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Mandrag Ganon is the beastly form taken by the Gerudo chief Ganondorf upon using the full power of the Triforce of Power he wields in The Legend of Zelda: Ocarina of Time. The beastly Ganon is the most recurring antagonist in the Zelda series, originally appearing as a bipedal pig-like sorcerer in The Legend of Zelda and assuming this form in all other Zelda titles set in the Downfall Timeline; the Child and Adult Timelines tend to include Ganon's original humanoid form instead, though he is not absent from the former. He is almost-always seen wielding a large trident imbued with a dark energy that allows him to perform magic spells instantaneously.
First appearance:
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The Legend of Zelda (1986)
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Dead Man's Volley
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Blazing Bat
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Quake Stomp
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Trident Toss
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King of Evil Trident
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Neutral Special: Dead Man's Volley is a technique performed by Link against Ganon, Ganondorf, and many other bosses in the Zelda series; it is first used against Agahnim in A Link to the Past. The term "Dead Man's Volley" refers to various projectile attacks in the series that Link must deflect back at his enemy in order to deal damage to them; the most prominent use of the term refers to an attack performed by Ganondorf in Ocarina of Time, where he creates a large orb of dark energy which he then throws at Link, who can hit the attack back with his sword and must do so as Ganondorf also deflects it back at the hero in a tennis-like volley. In Super Smash Bros. Ganon creates a ball of energy at the tip of his trident, which he points upwards, before swinging his weapon downwards to launch the projectile forwards. After the move is used, and the projectile still be on the screen, Ganon's neutral special simply sees him create a white circle of energy around his body, which reflects any projectile that touches it. While the projectile is small and weak at first, it grows in both size and power each time the move is reflected, and, due to this, it will not disappear unless it should hit anything solid (that, obviously does not reflect projectiles); due to its unique traits, the projectile can increase in power an indefinite amount of times, though because Ganon must also reflect the projectile and can fail such a task, the projectile appears to be more a gimmick than an actual, useful attack.
Side Special: Blazing Bats are a type of enemy that appears in The Legend of Zelda: A Link to the Past. These fiery creatures are summoned by Ganon during his final battle against Link; they originally appear as a basic fireball for a short moment before transforming into the bat-like creature to fly at Link. In Super Smash Bros. Ganondorf will summon a fireball in front of him from his palm, which will then transform into the Blazing Bat and swoop forwards, dealing damage as it pierces through foes.
Up Special: Quake Stomp is an ability that combines two techniques that Ganon displays in a number of titles: his teleportation from The Legend of Zelda and his earthquake stomps from A Link to the Past. In the former of those two titles Ganon will teleport around the battle arena, constantly emitting fireballs at the green-clad hero, at a high speed, making it difficult for Link to hit him; in the latter, Ganon will begin to stomp the ground after taking enough damage, destroying part of the room and shrinking the area Link can run around on. In Super Smash Bros. Ganon will teleport upwards a short distance before stomping downwards, releasing a short purple wave of energy as he lands that deals minor damage (without stunning) any nearby foe.
Down Special: Trident Toss is a technique based upon his initial mode of attack from The Legend of Zelda: A Link to the Past: at the beginning of his battle against Link, the large wizard will start combating the hero by throwing his trident at him. In Super Smash Bros. Ganon will throw his trident forwards, charged with electrical energy to create a small shockwave as it hits an enemy or a platform/wall. If it hits the latter, the trident will stick into the ground and remain there for a few moments before Ganon teleports the trident back into his hand; while the trident is in the ground, Ganon can not use any attack relating to his trident.
Final Smash: King of Evil Trident is a golden trident and the level 2 version of the Trident weapon that Ganondorf can wield in the Hyrule Warriors titles, and is based upon the one wielded by Yuga Ganon in A Link Between Worlds. Ganon's Final Smash in Super Smash Bros. is almost-identical to an attack performed by Yuga in his Hyrule Warriors appearances, specifically the standard attack that can be performed once the Special Attack gauge has been filled: Ganon will make his trident grow to an exuberant size, and will then teleport it up high, off the screen, before it crashes downwards through any platform down the entire length of the screen to reach Ganon himself and upon reaching him it will create a large shockwave of energy that deals significant damage and also launches away any nearby foe.
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Ganon's entrance animation sees him fly onto the screen as a large bat, akin to the form he can take on in The Legend of Zelda: A Link to the Past.
Ganon's taunt sees him crouch down, placing one hand on the ground in front of him and clenching his other into a fist by his side to mimic his sprite while creating an earthquake in the Oracle titles, as he lets out a laugh identical to the one from the Game Over screen of Zelda II.
Ganon's victory theme is an intense, organ-based remix of the opening of his boss theme from the Oracle titles, The Legend of Zelda: Oracle of Ages and Oracle of Seasons.
Ganon's victory animations are as follows: Ganon, without his trident, flexes both of his arms downwards in a manner similar to his sprite from The Legend of Zelda as he grunts; Ganon spins his trident before holding it behind his head in one hand, while his other his held out in front of him, and he roars; and Ganon roars as he shoots a fireball out of his mouth towards the sky, before swinging his trident across his body.
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Ganondorf Dragmire is the sole male member of the Gerudo tribe who first appeared in The Legend of Zelda: Ocarina of Time. Being the sole male born into the otherwise-exclusively female Gerudo race, Ganondorf serves as its ruler though holds little regard for his tribe. Ganondorf strives for power, and throughout Ocarina of Time and later Twilight Princess and The Wind Waker, Ganondorf wishes to be almighty and powerful, and as such, despite his malignant desires, he holds the Triforce of Power. Just as Princess Zelda is the mortal reincarnation of the Goddess Hylia and Link the reincarnation of Hylia's chosen hero, Ganondorf is the reincarnation of the hatred that burned within the demon Demise who, like Ganondorf, wished to obtain the three pieces of the Triforce.
First appearance:
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The Legend of Zelda: Ocarina of Time (1998)
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Beastly Blow
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Flame Choke
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Brutish Blow
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Sword of Six Sages
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Dark Beast Ganon
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Neutral Special: Beastly Blow is an attack based on a power Ganondorf demonstrates in Hyrule Warriors while fighting with the Great Swords. In Hyrule Warriors, Ganondorf's attack combo sees him conjure up a large ethereal form similar in appearance to a ghastly Ganon through his dark magic, who proceeds to swipe the area to defeat all nearby foes. In Super Smash Bros. Ganondorf charges up his dark magic before punching forwards, his arm transformed into that of a beast's to deal massive damage. This attack has the longest start-up time out of any in the game, but because of it the player can perform a 180° spin as he charges up.
Side Special: Flame Choke is based on an attack Ganondorf performs in The Legend of Zelda: Twilight Princess, during a cutscene that depicts him being granted the Triforce of Power and using his newfound strength to kill one of the six Sages that reside in Arbiter's Grounds' Mirror Chamber. In Super Smash Bros. Ganondorf dashes forwards a short distance. Should he make contact with an opponent as he dashes forwards, he will grab them by the head and pulsate dark magic into them to deal minor damage before slamming them into the ground, creating an explosion of dark magic that launches them. Should he grab someone while midair, Ganondorf will crash downwards at a high speed and the explosion will be slightly larger; should no platforms be below Ganondorf, he, and whomever may be in his grasp, will continue falling until they are KO'd off the bottom blast line.
Up Special: Brutish Blow is an attack that, much like Ganondorf's netural special move, sees Ganondorf transform his arm into that of a beast's in order to enhance his physical strength. In the case of his up special move, Ganondorf transforms his arm and performs a powerful punch upwards that deals massive damage but does little in the way of vertical recovery. From a grounded position, Ganondorf has a longer start-up period than should the attack be used while aerial, but Ganondorf performs a spin while moving upwards to deal more damage.
Down Special: Sword of Six Sages is the sword that Ganondorf wields in The Legend of Zelda: Twilight Princess, being the weapon that was to be used for his execution at the hands of the Sage he murdered. This move drastically changes in use depending on the amount that Ganondorf's Darkness Gauge is filled, though when empty Ganondorf will simply perform his own slower, yet still powerful, version of Link's recurring Spin Attack technique, enhanced with his dark magic to compensate for its slower start-up. When the gauge isn't completely full, Ganondorf will smash the sword into the ground to create a pulse of dark energy that deals minor damage but an intense amount of knockback, the range increasing the more the bar is filled; when used in the air, Ganondorf will instead outstretch his arms with his sword in one hand. When the bar is completely filled, Ganondorf will perform his Spin Attack, which releases waves of energy that knock away nearby foes as well. Whenever this attack is performed, no matter how filled the bar is, Ganondorf's Darkness Gauge will completely empty.
Final Smash: Dark Beast Ganon is a large demonic boar-like form that Ganondorf is capable of transforming into by harnessing the Triforce of Power's strength. In The Legend of Zelda: Twilight Princess, Dark Beast Ganon is the second of Ganondorf's four forms that Link must face off against after climbing to the top of Hyrule Castle. Ganondorf transforms into this form for his Final Smash, slamming the ground to unleash a blast of dark magic that stuns all nearby foes, before charging forwards off the screen at a high speed to damage all in his path.
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Ganondorf's entrance animation sees Ganondorf stomp out of a swirling purple vortex.
Ganondorf's taunt sees him pull out the Sword of Six Sages and admire it as his dark magic courses through it.
Ganondorf's victory theme is an intense remix of the short fanfare that played in the original The Legend of Zelda when Link approached Ganon for the final battle.
Ganondorf's victory poses are as follows: Ganondorf stands with his arms crossed laughing maniacally before he lowers his chin and grins darkly; Ganondorf, initially with his back to the camera, turns around before raising his fist, the Triforce of Power glowing on the back of his hand; and Ganondorf raises the Sword of Six Sages, which pulses with dark magic, before spinning it around and stabbing into the ground.
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Garbodor, the Trash Heap Pokémon, is a Poison-type Pokémon native to the Unova region. Garbodor evolves from Trubbish at level 36, and is described by the Pokédex, as being capable of absorbing garbage in order to grow and repair itself. This Poison-type Pokémon has the ability to shoot a poisonous gas from its mouth and its right hand's fingertips. Apparently, the Garbodor in the Alola region are stronger as they often must tussle with the regional Muk and Grimer, who dissolve garbage in their acidic bodies.
First appearance:
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Pokémon Black and White Versions (2010)
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Sludge Bomb
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Belch
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Body Slam
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Toxic Spike
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Acid Downfall
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Neutral Special: Sludge Bomb is a special Poison-type attack introduced in Pokémon Gold and Silver Versions. Ever since its debut, the Sluge Bomb attack has been described as the user hurling sludge at their foe to damage, and potentially poison, them. In Super Smash Bros. Garbodor barfs up a purple ball of sludge that he spews out forwards, which is effected by gravity and thus will fall down towards the ground.
Side Special: Belch is a Poison-type attack introduced in Pokémon X and Y that can only be once the Pokémon that knows the attack eat a Berry. This attack sees the user belch up the Berry that they had previously eaten, dealing damage to them. This attack acts very differently in Super Smash Bros. than in the Pokémon series, appearing as a grab attack. When the special move is used, Garbodor will grab forwards. Should the attack be missed, nothing will happen. If Garbodor does successfully grab a fighter, he will keep them in his grasp and spew out a purple liquid to continually deal damage as the special move button is tapped. Like a fighter's normal grabs, opponents can escape from Garbodor's grasp.
Up Special: Body Slam is a Normal-type physical attack introduced in Pokémon Gold and Silver Versions. The move's in-game description often says that it is a body slam attack that has the ability to leave the user's target with the paralysis status effect. In Super Smash Bros. Garbodor jumps a short ways into the air before performing a spin and belly-flopping down towards the ground.
Down Special: Toxic Spikes is a status-based Poison-type attack that first appeared in Pokémon Diamond and Pearl Versions. Toxic Spikes is, as its name implies, a poisonous version of the Normal-type attack Spikes, which sees the user release some poisonous barbs on the ground that will poison most Pokémon upon them being sent into battle. In Super Smash Bros. Garbodor will release a few of these small spikes on the ground around it. While they will despawn if the move is used again or after a certain amount of time has passed, when an opponent walks over the barbs they will be "poisoned" and take a small amount of damage continuously over a fair period of time.
Final Smash: Acid Downfall is the Poison-type Z-Move introduced in Pokémon Sun and Moon, usable by any Pokémon holding a Poisonium Z that knows a Poison-type move. In the Pokémon series, this move sees the user create, as the game describes, a "poisonous swamp" that drags in and traps their target, with poisonous rain crashing down upon them to deal damage. In Super Smash Bros. this attack acts very much in the same way: Garbodor creates a purple vortex behind it to drag in nearby foes, before calling upon a storm cloud to rain poison down upon them and deal massive damage to the trapped foes and any who should wander into it. The attack deals a substantial amount of damage, but it does not actually launch foes and thus could allow for others to steal Garbodor's KO's.
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Garbodor's entrance animation sees it be released onto the stage from a Poké Ball before it releases a purple gas around itself.
Garbodor's taunt sees it pull out a piece of trash (be it an opened tin can, a fish's skeleton, or an apple core) and swallow it hold, happily patting its belly as it does so.
Garbodor's victory theme is a rock remix of the battle victory theme from Koei Tecmo's Pokémon Conquest, ironically a game it does not appear in.
Garbodor's three victory animations are as follows: Garbodor waves its hand, before belching out a Sludge Bomb and acting embarrassed afterwards; Garbodor roars flailing its arms, before a smiling happily; and three Trubbish dance around Garbodor, who looks at them happily while waving his arms.
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Gex the Gecko is the main protagonist of the Gex series of platforming games developed by Crystal Dynamics. Gex has a great love for television programs, and spends his days watching TV and eating snacks after having inherited a large sum of money from his uncle following his death. After eating a drone disguised by a fly, Gex is transported into the Media Dimension by its ruler, Rez, who seeks to use the gecko as the network's new mascot.
First appearance:
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Gex (1995)
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Red Firefly
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Remote Control
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HeliTelly
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Tail Bounce
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Media Dimension
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Neutral Special: Red Firefly is one of the ten types of power-ups the titular protagonist can temporarily acquire within Gex. Found within glowing red balls, Red Fireflies allow the gecko to shoot fireballs out of his mouth while the effects of this power-up remain active. In both Super Smash Bros. and Gex, only one fireball can be on the screen at a time, though Gex can aim this attack both forwards or straight-upwards.
Side Special: Remote Controls are recurring items present in all games of the Gex series, acting as collectibles that allow the gecko to open up new levels. Despite the gecko's use of these items being that sole aforementioned reason, Remote Controls have also been used by other characters in different ways. Perhaps the most interesting use of a Remote Control is by Rez, the final boss of Gex, who throws such objects to damage his opponent from afar. In Super Smash Bros. Gex mimics Rez's use of the Remote Control, which acts as a boomerang and will fly a far distance before travelling back towards Gex.
Up Special: HeliTelly is the name of a common enemy encountered by Gex within the first instalment of the Gex series. As their names imply, these weak enemies are simply television sets that possess helicopter rotors that allow them to fly through the sky, and they often move left and right to hinder the gecko's progress through levels. In Super Smash Bros. Gex summons a HeliTelly and holds onto it as it flies upwards a fair distance. Enemies hit by the propeller are damaged, though foes can also hit Gex himself to force him to loosen his grip on the HeliTelly. Gex will fall off the monitor after it flies a certain distance upwards and enter a pseudo-helpless state, but if a foe hits him and forces him to fall he will do so helplessly.
Down Special: Tail Bounce is one of Gex's primary methods of attack used within the first Gex title. This attack acts similarly to the ground pound technique found in previous games by having Gex fall while coiling his tail underneath him to cushion his fall and allow him to destroy blocks or damage enemies by landing on them. In Super Smash Bros. this technique acts identically to its original appearance, with the added bonus of Gex being able to bounce along the ground (at decreasing heights) by holding down the special move button and moving the control stick left and right.
Final Smash: Media Dimension is the main setting of the Gex series, being the dimension that exists within the television. This world is made up of all the different series and films that play on TV, and thus change on a fairly regular basis. The Media Dimension is ruled over by Rez, and Gex often must work to liberate the programs from his influence. In Super Smash Bros. Gex summons a large TV that displays static on its screen, which will draw enemies towards it. Those who touch the television are drawn into it and take damage, and after a while the monitor will explode to launch those both around it and trapped within it away.
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Gex's entrance animation has a tear in reality, filled with television static appear, and Gex jump out of it. He lands on all fours before standing up and putting his sunglasses on.
Gex's taunt sees him wiggle his tail as he crosses his arms while saying "It's tail time!"
Gex's victory theme is a techno remix of the theme that plays on the stage results screen in Gex.
Gex's victory animations are as follows: Gex sits on a couch and watches a television while facing away from the camera, before he looks over his shoulder at the player and smiles, tilting his sunglasses as he does so; Gex hops up and down before pointing a remote control at the screen; and Gex walks forwards while looking up to the sky, before slowly putting on his sunglasses with a smug look on his face. During each of these poses he may say one of various quotes:
- "I suppose you know it’s be-kind-to-geckos month."
- "Lock and load little lizard."
- "Thats one small step for Gex."
- "If I had a life I'd be glad to get back to it."
- "Say hello to the floor."
- "Support your local library!"
- "He's dead Jim."
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Gligar, the Fly Scorpion Pokémon, is a Ground/Flying-type Pokémon first introduced in Pokémon Gold and Silver Versions. Evolving into Gliscor under specific conditions, Gligar possesses a large poisonous tail with which it primarily uses to attack prey. Gligar are known to frequently perch on high ledges and cliffs as they search for prey, then use their strong wings to glide down to their targets and surprise them by latching on their faces before stinging them. Despite their cruel hunting methods, Gligar are also fairly friendly Pokémon that get along well with trainers; some have even been known to be quite cowardly and even dislike high places despite being Flying-type Pokémon. Despite having been first discovered in the Johto region, Gligar are quite rare here and in fact can only be encountered in one area: just south of Blackthorn City, on Route 45.
First appearance:
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Pokémon Gold and Silver (1999)
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Poison Sting
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Bulldoze
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Acrobatics
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Dig
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Guillotine
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Neutral Special: Poison Sting is a Poison-type attack introduced in the first Generation of Pokémon titles. Described as the user stabbing their target with a poisonous barb or stinger, Poison Sting is a fairly weak physical attack that has a 20% chance of leaving an enemy poisoned afterwards. In Super Smash Bros. the move takes inspiration from the move's animation, particularly from newer entries in the series: Gligar fires a small diamond-shaped, purple projectile from the end of its tail, which then travels forwards a fair distance before disappearing. Though a fairly weak attack that deals only 1% damage, Gligar is capable of shooting these out at a moderately high rate and the projectiles do cause those hit by them to flinch. Additionally, like in the Pokémon franchise, Poison Sting also has a 20% chance of poisoning its target, meaning it will continually deal 1% damage over a short period of time afterwards.
Side Special: Bulldoze is a Ground-type physical attack first introduced in Pokémon Black and White Versions. While the Pokémon series describes the move as the user stomping on the ground to damage any nearby Pokémon, Super Smash Bros. translates the move differently. Instead, Gligar will glide a short distance forwards at a high speed while low to the ground, kicking up dirt around itself to become a larger target and deal a fairly high amount of damage and knockback; though Gligar will stop moving immediately should he reach a ledge or once he hits an opponent. When used in the air, the move instead becomes the Steel-type Generation II attack Steel Wing. While Steel Wing acts similarly - seeing Gligar glide forwards at a high speed - it does much less damage and Gligar will travel a further distance and through enemies instead. Thus Steel Wing can be considered a move designed for horizontal recovery, though Gligar will fall helpless at the end of the move.
Up Special: Acrobatics is a Flying-type attack that Gligar is capable of learning once it reaches level 22. First introduced in the fifth Generation of Pokémon titles, Acrobatics sees the user fly quickly into their target, dealing an incredibly high amount of damage should the user not be holding an item at the time. The move's counterpart in Super Smash Bros. sees Gligar fly upwards at a fixed 35° angle at an incredibly high speed, dealing damage to any enemy in the Pokémon's path before it falls into a pseudo-helpless state. At the peak of Gligar's flight, the Pokémon performs a claw swipe attack that can meteor smash an unlucky opponent, though as Gligar will fly through any enemy as it ascends, this can be difficult to properly time.
Down Special: Dig is a Ground-type move that has appeared in every Pokémon game since the original Pokémon Red and Green Versions. In the Pokémon series, Dig takes two turns to be used: the user will dig a hole on the first turn, which they will then exit on the subsequent turn to attack their target. Because of this, the move has been altered somewhat for its appearance in Super Smash Bros.: when used on the ground, Gligar will jump into the ground and "dig" through a solid platform, travelling left or right a short distance - designated by the control stick's position - before popping upwards as it exits the ground, dealing damage as Gligar jumps out. As Gligar digs through the ground, the player can track its movements as a shadow will be slightly visible. If used in the air, "Dig" instead sees Gligar perform a spinning drill-like animation as it flies downwards a short distance, dealing minor damage multiple times before entering a helpless state; a similar thing happens should this move be used on a soft platform, though Gligar will then proceed to dig into the ground should it fall through the soft platform and onto a solid one beneath it before it enters the helpless state.
Final Smash: Guillotine is an extremely powerful Normal-type attack and the final attack that Gligar learns by levelling up; which it does so at level 55. An attack with only a 30% accuracy rate, Guillotine is one of the Pokémon series' few one-hit KO moves, utterly defeating the enemy should it make contact. In Super Smash Bros. the move does not instantly KO a foe, though it does deal a great amount of damage and knockback regardless. Gligar's Final Smash sees the small Pokémon sharpen its claws against one another before dashing a fair distance forwards at a high speed, dragging along any foe in its path. At the end of its dash, a giant silver pair of sharp-toothed jaws close in around Gligar and the Pokémon's trapped enemies, dealing damage to the enemies and knocking them away in the process.
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Gligar's entrance animation has the Pokémon swoop down from the sky and land on the ground, performing a loop as it descends.
Gligar's taunt sees the Pokémon jump wave one claw in the air as it comically sticks its tongue out and calls its name.
Gligar's victory theme is a rock remix of the opening few notes of the theme that plays on Route 45 (among others) in Pokémon Gold and Silver Versions.
Gligar' victory animations are as follows: Gligar sits on the ground eating an Oran Berry, a pile of a variety of other berries beside it, before it cheerfully calls its name with a tilt of its head as it finishes one; Gligar hops from foot to foot before it hops into the air with a spin, landing on one foot before tripping forwards; a Gliscor swoops down next to Gligar, who looks up to its evolution happily.
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The Go-Getters Club is a group of twelve friends and the main protagonists of World's End Club. During a field trip to Kamakura, the Go-Getters watch as a meteor crashes into Tokyo before their bus crashes and knocks them all unconscious. Together they all awaken within an undersea theme park where they are forced to participate in a "Fate Game" by a floating puppet named Pielope, beginning to awaken superhuman abilities in the process. The initial eleven members of the Go-Getters Club were Reycho, Kansai, Aniki, Vanilla, Jennu, Tattsun, Chuko, Mowchan, Pochi, Nyoro, and Pai; they would later be joined by an amnesiac girl named Yuki after escaping their theme park prison, bringing their total number to twelve. Though Kansai is the self-declared leader of the group, most of the Go-Getters instead see the silent Reycho as more fit for the role.
First appearance:
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World's End Club (2020)
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Karamucho
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Closed Sphere
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Gravity Flip
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Iron Chef
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Mega F-Bomb
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Reycho "transforms" into the other members of the Go-Getters Club for several attacks, including all of his special moves.
Neutral Special: Karamucho is a type of Japanese snack food and the ability held by Chuko. When Chuko eats the spicy Karamucho potato chips, she gains the ability to breathe fire for a limited time; this is of course limited by the amount of Karamucho she has and the fact that her flames burn her mouth. In Super Smash Bros. Chuko simply breathes out a stream of flames forwards as long as the special move is held down. The stream of flames stretches out straight-horizontally, unhindered by gravity, though it will slowly shrink the longer the special move button is held down until it eventually fades completely. There is a short cooldown time between when this special move can be used, which extends in length the longer Chuko had been releasing flames for.
Side Special: Closed Sphere is Pai's Buddy Skill in World's End Club. Releasing energy from her body, Pai surrounds herself with a golden sphere of energy, protecting her and anyone else within it. Though impervious from the outside, the Closed Sphere puts stress on Pai's body, so she is unable to keep using it for long periods of time. In Super Smash Bros. Pai stands in place and activates her Closed Sphere, creating a small circle that reflects any projectiles that hit it. The Closed Sphere also acts as a simple close-ranged attack as well, dealing a minimal amount of damage and slight knockback to any enemy who would be within the shield's area as it appears. Pai will continue generating the shield as long as the special move button is held down, but doing so for extended periods of time will eventually cause Pai to begin taking recoil damage before eventually having the shield break apart. If Pai begins taking recoil damage, then the ability can not be used again for a short period of time.
Up Special: Gravity Flip is the ability that awakens within Jennu during the events of World's End Club. As its name implies, Gravity Flip allows Jennu to revert the effects gravity has on her, allowing her to walk on ceilings. In Super Smash Bros. Jennu activates her ability and flies straight-upwards a great distance, travelling through opponents without dealing damage. After travelling for long enough, she switches out with Reycho who will begin to fall helpless.
Down Special: Iron Chef is Mowchan's ability in World's End Club. Mowchan's Buddy Skill allows him to coat his entire body in iron, transforming him into an unstoppable wall. In Super Smash Bros. Mowchan's ability works differently depending on should he be airborne or on the ground. If airborne, Mowchan will simply fall helpless in this iron state, dealing damage to any enemy he hits while descending but unable to revert back to normal until he lands. On the ground, Mowchan will instead stay in place and the player will need to use the down special move again to revert to normal. When on the ground, Mowchan can also roll forwards should the control stick be tilted in that direction, dealing damage to anyone he runs into but also not being able to stop - and thus revert to normal - until travelling a set distance.
Final Smash: Mega F-Bomb is a gadget created by Nyoro with her Inventor ability. Based on the smaller F-Bombs (foot-powered bombs) that Nyoro often makes, the Mega F-Bomb is a giant, and much more powerful, explosive that the girl creates in World's End Club on the rooftop of the factory in Aichi. In Super Smash Bros. Reycho first pulls out a normal-sized F-Bomb and throws it forwards. Anyone hit by this first bomb is then caught in a cinematic where all of the members of the Go-Getters Club cheer on Nyoro as she builds a Mega F-Bomb, which Reycho then picks up and tosses at the enemies caught in the attack, dealing massive damage and knockback to them.
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Reycho's entrance animation has him walk out of a cylindrical pod and look left and right. The pod then disappears.
Reycho's taunt sees Reycho summon one of the other members (chosen randomly) of the Go-Getters Club to his side, and together they take a step forward and raise one fist in the air, Reycho's friend shouting "Hey! Hey! Oh!" as they do so.
The Go-Getters Club has only a single victory animation, which depicts all twelve members of the club riding on a tandem bicycle singing The Go-Getters Club theme song. The anthem thus also acts as their victory theme and, while the vocals do not loop, the instrumental will continue to do so until the screen is exited.
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Goku is a major character from the second title in the Famicom Mukashibanashi series, Yūyūki. Yūyūki is a parody of the Chinese novel Journey to the West, and Goku serves as the counterpart to that story's main character, the Monkey King named Sun Wukong (on whom Goku's Super Smash Bros. moveset is primarily based). Goku is a rude and selfish monkey who, alongside the bull yokai Gyumaou, attempted to take over heaven far in the past, only to be caught and banished to a far corner of the world by the heaven's peacekeeper, Oshakasama. He dutifully protects a young girl named Chao who rescued him from his mountain prison, but after being separated from her Goku is forced to travel across the continent to return to her. While on his journey to the west, Goku is joined by a number of odd companions - including the alcoholic Kappa named Gojo, a lazy monk named Sanzo, and a greedy pig yokai named Hakkai - while also being tasked to stop Gyumaou's revenge against the heavens by the mystic peacekeeper Oshakasama.
First appearance:
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Famicom Mukashibanashi: Yūyūki (1989)
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Jùrén de Yáobǎi
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Jīndǒuyún
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Qǐshì
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Shēn Wài Shēn Fā
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Om Mani Padme Hum
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Neutral Special: Jùrén de Yáobǎi is an attack that, unlike many of Goku's other techniques, not entirely based upon a skill that Sun Wukong is shown to have in Chinese legends, nor is it based upon an action Goku performs in Yūyūki. Rather, Jùrén de Yáobǎi, which translates to "Giant's Swing", is based on the mythology surrounding Sun Wukong's 8.1 tonne staff, the Rúyì Jīn Gū Bàng: Wukong is said to be able to control the size of this weapon, and often shrinks it to the size of a sewing needle and keeping it behind his ear when it is not in use. In Super Smash Bros. Goku swings his staff around himself before growing the staff to a large size and performing a heavy downwards swing. The tip of the Rúyì Jīn Gū Bàng acts as a sweetspot, and can spike foes downwards when used in the air.
Side Special: Jīndǒuyún is a technique that Sun Wukong, the character that Goku is based off of, is commonly described to be able to perform in the Chinese legends in which he appears. Jīndǒuyún, which translates to "cloud somersault", is both the name of the magical cloud that Wukong is known to be able to summon and a technique he performs with it. In Super Smash Bros. the Jīndǒuyún technique sees Goku use his staff as a vaulting pole, launching himself a far distance forwards. The Jīndǒuyún technique can be charged up, increasing the distance Goku travels and the amount of damage he will deal to an opponent he should collide with; when used in the air, Goku will summon his magical cloud to act as a platform for him to use to launch himself with. The move is fairly strong, but should Goku miss a target he will continue forwards and could potentially self-destruct.
Up Special: Qǐshì is, much like Goku's neutral special move, not entirely based on any technique that Sun Wukong nor Goku are shown to perform in their respective stories, though is instead based on the "helicopter spin" technique performed by wielders of a bō staff. As its name implies, the technique sees the user spin the staff above their head, mimicking the rotating blades of a helicopter. The Qǐshì technique is essentially an inverse of this however: Goku's staff spins as the monkey sits in a prayer position atop it, flying upwards a fair distance as he does so; foes that connect with the spinning staff will take damage, and as Goku will travel through opponents while moving upwards, this could cause them to be launched in a downwards direction. The name of Goku's up special move, Qǐshì, translates to "enlightenment", which is a reference to how Wukong attains Buddhahood throughout the events of Journey to the West.
Down Special: Shēn Wài Shēn Fā is perhaps Sun Wukong's most notable ability - the technique that allows him to create clones of himself using the magical hairs that cover his body. In Super Smash Bros. the Shēn Wài Shēn Fā technique is a fairly unique special move, as it sees Goku create a clone of himself (with dulled colours), which will remain by his side for a short time. This clone will mimic the player's actions, though it can not perform any of Goku's special moves. Additionally, it is far lighter than Goku normally is, and thus can be KO'd by foes. Goku can only have one clone out on the stage at once, and the move has a cooldown timer upon the clone disappearing; this cooldown is slightly longer should Goku's clone be KO'd instead of disappearing on its own after a limited time.
Final Smash: Om Mani Padme Hum is a Mandarin mantra and the phrase written on the paper talisman that traps Sun Wukong within a mountain prison for 500 years. In Chinese legends, the Buddha challenges the smug Sun Wukong to escape from his palm, however this is simply a trick to keep the warrior captive after his attacks on heaven - the Buddha's hand becomes the mountain prison that Wukong remains trapped in for 500 years. In Super Smash Bros. this legend inspires Goku's Final Smash, as the monkey will summon five pillars of light that reach off a fair distance in a circle around him. Though these pillars of light do not damage foes, they do trap them in place. All those who were captured will then appear in a cinematic where a mountain will rise up from the ground, trapping the foes that Goku caught, before launching them away.
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Credit to Ziegs for the artwork of Goku. Recolours made with permission.
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Goku's entrance animation sees him perform a flip from the background, landing on the stage as he swings his staff.
Goku's taunt sees him perform a backflip before spinning his staff around his body.
Goku's victory theme is an orchestral remix of the opening of the main theme of Yūyūki.
Goku's victory poses are as follows: Goku surfs around on his magical cloud before performing a front flip off of it and landing in a crouched position; Goku spins his staff around him, ending with an upwards kick, before smiling towards the camera; and Chao claps for Goku, who abashedly looks away from her while scratching the back of his head.
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Gooey is a goofy blob who appears to be made of the same material as Dark Matter, a recurring boss in the Kirby series. Unlike Dark Matter, Gooey is one of Kirby's friends, who acts as the character that the second player can control in Kirby's Dream Land 3. Like Kirby, Gooey is capable of copying the powers of enemies, doing so by wrapping them with his tongue and pulling them into his mouth.
First appearance:
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Kirby's Dream Land 2 (1995)
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Star Spit
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Burning
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Parasol
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Spark
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Lightning Attack
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Neutral Special: Star Spit is the attack Gooey gains after acquiring the Love-Love Stick during the final battle of Kirby's Dream Land 3. In Dream Land 3, the Love-Love Stick allowed Gooey to fly and spit out an infinite number of stars from his mouth. In Super Smash Bros., Gooey instead just spits a star out of his mouth.
Side Special: Burning is a recurring Copy Ability from the Kirby series. In most of its appearances, Burning allows Kirby to transform into a fireball, and rush forwards to defeat enemies. In Super Smash Bros., Gooey dashes forwards a short distance as he is engulfed in flames, bouncing off the first foe he touches.
Up Special: Parasol is a Copy Ability that first debuted in Kirby's Adventure. Gaining a red and white-striped parasol, Kirby can use it as both a battering weapon and a shield. In Super Smash Bros., a parasol protrudes from Gooey's mouth and he performs an upwards spin with it out-stretched before opening it and beginning a slow descent.
Down Special: Spark is a defensive Copy Ability that first appeared in Kirby's Adventure. Originally allowing Kirby to fire small bolts of lightning at foes, in Kirby's Dream Land 3 it was changed to allow Kirby to create an electric forcefield around himself. In Super Smash Bros., Gooey creates a sphere of electricity around himself that damages those who touch it and absorbs energy-based projectiles. Though the attack can be used continuously by holding down the special attack button, doing so for a too long will cause Gooey to eventually take slight damage.
Final Smash: Lightning Attack is based on a technique Gooey can perform in Kirby: Star Allies (which itself is based on one of Dark Matter's attacks from Kirby's Dream Land 3). Upon using the move, Gooey will release four waves of black lightning in a skewed X-like shape around himself, which deals damage to all those who touch it. After a few moments, the lightning will rotate around Gooey's body to damage all foes around him. After making two rotations around Gooey's body, the lightning will disperse in a pulse to knock away all nearby opponents.
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Gooey's entrance animation sees him bounce out of a bag, referencing how he is encountered in Kirby's Dream Land 2.
Gooey's taunt sees him pull out a broom and, despite not having any appendages, sweep the ground a few times before eating the broom.
Like Kirby's victory theme, Gooey's victory theme is remix of the recurring "level complete" theme that has appeared in many games of the Kirby series ever since Kirby's Dream Land. Though they share the same base, Kirby and Gooey's victory themes are distinctly different, with Gooey's having a more synthetic feel to it.
Gooey's victory animations are as follows: Gooey bounces up and down, performing flips by bouncing off his tongue; Gooey sweeps with the broom from the Cleaning ability a few times, before he uses his tongue to throw it into the air; and Gooey flies around in the air, using the six small orange spheres that protrude from him.
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Goombas are the main members of Bowser's Koopa Troop, and consistently among the weakest villains present in the Super Mario series. Despite their lack of limbs and low defensive capabilities, Goombas are believed to be secretly far more dangerous and cunning than they often let on, and some Goombas have made a name for themselves for the intellect or courageous feats. Originally living peacefully alongside the Toads within the Mushroom Kingdom, many of the Goombas eventually rebelled and joined Bowser in his quest to conquer the kingdom. Despite this however, some Goombas still live peacefully within the Mushroom Kingdom as allies of the Toads, or in other locations where they often take an unaffiliated stance.
First appearance:
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Super Mario Bros. (1985)
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Tail Goomba
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Ice Skate
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Paragoomba
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Jack O'Goomba
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Goomba Storm
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Neutral Special: Tail Goombas are Goombas affected by the Super Leaf power-up that first appear in Super Mario 3D Land. In that game, Tail Goombas will flutter around after jumping into the air and attempt to attack Mario with a swing of their large raccoon tail. In Super Smash Bros. Goomba quickly sprouts this same tail and performs a spin attack to deal a small amount of damage. With proper timing however, the Goomba's tail swipe can reflect projectiles.
Side Special: Ice Skates are a type of item introduced in Super Mario 3D World. Similar to the Goomba's Shoe power-up from Super Mario Bros. 3, the Ice Skate is a giant shoe in which a Goomba (or Mario and his friends) rides in. Unlike the Goomba's Shoe however, the Ice Skate is, aptly, a skate, and thus slides along the ground instead of hopping in a rhythmic step. In Super Smash Bros. Goomba summons the Ice Skate and dashes forwards at a high speed to damage anyone in his path. Goomba can exit the shoe by pressing the special move button again, but the Ice Skate will continue moving forwards until it loses momentum, hits a wall, or travels off-screen; though there is a slight delay to Goomba's escape, meaning that improper timing could lead to a self-destruction.
Up Special: Paragoombas are, simply put, a subspecies of Goomba with wings that first appears in Super Mario Bros. 3. Paragoombas rarely use their wings to fly however, and instead simply use them to jump high into the air to catch Mario and Luigi off-guard; though this does not mean Paragoombas are incapable of flying should they wish to. Like the similar Koopa Paratroopa enemy, when Mario or Luigi jumps on a Paragoomba it sheds its wings and becomes a normal Goomba. In Super Smash Bros. Goomba sprouts wings and flies quickly a fair distance upwards. After it travels this set distance, or should it take damage, the Goomba's wings will sprout; though what happens afterwards differs depending on the circumstances. Should Goomba's wings fall off due to taking damage, he will fall helpless. If however Goomba reaches the peak of his flight unharmed, his wings will fall off and one of two things will happen: if the player presses no buttons then Goomba will sprout a small parachute and glide slowly towards the ground, becoming helpless should he take damage or if the player uses any move (other than the up special move, which simply closes the parachute); if the player presses the special move button at any point during the Goomba's flight however, Goomba will perform a flip and shed its wings, stomping down to the ground at a high speed to meteor smash any enemy below him.
Down Special: Jack O'Goombas are a type of enemy encountered by Mario in the Ghostly Galaxy and Clockwork Ruins Galaxy of Super Mario Galaxy and Super Mario Galaxy 2. Essentially just normal Goombas wearing pumpkins on their heads, Jack O'Goombas differ in that they are not stunned should Mario spin into them; rather their pumpkin will shatter and Mario will then need to defeat the Goomba as normal. In Super Smash Bros. Goomba summons the same pumpkin onto his head, which causes him to take 0.75x the amount of damage and knockback as normal for a short time. The pumpkin will slowly crack as he takes damage and Goomba will receive an extra 5% damage once it shatters completely, and must wait a short period of time before the move can be used again. While wearing the pumpkin on his head, performing the down special move will instead have Goomba release a small Blue Flame from his mouth, which travels a short distance forwards at a slow speed before dissipating. This flame deals little damage to fighters normally, but does weaken shields significantly.
Final Smash: Goomba Storm is the first Special Attack learned by Bowser in Mario & Luigi: Bowser's Inside Story. In that game the special move sees Bowser throwing a large orb of Goombas off-screen to the left before each member of the species returns to battle one-at-a-time. Bowser then, as the Goomba approaches him, breathes fire on his minion, launching them high into the air so that they can crash down on the targeted foe. In Super Smash Bros. the Goomba Storm attack acts somewhat differently: Goomba calls upon other members of his species who surround him to create a large ball. This ball will then bounce around the stage and can be controlled by the player, trapping any enemy they hit inside of their orb. After bouncing for a short period of time, the Goombas all explode outwards at a high speed, damaging and launching away any enemy trapped within the ball, while the Goombas that fly away act as projectiles to deal less damage to any enemy that may be hit by them. The main Goomba will never fly away like his brethren, rather he stays where the ball of Goombas exploded so that the player can immediately take control of him again as normal.
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Two of Goomba's alternate costumes transform him into Private Goomp and Goombette from Mario & Luigi: Bowser's Inside Story and Super Mario Odyssey respectively. The announcer and crowds refer to these characters by their different names, but only Goombette has unique voice clips.
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Goomba's entrance animation sees a tower of four Goombas (with the playable Goomba on the bottom) fall onto the stage, before the three non-playable Goombas fall off the screen as they lose balance and topple over.
Goomba's taunt sees him hop up and down twice before waving one of his feet towards the camera with a smile.
Goomba's victory theme is a remixed version of the opening of the boss theme for Megasparkle Goomba from Paper Mario: Sticker Star, with a new ending.
Goomba's victory animations are as follows: A stack of Goombas (with the playable Goomba on the bottom) walks onto the screen before the playable Goomba jumps, throwing the other Goombas off him, who then land carefully in a line on the ground; Goomba hops in from the right side of the screen, the flips onto his head and spins like a top, before hopping up again and performs a flip with a smile; and Goomba, with a pink flower in his mouth, happily spins around before smiling in a manner identical to the animation of a Super Mario LINE sticker.
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Gruntilda Winkybunion is a powerful witch, who lives inside a labyrinth-like lair within the cliff walls surrounding Spiral Mountain. After learning of Banjo's sister from her magic cauldron Dingpot, Gruntilda kidnaps Tooty, planning to rob the young bear of her beauty for herself. Throughout the Banjo-Kazooie series the rhyming witch continues harassing the bear and bird duo, though her continued defeats cause her body to deteriorate from her living form to a mere skeletal head. While highly intelligent, cocky, and egotistical, Grunty is always willing to enlist the aid of others, be it the bulky Klungo, her two younger sisters Blobbelda and Mingella, or the small cat Piddles gifted to her by the Lord of Games.
First appearance:
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Banjo-Kazooie (1998)
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Fireball Gone AWOL
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Grudger Nudger
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Dingpot High Shot
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Countershock Power Block
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The Big-O-Blaster Disaster
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Similar to how Gruntilda speaks in rhyme throughout most Banjo-Kazooie titles, the names of her special moves are follow a similar rhyming scheme.
Neutral Special: Fireball Gone AWOL is based upon Gruntilda's main method of attack during her boss fight in Banjo-Kazooie. As she rides around on her broomstick around the top of her tower, Gruntilda lobs small fireballs at the bear and bird she opposes. In Super Smash Bros. this attack acts near-identically, with Grunty throwing a fireball upwards at a steep angle that crashes downwards in an arch. If the special move button is held down, the player can adjust the angle at which Grunty throws this projectile, allowing her to throw it higher but not as far or further but not as high; regardless, Grunty can not throw it in a perfectly straight line.
Side Special: Grudger Nudger is an attack that makes use of the most common enemy from Banjo-Kazooie: Nuts & Bolts. Throughout this game Grunty was prohibited from using her magic by the Lord of Games, and as such created Gruntbots to do her bidding - the most prominent one in her arsenal is the Nudger. In Nuts & Bolts the Nudger's main goal is to nudge Banjo and Kazooie's vehicle, pushing it into environmental hazards or other Gruntbot enemies. In Super Smash Bros. Gruntilda summons a Nudger in front of her, and it spins in place for a moment before dashing forwards without being affected by gravity. The Nudger will push foes along as it moves, only dealing minor damage until it stops spinning, at which point it launches foes away.
Up Special: Dingpot High Shot is a technique that is loosely based upon the usage of both Dingpot and the other Magic Cauldrons within Banjo-Kazooie. The Magic Cauldrons are placed around Gruntilda's Lair, allowing Banjo and Kazooie to transport between those of the same colour should they jump into one. In Super Smash Bros. Gruntilda summons Dingpot and, much like a cannon, enters inside him before being launched upwards a fairy distance. By holding the special move button, the player can slightly angle Dingpot left or right before he launches Grunty away to adjust the direction she will be fired. This move leaves Grunty helpless after its use.
Down Special: Countershock Power Block is inspired by one of Gruntilda's most notable techniques used throughout the Banjo-Kazooie series - the ability to create a near-impenetrable forcefield around her body. In the aforementioned game this forcefield can only be pierced by the power of The Mighty Jinjonator, though its Super Smash Bros. counterpart is considerably weaker. Instead, the forcefield will repel any projectile that touches the barrier that protects Gruntilda. As long as the special attack button is held Gruntilda will be protected by it, though after a short period of time of consistent use her magic will run out and the barrier will disappear. Melee attacks can pierce Gruntilda's barrier in Super Smash Bros. unlike the technique's Banjo-Kazooie incarnation.
Final Smash: The Big-O-Blaster Disaster makes use of the Big-O-Blaster, a large weapon built into the tower present within Cauldron Keep by Grunty's sisters Mingella and Blobbelda. During the events of Banjo-Tooie, Gruntilda's skeletal body is retrieved by her sisters after having been buried under a boulder following the events of Banjo-Kazooie. The B.O.B. weapon was designed to drain the life force and transfer it into other objects; Gruntilda and her sisters aim to use this weapon to drain the life from the Isle O'Hags and revive Gruntilda to her original self. In Super Smash Bros. the B.O.B. acts differently, instead simply being a ray gun that devastates any fighter hit by it. Gruntilda activates this Final Smash by rushing forwards a far distance while riding her broomstick, and anyone hit by this dash is knocked into the cinematic that shows Grunty tapping into a computer in a similar manner to how she does in Banjo-Tooie before the Big-O-Blaster destroys King Jingaling's palace in Jinjo Village, where Grunty's targets presumably lay. After the golden palace is destroyed, the camera quickly cuts back to the battle with those hit by the attack taking damage and being launched away.
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Gruntilda's entrance animation has her fly in and land on the stage using her broomstick, jumping off and slamming down onto the ground as the broomstick flies off on its own.
Gruntilda's taunt sees her cackle and point upwards in a mocking way, akin to one of her renders for Banjo-Kazooie: Nuts & Bolts.
Gruntilda's victory theme is an excerpt of a carnival-based remix of the theme that plays inside of her lair in Banjo-Kazooie. The funfair-like vibe of the song references the background theme for Grunty's Furnace Fun from the same game, and to a lesser extent the theme of Witchyworld from Banjo-Tooie.
Gruntilda's victory animations are as follows: Gruntilda flies around in a circle on her broomstick, cackling, before falling off and being buried within the ground; Gruntilda stands behind a podium, the same she uses during Grunty's Furnace Fun, and looks at one of her cue cards before throwing them upwards in frustration; and Gruntilda's cat Piddles mischievously curls around Grunty's feet, and she tries to dodge it before picking her up and throwing the cat away over her shoulder, only for it to return a moment later on her hat.
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Hades is the main antagonist of 2012's Kid Icarus Uprising. The Lord of the Underworld, Hades is the true mastermind behind the Kid Icarus series' events, using Medusa as his puppet to sew chaos. A manipulative trickster who indulges in the suffering and pain of others, Hades is also a very flashy, and he speaks in a tone both arrogant and dull yet dripping with sarcasm. Despite the showman personality he often uses, Hades' true personality is incredibly malicious and has a complete disregard with life, and will even kill off his servants should he need to. This is especially scary considering Hades is the most powerful known god and can only increase his strength by consuming souls.
First appearance:
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Kid Icarus Uprising (2012)
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Devastation Laser
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Laser Eyes
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Underworld Flight
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Heart Burn
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Underworld Twister
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Neutral Special: Devastation Laser is the final attack that Hades uses against Pit during the climactic battle of Kid Icarus Uprising. After having his head destroyed, Hades releases lasers from both of his palms and his eyes, trying to burn Pit as Palutena charges up the Great Sacred Treasure's cannon. In Super Smash Bros. this attack must be charged up for a short period of time by holding the special attack button down, and, once fully-charged, Hades will release a powerful laser from one of his palms. This travels laser extends a fair distance and through opponents.
Side Special: Laser Eyes is a technique, albeit unnamed, that Hades uses against Pit in Kid Icarus Uprising. In the first form of his fight, one of Hades' simplest attacks sees him flip open his cape, revealing a number of energy balls that fly towards the angel. In Super Smash Bros. Hades does a similar animation, letting loose three small orbs of energy that home in on a fighter that is close enough to him, and will paralyze them should they be hit by all three. Each one deals a very minor amount of damage, and should no opponent be within range they will simply fly straight-forwards.
Up Special: Underworld Flight is based upon the basic ability of flight that most deities in Kid Icarus Uprising display, including Hades. During Hades' final battle, one phase of his fight sees him take flight as he tries to escape from Pit so that he can devour more souls, and creates cannons based on his visage on his back to distract the angel fighter. In Super Smash Bros. Hades flies upwards a short distance as a bullet-shaped shield of purple energy encases him to deal damage to nearby foes.
Down Special: Heart Burn is based on one of the only attacks used by Hades' Heart when it is fought by Pit in Chapter 23 of Kid Icarus Uprising. In addition to summoning landmines, Hades' Heart's main method of attack sees it create a copy of itself that explodes after a short period of time; considering the area's grid-like layout, the explosion is quite devastating as it travels between intersections. In Super Smash Bros. Hades will rip a (small) copy of his heart from his chest that can then be thrown around exclusively by Hades like an item. After a short period of time the heart will detonate in a fairly large (and powerful) explosion that is incapable of damaging Hades unless the heart is reflected back at him. To compensate for the great amount of damage it deals to enemies, Hades takes damage when the heart is removed from his chest, and there's a fairly long cooldown time between when the heart explodes and when he can pull another one from his chest.
Final Smash: Underworld Twister is one of Hades attacks in the first phase of the final battle of Kid Icarus Uprising. After taking enough damage, Hades spins around in his cape and becomes engulfed within a large tornado of purple energy and dances around the Overworld. In Super Smash Bros. Hades becomes a large twister and rushes back and forth around a small area, dealing a massive amount of damage to foes that get trapped within the twister, before releasing a blast of energy to knock all of his trapped enemies away.
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Hades' entrance animation sees him warp onto the stage in a purple vortex, before flipping his cape as he smirks towards the screen.
Hades' taunt sees him maniacally grins as he points forwards before he says "Let's get this party started!"
Hades' victory theme is a more intense remix of the opening part of Hades' Infernal Theme from Kid Icarus: Uprising, with the electric guitar stinger shortened a slight amount.
Hades' victory animations are as follows: Hades chuckles before spinning around, then sarcastically shrugs as he says "At least I'm not dead!"; Hades points towards the right-side of the screen before flipping his cape and saying "Hades OUT!"; and Hades, turned towards the right-side of the screen, flexes his left arm as small red flames rise out of his eyes and he yells "On to death!" If Pit or Palutena are among his opponents, he will instead chuckle before addressing them with either "Let's do this again sometime, Pitty Pat!" or "How was that, Pretty Palutena?" instead of any of his other quotes.
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Mike Haggar is one of the main protagonists of Capcom's Final Fight series of beat 'em up games and a playable character in the Slam Masters series of wrestling games. During the events of the Final Fight series, Haggar, a former heavyweight wrestler, serves as the new mayor of the crime-ridden Metro City. In the first instalment of the series, Haggar's daughter Jessica is kidnapped by the Mad Gear Gang in hopes of using it as leverage to have Haggar act as their political pawn; though this would end in failure when Haggar, alongside Jessica's boyfriend Cody and Cody's sparring partner Guy, defeated the gang's commanders and ultimately took down the crime boss Belger who led it. As of Street Fighter V Haggar no longer serves as the city's mayor - that position is now held by his close friend Cody - though he still works with his comrades in continuing to clean up Metro City's remaining gangs.
First appearance:
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Final Fight (1989)
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Double Lariat / Wild Swing
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Grapple
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Giant Haggar Press / Sky-High Back Drop
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Steel Pipe / Wild Swing
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Rapid Fire Fist / Final Atomic Crash
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Side Special: Grapple is a technique that Haggar prominently makes use of in the Final Fight series. While grabbing enemies is a universal ability that all characters share in Super Smash Bros., Haggar's side special move is a unique type of grab that mimics the way Haggar's grab works in the Final Fight series. While the special move in Super Smash Bros. simply sees Haggar grab forwards, should he successfully grab an enemy he will keep them held in front of himself, slightly above the ground. While an enemy is grabbed, Haggar can still walk around; while some other characters can also walk around while carrying their foes, this replaces one of their throws in those cases. Haggar's Grapple technique will also replace some of Haggar's moves - both normal and special - with new moves that see him attack his grabbed opponent. Like with normal grabs, the enemy held by Haggar can escape from his grip by pressing buttons rapidly, though Haggar can manually drop them by performing the side special move again. Haggar can not use his Grapple if he is holding an item, and attempting to do so will see him throw his item forwards to empty his hands.
Neutral Special: Double Lariat is Mike Haggar's signature move in the Final Fight series. First appearing in Final Fight 2, Haggar would continue to be associated with the Double Lariat throughout all of his subsequent appearances and would inspire other characters' use of it - including Zangief of the Street Fighter series. In both Final Fight and Super Smash Bros. the Double Lariat serves as a powerful attack where Haggar spins around twice with his arms out-stretched horizontally, allowing him to hit any opponent caught in his attack multiple times. In Super Smash Bros. Haggar can not move while performing the Double Lariat, though it can damage enemies multiple times as only the final hit deals knockback. If Haggar is holding an enemy with Grapple, he will instead perform Wild Swing, one of his special attacks from Marvel vs. Capcom 3 and his subsequent Marvel vs. Capcom appearances. The move's original appearance sees Haggar grab forwards and, should he successfully capture an enemy, swing them around quickly before slamming them into the ground. In Super Smash Bros. Haggar, as the move can only be performed while already holding an enemy, Haggar will simply swing them around - an attack which deals very little damage to his held target but can damage nearby foes - before slamming them into the ground with enough force to have them bounce back upwards as they take damage.
Up Special: Giant Haggar Press is one of Mike Haggar's Level 1 Hyper Combos in Marvel vs. Capcom 3: Fate of Two Worlds, as well as its successors Ultimate Marvel vs. Capcom 3 and Marvel vs. Capcom: Infinite. In its original appearance, the Giant Haggar Press sees Haggar breathe in deeply before leaping high into the air and flattening out into a body slam. In Super Smash Bros. Haggar leaps up a short distance before performing a similar body slam, damaging any enemy he hits on his descent but being unable to move until he is attacked or lands. When Haggar is holding an enemy with Grapple, he instead performs a different attack from his Marvel vs. Capcom arsenal: Sky-High Back Drop. The attack is somewhat similar to Giant Haggar Press in both Marvel vs. Capcom 3 and Super Smash Bros., being a midair attack that sees Haggar grab his foe and backdrop them into the ground in the former game. In Super Smash Bros. the move is essentially identical in function to Giant Haggar Press, but instead sees Haggar leap into the air with his enemy and hold them upside-down as the two begin crashing downwards. The attack is technically weaker than Giant Haggar Press - it deals less damage to enemies Haggar runs into and has less range - though the enemy that Haggar holds takes a significant amount of damage and will be buried when the two land on a platform. If Haggar uses Sky-High Back Drop and falls past the blast line, Haggar will be KO'd before his enemy, and thus he will lose should both fighters only have one stock remaining.
Down Special: Steel Pipe is a recurring weapon in the Final Fight series, appearing in the original Final Fight as well as Final Fight 3 and Final Fight Revenge. In the first instalment of the Final Fight series, the three playable characters each had a weapon which they were more skilled at using and thus would have an advantage when using it: Cody would excel with knives, Guy would excel with swords, and Haggar would excel with a steel pipe. In Super Smash Bros. the special move simply sees Haggar pull out a steel pipe, which he can then use as a melee weapon as if it were an item. Like in the Final Fight series, Haggar will drop the steel pipe whenever he flinches from attacks, and it will disappear after a very short time if left alone; no other pipe can be pulled out by Haggar while the first pipe is on screen. Other fighters are capable of picking up and using Haggar's pipe, though it is classified as a "heavy" item and thus most fighters will slow down and become unable to jump while wielding it. Haggar can not use Grapple while carrying the pipe and vice versa, and attempting to use his down special move while holding an enemy will see him perform Wild Swing just as his neutral special move.
Final Smash: Rapid Fire Fist is one of Haggar's Hyper Combos in his Marvel vs. Capcom series appearances. In its original appearance, Rapid Fire Fist sees Haggar perform a series of strong punches at a high speed, dealing significant damage on their own, before following up with a version of his Violent Axe special move where he dashes forwards in a shoulder charge which he follows up with an upwards two-handed uppercut and then a second, downwards version of the same move. This move is recreated faithfully in Super Smash Bros., though the attack will only be fully performed should Haggar successfully hit an enemy with an initial punch that also traps his target in place. When Haggar has an enemy in his grasp via Grapple, his Final Smash changes into Final Atomic Crash. Final Atomic Crash serves as Haggar's Super move in Final Fight 3, being a multi-hit attack that sees Haggar perform a variety of different moves on his opponent. These same techniques are recreated for the move's Super Smash Bros. appearance, which goes as follows: lifting his opponent over his head, Haggar then tosses them into the air before leaping up afterwards in order to catch them in-between his knees. After catching them, he grabs them in a full-body embrace and piledrives them into the ground. Not done yet, Haggar then picks them back up and holds them tight as he spin-jumps up into the and slams his enemy's head down on the ground. This attack will instantly KO Haggar's enemy in Super Smash Bros. should their damage percentage exceed 90%.
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Haggar's entrance animation has the giant mayor walk in from the stage's background, one hand on his shoulder as he rolls his arm.
Haggar's taunt sees flex as he places his arms on his hips, his eyes being lit aflame for a moment.
Haggar's victory theme is an updated version of the opening of Mike Haggar's theme from Ring of Destruction: Slam Masters II.
Haggar's victory animations are as follows: Haggar, wearing a championship belt around his waist, raises one arm to the air as fireworks go off behind him; Haggar holds a steel pipe, which he then angrily bends into a U-shape before tossing over his shoulder with a chuckle; and Haggar poses alongside Cody and Guy in a cheerful manner identical to that shown on a poster in Street Fighter IV.
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Harmony is a character from the Splatoon series. First introduced as a member of the band Chirpy Chips in Splatoon, Harmony would only appear on album covers for the band's songs (Shellfie, Split & Splat, Blitz It!, and Wave Prism) that appear in Splatoon and Splatoon 2. She makes her first in-game appearance in Splatoon 3, being the de facto manager of the general store Hotlantis. Being a frequent customer of the store, Harmony earned the trust of the (often absent) manager, and was eventually allowed to run the store in their stead whenever they were out. Harmony frequently plays with the store's merchandise whenever customers are not around, however, and often fiddles with an Ultra Hand whenever the store is empty.
First appearance:
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Splatoon (2015)
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Tri-Stringer
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Reefslider
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Zipcaster
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Ink Vac
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Crab Tank
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Neutral Special: Tri-Stringer is a main weapon from Splatoon 3, and the only weapon of the Stringer class included in the game at launch. A bow and arrow-like weapon, the Tri-Stringer fires out three jets of ink in a fork-like formation, either horizontally or vertically depending on how the weapon is held. In Super Smash Bros. Harmony primarily holds the weapon horizontally, and it can be fired in quick succession by tapping the special move button. The Tri-Stringer's ink deals little damage and it does not stun enemies normally. If the special move button is held down, it can be charged up to fire up larger bursts of ink. These bursts of ink will stun enemies, dealing knockback strong enough to KO enemies at very high percentages at full charge.
Side Special: Reefslider is a special weapon introduced in Splatoon 3. What appears to be a shark-shaped pool toy with a muzzle, the Reefslider is a weapon that travels forwards (with the user riding on top) a short distance until it explodes in a burst of ink, splatting nearby foes and covering the ground around it. The Reefslider acts identically in Super Smash Bros.: Harmony produces the Reefslider and rides forwards. Harmony will continue moving forwards so long as the special move button is held down, stopping only once it is let go. The Reefslider itself does not damage opponents, and Harmony will travel through them; when Harmony dismounts the device, it will detonate in an inky explosion, with this being the only part of the move that actually hurts foes. Harmony will turn around should she come in contact with a wall, but otherwise she will continuously move forwards, even off of ledges. If Harmony dismounts the Reefslider in mid-air, she will fall helpless. Additionally, Harmony technically counts as a projectile while riding the Reefslider, and thus she can be "reflected" away.
Up Special: Zipcaster is a type of special weapon introduced in Splatoon 3. The Zipcaster, the actual "weapon" consisting of a helmet resembling the user's squid/octopus-like form and a tentacle scarf, allows the user to latch onto walls and pull themselves towards it, while still allowing the Inkling or Octoling to fire their normal weapons as they do so. In Super Smash Bros., Harmony fires off the Zipcaster to tether towards nearby ledges or opponents (choosing whichever is nearest to her), and will then pull herself towards them. If neither of her usual targets are within the move's range, Harmony will instead fire the Zipcaster forwards. If the Zipcaster connects with a vertical surface (that is not a ledge), Harmony will still pull herself towards the wall, and she will cling to the wall. Harmony will cling to the wall for a short period of time, but she can jump off the wall as if it were a normal wall jump. Harmony can not use the Zipcaster again until she lands on the ground.
Down Special: Ink Vac is a special weapon that first appears in Splatoon 3. The Ink Vac is a large leaf blower- or vacuum-like device that consists of a hose connected to a large mechanical backpack. The special weapon in Splatoon 3 will vacuum up any ink that is fired wherever the user aims the device, slowing down any enemy in its path as well. After a short amount of time, the Ink Vac will then fire out a burst of ink, the size of which increasing depending on how much ink had been collected by the device. In Super Smash Bros. Harmony will equip the Ink Vac but be unable to move around while it is active, and will always point the vacuum forwards. The Ink Vac will vacuum up any projectile that is fired towards Harmony, both energy-based or physical, but only the former type of projectile have an actual effect on the special move. Once three energy-based projectiles are collected, using the special move again will have the Ink Vac fire out a powerful burst of ink; this ink increases in size and damage output depending on the projectiles that it had collected. Harmony will begin to glow once the Ink Vac has collected three projectiles, making it clear to all that the Ink Vac can be used to deal damage. Unlike other charge-based attacks, the Ink Vac will not lose its current charge should Harmony be KO'd.
Final Smash: Crab Tank is a special weapon introduced in Splatoon 3. A mech that can curl up into a ball to traverse floors and walls, the Crab Tank possesses both a semiautomatic firearm and a powerful cannon, which the player can use endlessly for the short amount of time the weapon remains usable. In Super Smash Bros. Harmony equips the Crab Tank, and the player can fully control her movements. The Crab Tank possesses both of its projectile weapons from Splatoon 3, which can be used via the standard attack (rapid fire) and special move (cannon) buttons, both of which deal a great deal of damage to foes; unlike her neutral special move, the rapid fire shot does stun foes, and holding down the button will see her continuously fire the weapon. The cannon that can be used via her special move button is also very damaging, dealing a significant amount of damage and knockback to anyone hit. The drawbacks of the Crab Tank are that Harmony is not made invincible while using it (she can still take damage, though does not take knockback nor get stunned) and its lack of mobility; the second one in particular is a major drawback as, while her weapons do have significant range, the Crab Tank moves fairly slowly and only possesses a single jump, thus making it hard to traverse larger stages and easy for opponents to avoid Harmony's reign of terror.
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Harmony's entrance animation has her sitting on the stage playing with an Ultra-Hand, which she puts away and lazily stands up as the battle begins.
Harmony's taunt sees her pull out a Game Boy Color and tap its buttons, looking down at its screen, while some of her tentacles wave towards the camera.
Harmony's victory theme is a direct rip of the opening few seconds of Shellfie from Splatoon.
Owing to her more-relaxed nature, Harmony only has a single victory animation: Harmony sits on the ground with Nintendo consoles spread out around her as she makes music from them, before looking up and pasting a sticker on the camera in front of her. Harmony can plaster any sticker from Splatoon 3 on the camera, with the one chosen being completely randomized. In team battles, Harmony will not paste a sticker on the camera, instead only looking up for a brief moment before returning to her work.
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Haruka Amami is a recurring major character from Bandai Namco's THE iDOLM@STER franchise. Haruka is a 17 year-old girl who has dreamt of becoming an idol ever since she was a young girl. Prior to being scouted by 765 Production and working to make her dream come true, Haruka would practice her singing in karaoke sessions, pretending as though she was singing on stage to an audience. Haruka is well known for being extraordinarily clumsy, and trips over herself multiple times a day; yet somehow she manages to perform complicated dance techniques on-stage with little issue.
First appearance:
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THE iDOLM@STER (2005)
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Pep! Pals! Smiles!
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Harukasan / Water Bottle
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Miurasan
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Giving It My All! / Yayo
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Prometheus-1 Imber
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Neutral Special: Pep! Pals! Smiles! is an Arte that Haruka Amami can perform in Tales of the Rays. In both that game and Super Smash Bros., Haruka happily cheers and poses, firing a small orb with a music note inside it forwards. The special attack button can be tapped to have Haruka fire three of these in rapid succession with a different pose and word each time: the first is a blue music note fired with the word "Genki", the second is a red music note fired with "Nakama!", and the final is a yellow music note fired with "Egao!" Like in Tales of the Rays, the damage dealt increases with each colour of music note, with the final one ("Egao!") also dealing an increased amount of knockback as well.
Side Special: Harukasan is a Puchidol, a small chibi creature from the Puchimas! PETIT IDOLM@STER spin-off manga series and subsequent OVA adaption. Discovered by Iori Minase on a deserted island and later named by Haruka Amami (whom Harukasan bares heavy resemblance to), Harukasan is a strange, almost feral, creature that possesses the ability to change size and multiply when it comes in contact with water. In Super Smash Bros. Haruka pulls out Harukasan and throws the Puchidol forwards. Harukasan deals little damage to enemies who are hit by her, and will continue to sit on the ground making its strange "Harukakka!" and "Kakka!" noises for a short period of time. While Harukasan remains on the stage, Haruka's side special move transforms into Water Bottle which acts nearly identically although she instead throws a water bottle that deals only 1% of damage. If the water bottle is thrown at Harukasan, the Puchidol will begin to multiply rapidly and essentially become a large cluster bomb of sorts, popping out in all directions quickly before disappearing. After being thrown Harukasan will disappear after a short amount of time if she is not then hit by the water bottle, and she will also disappear should the player not hit her with the water bottle; in any case, there is a short cooldown that must occur before Harukasan can be thrown again.
Up Special: Miurasan is a small chibi caricature of 765 Production idol Azusa Miura that originates from the Puchimas! PETIT IDOLM@STER manga series. Named by Haruka Amami (in a manner not unlike the Puchidol Harukasan, who resembles Haruka), Miurasan possesses the ability to teleport, and does so when she hears loud noises. When her up special move is used, Miurasan briefly appears on Haruka's head as the idol claps, and subsequently disappears and reappears a fair distance away in the direction specified by the control stick; Miura will remain on Haruka's head for a second after reappearing before teleporting away via her own clap. Miurasan's teleportation does not deal any damage to enemies and only leaves Haruka in a pseudo-helpless state as she begins to fall to the ground.
Down Special: Giving It My All! is a 4 Star Arte that Haruka Amami can perform for her collaborative appearance in the mobile game Tales of the Rays. In that game, Haruka performs a cheerful pose and shouts "Zenryoku zenkai de iki maasu!" ("I'm giving it my all!"), sending out three circular projectiles that run along the ground. This attack acts similarly in Super Smash Bros., though she instead only sends out two projectiles that will continue to run along any surface for a short period of time; if the ground she is standing on it connected to a wall, the projectiles will continue to run up (or down) it a short distance before disappearing. In the air this attack is instead replaced with Yayo, a Puchidol that resembles the 765 Production idol Yayoi Takatsuki. Originally discovered by Takane Shijou three months before introducing her to the rest of the 765 idols, Yayo grows bamboo shoots out of the top of her head during the spring. In Super Smash Bros. Haruka holds Yayo out in front of her, who fires a bamboo shoot out from the top of her head like a quick projectile before she disappears. This does not leave Haruka in a pseudo-helpless state, and Yayo can continually fire up to six bamboo shoots in a row during a single period of being airborne.
Final Smash: Prometheus–1 Imber is an iDOL that originates from the anime series iDOLM@STER Xenoglossia. Imber is a semi-sentient large alien core inhabiting an Earth-built mech that was the first of the iDOLS to be discovered by humanity, and is the iDOL piloted by Idolmaster Haruka Amami during the anime series. For Haruka's Final Smash, Haruka pulls out the orange key needed to activate Imber and kisses it before holding it upwards, which causes Imber to fly into the background. The player is then given a reticle to aim around the screen and target an area of the screen. Pressing the standard or special move button (or simply waiting a short amount of time with no input) will then have Imber rush through from the background of the stage into the foreground at an extremly high speed, dealing massive damage and knockback to enemies and instantly KOing any foe above 100%.
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Haruka's entrance animation has her leap from the stage's background in casual clothing, her clothing transforming into her idol costumes while in the air, akin to what occurs in the second opening theme for THE iDOLM@STER anime adaption.
Haruka's taunt sees her begin to take a step forwards before tripping, though she catches herself before she falls over.
Haruka does not have a typical victory theme and set of animations like other characters do. Instead she performs alongside short segments of three different songs from THE iDOLM@STER franchise. Each song has been slightly remixed in order to shorten them to only about 25 seconds at most. These three songs are: the openings of READY!! from THE iDOLM@STER 2 and the series' anime adaption; I Want from THE iDOLM@STER SP; and GO MY WAY!! from the Xbox 360 port of the original THE iDOLM@STER title.
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After a young ten year-old boy defeated the wicked Ganon and brought about a shaky peace to Hyrule, the princess of Hyrule, Zelda, dubbed this young child the Hero of Hyrule. Six years later, during the events of Zelda II: The Adventure of Link, the Hero of Hyrule receives the mark of the Triforce on the back of his hand and the royal family guides the now-teenage hero to a hidden chamber where the first-ever Princess Zelda sleeps, asking him to assist them in awaking her from her centuries-long slumber; in the process, the Hero of Hyrule learns that Ganon's minions are also working towards obtaining the Triforce of Courage for themselves in order to revive their lord.
First appearance:
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The Legend of Zelda (1986)
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Power Glove
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Fire
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Fairy
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Cross / Spell
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Thunder
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Neutral Special: Power Glove is a recurring item in The Legend of Zelda series, which first debuted in Zelda II: The Adventure of Link. In its debut appearance the glove acts uniquely compared to its later appearances, as it allows Link to perform a powerful stabbing attack with his sword that can destroy boulders. In Super Smash Bros. the Hero of Hyrule stabs forwards with its sword a short distance, which releases a small white radial blast of energy around the weapon's tip. This attack deals a small amount of damage to enemies but deals a high amount of knockback to a foe hit by it.
Side Special: Fire is a magic spell that Link is capable of learning in Zelda II: The Adventure of Link. As its name implies, the spell allows Link to shoot fireballs out of his sword, allowing him to deal a great deal of damage to enemies in exchange for a portion of the hero's Magic Meter. In Super Smash Bros. the Hero of Hyrule stabs forwards to shoot out a very strong, but slow moving, projectile that travels a short distance, which explodes after travelling a set distance or should it hit an enemy to deal massive damage and knockback. Though a very powerful attack, the attack has a fair bit of startup as the Hero of Hyrule summons a menu from which he uses a spell; if attacked during this, he will fail to choose the spell and thus not perform the actual attack.
Up Special: Fairy is a special magical spell that Link learns in the Harbor Town of Mido during the events of Zelda II. As its name implies, the Fairy spell transforms Link into a fairy, allowing him to fly through the air to avoid obstacles, reach places he may otherwise be unable to, and, with his smaller size, enter areas he may otherwise be too large to. In Super Smash Bros. the Hero of Hyrule transforms into a fairy and flies in the direction of the control stick, passing through any enemies without dealing damage to them and entering a pseudo-helpless state afterwards.
Down Special: Cross and Spell are, respectively, an item and magic spell that can be used by Link in Zelda II: The Adventure of Link; which one is used in Super Smash Bros. is determined by whether the Hero of Hyrule is in the air or on the ground. When on the ground the Hero of Hyrule uses Cross: holding up a cross, the Hero of Hyrule summons a blue Moa enemy, which flies forwards a short distance quickly to deal damage to - and flying through - any enemies in its path. In the air, the Hero of Hyrule instead uses Spell: selecting the magic from a menu, Link summons a Bot enemy which falls straight-downwards to smash down upon any enemies. The Bot disappears as it hits a platform.
Final Smash: Thunder is a magic spell that can be learned by Link in Zelda II: The Adventure of Link, and is the strongest as it requires the young hero to use up the entirety of his fully-powered-up Magic Meter. In Zelda II, Thunder is mainly used to reveal the face of the Thunderbird boss, and thus make it weak to sword attacks, though it can also be used to devastate all non-boss monsters currently on the screen at any point. In Super Smash Bros. this latter ability is emulated by the Hero of Hyrule pointing his sword skywards and releasing from it ten lightning bolt projectiles, which loosely home in on other fighters and deal a great amount of damage to anyone hit by them. The enemies hit by the lightning bolts are paralyzed in place for a short moment - which could allow them to be hit again - before they are launched away.
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The Hero of Hyrule's entrance animation has a fairy fly onto the stage before transforming into the boy hero.
The Hero of Hyrule's taunt sees him stand with his hands above his head holding the Triforce of Courage upwards, a reference to the ending of Zelda II.
The Hero of Hyrule's victory theme is a direct rip of the fanfare that plays when Link obtains the Triforce of Courage in Zelda II: The Adventure of Link.
The Hero of Hyrule's victory animations are as follows: the hero flies back and forth as a fairy before transforming into his Hylian self and stabbing forwards; a menu appears and the hero selects - and thus uses - the Spell spell, which causes a number of Bot enemies to fall from the sky around him; and the hero poses with his hands above his head, holding the Triforce of Courage in a manner identical to his taunt.
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Hibiki Tachibana is the main protagonist of the Senki Zesshō Symphogear anime series. Hibiki is an overly optimistic and friendly girl who shows kindness to everyone. Too optimistic for her own good, Hibiki is willing to put her own desires aside to help anyone in need and will even force herself to smile in order to bring reassurance to others even if she isn't feeling honestly cheerful. While attending a concert, the stadium is attacked by the mysterious creatures known as Noise, forcing the Symphogear-wielding idol duo, Zewi Wing, to fight against them. During this fight, shards of one of the Symphogear's relics are broken off of a relic, lodging themselves within Hibiki's chest as she is buffeted by the debris, and this grants her the ability to make use of the Gungnir relic. Two years later Hibiki awakens the power of the Symphogear relic lodged within her in order to rescue a young girl from Noise, and is then brought in by Sector Two of the Special Disaster Response Team in order to fight against the threat of the Noise.
First appearances:
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Senki Zesshō Symphogear Chapter 1 (2011) Super Heroine Chronicle (2014; game)
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Spear's Violent Destruction
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Fierce Tiger Soaring Paw
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Sky Hammer Kick
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Skyfall Destruction
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Flameflower Comet Spear
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Neutral Special: Spear's Violent Destruction is a move that Hibiki makes use of multiple times throughout the Symphogear franchise beginning in the second season of the anime, Senki Zesshō Symphogear G. Changing her gauntlets into rockets, Hibiki becomes capable of punching with enough force to cause her target to suffer from two hits: her initial impact and the following explosion as energy explodes out from the area of impact throughout the target's body. In Super Smash Bros. this attack can be charged up to change the way Hibiki performs the special move. By tapping the special move button, Hibiki will lunge forwards a short distance in a punch that is comparable to a weaker smash attack. Once the attack is charged up fully however, she will lunge a slightly further distance and punch with greater power to deal a great deal of knockback and damage - this is separated into two "hits" as it is in the show, with the first hit primarily dealing damage but stunning the enemy in place, followed a second later by them being launched away. The attack takes a fairly long time to charge up completely compared to most other attacks of this nature, thus leaving her vulnerable to attacks before the move can be performed at its highest power.
Side Special: Fierce Tiger Soaring Paw is an attack that Hibiki can perform in the mobile game Senki Zesshō Symphogear XD Unlimited. In the mobile game, the attack sees Hibiki jump up into the air before kicking the air with a spin in order to send a projectile shockwave towards her enemy in order to deal damage. In Super Smash Bros. this attack is simplified, with Hibiki simply performing a spinning kick that both deals a fair amount of damage on contact and sends a crescent-shaped projectile forwards to deal a light amount of damage to enemies.
Up Special: Sky Hammer Kick is an attack first performed by Hibiki during the events of the fourth season of the Symphogear anime franchise, Senki Zesshō Symphogear AXZ, though only received a name later following its introduction into the mobile game Senki Zesshō Symphogear XD Unlimited. The attack differs slightly between its two appearances: in the anime series Hibiki forcefully crash lands upon a draconic Alca-Noise creature before using the rockets in her feet to push the beast down towards the ground in a forceful stomp, while the mobile game instead has Hibiki perform an axe kick while airborne and using her jets to descend at a high speed and smash through her opponents. The Super Smash Bros. incarnation takes its appearance from the later and is fairly close to its appearance in the Symphogear XDU mobile game, with Hibiki jumping up a high distance before she performs the aforementioned attack. As she descends, Hibiki enters a pseudo-helpless state, dealing damage on contact until she lands on the ground, is attacked, or falls past the blast lines. Additionally, if she hits an enemy at the very beginning of her descent, she will spike them downwards.
Down Special: Skyfall Destruction is a technique introduced in Senki Zesshō Symphogear XD Unlimited. In Symphogear XDU Skyfall Destruction is an attack that sees Hibiki leap into the air then, using her rockets to propel herself at her waist, launches herself at the ground at a high speed, punching as she descends to deal damage to her target as she crashed into them. This attack is replicated for its Super Smash Bros. appearance, with Hibiki entering a pseudo-helpless state upon beginning her descent; she will continue to fall indefinitely until attacked, falls past the blast lines, or lands. Landing on a platform will cause her to release a light shockwave that deals a miniscule amount of damage and push enemies away from her, while landing directly on an enemy will deal a significant amount of damage to them.
Final Smash: Flameflower Comet Spear is an attack that Hibiki performs during the climax of the fifth and final season of the Symphogear anime, Senki Zesshō Symphogear XV. Explosively powering herself up into her Burning X-Drive form using the power of the Superb Song and the song in her own heart, the Burning X-Drive form strengthens Hibiki's fighting capabilities to such an extent that she is able to engulf her own fist in flames as she punches with a power three times stronger than that of a nuclear warhead. In Super Smash Bros. Hibiki transforms into ther Burning X-Drive form and engulfs her fist in flames. Pulling her arm back, this creates a tornado of flames in front of her to draw enemies who are directly in front of into point-blank range, before she punches forwards with incredible power to deal an insane amount of damage and knockback. Though lacking range, Flameflower Comet Spear is one of the most powerful Final Smash attacks and KO's any enemy whose damage percentage exceeds 100%.
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Hibiki's entrance animation has her fall from the sky - transforming from her school's winter uniform into her chosen attire via a white glow that surrounds her body as she does - and landing on her feet, after which she punches forwards in a dramatic fashion. Hibiki will also sing her Holy Chant - Balwisyall nescell Gungnir tron - as she falls.
Hibiki's taunt sees her punch forwards rapidly and then jump up and perform a spinning kick before striking a pose. This is identical to a series of actions she performs early on in the opening sequence for Symphogear AXZ and, unlike other taunts, can actually damage other fighters.
Hibiki's victory theme is an electric guitar-based rock remix of Hibiki's Holy Chant, albeit an instrumental version of her words. Additionally, after every one of her victory animations, Hibiki will begin to sing the Superb Song if the player remains on the results screen; silence both precedes and succeeds Hibiki singing the Superb Song and thus the normal results music does not play for her.
Hibiki's victory animations are as follows: Hibiki strikes a one-footed pose as she takes an offensive position, before jumping up with a kick, and landing in a pose with her left arm one arm stretched out beside herself; Hibiki pushes forwards with an open palm, before waving her arms around her head as she assumes a powerful pose; Mimicking her movements at the beginning of the opening sequence for Symphogear G, Hibiki wipes her face with her arm before kicking upwards to the right, punching forwards, then, as she slides around, performs several hand motions, before assuming a pose with her with her left arm one arm stretched out beside herself.
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Hilda is a major character in the Pokémon series of video games, and the main female protagonist of Pokémon Black and White Versions. A fourteen year-old girl from Nuvema Town, Hilda and her two childhood friends Bianca and Cheren are sent a package by Professor Juniper containing the region's Starter Pokémon: Tepig, Oshawott, and Snivy. After setting out on her Pokémon challenge, Hilda gets caught up with Team Plasma, and clashes with them frequently. After befriending its ruler N, she sets off to find him after the events of the game, and is still travelling the world with the Legendary Pokémon Zekrom/Reshiram (depending on version) in order to find him during the events of Pokémon Black and White Versions 2.
First appearance:
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Pokémon Black and White Versions (2010)
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Wonder Launcher / Stomping Tantrum
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Poké Doll / Flame Charge
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Escape Rope / Heat Crash
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Release Tipig / "Come Back!"
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Blue Flare
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Hilda and Tepig can both be controlled by the player in battle, though only one may be played as at a single time. Hilda's down special move causes the player to switch between who they control, with Hilda moving to the stage's background when Tepig is in the fight. Tepig can not fight indefinitely however, and possesses an HP Bar alongside the standard damage percentage. Once Tepig's HP Bar runs out by taking damage, it will automatically be sent back into its Poké Ball and can not be called upon again for a short period of time. Tepig and Hilda share a single damage percentage, though Hilda taking damage will not effect Tepig's HP Bar. Tepig's HP Bar will slowly recover over time when the Pokémon is not being controlled, though the process can be quickened by dealing damage with Hilda's standard, aerial, and smash attacks.
Down Special: Whether the player controls Hilda or Tepig, their down special move acts almost identically. When playing as Hilda, the special attack is known as Release Tepig, as Hilda simply releases her Pokémon from its Poké Ball. When playing as Tepig, the special move changes to be "Come Back!" as Hilda summons Tepig back into its Poké Ball. Neither can damage foes in any way, with the Pokémon simply appearing or disappearing within a red light.
Neutral Special:
- Wonder Launcher is a multiplayer gameplay feature included within the Generation V Pokémon titles. Should both players opt to use the Wonder Launcher, they will be unable to use their bag and purchased items in battle. Instead, they are forced to use the Wonder Launcher, which accumulates points each turn that players can trade in for small pucks that act the same as items do. In Super Smash Bros. Hilda equips the Wonder Launcher and uses it to fire pucks forwards a fair distance. While these pucks do little damage, they can distract foes as they do make their targets flinch. Additionally, tapping the button allows Hilda to fire these in rapid succession up to five times in a row, and she can even move left and right while doing so.
- Stomping Tantrum is a physical Ground-type attack first introduced in Pokémon Sun and Moon. This move has a base power of 75, which can be doubled if the user's previous move was not performed as the message "But it failed!" appeared. In Super Smash Bros. Tepig will hop up and down rapidly, slamming the ground with enough force to create short shockwaves that launch foes upwards. As Tepig's HP Bar depletes, the power and range of this move is increased a significant amount. Stomping Tantrum can not be used in the air.
Side Special:
- Poké Dolls are a recurring battle item present in the Pokémon series. Simply a small plush doll of a Clefairy, the Poké Doll can be used to distract a Wild Pokémon and automatically end the battle without issue. In Super Smash Bros. the Poké Doll is thrown forwards by Hilda, and it can bounce off walls. While it deals little damage to foes that it hits, it does paralyze them in place for a short moment, allowing Hilda to either run away or back off. The Poké Doll will disappear upon making contact with another fighter, unless it is reflected.
- Flame Charge is a physical Fire-type attack introduced as TM43 in Pokémon Black and White Versions. This move is the described as the user cloaking themselves in fire as they charge their opponent, the flames powering them up in the process to increase their Speed after dealing damage. In Super Smash Bros. Tepig summons a ring of fire around its body before bolting forwards at a high speed as flames surround its body. If used in the air, the flames will dissipate should Tepig fly far enough without hitting either a platform or another fighter, sending the Pokémon into a helpless state.
Up Special:
- Escape Ropes are a prominent item that has appeared in all main entries of the Pokémon series since the first instalments on the Game Boy. As the name of this item implies, the Escape Rope is merely a simple rope, though using it inside of a cave or dungeon will allow the player to instantly exit it, returning to the entrance that they used. In Super Smash Bros. this move does not actually see Hilda make use of the Escape Rope itself, but instead plays on how the item is used in Pokémon games: once selected, the player character will simply spin around at a rapid speed before travelling up off the top of the screen, before the screen fades to black and opens back up to them outside the dungeon. In Super Smash Bros. Hilda will spin around rapidly, halting her momentum should she be airborne, before flying upwards a great distance at a high speed. She will then enter a helpless state, and will be unable to do anything until she lands.
- Heat Crash is the signature move of Tepig and its two evolutions, Pignite and Emboar. A physical Fire-type attack that sees the user crash down on their enemy in a fiery blaze, this move's power is determined by the weight values of botht he user and their target: the lighter the target's weight, the more damage it will do. In Super Smash Bros. Tepig jumps up a fair distance before surrounding itself in flames and crashing downwards at a high speed, releasing a pulse of fire to damage nearby enemies as it lands on the ground.
Final Smash: Blue Flare is the signature move of the mascot of Pokémon Black Version, Reshiram. A special Fire-type attack with a power level of 130, the attack engulfs Reshiram's target in raging blue flames strong enough to potentially burn enemies. In Super Smash Bros. Hilda holds up the Light Stone and calls upon Reshiram, who unleashes flames in a wide area around it as it lands on the stage, dealing massive damage to anyone within the attack's range.
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Hilda's entrance animation has her fly onto the stage on the back of the Legendary Pokémon Reshiram, who flies off as Hilda disembarks it.
Hilda's taunt sees her swing her arm from her shoulder out behind her.
Hilda's victory theme is a more gothic, organ-based remix of the opening of the Black City theme from Pokémon Black Version that quickly transitions into an upbeat electronic remix of a later part of the same theme.
Hilda's victory animations are as follows: Tepig climbs up onto Hilda's shoulder, and the Pokémon Trainer pats her Pokémon's head before it burps out a small flame in a silly manner; Hilda points forwards and Tepig curls into a ball and rolls around Hilda's feet, before bouncing up and uncurling; and Hilda and Tepig climb onto the back of Reshiram, who then flies off with a screech.
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Hongo, the Spirit of the Book, is the great spirit who rules over the Forbidden Pop-Up Book. During the events of Yoshi Topsy-Turvy, Hongo traps Yoshi's Island within the Pop-Up Book in order to protect it from Bowser and his Koopa Troop. The quick-tempered spirit makes a deal with Yoshi to return his home to normal should the small dinosaur defeat Bowser, and Hongo gifts him the Universal Gravitation Device to assist in this endeavour. Hongo serves as the leader of the Yoshi Island Spirits that protect the land.
First appearance:
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Yoshi Topsy-Turvy (2004)
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Chime Ball
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Carpet Rollout
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Cannon
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Note
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Shy Guy Ship
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Neutral Special: Chime Balls are silver objects marked with a red treble cleft. Appearing in Yoshi Topsy-Turvy, the Chime Ball is a fairly common object that allows Yoshi to create note platforms by rolling it over a Chime Note platform. In Super Smash Bros. Hongo will summon a Chime Ball and float atop it; simply pressing the button will have the Chime Ball appear for a moment before disappearing, damaging any who touch it as it is summoned. As the special move button is held down however, the player can roll it around, which deals minor damage but will bury any enemy that Hongo rolls over. Hongo can be attacked and knocked off the Chime Ball, which will promptly disappear should that happen.
Side Special: Carpet Rollout is a technique based upon a recurring gameplay mechanic present in Yoshi Topsy-Turvy. Throughout the various areas of the Forbidden Pop-Up Book, various rolled-up carpets appear that can be unrolled by tilting the Game Boy Advance. These cardboard-like platforms will defeat enemies as they roll out and act as platforms for Yoshi to use, though tilting the Game Boy Advance in the opposite direction will cause it to roll back up. In Super Smash Bros. Hongo will roll out one of these short cardboard platforms to deal damage to those who are hit by the extending carpet. The carpet will act as a semi-soft platform for a short period of time while it is on the stage for the short period of time it remains after being rolled out. Hongo can only have one carpet on stage at once, and will not do anything upon performing it a second time.
Up Special: Cannons are fairly common objects that Yoshi makes use of during the events of Yoshi Topsy-Turvy. As with most other elements encountered within the Forbidden Pop-Up Book, the player can tilt the Game Boy Advance in order to adjust the angle at which the cannon fires Yoshi after he enters it allowing him to travel across areas with ease. In Super Smash Bros. Hongo summons a cannon around himself and it fires a moment later to launch him a fair distance. By holding the special move button Hongo can tilt the cannon to adjust the angle at which he is fired, though this does leave him in a helpless state afterwards. Hongo spins immediately after being shot from the cannon, and will damage any enemy he runs into during this time.
Down Special: Notes are the "letters" of music, being what is printed on musical scores to represent when performers should play specific notes on their instrument. In Yoshi Topsy-Turvy, Notes are created whenever Yoshi rolls a Chime Ball over a Chime Note platform, which appear to be based on the keys of a xylophone. These Notes act as platforms for the small dinosaur to use in order to reach new areas. In Super Smash Bros. the Notes actually act very differently: Hongo will release a music note, which can vary in appearance and colour, and travel forwards a short distance before exploding, with a musical chime playing as they do so. The Notes will also deal explode on contact with enemies, though they will travel through some walls.
Final Smash: Shy Guy Ships are large pirate ship-like vessels with the likeness of a Shy Guy plastered on the front. These ships are attached by the crow's nest to a peg, and will swing back and forth as the player tilts the Game Boy Advance; should the player tilt the handheld at a steep-enough angle, the ship will even swing around a full 360°. Yoshi can use these ships as platforms to travel around the Forbidden Pop-Up Book, as their decks can be climbed on. In Super Smash Bros. Hongo summons the Shy Guy Ship and it will swing back and forth in a similar manner with a powerful force. Being hit by the Shy Guy Ship will deal damage to any of Hongo's opponents. The ship does not swing through the entire stage but is a fairly large size; on larger stages, the Shy Guy Ship will even swing around in a full circular motion to possibly damage opponents that may be above the peg it is attached to. The Shy Guy Ship will remain on stage for a short period of time, and Hongo is free to attack foes and launch foes towards it.
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Hongo's entrance animation has him appear out of the Forbidden Pop-Up Book, which closes shut and disappears after he does so.
Hongo's taunt sees him simply shrug in a confused manner, making a pose near-identical to his artwork for Yoshi Topsy-Turvy.
Hongo's victory theme is a remix of the stage clear theme of Yoshi Topsy-Turvy.
Hongo's victory animations are as follows: Hongo pops out of the Forbidden Pop-Up Book and flies around before posing with his arms up in the air; the world around Hongo rotates around, the spirit remaining stationary in the air, before he snaps his fingers and it reverts to normal; and Hongo swings one finger through the air as notes appear around him, popping after travelling upwards a short distance.
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Hydreigon is a Dark/Dragon-type Pokémon introduced in Pokémon Black and White Versions. The final evolution of Deino, Hydreigon evolves from Zweilous upon reaching level 64. While it's pre-evolution Zweilous features two heads each with their own brain and sentience, Hydreigon's three heads all share a consciousness and thus act according to the one brain present in the dragon's central one. Perhaps because of this chaotic development in its evolution, Hydreigon is known to be an incredibly violent Pokémon and Unovan historians describe them as monsters that have destroyed villages in the past. Their destructive power is heightened by Hydreigon's immense appetite, and the Pokémon can use its three heads to devour any substance.
First appearance:
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Pokémon Black and White Versions (2010)
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Tri Attack
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Breaking Swipe
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Dragon Rush
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Outrage
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Draco Meteor
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Neutral Special: Tri Attack is a Normal-type attack introduced in the original Pokémon video games, Pokémon Red and Green Versions. Tri Attack, as its name implies, harnesses the power of three elements to attack an enemy and thus has the potential to freeze, burn, or paralyze their target. In Super Smash Bros. Hydreigon will begin charging up the move as the special move button is held down, with each of its three mouths holding an orb of energy that cycles between three colours as the button is held down. The colour of the orb determines the way the move acts, though all are projectile attacks that converge into a single ball and travel a short distance forwards. If the orbs are red the projectile will be fire-based, being smaller but travelling forwards a greater distance at a higher speed; if blue it is ice-based, and will be larger and travel a short distance but will freeze an enemy should it make contact; and yellow orbs are electricity-based, which deals little damage but paralyzes its target in place for a moment before knocking them away. If the special move button is pressed instead of held down, the orb fired will be completely random.
Side Special: Breaking Swipe is a physical Dragon-type attack introduced in Pokémon Sword and Shield. An attack that lowers the target's attack stat, the move, in the Pokémon series, hits all of the user's enemies in a swipe attack. In Super Smash Bros. it instead sees Hydreigon perform a quick horizontal slash with its two smaller heads, which deals little damage but causes an enemy it hits to collapse onto the ground. The attack also deals an exceptional amount of damage to shields.
Up Special: Dragon Rush is a Dragon-type attack that first appears in Pokémon Diamond and Pearl Versions. Described in the Pokémon series as a powerful tackle, Dragon Rush is a very powerful attack with a 25% chance to miss its target, though it also has a fair chance of making an enemy flinch should it land successfully. In Super Smash Bros. Dragon Rush is a slow attack where Hydreigon flies upwards a short distance, surrounding itself in a blue aura as it spins upwards. Though a poor recovery option, Dragon Rush is a fairly strong attack as it deals a great amount of damage and knockback to enemies in exchange for the lack of movement. Hydreigon will fall helpless upon using the move, however.
Down Special: Outrage is a an attack that was originally introduced to be the signature move of the Dratini evolutionary family in Pokémon Gold and Silver Versions, before being added to the learnsets of other Pokémon in Pokémon Ruby and Sapphire Versions. Outrage is an interesting attack as it sees the user perform the same attack for multiple turns in a row once the player has selected it once. Though a very strong move, Outrage also hinders the user as they will become confused after performing it a couple times in a row. In Super Smash Bros. the attack won't confuse Hydreigon after multiple uses, but instead increase in power should Hydreigon successfully hit an enemy with the attack. Fairly slow, Hydreigon will spin around to swipe an enemy with its tail. Though initially fairly weak, as previously mentioned, the move's attack power can be increased by successfully hitting the move; its power will increase five times before reaching its limit, resetting whenever Hydreigon is KO'd.
Final Smash: Draco Meteor, named in Japan through a contest held by CoroCoro Comics, is the most powerful Dragon-type attack that can normally be used in the Pokémon series and, with a power level of 130 as of Pokémon Sword and Shield, one of the most powerful attacks in the series. In its series of origin, Draco Meteor sees the user summon a barrage of meteors to strike all adjacent Pokémon, friend or foe, battering them and dealing an incredible amount of damage to them. In Super Smash Bros. the move similarly sees Hydreigon call upon a rain of meteors that randomly drop through the stage, dealing massive damage and knockback to any enemy that comes in contact with them. While only a few meteors will fall from the sky, the player is free to control an invulnerable Hydreigon while the projectiles fall, giving the player an opportunity to knock their foes into the incoming rocks.
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Hydreigon's entrance animation has a Zewilous on the stage, and one of its heads roars before it evolves into Hydreigon in a flash of white light.
Hydreigon's taunt sees its main head look confusingly towards each of its other two heads slowly, before turning to the screen and making an angry cry.
Hydreigon's victory theme is an orchestral recreation of the opening notes of the Opelucid Gym theme from Pokémon Black and White Versions 2, which itself is a remix of the Pokémon Gym theme used since the first instalments of the series, Pokémon Red and Green Versions.
Hydreigon's victory animations are as follows: Hydreigon's main head points skywards as it spews a stream of blue flames from its mouth, waving it around happily for a moment, before angrily snapping at the camera; Hydreigon's main head smiles happily at the head to its left, before turning to its third head and repeating this, then facing the camera and smiling again; and a meteor falls from the sky and explodes into a blue explosion, Hydreigon appearing in its place when the explosion dissipates.
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Icarus is a figure who appears in Greek mythology. He is the son of Daedalus, the most talented craftsman in the human race. Icarus is most recognized for his death at the hands of his own hubris - wishing to escape from the Greek island Crete, Icarus uses wings made of wax and feathers to fly away, though these wings burn up when he flies too close to the sun and falls to his demise. In the 2008 title Glory of Heracles, Icarus' soul, as well as part of Heracles', is placed within a marionette crafted by his father and sent to earth. He wields the Titan Sword and Olympian Shield, and while he has no recollection of his previous life as Icarus, he is coincidentally granted this name by several humans he meets after his creation.
First appearance:
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Glory of Heracles (2008)
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Byrn
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Shield Bash
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Ceranus
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Ise
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Byrngarm
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Neutral Special: Byrn is one of the most-basic spells in Glory of Heracles and one of the first attacks that Icarus is capable of learning. The attack is a fire-based spell, which can burn the targeted foes. In Super Smash Bros., Icarus throws a fireball that he creates on the tip of his sword forwards a fair distance. The distance it travels can be charged up, and the fireball grows larger the further it does, exploding after reaching its peak size.
Side Special: Shield Bash is a technique in the Nintendo DS title Glory of Heracles. As its name implies, it is a melee attack that sees the user knock back their opponent with their shield, cancelling their Focus and Chant stat buffs. In Super Smash Bros., Icarus swings his shield to bash a nearby foe. The attack deals minor damage to foes but can also reflect projectiles if timed correctly.
Up Special: Ceranus is a spear forged by Zeus and gifted to Icarus. Though neither Icarus' most powerful or most-used weapon, the Ceranus is unique in that it channels Zeus' command over electricity to further damage foes. The technique in Super Smash Bros. named after this spear is of original creation, but it does utilize this spear - Icarus thrusts upwards at a diagonal angle at a quick speed, travelling as he is encased in electricity.
Down Special: Ise is a magic spell that Icarus can learn in Glory of Heracles. It is an ice-based spell that sees Icarus attack his foe and freeze them in a block of ice, decreasing their resistance to thrust-based attacks. In Super Smash Bros. this attack takes the form of a basic melee attack enhanced with ice magic: Icarus swings his sword with a flourish that can freeze foes if they are close enough to him when he uses the move.
Final Smash: Byrngarm is the strongest version of the fiery Byrn spell in Glory of Heracles. The attack calls upon pillars of flames to damage foes, and the attack works just in the same way in Super Smash Bros. Upon activating his Final Smash, Icarus will swing his sword downwards as he points its tip forwards, summoning three large pillars of flames in front of him.
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Icarus' entrance animation sees him appear in a tornado, which disappears and he swings his sword off to his right.
Icarus' taunt sees him spin his spear Ceranus before holding it upwards as it sparks with electricity.
Icarus' victory theme is an instrumental remix of the opening of the victory fanfare from Glory of Heracles.
Icarus' victory animations are as follows: Icarus swings his sword twice before swinging it diagonally across his body and pointing it at the camera; Icarus spins the Ceranus around before stabbing it in the ground, and standing with his arms crossed; and Icarus spins around with his sword leaving behind a trail of flames that remains for a moment before disappearing.
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Popo and Nana, collectively the Ice Climbers, are a duo of young children with a love of exploration. Hailing from an icy land known as Infinite Glacier, Popo and Nana have dedicated themselves to becoming expert mountain climbers, and they must work together to ascend a mountain that is home to Polar Bears and Topis wishing to defend their turf. These two fight together as a duo, with Popo (in blue) leading Nana; the player directly controls Popo with Nana mimicking their movements.
First appearance:
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Ice Climber (1985)
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Ice Shot
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Squall Hammer
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Belay
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Blizzard
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Iceberg
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Neutral Special: Ice Shot is the Ice Climbers' neutral special move, and seemingly based upon the attack patterns of the Topis of Ice Climber. In Ice Climber, these yeti-like (or seal-like, in Japanese releases) enemies push small, pointed, shards of ice around, hoping to drop them down onto the head of either Popo or Nana. In Super Smash Bros., the Ice Climbers create a similar icy projectile and hit it along the ground with their hammers. Popo and Nana both create their own projectiles, meaning that two will be hit along the ground should the two be together.
Side Special: Squall Hammer is a technique that can be used by the two Ice Climbers: the two spin around each other to damage others using the large wooden hammers they carry. Both in the air and on the ground, the Ice Climbers will move forwards a fair distance as they spin, and tapping the special attack button while airborne will cause them to rise a short distance upwards. When only Popo is active, he will move a greater distance forwards, but deal less damage and be unable to rise upwards when airborne.
Up Special: Belay is a safety technique often used by mountain and rock climbers, which sees two (or more) people connect themselves together using a secure rope so that, if one falls, they will be safely suspended in midair. The Ice Climbers use this same technique when they are together, connecting themselves with a rope and throwing themselves forwards a short distance before falling helpless. Popo travels a further distance than Nana does. When only Popo is active, he will throw himself a very short distance upwards (essentially making the move useless) but enter a psuedo-helpless state instead.
Down Special: Blizzards are a natural weather phenomenon that is described as a prolonged snowstorm that creates powerful winds. In Super Smash Bros., Popo and Nana essentially create their own "blizzard" by standing back-to-back and firing a stream of ice from their hands in both directions to freeze, and slightly deal, nearby foes.
Final Smash: Icebergs are large chunks of ice, often that have broken off of a glacier, that float freely in a large body of water. For their Final Smash, Popo and Nana clap their hands together and summon a large Iceberg up through the centre of the stage, which, although it acts as a platform, damages opponents who touch it. The icy wind the Iceberg generates also has the potential to freeze fighters when they are within it. Though this acts more as a hazard than an actual attack, the Iceberg is unique in that, while it will last for a specific amount of time before receding, opponents can also damage it and cause it to shrink at a faster rate.
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The Ice Climbers' entrance animation sees the two children get carried onto the stage via a condor.
The Ice Climbers' taunt sees the two point their hammers diagonally up into the air as wind blows around them.
The Ice Climbers' victory theme is a remix of the fanfare that plays when a bonus level is cleared in Ice Climber.
The Ice Climbers' victory poses are as follows: the two nod while looking at each other before performing a high-five and looking at the camera; the two jump up and down alternatively, raising their hands in the air as they bounce off the ground; and Popo hits away an icy projectile from Ice Shot while using his hammer as a golf club, and Nana waves enthusiastically as it slides away.
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Ike is the main protagonist of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn. Unlike the other main protagonists of Fire Emblem titles, Ike is not of noble birth; Ike is the son of Greil and the leader of his father's mercenary group (the appropriately-named Greil Mercenaries) after his father's passing. Ike is the only character able to wield the Divine Blade Ragnell, a large two-handed sword blessed by the Goddess Ashera (though Ike is strong enough to wield it proficiently with only one hand), and he wishes to test his strength and grow by fighting stronger warriors.
First appearance:
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Fire Emblem: Path of Radiance (2005)
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Eruption
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Quick Draw
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Aether
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Counter
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Great Aether
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Neutral Special: Eruption is a powerful fire-based attack seemingly inspired by the Bolganone spell from Path of Radiance and the blue flames that appear as Ike channels the Goddess Yune in Radiant Dawn. The attack, which can be charged, sees Ike simply slam Ragnell into the ground, creating an eruption of blue flames around him; charging the attack will increase the amount of damage this attack deals, as well as the size of the eruption itself.
Side Special: Quick Draw is an attack based upon Ike's critical hit animation from Fire Emblem: Path of Radiance. Upon pressing this side special move button combination, Ike will dash forwards, slashing quickly with his sword once he travels a short distance. If the special move button is held down, the attack can be charged in order to increase the distance Ike travels. Additionally, Ike will stop prematurely if he comes in contact with an opponent in his way, and will slash them instead of waiting until he travels the set distance.
Up Special: Aether is an attack that initially only Ike could learn in Path of Radiance and Radiant Dawn, before becoming a common skill that all Great Lords could learn in Fire Emblem Awakening (namely Chrom and Lucina). The move acts near-identically to Lucina's move of the same name - Ike throws the Ragnell upwards before leaping to grab it and slamming downwards. Unlike Lucina's however, the weight of Ragnell means that Ike does not travel upwards as far as Lucina does, though he deals more damage and will drag foes he hits with his sword down with him as he travels (unlike Lucina, who simply travels through them).
Down Special: Counter is a recurring skill that first appeared in Fire Emblem: Path of Radiance. As its name implies, Counter sees the defending unit dodge their opponent's attack before striking back at them to deal double the amount of damage they would have to them. In Super Smash Bros., Ike takes a defensive stance; if he is hit while in this state, he will deal back 1.2x the amount of damage he would have taken, in addition to massive knockback due to his sword's size.
Final Smash: Great Aether is a more powerful version of Ike's Aether move. When the move is initiated, Ike will perform an upwards slash in front of him. Should he miss any opponent, the move will end there; if Ike does hit an opponent (or multiple opponents), they will be knocked up to the top of the screen, where Ike will then begin to slash at them furiously as he yells out "Great.... AETHER!!" After slashing at them seven times, Ike will then slam downwards into the ground, taking all of his targets with him, and exploding upon touching the ground to launch them away.
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Ike's entrance animation sees her warping onto the stage using magic, the Ragnell stabbed into the ground. He then removes his sword from the ground.
Ike's taunt sees him sling the Ragnell over his shoulder as he says "No holding back!"
Ike's victory theme is an orchestrated remix of the beginning of the Requiem of the Fallen theme from Fire Emblem: Path of Radiance.
Ike's victory animations are as follows: Ike plants his sword into the ground and crosses him arms before saying "You'll get no sympathy from me;" Ike slashes with his sword twice before shouldering it, saying "I fight for my friends" as he does so; and Ike shoulders his sword and turns away from the screen, his cape blowing in the wind, as he says "You shouldn't have been in my way."
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Incineroar, the Heel Pokémon, is a Fire/Dark-type Pokémon and the final evolution of Litten, one of the three Starter Pokémon of the Alola region. Incineroar possesses a muscular, bipedal build similar to that of a professional wrestler. The Pokémon has a selfish and egotistical personality, willing to fight down anyone it deems unworthy. Even though the ill-mannered Incineroar plays the role of a villain, it values the admiration of children and other Pokémon.
First appearance:
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Pokémon Sun and Moon (2017)
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Darkest Lariat
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Alolan Whip
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Cross Chop
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Revenge
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Malicious Moonsault
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Down Special: Revenge is a Dark-type move that first appeared in Pokémon Ruby and Sapphire Versions. A physical attack with a power level of 60, the attack power is doubled if the user had been attacked previously within the same turn. In Super Smash Bros. Revenge acts as a counterattack, though it does act in a particularly special way: instead of Incineroar countering an attack, it instead stores the attack's power within him to strengthen itself for a short period and power up his next attack. This technique itself also still causes Incineroar to take a small percentage of damage however. When Incineroar initially counters an attack, it releases a burst of fire from its belt that deals damage and pushes away nearby enemies.
Neutral Special: Darkest Lariat is the signature move of Incineroar, introduced alongside the Fire/Dark-type Pokémon in Pokémon Sun and Moon. In the Pokémon series, the move sees Incineroar spin around, its arms outstretched, to attack its foe - a discus lariat. In Super Smash Bros. the Darkest Lariat attack instead sees Icineroar spin around in a similar manner several times on the spot, though the player can move Incineroar left or right across the ground while it performs the move. As Incineroar spins it will deal damage multiple times through this attack, decreasing each time: the first spin deals the most damage while the final deals the most knockback. When powered-up through Revenge, the move will gain fire effects and deal constant damage throughout.
Side Special: Alolan Whip is not a move that originates from the Pokémon series, but instead just an attack based on Incineroar's appearance as a wrestler. The Alolan Whip technique sees Incineroar dash forwards a short distance; should he grab an enemy, he will turn around and summon some ropes of a wrestling ring, throwing the caught enemy into them. As Incineroar's target rebounds off the ropes, the user must time a press of the special attack button to have Incineroar attack them. If the special attack button is pressed too early, Incineroar will catch the target and perform a back body drop, damaging them as the Pokémon slams them into the ground; if the special attack button is pressed just as Incineroar's target comes in contact with the Pokémon, Incineroar will instead slam them with its arm as it performs a lariat, launching the foe upwards with great force. If the special attack button is not pressed, or pressed too late, Incineroar and its target will collide and both will take minor damage. When the Alolan Whip is powered-up by Revenge, the move itself does not change but the amount of knockback and damage is substantially increased.
Up Special: Cross Chop is a Fighting-type physical attack introduced in Pokémon Stadium 2. Within the Pokémon series, Cross Chop is described as the user performing two chops simultaneously, with a high chance of this attack resulting in a critical hit. Despite the attack being of the Fighting type in the Pokémon series, in Super Smash Bros. Cross Chop instead sees Incineroar use a great amount of fire within its performance. Incineroar's Cross Chop starts with an upwards jump, before Incineroar dives downwards at a steep angle, its body encased in fire. For a short period of time during its descent (until the fire around its body burns out), Incineroar will detonate in a fiery explosion should he come in contact with the ground or another fighter; this explosion deals a great amount of damage and knockback to those Incineroar hits. When powered up by Revenge, the flames surrounding Incineroar's body during its descent will remain active for a longer period of time and the explosion itself be greater in damage and knockback output.
Final Smash: Malicious Moonsault is a Dark-type Z-Move introduced in Pokémon Sun and Moon, and the powered-up version of Incineroar's signature attack Darkest Lariat. The move's description within the aforementioned games describes the attack as Incineroar using its Z-Power enhancement to crash into its victim with incredible strength. The move's performance in Super mash Bros. uses most of the same animation as in the Pokémon series, though this is only true should Incineroar grab an opponent during the dash performed upon the initial use of it: Incineroar will uppercut its target into the air, then perform a dropkick, followed by yet another uppercut. Following these three attacks, Incineroar will then act as a battering ram, diving down and bringing its foe with it as the two crash into the ground (a wrestling ring) and explode. Though Incineroar's Final Smash only targets a single enemy, the explosion created as Incineroar and its target crash into the ground expands into the battle's stage after the short cutscene plays out, allowing any foe near them to be damaged by Malicious Moonsault as well.
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Incineroar's entrance animation has it get released from a Poké Ball in a crouching position, holding its arms in a flex, before Incineroar stands up.
Incineroar's taunt sees it pound its chest twice before pointing up into the sky, its fiery belt igniting as it does so.
Incineroar's victory theme is an electric guitar-based remix of the opening of the Battle Royal Dome theme from Pokémon Sun and Moon, with a ringside bell heard ringing twice at the end of this excerpt.
Incineroar's victory animations are as follows: Incineroar swipes downwards with its claws, one after the other, before crouching and roaring forwards; Incineroar flexes, a championship belt slung over one shirt, before pointing off to the right-side of the screen; and Incineroar's belt erupts and covers its body in fire as it shouts towards the sky as it pumps itself up.
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Iroha Tamaki is the main protagonist of the 2017 mobile game Puella Magi Madoka Magica Side Story: Magia Record. Iroha is a Magical Girl from Takarazaki City who made a contract with the strange alien Kyubey and granted a wish in exchange for her services in killing Witches. Reserved and a little timid, Iroha's wish was not for her own sake but rather to help her sister Ui overcome her illnesses. Because of this Iroha possesses the magical ability to heal even the most grievous of wounds a Magical Girl may take in battle. Iroha travels to Kamihama City in order to find her sister Ui, realizing that she had disappeared from her memories at some point in the past. After being forced to transfer to Kamihama City University Affiliated School, Iroha moves in with another Magical Girl, Yachiyo Nanami, whose Crescent Moon Villa is open to any Magical Girls who seek shelter.
First appearance:
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Puella Magi Madoka Magica Side Story: Magia Record (2017)
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Freccia Magica / Coperture del Cuore
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Luna Crescente / Tagliare le Corde
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Colpo di Salvatore / Cerchio della Vita
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Pioggia di Meteoriti / Witch's Barrier
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Strada Futuro / Giovanna
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Iroha has two sets of special moves: her "normal" set, which are fairly simple and make use of her crossbow, and her "Doppel" set. Iroha switches between these automatically once her Soul Gem darkens as she takes damage, with her Doppel - Giovanna, the Doppel of Silence - coming out at 100%. There are a few ways to switch Iroha's special move sets between one another: Iroha's Soul Gem heals alongside Iroha should she use any healing items and dropping beneath the 100% damage percentage, or by being KO'd. While her Doppel's attacks are incredibly powerful, they are also harmful to Iroha as she takes recoil damage from all special moves and some charge attacks. Additionally the Doppel increases Iroha's size by more than double the amount, making her the largest character in the game with this active and thus also an easy target for enemies; the Doppel also does not increase Iroha's weight at all, making her just as easy to KO.
Neutral Special:
- Iroha's normal neutral special move is Freccia Magica. Iroha's main weapon is the crossbow mounted upon her wrist, which is capable of firing an unlimited supply of crossbows by summoning them through magic. In Super Smash Bros. Iroha fires a simple arrow from her crossbow that travels forwards and deals a minimal amount of damage. By holding down the special move button the player can charge up Iroha's shot to enhance it with magic, transforming it into a more damaging projectile of energy that is larger and travels a shorter distance.
- Iroha's neutral special move with her Doppel is Coperture del Cuore. Iroha's Doppel flings forwards a wave of bandages that snap like a whip, damaging any enemy that touches them and knocking away any that are hit by the small shockwave released by their snapping. The bandages do not travel a great distance and smack Giovanna when they return, dealing recoil damage then.
Side Special:
- Iroha's normal side special move is Luna Crescente. Pausing for a moment to charge magic into her crossbow, Iroha then lets loose a series of five stronger arrows that travel quickly, dispersing out away from Iroha in a C-shape. While these arrows are weaker than the fully charged shots of Iroha's neutral special move, they are stronger than the uncharged version. Unlike Iroha's normal neutral special move, where both arrows are - despite being created by magic - treated as "physical" projectiles, those fired by the crossbows of Luna Crescente are considered "energy-based" and thus can be absorbed by some other characters' special moves.
- Iroha's side special move with her Doppel is Tagliare le Corde. Using her bandages, Giovanna reaches forwards to grab an enemy. Should she successfully grab an enemy, Giovanna will slam them into the ground incredibly hard, dealing great damage to them and burying them in solid platforms. Regardless of whether or not she actually does grab an enemy however, Giovanna will always take a small bit of recoil damage; this is simply increased should the move succeed. Using this move, Iroha is also capable of tether recovering, as Giovanna will instinctively aim towards the nearest ledge; recoil damage will still be taken in this instance, though only 1%.
Up Special:
- Iroha's normal up special move is Colpo di Salvatore. Through the use of her magic, Iroha is capable of creating a giant crossbow of magic that can fire large arrows of energy or, should she decide to, herself. In the case of her up special move, Iroha creates this giant crossbow and fires herself straight upwards. This causes her to fly straight upwards a great distance at an incredibly high rate and dealing damage to any enemy she should run into during her ascent, entering a pseudo-helpless state while descending.
- Iroha's up special move with her Doppel is Cerchio della Vita. A very unique type of special move, Iroha simply creates a large magic circle beneath her that acts as a semi-soft platform for the short period of time that it is active. Iroha can not create a second platform while the first is still active on the stage, and all fighters are capable of making use of the platform. However, the platform can be destroyed as well through the attacks of both Iroha and other fighters. Iroha takes a small amount of damage as she creates it, and more should it be destroyed before disappearing automatically.
Down Special:
- Iroha's normal down special move is Pioggia di Meteoriti. Iroha is capable of using magic to summon additional crossbows to attack the Witches or Uwasa that aim to harm normal humans. By pressing the special move button, Iroha summons two crossbows behind her, which fire a small volley of arrows - which travel through Iroha without damaging her - for a moment before disappearing. These arrows are incredibly weak and do not fly a great distance; enemies hit by them do not even flinch, though the arrows will continue to fly through them and could hit multiple targets. Additionally, the crossbows will disappear if struck by a single attack. When used on the ground the crossbows point straight forwards, while they instead point at a downwards angle when used in the air. Despite how weak the special move is, Iroha does not actually perform an animation to summon the crossbows and she can continue moving while they are active, meaning she can use them to prevent opponents from escaping with proper placement.
- Iroha's down special move with her Doppel is Witch's Barrier. This move is inspired by the fact that all Witches inhabit their own small realms ("Barriers") as well as the fact that Doppels are a Magical Girl's partial transformation into a Witch. The special move sees Giovanna disappear and a sphere of bandages wrap around Iroha. While Iroha takes 1% ever few moments as long as the special move button is held down, enemy projectiles bounce off the sphere and are reflected back at the one who fired them. Physical attacks will break the barrier however, and will deal 1.25× their normal amount of damage to Iroha in the process.
Final Smash:
- Strada Futuro is Iroha's Magia skill from Magia Record, and this is Iroha's Final Smash when she doesn't have her Doppel. In the mobile game, Iroha fires a single charged arrow from her crossbow, which explodes out into a flurry of other arrows once fired. These arrows travel forwards through her enemy before flying up into the air and converging into a single projectile, which then crashes down on her opponent once more to deal massive damage. Iroha's Final Smash is similar: she fires an arrow which explodes out into a small flurry that paralyzes enemies in place. Should any enemy be hit by an arrow, only then will the projectiles converge in the air at the top of the stage and spike through the entire stage down where the first enemy that got hit stands.
- Giovanna, Iroha's true Witch form, serves as her Final Smash when her Doppel is active. Iroha's Soul Gem cracks and her Doppel engulfs her, transforming her into the Witch. Giovanna then proceeds to leap forwards, trapping any enemy she hits inside of her, who are then obliterated. This is the most damaging attack in the entirety of Super Smash Bros., KOing any enemy she traps within her upon landing but also KOing Iroha as well afterwards and forcing her to respawn; Iroha will be "KO'd" last during the use of this move, thus she would be declared the winner should this be used at the end of a stock battle.
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Iroha's entrance animation has her standing on the stage in her Takarazaki school uniform, before a yellow light engulfs her and her magical girl outfit appears. Should she be wearing either of her alternate "special" outfits, which are her Takarazaki and Kamihama school uniforms, respectively, the same animation plays out though Iroha looks down at her clothing in confusion afterwards.
Iroha's taunt while normal sees the Little Kyubey appear on her shoulder, and she scratches its chin before it ducks back behind her. With her Doppel active, Iroha instead covers her face before revealing it to be pure white with a crude black smile a moment later; she then does it again and her face returns to normal.
Iroha's victory theme is a slight remix of the opening few notes of the song "Awaken", with a piano being included within the orchestral score.
Iroha's victory animations are as follows: her cape flowing out behind her, Iroha holds up her arm and readies another arrow in her crossbow; Iroha jumps into the air and fires three arrows at the ground in quick succession before landing with a smile; and Iroha bends down as the Little Kyubey hops up to her, and she carefully picks him up and puts him onto her shoulder with a smile.
Iroha also has a unique victory animation that is used in stock battles, should her enemy's final stock be taken with the Doppel version of her Final Smash. This animation sees Iroha transform into her Doppel form slowly, with white bandages covering Iroha's body and her face turning into a creepy white-faced smile as she simply stares towards the camera for a moment before flying upwards off-screen. During this victory animation, the song Santa Salvacion plays, unedited, in its entirety.
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Jack Frost is the mascot of the Megami Tensei franchise, as well as the company that owns the series, Atlus. Jack Frost is a demon based upon the English mythical figure of the same name. The personification of winter itself, Jack Frost embodies the frost that forms on windows. In the Megami Tensei series Jack Frost is a species of small demons clad in jester-like clothing that insert the words "hee" and "ho" into their sentences.
First appearance:
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Digital Devil Story: Megami Tensei II (1990)
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Bufu
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Ice Wall
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Atomic Bufula
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Dream Fist
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Jack Brothers
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Neutral Special: Bufu is the basic single-target Ice skill present throughout the Megami Tensei franchise. While its general appearance changes between games, the attack has a chance of freezing its target in every game in which that status is present. In Super Smash Bros. the attack is actually based on Jack Frost's standard attack from Jack Bros. in which he throws a snowball forwards a fair distance. In Super Smash Bros. this projectile retains Bufu's potential to freeze opponents and flies a fair distance in a straight line before dipping downwards.
Side Special: Ice Wall is an Ice-based support skill present in Persona Q: Shadow of the Labyrinth. When used, Ice Wall lowers the amount of damage that can be dealt to the party by Ice skills, remaining up for three turns. In Super Smash Bros. however, this attack instead sees Jack Frost create a wall of ice in front of himself that reflects any projectile, remaining up as long as the special move button is held down. As the shield is made of ice, it can be melted by fire-based attacks, but will still absorb a fire-based projectile before dispersing.
Up Special: Atomic Bufula is a spell that can be developed in Persona 2: Innocent Sin by spreading rumours of its existence. The skill is a stronger version of Bufula - which itself is the second-tier basic Ice skill following Bufu - and, like it, possesses a 30% chance of freezing, but the skill's strength can be increased or decreased by phrasing the rumour differently. In Super Smash Bros. Jack Frost releases an explosive blast of ice magic downwards, symbolizing as exploding snowflakes, that launches the small demon a short distance into the air and into a helpless state. The magic also releases a small cloud of ice that remains in place for a short period of time that slightly damages any foe within it and can even freeze them should they be exposed to it for enough time.
Down Special: Dream Fist is a somewhat-recurring skill in the Megami Tensei series, and a skill that Jack Frost possesses in Shin Megami Tensei: Strange Journey. In the aforementioned game, Dream Fist is described as dealing a moderate amount of physical damage to a single target with a 60% chance of making them fall asleep. In Super Smash Bros. Jack Frost punches forwards, his fist engulfed with a pink glow. The attack deals a very little amount of damage, but will cause them to fall asleep for a short period of time; the amount of time his target is asleep is determined by their damage percentage (with the character sleeping longer should they have a higher damage percentage) and can be shortened by mashing buttons.
Final Smash: Jack Brothers is a special Fusion Spell that can be used by Jack Frost in Persona 3. In the original and Persona 3 FES versions of the game, the Jack Brothers skill can be used should both Pyro Jack and Jack Frost be in the player's party (in Persona 3 Portable all Fusion Spells are instead items), and sees the two demons attack all foes to potentially knock them down. In Super Smash Bros. Pyro Jack appears beside Jack Frost and the two create a tornado of ice and fire that crosses the stage horizontally, damaging any foe that may be caught in the spells multiple times. The tornado remains on the stage for a short period of time, and explodes before it disappears to launch away foes.
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Jack Frost's entrance animation has the small demon fall from the sky, spinning with its arms outstretched. Though it does not occur every time Jack spawns at the beginning of a match, it is possible that a Pixie will fly around Jack as he falls before fluttering away.
Jack Frost's taunt sees him jump upwards and throw his left hand in the air as he lands. While airborne, Jack Frost spins around.
Jack Frost's victory theme is a remix of the opening bars of the Jack Bros. title screen theme.
Jack Frost's victory animations are as follows: Jack Frost flies towards the camera, performing a loop as he does so, before landing with a "hee ho!" and a twirl of his finger; Jack Frost claps his hands releasing a cloud of ice around himself as his hands collide, causing him to jump back in surprise; and Jack Frost rides on Pyro Jack's back as the latter flies around in circles, a Pixie following them.
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Jigglypuff, the Balloon Pokémon, is a Normal/Fairy-type Pokémon that takes the spot of 039 in the National Pokédex. Jigglypuff is the evolution of Igglybuff and the pre-evolution of Wigglytuff; Igglybuff evolves when it is levelled up with high friendship, while Jigglypuff evolves when given a Moon Stone. Though just another recurring Pokémon in the Pokémon video games, the original Pokémon anime series featured a recurring Jigglypuff character, that would follow Ash Ketchum, Misty, and Brock around Kanto. The PokéDex explains that, while it loves to sing, Jigglypuff's song puts any who hear it to sleep; the Jigglypuff in the anime series just wanted to perform its song without making Ash and his friends fall asleep, and would scribble all over their faces should they doze off.
First appearance:
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Pokémon Red and Blue Versions (1996)
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Rollout
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Pound
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Sing
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Disarming Voice
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Twinkle Tackle
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Neutral Special: Rollout is a powerful Rock-type physical attack introduced in Pokémon Gold and Silver Versions. In the Pokémon series, the Pokémon that uses it rolls into their target consecutively for five turns, its power doubling each time it hits or even further if the one being hit has previously used Defense Curl. In Super Smash Bros., Jigglypuff rolls forwards; the speed at which she moves can be charged by holding down the special attack button.
Side Special: Pound is a Normal-type physical attack introduced in Pokémon Red and Green Versions. In Super Smash Bros., Jigglypuff punches forwards; in the air, she will dash forwards a short distance, making it a great horizontal recovery option.
Up Special: Sing is a Normal-type status move introduced in Pokémon Red and Green Versions. This attack, which has been associated with Jigglypuff due to its use in the Pokémon anime series, puts its target to sleep. In Super Smash Bros., Jigglypuff lulls her own name, a circle of lines surrounding her to put those who are nearby to sleep.
Down Special: Disarming Voice is a Fairy-type special attack in Pokémon X and Y. In the Pokémon series, this attack bypasses a Pokémon's accuracy stat, meaning the attack will always hit unless its target is invulnerable. In Super Smash Bros., Jiggypuff pulls out a microphone and sings "Purin" (the Japanese name of Jigglypuff) slowly into it, firing a cone of golden energy forwards. When used in the air, the attack halts her movement (or slows her down considerably should she be moving at a high speed).
Final Smash: Twinkle Tackle is a Fairy-type Z-Move introduced in Pokémon Sun and Moon; any Pokémon that holds a Fairium Z and knows a damage-dealing Fairy-type move is capable of using it. In Super Smash Bros., Jigglypuff sings into a microphone, shooting a series of three large stars forwards; these stars deal minor damage but keep those who are hit by them in place. Jigglypuff will then inflate her body and perform Gyro Ball: spinning around at a high speed, she will dash forwards to launch all those away with a powerful hit.
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Jigglypuff's entrance animation sees her being released from a Poké Ball while asleep alongside bubbles. These bubbles then pop to wake Jigglypuff.
Jigglypuff's taunt sees her fall asleep before shaking awake quickly.
Jigglypuff's victory theme is an orchestral remix of an excerpt of the Pokémon Red, Blue, and Green Versions main theme.
Jigglypuff's victory poses are as follows: Jigglypuff bounces up and down while waving its arms up and down while slowly chanting its name; Jigglypuff happily sings its name over and over into a microphone after spinning around once; and Jigglypuff puffs its body up with an angry look on its face before deflating, smiling, and giggling its name out.
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Johnny Gat is a major character in the Saints Row franchise, and is widely considered the franchise's mascot and most recognizable character. A longtime resident of the city of Stilwater that is often damaged by many gang wars, Johnny Gat decides to join the 3rd Street Saints - a gang hoping to put an end to the battles - in order to bring some peace to the city. Johnny is a hot-headed and self-righteous man who has a tendency to tackle any issue he finds himself in head-on - though this often involves leaving behind a massive trail of violence and property damage. Johnny Gat prominently serves as one of the main protagonists of the Saints Row IV standalone expansion Saints Row: Gat out of Hell in which he travels through Hell in order to rescue the leader of the Saints (the player character), who had been captured by Satan as part of his plan to rage war on Heaven. Working alongside Dane Vogel, the main antagonist of Saints Row 2, Johnny Gat is granted supernatural abilities after being gifted Lucifer's Halo by the Ultor entrepreneur including being able to run faster than cars and fly with demonic wings.
First appearance:
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Saints Row (2006)
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7 Deadly Weapons - Pride
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Blast
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Stomp
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7 Deadly Weapons - Envy
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7 Deadly Weapons - Wrath
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Neutral Special: 7 Deadly Weapons - Pride is, as its name implies, one of the 7 Deadly Weapons that can be unlocked in Saints Row: Gat out of Hell. A pistol-type weapon also known as the Gallows Dodger, Pride is a talking, demonic firearm that fires bolts of energy. In its original appearance, Pride has an "Over Kill" mode, which temporarily transforms its projectiles into explosive bolts, that can be activated by defeating enemies and Husks. In Super Smash Bros. Johnny Gat pulls out Pride and fires a bolt forwards. By holding down the special move button or tapping it, he will fire multiple bolts in rapid succession. To replicate the gun's original Over Kill mechanic, Johnny Gat has a meter located above his damage percentage that fills up as he hurts enemies; once filled, he will gain a red glow, and the Pride's bolts will drastically increase in power for a short period of time. Johnny's Over Kill meter will only begin to deplete once he fires one bolt from Pride, though it will continue to empty even should the move only be used once. Like in its original title, Pride will sometimes vocalize when Johnny fires it; these voice lines are performed by Matthew Mercer, with the quotes taken directly from Saints Row: Gat out of Hell.
Side Special: Blast is one of the Super Powers that can be acquired in Saints Row IV and Saints Row: Gat out of Hell. In the latter title, there are three exclusive versions of Blast, with the default harnessing the powers of Medusa to transform enemies hit by the projectile into stone. Super Smash Bros. instead sees Johnny Gat use the Shadow variant of Blast, with the man throwing forwards a large projectile of dark energy that travels forwards a short distance. Though Blast does not deal any knockback, it does slowly damage any enemy hit by the projectile over time for a limited period. The effects of Blast can be stacked up to three times, increasing the damage dealt to the enemy every few moments.
Up Special: Stomp is a Super Power that appears in Saints Row IV. As its name implies, Stomp allows the player character to release a shockwave of energy in a wide radius around themselves by stomping their foot against the ground, or by slamming into the ground should they be airborne. In Super Smash Bros. Johnny performs Stomp differently should he be in the air or on the ground when the move is used. When on the ground, Johnny will quickly stomp the ground to damage enemies around himself and launch them upwards; when used in the air however, Johnny will use the wings granted to him by Lucifer's Halo to fly upwards a short distance, before he crashes straight downwards at a high speed, creating a similar shockwave upon hitting the ground. The aerial version of the move spikes any foe Johnny collides with in mid-air, though the player is unable to control Johnny until he hits the ground or is KO'd as a result of his positioning.
Down Special: 7 Deadly Weapons - Envy is a melee weapon that appears in Saints Row: Gat out of Hell, and one of the 7 Deadly Weapons. Also known as Uriels Edge, Envy is a sword crafted entirely out of flames, and thus a powerful close-quarters weapon that burns those cut by it. In addition, Envy possesses the ability to shoot out fireballs from its tip. Super Smash Bros. makes use of both of these abilities, with the move changing depending on if the special move button is held down or tapped. If held down, Johnny Gat will slide forwards a short distance, performing an upwards slash with Envy as he does so; if the special move button is tapped, Johnny Gat will instead swing Envy sideways without moving, which deals light damage on contact but also sends out a fireball that travels forwards a fair distance slowly.
Final Smash: 7 Deadly Weapons - Wrath, also known as Ark Of The Covenant, is one of the 7 Deadly Weapons that Johnny Gat and Kinzie Kensington can acquire in Saints Row: Gat out of Hell. A golden pistol-like weapon, Wrath is unique in that it does not make use of conventional "ammunition" and is instead charged by vacuuming up the souls of nearby Husks. In Super Smash Bros. Johnny Gat equips Wrath and a tornado appears from its barrel to draw in enemies without dealing damage. After a moment, he will then fire a golden projectile from the weapon forwards, which deals a significant amount of damage and knockback to any enemy it hits. Like in Saints Row: Gat out of Hell, seven more projectiles will then explode out of an enemy that is hit in a circular pattern - all of which being identical in power to the first; though this only occurs should an enemy actually be hit with the initial projectile.
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Johnny's entrance animation has him walk out of a circular, orange portal to hell, with the purple markings of Lucifer's Halo glowing around his arm for a moment as he adjusts his sunglasses. Johnny says "Let's get this over with" as he walks onto the stage.
Johnny's taunt sees him unfurl his demonic wings as the markings of Lucifer's Halo on his arm glow purple. In his other hand, Johnny pulls out a pistol and fires it twice into the air. The bullets fired from Johnny's pistol do actually act as projectile attacks, and will deal damage to an enemy that might be in their path. These bullets do not travel a great distance however, deal minimal damage, and stop upon hitting another platform; thus, the use of Johnny Gat's taunt as an attack is very situational.
Johnny's victory theme is a dubstep remix of the opening notes of the Saints Row: The Third main theme.
Johnny's victory animations are as follows: Johnny Gat fires two sub machine-guns wildly up in the air while wearing a comically-large mascot helmet of his own head, before he angrily takes off the mask (shouting "That's enough!") and throws it at the ground, putting his final bullets into it afterwards; Johnny Gat shaves his face with a large combat knife, then spins the knife in his hand out in front of him as he chuckles; and Johnny Gat spins a pistol around in his hand before firing it once at the camera, which is actually hit and damaged, with the camera then falling over to show Johnny's feet as he makes a sarcastic "Oops" comment.
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Kairi is a prominent character who appears within the Kingdom Hearts series, an official Keyblade wielder (carrying Destiny's Embrace) as of Kingdom Hearts 3D: Dream Drop Distance, the central protagonist of Kingdom Hearts: Melody of Memory, and one of the seven Princesses of Heart who lacks any trace of darkness in her heart. Kairi was born in the world of Radiant Garden where she lived with her grandmother before the world fell to darkness. After its corruption and transformation into Hollow Bastion Kairi ended up on Destiny Islands, where the lost girl was adopted by the mayor of the town there and she quickly befriended two young boys named Sora and Riku. Kingdom Hearts Chain of Memories introduces a Nobody born from Kairi's heart and Sora's body named Naminé, and Xion from Kingdom Hearts 358/2 Days takes on Kairi's appearance as she is a Nobody born from Sora's memories; both of these girls thus bear heavy resemblance to Kairi, with the main difference in their appearances coming down to their hair colours and attire.
First appearance:
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Kingdom Hearts (2002)
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Flower Shoot
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Strike Shift / Strike Raid
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Spiral Bloom
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Barrier / Starcracker
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Heart of a Princess
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Neutral Special: Flower Shoot is an ability that Kairi can perform in Kingdom Hearts III. In both its original title and Super Smash Bros. Flower Shoot is a simple magical attack that sees Kairi fire a golden ball of fire from the end of her Keyblade which travels forwards and loosely homes in on a nearby opponent. By holding down the special move button the player can have Kairi angle her Keyblade up or downwards by tilting the control stick, and letting go of the button will then have her fire the attack. Additionally Kairi can continually fire out these projectiles by tapping the button, though doing so will make them lose their homing ability and thus they will only fly straight-forwards. The orb of golden flames will disperse after travelling a set distance or upon contact with a fighter or any other solid surface.
Side Special: Strike Shift is a variant of the recurring Strike Raid ability that Kairi can make use of in Kingdom Hearts III. Strike Raid is an attack that sees a Keyblade wielder throw their weapon in a boomerang-like manner, spinning it as they do so to deal damage as if it were a saw blade. Strike Shift is a similar ability that Kairi can perform in that it sees her throw her Keyblade in an identical manner but it does not return to her. Instead, Kairi teleports to where she threw her Keyblade in order to follow-up. In Super Smash Bros. the attack is identical to its original appearance. Kairi will not fall into a helpless or pseudo-helpless state upon use should she be airborne and thus she can perform her side special move again, which will become Strike Raid - she will not teleport to her Keyblade and it will instead boomerang back to her - until she lands.
Up Special: Spiral Bloom is a combo finishing attack that the player can perform in Kingdom Hearts III exclusively while playing as Kairi. The attack is identical in both Kingdom Hearts and Super Smash Bros. as it sees Kairi spin her Keyblade around herself with a spin as she travels upwards at a diagonal angle, petals falling behind her as she moves. The Super Smash Bros. version of this technique does not leave Kairi helpless upon use, though she must land on the ground before she can use it again.
Down Special: Barrier is a technique that multiple characters have been shown capable of performing in the Kingdom Hearts franchise, Kairi among them. The Barrier technique sees the user surround themselves in a circular shield of energy - Kairi's shield is pink, featuring the emblems of Thalassa Shell charms across its round walls. In Super Smash Bros. Kairi uses Barrier for a short moment, which will reflect any projectiles that hit it. After Kairi's Barrier flashes around her, she then transitions into Starcracker - a counter-attack that appears in Kingdom Hearts III that, in Super Smash Bros., sees Kairi destroy her Barrier to deal damage to any nearby enemies. Unlike other reflecting attacks in Super Smash Bros., Barrier can not be held up for a long period of time and has a slight cooldown period before she can use it again.
Final Smash: Heart of a Princess is the Shotlock technique that Kairi can use in Kingdom Hearts III, and is the default Shotlock for her Keyblade Destiny's Embrace. The Kingdom Hearts III technique sees Kairi, upon locking on to a single enemy, create a number of orbs of light around her as she jumps into the air. After this, Kairi spins towards the ground as her projectiles follow her, crashing down into her enemy as she glides away and out of the blast zone. The Super Smash Bros. version of this attack removes the more cinematic aspects but recreates the attack quite faithfully: when the Final Smash is first activated, the player is able to control a reticle that appears on the screen while Kairi herself becomes temporarily invincible. By hovering over a single enemy the player can force the attack to specifically home in on one target, but by simply pressing the special move button again or failing to target an enemy for long enough will have the attack target the general area where the reticle was. After the player loses control of the reticle, Kairi leaps to the top of the screen and fires a barrage of orbs towards the designated target, which explode on contact with any enemies to deal massive damage to them. The orbs also explode when they come in contact with the ground around the targeted area, and loose orbs will continue travelling indefinitely until they either pass the blast lines or detonate.
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Kairi's entrance animation has her glide onto the stage from the background, a single angel wing sprouting from her back that disperses into shards of light as she lands on the stage.
Kairi's taunt sees her place her hands above her head and "wibble" in an impersonation of the Lesser Nobodies known as Dusks.
Kairi's victory theme is a powerful orchestral rearrangement of the opening notes of her self-titled recurring leitmotif from the Kingdom Hearts series.
Kairi's victory animations are as follows: Kairi sits on a red throne, surrounded by portraits of various Kingdom Hearts scenes (identical to her appearance in the key artwork for Kingdom Hearts: Melody of Memory) with her eyes closed, before she opens her eyes and smiles to the camera; Kairi sits on a bent palm tree making a Thalassa Shell charm, humming along with her victory theme; and Kairi swings her Keyblade before pointing it up at an angle as Kingdom Hearts appears behind her.
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Kapp'n is a sleepy kappa whose appearances in the Animal Crossing series revolve around piloting different modes of transportation. In the original Animal Crossing titles for the Nintendo 64 and GameCube, Kapp'n will appear on the dock when a GameBoy Advance cable is connected to the system, and take the player to the nearby Animal Island. Similarly, in New Leaf, Kapp'n and his family host a variety of minigames crafted by the town's former mayor, Tortimer. He has also been known to work as a taxi driver and bus driver, and loves to sing or whistle whenever carrying others around.
First appearance:
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Dōbutsu no Mori (2001)
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Fruit
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Lloyd Rocket
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Balloon
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Timber!
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City Folk
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Neutral Special: Fruits are items that appear in all Animal Crossing titles. Every town has its own native fruit - one of apples, cherries, oranges, peaches, and pears - and players can either eat or sell these at the local store for Bells. In Super Smash Bros., Kapp'n throws one of these fruits, each with its own properties, in the order of apple → peach → orange → cherries → pear. Each fruits' unique properties are as follows:
- Apples are the most basic, and deal minor damage.
- Peaches are thrown downwards and bounce at an upwards-forwards angle.
- Oranges do not travel far, but deal more damage than apples do.
- Cherries travel a very far distance and act like a boomerang, travelling through foes without causing them to flinch.
- Pears roll across the ground a short distance, travelling though opponents, before bouncing up and exploding. If thrown in the air it will tumble through the air a lesser distance before exploding.
Side Special: Lloyd Rocket, while not directly based on anything from the Animal Crossing series, does incorporate the character of Lloyd, who first debuted in Animal Crossing: City Folk. Depending on whether the special attack button is tapped or held down, this move will act differently. If simply tapped, Kapp'n will send Lloyd forwards, who will travel a short distance before loosing speed and crashing downwards, exploding once he hits the ground or another fighter. If the button is held down, Kapp'n will instead ride atop Lloyd, allowing him to fly horizontally for quite a long while, with, once again, Lloyd exploding should he come in contact with a fighter or a wall. Once the button is let go, Kapp'n will jump off Lloyd; should Lloyd explode or should he jump off, Kapp'n will enter a helpless state.
Up Special: Balloons are a type of item that appears throughout the Animal Crossing series. Though they act as tools, and can be held in the player's hand, a balloon's main purpose is to act as a furniture item that can be placed in the player's house. In Super Smash Bros. Kapp'n inflates a balloon and flies upwards a short distance, letting it go after raising up a fair distance as it pops to enter a pseudo-helpless state. The balloon will damage fighters nearby when it pops. Kapp'n will drop the balloon too should he take any damage while ascending, entering a helpless state when he does so. The balloon that Rover summons can appear in any of its eight colours from the Animal Crossing series (blue, light blue, green, purple, orange, pink, red, and yellow) in both rounded and bunny designs; these are purely aesthetic changes and do not affect the move at all.
Down Special: "Timber!" is an exclamation used by lumberjacks to warn others of a falling tree. In the Animal Crossing series, the player can purchase an axe in order to cut down trees. This is an incredibly powerful attack in Super Smash Bros. that takes three uses to actually be performed. On the first use, Kapp'n will plant a seed should he be on the ground (or just wave a shovel in a confused gesture should he be airborne). On the second use, Kapp'n will then pull out a watering can to water the sapling; this water will also slightly push foes away from him. Finally, once the tree has been grown, Kapp'n will pull out an axe and swing it. Though powerful on its own, should Kapp'n's axe hit the tree twice, the tree will fall over and deal massive damage to those who come in contact with it. The tree, however, is considered a projectile attack, and as such can be stored by an opposing Kapp'n's Pocket move or reflected by any other fighter's reflectors. The tree will remain on stage for a short time after being grown; it will absorb attacks and act like a wall to block projectiles, though will disappear should it take enough damage.
Final Smash: City Folk is the subtitled of the third Animal Crossing game released in North America; while this title released internationally, the subtitle outside of the region was Let's Go To The City. In City Folk, Kapp'n takes up the role of bus driver, shuttling the player whenever they wish to travel to or from the titular city area by way of a yellow school bus. In Super Smash Bros. Kapp'n summons the school bus and begins driving it across the stage. Should he hit an opponent, he will deal a small amount of damage to them as they become trapped within the vehicle. The fighters that are trapped can potentially escape the vehicle, something that becomes increasingly more difficult the higher their damage percentage, but those that do not are automatically KO'd as the bus passes across the screen and past the blast line. The bus will travel through any platform to reach the end of the screen. The player is able to subtly direct the bus upwards or downwards slightly, though they can only adjust the angle once as the bus will then be locked on that path; it can defy gravity and will fly through the air.
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Kapp'n's entrance animation sees him drive a school bus onto the stage and slowly walk out of it after the door opens. The bus then disappears in a puff of smoke.
Kapp'n's taunt sees him pull out a fruit and quickly eat it. The fruit that he holds up can be any of: an apple, a pear, a durian, a peach, a coconut, an orange, two cherries, or three bananas.
Kapp'n's victory theme is a fast-paced tropical remix of part of his theme song from Animal Crossing: New Leaf.
Kapp'n's victory poses are as follows: Kapp'n swings his arms in and out while lightly bouncing up and down, before stopping and exhaling deeply; Kapp'n slowly creeps up on a ladybug and swings a bug net at it, completely missing it and causing it to fly off as he watches it helplessly; and Kapp'n blushes happily as Leila and Leilani cheer for him and Grams just watches from the side.
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Kat is the main protagonist of Sony Interactive Entertainment Japan's Gravity Rush series. Kat is a teenage girl who wakes up in the city of Hekseville without any memories of her past and only a cosmic cat-like creature she names Dusty. Quickly she learns that Dusty grants her the ability to defy gravity, and her kind nature has her embrace a superhero identity as she uses these powers to help others and becomes known as the Gravity Queen to the city's populace and a great ally to Hekseville's police force. Kat is, in actuality, Queen Alua of the Edo kingdom, located at the peak of the World Pillar.
First appearance:
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Gravity Rush (2012)
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Stasis Field
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Gravity Kick
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Shift
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Shifting Styles
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Micro Black Hole
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All of Kat's special moves make use of a gauge located next to her damage percentage on the HUD: this gauge displays how much energy she possesses to use her abilities. Depending on the attack, the gauge will deplete at different speeds, and Kat will enter a helpless state once the gauge fully empties should she be airborne. The gauge will refill quickly over time as Kat stands on a platform; it will not fill up should she jump without using her powers, or should she be holding on to a ledge.
Neutral Special: Stasis Field is a technique Kat can perform within the Gravity Rush series. The Stasis Field allows Kat to pick up nearby objects (and people) and use them as projectiles against the Nevi enemies she encounters, or as a shield. This technique acts similarly to its original appearance in Super Smash Bros., though with the major difference of not being able to pick up other fighters. Kat can use the Stasis Field technique to freeze items or projectiles in place, and throw them forwards. As the button is pressed, Kat will release a pulse that freezes projectiles within her immediate vicinity, and a second button press will cause her to throw them forwards; should the gravity gauge deplete fully while Kat is holding items within her field, or should she be attacked by a move that would make her flinch, all items will simply fall to the ground. Kat is also unable to move should she be holding an item with her Stasis Field, another major difference from the technique's original appearance in Gravity Rush. The Stasis Field depletes Kat's gravity gauge slower than any other technique.
Side Special: Gravity Kick is the first technique Kat learns upon gaining her powers in Gravity Rush. Gravity Kicks allow Kat to damage enemies by making use of momentum created by her Shifting abilities. The technique acts very similar to its original incarnation in Super Smash Bros. When used when Kat is not using her Shifting powers (regardless of in the air or on the ground), she will fly forwards at a high speed as long as the special attack button is held down or until her gravity gauge fully depletes, as it does so when this move is used. Should Kat be using her Shifting powers already, she will instead use the momentum she had already gathered and perform Gravity Kick in whatever direction she is already moving, and the attack will deal more damage because of this. Upon kicking an opponent, or a wall, Kat will kick off it in an upwards direction; this allows her to perform a technique similar to a wall jump off any surface.
Up Special: Shifters are the name given to those capable of manipulating gravity - Kat is one such Shifter. Within the Gravity Rush series, Shifting is the main mechanic used in both combat and traversing the worlds Kat travels through. Kat is not capable of Shifting forever, and must also rely on Dusty's presence in order to utilize this power. In Super Smash Bros. Kat can defy gravity and fly in any direction, or simply hover in the air. By pressing the special attack button Kat will hover in the air and the gauge will slowly deplete, and by tilting the control stick in any direction Kat will fly through the air in the specified way with the gauge depleting rapidly; Kat can not change directions without stopping, by pressing the special attack button again. Kat is free to move about in the air as long as the gauge does not deplete. Unlike in the Gravity Rush series, Kat can not actually defy gravity, in that she can not walk up walls or stand on ceilings.
Down Special: Shifting Styles are a gameplay mechanic introduced in Gravity Rush 2. There are two styles that Kat can make use of: the Jupiter Style and Lunar Style. These styles effect the Gravity Powers that Kat possesses, in addition to changing her basic movements and combat techniques in certain ways. Both the Jupiter and Lunar Styles appear in Super Smash Bros., with many of the same similarities as in their original appearance. By pressing the down special move button combination, Kat will switch between her Shifting Styles in the order of default style → Lunar Style → Jupiter Style → default. The Lunar Style makes Kat lighter, causing her to move faster but take significantly more knockback and slightly more damage from attacks; the Jupiter Style instead does the opposite, making Kat slower and heavier, but causing her to take slightly less damage and knockback from attacks. Kat will pulse with different coloured energies when a Shifting Style is active: light blue for Lunar Style and orange for Jupiter Style. While either of the Jupiter or Lunar Styles are active, Kat's gravity gauge will very slowly deplete over time, even should she be standing on solid ground; she will automatically revert to her default Style upon the gravity gauge fully depleting.
Final Smash: Micro Black Hole is a special Gravity Power that Kat can make use of in Gravity Rush, where it is the final technique she gains, and Gravity Rush 2, where it is tied to the Jupiter Style that Kat obtains in the Lost City. By compressing the gravity around her, Kat creates a black hole with her at its centre, and can release pulses of energy that deal great damage to all nearby foes. This technique acts identically in Super Smash Bros.: Kat will create a black hole around herself that pulls in nearby enemies, damaging them on contact with the black hole. Pressing either of the special or standard attack buttons will cause Kat to release a burst of energy that damages any fighter that comes in contact with them, and she will release one larger blast as she expels the black hole that deals more damage and knockback than the others.
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Kate is one of the two main protagonists of So-ma-to's Shadows House manga series. Kate is a thirteen year-old Shadow, a dark, magical being that constantly emits soot, the quantity of which increases or decreases depending on her emotional state. A member of the Shadows family that rules over what has been come to be known as "Soot Island", Kate is served by the Living Doll that she named Emilico, who acts as her "face" as she lacks one of her own. Though she presents herself as a level-headed and often quiet individual, Kate actually desires to overthrow the hierarchy of the Shadows House. Her goal destroy the power that "Lord Grandfather" has over the Shadows and topple the notion that "The Shadows House is absolute" stems from her desire to learn the truth about the Shadows' mysterious origins.
First appearance:
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Shadows House Chapter 1 (2018)
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Soot Beam
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Doll Burst
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Soot Angel
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Trump Card
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Soot Icicles
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Neutral Special: Soot Beam is a technique that Kate demonstrates the ability to perform in the final panel of Chapter 42 of the Shadows House manga, "Solution": by channelling the soot in her body into her hands, she can fire bursts of soot out in thin beams. Despite its name, the Super Smash Bros. technique can be both a beam or a projectile, as it sees Kate shoot out a burst of soot from her hands. This move can be charged up by holding the special move button down, changing it from a small orb of soot, into a larger orb, and finally a long-ranged beam attack. While the soot orbs dissipate on contact with an enemy, the beam will travel through them to potentially hit multiple foes. The player can not store the move's charge for later use, meaning that Kate is vulnerable as she charges up the attack's power. Though the soot takes the appearance of an energy-based attack, being soot it is actually a physical projectile and thus can not be absorbed.
Side Special: Doll Burst is an attack based on an ability Kate learns she possesses in Chapter 15, "Moving Doll". Through the use of a bonnet-clad doll and "Rolly", Kate learns that she is capable of manipulating the soot she creates and makes Rolly "fly" after getting upset at Emilico's suggestion that the Living Dolls and normal plush dolls are both capable of being alive. In Super Smash Bros. Kate summons either her bonnet-clad doll or Rolly and makes it float; whichever one she summons is random, and this is merely an aesthetic difference. The player is then capable of controlling the doll's movements, allowing them to throw it at enemies with custom paths. The doll explodes into a burst of soot upon contact with a solid object, dealing damage only should an enemy hit it. The player will eventually lose control of the doll after a short period of time, at which point it will fall, though it will remain active and the player can thus continue to deal damage even afterwards; the player will also lose control of the doll should Kate be attacked, as she is unable to move throughout the duration of the move and is left wide open to attack.
Up Special: Soot Angel is a technique based upon an action that Kate reveals she is capable of performing in Chapter 43, "The Final Pair". At the end of The Debut, Emilico and Kate are only barely able to make it to the goal in time by taking the river, only to be launched in the air. To protect herself and Emilico, Kate forms a pair of wings out of soot to slow their descent. In Super Smash Bros., the Soot Angel special move sees Kate create these wings, which she uses to fly herself upwards with a single, powerful flap. Though Kate deals no damage during this attack, she does not fall helpless after the move is used, instead entering only a pseudo-helpless state. Kate only makes the wings disappears should she take damage or perform an attack; if the player takes no action, she will use her wings to slow her descent.
Down Special: Trump Card is a technique named after Chapter 132 of the Shadows House manga, the same chapter where this move originates. While restrained to a chair, Kate uses her soot to create a decoy of herself to divert attention so that she can restrain her attackers. In Super Smash Bros. Kate's down special move acts as a counterattack: she creates a duplicate version of herself in front of her to absorb a blow. If this Kate clone is hit by a melee attack, it will simply explode into a blast of soot to deal damage to the nearby enemy; if hit by a ranged attack, however, the decoy will transform into a vine-like projectile, which will fly in the direction that the attack came from. Like Kate's neutral special, the soot projectiles are classified as physical, and thus can not be absorbed by some fighters' special moves.
Final Smash: Soot Icicles are objects that Kate creates on the ceiling of the Star Bearers' office during Chapter 57, "Broken Mirror", and officially given a name in the subsequent chapter, "Suspects". Created when Kate's emotions rise to a fever pitch, these jet-black crystals are difficult to remove, and serve as proof of Kate's incredible soot quantity. In Super Smash Bros. the move first sees Kate shoot out a soot snare from her hand. If any enemies are hit by this snare, Kate will trap them before a short cinematic plays out whereupon the Shadow's soot explodes out around her, creating a massive amount of Soot Icicles on the ceiling before dropping them on her enemies. Unlike most other Final Smash attacks, Kate's acts as a meteor smash attack, launching any enemies she hits straight downwards; this is especially useful should an enemy be mid-air, though it lessens the chance of earning a KO for any grounded foe. The move also instantly KO's any foe whose damage percentage exceeds 105% as they are hit by the Soot Icicles.
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Kate's entrance animation has her fall from the sky, holding her dress down. As she nears the ground, Kate summons a pair of angelic wings made out of soot to slow her descent, which dissipate as she lands.
Kate's taunt sees her pull out a doll, which she makes float in the air above her hand for a moment before catching it and putting it away. The doll that Kate pulls out can be either her own, bonnet-clad doll or Rolly.
Kate's victory theme is a tense, orchestral remix of the opening of the song "SHADOWS HOUSE" from the soundtrack of the Shadows House anime adaption.
Kate's victory animations are as follows: Kate runs up and pulls Emilico into a big, cheerful hug; Kate descends from the sky using soot wings, with Emilico in her arms, before the two collapse to the ground as Kate stumbles and they laugh; hand-in-hand, Emilico and Kate perform an elegant ballroom dance together.
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Kazooie is one of the two titular protagonists of the Banjo-Kazooie series created by Rare, Ltd. Kazooie is a red-crested breegull who lives in the blue backpack worn by her best friend Banjo. Kazooie perfectly contrasts her polite and kindhearted friend by being snarky, always seeking adventure and excitement instead of wanting to just live a peaceful life. Kazooie is disliked by almost every character she and Banjo meet due to her rude personality, though they are still willing to assist her in doing the right thing: saving the world from the evil plans concocted by Gruntilda.
First appearance:
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Banjo-Kazooie (1998)
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Egg Firing
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Clockwork Kazooie
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Leg Spring / Flight
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Turbo Talon Trot
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Dragon Kazooie
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Neutral Special: Egg Firing is one of the most basic attacks Kazooie can perform within the Banjo-Kazooie series, being one of the earliest moves taught to her by Bottles in the series' first game. When the player has a stock of eggs at her disposal, she is capable of firing eggs from her mouth (with Banjo, should he be carrying her, needing to duck out of the way) or dropping them behind her. In Super Smash Bros. Kazooie will simply fire a small Blue Egg from her mouth, which will shatter upon contact with a foe or solid surface. Simply pressing the special move button will have Kazooie shoot an egg, and she can do so even while running along the ground. The eggs don't deal a significant amount of damage, but she can fire them at a fairly quick pace.
Side Special: Clockwork Kazooie is a small remote-controlled explosive device present in Banjo-Tooie. These small devices, which use the likeness of Kazooie, can be released from Clockwork Kazooie Eggs once Jamjars teaches the breegull how to use them. In Super Smash Bros. Kazooie will drop a Clockwork Kazooie Egg, which will shatter a second later to release a Clockwork Kazooie. The player is then able to control the Clockwork Kazooie's movements once it is released - it can move left or right and perform a very short hop. By pressing the special move button again the device will explode to damage those around it. While the player controls the Clockwork Kazooie, Kazooie herself is left open to attack; if she takes any damage while controlling the Clockwork Kazooie, it will detonate.
Up Special: Leg Spring is a technique that Kazooie can use when separated from Banjo in Banjo-Tooie, which acts as her counterpart to the Flap Flip high-jump she can perform alongside him. By jumping while in a crouch, Kazooie can spring high into the air in order to reach far-off places. In Super Smash Bros. Kazooie will do just this, but only should she be on the ground. After jumping high, Kazooie does not enter a helpless, or even pseudo-helpless, state. When in the air, this move simply becomes Flight: Kazooie will flap her wings to propel herself upwards. This technique is lifted directly from Banjo-Kazooie, and like in that title requires Kazooie to have at least one Red Feather to perform. Three Red Feathers can be held at a time, with one being used whenever this special move is used. These feathers are regained over time when Kazooie is on the ground.
Down Special: Turbo Talon Trot is a technique introduced in Banjo-Kazooie that Kazooie can make use of simply by donning a pair of Turbo Trainers. The Turbo Trainers allow Kazooie to run at extremely high speeds, even should she be carrying Banjo on her back; this essentially makes it a better, albeit temporary, version of Kazooie's normal Talon Trot technique. In Super Smash Bros. Kazooie will temporarily don the Turbo Trainers to greatly enhance her movement speed for a short period of time. There is a slight cooldown between the effects ending and Kazooie being able to use again.
Final Smash: Dragon Kazooie is a hidden transformation that can be acquired in Banjo-Tooie. By unlocking the Ice Safe with the Stop 'n' Swop Ice Key, the player can obtain a Mega Glowbo, which can be brought to Humba Wumba to transform Kazooie into this dragon form. While Dragon Kazooie, the breegull has an unlimited supply of Fire Eggs at her disposal, and can even breathe out a stream of fire. In Super Smash Bros. Kazooie will transform into Dragon Kazooie for a limited period of time after activating her Final Smash. The player is free to control her and can perform two attacks she is otherwise unable to: breathing a stream of fire that doesn't cause foes to be launched (via the standard move button), and shooting powerful Fire Eggs that explode upon contact with enemies or solid platforms (via the special move button).
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Kazooie's entrance animation has Banjo's blue backpack already on the stage, and Kazooie pops her head out of it and looks around before jumping out of it.
Kazooie's taunt sees her pull out the Magic Wrench and waves it around, before looking at it annoyed and putting it away.
Kazooie's victory theme is a short, remixed excerpt of the Breegull Beach theme from Banjo-Kazooie: Grunty's Revenge.
Kazooie's victory animations are as follows: Kazooie looks around before climbing back into Banjo's backpack, and the bear comes in a short moment later and slings it over his shoulder while smiling at his friend; Kazooie sits atop a large pink egg looking bored, before eventually getting tired and angrily turning towards the camera with her wings on her hips; and Kazooie performs her Leg Spring technique with an added flip, before landing and pointing the Magic Wrench at the camera.
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Kiddy Kong is one of the main protagonists of Donkey Kong Country 3: Dixie Kong's Double Trouble! Kiddy Kong is the toddler brother of Chunky Kong and the cousin of sisters Dixie Kong and Tiny Kong, and is notably the youngest-known member of the Kong family. Despite his age, Kiddy Kong is exceptionally strong and large in size, rivalling even the fully-grown Donkey Kong in both aspects. During the events of Donkey Kong Country 3, Funky Kong forces Dixie Kong to keep an eye on Kiddy Kong while she travels around the Northern Kremisphere looking for the missing Donkey Kong and Diddy Kong.
First appearance:
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Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996)
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Ellie the Elephant
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Ball Toss
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Banana Bird
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TNT Barrel
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Rocket Barrel
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Neutral Special: Ellie the Elephant is an Animal Friend that first appears in Donkey Kong Country 3: Dixie Kong's Double-Trouble! Ellie's trunk is a valuable tool to Kiddy Kong and Dixie Kong as they traverse the Northern Kremisphere, as Ellie can use it to suck up barrels and suck up and fire blasts of water. In Super Smash Bros. Kiddy Kong summons Ellie with a clap, who fires a burst of water from her trunk. This deals no damage to enemies nor does it cause them to flinch, thus it can be used to push helpless opponents around without allowing them to regain control. By holding down the special move button before use, Ellie will instead sneeze the water out of her trunk, which increases the move's vertical range but does not cause the water to fly as far horizontally.
Side Special: Ball Toss is the minigame hosted by Swanky Kong in Donkey Kong Country 3. At Swanky's Sideshow, the player must compete against Cranky Kong by throwing balls at targets in one of three modes: an Endurance battle where the first Kong to miss a target loses; a Race to 25 points mode; and Head to Head, where the Kongs compete in a battle to fill a gauge up with points. In Super Smash Bros., Kiddy Kong tosses one of these same blue balls, tossing it under-hand in an arc. As the ball hits an enemy or the ground it will bounce accordingly, and, while the ball deals minimal damage, it will bounce up to two times before disappearing.
Up Special: Banana Birds (Bananus Goldus Flutterus) are a species of half-avian/half-banana creatures native to the Northern Kremisphere, who play an important role in Donkey Kong Country 3. Baron K. Roolenstein cursed the Banana Birds and hid them across the lands he conquered, imprisoning their leader, the Banana Queen, in a crystal that can only be opened should all fifteen (twenty in the Game Boy Advance version) Banana Birds sing together. In Super Smash Bros. Kiddy Kong summons a Banana Bird whom he grabs onto and uses to throw himself upwards in a spinning somersault. This leaves Kiddy Kong in a helpless state despite not dealing any damage, though Kiddy Kong is propelled a fair distance forwards and upwards, with an emphasis on the former.
Down Special: TNT Barrels are a recurring object in the Donkey Kong series, first appearing in the original Donkey Kong Country. As their name implies TNT Barrels are explosive barrels filled with 2,4,6-trinitrotoluene (TNT), with TNT Barrels being the only way to defeat certain enemies. In Super Smash Bros. Kiddy Kong pulls a TNT Barrel out of nowhere and places it on the ground in front of him; or simply drops it beneath him should he be airborne. The TNT Barrel will explode immediately upon contact with a fire-based attack, after sustaining enough damage, or after a short period of time has passed. The barrel's explosion deals massive damage to enemies nearby, though this will include Kiddy Kong should he be close enough to the blast. Additionally, though attacks will cause the barrel to detonate faster, some will also cause the barrel to be knocked around as well, effectively turning it into a projectile attack. Kiddy Kong can only have one TNT Barrel on stage at once, and trying to use the attack again while one is still on stage will see him shrug in confusion.
Final Smash: Rocket Barrel is an object that first appears in the final level of Donkey Kong Country 3, and has made several recurring appearances since. The Rocket Barrel is more a mode of transportation for the Kong family than normal barrels, allowing them to fly through the sky so long as the Rocket Barrel contains sufficient fuel. In Super Smash Bros. Kiddy Kong summons a Rocket Barrel - using its updated design from Donkey Kong Country Returns - and climbs atop it. After a moment the Rocket Barrel blasts off, zig-zagging through the stage (and through platforms) dealing significant damage to any enemy Kiddy Kong comes in contact with. After flying around for a few seconds, Kiddy Kong returns to his original position where the Rocket Barrel explodes to deal massive damage and knockback to all enemies caught in the detonation.
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Kiddy Kong's entrance animation has the young Kong roll onto the screen, jumping into the air as he reaches his starting position. As he lands, Kiddy Kong shakes the screen, symbolizing how heavy he is despite his age.
Kiddy Kong's taunt sees the young Kong sit on the ground and clap his hands joyfully twice, before jumping back up onto his feet.
Kiddy Kong's victory theme is a remix of the level complete theme from Donkey Kong Country 3: Dixie Kong's Double Trouble!
Kiddy Kong's victory animations are as follows: Kiddy Kong sits on the ground innocently, clapping his hands cheerfully as he wiggles from side-to-side; Ellie the Elephant runs around in a circle, Kiddy Kong gleefully chasing her before tripping over himself and looking to the camera with a smile as Ellie checks on him; and Kiddy Kong, with two barrels beside him, gleefully tosses another barrel high up into the air and watches as it falls to the ground and breaks apart.
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King Bob-omb is a recurring antagonist in the Mario franchise. First appearing in Super Mario 64, King Bob-omb is the first of many obstacles Mario must face in order to collect the Power Stars that Bowser hid around Princess Peach's castle. Despite often being faced as a villain, King Bob-omb is the gentlemanly ruler of the King Bob-ombs and will not hesitate to admit defeat towards - and even at times assist - those who prove their strength against him. King Bob-omb is exceptionally proud of his moustache, and seems to believe that one's facial hair is representative of their fighting prowess. As such he generally frowns upon the moustaches of the Mario Bros., believing them to be inferior in both styling and strength, but surprisingly praises Wario's moustache in Super Mario 64 DS, and fights against the greedy treasure hunter in order to test his strength.
First appearance:
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Super Mario 64 (1996)
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Bob-omb Toss
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Kaboom Dash
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Explosive Leap
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Bob-ombs Away
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Boom D'état
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Neutral Special: Bob-omb Toss is an attack inspired by those King Bob-omb often uses against his enemies: tossing the Bob-ombs he leads at his foes. In Super Smash Bros. pressing the special move button will have King Bob-omb pull out and throw a Bob-omb forwards, while holding the special move button will allow the player to angle his throw upwards or downwards with the control stick before he throws the explosive when the button is let go. The Bob-omb that King Bob-omb throws has a weaker explosion than its item counterpart, though is otherwise identical in terms of size, appearance, and physics.
Side Special: Kaboom Dash is King Bob-omb's Special Dash in Mario Golf: Super Rush. In its original appearance, Kaboom Dash sees King Bob-omb summon a crowd of Bob-ombs, which he then rides atop a short distance before they explode to launch their ruler forwards. This is replicated somewhat in Super Smash Bros., with King Bob-omb's side special move seeing him summon Bob-ombs and ride atop them in an identical matter, and they will carry him forwards as long as the special move button is held down. Once the special move button is let go, the Bob-ombs will explode and - instead of throwing their ruler forwards - they instead cause King Bob-omb to fall helpless. The Bob-ombs' explosion deals damage to nearby enemies in this case. If King Bob-omb crashes into an enemy while the special move button is held down, the Bob-ombs will detonate automatically and instead have King Bob-omb fall in a pseudo-helpless state. If King Bob-omb crashes into a wall while the special move button is held down, the Bob-ombs will detonate upon impact, dealing recoil damage to their king and dropping him into a helpless state.
Up Special: Explosive Leap is an original technique based upon King Bob-omb's boss fight from Super Mario 64. While the battle can be won by having Mario pick up and toss King Bob-omb onto the ground, should the plumber instead decide to toss the explosive royal off the mountain on which he stands he will jump back up to the summit in order to scold Mario for his attempt at cheating. The Super Smash Bros. technique sees King Bob-omb launch himself upwards a great distance before he quickly descends in a pseudo-helpless state before exploding upon hitting the ground or an enemy; in the latter case, King Bob-omb will fall helpless. This explosion deals a fair amount of damage to foes, which increases should King Bob-omb land atop an enemy.
Down Special: Bob-ombs Away is the name of King Bob-omb's Special Shot technique in Mario Golf: Super Rush. Though the animation of the move in the original game sees King Bob-omb hop into a cannon, the Special Shot does not actually fire the ruler, instead only launching his ball which detonates a wide area upon landing. This is changed in Super Smash Bros., in which King Bob-omb summons a cannon before launching himself out of it. By default, King Bob-omb fires himself out at a slight upwards angle, but this can be changed by holding down the special move button and moving the control stick. King Bob-omb deals damage as he flies through the air, detonating upon coming in contact with an enemy or wall. Though a risky attack as King Bob-omb travels a surprisingly far distance after being shot and takes a slight bit of recoil damage upon exploding, the move deals an incredible amount of damage and knockback to any enemy that King Bob-omb crashes into and catches with his explosion.
Final Smash: Boom D'état, or more accurately King Bob-omb's Boom D'état, is the name of King Bob-omb's boss battle minigame from Mario Party: Star Rush. The original minigame sees King Bob-omb tossing Bob-ombs at his foes, who must catch those who have not detonated, load them into cannons, and fire them back at the bombastic king. The move in Super Smash Bros. only mirrors the minigame it is named after in that the move begins with King Bob-omb tossing out a series of Bob-ombs to either side of himself, which launches any enemies caught in the small (and very weak) explosions towards him. A moment later, King Bob-omb himself detonates, dealing massive damage and knockback to anyone in his vicinity. This move is so powerful that King Bob-omb's explosion can cause enemies directly next to him to be KO'd at quite low damage percentages. Despite exploding, King Bob-omb does not take recoil damage nor is he KO'd from this attack; instead, he simply falls from the sky back to the location where he exploded afterwards.
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King Bob-omb's entrance animation has him fall onto the stage, and he grooms his moustache after landing.
King Bob-omb's taunt sees him angrily raise one fist in anger as he grooms his moustache with the other.
King Bob-omb's victory theme is a remix of the opening few notes of the stage boss battle theme from Super Mario 64, incorporating part of the Bob-omb Battlefield stage theme into the end as well.
King Bob-omb's victory animations are as follows: King Bob-omb points forwards as a number of Bob-ombs run past him in the direction he pointed, and the King simply watches them go as he grooms his moustache; King Bob-omb juggles a couple of Bob-ombs, before tossing them onto his head and they stack inside of his crown as they all take on happy expressions; and King Bob-omb angrily shakes his fist and detonates, and a Bob-omb then walks up to him and looks on with a sad expression.
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King Boo is the leader of the Boo species. After Luigi wins a mansion in a contest (that he never even entered), Mario sets out to inspect his brother's prize. This, however, leads him into a trap set by the Boo king, who traps him within a portrait deep beneath the haunted mansion. After Luigi saves his brother from King Boo, the two become nemeses, echoing Mario and Bowser's rivalry. During the events of the Luigi's Mansion titles, Luigi always has to clash with King Boo's army of ghosts as they run rampant through the Mushroom Kingdom.
First appearance:
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Luigi's Mansion (2001)
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Laser
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Spirit Ball
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Teleport
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Ghostly Blowback
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Paranormal Portal
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Neutral Special: Lasers are a concentrated beam of light that utilizes gases or crystals to amplify a single colour of light and thus prevent it from getting wider or weaker the longer the beam is. In the prologue of Luigi's Mansion: Dark Moon, King Boo demonstrates the ability to fire lasers from his crown, and does so to destroy the Dark Moon that has kept the ghosts of Evershade Valley in a peaceful state. In Super Smash Bros. King Boo fires a laser from his crown, which deals damage on contact with any foe. As the special move button is held down, King Boo is unable to move while firing the laser but the player can angle it up or down. The laser deals minimal amounts of damage to foes, who do not recoil when hit by it.
Side Special: Spirit Balls are ghostly hazards featured in Luigi's Mansion: Dark Moon. King Boo gifts the Boos around Evershade Valley the ability to create these blue orbs, which turn any object they congregate around invisible. When Luigi uses the Dark-Light Device, he must use his Poltergust to suck up these ghosts before they either fly into him to deal damage or return to the object and make it invisible once more. In Super Smash Bros. King Boo spits one of these blue orbs from his mouth. The Spirit Ball will move forwards slowly and explode upon touching a fighter, wall, or after travelling a set distance. Because of the speed the Spirit Ball moves at, King Boo can use it as a trap by spitting one out and knocking an opponent into it.
Up Special: Teleporting a skill that King Boo, like all Boos, is often shown capable of performing. In Super Smash Bros. King Boo will disappear in puff of smoke and reappear a fair distance upwards or in whatever direction the control stick is tilted, dealing damage as he does. The special move button can be held down in order to increase the distance that King Boo teleports, but as charging the move does not halt his momentum when airborne, this could be disastrous and lead to him falling past blast lines.
Down Special: Ghostly Blowback is, while unnamed in Luigi's Mansion, a technique that King Boo uses on Luigi should he not have captured enough Boos before trying to face the ghostly king, who sends the green plumber back to the foyer of his mansion. In Super Smash Bros. King Boo will inhale deeply as the special move button is held down, increasing in size as he does so, before exhaling with great force that pushes foes caught in the blast a fair distance. The move does not need to be charged up, and pressing the special move button will instead see King Boo exhale weakly in a way that has minimal (but still potentially disastrous) effect on foes.
Final Smash: Paranormal Portal is, as its name implies, a portal to the Paranormal Dimension that King Boo creates prior to his boss fight in Luigi's Mansion: Dark Moon. When the king of the ghosts creates this portal, it releases a large number of ghosts that Luigi must capture in a limited amount of time, or risk his dimension collapsing in on itself. In Super Smash Bros. King Boo creates a Paranormal Portal that is slightly larger than his body; this portal draws in nearby foes and traps them in a cinematic where King Boo calls upon a variety of ghosts from Dark Moon (namely Greenies, Slammers, Hiders, Gobbers, Boos, one Polterpup, and a suit of armour possessed by the Tough Possessor) who then charge towards the foes who were sucked into the portal. After they are attacked by the ghosts, they are returned to the battle where they are launched away.
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King Boo's entrance animation sees him appear in a puff of smoke, before swinging his tongue towards the camera.
King Boo's taunt sees him laugh gleefully, waving his arms up in the air as he spins around.
King Boo's victory theme is a remix of King Boo's Mad, a theme from Mario Party 9.
King Boo's victory poses are as follows: King Boo summons some Greenie ghosts from Luigi's Mansion: Dark Moon, who angrily fly off as King Boo chuckles; Bowser breathes fire as he swings his head around while looking up, but after a moment his head pops off (revealing it to be a suit) and King Boo reveals himself with a joyful laugh; and King Boo bounces up and down happily, mimicking his victory animation from Mario Kart Wii.
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King Bulblin is a minor antagonist present in The Legend of Zelda: Twilight Princess. The leader of the Bulblins that attack Hyruleans, King Bulblin is the one who spurs Link on his quest to defeat Zant after he and his cronies attack Ordon Village and kidnap the children living there - Malo, Talo, Beth, Colin, and Ilia. While his initial attack also allows members of Zant's army to create a Twilight Portal within the village's vicinity, King Bulblin is not loyal to Ganondorf nor Zant; in his own words, he simply fights for whichever side proves themselves to be strongest. Thus, once Link manages to defeat King Bulblin in Kakariko Village, at the Great Hylian Bridge, in his camp outside the Arbiter's Grounds, and one final time in the courtyard of Hyrule Castle, King Bulblin realizes the strength of the Hero of Twilight and declares that he will no longer attack the other races of Hyrule.
First appearance:
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The Legend of Zelda: Twilight Princess (2006)
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Spin Attack
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Shield Stance
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Breaker Slam
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Bulblin Archer
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Bulblin Stampede
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Neutral Special: Spin Attack is a common technique often used by Link throughout The Legend of Zelda series, and an attack King Bulblin performs in Twilight Princess. Throughout most of its appearances, the Spin Attack simply sees Link - or any other user - spin around with his weapon stretched outwards, allowing him to cover a wide area with a single attack. King Bulblin's use of the move in both Twilight Princess and Super Smash Bros. sees King Bulblin do the same movement, and the attack can be charged up to have King Bulblin swing for a longer period of time. While he spins around, King Bulblin slides forwards a short distance and thus the move also grants him a slight amount of horizontal recovery, though he will fall helpless afterwards if the move is used in midair. This move is fairly powerful, dealing a significant amount of damage and knockback to any enemy hit, though King Bulblin will stumble in a dizzy manner afterwards and be left open to attacks.
Side Special: Shield Stance is a technique based upon King Bulblin's second encounter with Link in The Legend of Zelda: Twilight Princess. While Link escorts Thelma, Ilia, and a dying Prince Ralis from Hyrule Castle Town to Kakariko Village, the group meets King Bulblin, who guards the Great Hylian Bridge on his steed Lord Bullbo. Wanting to get revenge on Link, he challenges the hero in a joust while carrying two shields. In Super Smash Bros. King Bulblin pulls out these same two shields, standing still as long as the special move button is held down, and reflecting any projectile that comes his way. While this makes King Bulblin invulnerable to projectiles, he will still flinch in an exaggerated way that causes him to flail his shields about should he be hit with a melee attack; these attacks will also damage him, but his flailing will also allow projectiles to pass by and hit him.
Up Special: Breaker Slam is an attack inspired by one of the attacks King Bulblin performs in his last two battles in The Legend of Zelda: Twilight Princess. One of the attacks he uses during the fights in the Gerudo Desert camp and the Hyrule Castle courtyard is a slow, but fairly strong, downwards swing of his axe, slamming it into the ground. In Super Smash Bros. King Bulblin jumps up a short distance into the air before swinging his axe upwards before stretching it out in front of himself as he descends, crashing it into the ground as he lands with a powerful thud. Unlike several other, similar attacks, King Bulblin can not flinch while performing Breaker Slam; while enemies' attacks will still damage him, he will continue holding his position until he either lands or falls off the screen.
Down Special: Bulblin Archers are one of the two types of Bulblin enemies that are found across Hyrule in The Legend of Zelda: Twilight Princess. As their name implies, Bulblin Archers wield wooden bows as opposed to clubs with heads of stones or metal, and they commonly use their bows to shoot Fire Arrows upon their foes. In Super Smash Bros. King Bulblin summons a Bulblin Archer in front of him, who will then shoot a Fire Arrow forwards. The Bulblin hesitates for a moment as it draws its bow, and King Bulblin can move around while it does so and while it fires its projectile. The Bulblin will disappear after firing an arrow, but King Bulblin's opponents can also attack the Bulblin to defeat it and prevent it from even firing its bow. If the special move button is held down, King Bulblin will summon two Bulblin Archers - though he will pause in place longer while doing so, thus leaving him more open - and the second will fire its arrow upwards in an arc over the other's straight shot.
Final Smash: Bulblin Stampede is an attack loosely inspired by King Bulblin's first boss fight in The Legend of Zelda: Twilight Princess. A battle on horseback, Link chases the Bulblin leader across the plains as other members of his tribe fire arrows at the Hero of Twilight, who stands undeterred in his quest to rescue the kidnapped Colin. In Super Smash Bros. the Final Smash sees King Bulblin summon his armoured steed Lord Bullbo who dashes forwards a short distance. Any enemy hit by Lord Bullbo is then thrown into a cinematic where King Bulblin - riding atop Lord Bullbo and clad in armour - and an army of other Bulblins riding Bullbos rush towards the trapped enemies, trampling them underfoot and dealing a significant amount of damage.
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King Bulblin's entrance animation has him fall from the sky, his giant axe crossed behind his back, as he lands with a thud.
King Bulblin's taunt sees him pull out a large horn and, with his head tilted upwards, blow it loudly.
King Bulblin's victory theme is a slightly faster remix of the first few notes of his theme from The Legend of Zelda: Twilight Princess.
King Bulblin's victory animations are as follows: King Bulblin, atop his steed, raises his fist in the air as Lord Bullbo raises its front legs off the ground in a powerful pose; King Bulblin hops from foot to foot, clapping, as two Bulblins roast a dead Bullbo on a rotisserie device; and King Bulblin rides on Lord Bullbo as his steed bucks around wildly, and he waves his axe in the air in a circle as he he does so.
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King Dedede is the self-proclaimed King of Dreamland, and one of Kirby's many rivals (or, in some cases, allies.) King Dedede has an insatiable appetite rivalled only by the pink puffball Kirby, and several of their bouts centre around the king trying to accumulate as much food as possible, stealing from Kirby and the other Dreamland citizens. Despite his selfish nature, Dedede isn't an 'evil' character, and, while he butts heads with Kirby fairly often, he's not above working with him to defeat those that threaten their home; he has even acted as a hero in the past, though Kirby unfortunately misinterpreted his intentions and sought to undo the work he did to protect Planet Pop Star from Nightmare.
First appearance:
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Kirby's Dream Land (1992)
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Inhale
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Gordo Throw
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Super Dedede Jump
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Jet Hammer
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Masked Dedede
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Neutral Special: Inhale is an ability, very similar to Kirby's, that King Dedede has demonstrated to be able to use throughout the Kirby series; unlike the pink puffball however, King Dedede is unable to copy an enemy's ability. In Super Smash Bros., King Dedede can inhale an opponent and walk around with them in Dedede's stomach for a very short period of time, or fire them out as a star-shaped projectile that quickly transforms back into their normal form.
Side Special: Gordo Throw is an attack that utilizes the recurring, indestructible Gordo enemy from the Kirby series. After pulling a Gordo out of nowhere King Dedede chucks it forwards, the angle at which he does depending on how the control stick is tilted. Only one Gordo can be on-screen at a time, but it can bounce off a foe or two to deal some significant damage before it disappears.
Up Special: Super Dedede Jump is a technique that sees King Dedede launch himself high into the air before he slams back down to the Earth with a powerful thud that damages all those beneath him. Though the initial jump is great for recovery, as Dedede will begin to descend quickly once he reaches the peak of his jump, this could make it difficult to accurately grab some ledges.
Down Special: Jet Hammer is a special attack introduced in Super Smash Bros. Brawl and seemingly inspired by the hammer Masked Dedede would wield in the then-upcoming Kirby Super Star Ultra. In the aforementioned Kirby title, Masked Dedede's hammer would have a more metallic appearance than Dedede's more-wooden one, with the metallic hammer also having the ability to fire missiles and flames. In Super Smash Bros., Dedede's hammer will break apart to reveal a jet engine inside it, and Dedede will perform a powerful swing which has increased power and flame properties because of this. The attack can be charged up to increase the damage it deals, and Dedede is capable of moving around (albeit extremely slowly) while it is charged, though this can be overcharged to cause the jet engine to explode and deal recoil damage to Dedede.
Final Smash: Masked Dedede is a masked version of King Dedede that first appeared in Kirby Super Star Ultra. This alter ego boasted higher physical strength and a metallic hammer with the ability to fire missiles and flames. Once Dedede uses his Final Smash in Super Smash Bros., he will equip his mask and the player will be able to control Masked Dedede for a limited time. Masked Dedede is faster and general stronger than Dedede is, and while he can only jump twice, these two jumps equal about the same amount of height as Dedede's five normal ones. Masked Dedede's standard, smash, and aerial attacks are all essentially the same as their normal counterparts, but some now have fire or electrical properties to them; the main changes in Dedede's moveset are to his special moves, which have been replaced with Masked Dedede instead firing missiles from his hammer or a jet of fire depending on whether the special attack button is tapped or held down.
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King Dedede's entrance animation sees him being carried onto the stage by four Waddle Dees as he lay on a golden bed.
King Dedede's taunt sees him dance around in a circle as he chants with each step and drums on his stomach.
King Dedede's victory theme is an orchestrated remix of the opening few notes of King Dedede's recurring theme song.
King Dedede's victory animations are as follows: King Dedede stands with a smug smile on his face as a Waddle Dee waves beside him, who he then kicks away; King Dedede drums on his belly a few times as a Waddle Dee jumps out from behind him; and King Dedede twirls his hammer quickly before slamming it into the ground and leaning against its shaft.
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King K. Rool (also known by Baron K. Roolenstein, Kaptain K. Rool, and King Krusha K. Rool) is the large ruler of the Kremling Krew and the main antagonist of the Donkey Kong series. Though he often puts on a variety of goofy costumes, K. Rool himself is depicted as a cruel individual, who is willing to lie and cheat his way through battles in order to claim a false victory. He isn't unwilling to intimidate his enemies (calling the Kong family a bunch of "filthy apes", for instance), or even his own henchman. Though he often steals Donkey Kong's banana hoard to incite incident, whether or not he actually likes to eat bananas has been contradicted several times throughout the games; other sources also claim that K. Rool steals the Kongs' bananas in order to starve them out so that he and the Kremlings can claim the Kongs' home.
First appearance:
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Donkey Kong Country (1994)
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Blunderbuss
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Krownerang
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Propellerpack
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Gut Check
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Bast-O-Matic
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Neutral Special: Blunderbuss is a type of short-barrelled shotgun with a flared muzzle, primarily used throughout the 17th and 18th centuries. King K. Rool wields a blunderbuss during his boss fight in Donkey Kong Country 2: Diddy's Kong Quest, where he uses the gun to shoot Kannonballs at Diddy Kong and Dixie Kong from afar, before activating a vacuum effect that can draw in the Kongs or a reflected Kannonball; having the Kannonball get sucked up by the Blunderbuss will cause it to explode, allowing the Kongs to damage K. Rool. In Super Smash Bros. K. Rool will pull out the blunderbuss and fire a Kannonball forwards. If the special move button is held down however, or if the move is used while a Kannonball is already on the screen, K. Rool will activate the vacuum feature on his gun, which can draw in enemies; he can also vacuum up the Kannonball if it had bounced back towards him off an enemy or solid platform, or reflected by another fighter. If he vacuums up the Kannonball, K. Rool will point his gun at an upwards angle and fire the projectile away; the Kannonball can only be fired in an upwards direction, be it in front, behind, or directly above K. Rool.
Side Special: Krownerang is an attack based on one of the abilities King K. Rool shows off in the battle against him in Donkey Kong Country. Taking his crown off his head, he throws it forwards a fair distance before it returns to him at equal speed. Unlike other projectiles, while the Krownerang can be reflected by certain attacks, it will not harm K. Rool; he will simply grab it out of the air. If K. Rool does not catch the crown as it flies back towards him it will continue off the screen (or until it hits a solid surface), and respawn on his head after a short amount of time or after he is KO'd; before the crown returns to K. Rool's head it will sit on the ground, and other fighters can throw it as if an item.
Up Special: Propellerpack is one of the many gadgets created by King K. Rool to use against the Kong family in his many attempts to conquer Donkey Kong Island. He uses the Propellerpack as Baron K. Roolenstein in Donkey Kong Country 3: Dixie Kong's Double Trouble! both as a mode of transportation and during his boss fights. Dixie Kong and Kiddy Kong must throw barrels at K. Rool's Propellerpack to send him into a helpless state so that they can attack him. In Super Smash Bros. . Rool equips the Propellerpack and flies upwards a fair distance before falling helpless. The propeller on the backpack will deal minor damage to foes that fall into it as well.
Down Special: Gut Check is a technique that makes use of King K. Rool's large stomach to counter attacks. Throughout the Donkey Kong series, a number of Kremlings often shrug off direct attacks to protected areas, and, in particular, the Klump enemy will thrust out his stomach to do that should one be hit straight on by a weaker attack. In Super Smash Bros. K. Rool thrust out his belly at a high speed to counter an incomig attack; his stomach protrudes at such a high speed that this attack can also reflect projectiles back in the direction they came from.
Final Smash: Blast-O-Matic is a large ray gun used by King K. Rool during the events of Donkey Kong 64. Originally developed by K. Rool's chief technician, Snide, the Blast-O-Matic was incorporated into the mobile fortress known as Crocodile Isle, and K. Rool planned to use the large cannon to destroy Donkey Kong Island and get revenge for all the times the Kong family ruined his plans. In the Game Over sequence of Donkey Kong 64, it is implied that K. Rool finally does get his revenge, happily smacking the arm of his chair before the screen cuts out. His Final Smash in Super Smash Bros. is based off this Game Over sequence, consisting of a cinematic that sees him do the same animation before the Blast-O-Matic fires at Donkey Kong Island (whose appearance is based upon its appearance from Donkey Kong Country) and destroys it. The attack is initiated by K. Rool dashing forwards, and it is implied that any foe he runs through is sent to Donkey Kong Island as they are launched away and damaged as the island is destroyed.
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King K. Rool's entrance animation sees him slowly wander in from the background, smashing a banana beneath his foot.
King K. Rool's taunt sees him slap his stomach as he smiles smugly.
King K. Rool's victory theme is a rock remix of the opening of K. Rool's boss theme from Donkey Kong 64.
King K. Rool's victory animations are as follows: K. Rool laughs deeply as he puts his hands on his gut; K. Rool stomps the ground, causing three banana peels to fall from the sky. Two land on either side of him, while the third atop his head, which he picks off and tosses away angrily; and K. Rool hops between his feet as he holds his arms in the air akin to his DK: Jungle Climber artwork, chuckling as he does.
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Kirby is, for lack of a better term, a pink puffball with the incredible power to inhale foes and steal their abilities. Kirby lives on the planet Pop Star, and often must protect the inhabitants of the planet from the various evils that threaten it; whether it be intergalactic criminals plotting to take over Pop Star - like Magolor, Queen Sectonia, 02, or Star Dream - or other villains such as King Dedede, Dark Matter, or Marx. Despite his small size, Kirby has an insatiable appetite, and seems to have a black hole in place of a stomach. On occasion, Kirby has teamed up with some of his foes - or those affiliated with his foes - to take down whatever evils he is pitted against; his most notable partners are the different Animal Friends from Kirby's Dream Land 2 - Rick, Coo, and Kine, though he has also teamed up with King Dedede, Meta Knight, and a bandana-clad Waddle Dee in some titles.
First appearance:
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Kirby's Dream Land (1992)
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Inhale
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Hammer
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Hi-Cutter
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Stone
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Ultra Sword
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Neutral Special: Inhale is Kirby's trademark ability, in which he inhales deeply, drawing in a nearby fighter before swallowing them (which, in Super Smash Bros., sees the fighter be thrown away as a star that transforms back into their normal appearance once it hits the ground). Kirby will copy a special move of the fighter he inhales, which replaces his inhale ability until he either taunts or takes a hit with powerful knockback. The attack he copies is generally a fighter's neutral special move, with some exceptions. For more information on the abilities Kirby can copy, see here.
Side Special: Hammer is one of Kirby's most recurring Copy Abilities, and it first debuted as one of the first of his Copy Abilities in Kirby's Adventure. In the Super Smash Bros. series, Kirby swings the hammer forwards in a horizontal motion. If used in the air, Kirby will swing the hammer around himself twice; when used on the ground, it can also be charged up, taking on a fiery aura as it charges up.
Up Special: Hi-Cutter is an attack that takes inspiration from two of Kirby's different Copy Abilities that have appeared throughout the series; these being the Hi-Jump and Cutter abilities. The Hi-Jump ability allows Kirby to jump to great heights, and the Cutter ability is the series' main projectile weapon. In Super Smash Bros., Kirby uses the Hi-Jump ability to jump upwards a great height, before throwing a Cutter projectile downwards from whence he came.
Down Special: Stone is a Copy Ability that was first introduced in Kirby's Adventure. In the Kirby series, Stone is a defensive ability that turns him into an invincible stone. In Super Smash Bros., this stone isn't actually invincible, as Kirby still takes damage (though less damage than normal), but is completely immune to knockback. As he is a stone, when used in the air, he can fall onto fighters to damage them. Kirby doesn't just transform into a stone, and can transform into a large variety of different objects, listed below.
Final Smash: Ultra Sword is a Super Ability that appears in Kirby's Return to Dream Land, and it is the most common Super Ability that can be found in that game. In Super Smash Bros., Kirby pulls out the giant Ultra Sword and slashes forwards multiple times before performing one more, larger slash to knock away any foe he may have trapped within his fury of slashes.
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Kirby's entrance animation sees him crash onto the stage via a Warp Star.
Kirby's taunt sees him standing on the tips of his feet and wave wildly while yelling "Hi!"
Kirby's victory theme is remix of the recurring "level complete" theme that has appeared in many games of the Kirby series ever since Kirby's Dream Land.
Kirby's victory animations are as follows: Kirby performs a shorter version of the dance he does once he completes a level in various Kirby titles; Kirby sits and rocks side-to-side on the ground as Ribbon the fairy from Kirby 64: The Crystal Shards flies around him; and Kirby jumps up and down before inhaling a Maxim Tomato that he sees.
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Master Kohga is an antagonist from The Legend of Zelda: Breath of the Wild. Kohga is the leader of the Yiga Clan, a group of Sheikah who have defected from serving the Hyrule Royal Family to instead worship Calamity Ganon. The Yiga desire to bring chaos to Hyrule and make several attempts to assassinate Princess Zelda to see to it that Calamity Ganon reigns supreme and brings ruin to the kingdom, though Master Kohga embodies few of these traits in his day-to-day activities. Though showing a clear hatred for the royal family, Kohga is a clumsy and lazy boss who delegates most work to his subordinates, often sneaking off to take naps instead of actually leading his clan. The name "Master Kohga" is taken on by all leaders of the Yiga Clan, though the moniker has been held by the same man for over 100 years by the time Link awakens from the Shrine of Resurrection.
First appearance:
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The Legend of Zelda: Breath of the Wild (2017)
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Big Glowy Blast
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Great Spiky Ball
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Very Sneaky Jump
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Really Shiny Shield
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Secret Technique
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Kohga has a pink gauge above his damage percentage. This gauge - his Tantrum Gauge - fills only when Kohga takes damage, or when his special moves "fail" in certain ways. When completely filled, Kohga will take minimal damage every time a special move - barring his neutral special, which empties it - is used.
Neutral Special: Big Glowy Blast is Master Kohga's unique skill from Hyrule Warriors: Age of Calamity. In that game, some of Kohga's attacks cause him to inflict damage to himself either through mistakes in performing his intended movements or through summoning lackeys who cause strife for him. Upon taking enough of this false damage (as it does not actually subtract from Kohga's health), Kohga will enter into a tantrum state unless the player uses his Big Glowy Blast technique. The Big Glowy Blast acts the same way in Age of Calamity and Super Smash Bros.: Kohga fires a large red laser from the Yiga symbol on his mask, which the player can then angle up and down to try and target enemies. During the short period of time that this laser is present, Kohga can not move nor can he take damage from attacks. The attack does not deal knockback but does cause those hit by it to flinch and take damage. The attack can only be used fully when Kohga's Tantrum Gauge is completely full and is the only way to empty it; if the Tantrum Gauge is not full Kohga instead releases a weak pulse that deals only 1% to both himself and any enemy that may be close enough to him, though this attack does deal a fair bit of knockback to any fighter above 150%.
Side Special: Great Spiky Ball is an attack based on both the cutscene that plays after Kohga is defeated in The Legend of Zelda: Breath of the Wild and some of his attacks from Hyrule Warriors: Age of Calamity. This attack, both in the latter title and Super Smash Bros., sees Kohga summon a giant spiked metal ball beneath him, Kohga runs atop it and rolls it along the ground. The player must continually tap the special move button to have Kohga roll the ball, which deals damage to any fighter who is unlucky enough to be in its path. The player must continually tap the special move button to have Kohga run atop the ball, and the player can not change direction as he does so; failure to tap the button will see Kohga fall forwards off the spiked ball, and be subsequently run over by it, filling his Tantrum Gauge a moderate amount if on the ground; in the air Kohga will instead fall helpless and the Tantrum Gauge will fill only a small amount. The player can have Kohga dismount the ball normally by jumping, which will see the ball continue to travel forwards a short distance (and consequently become a sort of giant projectile attack) that can still damage foes before it disappears, though he can also be forced off the ball by being attacked.
Up Special: Very Sneaky Jump is a technique based upon the frequent attack strategy used by all members of the Yiga Clan. Yiga Clansmen, including the Yiga Blademasters and higher-ranked officials such as Sooga, have a tendency to attack enemies by teleporting close to them, doing so in a puff of smoke and leaving behind a number of tan talismans that flutter through the wind. Like these other members of the Yiga Clan, Kohga shares the ability to make use of this technique. In Super Smash Bros. Kohga will disappear in a puff of smoke before reappearing a short distance away, dealing damage to any who are within the small area that he reappears in. The direction that Kohga teleports in can be dictated by the player, though the distance he travels will always be the same no matter the angle. Kohga will enter a helpless state upon reappearing.
Down Special: Really Shiny Shield is a technique that Master Kohga is shown capable of performing in both Breath of the Wild and Hyrule Warriors: Age of Calamity. Presumably by using ancient Sheikah technology, Kohga projects a small wall of blue energy in front of him. In Super Smash Bros. this shield will remain up for a short period of time as long as the special move button is held. This wall absorbs energy projectiles to harmlessly deactivate them while physical projectiles will simply explode upon it as normal, potentially damaging Kohga should the damage radius be large enough. If the special move button is held down for long enough, the shield will short out and zap Kohga, dealing a minor amount of recoil damage to himself and can not be used for a short amount of time afterwards.
Final Smash: Secret Technique, allegedly a "secret technique taught by [Kohga's] father's mother's father", appears to be two different abilities that Master Kohga knows how to perform. In Super Smash Bros. this attack combines both of these secret techniques from Breath of the Wild (summoning a giant steel, spiked ball) and Age of Calamity (creating ghostly doubles using Sheikah technology): Kohga creates two blue doubles on both sides of him, who spread out a short distance away from him. Summoning a giant spiked ball, the three Kohgas then play volleyball with this giant object, passing the ball back and forth between each other to deal damage to any enemy that may hit come in contact with it. After passing it around to each other two times each, the speed of this increasing over time, the two clones jump into the air and kick the ball straight into the real Master Kohga, releasing a shockwave as it knocks Kohga into the ground. Though this deals no damage to Kohga, it does completely fill his Tantrum Gauge and the shockwave deals minor damage and a great amount of knockback to any enemy in the area.
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Kohga's entrance animation has him suddenly teleport onto the stage while laying on the ground (a number of Yiga talismans flying out from around him) before he slowly climbs to his feet, clearly disgruntled.
Kohga's taunt sees him pull out a Mighty Banana and slowly peel it before looking up towards the screen and putting it away with a sigh.
Kohga's victory theme is an intense remix of the opening notes of Master Kohga's battle theme from The Legend of Zelda: Breath of the Wild.
Kohga's victory animations are as follows: Master Kohga stumbles backwards before falling down onto his back with a sigh saying "nap time" happily; Kohga's second-in-command Sooga teleports to Kohga's side with a kneel, and Kohga, arms crossed, angrily asks him what took him so long to appear, getting "my apologies" in response; and Kohga pops out of a large pile of Mighty Bananas before stumbling and falling out of it, landing flat on his face.
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Koopa Troopas are a turtle-like species that serve Bowser as members of the Koopa Troop. One of Mario's oldest foes, Koopa Troopas first debuted in Super Mario Bros. and have since become one of Bowser's most-deployed troops. Though not as common, or as weak, as the Goombas, Koopa Troopas are still one of the enemies that the Mario Bros. encounter, and defeat, the most. What sets them apart from most other enemies is that they are not defeated in a single stomp, as the first stomp will instead eject it from its shell, allowing it to then be defeated.
First appearance:
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Super Mario Bros. (1985)
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Spiked Ball
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Flashing Shell
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Super Koopa
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Thwomp / Grrrol
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Bill Blaster
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Neutral Special: Spiked Balls are objects used by the Spike enemy to attack in most Mario games that they appear in. In Super Smash Bros., Koopa Troopa pulls out a small spiked ball and lobs it forwards, and it disappears upon touching the ground.
Side Special: Flashing Shells are initially yellow-coloured Koopa Shells that flash a variety of different colours when a Kamikaze Koopa enters it. In Super Mario World, the Kamikaze Koopa slides around the ground, chasing Mario until he can get far enough away. In Super Smash Bros., Koopa withdraws into its shell and it can be controlled left or right, with a very long and clumsy delay. Koopa can exit his shell and hop up into his bipedal form via a press of the special attack button.
Up Special: Super Koopas are a type of shell-less Koopa Troopa that can be found in Super Mario World. These Beach Koopas, instead of having shells on their back, instead wear yellow capes and fly through the air at the Mario Bros., dropping Cape Feathers when they're stomped on. In Super Smash Bros., Koopa Troopa temporarily dons a yellow cape and blasts upwards in a diagonal direction at a high speed, dealing damage to and travelling through any opponent he comes in contact with during his movement.
Down Special: Thwomps and Grrrols are almost entirely-invulnerable stone-based enemies that have made frequent appearances throughout the Mario series - Thwomps first appeared in Super Mario Bros. 3, while Grrols in New Super Mario Bros. U. Thwomps are known to suspend themselves in the air, and crash down at a high speed to damage Mario when he travels beneath them. In Super Smash Bros., Koopa summons either a Thwomp or a Grrrol depending on whether the move is used in the air or on the ground. When in the air, Koopa will throw a Thwomp straight downwards at a tremendous speed, while when on the ground he will instead kick forwards a Grrrol. Both enemies deal massive damage and knockback to foes, though Koopa will enter a helpless state when airborne after the move's use, whereas on the ground the move instead has a very long startup period.
Final Smash: Bill Blasters are stationary cannons that fire Bullet Bills; these "enemies" first debuted in Super Mario Bros., and have appeared in almost all the same games that Bullet Bills have. In Super Smash Bros., Koopa Troopa uses a Bill Blaster as a bazooka, and fires three Bullet Bills that travel forwards and converge onto a single point in front of him at a high speed, before firing a larger Banzai Bill forwards to decimate all enemies directly in front of him. The Banzai Bill drags foes along with it as it travels all the way across the screen.
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Half of Koopa Troopa's alternate costumes transform him into the skeletal Dry Bones. The two play identically to one another, though are acknowledged as separate by the crowds and announcer, in addition to having different vocal clips. Corporal Paraplonk and Kylie Koopa, from Mario & Luigi: Bowser's Inside Story and Mario & Luigi: Partners in Time respectively, also appear as two of Koopa's alternate characters, and, while referred to as "Paraplonk" and "Kylie", they reuse Koopa Troopa's voice clips.
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Koopa Troopa's entrance animation sees him slide onto the stage in his shell, before stopping and standing up while chirping.
Koopa Troopa's taunt sees him jump up and down three times, arms raised in the air, while chirping happily.
Koopa Troopa's victory theme is a remix of the battle victory fanfare from Paper Mario.
Koopa Troopa's victory poses are as follows: Koopa spins around while in his shell, before popping out and hopping up with one arm in the air; Koopa slides across the screen, and bounces back from off-screen, jumping out of his shell while dizzy; and Koopa, alongside a Goomba and a Boo, all toss small spiked balls up in their hands before throwing them at the screen.
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Kraid is a recurring boss in the Metroid franchise. A high-ranking member of the Space Pirates, Kraid often serves as one of the group's commanders whenever they explore planets. A giant reptilian creature of unknown origin, Kraid is one of the largest foes that the bounty hunter Samus Aran has fought - he is so large that his appearances in Super Metroid and Metroid: Zero Mission cover two screens vertically, a trait unique to him. Kraid once travelled between his two bases deep within the depths of Brinstar (his bases, while known by several names, are aptly called Kraid's Lair or Brinstar Depths because of this), though after the destruction of Zebes the giant Space Pirate appears to have been captured and imprisoned within the labyrinthian laboratory present on ZDR. Interestingly, a small doppelganger of Kraid, dubbed "Mini-Kraid", appeared in Metroid and Super Metroid, though its exact relation to the humongous Space Pirate remain unknown.
First appearance:
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Metroid (1986)
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Crag Cough
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Claw Crash
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Hide Out
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Spike Trap
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Claw Killer
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Neutral Special: Crag Cough is an attack based on one performed by Kraid in Super Metroid. In the Super Nintendo Entertainment System title, Kraid will sometimes shoot boulders out of his mouth in an arc towards Samus. In Super Smash Bros. Kraid shoots a small brown rock from his mouth, albeit straight forwards as if he were a cannon. The rock is not affected by gravity and will disappear after travelling a set distance so long as it hasn't shattered upon a fighter or any other solid surface. By holding the special move button Kraid will charge up the attack, firing up to four small rocks in a row; this charge can not be stored for later however, and thus Kraid is left open both while charging up and firing these projectiles. Additionally, while charging the attack, the player can tilt the special move button upwards to have Kraid fire these projectiles in an arc as in Super Metroid; the rocks are affected by gravity in this instance.
Side Special: Claw Crash, while unnamed in its original title, is a technique that Kraid demonstrates during his Super Metroid battle. Throughout the fight, Kraid will often rush forwards, attempting to skewer Samus Aran with his large claws, though his movements are often fairly sluggish. This is changed for Super Smash Bros. where Kraid stabs his hand forwards with enough force that it sends him forwards a short distance. Due to his shrunken size, the attack is also altered somewhat so that Kraid's stabbing motion creates a lance of fire around his arm, powering up the attack a fair amount as well to allow him to deal a substantial amount of damage. While Kraid does travel forwards during this move, he will fall helpless afterwards should this move be used in the air; the grounded version of this move also has Kraid stumble slightly at the end, leaving him vulnerable to attacks in a similar manner.
Up Special: Hide Out is an original ability that draws inspiration from the statues that mark the hideouts of Kraid and Ridley in Metroid, its remake Metroid: Zero Mission, and Super Metroid. In particular, the attack makes use of the statue that appears before his lair in Super Metroid - which depicts a ghastly, almost demonic or decaying creature that bares slight resemblance to the Geega enemies. The attack sees the statue essentially swallow Kraid as it rises upwards at a high speed, before Kraid shatters it after rising upwards a short distance and falling into a helpless state. While the attack does not carry Kraid a great distance upwards, it is a fairly powerful attack and enemies hit by the statue as it moves upwards are knocked in that direction and towards Kraid, making it very likely that they will be damaged by the powerful Space Pirate destroying his cage.
Down Special: Spike Trap is an attack based on Kraid's most recurring technique, present since the first Metroid title: the ability to fire out - and quickly regrow - the spikes in his stomach, allowing him to use them as projectiles. The Super Smash Bros. attack sees Kraid fire out the three spikes in his stomach, which all travel straight forwards at a high speed. Taking cues from Metroid: Zero Mission, Kraid's spikes will embed themselves in solid platforms and - due to his significantly smaller size in Super Smash Bros. - enemies. If the spikes are embedded within an enemy or a wall, they will explode after a few moments; the explosion is smaller when embedded within an enemy though does a fair amount of damage, while the explosion is larger but significantly weaker should they be in a wall.
Final Smash: Claw Killer is a technique heavily inspired by an attack that Kraid uses in his battles against Samus in both Metroid: Zero Mission and Super Metroid. The move sees Kraid grow to an immense size - ironically, his normal size in the Metroid series - as he travels into the stage's background with a roar. The player is then given a reticle to control. By pressing either the special or standard attack buttons, Kraid will fire his fingernails from the stage's background, into the stage's boundaries, and through to the foreground. The player can perform this up to four times - as Kraid has four fingers. Though the attack is somewhat weaker in comparison to other Final Smash attacks, and the nails are fairly thin so they lack range, they travel at a high speed and will instantly KO an enemy whose HP is over 100%.
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Kraid's entrance animation has the Space Pirate chained up to a white wall akin to his appearance in Metroid Dread. With a roar, he breaks off the chains, destroying the wall in the process, and the brace around his neck falls off.
Kraid's taunt sees him face the camera as he slowly, and menacingly, crinkle his fingers, before he roars.
Kraid's victory theme is a short excerpt of the theme that plays within Kraid's Lair in Metroid: Zero Mission. This clip is remixed in a powerful orchestral style, featuring a choir for emphasis.
Kraid's victory animations are as follows: Kraid opens his eyes slowly before roaring while raising his claws; in a goofy manner, Kraid claps his feet upon the ground somewhat akin to his walking animation from Metroid; and Kraid raises one of his claws and swipes down at the screen, and the camera angle is knocked over onto the ground as if he hit the camera.
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Kritters are the most common member of the Kremling Krew, King K. Rool's army that serves as the most-recurring antagonistic force within the Donkey Kong Country series. As the most basic foot soldier employed by K. Rool in his quest to defeat the Kong family, Kritters are generally some of the weakest enemies that Donkey Kong and his friends must go up against. Though they are some of the most recognizable members of the Kremling Krew, the only one of the original three Donkey Kong Country titles to feature Kritters was the first title; Kritters with peg legs known as Klomps replace them in Donkey Kong Country 2, while the more-muscular Kobbles replace them in Donkey Kong Country 3. Kritters are also known to appear in the Mario sports titles, most prominently playing the role of goalkeeper in the Super Mario Strikers titles.
First appearance:
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Donkey Kong Country (1994)
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Kannon
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Klaptrap
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Kopter
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Koindozer
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Krack Shot Kroc
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Neutral Special: Kannon is a type of large Kremling that appeared in Donkey Kong Country 2: Diddy's Kong Quest. Part of the Kremling Kutthroat class of enemies, Kannons are essentially Krushas that were trained to use cannons by K. Rool and wear pirate garb instead of military gear to differentiate them from their bare-handed counterparts. In Super Smash Bros. Kritter pulls out a smaller version of a Kannon's cannon, and uses it to fire a cannonball forwards that travels a fair distance. It essentially acts identically to King K. Rool's Blunderbuss attack, though Kritter's cannon can not vacuum up the cannonball it fires or other enemies, though its projectiles does deal slightly more damage.
Side Special: Klaptraps are small Kremlings that are fairly common troops dispatched by K. Rool in Donkey Kong Country. These creatures are quadrupeds that have large jaws, rendering them invulnerable to attacks from the front. In Super Smash Bros. Kritter will throw a Klaptrap forwards. If the Klaptrap is thrown at an enemy it will latch on to them and chomp at them to deal damage over a short period of time before it falls off; if the player misses an enemy, Kritter will simply land on the ground and remain there for a short time, latching on to an enemy that may come near it. Kritter can only have one Klaptrap on the screen at once, and the player must wait until it despawns before he can throw out another one.
Up Special: Kopter is a small species of Kremling that initially debuted in Donkey Kong Country 3: Dixie Kong's Double Trouble! Kopters are decked out in crash helmets and wield a helicopter blade in each hand; the former makes them invulnerable to jump attacks (though Dixie and Tiny Kong can bounce off their heads to fly higher) while they use the latter to fly through the air. In Super Smash Bros. Kritter pulls out the two blades that a Kopter wields and spins around while holding them outwards, propelling him upwards. Kritter enters a helpless state upon flying upwards a fair distance, though does not put away the blades and thus Kritter will descend at a slow speed that allows the player to easily control Kritter's movements; if he is attacked while falling however, Kritter will put the blades away and enter a true helpless state.
Down Special: Koindozer is a type of enemy that appears in Donkey Kong Country 3: Dixie Kong's Double Trouble! They are described as the "cousins" of the Koin enemy; while those enemies wield trash can lids that contain DK Coins, Koindozers simply charge their enemies while holding their shields out in front of them. Despite the attack's name, the Koindozer attack in Super Smash Bros. is identical to the strategy of the Koin enemy: while the special move button is held down, Kritter will pull out the trash can shield and hold it in front of him. This shield reflects projectiles that hit it.
Final Smash: Krack Shot Kroc is a level in Donkey Kong Country 3, and the sole "appearance" of the Kroc enemy in that game. Krocs are unseen Kremlings that wield sniper-like rifles that shoots fireballs - only their green crosshair is visible to the player, and, being unseen, they can not be defeated and thus will follow Dixie Kong and Tiny Kong through the entire level. In Super Smash Bros. Kritter will call upon a Kroc, whom the player can then control. Using the standard attack button the player can shoot small fireballs wherever the crosshair is pointed, while holding down the special attack button allows the user to charge up their shots to shoot larger projectiles that explode upon entering the stage's boundaries. While the player is in control of Kroc, which they are for a short period of time, Kritter is invincible.
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Half of Kritter's alternate costumes give him the classic design used by the Kritters in the original Donkey Kong Country, while his default design is instead the one created by Paon for DK: King of Swing and used in all subsequent titles. While they play identically, the two designs use completely different voice clips, with the classic design using sound effects taken straight from the original three Donkey Kong Country titles.
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Kritter's entrance animation sees a barrel fall from the top of the screen, and Kritter pops out of it; first Kritter kicks out the top and bottom of the barrel, achieving an appearance similar to that of a Knocka, before bursting the wooden barrel apart.
Kritter's taunt sees him put up his fists and dance in place, punching forwards twice as he growls.
Kritter's victory theme is an electric guitar-based remix of the fanfare that plays in Donkey Kong Country whenever the player loses a life.
Kritter's victory animations are as follows: Kritter performs an acrobatic backflip before flexing one of his muscles as he lands on the ground, growling as he does so; Kritter kicks a DK Barrel up into the air and punches it before it lands, causing it to spin around and land right-side up, and Kritter then stomps his foot down on top of it; and Kritter laughs as he crosses his arms.
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Kumatora is called the princess of Osohe Castle, though she is not of royal blood and instead just an orphan who was hidden away by the Magypsy clan. Despite her overly-feminine caretakers and title of "princess", Kumatora is a fierce and resourceful tomboy who joins with the party of MOTHER 3 in their search for the Egg of Light and stays with them to fill the role of the user of powerful PSI attacks.
First appearance:
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MOTHER 3 (2006)
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Brainshock
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PK Thunder
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PK Flash
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PK Freeze
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PK Starstorm
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Neutral Special: Brainshock is a special move that inflicts the strangeness status effects on foes. Appearing in all three games of the EarthBound series, when used by enemies the effects of Brainshock increases the higher the characters' IQ's are. In Super Smash Bros. Kumatora points forwards, creating an explosion of blue and purple energy in front of her for a very short moment. This burst of energy reflects projectiles, and deals minor damage to foes while also causing them to flipped upside-down.
Side Special: PK Thunder is a recurring PSI ability in the EarthBound series that is highly-effective against mechanical enemies. PK Thunder sees the user summon down a lightning bolt from the heavens to damage targets with the potential to paralyze enemies. In Super Smash Bros. Kumatora performs a punch while jumping forwards, and connects with an explosion of electricity.
Up Special: PK Flash is an attack that can be learned by Lucas in MOTHER 3, making it the only one of Kumatora's special attacks to not be used by her in MOTHER 3. In the EarthBound series, PK Flash causes the target to cry in addition to one of three random effects: strangeness, paralysis, or simply defeat them outright. In Super Smash Bros., the only resemblance Kumatora's special attack has to the original move is the effect that appears over Kumatora as it is used. In Super Smash Bros. Kumatora disappears as a series of green dots blink around her before she teleports upwards a fair distance, the green dots damaging any foe who touches them.
Down Special: PK Freeze is a PSI ability that appears in all three entries of the EarthBound series. Kumatora can learn the basic level of PK Freeze at level 7, and it has a chance to freeze the target. In Super Smash Bros. Kumatora creates a hexagon of light blue energy behind her. When the special attack button is simply pressed, this hexagon will simply appear for a moment to deal minor damage to any foe near her. If the attack button is held down, the hexagon will expand and eventually explode into a snowflake-esque design that deals more damage and freezes foes.
Final Smash: PK Starstorm is one of the strongest attacks in all of the EarthBound series, rivalled only by the final levels of Ness' and Lucas' special attacks PK Rockin' and PK Love, respectively, and PK Ground (which changes power depending on the enemy's health). In MOTHER 3 Kumatora is the only party member capable of learning this attack, which hits all foes and will never miss. In Super Smash Bros. Kumatora points up to the sky and fires a very small, thin blast of energy from her fingertip; this blast of energy travels up to the top of the screen and will not deal damage. After a moment, large meteors of energy will rain from the sky around the entire stage, but primarily around Kumatora's current location, who is invulnerable during its use.
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Kumatora's entrance animation sees her teleport onto the stage with a kick.
Kumatora's taunt sees her reach into her hoodie's front pocket and pull out the Egg of Light, which she stares at, clearly confused, before shrugging and putting it back.
Kumatora's victory theme is a remix of the Chapter 2 introductory fanfare from MOTHER 3, as that chapter is when she first makes her appearance.
Kumatora's three victory animations are as follows: Kumatora creates a small flame on her fingertip and writes a K in the air, leaving behind a trace; Kumatora kicks the ground as she looks down, before giving a thumbs-up to the screen; and the Egg of Light flies around Kumatora, who snatches it out of the air with a scowl, hiding it in her hoodie's front pocket.
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Kunoichi is a recurring playable character in Koei Tecmo's Samurai Warriors series, though, unlike most of the series' characters, is not based on a historical figure or a character from Luo Guanzhong's Romance of the Three Kingdoms. Kunoichi is the daughter of Shingen Takeda, adopted by him after her parents were casualties in a battle between Takeda and his rival, Kenshin Uesugi. She now serves, extremely loyal to Takeda, as Yukimura Sanada's bodyguard. It is implied that she was trained by Mochizuki Chiyome, a woman who ran an intelligence agency and trained ninjas in gathering the info she sold out. Kunoichi holds a grudge against Hanzō Hattori, believing herself to be an inferior ninja compared to him, and often clashes with Lady Kai, whose personality and interests are very close to Kunoichi's own. She has a pet Japanese dwarf flying squirrel named Tsukimaru.
First appearance:
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Samurai Warriors (2004)
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Kunai
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Hyper Attack
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Cyclone Storm
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Gas Bomb
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Tsukimaru Spirit Slash
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Side Special: Hyper Attack is a gameplay mechanic introduced in Samurai Warriors 4 and carried over into the later titles Samurai Warriors 4-II, Samurai Warriors: Spirit of Sanada, and (partially) Warriors Orochi 4. Hyper Attacks replace the basic C1 () attack, and serve to easily take down large crowds of foes with quick dashes and a reversed button-combo attack system (i.e. a "normal" attack combo could be while a Hyper Attack combo would be ). The basic Hyper Attacks can be combined together to also serve as a way to navigate the battlefields, and the spurts of speed can easily be transitioned into an attack to disperse any enemies they may come across. In Super Smash Bros. Kunoichi dashes forwards a fair distance at a high speed. The attack does deal damage to any foe she may dash through, though it does not deal any knockback. Instead, much like its Samurai Warriors counterpart, Kunoichi can transition into a normal attack, or another special attack, at any time during her dash. When on the ground, two Hyper Attacks can be stringed together, though Kunoichi will automatically halt should she reach a ledge; in midair, she can only perform one.
Neutral Special: Kunai is a Japanese tool originally created during the Tensho era as a farming tool, being intended to be used as small hand shovels. Kunai have since been adapted as a martial arts weapon, and this spiked version of the kunai is commonly associated with ninjas, who used the weapon to pierce through walls or to aid in grapelling up walls or trees; due to them also originally being designed to assist in farming, the handle of a kunai also made it more efficient in hand-to-hand combat than many other ninja weapons. Throughout the Samurai Warriors series, Kunoichi is shown to use multiple kunai in addition to her two daggers to fight. In Warriors Orochi 3, Kunoichi's attack sees her throw out a number of kunai, which serve more to stun her opponents than defeat them. In Super Smash Bros. Kunoichi mimics this attack, throwing a kunai a fair distance that will pierce through fighters. The damage the kunai deals increases the less distance it has travelled, and it will deal a fair amount of damage to shields at close range. When combined with Kunoichi's Hyper Attack Kunoichi will instead aim her throw at a downwards angle should she be airborne, propelling her forwards a very short amount as well, in a move reminiscent of her combo from Samurai Warriors 4. No matter if in the air or grounded, the kunai will fly further and deal a consistent amount of damage to a foe no matter the distance it travelled.
Up Special: Cyclone Storm is an attack inspired by Kunoichi's extended combo from Samurai Warriors 4. After performing a quick slash with both of her daggers, Kunoichi then transitions into an upwards jump, spinning her blades around her body as she moves upwards. In Super Smash Bros. this attack works the same way: Kunoichi spins her daggers around her as she travels upwards. The attack can trap nearby fighters within her spin, though only the last hit of the attack deals any major knockback. Compared to Kunoichi's version of this attack from the Samurai Warriors series, she does not travel as high in Super Smash Bros. When combined with her Hyper Attack, this attack instead becomes a weaker jump attack referred to as Sakura Smash, which is based on her aerial charge attack ( ) from throughout the series. This attack in Samurai Warriors sees an airborne Kunoichi crash down into the ground, her daggers pointed downwards to dig into the earth. Similarly, when combined with her Hyper Attack, Kunoichi will perform a short hop upwards before performing the same move.
Down Special: Gas Bomb is an attack inspired by her combo from Samurai Warriors 4. The combo in particlar sees Kunoichi perform a forwards kick before dashing forwards while spinning her blades around her. This combo ends with her posing with her daggers mimicking a rabbit's ears as she creates a bomb of green gas right in front of her. The last part of this combo serves as the basis for her down special move in her Super Smash Bros. appearance: Kunoichi will perform a backwards flip to dodge an incoming attack and counter by creating such an explosion to launch her foe. When combined with her Hyper Attack the Gas Bomb special move instead becomes a move called Flurry Stomp. This move is directly based on her combo from Samurai Warriors 4, itself inspired by her combo - both of these combos end with her furiously performing a serious of rapid kicks while in midair, though the former combo sees her moving horizontally as she stomps down on foes while the latter sees her remain stationary in the air as she kicks down in front of her. In Super Smash Bros. Kunoichi will combo into a flurry of quick downwards stomps that deal damage and will spike foes with the final hit.
Final Smash: Tsukimaru Spirit Slash is an attack based upon Kunoichi's Rage Attack from Samurai Warriors 4, while its name is derived both from Kunoichi's pet squirrel (who aids her during this attack) and the Spirit Gauge that must be filled before she can enter Rage Mode and thus perform this attack. This attack, in both Super Smash Bros. and Samurai Warriors 4, sees Kunoichi and Tsukimaru perform quick slashes as they crisscross over the ground, devastating a fairly large area in a matter of moments. In Super Smash Bros. the attack is instead performed vertically rather than horizontally, as the game is a 2.5D fighter instead of a 3D one, and thus she and Tsukimaru instead dash at a high speed around a specific area, even cutting through solid platforms should it be in the move's area of effect.
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Kunoichi's entrance animation sees her jump down from the sky, cherry blossom petals fluttering around her.
Kunoichi's taunt sees her, with one hand on her hip and her daggers pointed out away from her, perform a salute, cheerfully calling out as she does.
Kunoichi's victory theme is a more upbeat and cheerful, yet still distinctly oriental, remix of the Samurai Warriors 4 victory fanfare.
Kunoichi's victory poses are as follows: Kunoichi performs a flip before throwing her daggers in a circle around her, catching them with a smile; Tsukimaru jumps onto Kunoichi's shoulder and she pets him on the head, before spinning one of her daggers around her finger; and Kunoichi says "Yatta yo!" ("I did it!") as she performs a backflip, posing with her daggers mimicking a rabbit's ears.
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Kuros is the main protagonist of Rare and Acclaim's Wizards & Warriors series. Known as the Knight Warrior of the Books of Excalibur, Kuros is a powerful warrior who is armed with the legendary Brightsword capable of slaying any evil. When Merlin's mentor Malkil enacts his plans to usurp control of the kingdom of Elrond by locking away the ruling Princess Elaine within Castle IronSpire and many other fair maidens, Kuros sets out to bring about another era of peace, one that lasts for only a short period of time before Malkil sets his sights on the neighbouring land of Sindarin, prompting Kuros to return to battle once more.
First appearance:
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Wizards & Warriors (1987)
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Staff of Power
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Dagger of Throwing
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Potion of Levitation
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Shield of Protection
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Egg Bomb
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Neutral Special: Staff of Power is a piece of equipment that can be obtained in the original Wizards & Warriors title. The Staff of Power grants Kuros, normally a melee-based fighter, formidable strength on-par with the kingdom's greatest mages by harnessing the power of fire. When used in its original appearance, the Staff of Power throws out a cluster of four fireballs, which travel forwards across the screen. In Super Smash Bros. however, Kuros uses the Staff of Power to instead shoot out only a single fireball, which travels a fair distance before dissipating. Holding down the special move button allows Kuros to charge up the move to increase the size of the projectile and the amount of damage it deals, but doing so also decreases the distance and the speed at which it travels.
Side Special: Dagger of Throwing is a piece of equipment that Kuros can initially obtain in the very first level of Wizards & Warriors, Forest of Elrond 1, though it can be collected again later on should it be missed here. While not a powerful weapon by any means, and one that can be replaced later on by the Battle Axe of Agor (and, later, a second axe), the Dagger of Throwing serves as Kuros's main projectile weapon throughout the game. The item's use in Super Smash Bros. mimics its original Wizards & Warriors appearance, where Kuros will throw it out in front of himself a short distance before it returns to him like a boomerang. The Dagger of Throwing makes a large loop, and will travel through platforms both soft and solid, before it returns back to Kuros. Additionally, the projectile will continue dealing damage to foes until it returns to Kuros, and the warrior can dodge the blade as it nears him to have it loop around him again; the projectile will eventually disappear if dodged enough times, however, and Kuros is unable to use the attack should the blade still be on the screen. Additionally, the knife deals little damage and goes through opponents, dealing little knockback and instead serving to be more a tool for distractions.
Up Special: Potion of Levitation is an item that can be collected in Wizards & Warriors. As its name implies, the Potion of Levitation grants Kuros the ability to float off of the ground a short distance. In Super Smash Bros., this up special move acts as a unique type of recovery in that it technically acts as an additional jump for Kuros, albeit one that allows him to jump much higher than he normally would. When used, Kuros will releases sparkles from his feet as he is propelled into the air a short distance, from which the player can then jump again up to two more times, as he normally would be able to. The Potion of Levitation propels Kuros roughly 1.3× the height of a normal jump, and afterwards he is capable of using any move barring his up special move. While he jumps up with the Potion of Levitation, Kuros deals minor damage to and flinches any enemy he hits with his sword, which he holds up in front of him while ascending. If the Potion of Levitation is used after Kuros's other two jumps, he will fall at a slower speed than he normally would, as if he has the Feather of Feather Fall in his possession.
Down Special: Shield of Protection is one of the main pieces of equipment that Kuros uses throughout the Wizards & Warriors series, which can first be obtained in the original title. Though Kuros is clad in a heavy suit of armour, he remains vulnerable to the magical spells used by Malkil and his enchanted minions - the Shield of Protection, however, exists to counter these projectiles. In Wizards & Warriors simply standing still will make any projectile that hits his front rebound in the direction of the one who fired it; in Super Smash Bros. however, the Kuros will crouch down and hold his shield up to block most of his body so long as the special move button is held down. All projectiles, physical or energy-based, will be reflected off of the Shield of Protection so long as it held up, with all reflected projectiles dealing 2× their normal amount of damage. Kuros is unable to move while holding up the Shield of Protection, and his back remains exposed and thus he can still take damage from behind, above, or below.
Final Smash: Egg Bomb is a type of item that can randomly spawn in Wizards & Warriors. In the original title, the Egg Bomb - which is a spotted, egg-shaped item that flashes pink, orange, and blue - instantly defeats all enemies on the screen as soon as it is collected; this includes enemies that are otherwise invulnerable. In Super Smash Bros. the Egg Bomb spawns directly in front of Kuros, who immediately attacks it with a swing of his sword. This causes the item to create a very large explosion that deals incredible amounts of damage and knockback to any foe within range. This is one of the simplest, and shortest, Final Smash attacks in the entire game.
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Kuros's entrance animation has the warrior appear out of a black doorway, which is placed slightly above the ground. A grey door covers the exit and disappears a moment later once Kuros touches the ground.
Kuros's taunt sees him equip the Cloak of Darkness for a moment, turning invisible. He then removes it and looks both ways, confused. If this taunt is interrupted (either manually or by Kuros being attacked) while Kuros is invisible, the player will instead see the Cloak of Darkness sail away through the air as Kuros becomes visible again.
Kuros's victory theme is a direct rip of the theme that plays at the end of Wizards & Warriors, when the game prompts the player to enter their initials to save their score. The song will continually loop until the screen is exited.
Kuros's victory animations are as follows: Kuros walks to the right before he reaches a tied-up maiden, whom he rescues by lowering to the ground in a manner not unlike the post-boss celebrations from the original Wizards & Warriors; Kuros watches as a skull bounces down along some bones before landing in a golden chalice, referencing the Chance Games of Ironsword: Wizards & Warriors II, followed by a celebration where Kuros happily thrusts his sword into the air; and Kuros holds his sword up above his head before a UFO appears and beams him away, in a reference to a scrapped ending for Wizards & Warriors III: Kuros: Visions of Power.
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Lady Sia is the main protagonist of RFX Interactive's 2001 platforming title Lady Sia. The queen of the continent of Myriade, which is home to magically-inclined humans; Sia, like the world's other monarchs, possesses incredible magical prowess herself. Wielding her jade sword and the magical ring that has been passed down through her family, Sia works to defeat the half-human half-beast monsters known as the T'soas and their creator Onimen the Warlock, who have begun attacking each of the four continents.
First appearance:
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Lady Sia (2001)
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Blast Spell
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Fire Spell
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Air Spell
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Water Spell
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Shapeshift
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Neutral Special: Blast Spell is Lady Sia's most basic maneuver from Lady Sia, though it goes unnamed in its original appearance with its name being improvised for Super Smash Bros.. In Lady Sia, Sia was capable of firing small orbs of energy in eight directions around her, and could later gain the power to charge the size of these projectiles. In Super Smash Bros., these two abilities are combined; Lady Sia can charge up a ball of energy and fire it in whatever direction the control stick is tilted.
Side Special: Fire Spell is a spell Lady Sia would be able to gain within the aptly-named Fire Kingdom. In Lady Sia, it was a powerful spell that would damage all foes currently on the screen, and instantly-defeat weak enemies. In Super Smash Bros., only the fact that the spell uses fire is retained, with the attack she performs being entirely different: Sia swings her sword upwards, surrounding herself within a torrent of fire for a moment that damages those close to her.
Up Special: Air Spell, in Lady Sia, was a powerful close-ranged attack that would instantly KO the enemy closest to Sia, provided she have enough magic points to perform it. In Super Smash Bros., Sia performs an upwards slash with her sword while jumping, travelling upwards a very short distance, but also firing a crescent-shaped projectile of energy that deals massive damage and knockback.
Down Special: Water Spell was, in Lady Sia, Sia's main defensive maneuver, as using it would make her invulnerable for a short period of time. In Super Smash Bros., the general idea of it being a defensive spell is retained, as Sia creates a bubble of water around her that absorbs all projectiles that hit it. While the spell also pushes away nearby foes when used, as the button is held down and the shield kept, foes can infiltrate it and damage Sia with melee attacks to cause her to end the spell.
Final Smash: Shapeshift was the final spell Sia could learn in Lady Sia, though its usage was limited only to scripted segments. Transforming into a bestial form referred to as a "Sasquatch", Sia's physical strength was increased ten-fold and, while now unable to use magic, could now shield attacks, dash at a high speed, and ground pound. When used in Super Smash Bros., Sia becomes this same Sasquatch form for a short time, gaining powerful claw swipes. Just as in Lady Sia, Sia's special moves are replaced with a horizontal dash (side special), a ground pound (up special), and even more-powerful claw swipes that can be charged up to increase their strength (neutral and down specials).
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Lady Sia's entrance animation sees her fly onto the stage by riding atop her white griffin friend. When the griffin lands, she jumps off it and it quickly flies off the top of the screen.
Lady Sia's taunt sees her perform her idle animation from Lady Sia: first she sticks her sword in the ground before bending her head over her front and undoing her ponytail to let all her hair loose, before redoing it again.
Lady Sia's victory theme is a remix of an excerpt of the opening/ending theme of Lady Sia.
Lady Sia's three victory animations are as follows: Sia slices the air twice to make an X, before posing with the sword held against her chest; Sia turns away from the camera and holds her sword down the length of her back and in the other hand creates a small orb of energy; and Sia ruffles the feathers of her white griffin friend.
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Lana is the good half of Cia, being the physical embodiment of Cia's positive traits that were excised from her body by Ganon's power. Prior to the events of Hyrule Warriors, Cia watched over the land of Hyrule and was tasked with maintaining the balance of the Triforce evenly throughout the generations. After Ganon takes over Cia's mind Lana fights alongside the Hyrulean Army against her dark magic counterpart, whose envy of Zelda and lust for the reincarnating hero have twisted her mind.
First appearance:
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Hyrule Warriors (2014)
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Barrier Wall
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Slide
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Deku Leaf
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Barrier Cube
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Gate of Souls
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Neutral Special: Barrier Walls are vertical objects that can be summoned by Lana in Hyrule Warriors when she is equipped with the Tome weapon. These barriers are used in a large number of her charge attacks, and she can use them to push foes around, shatter them to damage a significant amount of nearby foes, or charge them with electricity to deal even more damage. In Super Smash Bros. this "attack" works a little differently depending on whether the special attack button is held down or simply pressed when the move is performed. Should the special attack button be pressed, Lana will summon a Barrier Wall in front of herself, which she can slide into with her side special move to propel herself upwards or otherwise will reflect a small number of projectiles before it explodes. If the attack button is held down, Lana will first summon the Barrier Wall before pushing it forwards a short distance (pushing foes but not reflecting projectiles) and causing it to explode to damage foes after a moment. The Barrier Walls are weak and can only take a minimal amount of damage before exploding (or doing so once Lana slides into one), though they do deal some minor damage to nearby foes when they do so.
Side Special: Slide is a technique that Lana performs for her basic charge attack. In Hyrule Warriors pressing the heavy attack button at any time will have Lana slide forwards, her feet glowing a golden light. The technique is fairly useless as a standalone attack, though Lana can slide into one of the barriers she had created to bounce off them and throw an explosive blast of energy into the ground. In Super Smash Bros. this "attack" is more a technique that can be used to close-in on foes. Much like in Hyrule Warriors, Lana will bounce off any solid vertical surface when she hits them during her slide, bouncing up off them and allowing her an extended vertical recovery option.
Up Special: Deku Leaf is a recurring item from The Legend of Zelda series, and Lana uses it much like Link does in The Legend of Zelda: The Wind Waker as part of her Spear weapon in Hyrule Warriors. In The Wind Waker, Link can hold on to one of these large leaves and use it as a paraglider, gliding through the air and being propelled around by air currents. With the Spear weapon, Lana creates an updraft and transforms her Spear into a Deku Leaf, knocking nearby foes upwards while doing so. In Super Smash Bros. Lana does this same thing, creating an updraft and pulling out a Deku Leaf to ride it upwards a fair distance, dealing no damage and simply travelling through any foe she runs into.
Down Special: Barrier Cube is another type of object that Lana can summon via her Tome weapon in Hyrule Warriors. Unlike the Barrier Walls, which she often uses to manipulate large groups, Lana uses the Barrier Cube in a different way: rolling the cube around to flatten nearby foes. In Super Smash Bros. Lana will summon a Barrier Cube underneath her and can move left or right atop it for a moment should the special attack button be held down, dealing slight damage to foes she runs into. Should the Barrier Cube not be rolled it will remain in place for a moment, acting as a solid platform, before disappearing. When Lana does roll the cube however, it will explode much like the Barrier Walls once she jumps off it; when the move is used in the air, she will send it straight downwards a short damage before it explodes in the same way.
Final Smash: Gate of Souls is a very important object featured within the story of Hyrule Warriors. Described as the "doorway of time", the Gate of Souls can be used to access the different eras of Hyrule's history, and Cia summons monsters from the Era of Twilight, Era of Time, and Era of the Sky into the game's present after being corrupted by Ganon's power. In Super Smash Bros. Lana summons a small Gate of Souls in front of her, which draws in nearby foes before they are thrown into a short cinematic where they are attacked by some of the Giant Bosses from the original Hyrule Warriors: first Manhandla fires seeds at them, Argorok flies above the trapped foes and drowns them in its fire breath, Gohma then falls down onto them before jumping away, and finally King Dodongo rolls into them to launch them away.
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Lana's entrance animation sees her jump out of the small blue Gate of Souls she uses as a weapon in Hyrule Warriors, which lays horizontal on the ground, and lands as light blue sparks of magic fly up around her.
Lana's taunt sees her hold open her tome as the pages magically flip, before Lana slams it closed and happily winks towards the screen.
Lana's victory theme is a more upbeat remix of the victory fanfare from Hyrule Warriors.
Lana's victory poses are as follows: Lana performs the same dance she does in Hyrule Warriors when she summons Manhandla's stalks with the Summoning Gate weapon- bordering her face with her arms horizontal before putting one arm into the air, then swinging her arms in a circular motion, pumping her fists on one side of her then the other, and finally jumping up and finishing by making a sideways V-shape with her fingers in front of one of her eyes; a number of blue orbs of energy fly around Lana, with one larger one hovering right in front of the open tome she carries, and they all explode in fireworks as she slams the book closed; and Lana creates three Barrier Walls in a row while facing away from the screen, then sends them off and they explode as she jumps up and spins around to face the camera happily.
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Leaf, also sometimes called Green, is a recurring character in the Pokémon franchise. Leaf was originally introduced as the main female protagonist of Pokémon FireRed and LeafGreen Versions, granting the player the choice to play as her over the original Pokémon Red and Green Versions protagonist, Red. Following her tenth birthday, Leaf sets out from Pallet Town with a Pokémon gifted to her by Professor Oak, allowing her to travel through the Kanto region to collect all eight Gym Badges and challenge the Elite Four. During her journey, Leaf eventually clashes with the criminal organization Team Rocket, and manages to defeat its administrators and eventually take down its boss, the Gym Leader and criminal overlord, Giovanni. Professor Oak gives Leaf the choice between three different Pokémon at the start of her adventure: the Fire-type Charmander, the Grass-type Bulbasaur, and the Water-type Squirtle.
First appearance:
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Pokémon FireRed and LeafGreen (2004)
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Poké Flute / Water Gun
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Gold Teeth / Withdraw
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Fly / Waterfall
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Release Squirtle / "Come Back!"
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Frenzy Plant
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Though not simultaneously, Leaf and her Squirtle can both be controlled in battle. Both Leaf and Squirtle have their own movesets, which the player can switch between via the use of the down special move. When the player controls Leaf, Squirtle will be sent into its Poké Ball; and when the player controls Squirtle, Leaf will follow her Pokémon's movements in the background of the stage. In addition to possessing a normal damage percentage (which it shares with Leaf), Squirtle also has an HP Bar that depletes as it takes damage. Squirtle's HP will recover slowly when it is not in battle, a process which Leaf can hasten by damaging enemies. Squirtle will automatically be sent back into its Poké Ball should its HP be fully depleted at any point in the battle.
Down Special: Regardless of the character in control, the character's down special moves are almost identical in function. When playing as Leaf the attack is known as Release Squirtle, which sees the trainer release her Pokémon from its Poké Ball. When playing as Squirtle, the special move instead becomes "Come Back!" as Leaf recalls Squirtle into its Poké Ball. Neither can damage foes in any way, with the Pokémon simply appearing or disappearing within a red light.
Neutral Special:
- The Poké Flute is a recurring item in the Pokémon series and the neutral special move used by Leaf. In the games in which it is present - namely the Generation I titles, their remakes, and Pokémon X and Y - the Poké Flute is a recorder that has the power to awaken sleeping Pokémon, something which must be used to clear away Snorlax that block some routes. In Super Smash Bros. Leaf pulls out the Poké Flute and blows a high-pitched note, releasing a pulse around her that deals damage to enemies and paralyzes them in place. Though the damage to enemies is minimal normally, the Poké Flute deals an especially high amount of damage and knockback to enemies that are asleep, awakening them with a start.
- Water Gun is a Water-type move introduced as TM12 in Pokémon Red and Green Versions, and the neutral special move of Squirtle. Described as being stronger than the similar Bubble move, the Pokémon titles state that Pokémon use Water Gun by attacking their opponent with a forceful shot of water. In Super Smash Bros. Squirtle can charge up and release a wave of water from its mouth, dealing no damage to enemies but pushing them around. By holding down the special move button before use Squirtle will charge up more water, which will cause increases to both the attack's range and duration as well. As this move does not deal damage nor cause enemies to flinch, enemies in a helpless state will not be knocked out of it should they be hit with Water Gun.
Side Special:
- Leaf's side special is Gold Teeth, based on a key item that must be found in Pokémon Red and Green Versions and their remakes. These Gold Teeth are owned by the Warden of the Safari Zone, who dropped them in when scared by a Wild Pokémon. Though they are normal golden dentures in the Pokémon series, Super Smash Bros. instead reimagines them as a set of chattering toy teeth, which hop around clacking their jaws. Leaf drops one of these Gold Teeth toys which will proceed to hop around on the ground to deal damage multiple times to enemies who run into them. The Gold Teeth will remain on stage for a short period of time and continually walk forwards; they will walk off ledges should they reach one and turn around upon hitting a wall. Only one set of teeth can be on stage at once, though Leaf can pick the teeth up as if they were an item and throw them around. The teeth will also disappear should Leaf use her down special move to switch to Squirtle.
- Withdraw is a Water-type status move and Squirtle's side special move. In the Pokémon series, Withdraw is described as a technique where the user withdraws into a shell or behind a shield, raising their defence stat. In Super Smash Bros. Withdraw instead acts as a physical attack, as Squirtle withdraws into its shell and slides forwards. Squirtle will slowly lose momentum on flat planes, but can otherwise travel forwards indefinitely should it keep up its speed, and it will deal damage to enemies that Squirtle runs into. Squirtle will travel through enemies it runs into, dealing minimal damage while causing them to flinch. The slower Squirtle is moving when it runs into an enemy, the less damage it will deal. Some attacks can be used to launch Squirtle in the opposite direction.
Up Special:
- Fly is a Flying-type move introduced in the original Pokémon Red and Green Versions and the up special move used by Leaf. Whether it be in the air or on the ground, Leaf releases a Pidgey from its Poké Ball and grabs onto its feet as it begins to fly upwards a short distance. By tapping the special move button while Leaf holds onto Pidgey's legs, the player can increase the distance that Leaf and Pidgey fly. By pressing down on the control stick at any time, the player can make Leaf let go of Pidgey, causing her to fall helpless. If Leaf keeps holding on to Pidgey for a long-enough period of time, both she and the Pokémon will slowly start descending in a unique helpless state, where Leaf can do nothing until she lets go of Pidgey.
- Waterfall is a physical Water-type move originally introduced in the Generation I Pokémon titles, and later becoming a Hidden Machine technique usable outside of battle in subsequent titles. In Super Smash Bros. Squirtle uses Waterfall as its up special move, summoning a waterfall that it uses to climb upwards through the air, dealing damage to enemies who make contact with the rushing torrent. Squirtle climbs a fair distance through the air before falling helpless upon reaching the waterfall's zenith.
Final Smash: Frenzy Plant is a Grass-type move introduced in Pokémon Ruby and Sapphire Versions, and is notable as only fully-evolved Grass-type Starter Pokémon can learn it. In Super Smash Bros. Leaf summons her Venusaur which promptly Mega Evolves. Immediately afterwards, it summons two large roots that rise from the ground around it and extend up in the air before whipping downwards into the ground. Any enemy hit by this initial attack that may be in the air is meteor smashed, while those on the ground are buried. Venusaur's roots will do this three more times quickly in rapid succession, the final slam releasing a shockwave of dirt that deals damage to enemies even a short distance away and causes those who have been buried to be launched upwards out of the ground as well. Regardless of whether Leaf or Squirtle is being controlled, this attack acts identically and plays out in the same manner, as either character can continue running around the stage in an attempt to knock other enemies into Venusaur's area of effect, though the player can not switch between characters during this time; if Squirtle is not being controlled during the move's use, it will be riding atop Venusaur's head watching the roots attack.
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Leaf's entrance animation has her ride onto the stage on the back of a Venusaur, which she recalls into a Poké Ball as she hops off it.
Leaf's taunt sees her toss a Poké Ball up into the air, twirl around, and catch it as she holds it up to her cheek with her other hand on her hip.
Leaf's victory theme is an electric guitar-focused pop version of the opening notes of the theme that plays in Pallet Town, which is Leaf's hometown in Pokémon FireRed and LeafGreen Versions.
Leaf's victory animations are as follows: Leaf pumps her fist as she clutches a Poké Ball, before looking down and watching Squirtle mimic her gesture; Squirtle jumps up into the air and releases a spray of water at the camera, before Leaf pops up from behind the Pokémon and clutches it tightly; and Leaf adjusts her bag and smiles happily, before looking down at a cheerful Squirtle next to her.
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Levi is a playable character from the Nintendo 3DS title Ever Oasis. Within the Boulder Path, Tethu/Tethi and their party encounter a Seedling named Mariah who asks them to help her find her friend Levi; though he eventually end up finding his way back to them in time. A friendly and polite, yet somewhat too confident, Serkah, Levi can be easily distracted by foods - him finding a bush of fruits was what caused him to separate from Mariah initially. Levi separates from Tethu/Tethi and Mariah after the group reaches the fairly empty Serkah Settlement in the Ocean Necropolism though he eventually journeys to the Seedling's Qarr Dunes after being asked to by Mariah, becoming the first Serkah resident of Tethu/Tethi's Oasis.
First appearance:
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Ever Oasis (2017)
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Punching Coconut
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Stun Hammer
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Serkah Smash
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Defending Guard
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Boulder Breaker
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Neutral Special: Punching Coconut is one of the two types of nuts that appear in Ever Oasis, itself one of the many different types of foods that can be acquired in the game and made into juice to be used for healing. In Super Smash Bros. Levi pulls out a Punching Coconut and drops it from waist-high. As it reaches his feet, Levi swings his hammer, launching it high in an upwards arc as a projectile.
Side Special: Stun Hammer is the basic "stun" attack that all weapon types have their own variants of in Ever Oasis. While Stun Hammer originally deals damage and stuns its target, in Super Smash Bros. Stun Hammer instead acts as a powerful downwards swing from Levi that deals damage directly in front of him. By holding the special move button down, Levi can charge up the attack and, at full charge, Stun Hammer will bury its target in the ground or meteor smash them should it be used in midair.
Up Special: Serkah Smash is an original attack that sees Levi make use of his giant hammer weapon. The attack differs slightly should it be used on the ground or in the air. In the air, Levi jumps up a short distance before spinning his hammer around himself vertically as he begins to fall helpless, damaging enemies who touch him until he touches the ground. On the ground, Levi slams his hammer on the ground before bouncing upwards, spinning his hammer around himself both as he ascends and descends.
Down Special: Defending Guard is an original technique based primarily on the fact that Levi is a character of the "guard" class in Ever Oasis, a class which has a passive boost in their defence stats. The technique in Super Smash Bros. sees Levi ready himself, holding his hammer diagonally in front of him. This acts as a sort of unique counter. Though Levi does not counter-attack, Levi absorbs 50% of the damage the attack would deal, and uses it to power himself up temporarily. For a short period of time afterwards, Levi will begin to glow green and will take only 0.65% of damage from all attacks. The technique's effects can not stack; if used again while Defending Guard is active, Levi will simply raise his hammer in the air for a second in a war cry.
Final Smash: Boulder Breaker is an original attack inspired by Levi's introduction in Ever Oasis. When he first appears, Levi destroys a boulder blocking the entrance to the Serkah Settlement, allowing Tethu/Tethi, Mariah, and himself to reach his comrades. Super Smash Bros. partially recreates this scene, as a large boulder appears surrounding Levi, trapping any enemies nearby. Levi then climbs atop the boulder from behind, using his hammer to bash the stone and deal damage to the trapped enemies multiple times. They are launched away as Levi performs a particularly strong smash attack, destroying the boulder.
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Levi's entrance animation has him appear out from behind a boulder as he smashes it with his hammer.
Levi's taunt sees him toss a Healing Fruit up into the air and catch it in his mouth, slapping his stomach happily as he swallows it.
Levi's victory theme is a direct rip of the fanfare that plays at the beginning of each new day in Ever Oasis.
Levi's victory animations are as follows: Levi, laying on the ground with half-eaten fruits sitting around him, is berated by Mariah, whom he ignores completely as his eyelids droop; Levi smashes his hammer into the ground before picking it back up and hoisting it over his head, hitting himself in the back and startling him; and Levi happily munches on a pile of Healing Fruits that fill his arms, before turning to the right and offering some to an annoyed Mariah.
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Lickitung, the Licking Pokémon, is a Normal-type Pokémon. Lickitung is the pre-evolution of Lickilicky, evolving once levelled up after learning the move Rollout, and both it and its older counterpart are characterized by their incredibly-long tongues. Lickitung's seven foot-long tongue is covered with a strange ooze that can be used to paralyze its enemies, and acts as another limb as it is far more dexterous than either of its feet and even memorizes the taste and texture of objects to identify them easier.
First appearance:
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Pokémon Red and Blue Versions (1996)
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Lick
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Rollout
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Slam
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Power Whip
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Rock Slide
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Neutral Special: Lick is a special Ghost-type move that, in the Pokémon series, deals damage and has a 30% chance to paralyze any Pokémon that is not of the Ghost-type (or, as they are immune to the status effect entirely, Electric-type). In Super Smash Bros. Lick is a weaker attack that simply sees Lickitung lick forwards with his long tongue, paralyzing a foe that is hit with the move.
Side Special: Rollout is a Rock-type physical attack that has made many frequent appearances in the Pokémon series ever since the move's debut in Pokémon Gold and Silver Versions. Able to be learned by Lickitung at level 33, and will cause the Pokémon to evolve into Lickilicky once levelled up once more, Rollout is a simple attack which sees the user roll into their opponent for five consecutive turns, the attack's power increasing with each successful hit. In Super Smash Bros. Lickitung will curl up into a ball. As the special move button is held down, Lickitung will store up white energy, and will blast forwards in a roll upon letting go of the aforementioned button. The amount of distance and damage that Lickitung travels is dependant on how long the special move is charged, and the attack will deal more damage, but less knockback, to foes hit with it consecutively.
Up Special: Slam is a Normal-type attack introduced in the Generation I Pokémon games, which Lickitung can learn at level 29 in Pokémon Sun and Moon. The move's description in many titles describes Slam as an attack that utilizes a long appendage that the user has, such as a tail, to attack their opponent. While this description also applies to its Super Smash Bros. counterpart, Lickitung's performance of it is more akin to its appearance in the Pokémon anime series albeit with one major difference. Lickitung will use its tongue as a spring to launch itself upwards, before performing a flip in mid-air and travelling downwards with its tongue held out in-front of itself; this attack will drag unlucky fighters down with Lickitung, though if pulled off past a blast line Lickitung will be KO'd first.
Down Special: Power Whip is a Grass-type attack introduced in Pokémon Diamond and Pearl Versions, and one Lickitung can learn upon reaching level 53 in Pokémon Sun and Moon. Power Whip's description in the Pokémon series has always described the attack as having the user use whips, tentacles, or similar appendages in order to harshly whip their opponent. In Super Smash Bros. the appendage that Lickiung uses is, aptly, his tongue: Lickitung will perform a slow spin before slamming his tongue down, hard, onto the ground to bury opponents or spike airborne foes.
Final Smash: Rock Slide is a Rock-type move introduced in Generation I, and Lickitung can learn it via TM80 starting from Pokémon Diamond and Pearl Versions. From Pokémon Gold and Silver Versions onward, Rock Slide has a 30% chance to make those hit by it flinch, and the move will target all opposing Pokémon adjacent to the user in Double, Triple, and Rotation Battles. In Super Smash Bros. Lickitung will stomp the ground a few times before pounding his tongue against it, causing large boulders to rain down from the top of the screen, through any platforms, and deal damage to any foe that may hit them. The boulders come in three sizes: the smallest boulders deal minor damage and shatter upon impact with any foe, the medium-sized boulders can be damaged and destroyed by projectile attacks and will break upon hitting three enemies, while the largest boulders can not be destroyed and will spike opponents downwards. While the rocks rain from the sky, Lickitung can be controlled like normal.
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Lickitung's entrance animation sees it being released from a Poké Ball, with a mix of berries on its tongue which it hurriedly swallows.
Lickitung's taunt sees it close its mouth fully, before rolling its tongue out as far as it can go.
Lickitung's victory theme is a jovial remix of the opening of the contest theme from Pokémon Ruby and Sapphire Versions.
Lickitung's victory poses are as follows: Lickitung waves its tongue around as it hops between its left and right feet, its arms in the air; Lickitung, originally facing away from the camera, turns around, revealing a popsicle stick poking out of its closed mouth as it turns its head in confusion; and Lickitung slams its tongue on the ground first to its right, then to its left, then try and licks the camera but falls over in the process.
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Lin Lee Koo is a child genius, working as one of the top engineers of the private military outfit BLADE in Xenoblade Chronicles X. Despite being only 13 years old, Lin is an incredibly intelligent girl, who primarily works to develop and maintain Skells, the large vehicular weapons capable of traversing areas otherwise unfit for human life. Lin is highly respected by the other BLADE members due to her engineer talents, and she herself thinks highly of Elma and appears to be the one closest to her. In addition to working on Skells, Lin is also a competent chef, and can often be found cooking when not travelling Mira with Elma and Cross.
First appearance:
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Xenoblade Chronicles X (2015)
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Fire Carnival
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Shield Wall
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Bullet Storm
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Drum Roll
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Skell
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Neutral Special: Fire Carnival is one of Lin's Signature Arts in Xenoblade Chronicles X, and makes use of the large gatling gun she wields (in addition to a shield) in battle. In its game of origin, Fire Carnival is a move that sees Lin fire a barrage of small missiles at her target. In Super Smash Bros. this attack is somewhat similar to its Xenoblade appearance, in that Lin fires a missile from her gun, though instead of a barrage of small missiles, Lin only fires a single missile from her gun. The missile flies forwards a fair distance at a slower speed, and will explode upon making contact with anything solid or should it simply fly far enough.
Side Special: Shield Wall is a Support Battle Art in Xenoblade Chronicles X that Bastion Warriors can learn. Bastion Warriors are the levelled-up version of the Shield Trooper class, which Lin begins the game as, and the Shield Wall Art sees the use project a Barrier around the party to decrease the amount of damage they take from physical attacks. In Super Smash Bros. Lin hides behind her shield, which creates a bubble around her. Projectiles that hit her shield will be reflected, while those that hit the bubble around Lin will still hit her but she will only take a third of the amount of damage from it as normal.
Up Special: Bullet Storm is an Art in Xenoblade Chronicles X. This attack can be used by membes of the Shield Trooper class, who fire wildly with their gun at their target, with the chance to cause humanoid enemies to flinch. In Super Smash Bros. Lin will fire her gun down below her as the special attack button is held down, propelling herself upwards a distance at a slow speed. The gun that Lin wields fires bullets, which can not be seen, but fire a fair distance forwards; the barrel of her gun creates white bursts of light as it is fired, with these being the only part of the special move to cause knockback, as the bullets deal damage without causing foes to flinch. The gun will overheat should the move be used for too long, and Lin will fall helpless upon her gun overheating; she will instead enter a pseudo-helpless state if the player ends the move before the gun overheads.
Down Special: Drum Roll is, alongside Fire Carnival, one of Lin's Signature Arts in Xenoblade Chronicles X - as Fire Carnival utilizes Lin's gatling gun, Drum Roll makes use of her large shield. In Xenoblade Chronicles X, is a Melee Art that inflicts a variety of status effects - mainly Physical Resistance Down and Knockback - upon use, with its damage increasing should it be part of a combo of melee attacks. In Super Smash Bros. the attack simply sees Lin perform a powerful attack by swinging her shield. This move is fairly strong on its own, but can also be used as a counterattack - should the move's use be timed correctly, Lin will dodge to the side and perform an even stronger version of her shield swing attack, with a small sweetspot in the attack dealing a significant amount of knockback.
Final Smash: Skells are giant weaponized exoskeletons developed by BLADE researchers to combat the larger, and more dangerous, creatures native to Mira. These large crafts are outfitted with different pieces of armour and weapons that allow them to be classified as any of Light Type, Medium Type, or Heavy Type Skells, which differ in the amount of fuel they consume. In Super Smash Bros., Lin summons the Formula Skell, which she rides into the background. While in the background, she will automatically fire a machine gun at the fighters, which deals somewhat minor damage and doesn't stun foes. The player is also able to target certain areas of the stage manually and fire missiles at them via the special attack button, which detonate in massive explosions to launch away foes. The player is only capable of firing up to three missiles during the short time that Lin is inside of the mech.
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Lin's entrance animation sees the Urban Skell, in its motorcycle-like form, crash through the stage, which Lin ejects from and performs a spin in midair, landing clumsily and stumbling forwards a step.
Lin's taunt sees her prod at her gun before saying one of three phrases:
- "Locked and loaded."
- "Only one of us is going down!"
- "You won't beat me!"
Lin's victory theme is a slight remix of the opening of the Don't Worry theme from Xenoblade Chronicles X.
Lin's victory animations are as follows: Lin tinkers with her shield as Tatsu the Nopon jumps around her saying "We won Linly!" to which Lin replies "You didn't do anything, Tatsu"; Lin fires her gun upwards as she moves it to her left, before lowering it and pumping her fist; and Lin performs a motion similar to her down special move, Drum Roll, posing with her shield and gun afterwards.
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Link is the name held by all the main protagonists of the titles in the The Legend of Zelda series. All of the known heroes that go by the name of "Link" are reincarnations of the Hylian hero chosen by the Goddess Hylia to protect the goddess' mortal reincarnation - Zelda - and the kingdom of Hyrule from Demise's evil. Most Links are clad in green tunics, which originates from the Skyloft Knight Academy's uniform; the colour of these uniforms are changed each year, with the green colour being worn by the first incarnation of Link, who attended the school. All Links are often known to carry a large amount of different gadgets, which they have retrieved from throughout Hyrule; one such item is the Clawshot, which Link can use in Super Smash Bros. to grab opponents, or edges, from afar.
First appearance:
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The Legend of Zelda (1986)
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Hero's Bow
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Gale Boomerang
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Spin Attack
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Spinner
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Great Spin
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Neutral Special: Hero's Bow is the derivative of the Bow that appears in Twilight Princess, obtained by Link during his trek through the Goron Mines. In Twilight Princess, the Hero's Bow can fire either normal Arrows or, should Link also have Bombs in his inventory, Bomb Arrows, and can even equip an item known as the Hawkeye to gain a sniper-like scope on it. In Super Smash Bros., an arrow can be fired from the Bow as a projectile, with its speed and distance increasing as it is charged.
Side Special: Gale Boomerang is a weapon that can be obtained in The Legend of Zelda: Twilight Princess, being a derivative of the boomerang from most titles of the Zelda series. Like all boomerangs, it is a projectile object that returns to its sender once thrown, though the Gale Boomerang contains the spirit of a deity known as the Fairy of Winds and thus creates a tornado around itself as it travels. When thrown out, the Gale Boomerang will travel a far distance, dealing damage to any it passes through. As it returns it will create a tornado, dragging any items or fighters it runs through back towards Link.
Up Special: Spin Attack is a technique that various Links have learned throughout the history of Hyrule. As its name implies, it is an attack in which Link spins around with the Master Sword extended outwards. When used on the ground, Link can charge up the Spin Attack to increase its duration, trapping foes within its vortex before knocking them away as he finishes spinning. In the air, Link can not charge the attack, but he travels upwards a short distance instead.
Down Special: Spinner is an item that Link obtains during the events of The Legend of Zelda: Twilight Princess, hidden within the depths of the Arbiter's Grounds and protected by the possessed weapon known as the Death Sword. The Spinner is an ancient object designed to allow its user to traverse across land without needing to deal with alterations in the terrain or the effects of hazards such as quicksand, and it can also lock onto certain rails in order to travel around walls as well. In Super Smash Bros. the Spinner acts differently depending on whether it is called upon in the air or on the ground: in the air Link corkscrews downwards at a high speed after calling it, while on the ground Link instead is granted full control over its movements. Link can perform basic sword slashes while riding atop the Spinner and can disembark it by simply jumping. If the down special move combination is pressed while Link is riding it however, he will kick it forwards as he backflips off it to send it flying forwards as a projectile, and it can be stuck into walls to act as a temporarily platform as well.
Final Smash: Great Spin is a more-powerful version of Link's Spin Attack technique, first appearing in The Legend of Zelda: Twilight Princess. The Great Spin is the final of the seven Hidden Skills that Link can learn from the Ancient Hero, and can only be used when at full health. Essentially identical to the normal Spin Attack, the Great Spin differs in several ways, particularly in that it is much more powerful, has a much larger radius, and appears red instead of green. In Super Smash Bros. the attack is a much more primal version of Link's up special move, though also takes cues from its power-up form available when the Master Sword is infused with light in Twilight Princess' Twilight Realm: upon use of the move, Link will charge up for a moment before spinning his sword wildly in a circle, trapping any foe nearby, before moving forwards a slight distance and stopping his spin, sending forth a large, and very powerful, Sword Beam to deal massive damage and launch all foes around him.
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Link's entrance animation sees him appear out of a Twilight Portal in his wolf form, before transforming into his Hylian form and standing up-right.
Link's taunt sees him stand on one leg, with the other pulled upwards, as he holds his sword out in an attack position.
Link's victory theme is a remixed excerpt of the title screen theme from The Legend of Zelda: A Link to the Past.
Link's victory animations are as follows: Link slices the Master Sword three times, before spinning his sword around and sheathing it onto his back, similar to an animation that can occur in The Legend of Zelda: Twilight Princess; Link walks slowly towards a small pedestal, which he then thrusts the Master Sword into and turns away; and Link plays a song on the Horse Call made by Ilia.
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Linne is the current name used by the deuteragonist of the UNDER NIGHT IN-BIRTH fighting game series. Better known by her epithet of Princess of the Night Blade, Linne was experimented on hundreds of years ago, turning her into an immortal being whose consciousness and memories enter a new body upon death. Thus, wanting to end the cycle of her rebirth, Linne journeys out to locate the sword known as the Indulgence of Insulating: Insulator, capable of destroying a very soul and thus being the only weapon capable of truly killing her.
First appearance:
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UNDER NIGHT IN-BIRTH (2012)
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Sky Fang
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Flying Swallow
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Moon Gyre
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Demon Fang
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The Diviner / Divine Blaze
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In reference to her original appearance in UNDER NIGHT IN-BIRTH, all of Linne's special moves can also be performed via directional inputs, using the same combinations as in her original appearance. While the normal special move button combinations has her perform the B Versions of each move, performing the button inputs instead allows her to perform either the A or C Versions depending on whether the normal or special attack button is pressed during the combo; the normal attack button performs the weaker, but faster, A Version, while the special move button performs the stronger C version. Linne also has an EXS Gauge that fills up as she damages enemies and depletes when performing the C Versions of moves; should she lack the sufficient amount of EXS when the appropriate button combination is inputted, she will perform the B Version instead of the C Version. The EXS Gauge has a maximum value of 200, with each C Version attack requiring 100 EXS to be performed.
Neutral Special: Sky Fang is one of Linne's special moves in all versions of UNDER NIGHT IN-BIRTH, which serves as her main projectile attack. The attack, in both the original title and Super Smash Bros., sees Linne swipe her blade through the air to create a crescent-shaped projectile of yellow energy, which travels either straight-forwards or at a downwards angle depending on whether she is grounded or in the air.
- The main B Version of the attack performed via the normal special move button is the most balanced, having fast startup and travelling a greater distance than the A Version, though Linne pauses for longer after firing the projectile. When in the air, the B Version of Sky Fang travels downwards at an angle of roughly 70°, which also propels Linne a short distance forwards once.
- The A Version of the attack is weaker and does not travel as far as the B Version, though trades a longer startup time for a shorter recovery at the end of the move's animation. When airborne, the A Version of Sky Fang travels downwards at roughly 40°, and Linne travels forwards through the air a greater distance than she does via the B Version. The projectile, both on the ground and in the air, travels about half the distance of the B and C Versions of this move.
- The C Version retains the same properties as the B Version when on the ground, though the projectile Linne fires is significantly larger and deals damage to an enemy it hits multiple times as opposed to once, with the fifth (and final) hit focusing on knockback. The aerial version of the C Version travels at a slower speed (equal to that of the A Version) but at the 70° angle of the B Version, and retains its greater size and ability to hit multiple times from the grounded version of the C Version.
The A and C Versions of the attacks can be performed by inputting the directions ↓ ↘ → on the control stick followed by the standard or special move button respectively.
Side Special: Flying Swallow is a leap attack that is part of Linne's moveset in all versions of UNDER NIGHT IN-BIRTH. In UNDER NIGHT IN-BIRTH and Super Smash Bros., Flying Swallow sees Linne jump forwards a short distance, flipping in mid-air as she strikes with her knife while descending. If Linne is airborne in Super Smash Bros. as this move is used, she will fall helpless should enough time passes without landing after her attack with her knife.
- The main B Version sees Linne jump a short distance upwards as she travels through the air. The attack deals little knockback, but Linne begins the strike as she begins descending to strike her opponent over-head. The attack itself is fairly slow however, with the most startup lag of the three versions of Flying Swallow.
- The A Version of Flying Swallow has Linne focus on launching herself forwards quickly, thus she does not travel off the ground a great distance but travels at a higher speed. The startup lag for the A Version is slightly less than the B and C Versions, though the ending lag is significantly more than both.
- The C Version of the attack is unique in that Linne, by default, travels in a manner identical to the B Version of the move, though Linne will track the position of the nearest enemy in front of her and adjust her jump accordingly, thus also allowing her to travel the shortest distance of all. Linne also slashes behind her with her sword as she lands, dealing damage to either side of her person.
The A and C Versions of Flying Swallow can be performed by inputting ↓ ↙ ← on the control stick followed by the standard attack and special move button respectively.
Up Special: Moon Gyre is a jumping special attack that Linne can perform in all versions of UNDER NIGHT IN-BIRTH. In the original title, Linne performs Moon Gyre by hopping a short distance off the ground, swinging her knife in a wide semi-circle in front of her, hitting enemies both in front of and above herself in the process. While this attack looks identical to its original version in Super Smash Bros. Linne now leaps upwards a greater distance, a change made to accommodate the different gameplay.
- The main B Version of the attack sees Linne attack twice, dealing damage to enemies hit by the attacks up to six times with the final hit focusing more on knockback. She does not travel a great distance upwards during Moon Gyre however, and falls helpless afterwards.
- The A Version of the attack sees Linne attack only once, and thus can only deal damage to enemies only twice. The A Version has significantly less launching power and Linne does not jump as high as in the other versions, though she only enters a pseudo-helpless state afterwards.
- The C Version prioritizes damage over knockback, dealing damage to enemies up to ten times over the course of three strikes. Linne thus travels a much greater distance than in her B or A Versions, though falls helpless helpless afterwards.
Moon Gyre can be performed by inputting ↓ → ↘ on the control stick followed by the standard (A Version) or special move (C Version) button.
Down Special: Dragon Fang is a special attack introduced into Linne's moveset in the third major version of UNDER NIGHT IN-BIRTH, UNDER NIGHT IN-BIRTH Exe:Late[cl-r]. In both the original title and Super Smash Bros., Dragon Fang sees Linne flip upwards a short distance before slamming her sword downwards, cutting through the air and slamming it down onto the ground in a powerful flash of energy. In Super Smash Bros. Linne will continue descending with her sword out until she lands on a platform, meaning she can continually deal damage to enemies and trap them against her should she use this while airborne off-stage.
- The main B Version of Dragon Fang has slight ending lag but sees Linne travel a short distance forwards while airborne.
- The A Version of the attack is identical to the B Version in terms of damage output, though Linne does not move forwards and has less ending lag.
- The C Version of the attack increases the amount of damage Linne deals and the height of her initial jump, allowing it to be used as an alternate recovery option. While the increased height of Linne's flip thus makes it easier to dodge the move should it be used while Linne is on the ground, the C Version has less ending lag than the B Version (and only slightly more than the A Version). Like the A Version of the move, Linne also does not travel forwards at all during the C Version of Dragon Fang.
Dragon Fang can be performed by inputting → ↘ ↓ ↙ ← on the control stick followed by the standard or special move buttons, which respectively correspond to the A and C Versions of the attack.
Final Smash: Unlike other characters, Linne has two Final Smash attacks. The Final Smash that she performs is dependent on her current damage percentage. Regardless of the Final Smash she performs, this completely drains Linne's EXS Gauge.
- The Diviner is Linne's normal Final Smash attack. The Diviner sees Linne merge her weapons together into a glowing blade of orange energy and perform a spin attack while moving forwards, dealing massive damage to any enemy she hits and trapping her targets in her spin. After sliding forwards a short distance (equal to roughly four complete rotations) Linne then slams her energy blade onto the ground, creating a geyser of exploding energy that launches away the enemies she had trapped.
- If Linne's damage percentage exceeds 90% - or she has less than 30% HP remaining - she will instead perform Divine Blaze. The attack begins with Linne initially crossing her blades to merge them into one, with stuns all enemies in place no matter their location on screen, before she then dashes forwards a fair distance. If she reaches an enemy during her dash, Linne will strike them with a four hit combo using both of her weapons, the final attack launching her target up to the top of the screen; this also causes all other enemies to be freed from their paralysis. At the top of the screen Linne will perform two quick horizontal slashes as a mark of pure yellow light before flipping over her enemy and slicing them vertically. This vertical slice launches enemies straight downwards or will instantly KO them should their damage percentage exceed 100%. If this is the final move performed in a stock match, the camera will zoom in on Linne and a slow-motion effect will be applied as she performs the final attack, thus recreating the move's animation from UNDER NIGHT IN-BIRTH.
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Linne's entrance animation has her standing still on the stage with her weapons by her sides and her hood up. Knocking her hood down, she then takes a fighting stance.
Linne's taunt sees her turn away from the camera and cross her blades behind her back in a manner identical to her artwork for UNDER NIGHT IN-BIRTH.
Linne's victory theme is a direct rip of the UNDER NIGHT IN-BIRTH victory theme Wayside Stone, which loops endlessly on the victory screen.
Linne only has a single victory animation, which sees her turn her back to the camera and look over her shoulder; the pose she takes is identical to her victory pose from UNDER NIGHT IN-BIRTH. Linne also says one of several quotes on this screen, each of which is directly lifted from her game of origin. These quotes are:
- "You let your emotions get the best of you. Might want to work on that. Just a bit of friendly advice from an old lady."
- "Stop wallowing in self-pity. Time isn't exactly on your side here."
- "Not bad, but you were no match for me. Your skills are nowhere close to mine..."
- "I've faced far worse over the years... There was no way I was going to lose. But don't feel bad; it's more about experience than skill."
- "What's the matter? Decided to show me some mercy after seeing how tiny I am? That compassion will get you killed some day."
- "Try using your brain. You'll think of an answer in no time. Provided that you've fought on a thousand battlefields, like me, anyway..."
- "Princess of the Night Blade? Sorry, you're confusing me with someone else. Better luck next time..."
- "Ah, to be young again. Watching you is almost embarrassing. I wonder if I ever humiliated myself like that... Most likely."
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Litten, the Fire Cat Pokémon, is one of the three Starter Pokémon given to new trainers in the Alola region. Litten is a quadruped feline Pokémon that, like most cats, licks itself clean; Litten stores its fur in its stomach, which it can light ablaze and spit from its mouth. Unlike its Grass- or Water-type counterparts, Rowlet and Popplio, Litten is a very solitary Pokémon who hides their emotions from humans or other Pokémon until it fully gains their trust. In the Pokémon anime series, Ash Ketchum caught a Litten in the episode "One Journey Ends, Another Begins..."
First appearance:
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Pokémon Sun and Moon (2016)
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Ember
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Bite
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Fire Blast
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Flame Charge
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Inferno Overdrive
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Neutral Special: Ember, in the Pokémon series, is a weaker special Fire-type attack. With a power level of 40, several Pokémon with the ability to learn Ember can evolve and/or learn more powerful special Fire-type attacks to replace it. In Super Smash Bros., Litten will fire a small hairball of fire forwards, which will travel a short distance before burning up into smoke. The hairball will power up and increase in size over time, and, at max power, will turn into a flamethrower-like attack. Litten will take on a red glow at full charge.
Side Special: Bite is a physical Dark-type attack introduced (as a Normal-type move) in Pokémon Red, Blue, and Green Versions. In the main Pokémon titles, Bite is a weaker version of the attack "Crunch", and may cause the target to flinch. In Super Smash Bros., Bite actually takes the appearance it does in the Nintendo GameCube titles Pokémon Colosseum and Pokémon XD: Gale of Darkness. Litten will leap forwards, a large purple pair of fangs will appear around it and move slightly forwards before chomping down. The attack doesn't deal a large amount of damage, but it does deal tremendous amounts of knockback to those bitten.
Up Special: Fire Blast is a powerful special Fire-type attacked introduced with a power level of 120 in the first generation of Pokémon titles; though it has since had its power decreased to 110. In Super Smash Bros., the attack is almost unrecognizable to its Pokémon counterpart; in the Pokémon games, a Pokémon will shoot a projectile of fire in the shape of the kanji for "big" or "giant" (大). In Super Smash Bros., Litten jumps straight upwards, propelling through rings of fire that explode as it jumps through them to knock away any foe around them. Unfortunately, while a good attack, it does not propel Litten a great distance upwards.
Down Special: Flame Charge is a physical Fighting-type attack introduced in the Generation V titles Pokémon Black and White Versions. Within the Pokémon series, the move is described as the user cloaking themselves in flames in order to raise their Speed stat and deal damage to foes. In Super Smash Bros. Litten simply spins around, flames surrounding it to deal minor damage to those that come in contact with Litten. Like in the Pokémon series, this move increases Litten's move speed for a limited time after use, though this stat boost can not be reapplied while still active or for a short period of time after it runs out.
Final Smash: Inferno Overdrive is the main Fire-type Z-Move introduced in Pokémon Sun and Pokémon Moon. In both the Pokémon series and Super Smash Bros., the user engulfs themselves in fire and rushes forwards as a powerful missile. In Super Smash Bros., Litten will rush all the way across the screen in a fiery missile, before reappearing where the Final Smash was activated.
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Litten's entrance animation sees it being released from a Poké Ball alongside red embers, its tail briefly on fire before putting itself out.
Litten's taunt sees it arch its back and hiss, a small stream of fire emitting from its mouth as it does.
Litten's victory theme is a remix of an excerpt of the beginning of the Pokémon Sun and Moon regular trainer battle theme.
Litten's victory poses are as follows: Litten grooms its legs, before coughing up a flaming hairball that sizzles out very quickly; Litten curls up in a ball and falls asleep; and Litten paws at a Cutiefly that flies around Litten in a hurry.
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Little Mac is a seventeen year-old boxer from the Bronx borough of New York City. He stands at 5' 7" (170cm) and weighs in at 107lbs (49kg), classifying him as a light flyweight boxer, fitting to his nickname of "Little Mac". Mac is the main protagonist of the Punch-Out!! series of boxing games, which see him climbing up the ranks of the World Video Boxing Association with the help of his trainer, and former heavyweight boxer, Jerome "Doc" Louis. Little Mac fights in an orthodox stance, and often uses the Star Uppercut technique created by Doc Louis to defeat foes he should otherwise be unable to. Little Mac has appeared in the NES and Wii titles, both named Punch-Out!!, as well as the Super Nintendo Entertainment System title Super Punch-Out!!; the Wii instalment of the series updated his look, weight, and height in order to improve him in ways that the original NES and SNES titles could not allow.
First appearance:
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Mike Tyson's Punch-Out!! (1987)
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Straight Lunge / Star Uppercut
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Jolt Haymaker
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Rising Uppercut
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Slip Counter
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Giga Mac
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Neutral Special: Straight Lunge is a powerful attack that sees Little Mac charge forwards quickly, dealing damage with a great punch. The distance and speed at which Little Mac travels can be increased by charging it (this charge, unlike most chargeable attacks, can not be stored), though the amount of damage does increase when the attack is fully charged. Little Mac will stop at a ledge should he reach one while travelling. Once his Power Meter is filled, this attack is replaced with Star Uppercut, an incredible attack that deals massive damage and knockback to those he punches; unfortunately, as he does not move, the range of this attack is fairly small and he must be directly beside a fighter in order to make contact.
Side Special: Jolt Haymaker is Little Mac's side special move, and his most effective recovery option. Little Mac will jump forwards, performing an overhead punch should he make contact with a fighter in the midst of this jump or should the player press the special attack button once more while midair. Unfortunately, as Little Mac can not halt his trajectory in midair, using the attack near a ledge may cause Little Mac to self-destruct; as he becomes helpless once he punches (or, even if he doesn't within a short amount of time), it is not recommended for players to use this attack near a ledge.
Up Special: Rising Uppercut is Little Mac's main recovery option, though not a very useful one. As Little Mac is fairly when airborne compared to while he is on the ground, his Rising Uppercut is his sole means of vertical recovery yet doesn't allow him to travel that far. Little Mac punches several times while climbing upwards in the air. His punches can juggle foes, and his final punch will knock those trapped away. The attack doesn't propel him that high, only reaching slightly higher than his normal single jump.
Down Special: Slip Counter is a counterattack move; countering is an important technique in both the Punch-Out!! series as well as boxing in general. Little Mac takes a defensive stance, which will last fewer frames should the attack be used several times in a row. Should Little Mac be attacked while in a defensive stance, he will dash backwards a short distance before countering the attack with a powerful uppercut while he jumps forwards once more.
Final Smash: Giga Mac is a large, beastly form that Little Mac can take in the multiplayer head-to-head mode of the Wii instalment of the Punch-Out!! series. In Punch-Out!!, Little Mac can transform into Giga Mac by filling up a certain gauge with "Giga Mac Juice", which can be obtained by attacking the other player at certain times. In Super Smash Bros., Little Mac temporarily transforms into Giga Mac, boosting his attack and knockback for a limited amount of time. He can be attacked while Giga Mac, but will take only a fraction of the normal damage he would as Little Mac and no knockback.
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Little Mac's entrance animation sees him jog onto the stage before squatting and stretching.
Little Mac's taunt sees him pull out a water bottle and dump it on his face. He then shakes his head quickly to dry off.
Little Mac's victory theme is a remix of the theme that plays in both the NES and Wii instalments of the Punch-Out!! series whenever Little Mac defeats an opponent.
Little Mac's victory animations are as follows: Little Mac holds a champion's belt above his head, smiling proudly and cheering loudly; Little Mac punches a punching bag twice before knocking it away with a Star Uppercut; and Little Mac rubs his face with a towel, places it around his shoulders, and drinks a bottle of water which he crushes once empty.
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Lubba is the captain of a travelling spaceship planetoid and a major character in Super Mario Galaxy 2. Prior to the events of the game, Bowser destroyed Lubba's ship with meteors, scattering the Lumas he leads all over the Mushroom Kingdom below. After Mario makes his way to Lubba, bringing with him a peach-coloured Luma that Lubba refers to as "young master Luma", Lubba thanks him by aiding the plumber in his second extraterrestrial adventure by carrying Mario from galaxy to galaxy - in the process he transforms his spaceship into the new and improved Starship Mario. Somewhat lazy and fairly plump, Lubba not only serves as Starship Mario's captain but also its main mechanic, being the one maintaining the many machines within the planetoid.
First appearance:
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Super Mario Galaxy 2 (2010)
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Star Bit
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Rainbow Star
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Sling Star
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Star Cursor
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Starship Mario
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Neutral Special: Star Bits are both a collectible item and projectile weapon present in both Super Mario Galaxy and Super Mario Galaxy 2. Star Bits can be collected from ? Blocks and by running over them on the ground - akin to Coins in other Mario titles - and using the Wii Remote the player can fire them at enemies to temporarily stun them or at Lumas to feed them. In Super Smash Bros. Lubba tosses a flurry of Star Bits forwards when the button is tapped, which travel a short distance before disappearing. By holding down the special move, Lubba will instead fire out Star Bits in a short line after a momentary pause. While Lubba can continue to fire these Star Bits out indefinitely and they travel a greater horizontal distance, they travel at a single height (unlike the flurry he throws out) and can be easily jumped over. As Lubba can not move while tossing Star Bits, hitting him will also force him to cease doing so.
Side Special: Rainbow Star is a power-up from Super Mario Galaxy and its sequel. The Rainbow Star essentially serves as the replacement to the Super Star present in other Mario titles, granting Mario (or Luigi) temporary invincibility and a rainbow appearance. In Super Smash Bros. Lubba does not actually show the Rainbow Star itself but becomes enshrouded in a rainbow aura as he flies forwards in a tackle. When on the ground, Lubba will flop forwards onto the ground, allowing him to meteor smash enemies that may be in the air should he face flop downwards past the edge of a platform; in the air, Lubba will flop forward as if landing on the ground but instead fall helplessly. While Lubba is glowing, he has super armour and does not flinch from any attacks, though he will still take damage from them, despite the Rainbow Star's original attributes.
Up Special: Sling Stars are a type of miniature Launch Star that appear in the Super Mario Galaxy duology. Like the larger and more powerful Launch Stars, Mario can enter a Sling Star and, with a shake of the Wii Remote, the player can launch him across a set path; Sling Stars differ from Launch Stars in that Sling Stars generally shoot the plumber a much shorter distance. In Super Smash Bros. Lubba summons a Sling Star around himself and he gets launched upwards a fair distance at a high speed, dealing no damage. Lubba does not enter a helpless state after being launched, though he can not perform any attacks during his ascent or for a moment as he begins his descent.
Down Special: Star Cursor is the player's cursor in Super Mario Galaxy and Super Mario Galaxy 2. Though it generally serves no purpose in single player other than to collect and fire Star Bits, a second player is able to use their own separate Star Cursor that is capable of stunning enemies or manipulating parts of the levels Mario travels through. In Super Smash Bros. the Star Cursor mimics two of these abilities: Lubba summons the Star Cursor which wildly crosses atop the giant Luma several times in a vaguely-circular pattern, drawing items and projectiles towards and around Lubba's person. While projectiles are deactivated and disappear when the Star Cursor collects them, items - both those on the ground and those thrown at Lubba - are collected and Lubba will pick up the first that the Star Cursor collects. The Star Cursor also stuns - but does not damage - any enemy that is too close to Lubba when the move is used.
Final Smash: Starship Mario is the planetoid-like spaceship that Lubba serves as the captain of, which also serves as the main hub area of Super Mario Galaxy 2. Though initially a small ruined rock, Lubba gives the ship a makeover to match Mario when the plumber presents a Power Star - and a safe young Luma whom Lubba is friends with - to the captain. In Super Smash Bros. Lubba first summons a green and blue portal of light around his person, which pulls both nearby enemies and, should any enemies be caught, himself inside. A cinematic then plays out where the enemies, stunned, stand on a small asteroid and are forced to watch in horror as Lubba pilots the Starship Mario towards them, destroying their platform and dealing damage and a significant amount of knockback to them once the cinematic ends.
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Lubba's entrance animation has a number of Star Bits drop onto the stage from above followed by Lubba himself, who scatters the Star Bits in many directions.
Lubba's taunt sees him face the camera and bounce upwards at a slight angle as he waves one arm upwards, a large smile across his face.
Lubba's victory theme is a slightly faster remix of a portion of the Starship Mario theme from Super Mario Galaxy 2.
Lubba's victory animations are as follows: Lubba and the Co-Star Luma spin around each other before bouncing up into the air with a high-five; Lubba is tossed up into the air three times by a group of variously-coloured Lumas as he happily laughs; and Lubba raises his arms and the Starship Mario appears in the background behind him.
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Lu Bu was historically a powerful warlord who lived during the Later Han dynasty. He is always referred to as one of the mightiest warriors in the history of the Three Kingdom, who had a bloodthirsty attitude who was always suspicious of his allies. In the Dynasty Warriors series, Lu Bu is a warrior who searches for warriors stronger than him to fight, and is feared by almost all other characters due to his immense strength and often being dubbed a "demon" due to it. Lu Bu is extremely dedicated to his lover, Diaochan, and aims to create a perfect world for her. He is commonly seen riding a unique steed, a jet black horse with a fiery red mane known for its incredible speed, named Red Hare.
First appearances:
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Dynasty Warriors (1997) Jiuyuan, Jiuyuan District (likely prior to 161; historical counterpart)
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Absolute Strength
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Rush Charge
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Buried Edge
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Power Slash
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Unparalleled Might
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Neutral Special: Absolute Strength is a technique based upon Lu Bu's attack combo from Warriors All-Stars. This attack, in Warriors All-Stars, sees Lu Bu perform one strong slash with his halberd, before performing another as he steps forwards; this second slash is charged with red energy, and creates an orb that draws in and juggles nearby foes for a short period of time. In Super Smash Bros. Lu Bu's neutral special move is based off the later part of this combo: Lu Bu performs a slash attack as he steps forwards, creating an orb of swirling red and black energy that deals damage to any foe that gets trapped in it for the short while that it is on the stage.
Side Special: Rush Charge is a technique based upon Lu Bu's extended combo from Dynasty Warriors 8. In the aforementioned title, Lu Bu begins with a series of furious strikes, with the extension adding a full-bodied rush that Lu Bu ends by grabbing a nearby foe and slamming them into the ground. While not identical in Super Smash Bros. the attack is fairly similar to the last part: Lu Bu rushes forwards a fair distance. While this initial dash does little damage and knockback, instead dragging nearby foes with him, he will end the move with a powerful swing of his halberd to launch them away.
Up Special: Buried Edge is an attack based on Lu Bu's strong aerial attack ( ) from Dynasty Warriors 8. Much like most other aerial attacks, this technique's Dynasty Warriors counterpart sees Lu Bu travel down towards the ground at a high speed to deal damage to nearby enemies; in Lu Bu's case, he slams his halberd down (held horizontally) into the ground at a high speed. In Super Smash Bros. this attack is very similar: Lu Bu jumps up a very short distance before charging downwards with his halberd out-stretched in the same way.
Down Special: Power Slash is a technique not entirely based on one of Lu Bu's movesets from the Dynasty Warriors series, but inspired by several techniques he can perform throughout the series. In Warriors All-Stars, one of Lu Bu's Hero Skills is called Tyranny, which sacrifices some of the user's health in exchange for a powerful attack. In Super Smash Bros. this idea is retained, and the attack that Lu Bu performs is based on the ending of several of his combo attacks from a number of his appearances. Power Slash sees Lu Bu steel himself for a moment before performing a powerful slash attack with his weapon, energy engulfing his weapon and leaving a trail in the air. This attack does not deal a significant amount of knockback, instead specializing in dealing damage, but does deal a moderate amount of recoil to Lu Bu when he uses it, and it also has a large period of ending lag.
Final Smash: Unparalleled Might is Lu Bu's alternate Musou attack from Dynasty Warriors 8, and its appearance in Super Smash Bros. mimics its original appearance in that game. In both games, the attack differs in use depending on how close Lu Bu is to a foe. When directly in-front of a foe, Lu Bu will charge his halberd with energy and swing it down onto their head, smashing them hard into the ground. If Lu Bu is further away from an enemy, he will instead point his weapon forwards and release a large burst of red and black energy from its tip in a conical shape. Though these attacks have far less range than many other Final Smashes, their damage and knockback can KO fighters at lower percentages than most others.
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Lu Bu's entrance animation sees him hop off his horse, and raise his chin with a smirk and a slight chuckle.
Lu Bu's taunt sees him swipe his halberd down beside him, as he says "Watashi wa kono sekai ga imamade mita naka de mottomo idaina senshidesu!" ("I am the greatest warrior this world has ever seen!")
Lu Bu's victory theme is a rock remix of the opening bars of his own theme song from the original Dynasty Warriors title.
Lu Bu's three victory animations are as follows: Lu Bu slashes with his weapon a number of times, before posing in the same way as he does in his Dynasty Warriors 5 render, with his weapon pointed towards the ground in one hand, and his other hand held out to his side; Lu Bu holds one hand in the air before shouting "Watashi no michi o ayumi, kudaka re nasai!" ("Step in my way and be crushed!"); and Lu Bu shouts "Tatakai de, watashi wa watashi no ha de kotaemasu!" ("In battle, I answer with my blade!") after chucking, pointing his arm into the air.
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Lucina is one of the main playable characters of Fire Emblem Awakening. The daughter of Chrom, the prince of Ylisse, and a descendant of the Hero-King Marth, Lucina is the princess of Ylisse who travels back from the future alongside a group of other warriors to rewrite history and save the world from the dragon Grima. A serious, strong-willed, and no-nonsense girl, Lucina first takes the name of the legendary Hero-King Marth in part due to not wanting Chrom to learn of her true identity. As a fighter driven to change the future, she focuses primarily on her goal with her only other focus being to protect her father and spend time with him in ways she wouldn't be able to in the future.
First appearance:
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Fire Emblem Awakening (2012)
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Rapier
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Astra
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Awakening Aether
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Pavise
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Critical Hit
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Neutral Special: Rapiers are a recurring type of sword found throughout the Fire Emblem series. Exclusive to the Lord unit class, these weapons have the unique ability to penetrate shields with their normal attack. Lucina's rapier - the Falchion (or the Parallel Falchion, to differentiate her weapon from its present-day counterpart wielded by Chrom) - also shares this ability in Fire Emblem Awakening. In Super Smash Bros., Lucina thrusts it forwards, and, just as in Fire Emblem, it will deal massive damage to shields. It can be charged to increase its power, and will fully destroy a shield at full charge.
Side Special: Astra is a recurring skill in the Fire Emblem series, initially debuting in the series' fourth instalment Fire Emblem: Genealogy of the Holy War. In all of its appearances, Astra halves the amount of damage that the weapon would normally deal, though the user instead performs five consecutive attacks; essentially dealing 150% more than they would normally. In Super Smash Bros., pressing the special attack button sees Lucina swing her sword once; though the attack can be used up to five times in a row, with each use continuing a combo. The fifth hit will deal the most damage and knockback to a foe.
Up Special: Awakening Aether is based upon Aether, a skill from the Fire Emblem series. Initially appearing in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn as a skill that only the main protagonist of those games - Ike - could learn; all Great Lords - including Lucina, should she be promoted to that class - were later able to learn this skill in Fire Emblem Awakening. In Super Smash Bros., Lucina performs an attack fairly different from Ike's similarly-named up special move in that she hesitates for a moment before slashing upwards at a 45° angle at a very high speed, appearing as a simple white flash as she moves. Lucina travels through foes during the move, dealing damage as she does, but the attack deals the strongest amount of knockback and damage in the centre of her slash, with the sweetspot appearing as a white star-like flash as she moves.
Down Special: Pavise is a defensive skill that debuted in Fire Emblem: Genealogy of the Holy War and has since made several other appearances in the Fire Emblem series. In its original appearances, Pavise would halve the amount of damage taken from an attack. In Super Smash Bros., it acts as a stronger shield for Lucina. Utilizing an animation from Fire Emblem: The Sacred Stones, Lucina shines with a bright energy before holding her sword up in a defensive way, that significantly decreases damage taken from attacks targeting her front. If timed correctly, Pavise will also reflect projectiles. The attack can be held up as long as the special move button is held, though she can only take a certain number of hits before flinching and letting her guard down.
Final Smash: Critical Hits are an action that is commonplace in role-playing games. Often decided upon by RNG - random number generation - critical hits are, in the case of RPGs, cases in which attacks deal more damage than they normally would. In Super Smash Bros., Lucina rushes straight forwards a long distance, performing a slash once she comes in contact with a foe. Comically, once she comes in contact with a foe, the HP gauge from Fire Emblem Awakening appears beside the foe before they are launched, quickly draining from 80HP to 0HP. Unfortunately, if Lucina is facing the wrong direction when she uses her Final Smash, Lucina may rush off the screen and KO herself.
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Lucina's entrance animation sees her warping onto the stage using magic, while masked. She then removes the mask and places her hand on the Falchion.
Lucina's taunt sees her put on her mask and point the Falchion into the air, before removing the mask and returning to her idle position.
Lucina's victory theme is a remix of the fanfare that plays in Fire Emblem Awakening whenever a unit levels up. This remix extends the fanfare by adding the first few notes of the Fire Emblem main theme at the beginning.
Lucina's victory poses are as follows: Lucina swings her sword before taking on the same pose as she does in her artwork (as Marth) for Fire Emblem Awakening, saying "The future is not written!"; Lucina appears out of the Outrealm Gate with her mask on, landing in a kneeling position and removing her mask; and Lucina says "Father, I won", while pointing her sword towards the sky in a pose similar to her artwork from Project X Zone 2.
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Ludger Will Kresnik is the main protagonist of the 2012 role-playing game Tales of Xillia 2, the fourteenth main entry in Bandai Namco's Tales series. Ludger was caught up in a train hijacking by the terrorist group named Exodus, an event that changed his life as he would learn that both he and his older brother Julius carry a power passed down through generations known as Chromatus. Seeking to learn more about his power (and put a stop to the debt he acquires from the medical expenses he needs once he escapes the train), he joins Spirius Corporation as his brother's replacement and goes out in search for him alongside a strange young girl named Elle Mel Marta.
First appearance:
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Tales of Xillia 2 (2012)
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Azure Edge / Pow Hammer / Bubble Blast
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Falling Snow / Hammer Flail / Rolling Thunder
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Crimson Fury / Crushing Blow / Stun Blitz
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Weapon Shift
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Chromatus
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Down Special: Weapon Shift is a mechanic that Tales of Xillia 2's Cross Double-Raid Linear Motion Battle System focused heavily on in order to make the game stand out among the other entries in the Tales of series. The Weapon Shift mechanic allowed Ludger to switch between three types of weapons in a flash while fighting in battle, which allowed him to have three sets of Artes as opposed to the one set that all other party members could have. In Super Smash Bros., Ludger retains the fact that the weapon he wields greatly changes the way he plays in battle, with all of his special moves and many of his standard ones changing depending on what he is carrying, essentially making him three playable fighters in one. In order, Ludger will shift from his Dual Blades to his Sledgehammer, and then Dual Pistols. Dual Blades are his more balanced weapon, while the Sledgehammer a slower and more powerful melee one and the Dual Pistols quicker more distance-based one.
Neutral Special:
- Azure Edge is one of the Tales series' most recurring Artes, and was designed to be the basic projectile attack for sword wielders. When wielding his Dual Blades, Ludger slashes the two two create a small yellow-green orb of energy that travels a short distance forwards, through opponents. Both the slash and the orb deal damage to foes, with the former dealing slightly more, but with very limited range.
- Pow Hammer is a recurring attack which sees the user strike a foe with a small toy hammer, though Ludger, wielding an actual Sledgehammer, performs the Arte much differently from most as he instead slams the ground to summon such toy hammers to rise from where he struck. In Super Smash Bros., Ludger will strike the ground to deal minor damage to foes around him, with the small toy hammer that rises up from the spot that was struck dealing more damage. In the air, Ludger will instead just perform a single, albeit slightly more powerful, downwards swing.
- Bubble Blast is an Arte that only two characters from Tales of Xillia 2 have been shown to be able to perform, these two characters being Ludger and one of the game's bosses, a man named Victor. Once used, Ludger fires a small bubble from his pistol, which explodes on contact to deal damage to a foe; it acts much the same way in Super Smash Bros., though the distance the bubble will travel is a set one.
Side Special:
- Falling Snow is an Arte used by Ludger, his brother, and the aforementioned Victor in Tales of Xillia 2. A somewhat weaker Arte, Falling Snow simply sees the user dash forwards quickly, damaging any foe they touch as they move. In both Super Smash Bros. and Tales of Xillia 2, when used in the air Ludger will instead travel at an upwards angle. If the player uses the attack and then, as it is ending presses tries to use it in the opposite direction, Ludger will travel back to where he came from in a version known as "Reverse Falling Snow".
- Hammer Flail is an Arte that sees Ludger swing his Sledgehammer in a circle around him before performing an upwards swing in front of him, allowing him to hit foes on any side. In Super Smash Bros. this attack acts in the same way, though the upwards slash following the spin will be the only part of the attack to deal any knockback; should an opponent be hit by his spin, they will simply flinch and, only at higher percentages, be knocked away a step.
- Rolling Thunder is a very mobile gun-based Arte that sees Ludger perform a roll forwards before he gets into a crouching position and fires back the way he came. Unlike in Tales of Xillia 2, in Super Smash Bros. Ludger will instead fire in the direction the control stick is tilted once the move is used, allowing him to fire forwards, backwards, or upwards in three fixed angles. When used in the air, Ludger can also fire downwards after he performs an aerial spin, though this attack also leaves him helpless afterwards.
Up Special:
- Crimson Fury is an Arte that first debuted in Tales of Xillia 2 but would later become one most characters wielding Dual Blades could learn. The Arte, both in Tales of Xillia 2 and Super Smash Bros., sees Ludger perform a kick that sends him (and the foe he hits) upwards a short distance, before he attacks with a flurry of spinning strikes as his blades get encased in flames.
- Crushing Blow is an Arte that, in Tales of Xillia 2, sees Ludger perform a short hop before he slams his hammer down into the ground to cause an earthquake. In Super Smash Bros. this Arte acts a little differently, with Ludger jumping a short distance into the air before he proceeds to slam downwards, allowing him slight vertical recovery.
- Stun Blitz is an attack that Muzét could use as both a boss in Tales of Xillia and as a party member in Tales of Xillia 2, and one that Ludger could also learn. In Ludger's case, this Dual Pistol-based Arte sees him jump into the air and fire his pistols as he spins around. In Super Smash Bros., Ludger will jump high into the air and spin around as he fires both of his guns, though they will only damage foes at point-blank range.
Final Smash: Chromatus is a special power that special individuals descended from the Kresnik clansmen can wield. This power sees the user be granted immense strength as their body is covered in a near-impenetrable armour. Ludger, who can use this ability, also gains a spear when in this mode, and can use many of the same Artes as he can when he wields his Dual Blades with it. In Super Smash Bros., Ludger will enter his Chromatus form to increase his speed and attack power tremendously; while he can still take damage in this form, the amount he does take is much lower and he does not flinch. The player has access to the same attacks as they would while wielding the Dual Blades, though many have been charged up with electrical or darkness properties. The only exception is Ludger's up special move, which is changed into Dark Projection. Dark Projection sees him dash upwards a fair distance at an incredibly high speed before he crashes downwards to deal damage with his spear.
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Ludger's entrance animation sees him appear in a flash with golden gears lighting around him that quickly disappear.
Ludger's taunt changes depending on whatever weapon he is wielding. With the Dual Blades, Ludger quickly slashes the weapons at the screen a few times before slashing in an X shape; with the Sledgehammer, he slams the end of the pole into the ground, leans on it, and sighs; and with the Dual Pistols he throws one up into the air, which spins rapidly, and reloads the other, before catching the one he threw before.
Ludger's victory theme is a direct rip of the track "A Victory for You" from the Tales of Xillia 2 soundtrack, which will play on repeat until the Results Screen is exited.
Ludger's three victory animations are as follows: Ludger, while holding a frying pan, flicks it upwards, and three pancakes hop out of it and are caught by Elle Mel Marta and his cat Rollo; Ludger shoulders Elle and the two nod at each other while smiling; and Ludger transforms out of his Chromatus while in a crouching position, and stands up with a tired smile.
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Luigi is one of the main protagonists of the Super Mario series, and often acts as the character controlled by the second player. Luigi is Mario's younger twin brother, but despite this is taller and much more nimble than his more popular elder brother. Unlike Mario, who is often depicted as willing to rush head-first into any danger to set things right, Luigi is often depicted as much more cowardly than his brother, with a fairly prominent fear of ghosts. This fear of ghosts is primarily played up in the Luigi's Mansion titles of action-puzzle games, which feature Luigi teaming up with Professor E. Gadd to defeat King Boo and rescue Mario; which is a strange reimagining of the "Mario rescues Peach from Bowser" plot often used in Super Mario titles.
First appearance:
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Mario Bros. (1983)
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Thunderhand
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Poltergust Slam
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Spring Jump
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Hammer Slam
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Boolossus
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Neutral Special: Thunderhand is an attack that Luigi can learn in Mario & Luigi: Superstar Saga. The counterpart to Mario's Firehand ability, it is taught to the green-clad plumber by the Thunder God in the Thunder Palace. The move sees Luigi create a ball of cyan electricity in his palms, both in Super Smash Bros. and in Mario & Luigi. In Super Smash Bros., Luigi will throw this ball forwards, and the attack can be charged to increase its size but decrease the distance it travels, as the move explodes in a flurry of sparks to knock away the foes it has trapped in its movement cycle.
Side Special: Poltergust Slam is an attack that, while of original creation, uses the Poltergust 5000 from Luigi's Mansion: Dark Moon in a manner similar to how Professor E. Gadd uses the Super Poltergust 3001 in Mario & Luigi: Superstar Saga. Climbing atop a (slightly larger) version of the Poltergust 5000, Luigi blasts forwards as long as the button is held (though there is a limit, as the Poltergust will eventually run out of energy and begin to descend). Should Luigi come in contact with a wall or a fighter, the Poltergust will cease working, and Luigi will jump off it with a kick, becoming helpless while also knocking away a fighter should he have hit them.
Up Special: Spring Jump is an ability Luigi can perform in Super Paper Mario, which itself is inspired by Luigi's incredible jumping prowess that has been shown ever since Super Mario Bros. 2 (and also takes inspiration from how Mario, Luigi, Toad, and Peach could all perform a "Power Squat Jump" by holding the crouch button before jumping). Holding the special attack button has Luigi charge up his jump, by taking on a crouching position similar to his from Super Mario Bros. 2, and letting it go will cause him to jump incredibly high. Luigi does not deal any damage in his ascent, though he can still perform standard aerial attacks once he begins to descend. The height that Luigi jumps is incredible, and increases even further should it be charged.
Down Special: Hammer Slam is an attack that has Luigi utilize a hammer as a weapon, slamming it down in front of him to deal damage and bury foes. Hammers have made a number of appearances throughout the Super Mario series; originally appearing as Jumpman's sole offensive option in Donkey Kong, they have since become regular weapons utilized by Mario and Luigi in their RPG appearances, as well as - most prominently - by the Hammer Bro. enemy that has made appearances ever since Super Mario Bros.. The hammer utilized by Luigi in Super Smash Bros. is based on its appearance from the Mario & Luigi series: a simple silver cylindrical head with a brown wooden pole being used as a handle.
Final Smash: Boolossus, the Jumbo Ghost, is a boss from Luigi's Mansion. Boolossus is a giant Boo actually made up of fifteen normal ones, and as such has a tremendous amount of power (though still remains as one of King Boo's subordinates). Luigi will release Boolossus, who will travel slowly across the stage, dragging all foes with him in his path. Boolossus can actually be damaged by projectile attacks, and will become smaller (albeit faster) as a result; though he can not truly be defeated.
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Credit to Pokerninja2 for making the striped alt. based upon Luigi's clothing from NES Open Tournament Golf.
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Luigi's entrance animation sees him descend to the ground wearing his balloon backpack from Super Mario Odyssey, but all the balloons suddenly pop before he can touch down safely and he stumbles.
Luigi's taunt sees him raise one arm up, then the other, while shaking his hips. This references a dance he sometimes performs in Mario & Luigi: Superstar Saga.
Luigi's victory theme is a fast-paced remix of an excerpt of the main theme of Luigi's Mansion, that sounds very similar to the theme that plays in Professor E. Gadd's lab in the same game.
Luigi's victory poses are as follows: Luigi, wearing the Poltergust on his back, swings its hose around, before accidentally releasing a Gold Ghost (from Luigi's Mansion) that spooks him before disappearing; Luigi picks at the Game Boy Horror before twirling around and giving a peace sign gesture towards the camera. In the other hand, he holds said Game Boy Horror, which has Professor E. Gadd waving wildly on it; and Luigi performs a dance very similar to his idle battle animation from Mario & Luigi: Paper Jam, before jumping up with his hand in the air above him yelling "wahoo!"
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Lysithea von Ordelia is a character that appears in Fire Emblem: Three Houses, where she can be interacted with as a member of the Golden Deer House. Lysithea is the heir to House Ordelia, the ruling noble class of the Ordelia region of the Leicester Alliance, one of the three countries in the land of Fódlan. Lysithea is the youngest student to be admitted into the Officers Academy at Garreg Mach Monastery, at fifteen years old, and is hailed as a gifted student due to her exceptionally studious nature and desire to make use of her full potential. Though others believe her to be intelligence to be a gift, Lysithea's results come from her own hard work and, much like being treated like a child, Lysithea greatly dislikes when people brush off her own struggles as simple, natural talent. She possesses two Crests - a Minor Crest of Charon and a Major Crest of Gloucester - as a result of experiments performed upon her as a child, which also left her with a shortened lifespan; Lysithea, as such, has a hatred for all Crests and keeps her second Crest a closely-guarded secret to most.
First appearance:
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Fire Emblem: Three Houses (2019)
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Miasma Δ
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Dark Spikes Τ
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Luna Λ
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Swarm Ζ
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Hades Ω
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Neutral Special: Miasma Δ is a skill that appears in the Fire Emblem series, debuting as a spell that could only be used by enemies in Fire Emblem Gaiden. In Fire Emblem: Three Houses, Miasma Δ is a spell that can be acquired by levelling up the Reason stat of Dark Mage- or Dark Bishop-class units, though Lysithea possesses the attack by default. Like its appearance in Three Houses, the Miasma Δ spell appears as a purple orb of magic in Super Smash Bros., which Lysithea forms in her hand before throwing downwards at an angle. Should the orb hit an enemy or a solid platform, it will explode into a small tower of energy for a moment; thus even enemies who were not hit directly by the orb can be damaged by Miasma Δ's column of energy, which knocks enemies straight-upwards. Lysithea can fire Miasma Δ at a fairly quick rate by tapping the special move button repeatedly, though there is a slight cooldown time that must pass before Lysithea can use it again once another action is performed.
Side Special: Dark Spikes Τ is a spell introduced in Fire Emblem: Three Houses. Dark Spikes Τ is a dark magic spell that sees the user create several purple spikes of energy above their target before bombarding them with all of them in one moment in an attack that is particularly damaging against calvary units. In Super Smash Bros. Lysithea raises her hand forwards and creates a small spark of black and purple energy a short distance in front of her. If an enemy is within this area, they will then be stunned for a second as four purple spikes appear above them in an arc before slamming down into them. The attack can fail should Lysithea be launched away in-between her target being stunned and the spikes appearing, thus making it a very situational attack that can easily fail in battles with multiple opponents. However, despite these drawbacks, Dark Spikes Τ meteor smashes opponents even should they be on the ground (thus bouncing them off their platform and straight-upwards), which makes it a fantastic technique to KO airborne enemies with, and deals a significant amount of damage.
Up Special: Luna Λ is a dark magic spell that appears in Fire Emblem: Three Houses, though originally appeared (under the name "Luna") as a tome weapon in Fire Emblem: The Blazing Blade. In Three Houses, Luna Λ is a spell that ignores the target's resistances to magic, though follow-up attacks can not occur after the use of the spell; Lysithea and Edelgard are the only two units capable of learning the attack, doing so once their Reason stats level up to ranks C and B, respectively. In Fire Emblem: Three Houses the move's animation shows the user summon a moon that seemingly pulls enemies towards it in order to damage them, and this is referenced in the move's Super Smash Bros. counterpart: Lysithea summons a small moon above her, which pulls the girl straight up and into the celestial object. As Lysithea passes through the moon, it explodes into a dark magic burst to damage nearby enemies, while also leaving Lysithea in a helpless state.
Down Special: Swarm Ζ is a long-ranged tome that first appeared in Fire Emblem: Shadow Dragon and the Blade of Light, and returns in Fire Emblem: Three Houses as a close-ranged spell. Throughout its appearances, Swarm Z (otherwise known simply as Swarm or, in Radiant Dawn, Worm) is a dark magic ability that sees the user summon a cloud of insects to attack their target. Like Lysithea's other special moves in Super Smash Bros., Swarm Z is based directly on its Fire Emblem: Three Houses counterpart: Lysithea summons a brown-red cloud of bugs in front of her, which deals minimal damage to her foe without causing them to flinch. Like in Three Houses, the Super Smash Bros. attack also lowers the movement speed of the target for a very short period of time. There is a short cooldown between uses, enough so that it would be difficult for Lysithea to use Swarm Z on a single target multiple times in a row, but multiple uses of the attack does not stack the additional effects of the move; subsequent uses of Swarm Z while the target is still hindered will simply reset the amount of time they are incumbered, and not make them even slower than before.
Final Smash: Hades Ω is a dark magic technique introduced in Fire Emblem: Three Houses. The strongest dark magic attack present in the game, Hades Ω can only be learned by Lysithea, Edelgard, and Hapi; and only by increasing their Reason stats to rank A. Like its appearance in Fire Emblem: Three Houses (and subsequently Fire Emblem Heroes), the Super Smash Bros. attack depicts Hades Ω as Lysithea summoning a massive tornado of purple energy out in front of her, which deals damage multiple times quickly. Lysithea will summon the tornado regardless of if there are any enemies in range of the attack, though it will remain active for a short while. While the energy continues to swirl, Lysithea can run about and attack, and thus knock enemies into the area of Hades Ω's effects. As Hades Ω fades, it releases a black pulse that launches all trapped enemies straight upwards.
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Lysithea's entrance animation has the young girl already on the stage, reading from her tome. Before the battle's start Lysithea slams her book closed, which releases purple sparks of energy.
Lysithea's taunt sees her hold out her hand in front of her, a ball of flames generating above her palm. After a second the flames explode, leaving behind the fiery impression of either the Crest of Charon or Crest of Gloucester in the air for a second afterwards.
Lysithea's victory theme is a remixed portion of the Fire Emblem: Three Houses main theme.
Lysithea's victory animations are as follows: Lysithea summons a purple spark of energy on her index finger, drawing a zig-zag through the air as she confidently smiles and places her other hand on her hip; Lysithea, clutching a tome to her side, waves her other arm out as purple fireballs surround her body for a moment before flying up into the air and off the screen; and Lysithea happily hugs a teddy bear as she munches on a doughnut, acknowledging the camera with an embarrassed look and a blush. During Lysithea's first two victory animations, she will say one of several quotes; all quotes are taken directly from Fire Emblem: Three Houses where they are said whenever Lysithea defeats an enemy. These quotes are as follows:
- "Of course I won."
- "You underestimated me."
- "I just worked harder."
- "This is what I do."
- "You were outmatched."
- "It's over."
- "I've got no time for mercy."
- "You lost that one."
- "No time to slow down."
- "I will not die yet."
- "We must press on."
- "It's done."
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