addition, their dodge roll causes minor damage on impact.

  • Beat Adventure Mode as Lana
  • Play 30 matches as Samus
  • Have them join the party in Story Mode
    • Sylux's Challenge requires the player to fight them on the Oubliette stage.

  • Animations

    • Entrance: Sylux dives onto the stage.
    • Idle Animation 1: Sylux holds the Shock Coil to their side as it emits sparks.
    • Idle Animation 2: Sylux aims the Shock Coil.

  • Up Taunt: Sylux strikes an intimidating pose and lets out a metallic roar.
  • Right Taunt: Sylux does a cutthroat gesture.
  • Left Taunt: Sylux puts their hand on their arm, holding the Shock Coil up.
  • Down Taunt: Sylux crouches down as their visor glows, as if scanning the battlefield.

  • Victory Animation 1: Sylux fires a few rounds, then strikes a pose resembling their trophy from Super Smash Bros. Brawl.
  • Victory Animation 2: Sylux rushes onto the stage in Lockjaw form and strikes a pose resembling their artwork from Metroid Prime Hunters.
  • Victory Animation 3: Sylux dives onto the screen and lets out a roar.

  • Alternate Costumes

    Rundas

    Rundas
    Rundas
    Ice-Cold hunter
    SSB Metroid SeriesMetroid Prime 3 Corruption logo DSSB

    Metroid Prime 3: Corruption (2007, Nintendo Wii)

    A bounty hunter from the moon Phrygis, Rundas had his species' natural ability to manipulate and generate ice. However, unlike most of his kind, Rundas put his powers to use in the field of bounty hunting, to great effect. Rundas is a friendly and easygoing hunter, but he takes great enjoyment in his work and pride in his skills. The melting pot of fighters that is Smash is the perfect place to show of his prowess!

    Rundas is a heavy-middleweight fighter, built around outlasting the opponent while gradually building up damage through combos. True to his personality, Rundas' run speed is fairly slow and his raw power is somewhat lacking, as if he doesn't think the battle is worth his best effort. However, Rundas benefits from an impressive range, solid aerial mobility, and decent weight, giving him great survivability. Even with his downsides, anyone who underestimates Rundas will soon find that he is more than a match for them.

    Moveset

    • Jab: A left-hand jab, followed by a kick, and finished with an icicle from the ground.
    • Dash Attack: A shoulder tackle
    • Dodge Attack: Rundas creates a trio of icicles across the ground in front of himself, same as his down tilt.

  • Forward Tilt: A reverse roundhouse kick.
  • Up Tilt: Rundas creates chunks of ice above his head in an arc. A good anti-air tool.
  • Down Tilt (Ice Fan): Rundas creates a trio of icicles from the ground. Has good speed, damage output, and combo potential, making it one of Rundas' best moves.
  • Forward Smash (Icicle Club): Rundas creates a club of ice in his hand and strikes the opponent with it. Somewhat slow, and rather weak for a smash attack.
  • Up Smash: Rundas creates a large pillar of ice in front of him. Rundas' strongest attack.
  • Down Smash: Rundas creates sharp icicles on either side of himself.

  • Neutral Aerial (Chillout): Rundas crosses his arms and creates a spiral of ice around himself. A useful approach tool.
  • Forward Aerial: Rundas forms a blade of ice on his hand and slashes downward.
  • Back Aerial: A back kick.
  • Up Aerial: Rundas creates blades of ice on his hands and slashes upawrds, with the blades hitting in the middle.
  • Down Aerial: Rundas forms an icicle on his foot and performs a downward stomp.

  • Grab: Rundas reaches out.
  • Pummel: Rundas knees the opponent.
  • Forward Throw: Rundas launches the opponent with a blast of cold.
  • Back Throw: Rundas tosses the opponent behind himself.
  • Up Throw: Rundas summons a pillar of ice below the opponent.
  • Down Throw: Rundas freezes the opponent. This attack leaves the opponent open to follow-ups, making it a versatile combo starter.

  • Neutral Special - Ice Blast: Rudas fires a freezing blast from his hand. Holding the button chargest the attack. Compared to Samus' Ice Beam, this move is stronger, but travels a shorter distance.
  • Side Special - Ice Missiles: Rundas fires freezing missiles. These missiles will freeze the target on contact, but have high startup and endlag to make up for it, hampered my the missile's slow move speed.
  • Up Special - Ice Slide: Rundas creates a slide of ice below his feet and surfs on it. If used on the ground, Rundas will remain grounded, while in the air, he will move upwards. This move can be steered with the control stick. While it has poor vertical recovery, it has amazing horizontal mobility, allowing it to circumvent Rundas' poor movement speed.
  • Down Special - Absolute Zero: Rundas generates a freezing field around himself. This deals multiple hits and freezes opponents. In addition, the freezing field will cause most projectiles to freeze and drop to the ground, where they can be picked up and thrown.
  • Final Smash - Permafrost: Rundas releases a freezing pulse of energy, causing the entire stage to freeze over. In this state, the stage will be slippery, and damaging icicles will just out across the stage-Including on edges. After a short amount of time, the stage will thaw out and return to normal.

    • Rundas' battle theme is Vs. Rundas, his tragic boss theme from Metroid Prime 3: Corruption.
    • Rundas' victory theme is a snippet of Vs. Rundas, his boss theme from Metroid Prime 3: Corruption, as well as his battle theme.

  • Number of Jumps: 2
  • Rundas doesn't have any unique attributes.

  • Play 15 matches as Ice Climbers
  • Clear Adventure Mode as Dark Samus
  • Have him join the party in Story Mode
    • Rundas' Challenge requires the player to fight him on the Phendrana Drifts stage.

  • Animations

    • Entrance: Rundas glides down on his ice slide.
    • Idle Animation 1: Rundas crosses his arms with a chuckle.
    • Idle Animation 2: Rundas assumes a pose somewhat resembling his artwork from Metroid Prime 3: Corruption.

  • Up Taunt: Rundas creates a small frosty cloud from his hand and has it circles around him.
  • Right Taunt: Rundas does a beckoning gesture.
  • Left Taunt: Rundas casually rests his head on his hands.
  • Down Taunt: Rundas creates a ring of icy spikes around himself. Notably, this taunt will deal minor damage to those the spikes.

  • Victory Animation 1: Rundas surfs onto the stage on his ice slide and lands with a pose.
  • Victory Animation 2: Rundas performs a casual gesture with his arm, saying "Yeah, yeah, justice will prevail and all that."
  • Victory Animation 3: Rundas and Samus pose back-to-back, firing off shots before striking a triumphant pose.
    • If Rundas and Samus win in a team battle, Rundas will say, "Y'know, we make a good team."

  • Alternate Costumes

    Dark Samus

    DarkSamus SSBUltimate
    Dark Samus
    Phazon Incarnate
    SSB Metroid SeriesMetroid Prime 2 Logo

    Metroid Prime 2: Echoes (2004, Nintendo GameCube)

    Formerly a mere Metroid on the planet Tallon IV, the mutagenic substance Phazon gave rise to the monstrous Metroid Prime. Samus ventured over to Tallon IV and defeated the mutant, but it stole her DNA, forming into the Phazon-fueled abomination Dark Samus. Desiring more power, Dark Samus took control of Phaaze, the source of the Phazon, and began spreading the substance across the galaxy. Cruel and cunning, Dark Samus is one of the galaxy's greatest threats, and must be stopped at all costs.

    Dark Samus is an odd character who is difficult to master. They're light, floaty, and their damage output is low. Without the proper mastery, they'll be easily battered around. However, they have many powerful tools at their disposal that make it a frightening adversary when used right, most notably their unique Phazon mechanic, allowing them to switch between chipping away at their opponent's health and healing themselves. In the right hands, Dark Samus becomes a deadly mastermind, carefully picking apart their opponent until nothing's left.

    Moveset

    • Jab: A small burst of Phazon.
    • Dash Attack (Boost Ball): Dark Samus curls into a ball and rockets forward. While using this move, Dark Samus gains super armor and her hitbox shrinks.
    • Dodge Attack: Dark Samus creates a series of Phazon bursts from their arm cannon.

  • Forward Tilt: Dark Samus thrusts their arm cannon forward.
  • Up Tilt: Dark Samus swings their arm cannon overhead.
  • Down Tilt: Dark Samus fires a burst of Phazon at the ground.
  • Forward Smash: Dark Samus creates a vortex of Phazon in front of them. A strong multi-hit attack that racks up Phazon.
  • Up Smash: Dark Samus summons pillars of Phazon around themselves.
  • Down Smash: A Phazon shockwave. While weak, it inflicts heavy Phazon.

  • Neutral Aerial: A Phazon pulse. Weak, but covers the area around them and inflicts Phazon by a decent amount.
  • Forward Aerial: Dark Samus creates five bursts of Phazon in a downwards arc.
  • Back Aerial: Dark Samus fires a burst of Phazon behind themselves.
  • Up Aerial: Dark Samus creates five bursts of Phazon above themselves in an upwards arc.
  • Down Aerial: Dark Samus fires a heavy burst of Phazon below themselves. Can meteor smash.

  • Grab: Dark Samus summons a Dark Echo, which grabs the opponent and turns them around to face Dark Samus.
  • Pummel: Dark Samus pelts the opponent with Phazon blasts.
  • Forward Throw: Dark Samus fires a powerful blast of Phazon, launching the opponent away and shattering the Dark Echo.
  • Back Throw: Darks Samus detonates the Dark Echo, launching the opponent upwards and behind her.
  • Up Throw: Dark Samus launches the opponent with a geyser of Phazon. Her strongest throw, and one of her best Phazon-rackers.
  • Down Throw: The Dark Echo slams the opponent to the ground and dissolves into Phazon.

  • Neutral Special - Shrapnel Beam: Dark Samus rapidly fires off small beams of Phazon. While each individual shot is weak, it can rapidly rack up damage and Phazon.
    • Phazon Beam: By holding the button, Dark Samus charges up and fires a beam of Phazon instead. Strong and gives a lot of Phazon, but is slow to fire and leaves Dark Samus vulnerable.
  • Side Special - Phazon Drain: Dark Samus reaches out with her arm cannon. If she connects, she will drain the opponent of their Phazon, healing herself in the process. Holding the button causes her to drain Phazon for longer. If used in the air, Dark Samus will fall into freefall afterwards.
  • Up Special - Phazon Pool: Dark Samus creates a pool of Phazon below her feet. Holding the button causes her to enter the pool and emerge from another a certain distance away, determined by how long the button is held. The Phazon pool will slowly inflict Phazon to those who stand on it for a short amount of time before fading.
    • Phazon Warp: When used in the air, Dark Samus will vanish, then appear a short distance away. Her destination can be determined by the control stick.
  • Down Special - Dark Echo: Dark Samus summons a clone of herself in front of herself. This clone will act as a turret, firing off shots periodically before vanishing. The clone can't withstand many hits, but it will explode into a mass of Phazon when destroyed. A versatile move, good for setups, zoning, or acting as a meatshield.
  • Final Smash - Leviathan: Dark Samus calls down a Leviathan, which falls to the stage and creates a massive explosion of Phazon. Aside from dealing massive damage and inflicting a high amount of Phazon, the Leviathan will also leave damaging Phazon pools on the ground, dealing even further harm.

    • Dark Samus' battle theme is Vs. Dark Samus, their iconic boss theme. While it originated from Metroid Prime 2: Echoes, Victorious Smash Bros. uses the remix from Metroid Prime 3: Corruption.
    • Dark Samus' victory theme is the opening notes of Vs. Dark Samus.

  • Fighter Ability - Phazon: Dark Samus' attacks inflict the opponent with Phazon, indicated by glowing cyan patches and cracks on their bodies, as well as their eyes glowing cyan at higher levels. As the opponent's Phazon increases, their attacks become stronger at the cost of taking more damage themselves, maxing out at 1.5x damage dealt and a 2x damage taken. Dark Samus can use these the Phazon to weaken the opponents, or heal themselves with her side special, Phazon Drain.
  • Number of Jumps: 2
  • Dark Samus possesses a High Jump.

  • Play 25 matches as Ganondorf
  • Beat Adventure Mode as Midna
  • Have them join the party in Story Mode
    • Dark Samus' Challenge requires the player to fight them on the Phaaze stage.

  • Animations

    • Entrance: Dark Samus emerges from a puddle of Phazon.
    • Idle Animation 1: Dark Samus raises their arm cannon up, the rest of their body limp.
    • Idle Animation 2: Dark Samus flashes with Phazon for a brief moment.

  • Up Taunt: Dark Samus hovers in the air, glowing with Phazon.
  • Right Taunt: Dark Samus raises their arm cannon in front of themselves and holds it vertically.
  • Left Taunt: Dark Samus spins around, glowing with Phazon.
  • Down Taunt: Dark Samus laughs manaically.

  • Victory Animation 1: Dark Samus raises their arm, then swings it down in a fist.
  • Victory Animation 2: Dark Samus laughs, surrounded by tendrils of Phazon.
  • Victory Animation 3: Dark Samus turns towards the camera, revealing their blank, empty eyes through their helmet.

  • Alternate Costumes

    Kirby

    KSA Kirby Artwork
    Kirby
    The Pink Demon
    SSB Kirby SeriesKirbys Dream Land logo DSSB

    Kirby's Dream Land (1992, Game Boy)

    It's everybody's favorite super-tough pink puff, Kirby! Kirby is a jolly little fellow who inhabits Dream Land, a carefree country on the planet Pop Star. Kirby is innocent and friendly, being content to spend his days running around, having fun, and eating his heart out. However, his cheery demeanor belies a truly powerful being. Kirby is immensely powerful, durable, and versatile, possessing infinite power and the ability to copy the powers of anything he inhales. Thankfully, Kirby is lacking in any animosity or grudges, and will happily befriend any villain he defeats... Assuming they're still alive, that is.

    Kirby is a versatile lightweight fighter designed to be easy to pick up and learn. His attacks come out fast and have little in the way of endlag, allowing his to chain together powerful combos, and his small size makes him hard to hit. Kirby's utility is bolstered by his unique neutral special, Inhale, allowing him to copy an opponent's neutral special and use it himself. However, Kirby's range, while better than past installments, is still rather short, and his light weight makes him easy to launch, forcing him to stay on his toes.


    In Victorious, Kirby has received the following changes:

    • Kirby can now perform a hold attack
    • Kirby's forward smash, up tilt, up smash, forward aerial, up aerial, and down aerial have all been changed to various copy abilities
    • Kirby's down tilt is now the Slide
    • Kirby's air speed has been increased
    • Kirby's neutral special, Inhale, can now be used on items.
    • Kirby's Final Smash has been changed to Hypernova
    Moveset

    • Jab: A one-two combo punch.
      • Flurry Attack (Vulcan Jab): A rapid flurry of blows, followed by a finishing punch.
      • Hold Attack (Smash Punch): Kirby punches forward, firing off a wave of energy.
    • Dash Attack (Burning): Kirby spins forward, covered in fire.
    • Dodge Attack (Smash Kick): Kirby lunges forward with a powerful kick.

  • Forward Tilt: A spinning roundhouse kick. Can be angled.
  • Up Tilt (Water Crown): Kirby generates a sphere of water around himself, ending with a rainbow flourish.
  • Down Tilt (Slide): A sliding kick.
  • Forward Smash (Sword Slash): Kirby slashes at the opponent with a sword. Kirby's fastest smash attack, and is a good move in terms of power, speed, and combo potential.
  • Up Smash (Needle): Kirby attacks with a needle-filled hat. Powerful and covers a wide range around Kirby, but has the most endlag of his attacks.
  • Down Smash: A spinning split kick.

  • Neutral Aerial (Twinkle Star): A midair cartwheel. Quick, and has good protection and coverage.
  • Forward Aerial (Reflect Force): Kirby waves a Mirror scepter in front of himself, creating a wall of mirror-like projections. Reflects projectiles.
  • Back Aerial: A quick backwards dropkick. Kirby's fastest aerial.
  • Up Aerial (Rising Gust): Kirby creates a small tornado above his head. A good juggling tool.
  • Down Aerial (Beam): Kirby holds a Beam scepter below himself and fires a burst of energy.

  • Grab (Foe Grab): Kirby reaches out with one arm. While it has short range, it's one of the fastest grabs in the game.
  • Pummel: A swift punch.
  • Forward Throw (Pile Driver): Kirby leaps up and smashes the opponent into the ground.
  • Back Throw (Big Suplex): A suplex.
  • Up Throw (Air Drop): Kirby leaps high into the air and slams the opponent to the ground, creating an explosion on impact. The explosion can damage other fighters on impact.
  • Down Throw (Fury Stomp): Kirby throws the opponent to the ground and stomps on them multiple times.

  • Neutral Special - Inhale: Kirby inhales, creating a vortex of wind in front of him until the button is released. Kirby can inhale projectiles, items, or even other fighters, becoming comically bloated after inhaling the latter. In this state, Kirby can move around and jump, albeit much slower than normal. Kirby has two options following this.
    • Swallow: Pressing down or the special button causes Kirby to swallow the item or fighter in his mouth. Kirby will also automatically swallow projectiles, with some of them hurting or healing him. Swallowing an item will simply have Kirby hold the item, while swallowing a fighter will copy them, replacing Inhale with the copied fighter's neutral special and giving Kirby a unique hat based on them. The inhaled fighter will be popped out behind Kirby. In some cases, the copied neutral special has some tweaks, as Kirby lacks the unique mechanics they are tied to. After taking enough damage, Kirby will lose his Copy Ability.
    • Star Spit: Pressing the attack button will have Kirby spit the opponent or item out as a star, dealing damage to the spat out fighter, and collateral damage to bystanders.
  • Side Special - Hammer Flip: Kirby brings out a hammer and delivers a slow, heavy swing. Holding the button causes Kirby to charge the move behind him, generating flames around it. Kirby can slowly move around while charging the hammer. At full charge, the hammer will begin to slowly deal damage to Kirby, and becomes his strongest attack.
    • Airborne Hammer Flip: When used in the air, Kirby swings the hammer twice. However, it deals less damage than on the ground.
  • Up Special - Final Cutter: Kirby draws a silver cutter blade, then quickly leaps up and slams back down, sending a blue wave of energy across the ground. After finishing his ascent, Kirby will be locked into the falling state, meaning using this move offstage will almost certainly be a self-destruct.
  • Down Special - Stone: Kirby transforms into a rock, becoming invincible for about three seconds, though the player can end this early. When used in the air, Kirby will plummet straight down, crushing anyone underneath. If Kirby takes about 30% damage total or is grabbed, his Stone form's invincibility will be bypassed. Notably, Kirby has a chance of taking a variety of different forms when using this move.
  • Final Smash - Hypernova: Using the power of a Miracle Fruit, Kirby enters Hypernova form, and performs a massively supercharged inhale, sucking up everything in front of him and spitting it back out, from items to fighters. If an opponent is over 100%, they will be destroyed instantly. If this happens, Kirby will go as far as to inhale their HUD.

    • Kirby's battle theme is Green Gardens, the theme of the first stage in Kirby Star Allies. This song is also a remix of the iconic Green Greens, a theme that has come to be associated with Kirby himself and the series as a whole.
    • Kirby's victory theme is a remix of the The Kirby Dance, the iconic victory jingle that plays after Kirby clears a level or defeats a boss.

  • Number of Jumps: 6
  • Kirby doesn't have any unique attributes.

  • Kirby is unlocked from the start

  • Animations

    • Entrance: Kirby rides in on a Warp Star, bouncing off with a short flip.
    • Idle Animation 1: Kirby dozes off, then shakes himself awake.
    • Idle Animation 2: Kirby faces away from the screen, then turns back.

  • Kirby's taunts remove his Copy Ability.
  • Up Taunt: Kirby smiles and strikes his signature victory pose, producing a small star.
  • Right Taunt: Kirby spins around playfully, finishing with a "Nyum!" while standing on one foot.
  • Left Taunt: Kirby raises a Friend Heart above his head, smiling happily.
  • Down Taunt: Kirby waves at the screen, saying "Hi!"

  • Victory Animation 1: Kirby moonwalks to the left, twists, slides to the right, and jumps into a pose on one foot. The pose at the end is based on his render from Super Smash Bros. Brawl.
  • Victory Animation 2: Kirby cartwheels to the left twice, wiggles, and does a front flip before posing.
  • Victory Animation 3: Kirby jumps twice, shuffles backwards, does a breakdance, and poses while facing away from the camera. Based on his dance from Kirby's Return to Dream Land, with the ending pose also appearing in said game.

  • Alternate Costumes

    Meta Knight

    MetaKnightQuizRender
    Meta Knight
    The Masked Swordfighter
    SSB Kirby SeriesKirbys Adventure Logo DSSB

    Kirby's Adventure (1993, NES)

    Meta Knight is a mysterious masked swordsman who has both fought and aided Kirby across his many adventures. Nobody really knows where he came from, and his motives are often kept to himself. However, Meta Knight has a strong sense of honor, and works in his own solitary way to protect Dream Land and Planet Popstar. When not defending the planet, he seeks out a fair fight with powerful opponents, wielding the legendary sword Galaxia and offering them a sword of their own to defend themselves. Don't let him know I told you this, but rumor has it he looks just like Kirby underneath that mask of his...

    Meta Knight is a fast fighter with great mobility and attack speed alike, allowing him to rack up damage through a a barrage of swift, weak attacks. His six jumps and specials all give him some form of recovery, allowing him to dance around opponents and hack them to pieces. However, his comparatively short range and quick attacks mean he has to get up close to ensure his hits connect, putting him at risk; Due to his light weight, one false move can be fatal.

    In Victorious, Meta Knight has received the following changes:

    • Meta Knight's jab and forward tilt have been tweaked to be closer to the games.
    • Meta Knight can now perform a Hold Attack.
    • Meta Knight's up tilt and down tilt have been changed to attacks used by himself and the Master ability.
    • Meta Knight's forward smash is now slightly faster.
    • Meta Knight's neutral special, Mach Tornado, has been changed back to a multi-hitting move.
    • Meta Knight's Final Smash has been changed back to Galaxia Darkness.
    Moveset

    • Flurry Attack (Meta Multithrust): A series of rapid thrusts, followed by a backflip slash. Notably, Meta Knight is one of the few characters to have a flurry attack in place of a jab.
      • Hold Attack (Crescent Shot): Meta Knight fires a large, short-range wave of energy from Galaxia, dealing high damage. While it is his slowest attack, it is also his strongest and has the most range.
    • Dash Attack: A flying kick.
    • Dodge Attack: An inward slash, same as the first hit of his forward tilt.

  • Forward Tilt (Triple Slash): An inward slash, followed by an upward slash, and finishing with a spinning slash. This attack functions like a jab combo.
  • Up Tilt (Up Thrust): An upward stab.
  • Down Tilt (Sword Stab): Meta Knight slides forward, sword outstretched. It's quick speed and low knockback makes it a great combo starter.
  • Forward Smash: An outward slash. Has high startup, making it hard to connect with it.
  • Up Smash: Three upward fanning slashes.
  • Down Smash: A spinning outward slash, hitting on both sides.

  • Neutral Aerial (Knight Spin): A somersaulting slash.
  • Forward Aerial: A trio of quick fanning slashes.
  • Back Aerial: Meta Knight performs a trio of outward spinning slashes behind himself.
  • Up Aerial (Upward Sweep): An upward arcing slash.
  • Down Aerial: A downward arcing slash. One of the fastest down aerials in the game.

  • Grab: Meta Knight reaches out with his free hand.
  • Pummel: Meta Knight jabs with the talons on his wings.
  • Forward Throw: A bicycle kick.
  • Back Throw: Meta Knight teleports behind the opponent and kicks them away.
  • Up Throw (Air Drop): Meta Knight leaps high into the air and slams the opponent into the ground.
  • Down Throw (Trample): Meta Knight throws the opponent to the ground and stomps on them multiple times. A good combo starter.

  • All of Meta Knight's specials can be used for recovery. As a result, enters freefall after using any of his special moves.
  • Neutral Special - Mach Tornado: Meta Knight spins around, forming a tornado around himself. Meta Knight can be angled left and right during this attack, and rapidly mashing the special button will extend the duration and cause him to ascend slightly.
  • Side Special - Drill Rush: Meta Knight rushes forward, spinning like a drill. Meta Knight can be aimed up or down during the move. If he lands the finishing hit or hits the ground, he will bounce back slightly.
  • Up Special - Shuttle Loop: Meta Knight soars into the air, Galaxia outstretched, then loops around and delivers a second hit. Meta Knight's main form of recovery, and a useful kill move as well.
  • Down Special - Dimensional Cape: Meta Knight wraps his cape around himself, then teleports in the inputted direction. Holding the attack or special buttons will cause him to deliver a powerful slash when he reappears, at the cost of more endlag
  • Final Smash - Galaxia Darkness: Meta Knight throws his cape over the opponent, muttering "Behold..." If he hits an opponent, the screen fades to black, and Meta Knight declares "Know my power!" He then delivers a powerful slash, launching the opponent away. If the opponent is over 100%, Meta Knight launches them into the distance, instantly KO-ing them.

    • Meta Knight's battle theme is a remix of his recurring boss theme, Vs. Meta Knight. This theme originated from Kirby Super Star, and takes elements from all variations of the theme.
    • Meta Knight's victory theme is My Friend and the Setting Sun, the credits theme from Kirby Super Star's subgame, Revenge of Meta Knight. Specifically, he uses the version used for the results of Meta Knightmare Returns, the extra mode of Kirby: Planet Robobot. Uniquely, this theme will play in full over the victory screen, instead of giving way to the usual track.

  • Number of Jumps: 6
  • Meta Knight doesn't have any unique attributes.

  • Clear Adventure Mode with Marth
  • Play 20 matches as Kirby
  • Have him join the party in Story Mode
    • Meta Knight's Challenge requires the player to fight him on the Halberd stage.

  • Animations

    • Entrance: Meta Knight falls from the sky, wrapped in his Dimensional Cape.
    • Idle Animation 1: Meta Knight adopts a wary, defensive stance.
    • Idle Animation 2: Meta Knight pulls his cape in front of himself, then throws it back.

  • Up Taunt: Meta Knight wraps himself in his cape and spins around, scoffing.
  • Right Taunt: Meta Knight swings Galaxia twice, then points it forward and says, "Fight me."
  • Left Taunt: Meta Knight swings Galaxia towards the screen, then points it upwards.
  • Down Taunt: Meta Knight spreads his wings and shouts "Come!"

  • Victory Animation 1: Meta Knight slashes thrice, says "Come back when you can put up a fight," and warps away.
  • Victory Animation 2: Meta Knight flies into the scene and spreads his cape, saying "You've much yet to learn."
  • Victory Animation 3: Meta Knight slashes twice and twirls Galaxia, saying "Victory...is my destiny."

  • Alternate Costumes

    King Dedede

    DededeQuizRender
    King Dedede
    Self-Proclaimed King of Dreamland
    SSB Kirby SeriesKirbys Dream Land logo DSSB

    Kirby's Dream Land (1992, Game Boy)

    Dedede, that's the name you should know! A large, hammer-toting penguin, King Dedede is the mighty ruler of Dreamland! ...Or, so he says. He has castles everywhere, but he never really does anything beyond eating and nobody ever listens to him anyway. He used to cause trouble for the inhabitants of Dreamland, causing Kirby to set out and thwart him, but as of late he's improved quite a bit. Despite his silly antics and gluttony, Dedede is not to be underestimated. His hammer packs a wallop, and he can inhale and float just like Kirby. He doesn't need any Copy Abilities, though; He's already perfect.

    King Dedede is a super heavyweight, and like most fighters of his weight class, he benefits from high damage, strong KO potential, and great endurance. On the flipside, he suffers from sluggish movement and is vulnerable to combos. His hammer gives him decent spacing power, and his multiple jumps grant him surprisingly good control and recovery in spite of his poor air speed. Dedede is a character that requires a bit of skill to use; His attacks can be used against him, but time it right, and he can quickly salvage the situation.

    In Victorious, Diddy Kong has received the following changes:

    • King Dedede's Final Smash has been changed to Masked Dedede
    • King Dedede now uses voice clips from Ted Lewis, who reprises his role from Kirby: Right Back at Ya!
    Moveset

    • Jab: A pair of swings.
      • Flurry Attack: King Dedede thrusts his hammer forward while twirling it, then finishes with an upward swing. Uniquely, the finisher
    • Dash Attack (Belly Flop): A belly-flopping tackle. Incredibly powerful, but has high endlag.
    • Dodge Attack: A horizontal swing.
      • Roll Attack: A downward swing.

  • Forward Tilt: Dedede thrusts his hammer forward while twirling it. Great range, but has a bit of endlag.
  • Up Tilt: An upward headbutt.
  • Down Tilt (Rolling): A cartwheel.
  • Forward Smash: Dedede rears back and slams his hammer down. One of the strongest forward smashes in the game, but has a sizeable amount of endlag.
  • Up Smash: An upward hammer swing.
  • Down Smash: Dedede performs a spinning swing around himself.

  • Neutral Aerial: A splash.
  • Forward Aerial: A downward swing.
  • Back Aerial: A horizontal hammer swing. A good move for spacing and KOs.
  • Up Aerial: Dedede thrusts his hammer upward while twirling it.
  • Down Aerial: Dedede swings his hammer below himself. Can meteor smash, but has high startup lag.

  • Grab: King Dedede reaches out.
  • Pummel: A headbutt.
  • Forward Throw: Dedede swings his hammer like a golf club, smashing the opponent away.
  • Back Throw: Dedede smacks the opponent behind him with his hammer.
  • Up Throw: A jump set.
  • Down Throw: A one-handed body slam. Dedede's best combo starter.

  • Neutral Special - Inhale: King Dedede opens his mouth and inhales, creating a vortex of wind in front of himself for as long as the button is held. This attacks functions much like Kirby's Inhale, albeit with slightly longer range. Dedede is capable of limited movement with an opponent inhaled, and can spit opponents out as a star, dealing collateral damage. Notably, Dedede lacks the ability to heal from projectiles or copy opponents; He doesn't need to, for he is already perfect.
  • Side Special - Gordo Throw: King Dedede pulls out a Gordo and lobs it forward with his hammer. This Gordo will bounce up to three times, disappearing after the third bounce or hitting an opponent. The Gordo's trajectory can be angled, and adjusted by inputting it as a smash attack rather than a tilt. This gives this move six different variants in total.
    • Gordo Tennis: Opponents can reflect the Gordo back towards Dedede with an attack, who can reflect the Gordo with an attack of his own. Alternatively, Dedede can grab or dodge into a reflected Gordo, causing him to automatically pick it up and toss it again.
  • Up Special - Super Dedede Jump: King Dedede leaps high into the air, then comes crashing back down. Dedede has super armor during the initial leap as well as the descent, and can cancel the move by pressing the attack button again. If an opponent is hit during the fall, they will be meteor smashed.
  • Down Special - Jet Hammer: King Dedede activates an engine in his hammer and begins charging up. During the charge, Dedede can move around and jump, but he will begin to take damage at full charge. After releasing the button, Dedede will deliver a mighty swing, dealing massive damage.
  • Final Smash - Masked Dedede: King Dedede dons a mysterious metal mask and brings out the Dedede Hammer, a massive mechanical upgrade to his usually wooden mallet. In this state, Dedede will become immune to flinching, and his already impressive attack power is buffed. In addition, his side special is changed to a salvo of missiles, his up special deals damage during the ascent, his down special becomes a long-lasting spin attack, and he gains a hold attack in the form of a flamethrower.

    • King Dedede's battle theme is a remix of Vs. Masked Dedede, the ever-popular theme of Dedede's mask-wearing variant, which debuted in Kirby Super Star Ultra.
    • King Dedede's victory theme is the opening notes of King Dedede's theme, of course. This theme played over the Castle Dedede stage and his boss fight in Kirby's Dream Land, and stuck with him ever since.

  • Number of Jumps: 5
  • King Dedede doesn't have any unique attributes.

  • Clear Adventure Mode with Kirby
  • Play 30 matches as Bowser
  • Have him join the party in Story Mode
    • King Dedede's Challenge requires the player to fight him on the Castle Dedede stage.

  • Animations

    • Entrance: King Dedede is carried into the battlefield on a palanquin carried by Waddle Dees, then jumps off and scatters them.
    • Idle Animation 1: Dedede holds his hammer over his shoulder and taps it against it twice.
    • Idle Animation 2: Dedede smacks his belly twice.

  • Up Taunt: King Dedede twirls his hammer above his head.
  • Right Taunt: King Dedede twirls his hammer and laughs.
  • Left Taunt: King Dedede points at the opponent, boldly proclaiming "You don't scare me none!"
  • Down Taunt: King Dedede throws back his head and laughs, proudly proclaiming "I am a superstar warrior!"

  • Victory Animation 1: King Dedede slams his hammer on the ground twice, then turns to the camera and poses.
  • Victory Animation 2: King Dedede laughs while slapping his belly as a Waddle Dee walks onto the scene.
  • Victory Animation 3: King Dedede twirls his hammer, then activates it's thruster.

  • Alternate Costumes

    Bandana Dee

    KF2BandanaDee
    Bandana Waddle Dee
    Dream Land's Rising Star
    SSB Kirby SeriesKirby's Return to Dream Land Logo

    Kirby's Return to Dream Land (2011, Nintendo Wii)

    Waddle Dees are common beings that inhabit Pop Star, Dream Land especially. Waddle Dees are, for the most part, docile and carefree. They don't follow anyone, but they will help out with whoever's nice to them. Yes, Waddle Dees are harmless and innocent... But not this one! Desiring to become a brave hero like his friends, Bandana Waddle Dee trained and trained, and now he can defend Dream Land just as well Kirby can. Donning a distinctive blue bandana and brandishing his trusty spear, this little Dee puts himself apart from the rest!

    Bandana Waddle Dee is fairly unique, being a small fighter with long-range disjoints. He plays more on the defensive side, using his high mobility and good range to keep opponents from getting a good hit in. This is important, because Bandana Dee is among the lightest fighters in the game, and is knocked around pretty easily. Bandana Dee could also be considered a beginner's zoner, much like how his pal Kirby is a general beginner character. His attacks are simple and straightforward, and he is good deal easier to understand than many of the other zoners in the game.

    Moveset

    • Jab: A thrust.
      • Flurry Attack (Multispear Attack): A series of rapid thrusts, finishing with one final stab.
    • Dash Attack: A rushing stab.
    • Dodge Attack: A downward swing.

  • Forward Tilt: Bandana Dee jabs his spear forward twice.
  • Up Tilt (Skyward Thrust): Bandana Dee thrusts his spear upwards.
  • Down Tilt (Slide): A slide kick.
  • Forward Smash: Bandana Dee twirls his spear, then thrusts it forward. A quick, powerful kill move.
  • Up Smash: Bandana Dee twirls a parasol above his head. This attack can reflect projectiles. A great anti-air move.
  • Down Smash: Bandana Dee thrusts in front of himself, then behind himself.

  • Neutral Aerial: Bandana Dee twirls his spear around himself like a fan.
  • Forward Aerial: A horizontal spear swing.
  • Back Aerial: A backward thrust with the blunt end of the spear. Bandana Dee's strongest move, it has little startup lag, but high endlag.
  • Up Aerial: Bandana Dee twirls his spear as he stabs upwards. A multi-hitting move.
  • Down Aerial (Moon Drop): A falling stab. Can meteor smash at the tip, but will lead to a self-destruct off-stage.

  • Grab: Bandana Dee grabs the opponent.
  • Pummel: Bandana Dee jabs the opponent with his spear.
  • Forward Throw: Bandana Dee throws the opponent like a javelin.
  • Back Throw: A suplex.
  • Up Throw (Circus Throw): Bandana Dee juggles the opponent above his head with his parasol, then tosses them upwards. Uniquely, the direction the opponent is thrown can be angled with the control stick.
  • Down Throw (Megaton Punch): Bandana Dee jumps up and punches the opponent. This attack buries opponents, leaving them vulnerable for follow-ups.

  • Neutral Special - Spear Throw: Bandana Dee throws his spear in an arc. Holding the button down will increase amount of spears thrown, with the highest number being three.
  • Side Special - Parasol Drill: Bandana Dee rushes forward, holding his parasol in front of him. The parasol will reflect projectiles, making it a great move for defense and approaches.
  • Up Special - Waddle Copter: Bandana Dee spins his spear above his head, propelling him into the air. Holding the button before releasing it increases the duration of the move. After entering freefall, he slowly spins the spear above his head, damaging anyone who touches it. Pressing the button again ends the move, sending him into freefall like normal.
  • Down Special - Ground Spear: Bandana Dee stabs his spear into the ground, then rushes forward, finishing by swinging the spear out of the ground. Pressing the attack button in the middle of the move causes him to transition into a pole vault.
    • Crescent Swing: Using this move in the air causes Bandana dee to swing his spear in an arc above his head.
  • Final Smash - Waddle Dee Army: Bandana Waddle Dee blows a whistle, causing an army of Waddle Dees to appear. These Waddle Dees will wander aimlessly, dealing damage on contact. Aside from the Waddle Dees, there are also Waddle Doos, which emit electric chains from their eyes, Parasol Waddle Dees, which float down from the sky and deal damage to those who touch the parasol, and Spear Waddle Dees, who throw their weapons forward. While the army is on the stage, Bandana Dee will be invincible. After a short amount of time, the Dees will vanish, and the battle will return to normal.

    • Bandana Waddle Dee's battle theme is Apple Scramble from Kirby Battle Royale. Playing in the minigame of the same name, this song grew to be associated with Bandana Dee thanks to the remix Song of Apple Juice, sung from his perspective.
      • Bandana Waddle Dee's victory theme is a remix of the The Kirby Dance, the iconic victory jingle that plays after the player clears a level or defeats a boss.

  • Number of Jumps: 2
  • Bandana Dee doesn't have any unique attributes.

  • Bandana Waddle Dee's Challenge is unlocked after completing the tutorial, and is one of the Challenges selectable to end the tutorial, alongside Bowser, Luigi, Tails, Lyn, and Klonoa. The Challenge may be completed at any moment afterwards if not initially selected.
  • Bandana Dee can also be unlocked by having him join your party in Story Mode.
    • Bandana Waddle Dee's Challenge requires the player to fight him on the Planet Earthfall stage.

  • Animations

    • Entrance: Bandana Dee falls onto the stage fist-first, then brandishes his spear.
    • Idle Animation 1: Bandana Dee stretches.
    • Idle Animation 2: Bandana Dee adopts a defensive stance.

  • Up Taunt: Bandana Dee waves cheerfully.
  • Right Taunt: Bandana Dee stands his spear on the ground with a confident expression.
  • Left Taunt: Bandana Dee flails around in panic, then composes himself.
  • Down Taunt: Bandana Dee sits down and sips some apple juice.

  • Victory Animation 1: Bandana Dee delivers a volley of thrusts, then poses with his spear.
  • Victory Animation 2: Bandana Dee punches the ground, creating a large crack in the earth.
  • Victory Animation 3: Bandana Dee rests beneath a tree, sipping some apple juice.

  • Alternate Costumes

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