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Madotsuki is the main protagonist of the 2004 indie game Yume Nikki. A young little girl, Madotsuki is a hikikomori who spends her entire life in a small square bedroom, with only a small balcony allowing her access to the outside world. No one knows why Madotsuki refuses to leave her room, choosing instead to spend her life sleeping and playing the Famicom game NASU. Madotsuki's mental state is somewhat ambiguous: each time she falls asleep, Madotsuki finds herself trapped in a dream world known only as The Nexus, filled with strange creatures and symbology even she may not fully understand.
First appearance:
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Yume Nikki (2004)
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Snow Woman
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Traffic Light
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Witch
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Fatten
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Demon
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Neutral Special: Snow Woman is one of the 24 Effects that can be acquired in Yume Nikki. As its name implies, the "Snow Woman" effect transforms Madotsuki into a Japanese yōkai known as a yuki-onna (which is often referred to in English as a Snow Woman); Madotsuki acquires this Effect too by speaking to a yuki-onna. In Yume Nikki the Snow Woman Effect allows Madotsuki to summon snow from the skies, which only has a single practical use in putting out the fires in the Blazing Corridor. In Super Smash Bros. the ability similarly sees Madotsuki create snow albeit in a different manner: holding down the special move button causes Madotsuki - in her Snow Woman form - whip up a blizzard around her person to deal damage to any enemies that touch them with the additional possibility of freezing Madotsuki's targets solid. The blizzard can not be kept up indefinitely, as Madotsuki will eventually end up freezing herself should the special move be held for too long.
Side Special: Traffic Light is an Effect that can be obtained in Yume Nikki from interacting with Shitai-san the Dense Woods of Madotsuki's dreams. The Traffic Light Effect transforms Madotsuki into a traffic light, which then allows her to freeze all NPCs and - in the process - alter the appearances or behaviours of some NPCs. In Super Smash Bros. Madotsuki transforms into a stoplight and flashes a red spotlight in front of her from it. Any enemy caught in this light will be frozen in place for a second before Madotsuki changes the light to green. This causes the frozen enemies to be launched backwards a fair amount without taking any damage at all as Madotsuki transforms back to her normal self. If Madotsuki is attacked while enemies are frozen, they will simply return to their normal states without being launched.
Up Special: Witch, named for the appearance Madotsuki takes on when active, is one of the 24 Effects that can be collected in Yume Nikki. The effect allows Madotsuki to hover over the ground using a flying broom, which can be used to fly off of the roof of the large open area often referred to as the "Mall". In Super Smash Bros. Madotsuki dresses in her witch attire and climbs atop her broom, blasting upwards at a steep angle to damage any enemy she passes through before disembarking and falling helpless.
Down Special: Fatten is an Effect that Madotsuki can collect by interacting with the Strober that can be found in The Docks. As its name implies, "Fatten" simply fattens Madotsuki up when activated, with no other effects. In Super Smash Bros. Fatten can be activated to drastically alter Madotsuki's stats; while she becomes much slower and heavier and loses the ability to use special moves and double jump, Madotsuki's normal attacks become significantly stronger and she can bury grounded enemies by jumping onto them. If this effect is activated while in the air, Madotsuki will crash to the ground, spiking downwards any enemy she hits as she falls and crashing into the ground with a powerful thud to deal damage to any enemy close enough to her with a shockwave. Fatten can be activated or deactivated via the down special move.
Final Smash: Demon, or Oni, is an Effect that can be obtained in Yume Nikki by speaking to the demon that can be found in the FC Basement. The Oni Effect has one practical use - summoning a demon in the pyramids area of the FC World - but also allows Madotsuki to summon lightning from the sky in areas where it is raining. In Super Smash Bros. Madotsuki transforms into her Demon form and summons a large number of lightning bolts that crash down from the top of the screen down around her to deal massive damage to anyone in her vicinity. She summons six lightning bolts around herself in a small circle around her, which explode when they reach Madotsuki's position to cover a much wider area.
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Madotsuki's entrance animation has her awaken from sleep in a bed, which disappears as she steps out of it. On rare occasions she may awaken with her head tilted at a sideways angle, which she adjusts with her hands as she gets up; a reference to the rare event where Madotsuki will wake up with a "crick in her neck" that causes her head to be turned sideways until she sleeps again.
Madotsuki's taunt sees her simply sit down on the ground. Unlike other characters, Madotsuki's taunt changes should the player be using either of her two special alternate costumes. As Frog Madotsuki she instead hops in place three times; while Lamp Madotsuki will sit down as normal but switch the light on.
Madotsuki's victory theme is a shortened remix of the theme that plays in the ending of Yume Nikki. The theme starts off as a direct rip of the original song before transitioning into a powerful orchestral remix.
Madotsuki's victory animations are as follows: Madotsuki, with Poniko in the background, walks over to a light switch on the wall and flips it, turning the light off then back on quickly, which transforms Poniko into Uboa; Madotsuki walks into the screen wearing a wool hat and scarf before transforming into a snowman; and Madotsuki bounces onto the screen on a wooden chair, travelling in a circle, before slowly climbing off it.
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Magearna, the Artificial Pokémon, is a Steel/Fairy-type Mythical Pokémon. Magearna is a Pokémon said to have been created 500 years ago by an ancient civilization, though the "living" part of the Pokémon isn't the mechanical body, but rather an organ known as the "Soul Heart" that exists within it. Though Magearna can not speak human languages, it can clearly understand them and link its consciousness to others' in order to understand their emotions. Though it is grey in appearance now, Magearna was once coloured red and yellow, and its regal visage is due to it being presented as a gift to the daughter of the ancient civilization's king.
First appearance:
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Pokémon Sun and Moon (2016)
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Flash Cannon
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Mirror Shot
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Iron Head
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Shift Gear
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Fleur Cannon
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Neutral Special: Flash Cannon is a special Steel-type attack that has been present in all games of the Pokémon series since Pokémon Diamond and Pearl Versions. Flash Cannon is essentially the Steel-type variant of the Ghost-type attack Shadow Ball, with both being a special attack with 80 power and the potential to lower the target's special defence stat. Like in its initial Pokémon series appearances, in Super Smash Bros. the move takes the form of a pure-white orb of energy that Magearna throws forwards. The move can be charged upon before use to increase the speed and distance it travels, but it will always deal the same amount of damage and remain the same size.
Side Special: Mirror Shot is a Steel-type attack introduced in Pokémon Diamond and Pearl Versions. This special attack is described as seeing the user release a concentration of energy from its body, dealing damage and also possibly lowering the target's special attack stat. In Super Smash Bros. Magearna charges up for a moment before letting loose a white flash of light from its hands in front of itself. In the short moment while Magearna charges up the move, any energy-based projectile will be absorbed by the Mythical Pokémon and increase the power of Magearna's attack. Mirror Shot's power will be increased by the strength of the projectile it absorbs, and it can absorb multiple energy-based projectiles to stack the additions in power.
Up Special: Iron Head is a physical Steel-type attack with a power of 80. The attack sees the user deal damage with a powerful headbutt attack, the power of this attack also possibly causing the target to flinch. In Super Smash Bros. Magearna performs a spinning motion as the Mythical Pokémon moves upwards a short distance, engulfing itself in a white light. Though Magearna does not travel a far distance vertically, the attack will trap nearby foes and drag them upwards alongside Magearna, who will launch them away at the end of the attack.
Down Special: Shift Gear is a Steel-type attack that first appeared in the Generation V titles Pokémon Black and White Versions. Upon its introduction, it was one of the two signature moves of the Klink evolutionary line, though Magearna would also later be shown capable of learning the move. In the Pokémon series, the move is said to raise the user's Speed and Attack stats by rotating the gears within its body. In Super Smash Bros. Shift Gear acts somewhat similarly in that it does affect Magearna's stats, though not in the same way. When used, Magearna will quickly shift its gears to specialize in one area for a short period of time, with the three different gears that Magearna can shift to being signified by the Mythical Pokémon gaining a coloured glow. The red Attack Gear increases Magearna's damage and knockback output, but lowers the Pokémon's weight; the green Defense Gear increases Magearna's weight and dulls the amount of knockback it takes a fair amount at the cost of speed and attack power; and the blue Speed Gear increases Magearna's movement speed and jump height, but lowers the amount of knockback its attacks deal. Gear Shift must be used multiple times, with the special move button being tapped, in order to switch gears, in the order of Attack → Defence → Speed → Base (Magearna's default stats).
Final Smash: Fleur Cannon is Magearna's signature move, introduced alongside the Steel/Fairy-type Mythical Pokémon in Pokémon Sun and Moon. Fleur Cannon's in-game description details the attack as a strong beam of energy with a power of 130, the recoil of which causes Magearna's special attack stat to be lowered. In Super Smash Bros. the attack sees Magearna perform a spin through the air as it travels a short distance forwards. Upon reaching a foe, it will trap them with a pink burst of energy, before jumping to the top of the stage and firing a pink beam of light down through the entire screen from the centre of the top of the screen down through the foe that it trapped. While the attack does deal a significant amount of damage to foes that touch it, only the foe that is initially trapped by Magearna (and any nearby) will be launched away when the pink energy keeping them in place explodes. If Magearna does not hit anyone in its initial dive, it will not perform the actual Fleur Cannon attack.
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Magearna's entrance animation sees it float down towards the ground, with the Mythical Pokémon waving one of its arms.
Magearna's taunt sees it spin around as it says its names, a pink circle of light releasing from its body around its waist as it does.
Magearna's victory theme is a regal, orchestral remix of the opening bars of Ultra Necrozma's battle theme from Pokémon Ultra Sun and Ultra Moon.
Magearna's victory poses are as follows: Magearna flies up a short distance, spinning around as it does, before releasing a white light as it poses with one arm pointed upwards; Magearna cheers its name, waving with both of its arms towards its right, then towards its left; and Magearna releases a pink spark from one of its hands, and points towards the heart in the centre of its torso, saying its name as it does.
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Goro Majima is a recurring anti-hero featured in the Like a Dragon series. Known as the Mad Dog of Shimano, Majima is infamous for his ferocity in battle and generally whimsical, near-insane, demeanour, often foregoing acting seriously to instead tease his enemies and friends. This however is merely an act that Majima puts on as he is incredibly resourceful and charming underneath this facade and merely acts in a bombastic way as he dislikes the boredom of formal matters. Because of his true nature, Majima is the patriarch of his own family of Yakuza - the Majima Family - which serves under the greater Tojo Clan, and Majima himself acts as the chief advisor to the Tojo Clan's sixth chairman, Daigo Dojima.
First appearance:
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Yakuza (2005)
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Thug Style / Mad Dog Style
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Breaker Style / Mad Dog Style
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Grand Tornado
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Slugger Style / Mad Dog Style
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Majima Destruction
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Majima is a unique character in Super Smash Bros. as he lacks neutral, side, and down special moves; he only has an up special move. Instead, each of these three special move button combinations have Majima switch his fighting style, which alters his stats and fighting styles in several ways. However, all of these abilities are limited to standard attack moves making him a generally weaker character overall. He has four styles: Thug, Breaker, Slugger, and Mad Dog.
- Using Majima's neutral special move switches him into Thug Style. Majima's Thug moveset makes use of a number of basic street fighting techniques that can be used to rack up damage fairly well and KO enemies accordingly.
- Majima's side special move switches him into Breaker Style, which sees him make use of a variety of break dancing techniques. Though he becomes more agile, Majima's Breaker Style also causes him to become lighter, making it easy to KO him. His break dancing techniques are fairly fast and difficult to interrupt, which allow him to deal a great deal of damage very quickly, though they have little launching power of their own. Thus, while an optimal fighting style for dealing damage, it has its drawbacks as well.
- The down special move button combination switches Majima into his Slugger Style. His strongest fighting style, Majima wields a baseball bat in this form with a variety of attacks that focus on launching enemies away. Many of the Slugger attacks deal little damage however, focusing entirely on knockback instead. Additionally Majima becomes slower and heavier when this fighting style is active, essentially making it perfect for KOing enemies at high damage and little else.
- At the beginning of every battle, and whenever he respawns, Majima will use his main fighting style: Mad Dog Style. Mad Dog is a mix of all his other fighting styles, possessing a balance in damage and knockback attacks that primarily see him using a knife. To compensate for this however, Majima takes 1.05× the amount of damage from attacks while in Mad Dog Style and he lacks grab attacks while in this style. After switching to any of the other styles, Majima can return to the Mad Dog Style by using the same button combination a second time (i.e. if Majima is in his Breaker Style, Majima's neutral special move will see him return to his Mad Dog Style).
Up Special: Grand Tornado is an original attack that is named after the cabaret club where Goro Majima worked in Yakuza 0. The attack that Majima performs is identical in all of his fighting styles, with the sole change being an aesthetic one. Majima performs a spinning jump, spinning with two knives in his hands as he rises a short distance up off the ground before falling helpless. As Majima spins around he is surrounded by an aura that changes colour depending on the fighting style he is in when the move is used: it is blue in Thug Style, pink in Breaker Style, gold in Slugger Style, and silver in Mad Dog Style.
Final Smash: Majima Destruction is an attack that is named after Majima's "blue-collar" company, Majima Construction, from Yakuza 2 but primarily based upon an action that Majima performs in the original Yakuza title. While Kazuma Kiryu and Haruka Sawamura are meeting a woman named Akemi at the Shangri-La soapland, Goro Majima and a number of Tojo Clan yakuza interrupt their meeting by crashing a dump truck into the building's foyer, subsequently flooding the building in an attempt to get Kiryu. In Super Smash Bros. Majima puts on his Majima Construction helmet and dodges out of the way as a large dump truck crashes through the entire length of the stage, at the height that Majima is standing at. The dump truck is incredibly large and deals a great deal of damage and knockback to any who are in the way of the vehicle, though as it crosses across the entire stage, from either left-to-right or right-to-left (the truck enters in from whichever side is closer to Majima), it is easy to get out of the way and dodge. Majima can continue moving as long as the dump truck is on stage however, and he takes the helmet off automatically once it exits the screen.
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Goro Majima's entrance animation has him appear out from underneath a large orange construction cone, cheerfully calling "Kiryu-chan!" as he spins a knife in his hand and pushes the cone over his head.
Goro Majima's taunt sees him pull out a steel baseball bat and swing it twice as if practising, before putting it away. On rare occasions Majima will cheerfully shout "Kiryu-chan!" as he swings.
Goro Majima has two different victory themes that differ depending on which of his costumes is used in battle; these costumes also affect his victory animations. When wearing his normal outfit (including his pirate costume), Majima's victory theme is his remix of the song GET to the Top!, which he sings in Yakuza: Dead Souls; when wearing his Yakuza 0 outfits (including his idol special outfit), his victory theme is instead 24-Hour Cinderella from that same game. He will sing the choruses of both songs, with Majima performing the same dances as in the music videos from their respective titles instead of having normal victory animations.
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Maki Harukawa is one of the participants in the Final Killing Game that the story of Danganronpa V3: Killing Harmony focuses around. Maki initially introduces herself as the Ultimate Child Caregiver, due to her growing up in an orphanage and being in charge of taking care of the children that live there. After the second Class Trial however, Maki's true talent of Ultimate Assassin is revealed, and, while she did in fact grow up in an orphanage, she has been working as a hitwoman to protect the children there. Throughout the Final Killing Game Maki's cold shell is slowly broken down by the Ultimate Astronaut, Kaito Momota, whose charisma and stubbornness served as the only thing capable of making her at least somewhat-social.
First appearance:
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Danganronpa V3: Killing Harmony (2017)
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Crossbow
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Electro Bomb
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Electro Hammer
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Monokuma Bomb
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Ultimate Annihilation
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Neutral Special: Crossbows are a type of handheld weapon based upon the bow, though their smaller design and trigger-based firing technique make it a more usable weapon for those unskilled in archery. During the events of Danganronpa V3 Maki is revealed to have a number of crossbows, and she teaches Kaito Momota how to assemble and use one during the fifth chapter, unknowingly assisting in a murder. Maki's neutral special move acts very similar to Emily Kaldwin's in Super Smash Bros., and is what her move is based upon: Maki pulls out a crossbow and fires a bolt forwards, the distance and speed at which it travels increasing as the move is charged. Unlike Emily, Maki uses normal crossbow bolts, which travel further than Emily's Incendiary Bolts and has no chance of dealing recoil damage to herself.
Side Special: Electro Bombs are a type of pink grenade developed by the Ultimate Inventor Miu Iruma, designed to detonate with an electromagnetic pulse that temporarily disrupts any electronic devices. During the penultimate chapter of Danganronpa V3 these Electro Bombs play a vital role in the murder of the fifth victim, being used to disable the alarm system that guards the hangers where the Exisal killing machines are kept. In Super Smash Bros. Maki will throw toss an Electro Bomb forwards and it will detonate after a short period of time has passed; the speed that Maki throws the grenade can be increased by holding down the special attack button, with the angle becoming flatter the longer it is charged, though doing so for too long will cause the grenade to explode in Maki's hand to cause recoil damage. The explosion that the grenade creates is a pulse that deals far less damage than a Bob-omb, though the explosion radius is larger and has a focus on launching foes instead.
Up Special: Electro Hammers are large hammer-like devices created by Miu Iruma at the behest of the Ultimate Supreme Leader Kokichi Oma. Much like the Electro Bombs, the Electro Hammers are designed to emit an electromagnetic pulse whenever they come in contact with an electronic, though due to the amount of electricity the hammers use up in doing so they must charge for 24 hours afterwards. In Super Smash Bros. Maki's up special move is based upon Ludger's Crushing Blow: Maki jumps into the air before slamming the Electro Hammer's mallet into the ground. The move deals electrical damage, but otherwise acts identical to Ludger's special attack.
Down Special: Monokuma Bomb is a completely original attack loosely inspired by the various explosions that occur within the Danganronpa series. The attack sees Maki first place a bomb down on the ground (or on a nearby fighter if close enough) and using the attack a second time will have her detonate the explosive - with the sole difference being that the explosive is designed after Monokuma's head, and is slightly larger (and thus more noticeable) but will also deal more damage once it explodes.
Final Smash: Ultimate Annihilation is the final "execution" that plays out during the events of Danganronpa V3: Killing Harmony. While the masterminds of each Killing Game depicted within the Danganronpa franchise are given more cinematic executions that are generally more elaborate than those that previous killers face, Danganronpa V3 instead differs slightly by having the "Ultimate Annihilation" execution instead target the game's setting, Ultimate Academy for Gifted Juveniles: after learning the truth behind the circumstances of the Killing School Semester, K1-B0, the Ultimate Robot, upgrades himself into a killing machine and destroys the school and himself, killing the game's mastermind in the process. In Super Smash Bros. this Final Smash sees Maki call in K1-B0, who similarly fires blue lasers around the battlefield as he flies around wildly. While K1-B0's lasers deal a fair amount of damage and can KO enemies at lower percentages, the player can not control K1-B0's movements and thus must use the fact that Maki can move during the attack to try and knock enemies into the area K1-B0 currently occupies. K1-B0 will remain on stage for only a short moment before he makes his exit, firing of a large explosive as he does so.
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Maki's entrance animation sees her begin on the stage, with her throwing off a red cloak with her back to the screen before turning slowly and taking an offensive stance.
Maki's taunt sees her hold her knife towards the screen as her hair flies up and a dark aura surrounds her. This taunt is identical to one of her sprites from Danganronpa V3: Killing Harmony.
Maki's victory theme is a remix of the opening of the "Hope Searching" theme from Danganronpa V3: Killing Harmony.
Maki's three victory animations are as follows: Maki shoots a bolt from her crossbow off to her left, before she faces towards the screen and scowls; Maki slices quickly with her knife before she spins her weapon around in her fingers and puts it away; and Maki punches her fist into her open palm with a scowl, her eyes glowing slightly.
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Maria is a doll released by Nintendo in 1968, as part of the company's People House toy sets. People House were collections of various toys created by Nintendo marketed towards little girls - each of the six packages came with a doll, a small puppet, and a collection of N&B Blocks (which Nintendo had released earlier that year); the box all of this came packaged in itself served as a house for the doll to live in. Maria, the nurse, was one of the six dolls that were released in these People House playsets, and one of the three that were not licensed from Disney; alongside Maria, Nintendo released dolls based on Disney's Cinderella and Alice in Wonderland films, as well as original characters Little Red Riding Hood, Ukiuki the Florist and Bambi and Milli. The dolls themselves were based on the American PeePul Pals, which Nintendo bought the license to recreate for the Japanese market.
First appearance:
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People House (1968)
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Picture Cutter
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Home Bowling
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Bikkuri Game
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Ultra Machine
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Rabbit Coaster
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Neutral Special: Picture Cutter was a utensil released by Nintendo in 1965. Marketed as a toy, this utensil consisted of a pair of special scissors that could cut shapes out of stencils. In Super Smash Bros., Maria briefly produces the titular Picture Cutter, using them to hit opponents at a distance with a physical attack. When on the ground the attack can be charged up, and Maria will slide forwards a short distance when she displays the device.
Side Special: Home Bowling was a toy developed by Nintendo and released in 1966 to capitalize on the sudden boom that bowling saw in 1963. Home Bowling, as its name suggests, was a small bowling alley, where players could line up the shot, and have the ball thrown by a miniature man. In Super Smash Bros., Maria summons this miniature man, who rolls a bowling ball along the ground to damage opponents; if used in the air, the man will try and roll the ball, but the ball will just fall straight downwards.
Up Special: Bikkuri Game was a game created by Nintendo and released during the 1970's. This game, based upon the Japanese folklore Bunbuku Chagama, saw players competing to try and catch a raccoon toy that was shot out of a pot high into the air. In Super Smash Bros., a pot appears beneath Maria and the raccoon toy from the Bikkuri Game blasts out. Maria holds onto the raccoon and flies upwards a short distance before losing her grip and falling helpless; the raccoon will keep travelling a short distance more and explode into fireworks to deal damage to nearby foes.
Down Special: Ultra Machine was a toy designed by Gunpei Yokoi for Nintendo and released in 1967. This pitcher was designed for younger children, coming packaged with seven very soft balls that it would shoot out, and players could use this as a pitching machine and try and hit home runs with them. In Super Smash Bros., Maria will place the Ultra Machine on the ground, and it will shoot out four of these balls at a high speed before it disappears. While it acts as a turret that Maria can place down, opponents can attack the Ultra Machine and cause it to break. Additionally, Maria can not place down another Ultra Machine until after the first disappears, and these pitchers can only be placed on a platform and will not float.
Final Smash: Rabbit Coaster was the first toy Nintendo ever released, doing so back in 1964 after 75 years of being primarily a playing card manufacturer. This simple toy was a small roller-coaster of sorts, where users would place a capsule on a starting position and have it race down a set of slides. In Super Smash Bros., this is a very unique Final Smash, as its usage is unique in regards to how it is performed. Upon activating her Final Smash, Maria will pull out a Rabbit Coaster box, and shake out its contents. For a moment afterwards, the player can run around to create a course as the special move button is held down, the pieces forming beneath her feet allowing her (and other fighters) to run around in mid-air. After a set period of time, capsules will begin to roll down the course she created, damaging any opponent who gets in their tracks. Four capsules will roll down the course, and the course will break apart as the final one races down it.
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Maria's two special costumes transform her into Ukiuki the Florist and Little Red Riding Hood, respectively. The crowd and announcer acknowledges them as separate, though they are otherwise identical in all other manners due to the fact that Maria lacks voice clips.
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Maria's entrance animation sees her fall face-forwards out of a People House box, but standing up immediately after hitting the ground.
Maria's taunt sees her take out a piece of paper and quickly fold it into either an airplane or an F-1 race car, both referencing Nintendo's Paper Model sets released during the late 1970's.
Due to the Maria being the only character in Super Smash Bros. who does not originate from a game, her victory fanfare has nothing to do with her roots. Instead, her victory fanfare is a remix of the Famicom Disk System boot-up song.
Maria's three victory animations are as follows: Maria waits excitedly for the raccoon toy to be launched out of the Bikkuri Game, but gets surprised by it as it launches out just as she looks towards the camera; Maria plays with a Space Ball toy, trying to catch a small spinning planet toy on a rotor device; and Maria puts the final brick in place as she finishes up building a windmill of N&B Blocks, standing back and looking at it proudly afterwards.
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Marie is one half of Inkopolis' most popular pop idol duo: the Squid Sisters. Along with her partner, and cousin, Callie, she runs the Inkopolis News program that displays the Turf War stages currently in rotation. Marie serves as a counter to her cousin, being more sarcastic and flat than Callie is, though that doesn't mean she dislikes being an idol. Ever since her career began when she and her cousin won a Youth Folk-Singing Contest as a child, she has become more popular than her partner (as proven by the final Splatfest) though the revelation of this hasn't severed their relation at all. Alongside her cousin and grandfather, Marie is a member of the Squidbeak Splatoon, a squadron of elite agents that serve to protect Inkopolis from the Octarians that may threaten it.
First appearance:
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Splatoon (2015)
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Hero Charger
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Burst Bomb
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Inkjet
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Ink Mine
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Inkstrike
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Neutral Special: The Hero Charger is the weapon Marie uses as Agent 2, a member of the Squidbeak Splatoon. The Hero Charger is, true to its name, a Charger weapon, which is a weapon that fires a thin stream of condensed ink, which travels far and deals massive damage to any Inkling hit by it. In Super Smash Bros., Marie uses the Hero Charger to fire a stream of ink. Holding the attack button down allows it to be charged up, increasing its range and damage output. The damage dealt is increased the more it is charged up, and the closer the opponent is to Marie.
Side Special: Burst Bombs are a type of Sub-Weapon introduced in Splatoon. In that game, the Burst Bomb is a type of grenade-like weapon which explodes when it comes in contact with any surface or Inkling. In Super Smash Bros. this is fairly similar: Marie throws a Burst Bomb in a small arc forwards which explodes to deal damage to those hit by it, or (less damage) to those who are hit by the ink it releases. Marie is capable of throwing three out in rapid succession, but will only be able to throw one Burst Bomb out for a short time afterwards.
Up Special: Inkjet is a jetpack Special Weapon which Inklings can use in Splatoon 2. Upon activation, the Inkling will equip the Inkjet and begin to fly upwards, allowing them to fire down on enemies or the turf around them. In Super Smash Bros., Marie uses this to fly upwards a short distance at a fair speed, but will begin to fall helpless after reaching the height of the Inkjet's use.
Down Special: Ink Mines are a type of Sub-Weapon introduced in Splatoon which explode to release ink over a small area once stepped on by an opponent, covered by the opposing team's ink, or if left alone for a certain amount of time. In Super Smash Bros., Marie can place them in battle and they will similarly explode should an opponent walk over it or after a certain amount of time has passed. The Ink Mine appears as a small flat circle of a checkerboard pattern, which changes colour depending on the costume Marie is currently using.
Final Smash: Inkstrike is a Special Weapon in Splatoon, and one of the most efficient weapons to have equipped in a Turf War. In the original Splatoon, the player would need to use the Wii U Gamepad to target an area, after which a large missile of ink will strike the specified location to cover it in ink and obliterate all Inklings that may be within it. Similarly, in Super Smash Bros., Marie fires her Inkstrike up into the air, and the player is able to set a specific location for it to crash into, decimating down through all of a stage's platforms. While the attack deals a lot of damage and traps foes within the explosion for a moment, the area it will strike is heavily indicated, and no knockback is dealt to grounded foes hit by it.
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Marie's entrance animation sees her rise up from a lime green puddle of ink.
Marie's taunt sees her perform her signature Squid Sisters pose while saying "Stay Fresh!" in the Inkling language.
Marie's victory theme is a direct rip of the battle win result theme from Splatoon 2. Unlike most other victory themes, this song will continue to loop as the player remains on the results screen.
Marie's three victory animations are as follows: Marie rolls her hands around each other before jumping up, throwing her hands over her head, and landing in her signature Squid Sisters pose; Marie mimics one of the dance moves she performs in Splatoon - she points to her left before swinging her arm around in front of her and to her right, and ending the movement by performing an action that mimics the firing of a gun as she places her other hand on her forearm; and Marie takes out her umbrella from Splatoon 2 and holds it over her shoulder as she turns away from the camera.
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Marin is a songstress, and the one who discovers Link after he washes up on the Toronbo Shores of Koholint Island after his raft is destroyed in a storm. Though she is not of the adventurous type, Marin assists Link throughout his journey across Koholint Island in various ways, and can often be found near her home in Mabe Village singing the Wind Fish's Ballad. A very kind and friendly woman, she declares early on in Link's Awakening that she wishes to learn everything she can about Link, and forges a very strong bond with the young Hylian bond during his stay on the island of dreams. Though the eight Instruments of the Sirens are needed to awaken the Wind Fish from its slumber, she desires to do so herself as she wishes to fly among the seagulls.
First appearance:
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The Legend of Zelda: Link's Awakening (1993)
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Sea Lily's Spout
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Sea Lily's Storm
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Sea Lily's Spring
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Sea Lily's Slam
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Wind Fish's Egg
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Neutral Special: Sea Lily's Spout is an attack based on Marin's basic attacks from Hyrule Warriors. Her associated weapon is known as the Sea Lily's Bell, and many of her attacks see her swing this instrument to shoot small orbs of water from it. In Super Smash Bros. this attack acts identically to her first standard attack from the aforementioned game: Marin simply swings her bell and a ball of water appears and flies forwards a fair distance, exploding upon coming in contact with an enemy or once it has travelled a set distance. If this move is not used for a fair amount of time, the attack will be powered up slightly, with Marin instead firing a rainbow-tinted ball of water with a treble clef present within it. This stronger version travels a further distance, is larger, and deals more damage once it explodes (it also has a unique particle effect where it releases musical notes when it does so).
Side Special: Sea Lily's Storm is a technique based upon Marin's C4 combo from Hyrule Warriors, which sees her spin around wildly while holding the Sea Lily's Bell out away from her. This technique has her glow with a green and pink glow in Hyrule Warriors, and this effect is retained in the move's Super Smash Bros. counterpart, which sees her spin around and move forwards (regardless of whether she be in the air or on the ground) a fair distance. While the move does not deal a great amount of damage, Marin releases a small shockwave once she stops spinning that deals a fair bit of knockback to nearby enemies.
Up Special: Sea Lily's Spring is a wholly original attack in Super Smash Bros. that does appear to draw inspiration from Marin's C2 attack from Hyrule Warriors. The aforementioned attack sees Marin perform a hop as she swings the Sea Lily's Bell upwards sending a wave of water out of it as she does so. Marin's up special move in Smash Bros. sees her ring her bell to catapult herself upwards as one of her bell's watery projectiles explodes beneath her. As she rises, Marin swings the bell upwards, just like the aforementioned Hyrule Warriors move.
Down Special: Sea Lily's Slam is an attack inspired Marin's C3 combo from her Hyrule Warriors appearance. When the combo is performed, Marin will hop forwards and slam the Sea Lily's Bell on the ground, releasing a colourful shockwave around her; she does this three times in a zig-zag pattern. In Super Smash Bros. Marin will do something similar, but not quite identical - she will slam the bell on the ground in front of her to create a fairly large shockwave that encircles most of Marin's body in addition to the bell. When used in the air, this move acts as a sort of ground pound, as Marin will dash forwards a fair distance and slam the bell as she makes impact.
Final Smash: Wind Fish's Egg is a giant egg located on the top of Mount Tamaranch and is the home of the legendary Wind Fish that created Koholint Island. The Wind Fish's Egg contains a labyrinth to confuse the Nightmares that wish to infect the Wind Fish with their dark powers. In Super Smash Bros. Marin summons the Wind Fish's Egg in front of her and traps enemies it may hit. These foes are then shown in a cinematic where the Wind Fish bursts out of the egg and a torrent circles around the deity and off the screen before it quickly transitions to the battle. The gale will continue to travel forwards in the battle once the cinematic concludes, though those who were trapped in the egg will take far more damage and be launched away with greater force than anyone else who may be hit by the attack.
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Marin's entrance animation sees a seagull fly through the foreground into the background, before Marin jumps onto the stage from the background.
Marin's taunt sees her clasp her hands together, close her eyes, and sings the first few notes of the Ballad of the Wind Fish.
Marin does not have a normal victory theme as other characters do as each of her animations has her playing one of the eight Instruments of the Sirens. Rather, while an instrumental version of the Ballad of the Wind Fish (linked below) does play, the tune that Marin plays on her instrument is amplified within the song and changes how it can be perceived. Each of the original songs that Marin plays on the instruments are linked in the descriptions of her animations.
Marin's victory animations are as follows: Marin strums on the Surf Harp which causes a seagull to fly and perch on her head; Marin plays the Conch Horn, as an owl, which sits on the ground next to her with its eyes closed, bobs its head along to the music; BowWow, the largest of Madam MeowMeow's three pets, hops around Marin as she plays the Wind Marimba, which causes the Chain Chomp to fall asleep.
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Mario is the eponymous main protagonist of the Super Mario series, which acts as Nintendo's flagship franchise. Mario, who has been said to be one of the most recognizable fictional characters ever created, first appeared in 1981's Arcade platformer Donkey Kong, where he, under the name of Jumpman, needed to scale scaffolding in order to defeat Donkey Kong and rescue his girlfriend Pauline (then-known as Lady). Since then, Mario has made hundreds of other appearances in video games; the series in which he stars primarily sees him (and oftentimes his brother Luigi) having to traverse different worlds in order to defeat Bowser the Koopa King and rescue Princess Peach. Besides this, Mario has had a number of different professions through the years: while commonly stated to be a plumber, he was a carpenter in Donkey Kong, a referee in the NES version of Punch-Out!!, a doctor in the Dr. Mario series, a demolition worker in Wrecking Crew, and many more.
First appearance:
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Donkey Kong (1981)
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Fireball
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Cape
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Rocket Nozzle
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Star Spin
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Ultra Flame
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Neutral Special: Fireballs are perhaps Mario's most well-known ability, which he can perform upon becoming Fire Mario in the Super Mario series. Fire Mario, and the Fire Flower item that transforms him into it, first debuted in Super Mario Bros., making it one of the most recurring power-ups in the entire Mario franchise alongside the Super Mushroom and Star. In Super Smash Bros. Mario can throw Fireballs without needing to become Fire Mario, though this is due to the fact that the attack is fairly weak. Mario's Fireball hops across the ground upon being thrown, shrinking in size with each bounce, and sizzling out upon hitting an enemy or after a short time. This deals minor damage, but can stun foes to allow Mario to close distance.
Side Special: Cape is an ability inspired by the Cape Feather power-up from Super Mario World. The Cape Feather, true to its name, grants Mario a cape, allowing him to glide through the sky after getting a running start. The Cape also acts as an attack in Super Mario World as well, with Mario capable of spinning around to whip enemies with his new attire. In Super Smash Bros. Mario does something somewhat similar, albeit simpler: instead of spinning around, Mario simply whips his cape in front of him. This deals a very minimal amount of damage, though does spin enemies around should they be hit by it. The attack's main use comes in the form of being a reflector - any projectile that hits the Cape will reverse direction away from Mario.
Up Special: Rocket Nozzle is one of the four heads that Mario can equip onto the Flash Liquidizer Ultra Dousing Device he wields during the events of Super Mario Sunshine. F.L.U.D.D. is capable of firing a stream of water so long as there is some present within its tank, and the different heads allow Mario to perform different actions. The Rocket Nozzle allows Mario to blast off high into the sky at the cost of a substantial amount of water. In Super Smash Bros. Mario equips F.L.U.D.D. and, like in Sunshine, blasts off like a rocket. However, while this does launch him upwards an incredible distance, it only does so in a straight line and leaves him helpless after use. Additionally, the Rocket Nozzle must be charged up before Mario is sent upwards.
Down Special: Star Spin first appeared in Super Mario Galaxy, where it was Mario's main way to defeat foes. The Star Spin sees Mario spin around quickly with his arms out-stretched to deal damage. In Super Mario Galaxy, Mario could use this move in mid-air to hover a short distance, while also gaining some slight upwards movement; in Super Smash Bros., Mario can use this up to two times in mid-air to halt his fall for a short moment.
Final Smash: Ultra Flame was a powerful attack that appeared in Super Mario RPG: The Legend of the Seven Stars, and served as the final magic attack Mario could learn in that game. In both Super Mario RPG and Super Smash Bros., the attack takes inspiration from the Fire Flower power-up, in that they have Mario throwing large balls of fire forwards. In Super Smash Bros., he fires two large fireballs that travel across the stage before exploding to knock away foes.
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Credit to Pokerninja2 for making the striped alt. based upon Mario's clothing from NES Open Tournament Golf.
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Mario's entrance animation sees him jumping out of a pipe, which first rises from the ground and then descends back into it. This references the opening cutscene of Super Mario 64.
Mario's taunt sees him jump up and spin-around in mid air with his arms and legs splayed out before falling onto his back; referencing his death animation from Donkey Kong.
Mario's victory theme is a orchestral flourish of the fanfare that played when Mario reached the end of level Flagpole in Super Mario Bros..
Mario's three victory animations are as follows: Mario spins around and sticks his hands up in the air above his head as he faces the camera, before giving a peace sign. This references his recurring spin jump ability, main character artwork from Mario Party 8, and his end-of-level animation from Super Mario; Mario grabs a Starman that falls from the sky and runs to the right, knocking away a Goomba, a Koopa Troopa, and a Koopa Paratroopa before jumping into the air. This references the cinematic that plays after Mario scores an Eagle on a course in Mario Golf: World Tour; and Mario slides down most of the shaft of a Flagpole, before backflipping off and giving a thumbs-up gesture towards the camera.
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Mario and Luigi, collectively referred to as the Mario Bros., are the main protagonists of the Super Mario franchise, which includes the series of role-playing spin-off games Mario & Luigi. In the Mario & Luigi series, the two brothers are forced to work together to overcome particularly dangerous threats, the likes of which they had never seen before. In the first game, Mario & Luigi: Superstar Saga, the Mario Bros. chase down a captive Princess Peach to the neighbouring Beanbean Kingdom, where they are forced to do battle against the witch Cackletta and her minions in a race to save the Mushroom Kingdom's ruler before her voice is stolen. These threats only intensify, with Partners in Time seeing the brothers needing to team up with their infant selves to save both the past and present from an invading alien army, and Bowser's Inside Story forcing them to have to (secretly) work with their archenemy, Bowser, in order to defeat Fawful, who has taken over Bowser's domain and seeks the power of the Dark Star.
First appearances:
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Donkey Kong (1981; Mario) Mario Bros. (1983; Luigi) Mario & Luigi: Superstar Saga (2003)
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Knockback Bros.
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Spin Jump
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Yoo Who Cannon
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Cyclone Bros.
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Snack Basket
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Mario and Luigi switch positions whenever they use a special move, with Mario always being the brother in front whenever they spawn. The two brothers have several differences between them at all times, but only impact gameplay whenever they are in front. The most noticeable difference is jump height - Luigi's jump height is much greater than Mario's, though he has greater landing lag - though the brothers have slight differences in how some of their special moves are performed as well. The most notable impact on gameplay comes in the form of who must be KO'd, with the other disappearing should the "leading" character be defeated. The two brothers do not switch positions if they are far enough apart however.
Neutral Special: Knockback Bros. is one of the Bros. Attacks that Luigi can use in Mario & Luigi: Superstar Saga. In the original game, this attack sees Luigi use his hammer to launch Mario - who curls up into a ball - into an enemy. This attack is almost identical in Super Smash Bros., with the main difference being that either Mario or Luigi can fire their brother at enemies. The two brothers also launch their counterpart at different angles: Luigi launches Mario at a slight upwards angle, while Mario launches Luigi straight-forwards. This attack is also somewhat unique in that the brothers don't switch their order after the attack is performed, but rather during it; if Mario is in front then he will be the one launched, with control then switching to Luigi as he launches his brother, and vice versa. If the two brothers are not together, this move becomes unusable; instead, the brother that the player is controlling will simply swing their hammer weakly forwards.
Side Special: Spin Jump is a technique that first appears in Mario & Luigi: Superstar Saga and returns in three of its sequels: Partners in Time, Bowser's Inside Story, and Dream Team. A move that can be used in the games' overworlds, Spin Jump sees the two brothers stack on top of one another and spin, which hurls them through the air and allows them to cross large gaps they may otherwise be unable to. The technique is recreated faithfully in Super Smash Bros., with the attack dealing damage to enemies who run into the brothers as they fly forwards a short distance. The brother that the player was in control of initially stands atop the other brother, though otherwise the move acts identically no matter which brother uses the attack.
Up Special: Yoo Who Cannon is a Special Attack that the two Mario Bros. can perform in Mario & Luigi: Bowser's Inside Story, though the special move in Super Smash Bros. is very much a super-simplified version of the attack. In Bowser's Inside Story, the two brothers will summon eight Barrel Cannons onto their side of the screen, and four copies of each brother will appear in them. The player is then forced to remember which brother is in which barrel and press the respective button to launch the brother within it into their enemy. In Super Smash Bros. the two brothers instead sit inside of one Barrel Cannon, and are launched upwards a great distance together. The two brothers will deal damage on their ascent before entering a helpless state.
Down Special: Cyclone Bros. is another one of Luigi's Bros. Attacks in Mario & Luigi: Superstar Saga, though Mario has a similar move of his own known as Swing Bros.. The Cyclone Bros. attack sees Luigi flatten Mario with his hammer before jumping on top of him, the two spinning with Luigi holding his hammer outwards to deal damage as they collide into their enemies. The Super Smash Bros. version of this attack is much simpler, though also more damaging: Mario and Luigi spin together back-to-back, each holding their hammers out away from them to deal damage should they hit a foe. By tapping the special move button, the player can lengthen the amount of time the two spin for, though even this weakens over time. Luigi's version of this attack sees the two brothers move a slightly-greater distance forwards when used on the ground, though Mario's version deals more damage to enemies.
Final Smash: Snack Basket is a Special Attack that the Mario Bros. can perform in Mario & Luigi: Bowser's Inside Story. In that game, the player must control Luigi who must catch a variety of treats that are thrown into the air by Mario in order to fatten him up, at which point Mario throws his brother forwards into his enemies to flatten them and deal a great amount of damage. In Super Smash Bros. Mario throws a picnic basket into the air and Luigi eats all of the treats automatically, fattening himself up very quickly. Mario then proceeds to throw his brother upwards, who flies upwards off the top of the screen before falling down through the entirety of the screen a slight distance away from Mario a second later. After throwing Luigi off the screen, the player can control Mario as normal, and Luigi will reappear beside his brother a few moments after exiting off the bottom of the screen, back in his usual appearance. Regardless of who the player was controlling before the Final Smash was used, Mario will always be the one to throw Luigi and the one the player controls afterwards; essentially this resets the two brothers' positions.
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Mario & Luigi's entrance animation has Mario fall from the sky onto the stage, and Luigi falls atop him a moment later. Luigi bounces off Mario's head, temporarily flattening Mario in a comical manner; he pops back into his normal appearance as the battle starts.
Mario & Luigi's taunt sees the two brothers perform the same dance they perform in the Mario & Luigi series while awaiting a command from the player in battle, putting alternating arms in the air as they slide their feet.
Mario & Luigi's victory theme is the victory theme from Mario & Luigi: Superstar Saga. The song loops continuously as long as the player remains on the victory screen.
Mario & Luigi's victory animations are as follows: Mario and Luigi tip their hats to each other before flexing as they take a step forward, snapping their fingers; Mario and Luigi walk up to each other tap their elbows together; and Luigi comically cries in the arms of his brother, who consoles him.
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Mario Mario is a grumpy, and somewhat rude, Brooklyn plumber and one of the co-owners of his family business, Mario Bros. Plumbing. Sometime in his younger years, Mario's parents left his live due to unexplained circumstances, forcing him to look after his younger brother Luigi as a sort of father figure. During the events of the Super Mario Bros. film, Mario is forced to tag along with his brother and rescue Daisy, who, unbeknownst to both the Mario Bros. and herself, is the princess of an alternate dimension kingdom known as Dinohattan.
First appearance:
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Super Mario Bros. (1993)
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Flame Gun
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Devolution Gun
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Thwomp Stomper
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Bob-omb
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Mushroom Kingdom
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Neutral Special: Flame Gun is a weapon used by the militant force of Dinohattan during the events of Super Mario Bros., and appears to parallel the Fire Flower from the Mario games. A flamethrower with a claw-like design, the Flame Gun shoots fireballs upon activation, though they are prone to malfunction. In Super Smash Bros. Mario takes out a Flame Gun and the player can charge it up by holding the special move button, with the gun releasing a large fireball that travels forwards a fair distance before extinguishing upon letting go of such. By charging the move, the size of the fireball that the Flame Gun shoots increases as does the distance it will travel and damage it will deal, though holding the button for too long will cause the Flame Gun to malfunction and not fire any projectile.
Side Special: Devolution Gun is a type of rifle that forces those hit by its blasts to undergo a process known as De-evolution that forces the target to revert back to an earlier evolution of their species - for the dinosaur-humans of Dinohattan they turn into reptilian Goombas, while normal humans turn into chimpanzees. Throughout Super Mario Bros. President Koopa and his Goombas use Devolution Guns (and related De-evolution-related items) as their main weapon. In Super Smash Bros. the Devolution Gun does not de-evolve its targets but instead damages them a fair bit and causes them to slow their movements significantly for a short moment afterwards. It must recharge after use, and as such can not be fired repetitively at a rapid pace.
Up Special: Thwomp Stompers are the Bullet Bill-powered boots used by several citizens of Dinohattan throughout the events of the Super Mario Bros. film. These boots appear to be fairly common objects used by the dinosaur-humans of Dinohattan, with various stores being shown selling them. In Super Smash Bros. Mario activates the Thwomp Stomper and launches himself a great distance upwards. By pressing the special move button again during Mario's ascent he will then slam down, in a manner similar to the boots' namesake from the Mario video games, spiking any foes he may hit from above and bury those he may land on.
Down Special: Bob-ombs are a common enemy within the Mario franchise, first debuting in the Famicom title Yume Kōjō: Doki Doki Panic and later appearing in its Mario reskin Super Mario Bros. 2. In the video games the Bob-omb appears to be a sentient explosive that possesses legs, and will often wander around a set area and explode should its enemies get too close or once they come in contact with them. In the Super Mario Bros. film however the Bob-omb is an explosive that will walk forwards seemingly indefinitely after its fuse is lit, detonating once the fuse runs out; the fungus covering Dinohattan offers the Mario Bros. a Bob-omb to use against President Koopa on several occasions. In Super Smash Bros. Mario winds up a small Bob-omb and places it on the ground in front of him, and it will walk forwards for a short period of time, turning around should it hit a wall. The Bob-omb can only be picked up and thrown by Mario, and the explosive will detonate should it come in contact with an enemy or after a short period of time has passed.
Final Smash: Mushroom Kingdom is the name of the main setting of the Mario titles, and a name used by President Koopa as a way to insult his fungus-filled kingdom of Dinohattan. Throughout the events of the Super Mario Bros. film, Dinohattan has been overrun by a giant lengthy fungus; later in the film it is revealed that this fungus is actually sentient, and the former king who had been de-evolved by President Koopa. In Super Smash Bros. Mario throws a plunger forwards and traps an enemy in place. Should someone be hit by this plunger, the Dinohattan's king, in his fungus appearance, spreads out around them a short distance, snaring anyone who may come in contact with him in place. After a quick moment of spreading through the stage, the king will reveal three small Bob-ombs from within him, which explode in succession to damage and launch every trapped fighter and any other opponent that may be close enough to the blast.
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Mario's entrance animation sees him slide down a fireman's pole and clumsily land on the stage, fixing his hat afterwards.
Mario's taunt sees him take out a plunger and hold it up into the air with a chuckle.
Mario's victory theme is a direct rip of the opening ten seconds of the "Suite From Super Mario Bros. (Part 1)" theme from the Super Mario Bros. film soundtrack.
Mario's victory animations are as follows: Mario props the brim of his cap up with his thumb as he smiles; Mario aims down the scope of a devolution gun and looks around with his knees bent, before standing up straight and holding the gun skywards against his shoulder; and Mario points his wrench off to the right before tossing it up into the air, with a spin, and catching it.
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Marx is a character from the Milky Way Wishes sub-game of Kirby Super Star. Marx introduces himself to Kirby, hoping to get the pink puffball's assistance in ending a war between the Sun and the Moon by summoning Nova and grant this wish. Marx's true nature is revealed once Kirby does summon Nova, as the small jester pushes him out of the way in order to make his own wish: to take over Planet Popstar. He is commonly seen bouncing on a striped ball that is larger than his own body.
First appearance:
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Kirby Super Star (1996)
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Ball Kick
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Arrow Barrage
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Radiant Flight
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Time-Bomb Jester Ball
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Black Hole
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Neutral Special: Ball Kick is one of the attacks that Marx can perform in his Dream Friend appearance in Kirby: Star Allies. As its name implies, the attack sees Marx kick the ball he often runs atop. In Super Smash Bros. this attack is essentially identical to its Star Allies appearance in that Marx kicks his ball forwards, and it can bounce off walls and foes to deal damage after a rebound. Once the move is used, Marx will lose his ball for a short moment, but will spawn another one shortly.
Side Special: Arrow Barrage is a technique Marx can do as a boss in Kirby Super Star where Marx shoots a barrage of electric arrows forwards quickly. In both Kirby Super Star and Super Smash Bros. Marx sees doing the same action but the arrows now travel a slight short distance for balancing purposes.
Up Special: Radiant Flight sees Marx transform into a small version of his boss form from the climax of Milky Way Wishes from Kirby Super Star. Named after a similar move from Kirby Star Allies, the Radiant Flight move in Super Smash Bros. sees Marx fly upwards at a diagonal angle, travelling through any foe that may be in his way while also knocking them away as he does so.
Down Special: Time-Bomb Jester Ball sees Marx use his ball as a bomb. This move, one that Marx can perform in Kirby Star Allies, has Marx place his ball on the ground, summoning another one to move around on immediately, with the first one exploding after a second. The ball can be affected by attacks before it detonates however, and Marx can use this to his advantage - sending the explosive ball into a faraway crowd before it explodes - though opponents can also attack the ball to sabotage his plans by knocking it back into Marx.
Final Smash: Black Hole is perhaps Marx's most iconic attack, seen in the final phase of his Kirby Super Star boss fight. Its notability primarily comes from the strange way that Marx performs this attack: Marx splits into two halves, creating a black hole in the space in-between. In Super Smash Bros. Marx transforms into his boss form from Milky Way Wishes, a much larger size than in his up special move, and splits in half in an identical manner. The large black hole that Marx creates draws in nearby foes, but doesn't damage opponents. What does damage and launch opponents is Marx repairing himself, returning into a single form, as he does so with a powerful slam that creates a shockwave to launch any trapped enemy as well as any that may be too close to him.
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Marx's entrance animation sees him simply teleport onto the stage, bouncing on top of his ball happily.
Marx's taunt sees him transform into his boss form (the small version seen in his up special move) and perform an aerial backflip, before he transforms back into his normal appearance.
Marx's victory theme is a techno-rock remix of the opening of the Milky Way Wishes theme from Kirby Super Star.
Marx's victory animations are as follows: Marx bounces up and down on his ball, before transforming into his boss form before creating a powerful shockwave; Marx flies around as his boss form, ending with a spin before firing off some crescent-shaped projectiles down to the ground; and Marx rolls on his ball but falls off it, landing on his back and firing a projectile at the ball to pop it.
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Mawile is a Steel/Fairy-type Pokémon that originates from the Hoenn region. One of the many different Pokémon species capable of undergoing the process of Mega Evolution, Mawile is a strange Pokémon that possesses a large maw that extends off the back of its head. This large mouth contrasts the fairly peaceful face of the Pokémon, and the Pokédex states that its teeth are strong enough to cut through steel beams with ease.
First appearance:
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Pokémon Ruby and Sapphire Versions (2002)
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Crunch
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Iron Head
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Slam
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Flash Cannon
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Super Fang
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Neutral Special: Crunch is a Dark-type physical attack introduced in the Generation II Pokémon titles. Crunch is a stronger version of Bite, increasing its power level from 60 to 80, and is an attack that sees the user bite their enemy, potentially causing them to flinch. In Super Smash Bros., Mawile reaches forwards with its jaw open and, after hesitating for a moment, bites forwards. This causes Mawile's enemy to crumple to the ground, though this attack's range is minimal.
Side Special: Iron Head is a Steel-type move that originates from Pokémon Diamond and Pearl Versions. The move is commonly described as the user, with a skull as strong as steel, performing a powerful melee attack with their skull - this essentially makes Iron Head the Steel-type equivalent to the Normal-type Headbutt. In Super Smash Bros. the jaw on the back of Mawile's head shines a silver energy, and the Pokémon spins around, travelling forwards a short distance, as its jaw whips around its body to batter foes like a weapon.
Up Special: Slam is a Normal-type attack introduced in the first instalments of the Pokémon series, Pokémon Red and Green Versions. Slam is described as the user attacking their foe with an appendage, and Mawile can only learn this move by breeding with specific Pokémon. In Super Smash Bros. this attack has Mawile bounce up into the air a short distance before beginning to flip, whipping its jaw around as it does so. This puts Mawile in a unique helpless state, as the Pokémon will continue to flip indefinitely until it hits the ground as it rushes downwards at a fairly high speed. When Mawile does hit the ground, it will slam its jaw into the ground in front of itself, burying those directly under its jaw and damaging foes around itself.
Down Special: Flash Cannon is a special Steel-type attack introduced in the Generation I Pokémon titles. The Pokémon titles describe Flash Cannon as the user channelling light energy into a beam, which can potentially lower its target's special defence stat. In Super Smash Bros. Mawile will release a short beam of white energy from its mouth, firing forwards. The attack's strength - its range and damage and knockback output - charges up over time, denoted by Mawile's teeth beginning to glow brighter over time. Immediately after being used the attack will become fairly useless, becoming a simple close-ranged blast that deals very little damage.
Final Smash: Super Fang is a Normal-type move introduced in Pokémon Stadium. Super Fang is an attack that always deals 50% of the target's current health, but will always leave them with at least 1 health. In Super Smash Bros. Mawile will undergo Mega Evolution, and reach forwards with both of its mouths. If its hits an opponent with this initial attack, Mega Mawile will then proceed to rapidly bite its foe with its mouths multiple times for a short period of time. After damaging them enough, Mega Mawile will then chomp forwards with both of its jaws simultaneously to launch its foes away; this final attack will also instantly KO any foe whose damage percentage exceeds 100%.
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Mawile's entrance animation has it appear out of a Poké Ball, snapping its jaws twice as it faces away from the screen.
Mawile's taunt sees it face away from the screen and snap its jaws three times towards the camera, before cracking a crooked smile.
Mawile's victory theme is a short excerpt of the Glittering Cave theme from Pokémon X and Y, remixed with an electric guitar as the main instrument.
Mawile's victory animations are as follows: Mawile skips around gleefully before turning away from the camera and chomping its mouth three times; Mawile strolls away from the camera before smiling crookedly with its large jaw as it looks over its shoulder; and Mawile tenderly strokes its second mouth, hugging it against its shoulder with a smile.
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MC Ballyhoo serves as the "Master of Catastrophes" for the Star Carnival, a grandiose circus that serves as the main setting of Mario Party 8. Alongside his sentient top hat Big Top, Ballyhoo hosts the board games that players compete on, and gives the title of Super Star (and a year's supply of candy) to those who can claim victory in Star Battles. The flamboyant and energetic Ballyhoo contrasts the calm and soft-spoken Big Top, which allows the two to create the greatest challenges for their annual festival.
First appearance:
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Mario Party 8 (2007)
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Three Throw
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Bowlo Candy
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Bloway Candy
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Red Space
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Superstar Showdown
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Neutral Special: Three Throw is the name of a minigame that appears in Mario Party 4. This free-for-all four player minigame has all players trying to throw basketballs into different baskets, earning points for doing so but also blocking access to them for future throws in the process. Though it does not appear alongside MC Ballyhoo in Mario Party 8, there is a similar 2-player Duel minigame titled Settle It In Court, with a similar premise. The move in Super Smash Bros. sees MC Ballyhoo throw a basketball in a slight arc forwards upon pressing the special attack button. The ball will bounce off walls or other platforms to deal less damage after a ricochet.
Side Special: Bowlo Candy is one of the many different kinds of candy power-ups that players can acquire and use during a game of Mario Party 8. As a yellow-coloured candy, the Bowlo Candy transforms its user in a certain way upon use: in the case of the Bowlo Candy, it transforms the user into a ball form. The Bowlo Candy causes the user to steal 10 coins from any person they roll through. In Super Smash Bros. MC Ballyhoo transforms into a ball after using a Bowlo Candy, rolling forwards as long as the special move button is held down to damage any he may roll into. Ballyhoo can not change direction while this move is in use however, making it possible for him to roll off the stage.
Up Special: Bloway Candy is one of the fourteen different candy types that the players can use in Mario Party 8. Candies can be purchased with coins at shops located around the board, or by running through a Candy Space - the Bloway Candy can be acquired by such means as well. The Bloway Candy transforms the user into a tornado, and any other player the user passes by is sent back to the start of the board because of it. In Super Smash Bros. MC Ballyhoo flies upwards in a tornado as a result of consuming a Bloway Candy; though he does not travel upwards a great distance, any other attack can be performed until Ballyhoo touches the ground again.
Down Special: Red Spaces are one of the two most prominent spaces present on the boards players compete on in the Mario Party series. While Blue Spaces grant the player that lands on it three coins, Red Spaces instead take the same amount of coins from those that stop on them. In Super Smash Bros. MC Ballyhoo summons a Red Space on the ground in front of him, which damages the first fighter to touch it and paralyzes them in place for a short moment. Ballyhoo can only place on Red Space on the ground at a time, though it will last until Ballyhoo is KO'd or until a fighter activates it. This attack can not be used in the air.
Final Smash: Superstar Showdown is the final minigame that the player participates in at the end of the Star Battle Arena mode of Mario Party 8. The player is tasked with defeating Bowser, who rides in space attacking with the Koopa Clown Car, using the power of the Star Rod. In Super Smash Bros. MC Ballyhoo jumps into the foreground and the player is free to control a reticle and fire at enemies using the Star Rod. He can fire three blasts of energy that explode as they reach the battle arena by pressing the special move button, though less may also be fired as the move works on a limited timer.
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MC Ballyhoo's entrance animation has him jump down from the top of the screen, stopping above the ground when a propeller pops out of the top of Big Top.
MC Ballyhoo's taunt sees the top of Big Top open up like a hatch and a generic piece of candy from Mario Party 8 pops out before circling around Ballyhoo and disappearing behind him.
MC Ballyhoo's victory theme is a remix of the "Welcome to Mario Party!" fanfare's opening from Mario Party 8. The fanfare begins in a style reminiscent of the Nintendo 64's soundfont before transitioning into a bombastic, modern remix.
MC Ballyhoo's victory animations are as follows: MC Ballyhoo flies around in a circular pattern using the propeller in Big Top before stopping and holding a Star out towards the camera; MC Ballyhoo throws his microphone up into the air and claps wildly before Big Top catches it in his head; and MC Ballyhoo raises his hands up into the air, causing coins to rain down around him.
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Medusa, the "One-Time Queen of the Underworld", is one of the main antagonists of the Kid Icarus series, seeking vengeance against Palutena and the Skyworld inhabitants that she believes to have wronged her. Prior to the events of the original Kid Icarus title Medusa ruled Angel Land together with the Goddess of Light, though after creating chaos for humanity by destroying their crops and petrifying innocents, Palutena banished her to the Underworld and transformed her into a large cyclops. Over twenty years later, the Lord of the Underworld, Hades, would go on to revive Medusa (unbeknownst to her) and give her a new body by adding some of her memories into a pool of lost souls that, like Medusa, each harbour a deep loathing for Palutena.
First appearance:
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Kid Icarus (1986)
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Slip Shot
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Petrify Attack
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Warp
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Trip Mine
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Gorgon's Gaze
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Neutral Special: Slip Shot is the name of a Power that Pit and the Fighters can equip in Kid Icarus Uprising, though Medusa's neutral special move only borrows this technique's name. In all of Medusa's appearances, her primary mode of attack (or sole mode of attack in Kid Icarus) is the ability to fire lasers. This ability is reflected in Super Smash Bros. in a way that also borrows elements from one of Medusa's attacks from the first phase of her Uprising battle: Medusa will summon a small black eyeball that will float in-place in front of Medusa. After a moment, the eyeball will blink and fire a laser forwards that travels a fair distance forwards and deals more damage to foes closer to the eyeball itself. While this can be used in tactical ways, opponents can also attack the eyeball prior to it firing the laser to defeat it; additionally, Medusa can only have one such eyeball out on the stage at a time.
Side Special: Petrify Attack is a Power that Pit and the Fighters can equip in Kid Icarus Uprising. This attack is based on Medusa's signature ability both in the Kid Icarus series and in Greek mythology: in the former it is said that anyone who stares at Medusa's face will immediately be turned to stone, which remains one of the most commonly-used aspects of the Greek mythology in modern fiction. In Super Smash Bros. this attack does not inherently "petrify" the fighter in the same way, though it does paralyze them in place for a moment as Medusa stabs her staff forwards quickly as it is engulfed in a red energy, dealing massive damage to opponents hit by the tip of the staff and petrifying any who are hit by this attack in place for a short moment to allow Medusa to follow-up with another attack.
Up Special: Warp is a Power that appears in Kid Icarus Uprising. As its name implies, Warp allows the user to teleport away from their current position in Together Mode in a way that mimics the teleportation ability that many of the enemies that Pit must fight possess; Medusa is one such deity who displays the ability to teleport in her boss battle in Chapter 9 of Uprising. In Super Smash Bros. Medusa teleports a short distance upwards (or in whichever direction the control stick is tilted), reappearing in a red flash of energy that deals damage to nearby foes.
Down Special: Trip Mines are used by Medusa during the second phase of her Kid Icarus Uprising battle. After Pit damages her enough, Medusa will begin leaving mines in the air that can not be destroyed, before sending an eyeball projectile to chase down Pit. These mines are about the size of Pit, red in colour, and appear to spark with a pink energy; a much smaller version of these mines are used for Medusa's down special move in Super Smash Bros. Though they do not explode in Uprising, in Smash Bros. a mine will float in place and explode upon contact with a foe or after a short period of time has passed. Up to two of these mines can be on-stage at once, and the one placed first will explode should a third attempted to be placed.
Final Smash: Gorgon's Gaze is an original term, coined from the three "Gorgon" sisters from Greek mythology of which Medusa was one. The attack itself is based on the final phase of Medusa's Kid Icarus Uprising battle, which itself is inspired by the final battle of Kid Icarus: in both of these cases, Medusa's giant head fires lasers at Pit, with the former title seeing the angel having to dodge the Gorgon as her head flies around at a high speed. In Super Smash Bros. Medusa "melts" before her giant cycloptic head reappears from the side of the screen. The player is the able to control Medusa's head for a short period of time, which damages foes on contact and can deal significantly more damage by firing lasers via the standard or special attack buttons. Medusa's head can fly through any platform, as the Gorgon will reappear in the place where the attack was initiated after the attack ends.
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Medusa's entrance animation sees her cycloptic head fly onto the stage, before her body appears beneath it as a column of purple and black energy rises up from the ground.
Medusa's taunt sees her hold her free hand up to the side of her face, and the red snake that sprouts from her head then coils around it and hisses as she chuckles.
Medusa's victory theme is a remix of her battle theme from Kid Icarus, featuring an organ and electric guitar.
Medusa's victory poses are as follows: Medusa scratches the head of one of the snakes that make up her hair, before she says "Well, that was quite entertaining"; Medusa cackles as she releases a purple aura from her body, before discarding it with a swing of her staff; and Medusa points her staff at the camera, before it falls away to reveal that she has transformed into her true form and Medusa laughs.
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Bad Box Art Mega Man is a large, middle-aged man clad in a yellow and blue jumpsuit that is based off the off-brand design of the series' main protagonist featured on the North American box art of the original Mega Man title. Bad Box Art Mega Man, also named "US Mega Man" or simply "Mega Man", works as a Digger, excavating ancient relics to learn about the past civilizations of the world. Despite his large and overweight appearance, Mega Man is a surprisingly-athletic man who possesses an incredibly strong sense of justice and acts incredibly polite to those around him. In Street Fighter × Tekken Mega Man is sent by Roll to investigate an alien cube that landed in Antarctica, wielding a small handheld pistol he dubs the "Mega Buster".
First appearance:
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Mega Man ZX Advent (2007)
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Ice Slasher
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Charge Kick
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Mega Upper
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Fire Storm
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Black Hole Bomb and Thunder Beam
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Neutral Special: Ice Slasher is the main weapon of Ice Man, which Mega Man can acquire in Mega Man upon its owner's defeat. Ice Slasher is a piercing projectile attack that is said to freeze foes with temperatures dipping past 200 degrees below zero. Unlike in Mega Man, the Ice Slasher weapon in Super Smash Bros. possesses several unique qualities, most notably in the fact that Mega Man is able to throw the weapon in eight directions instead of strictly straight-forwards as in its original title. The attack freezes enemies hit at close-enough range while also dealing damage. Ice Slasher's projectile will disappear upon hitting any solid object, be it a wall or an enemy, and thus it can only target a single foe.
Side Special: Charge Kick is the technique that Mega Man obtains from Charge Man after that Robot Master's defeat in Mega Man 5. In Super Smash Bros., the side special move sees Mega Man slide forwards quickly, ignoring gravity should he slide off of a ledge. Mega Man does not travel a great distance, though he deals a significant amount of damage to his enemy. If the special move button is pressed during the move, Mega Man will perform a spin kick as he jumps up, dealing damage to any enemy in his immediate vicinity as he rights himself up.
Up Special: Mega Upper is a technique that Mega Man is shown capable of performing in many of the fighting games he appears in, and Mega Man can use this attack in his Street Fighter × Tekken appearance. Mega Upper is essentially a very powerful uppercut attack that does not see Mega Man travel far upwards but does deal a significant amount of damage at the start of the attack. The Super Smash Bros. version of the attack sees Mega Man comically jump up a fairly great distance distance at a high speed speed dealing damage during his ascent before falling helpless.
Down Special: Fire Storm is an ability that Mega Man would be able to copy from a defeated Fire Man in the original Mega Man. The Fire Storm, attack sees Mega Man summon five small fireballs that circle around the robot. These fireballs are extinguished when they come in contact with a foe or a projectile, meaning the shield could protect Mega Man from five attacks, assuming they don't hit Mega Man directly. When Fire Storm is active, the Mega Man's smash attacks are also granted fiery effects, slightly increasing their damage and knockback output.
Final Smash: Black Hole Bomb and Thunder Beam are two weapons that first appeared as the weapons of Galaxy Man and Elec Man in Mega Man 9 and Mega Man, respectively. In Super Smash Bros., Mega Man fires a small bomb forwards that explodes into a large black hole that drags in nearby fighters before launching fighters away with a powerful beam of lightning.
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Meloetta, the Melody Pokémon, is a Normal/Psychic-type Mythical Pokémon. Meloetta is a Pokémon with a love of singing, its songs inspiring many famous compositions within the world of Pokémon. While its songs are also world-renown, the way that Meloetta sings them has a direct impact on the brains of those who hear them, and will alter their feelings in whatever way Meloetta desires. The Melody Pokémon has the ability to transform into a Normal/Fighting-type Forme by singing a special composition known as Perish Song.
First appearance:
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Pokémon Black and White Versions (2010)
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Echoed Voice
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Light Screen
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Close Combat
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Last Resort
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Perish Song
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Neutral Special: Echoed Voice is a Normal-type attack that debuted alongside Meloetta in Pokémon Black and White Versions. While the attack doesn't cause any status effects, the damage dealt by the move increases the more times it is used in succession. In Super Smash Bros., Meloetta sends out a ball of colourful pastel energy with a music note inside of it forwards, and it will explode after travelling a short distance or should it hit a foe. Echoed Voice can also bounce off walls.
Side Special: Light Screen is a defensive Psychic-type move that has appeared in every game in the Pokémon series. Light Screen reduces the amount of damage the user's party takes from special attacks. Meloetta can learn Light Screen via TM in its series of origin. In Super Smash Bros. Meloetta performs a spin in place and a wall appears for a short moment, which reflects projectiles, in front of it.
Up Special: Close Combat is a Fighting-type attack that debuted in the Generation IV titles Pokémon Diamond and Pearl Versions, which Meloetta learns at Level 78 and has a same-type attack bonus when used by Meloetta in its Pirouette Form. In the main Pokémon series, the attack is one of the strongest Fighting-type moves in terms of power, though cuts the user's Defense and Special Defense stats. In Super Smash Bros., Meloetta performs a spinning kick at a slightly-upwards angle in a manner similar to a pirouette. While not entirely useful as a vertical recovery, the attack deals a significant amount of damage and has high knockback potential in addition to covering an impressive horizontal distance.
Down Special: Last Resort is a Normal-type attack that debuted in Pokémon Diamond and Pearl Versions. In the Pokémon series, the attack is special in that it can only be successfully used once the user has used all of their other moves at least once, and it deals an impressive amount of damage because of this. In Super Smash Bros. Last Resort is actually a counterattack that bares little resemblance to its Pokémon counterpart. Should the attack's use be timed correctly in regards to taking an attack, Meloetta performs a fancy backflip to dodge the attack before letting out a shockwave of music that deals damage to any foe, including those who didn't attack Meloetta, in the direct area.
Final Smash: Perish Song is a Normal-type attack introduced in Pokémon Gold and Silver Versions. Perish Song could, in a sense, be classified as a one-hit KO move, as all Pokémon on the field that hear the song will 4 faint turns after the move is used. When Meloetta uses Perish Song in the Pokémon series, it will transform into its Pirouette Forme, making it Normal/Fighting-type instead of Normal/Psychic-type. In Super Smash Bros., Meloetta transforms into its Pirouette Form and begins to spin, a diamond of music notes appearing around Meloetta's body. Meloetta will then proceed to spin around the stage in a zig-zag pattern, dealing minor damage to all those that come in contact with it. If Meloetta hits the same foe four times during the duration of the move, the knockback dealt will be incredible, and will more than likely KO the fighter.
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Meloetta's entrance animation sees it float down from the sky on a bubble with a music note inside it.
Meloetta's taunt sees it perform a spin before posing in a manner near-identical to its pose in official artwork while floating.
Meloetta's victory theme is an orchestrated version of the opening of Champion Iris' battle theme from Pokémon Black and White Versions 2.
Meloetta's victory poses are as follows: Meloetta sings, pastel-coloured music notes appearing above its head, as it floats midair in a relaxed position; Meloetta floats in a slow backflip, before performing a Pirouette as it lands; and Meloetta bounces across the ground on the tips of its toes three times in a ballet-esque fashion, before pirouetting.
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Meta Knight is the leader of a sort-of militia group known as Meta Knight's Corps and the pilot of the army's main base of operations, a flying airship based on his likeness known as the Battleship Halberd. Meta Knight is a character who works for himself, and sometimes assists Kirby while other times duelling him as a foe; his motives for doing either are always shrouded in mystery, though he seems to have righteous intents as he presents himself as a chivalrous warrior. Meta Knight is never seen without his mask, or his two main pieces of equipment: his Dimensional Cape, which is capable of manipulating space and transforming into a pair of bat wings, and his golden sword Galaxia, which grants him incredible power and is rumoured to have been created by the fire god Photron.
First appearance:
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Kirby's Adventure (1993)
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Sword Beam
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Drill Rush
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Shuttle Loop
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Mach Tornado
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Meta-Knights
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Neutral Special: Sword Beams are an attack commonly used by Meta Knight when he is fought as a boss within the Kirby series, and can additionally be used by Kirby himself should he gain the "Master" Copy Ability. In most Kirby titles, the Sword Beam attack sees Meta Knight swing his sword to create a large crescent projectile that flies forwards. In Super Smash Bros., Meta Knight's sword instead is engulfed with a green light and he swings it horizontally to create a small crescent projectile that travels quite a fair distance before it dissipates.
Side Special: Drill Rush is an attack that is used by Kirby when he acquires Meta Knight's sword after his defeat in Kirby & The Amazing Mirror. The Drill Rush, as one could imagine from its name, sees Meta Knight fly forwards while he holds his sword out in front of him and spins like a drill. This attack acts nearly identical to how Kirby performs it in Kirby & The Amazing Mirror, with the sole difference being that the player can adjust Meta Knight's angle while the move is active.
Up Special: Shuttle Loop is a move that Kirby is capable of performing in a number of different games should he gain the "Wing" Copy Ability; Meta Knight would also gain a similar move in his later appearances. The Shuttle Loop attack sees Meta Knight perform a jump as he holds his sword out to deal damage, before transitioning directly into a loop. After this move is used, Meta Knight will enter a gliding state, and he can perform a unique swiping attack should the standard move button be pressed while in this state; normal special moves can also be used while gliding. Upon attacking, or being damaged, while gliding, Meta Knight will immediately enter a helpless state.
Down Special: Mach Tornado is, in name only, an attack that Meta Knight (and Dark Meta Knight) often perform in their fights against Kirby. The attack in Super Smash Bros. however is more similar to the main maneuver that Tornado Kirby can use: transforming into a yellow tornado that can hover above the ground as the attack button is tapped. In Super Smash Bros. this attack acts nearly identical to the "Tornado" Copy Ability's technique: Meta Knight will spin around and become a tornado that damages foes on contact, and he can move left and right while the move is used. Tapping the special move button while Meta Knight spins will cause the move to be extended, and he can even float over nothing should he move off of a platform while Mach Tornado is being used.
Final Smash: Meta-Knights are a group of individuals led by Meta Knight that appear as mid-bosses in Kirby's Adventure and Kirby: Nightmare in Dream Land. Implied to be the elite attack force of Meta Knight's Corps, the group consists of Axe Knight, Javelin Knight, Trident Knight, and Mace Knight, who work under Meta Knight's direct commands. In Super Smash Bros. the attack begins with Meta Knight charging up a dark purple energy before he performs a larger, purple version of his Mach Tornado attack; this tornado has a vacuum effect that drags those nearby into it. After he has spun as a tornado for a short moment, he will raise his sword and call out "Come!" summoning the Axe Knight, Javelin Knight, Trident Knight, and Mace Knight to attack with their weapons to launch the trapped foes away.
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Meta Knight's entrance animation sees him teleport onto the stage, his cape wrapped around him.
Meta Knight's taunt sees him swing his sword down to his side as he calls "Fight me!"
Meta Knight's victory theme is a rock remix of the theme that plays in a number of Kirby games after the titular pink puffball defeats a mini-boss.
Meta Knight's victory animations are as follows: Meta Knight unfolds his wings as he swings his sword with a flourish saying "Come back when you can put up a fight"; Meta Knight points his sword in the air, and it gleams brightly; and Meta Knight's sword is engulfed in flames and he swings it to shoot a crescent of fire.
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Midna is a member of the Twili clan, who resides in the Twilight Realm, and the secondary protagonist of The Legend of Zelda: Twilight Princess. Midna initially asks for Link's help in retrieving the scattered pieces of the Fused Shadow, one of which she wears on her head, so she can return to her home after being banished by Zant. Once the two work together and become closer, Midna is revealed to be the princess of the Twilight Realm, who was usurped by Zant and escaped to Hyrule just as he began his conquest of the world of light.
First appearance:
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The Legend of Zelda: Twilight Princess (2006)
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Twilight Shock
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Dark Energy Attack
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Twilight Portal
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Hair Grab
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Fused Shadow
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Neutral Special: Twilight Shock is a technique based on an ability Midna displays when she first meets Link in The Legend of Zelda: Twilight Princess. After encountering Link, who has been transformed into a wolf due to the power of the Triforce of Courage, in the jail cells beneath Hyrule Castle, Midna creates a small orb of black and orange energy which easily cuts through the chain that shackles Link to the wall. In Super Smash Bros. Midna creates this same orb of energy in her hands before throwing it straight forwards a short distances, stunning a foe and dealing a small amount of damage to any foe hit by it.
Side Special: Dark Energy Attack is one of the deadliest attacks that Wolf Link can perform in conjunction with Midna, and must be used to defeat the Shadow Beasts that Zant sends after them. Similar to Link's recurring Spin Attack, Wolf Link charges up, with Midna pointing with her hair upwards to release a circle of black energy in a radius around them, before lunging towards any foe that steps within the circle around them. In Super Smash Bros., Midna summons one of the black Twilight wolves she utilizes in Hyrule Warriors, and will lunge forwards a short distance before the wolf disappears to knock away foes. If the attack is charged up by holding the special move button down, Midna will hold her hand up, like she does while Wolf Link charges this attack up in Twilight Princess, and charge up with energy to deal more damage. The basic, uncharged version of this attack can be seamlessly connected into a second dive should the special move be performed in the opposite direction before the wolf disappears.
Up Special: Twilight Portals are a common feature used by Link, Midna, and a variety of enemies throughout the events of The Legend of Zelda: Twilight Princess. Floating high above the ground, these portals are black with either teal or red lines crossing through them, and transform users into shards of twilight in order to transport them through the Twilight Realm and between the portals. In Super Smash Bros. this portal doesn't act in the quite the same way as it does in Twilight Princess, as it doesn't appear at the top of the screen. Instead, Midna simply disappears, leaving behind shards of Twilight, and appears a short distance away in whichever direction the control stick is held, the image of a vertical portal (which does not appear in Twilight Princes) appearing behind her.
Down Special: Hair Grab is a technique that uses Midna's hand-like hair, and based upon a technique that, while more prevalent in her Hyrule Warriors moveset, she first used in the battle against Dark Beast Ganon in Twilight Princess. Much like her basic charge attack from Hyrule Warriors, Midna grabs forwards with her hair, and will squeeze whatever foe she grabs in her clenching fist. The move will obviously fail should she miss an opponent, but if she does grab a foe it temporarily increases her speed and damage output, signified by a faint purple glow around Midna's body.
Final Smash: Fused Shadow is the name of an ancient relic that contains the tremendous power of the Dark Interlopers, who after being sealed away in the Twilight Realm by the Hyruleans would eventually evolve into the Twili. Collecting the shattered pieces of this relic is a major objective in Twilight Princess, and Link must defeat those who have been tainted by the shards' dark power. When Midna dons all three of the missing pieces, as well as the one she usually wears on her head, she transforms into a large, seven-legged, spider-like creature that pulses with teal energy. In Super Smash Bros., the three missing pieces of the Fused Shadow float around Midna before she transforms into this spider-like form, stabbing a spear she gains into the ground to release a pulse of energy that deals massive damage and knockback to all those nearby.
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Midna's entrance animation sees her appear out of a Twilight Portal.
Midna's taunt sees her float in a position similar to how she does in artwork for Hyrule Warriors, humming the beginning of her own theme song.
Midna's victory theme is a slightly-more aggressive orchestral remix of her own theme song from The Legend of Zelda: Twilight Princess, with a violin as the main instrument.
Midna's victory poses are as follows: Midna rides on the back of one of her Twilight wolves, who howls up to the sky to the tune of Midna's theme; Midna teleports around quickly, eventually popping up with a twirl as she smirks; and Midna hides behind the completed Mirror of Twilight, popping up and laying down as she floats above it.
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Miho Nishizumi is the main protagonist of the Girls und Panzer anime series. A second-year high school student, Miho's family is renowned as a powerful force in the world of Sensha-dō, a sport that revolves around girls fighting each other in tanks. Despite the reputation of the Nishizumi family, Miho had developed an inferiority complex as she never found herself fit to live up to the traditional standards of her family; something which came to a head once Miho put aside her desire to win the finals match of the 62nd National High School Sensha-dō Tournament, putting an end to the nine-year winning streak that her school, Kuromorimine Girls' Academy, had created. Fleeing from her family and the sport as a whole, Miho is forced to compete in Sensha-dō again after transferring to Ooarai Girls' Academy in order to save it from closure, creating her first group of friends since childhood and finally finding her own admiration for Sensha-dō. At Ooarai, she serves as the commander of the entire team, while also heading up the "Anglerfish Team" that controls the school's sole Panzerkampfwagen IV tank.
First appearances:
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Girls und Panzer Chapter 1 (2012) Girls und Panzer: Sensha-dō, Kiwamemasu! (2014; game)
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Panzerfaust / Fire
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Operation Macaroni Zwei / Fire
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Anglerfish Strike / Fire
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Panzer IV
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Ooarai Girls' Academy
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Down Special: Panzer IV (Panzerkampfwagen IV) is the tank that Miho commands as the leader of Ooarai Girls' Academy's Sensha-dō team. The Panzer IV that the Anglerfish Team uses in their matches was the last tank left in the hangar by Ooarai's previous Sensha-dō, which had disbanded many years prior, though it was an Ausf.D at this time. After searching the ship that their school sits on, Miho and her friends eventually upgraded the Panzer IV Ausf.D into an Ausf.F2, and later equipping it with Schürzen armour and converting into an Ausf.H. For her down special move Miho summons a small version of this tank, which the player is then free to control until the down special move is used again. While riding the tank, Miho's stats are drastically changed, and she loses the ability to perform any attacks; instead, the standard and special move buttons instead have the Panzer IV fire a shell. The Panzer IV has a number of pros to it: its one attack deals a great amount of damage and knockback to enemies, Miho does not flinch from any attacks aside from those caused by explosives and takes 0.70× the normal amount of damage from them, and Miho becomes the heaviest character in the game by a great margin. Despite this, there are also a number of downsides to the move as well: Miho becomes incredibly slow and is a much larger target, she becomes unable to jump, the Panzer IV takes 2× the amount of damage from explosives, and her one attack has a fairly long cooldown timer (that resets whenever Miho exits her tank). Additionally the Panzer IV will show battle damage as it is attacked and dealing enough damage to it will cause it to become inoperable, instantly KOing Miho should this happen no matter her position on the screen. The Panzer IV does not heal whenever it is not used, only doing so when Miho is KO'd. Additionally, Miho sits in a way so that her head and shoulders are exposed out the top hatch of the Panzer IV while riding in it, and targeting her directly with any attack - including explosives - will deal 1.15× the normal amount of damage. As previously mentioned, Miho can exit the tank at any time by using the down special again, though she can only enter and exit it while on the ground. Despite the differences between the two models of the Panzer IV, both play identically in every way.
Neutral Special: Panzerfaust was an anti-tank weapon developed by Nazi Germany during World War II, being first used in 1943. The Panzerfaust is a simple portable one-use gun that fires a powerful warhead, thus acting as a successor to the earlier Faustpatrone weapon that, while smaller and weaker, worked similarly. In Super Smash Bros. Miho pulls out a Panzerfaust - one decorated with a large pink bow, which can be seen in her bedroom in Girls und Panzer der Film - and points it forwards before firing it. The warhead the Panzerfaust fires will fly a great distance, and the explosion it creates is fairly powerful as well. However, when on a flat plane, the warhead will only travel a short distance before it hits the ground as it descends quickly while flying, and the explosions will also hurt Miho should she be close-enough to them.
Side Special: Operation Macaroni Zwei is a strategy developed by Ooarai Girls' Academy's Hippo Team during the events of Girls und Panzer der Film, which itself was inspired by a similar strategy employed by Anzio Girls' High School during their match against Ooarai depicted in the OVA episode This is the Real Anzio Battle! The original Operation Macaroni saw Anzio set up decoys of their tanks in order to hinder Ooarai's movements, while Macaroni Zwei instead sees the Hippo Team utilize paintings in order to camouflage their Sturmgeschütz III Ausf. F in the urban environment around them. In Super Smash Bros. Miho's version of Operation Macaroni Zwei instead simply sees her place a large wooden stand depicting a brick wall in front of her, essentially creating a weak barricade to hinder enemy movements and block projectiles. The stand can be broken by any one attack, though explosions that break the wall can still harm Miho should she be too close to it. Miho can only place one wall on-stage at a time, and there is a slight cooldown time between the wall breaking and Miho being able to place another.
Up Special: Anglerfish Strike is an original attack loosely inspired by the fact that the Nishizumi Style training that Miho Nishizumi went through growing up has been intentionally left vague and, in both official (albeit comical) media and fan-made, is often implied to have been incredibly demanding training surpassing even that of government armies. The attack in Super Smash Bros. sees Miho quickly summon two of her Anglerfish Team friends - the two are randomly chosen from any of Saori Takebe, Hana Isuzu, Yukari Akiyama, or Mako Reizei - who hold out a trampoline beneath Miho allowing her to fly high. If the player presses the special move button during Miho's ascent she will transition into a flying kick that leaves her semi-helpless as she will continuing flying downwards (at a roughly-40° downwards angle) until she either lands on the ground or falls off-screen, dealing damage to any enemy in her path but also continuing through them. If she is hit during her kick or during her initial ascent she will fall completely helpless, while she will instead only enter a pseudo-helpless state should the special move button not be pressed during her initial ascent and she does not enter into a kick.
Final Smash: Ooarai Girls' Academy is the central school that the original Girls und Panzer anime series (and thus sequel film and the Das Finale series) focuses on. An all-girls school that once practised Sensha-dō several years ago, the school's lack of funds forced the team to be shut down until it was revived by the student council led by Anzu Kadotani after Miho Nishizumi transferred to the school as a last-ditch attempt to save their school from being closed down entirely. The Final Smash sees the appearance of all other tanks within the school's line-up appear; hence the attack sharing its name with the school. The attack sees Miho either toss a Boko doll forwards (should she be out of her tank) or fire a glowing missile (should she be in her tank) forwards; both act identically in every way, and thus the missile files a less distance than others. If this projectile hits any enemies they will be trapped in a cinematic where five of the eight tanks that make up Ooarai's line-up during the events of Girls und Panzer der Film with each team commander popping their head out of the vehicle continuously fire at the trapped enemies to deal massive damage and launch them away. The tanks and the commanders that appear in the attack are: Miho Nishizumi in Anglerfish Team's Panzer IV, Anzu Kadotani in Turtle Team's Jagdpanzer 38(t) Hetzer, Noriko Isobe in Duck Team's Type 89B, Riko "Erwin" Matsumoto in Hippo Team's Sturmgeschütz III, and Azusa Sawa in Rabbit Team's M3 Lee; these five teams were also the initial line-up of Ooarai's team in the early episodes of Girls und Panzer.
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Miho can summon either the Panzer IV Ausf.D or Panzer IV Ausf.H in battle. Which tank she summons - and subsequently appears in her entrance animation and one of her victory poses - is determined by which costume is in use, and each alternate costume also recolours the armour of the tank. The different versions of the tanks are as follows, in the same order as the costumes above:
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Miho's entrance animation has her climb out of Anglerfish Team's Panzer IV, which disappears a moment after setting foot on the ground. The model and colour of the tank is dependant on the alternate costume Miho is using in battle.
Miho's taunt sees her perform the Anglerfish Dance. Unlike other characters' taunts, Miho will continue to perform the dance indefinitely until she is either hit or the player performs any other action. When she is in her tank, she will instead point forwards and shout "Panzer vor!"
Miho's victory theme is an instrumental version of the Girls und Panzer ending theme, Enter Enter MISSION. The full song plays out on the victory screen but does not loop.
Miho's victory animations are as follows: Miho pulls out a Boko doll and snuggle it for a second, with the design of the Boko doll being randomized between five different variants; Miho, standing alongside the four other members of the Anglerfish Team (Saori Takebe, Hana Isuzu, Yukari Akiyama, and Mako Reizei), tries to hold up a large red flag, though fumbles it for a second before regaining balance thanks to help from Saori; and Miho and the other Anglerfish Team members eat pastries while sitting atop their tank. The model and colour of the tank that appears in her final victory animation changes based on the alternate costume used during the battle.
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Miis are a species of caricatures that were included on the Nintendo Wii system. Players could customize these Miis' faces to match their own or those of their friends on the Mii Channel, and all of the Miis would live together in the Mii Plaza. In Miitopia, the Miis lived happily in the peaceful land of Miitopia. One day, the Dark Lord appeared and began to steal the faces of all the happy Miis in Miitopia, and insulted them by taking their stolen faces and placing them on monsters. The knight is one of the classes one of the heroic Miis could take in Miitopia to fight against the Dark Lord and reclaim the Miis' faces.
The player can choose which Mii they will play as after picking them on the character select screen, and are able to choose from any of the Miis saved on the console. The Mii that is chosen affects gameplay in more than just an aesthetic sense- the Mii's set height and weight also affect their height, weight, and running speed in Super Smash Bros., which means that two Miis can play vastly different from one another.
First appearance:
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Miitopia (2016)
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Jump Attack
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Cross Attack
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Spin Attack
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Everyone's Shield
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Dark Attack
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Neutral Special: Jump Attack is, as its name implies, a simple jump attack. The Mii will hop, and slice downwards as they do. In the air and on the ground, this attack can be charged. When charged up, the Mii will jump forwards a short distance, performing a slash in the middle of their jump or should they fly into another fighter. This extended Jump Attack does leave the Mii helpless, whereas the normal, un-charged attack will only leave them in a pseudo-helpless state.
Side Special: Cross Attack sees the Mii slash twice: the first hit sees the Mii stab forwards, while the second slash diagonally upwards. The initial stab doesn't deal knockback, instead stunning foes and keeping them in place so the second slice will hit them.
Up Special: Spin Attack is very similar to Link's well-known ability from The Legend of Zelda series, and in Super Smash Bros. as well; and it acts identically. The Mii spins around with their sword outstretched; in the air, this action propels them upwards. When used on the ground, the Mii will not travel upwards, but the attack can be charged to increase its duration.
Down Special: Everyone's Shield is a technique in Miitopia that sees a Warrior-class Mii increase the defence of his party, shielding them from most damage. In Super Smash Bros., this technique acts as a counter-attack; the Mii will hold their sword in front of their chest with the blade pointing upwards. Should they be attacked, the Mii will then furiously slash five times in front of them. If used multiple times within a short time without actually countering an attack, the Mii will instead only slash twice and deal less damage when they do eventually counter an attack.
Final Smash: Dark Attack is a more powerful version of the Jump Attack in Miitopia, and the final skill a Warrior can learn. In Super Smash Bros., the Mii will hold up their sword and it will be corrupted by a black and purple energy. They will then jump forwards, a distance slightly shorter than a fully-charged Jump Attack - and perform a slash should they come in contact with a foe. This will cause the dark energy to surround the foe, and then the Mii will strike at them multiple more times before the energy explodes and deals damage and knockback to all those nearby.
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A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
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The Mii's entrance animation sees them drop from the sky as a light blue bubble, before popping into existence and holding their sword up skywards.
The Mii's taunt sees their face pop off of their head and into a blue bubble, which they pop with their sword. It then returns to its face.
The Mii's victory theme is a direct rip of the opening of The Great Sage's theme from Miitopia, with an original ending that incorporates a few beats of the Mii Channel theme from the Wii.
The Mii's victory animations are as follows: the Mii, laying on the ground asleep, wakes up and fumbles around for their sword; the Mii holds their sword upwards, and it gleams bright; and the Mii swings its sword a few times before holding it out in front of them.
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Miis are a species of caricatures that were included on the Nintendo Wii system. Players could customize these Miis' faces to match their own or those of their friends on the Mii Channel, and all of the Miis would live together in the Mii Plaza. In Wii Music, the player creates a band of Mii characters and work together to play various different songs by a number of different artists and from several classic Nintendo titles.
The player can choose which Mii they will play as after picking them on the character select screen, and are able to choose from any of the Miis saved on the console. The Mii that is chosen affects gameplay in more than just an aesthetic sense- the Mii's set height and weight also affect their height, weight, and running speed in Super Smash Bros., which means that two Miis can play vastly different from one another.
First appearance:
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Wii Music (2008)
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Handbell Harmony
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Electric Guitar
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Trumpet
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Maracas
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Be-Bops
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Neutral Special: Handbell Harmony is one of the three side-minigames featured in Wii Music. In Handbell Harmony the players must try and accurately hit the notes of the song being played by shaking their Wii Remote and Nunchuck to play two handbells. In Super Smash Bros. the Mii shakes a handbell once, creating a small shockwave around its body. The attack is fairly weak and the Mii can even use the attack while moving, as they do not stop when they shake the bell. The attack can be used indefinitely in succession, though the shockwave will get smaller and smaller, and thus deal less and less damage, the more times it is used.
Side Special: Electric Guitars are a type of hand-based instrument that are imitations of the typical wooden chordophone that use transducers to convert the string's vibrations into electrical signals. In Super Smash Bros. the Mii mimics a popular move often performed by rock stars: the Mii jumps forwards, sliding forwards across the ground as they strum their guitar. If used in the air the Mii will jump forwards before entering a pseudo-helpless state. Either in the air or on the ground, the Mii damages all those they touch while the move is being performed.
Up Special: Trumpets are a type of brass aerophone, often used in orchestral or jazz performances. In Wii Music the Trumpet is one of the most basic types of instruments that can be used, and is played by using the 1 and 2 button exclusively. In Super Smash Bros. the Mii comically aims their trumpet downwards and produces a loud noise) that launches them upwards a fair distance, which also pushes nearby foes downwards without dealing damage to them.
Down Special: Maracas is a rattle instrument often made of wood and filled with small beans, and a playable instrument in Wii Music. Contrary to how it is used to create music, the Mii instead throws it forwards quickly, sending it tumbling through the air.
Final Smash: Be-Bops are a collection of four, apparently somewhat-sentient, musical notes that serve as the metronome for the player in Wii Music, keeping time to the song by bouncing up and down. In Super Smash Bros., the Mii will summon and begin to play a piano, creating a musical score that continues a fair distance to its right. This musical score traps foes in place and, after a moment, the four Be-Bops will bounce down and destroy this musical score and launch away the fighters trapped within it.
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A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
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The Mii's entrance animation sees them appear on a small stage that rises up from the ground slowly, which then descends again and leaves the Mii on the ground of the stage.
The Mii's taunt sees them spin around and pose with both arms above their head at an angle, one leg bent slightly, and the other held straight-out with their heel perched on the ground.
The Mii's victory theme is a short remixed portion of the Wii Music main theme.
The Mii's victory animations are as follows: the Mii and Sebastian Tute both play pianos, and they grin at each other happily as they tap the keys; the Mii sits down on the ground playing a shamisen along their victory theme; and the Mii beats on a large timpani drum three times before The Tutes from Wii Music break out of it, startling them.
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Mike Anderson is the main protagonist of Battle Clash, a game which utilized the Super Scope peripheral for the Super Nintendo Entertainment System. He is an American contender in the Battle Game, and the pilot of the Standing Tank mecha called the Falcon. The champion of the Battle Game, a ruthless fighter known as Anubis, fought and killed Mike's father, and now he swears revenge on the leader of the Eltorian race.
First appearance:
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Battle Clash (1992)
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Blastris
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Yoshi's Safari
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LazerBlazer
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Mole Patrol
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Falcon
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Neutral Special: Blastris was one of the many games included within Super Scope 6, which came packaged with the Super Scope peripheral. Based upon the Blastris B minigame, Mike fires a small cube from his Super Scope, which travels forwards. Once the cube is on the screen, using the attack button will cause Mike to shoot a small orb of energy that will knock the Blastris cube over. The cube will explode should it touch a foe, but the explosion will change depending which coloured side of the cube touches a foe. If blue, the cube's explosion will be more of a pulse, dealing less damage but more knockback; if green, the explosion will deal a mediocre amount of damage with knockback depending on the foe's current amount of damage; and if yellow, will deal a massive amount of damage but a set amount of little knockback. Shooting the Blastris will always change the colours in the order of blue → green → blue → yellow. Only one cube can be on-screen at a time, though it will explode if left alone for long enough.
Side Special: Yoshi's Safari was a first-person rail shooter titled that starred Mario and Yoshi as they used the Super Scope to defeat the invaders of Jewelry Land. As Yoshi appears as a playable character in Super Smash Bros., the move substitutes him out for the Yoshi Bike from Mario Kart 8 and Mario Kart 8 Deluxe. Mike will summon this Yoshi bike and blast forwards at a high speed, and the player can have him fire his Super Scope to deal damage as he's on the bike using the standard attack button, as the special attack button will cause him to disembark the vehicle. Unlike Wario's similar Wario Bike, Mike does not deal damage if he runs into a foe while on the Yoshi Bike, and will instead only travel through them, forcing the player to use his Super Scope to shoot foes.
Up Special: LazerBlazer was a minigame included alongside the Super Scope peripheral's pack-in game title Super Scope 6. In that game, the player had to use the Super Scope to shoot down missiles that travelled from one side of the screen to the other. In Super Smash Bros., Mike will ride atop the white missile found in that game as it travels upwards in a diagonal direction, exploding once it hits a foe or if the the special attack button is pressed again; in the case of the latter, the missile will be shot down by a red reticle, forcing Mike to abandon it and begin to fall helpless. While the explosion is fairly powerful and the distance the missile flies is fairly great, if Mike is riding the missile when it collides with a foe he will take a small amount of recoil damage.
Down Special: Mole Patrol was another game included within the Super Scope 6 minigame collection. In it, the player had to use the Super Scope to shoot strange little creatures that pop out of holes in the ground; a game similar to the Whac-A-Mole game found in many arcades. In Super Smash Bros., Mike will toss one of these small creatures into the air before using his Super Scope to send it flying forwards at a high speed.
Final Smash: Falcon is the name of Mike's Standing Tank from Battle Clash, which he summons from the sky and boards for his Final Smash. When he is in the Falcon, he is capable of marching around and jumping, in addition to attacking with energy blasts; he is capable of firing a rapid-shot blaster with the standard attack button, and can charge up more powerful blasts with the special attack one. After a short amount of time, the Falcon will eject Mike and explode, damaging all those nearby.
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Mike's entrance animation sees him fall slowly down onto the stage as he rides atop the Tetromino-esque series of blocks found in Blastris: Type A. As the blocks touch the ground, they disappear in a flash, and Mike hops down and readies his Super Scope.
Mike's taunt sees him get targeted by a yellow reticle, before he fires at the screen and it disappears.
Mike's victory theme is a remix of the "Test Aim" theme from Metal Combat: Falcon's Revenge.
Mike's three victory animations are as follows: Mike flies in while riding the Falcon, ejects, and fires a bolt at the ground before landing; an Octo from Yoshi's Safari flies up out of the ground and Mike shoots it, launching it away; and Mike fires three blasts in the air before turning and aiming at the camera with a smirk.
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Mimi is a mysterious individual who serves as one of the villains of Super Paper Mario. Mimi is a girl who serves under Count Bleck, who often uses her cute appearance to mask her true cruel and violent nature. She is theorized by Carson to be a failed Pixl or the unintended result of shape-shifting experiments, as not only can Mimi accurately mimic another person's appearance, but her true form is that of a large spider.
First appearance:
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Super Paper Mario (2007)
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Rubee Barrier
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Rubee Shot
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Teleport
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Shapeshift
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Rubee Rain
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Neutral Special: Rubee Barrier is a technique that Mimi uses a number of times during the events of Super Paper Mario, utilizing the red jewels to protect herself instead of as an attack like she usually does. In Super Smash Bros. Mimi summons a ring of three small Rubees around herself, which spin around her to act as a shield. These Rubees will absorb the power of up to three energy-based projectiles before breaking, though the player can use this special move again at any time to throw the remaining Rubees forwards. Physical attacks and projectiles will destroy one of the Rubees in a single hit.
Side Special: Rubee Shot is a move based on one of the attacks Mimi uses in her true, spider-like form, in Super Paper Mario. Rubees are a type of red crystal adored by the little girl, and she has a large stash of such stones kept in Merlee's Mansion, which she had taken over and cursed for a time. In Super Paper Mario, Mimi would fire these crystals out at Mario and his allies, which could be picked up and thrown by Thoreau the Pixl. In Super Smash Bros. Mimi summons a Rubee and throws it in a slight arc forwards with a spiked end facing away from her. This Rubee acts as a physical projectile that travels a fair distance at a slow speed, though it has a unique quality in that in can be thrown at a wall and be used as a soft platform temporarily. A Rubee that is stuck in the wall can be destroyed with a single attack, and it will disappear after a few short moments or when Mimi throws another one.
Up Special: Teleporting is a skill that most of the villains affiliated with Count Bleck display in Super Paper Mario, Mimi being one of them. In Super Smash Bros., Mimi teleports upwards, or in whatever direction the control stick is tilted, a fair distance, appearing and disappearing in a red light that deals slight damage to any nearby foe.
Down Special: Shapeshifting is Mimi's most notable ability, which she uses quite a number of times during the events of Super Paper Mario, sometimes for comedic effect despite her nature. In Super Smash Bros. Mimi uses her shapeshifting ability as a counterattack. Mimi will perform a pirouette to dodge out of the way of her opponent's attack, before transforming into them to perform the exact same move that was used on her. If she tries to counter a projectile, she will instead just dodge out of the way and not actually retaliate.
Final Smash: Rubee Rain is an attack based on an attack that Mimi uses against Mario and his allies when in her spider-like form. As its name implies, the attack sees Mimi rain large Rubees down upon the enemy. In the first battle against her, in Chapter 2 of Super Paper Mario, Mimi transforms into her spider form and climbs onto the ceiling, summoning these large red jewels and throwing them at her opponents. In Super Smash Bros. the attack acts similarly, with Mimi transforming into her true form and climbing up the side of the screen and off the top of it. She will then begin summoning a series of red jewels down upon the area around where the move began. After throwing five of these large Rubees, Mimi will teleport back to where she used the move.
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Mimi's entrance animation sees her warp onto the stage, clap, and wink.
Mimi's taunt sees her wink and blow a kiss out in front of her, a small pink heart rising from her head as she does so.
Mimi's victory theme is a cheerful remix of Mimi's battle theme from Super Paper Mario.
Mimi's victory poses are as follows: Mimi jumps out of a large pile of Rubees, waving with both of her arms as she does so; Mimi winks towards the camera before summoning a giant Rubee to lean against; and Mimi transforms from her true form into her girl form, before angrily waving her hand at the camera.
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Miura is a character from the 2017 Nintendo 3DS game Ever Oasis. A Drauk that is first met in Kidung Caves, Miura travels through they Chaos-ridden desert seeking her younger sister, who left home one day to train and never returned. After travelling through the Sanctuary of Light and helping her reunite with her sister, Miura ends up coming upon Tethu/Tethi's Oasis, and decides to make it her home.
First appearance:
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Ever Oasis (2017)
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Acid Breath
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Stun Spear
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Mining
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Easy Target
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Might of the Drauk
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Neutral Special: Acid Breath is an ability that some Drauk - namely Alana and Edina - can use in Ever Oasis. In Ever Oasis Acid Breath lowers the power of enemies hit by the move by 10 points. This isn't true for its Super Smash Bros. appearance however, as Miura's neutral special move instead sees her breathe out a stream of green acid that deals damage to enemies as long as the special move button is hold down. As the special move button is held down, the stream of acidic breath that Miura releases will slowly dissipate and its range will decrease over time.
Side Special: Stun Spear is a damaging attack from Ever Oasis, which is simply the "stun" attack that spear users, such as Miura, can use. As its name implies, Stun Spear is an attack that also causes the enemy hit to be stunned, hindering their movements. In Super Smash Bros. Stun Spear is a slow, but very damaging attack: Miura slowly winds up before stabbing her spear forwards as it sparks golden. While this attack deals a little amount of fixed knockback to enemies, it stuns those hit by Miura's spear in place for a moment and deals a fair amount of damage to them.
Up Special: Mining is a gameplay element present in Ever Oasis. Some characters, including Miura, have the ability to mine specific ores in order to get materials for Tethu's Oasis. In Super Smash Bros. Miura summons one of these same crystalline chunks and tosses it up into the air. A second later, Miura herself jumps up into the air and, producing a pickaxe, slams the tool into the ore to destroy it. The ore's destruction deals damage to enemies in the vicinity, dealing a fair amount of damage to enemies. By pressing the special move button at any time during the attack, Miura can swing her pickaxe prematurely; the ore will instead just simply fall the to the ground, or off-screen, should this happen, though it will break apart on contact with an enemy or the ground, dealing damage to the former. Miura's pickaxe attack is fairly weak but, with proper timing, can meteor smash enemies downwards at a high speed. Regardless of whether Miura hits the ore chunk or not, she will fall helpless upon swinging her pickaxe.
Down Special: Easy Target is a status ability in Ever Oasis that draws the attention of monsters to the character that uses it, making it more likely that they will attack the player's group. In Super Smash Bros. this ability translates to Miura raising her spear in a war cry, which causes her to glow for a short period of time. During this period of time, Miura's damage and knockback output is increased by 1.5× its normal amount, though conversely Miura takes 1.5× the amount of damage and knockback from attacks as well. This makes it easier for Miura to both KO enemies and be KO'd herself, making her a prime target should she be at a high damage percentage when this is used.
Final Smash: Might of the Drauk is an ability that Miura can perform in Ever Oasis, where it is a skill exclusive to her. In that game, the Might of the Drauk skill lowers the attack power and stamina of enemies by 15 points, significantly weakening them. In Super Smash Bros. this skill takes the form of an attack that sees Miura call upon the titular Might of the Drauk - which is symbolized by the images of the other playable Drauk characters from Ever Oasis (Edina, Ida, Alana, Kaela, and Yamorka) appearing alongside her as Miura dashes forwards. Should Miura hit an enemy, she will cut through them with her spear before striking at them multiple more times really quickly, dashing through her target as well. After striking her target several times, Miura and the images of her fellow Drauk will launch her enemies straight upwards in a final attack.
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Miura's entrance animation has her destroy a chunk of ore (that already sits on the screen) from the background of the stage, stepping through its rubble as it falls around her.
Miura's taunt sees her smile as she shoulders her weapon, turning away from the screen.
Miura's victory theme is remix of the Game Over theme from Ever Oasis, changing the song from a more-melancholic fanfare to a lively one.
Miura's victory animations are as follows: Miura stabs her spear into the ground and leans against it with a cocky smile; Miura tosses her spear up into the air and it flips behind her and lands in the ground while she pumps one of her arms and flexes; and Miura slashes twice with her spear in an X-shaped pattern before stabbing forwards towards the screen with a huff.
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Monokuma is, as implied by his name, a small robotic bear who sports a monochromatic colour scheme, who serves as the mascot for the Danganronpa franchise. Monokuma serves as the host of the series' many Killing Games, taunting those who have been trapped in a game of life or death with various motives in order to drive his targets to despair, and eventually to murder one of their acquaintances. Monokuma primarily acts as the de facto headmaster of the elite private school Hope's Peak Academy, where only students with "Ultimate" talents are selected to study.
First appearance:
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Danganronpa: Trigger Happy Havoc (2010)
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It's Punishment Time!
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Mr. Monokuma's Lesson
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Despair-Inducing Uppercut
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Guard Monokuma
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Blast Off!
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Neutral Special: "It's Punishment Time!" is a quote said by Monokuma at the conclusion of any trial, before the execution of a blackened occurs. In the short cinematic that plays in every Danganronpa title that features this quote, Monokuma slams a small gavel down onto a large red button, before the screen transitions to a pixellated arcade game-like screen where Monokuma walks onto the screen and drags the blackened back the way he came. In Super Smash Bros. this short cinematic has been exaggerated a bit - Monokuma pulls out a large wooden hammer and slams it downwards. The attack can be charged by holding down the special attack button, and doing so for long enough will have it glow a light blue energy and also bury foes. When playing as Monokuma and not one of his alternate character slots, he will sometimes yell "it's punishment time!" while before swinging the hammer down, and other times may laugh.
Side Special: Mr. Monokuma's Lesson is not the name of an ability Monokuma has demonstrated in the Danganronpa series, but rather the name of a recurring musical piece that serves as the character's theme song. The attack in Super Smash Bros. is actually a series of four different powerful physical attacks that can be executed in succession should the player push the special attack button four times. The first punch is an extended punch out to his left as he faces towards the screen, followed by an upwards kick, a front-handed slap, a downward punch with his hand engulfed in flames, and following it up with him putting his the base of his paws together and facing the ends of them away together as he shoots forwards a small blue laser blast. These all come from different attacks Monokuma performs on similar mascot-like characters throughout the series, with him performing the first two attacks in Chapter 1 of Danganronpa 2 on Monomi, the third attack (Monokuma Heaven's Door) in Chapter 3 of Danganronpa 2 again on Monomi, and the final two in the prologue of Danganronpa V3 on the Monokuma Kubs.
Up Special: Despair-Inducing Uppercut is an attack based upon a pose Monokuma frequently takes in promotional artwork for the Danganronpa series. Initially being used in the opening sequence of Danganronpa: The Animation this pose sees Monokuma jumping up and performing an uppercut-like slash attack with his left claw flying upwards over his head. In Super Smash Bros. Monokuma performs this same attack while also jumping upwards a fair distance.
Down Special: Guard Monokumas are a type of Monokuma present in Danganronpa Another Episode: Ultra Despair Girls, serving as one of the recurring enemies that Komaru Naegi must defeat. Guard Monokumas carry large riot shields and wear protective gear, making them very defensive enemies that can only be damaged from behind. In Super Smash Bros. Monokuma pulls out the Guard Monokuma's large riot shield, which is black with Monokuma's red eye printed on it and the word "KUMA" typed underneath, and holds it in front of him. Contrary to it being a simple piece of metal, the shield reflects all physical-based projectiles and absorbs any energy-based ones. Energy-based projectiles absorbed by the shield also push Monokuma backwards a very short distance, but he will not be knocked back should he be on a ledge.
Final Smash: "Blast Off!" is the name of the first execution that occurs in the Danganronpa games. The execution of the actual headmaster of Hope's Peak Academy features as the opening sequence of Danganronpa: Trigger Happy Havoc, depicting the man getting trapped in a rocket and launched into orbit before disintegrating due to being unprotected by the g-forces of the high-velocity launch. In Super Smash Bros., Monokuma's Final Smash mimics the original appearance of the Blast Off! execution: Monokuma spawns a small iron maiden-like rocket in front of him that remains open for a short moment before closing itself, trapping any opponent that touches it inside. After closing Monokuma chuckles and points upwards, causing the rocket to blast upwards off the top of the screen, damaging anyone in its path, before a short cinematic of the rocket blasting up into space before running out of fuel and falling back to Earth plays, and the rocket falls back down into the stage (as the battle resumes), detonating upon impact on any platform to knock the trapped foes, and anyone nearby, away. During the rocket's launch, a small excerpt of the theme that plays during said execution can be heard, replacing whatever theme was playing during the battle.
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Monokuma has seven different Monokuma units as "special" costumes instead of having a set of normal alternate costumes. In order these alternate characters are: Monomi, Monotaro, Monophanie, Monokid, Monosuke, Monodam, Shirokuma, Kurokuma, and Usami. Each of the different characters have their own unique voice clips, announcer calls, and crowd chants, but play identically to Monokuma in every way.
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Monokuma's entrance animation sees him get launched straight into the air from beneath the ground, and he flails his arms about while airborne before landing with his feet on the ground.
Monokuma's taunt sees him place his paws on his stomach and cackle loudly, his eye glowing brighter than normal as he does so.
Monokuma's victory theme is a remix of the jingle that plays whenever an NG Code is activated in Danganronpa 3: The End of Hope's Peak Academy - Side: Future in the style of his recurring theme song, Mr. Monokuma's Lesson. Interestingly, Monokuma's victory theme is the first in the series to not originate from a video game, as Danganronpa 3 is an animated television program.
Monokuma's three victory animations are as follows: Monokuma performs a strange dance, identical to the one he performs in the opening sequence for Danganronpa: The Animation; Monokuma laughs, his paws on his stomach, and begins to laugh even more increasingly-insanely before he detonates; Monokuma sits on the ground and stirs around a large pot of honey while looking upwards in bliss.
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Moon is the female playable character in 2016's Pokémon Sun and Moon. A young girl from the Kanto region, she and her mother move to the Alola region, where she begins her Pokémon adventure. Living in the Hau'oli Outskirts, she initially travels to Iki Town to get her Starter Pokémon from the Melemele kahuna, Hala, befriending Professor Kukui's assistant, Lillie, before meeting him. Moon's appearance in Super Smash Bros. more closely draws from her appearance in the Pokémon Adventures manga series, where she is a pharmacist from a family of scholars who is also a proficient archer.
First appearance:
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Pokémon Sun and Moon (2016)
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Bow
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Poison Jab
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Rowlet
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X Speed
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Venoshock
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Neutral Special: Bows are a weapon capable of firing arrows. In the Pokémon Adventures manga series, Moon, a skilled archer, uses a bow and PokéBall-tipped arrows in order to knock down berries (or other ingredients for her medicines) that are too high for her to reach normally. In Super Smash Bros., she fires this PokéBall-tipped arrow forwards; the player can hold down the button to charge the attack, increasing the distance it travels and speed at which it does. As it has a PokéBall stuck to its tip, the arrow will merely bounce off any foe it hits, and thus it can bounce off one foe and, should another be close enough, into another foe; though the second hit will, of course, deal much less damage.
Side Special: Poison Jab is a physical Poison-type attack that appears in all Pokémon games beginning with Pokémon Diamond and Pearl Versions. Obviously, being a human, Moon can not perform the attack in the same way as a Pokémon would be able to. Instead of performing a punch infused with poison, Moon instead uses one of her PokéBall-tipped arrows (this time, the head is based off the appearance of a Master Ball, however) in a manner similar to how one would a dagger; slicing forwards quickly. This attack deals little knockback, but it will deal significant damage to any hit. The attack also 'poisons' those hit, meaning they will take 1% or 2% damage every few moments for a second or two after the attack hits.
Up Special: Rowlet is a Grass/Flying-type Pokémon introduced as one of the three Starter Pokémon of the Alola region in Pokémon Sun and Moon; in the Pokémon Adventures manga series, Moon adds a Rowlet she rescues from a Popplio's water balloon to her party after leaving Melemele Island. In Super Smash Bros., Rowlet quickly exits its PokéBall and carries Moon upwards a fair distance, and Moon flings herself out of Rowlet's talons after a short distance, leaping forwards. Moon enters a pseudo-helpless state after jumping out of Rowlet's grasp, though the Pokémon can be attacked by other fighters to cause it to drop Moon, putting her in a completely helpless state instead.
Down Special: X Speed is a type of medicine that has appeared in every Pokémon title to date. Since the series' inception, the X Speed can be used in battle in order to increase the speed level of a Pokémon by one. In the Pokémon Adventures manga, Moon is a pharmacist, and in Super Smash Bros. she swallows a modified X Speed to increase her own running speed and jump height temporarily (as indicated by a cyan glow that surrounds her).
Final Smash: Venoshock is a powerful Poison-type attack introduced into the Pokémon series with Pokémon Black and White Versions. Moon is an avid fan of Poison-type Pokémon and attacks - she carries both an Alolan Grimer and Mareanie on her team. While neither have been shown capable of using Venoshock in the manga series (they can both learn it in the Pokémon video games however), in Super Smash Bros. she summons them both to use this move simultaneously. This attack unleashes a powerful barrage of poisonous spikes that spray out around Moon in all directions, dealing massive damage to those around her.
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Credit to Morki95 for making the Team Skull and Aether Foundation alts.
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Moon's entrance animation sees her jog onto the stage, with her Grubbin resting on her head, which then promptly goes into its PokéBall.
Moon's taunt sees her pull out a piece of candy wrapped in blue foil - making it appear similarly to a Rare Candy - and eat it.
Moon's victory theme is a remix of the Grand Trial completion fanfare from Pokémon Sun and Moon.
Moon's victory poses are as follows: she sprays a potion on her Alolan Grimer, which smiles happily and she pats on the head, its goop getting on her hand which she wipes on her shirt; Moon feeds a berry to her Grubbin, sitting on her head, before she eats one of her own happily; and Moon tries adjusting her bow, accidentally firing a PokéBall-tipped arrow towards the ground which bounces back to hit her face, releasing her Alolan Grimer.
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Morgrem, the Devious Pokémon, is a Dark/Fairy-type Pokémon native to the Galar region. Morgrem evolves from Impidimp upon reaching level 32, and then into Grimmsnarl at level 42. Morgrem are cunning Pokémon who are known to be quite hostile tricksters, and they will often act as if they are begging for forgiveness when approached only to then attack with their prehensile hair - which also acts as their main method of attack. Galarian legends believe them to have the ability to make crops grow, despite their nasty ways however, thus they are often left alone to their own devices.
First appearance:
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Pokémon Sword and Shield (2019)
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Thief
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Spirit Break
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Lash Out
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Sucker Punch / False Surrender
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G-Max Snooze
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Neutral Special: Thief is a Dark-type physical attack first introduced in Pokémon Gold and Silver Versions. Though a fairly weak attack, Thief possesses the ability to steal the item held by the target should they be holding one. Super Smash Bros. reimagines Thief as an attack that sees Morgrem swipe with its hair, as if it were a club, dealing a minimal amount of damage and stealing the item that they hold should they be carrying one, allowing Morgrem to then use it.
Side Special: Spirit Break is a Fairy-type attack introduced in Pokémon Sword and Shield. Though it is an attack that Morgrem is unable to learn, Spirit Break was introduced as one of the signature moves of Grimmsnarl, Morgrem's evolution. It is described as a move where the user attacks their target with so much force that it damages their spirit, lowering their special attack stat in the process. In Super Smash Bros. Morgrem spirals its hair around itself as it flies forwards a fair distance, dealing a fair amount of damage to any enemy Morgrem charges through. Enemies can be caught on Morgrem as the Pokémon flies forwards, taking damage multiple times as they are pulled by Morgrem's attack. The player can adjust Morgrem's trajectory somewhat as the Pokémon moves, curving its movement upwards or downwards somewhat with the control stick.
Up Special: Lash Out is a Dark-type attack introduced in Pokémon Sword and Shield. Described in its native series an attack where the user lashes out in frustration to damage both of its enemies. In Super Smash Bros. Morgrem throws itself upwards a short distance, swinging its hair up above itself in a reverse-pendulum to damage any enemy in its path.
Down Special: Sucker Punch is a Dark-type attack introduced in Pokémon Diamond and Pearl Versions. In the Pokémon series Sucker Punch is a special move that will always have the user attack first, though the move will fail should the user's target not be planning to use an actual attack move. In Super Smash Bros. Morgrem quickly stabs forwards with its hair, as if it were a polearm, dealing very little damage but causing any enemy hit by the move to crumple onto the ground and render them temporarily helpless so that Morgrem can follow-up with the move. In the air, Sucker Punch has a slightly longer start-up animation but Morgrem stabs in a slight arch, causing any enemy to be hit by the attack to be meteor smashed downwards. Uniquely, Morgrem has a different down special move while it is crouching: instead of performing Sucker Punch in this situation, it will instead perform one of its signature moves in the Pokémon series, False Surrender. Crouching down on all four limbs, Morgrem looks up with a crude smile before performing a powerful attack with its hair transforming into a large fist, dealing a great amount of damage to an enemy despite its short range.
Final Smash: G-Max Snooze is the signature G-Max Move of Grimmsnarl while having transformed into their Gigantamax form. In Pokémon Sword and Shield, G-Max Snooze replaces any Dark-type move that Grimmsnarl knows normally while they are Gigantamaxed, with the move being a damage-dealing Dark-type move that also causes its target to fall asleep the following turn. In Super Smash Bros. Morgrem - being unable to Gigantamax - playfully charges up with Gigantamax energy, which draws enemies towards Morgrem and stuns them. If enemies are successfully trapped, a Grimmsnarl then appears behind Morgrem and Gigantamaxes to begin a cinematic. In a cinematic, Morgrem will then cheer on Grimmsnarl as it roars, which releases a shockwave of purple and red energy. As it transitions back into the battle, this shockwave spreads out into a fairly large dome around Morgrem to deal a great amount of damage to any nearby enemies. This attack does not deal any knockback however, as instead every enemy hit by the attack will fall asleep.
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Morgrem's entrance animation has an Impidimp already on the stage, who wiggles its finger as if to say "no" before evolving into Morgrem.
Morgrem's taunt sees it fall over onto all four of its limbs, sadly looking downwards as if asking for forgiveness, before it mischievously lifts its head with a crude mocking expression on its face.
Morgrem's victory theme is a gothic metal remix of the opening of the Glimwood Tangle theme from Pokémon Sword and Shield.
Morgrem's victory animations are as follows: Morgrem crudely holds out its hand, dark energy glowing in its palm, before a small flame grows from its hand and Morgrem flinches back in shock; Morgrem kneels down apologetically, placing its forehead against the ground before looking up with a playfully mischievous smile on its face; and Morgrem pats down its hair diligently as it faces away from the camera before turning around and emitting a playful growl.
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Mouser is a recurring boss in the Mario franchise, appearing in Super Mario Bros. 2 and BS Super Mario USA. In both of these games, Mouser is a cocky little mouse who attacks Mario, Luigi, Peach, and Toad using his unlimited supply of bombs, raining down explosions upon them from his perch up high. Mouser also more notably appears as one of the main antagonists of The Super Mario Bros. Super Show!, working with King Koopa as one of his highest-ranking minions. Speaking with a Swiss accent, this Mouser is cruel and confident. He is exceedingly loyal to the ruler of the Koopa Pack and often acts has both his voice of reason and incompetent sidekick, varying between these roles depending on his understanding of the circumstances. In many situations, Mouser is forced to combat Toad, a reference to their shared voice actor.
First appearance:
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Yume Kōjō: Doki Doki Panic (1987)
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Snifit Machine Gun
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Bomb
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Cobrat Launch
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Unzappable Hat
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Birdo Ray
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Neutral Special: Snifit Machine Gun is an original name given to the way Snifits are used in The Super Mario Bros. Super Show! episode "The Unzappables". Mimicking the way gangsters of America's Prohibition Era used Tommy Guns, the members of the Koopa Pack made use of the Snifits' ability to fire bullets from the pipes on their faces to terrorize Crime Land and user in the city's worst crime wave ever. In Super Smash Bros. Mouser pulls out a Snifit and holds it like a Tommy Gun, firing round after round of bullets straight forwards from the Snifit's snout as long as the special move button is held down. While firing bullets, Mouser is unable to move or even change which direction he is facing, and he will put the Snifit away upon taking any amount of damage.
Side Special: Bombs are used by Mouser during the events of Super Mario Bros. 2, being his main method of attack in all of his appearances as a boss. In Super Smash Bros., Mouser pulls out a purple time bomb and lobs it forwards, and it will explode a short period of time later. The Bombs that Mouser throws can not be interacted with as items by any other character but Mouser, who, in the short period of time before the Bomb explodes, can pick it up and throw it again.
Up Special: Cobrat Launch is a technique based upon the fact that the small, snake-like Cobrats are used like firearms by the Koopa Pack in multiple episodes of The Super Mario Bros. Super Show! The move in Super Smash Bros. sees Mouser pull out a Cobrat and, holding it like a pistol, squeezes it as he points it downwards. This causes the Cobrat to shoot out a small fireball that propels Mouser upwards in a diagonal direction before falling into a pseudo-helpless state. While Mouser himself does not deal any damage, the fireball that the Cobrat shoots out does and, while small and fairly weak, the projectile travels backwards a fairly great distance.
Down Special: Unzappable Hats are objects worn by both the Koopa Pack as well as Mario, Luigi, Princess Toadstool, and Toad during the events of "The Unzappables", the thirty-first episode of The Super Mario Bros. Super Show! The Unzappable Hat protects the wearer from all outside damage, and this power allowed the Koopa Pack to run rampant throughout the streets of Crime Land, doing as the pleased. In Super Smash Bros. Mouser puts on the Unzappable Hat and a blue forcefield appears around him. Though he can not move while it is active, this forcefield absorbs all energy projectiles and reflects any physical ones back at his attacker; thus this makes it significantly weaker than its counterpart from the animated series. The forcefield will remain in place as long as the special move button is held down, but after a while the forcefield will begin to damage Mouser as well. It should be noted that one of Mouser's alternate costumes sees him don his garb from "The Unzappables" (complete with hat); normal attacks can still affect Mouser in that costume and the hat that he equips for this move looks slightly different than that he normally wears, being larger in size.
Final Smash: Birdo Ray is the ultimate weapon wielded by Darth Koopa during the events of The Super Mario Bros. Super Show! episode "Star Koopa". A planet-destroying weapon attached to Darth Koopa's Koop Star, the Birdo Ray, despite its name, does not actually resemble a Birdo; rather it is named for the egg-shaped projectiles it fires. In Super Smash Bros. the move begins with Mouser summoning one of Darth Koopa's minions - a Stormtroopa - who rushes forwards a short distance as it swings a Lightplunger outwards. Any opponent hit by the Stormtroopa is then thrown into a cinematic showing Mouser (in his garb from the episode) press a button before it zooms out to show the Birdo Ray firing upon the Mushroom Planet, obliterating it. This action then returns characters to the match, where those trapped by the Stormtroopa's attack are sent flying away due to the blast. This attack deals a devastating amount of damage and knockback, instantly KOing any fighter over 100% in the process.
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Mouser's entrance animation has the mouse appear out of a red door, akin to those created by magic potions in Super Mario Bros. 2, which closes behind him and abruptly disappears.
Mouser's taunt sees him pull out a bomb, which he tosses up and down three times with a chuckle.
Mouser's victory theme is a short techno-esque remix of the opening part of the Super Mario Bros. underground theme, taken directly from the score of The Super Mario Bros. Super Show!
Mouser's victory animations are as follows: Mouser juggles three lit bombs and throws them in the air before their fuses expire, creating a flurry of fireworks above him; Mouser kicks a bomb away, which bounces off the screen and towards the mouse, who has to hurriedly duck to avoid it; and Mouser adjusts his sunglasses before snapping his fingers, smiling cockily as he does so.
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Mr. Game & Watch is not technically a singular character from any title, but rather an amalgamation of all the shadowy human-like creatures known as Monochromes that appear in the Game & Watch handheld games developed by Nintendo from 1980 to 1991. The Game & Watch titles were created by Gunpei Yokoi, and several different variations of the initial single screen tablet-like design would become available in time and eventually inspire the designs of the Game Boy Advance SP, Nintendo DS, and Nintendo 3DS handheld consoles. Mr. Game & Watch appears to be aesthetically based on the generic characters from the Fire and Parachute titles, with a thin stickfigure-like frame and big head with a bulbous nose.
First appearance:
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Ball (1980)
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Chef
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Judge
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Fire
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Oil Panic
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Octopus
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Neutral Special: Chef was an early Game & Watch title that saw release in North America and Japan in September 1981. In this game, the player controls a chef, who must move back and forth to keep different items of food, such as bacon or sausages, from touching the ground by flipping them up with his frying pan. In Super Smash Bros., Mr. Game & Watch uses a frying pan to flip these same food items forwards at set trajectories. While weak projectiles, fighters can also come in contact with the frying pan Mr. Game & Watch holds to be burned and take more damage as well. Up to five pieces of food can be thrown in rapid succession by holding the special attack button down or by tapping it.
Side Special: Judge was one one of the first Game & Watch titles, initially released in October 1980. In this game, two characters with hammers would hold up a sign with a randomly-chosen number from 1-9 printed on it. Depending on whether the player's number was higher than their opponent's, the player could then choose to either hit the other player or run away. In Super Smash Bros., Mr. Game & Watch holds up a sign as he swings a hammer forwards. The sign he holds up will also have a randomly-generated number printed on it, changing the effects of the attack. The numbers and their effects are:
- 1 - This attack deals a minuscule amount of damage that doesn't even cause opponents to flinch. Regardless of whether this attack connects with a foe or not, Mr. Game & Watch will always take 10% recoil damage.
- 2 - This attack deals more damage as well as a minor amount of knockback to foes. It also has a slight chance of causing opponents hit by it to trip.
- 3 - This attack is weaker, but deals quite a lot of damage to shields. Those hit by the attack are knocked towards Mr. Game & Watch, allowing him to hit them with another attack right away easily.
- 4 - This attack deals moderate amount of damage, but launches fighters in a diagonal direction.
- 5 - This attack deals a very small amount of damage, but sees the user get shocked by four electrical discharges, thus adding up to a moderate amount of damage dealt.
- 6 - This attack deals quite a bit of damage and deals flame damage to a foe while also knocking them downwards. This attack has the second best knockback potential.
- 7 - This attack deals a moderate amount of damage but little knockback. Regardless of whether the Food item is turned on or not, an apple will appear should Mr. Game & Watch's hammer make contact with a foe; even if they are invincible, the apple will still drop.
- 8 - This attack deals a fair amount of damage but knocks foes a set distance away while also encasing them within a chunk of ice.
- 9 - The strongest and rarest number Mr. Game & Watch can draw, this attack deals massive damage and knockback that has the ability to KO foes at smaller damage percentages, being able to KO most reliably at 13%.
Up Special: Fire, which initially released in July 1980, was a Game & Watch title that saw the player control two firefighters as they used a trampoline to bounce people escaping from a fire to safety. In Super Smash Bros., Mr. Game & Watch summons these firefighters to launch him upwards with their trampoline. While this causes Mr. Game & Watch to enter a pseudo-helpless state, at the peak of his jump Mr. Game & Watch will also open up a parachute to slow his descent, though this parachute will disappear either once he takes damage or once he performs an attack.
Down Special: Oil Panic was a Game & Watch title released on a dual-screen handheld in 1982. This game saw a character having to use a bucket to catch oil from a leaky pipe and dump it from the building's second story into a large oil drum. In Super Smash Bros., this attack acts as a sort of projectile-based counterattack: Mr. Game & Watch holds an empty bucket that will transform any energy-based projectile into a small portion of oil. After collecting four projectiles, using the move again will see Mr. Game & Watch release the contents of the bucket as a large oil spill. The damage and knockback dealt by the attack is dependant on the projectiles Mr. Game & Watch absorbed previously, and some more-powerful projectiles are capable of filling up the bucket in only one or two uses; this move can potentially OHKO an opponent should the absorbed projectiles be strong enough. Mr. Game & Watch also does not need to collect all projectiles at one time, and the current contents of his bucket are not depleted even should he be KO'd.
Final Smash: Octopus, released in 1981, was a single-screen Game & Watch title. The game featured a diver, who needed to avoid the randomly-moving tentacles of a large octopus as they went to retrieve treasure. In Super Smash Bros., instead of emulating this game as many of his other moves do, Mr. Game & Watch instead transforms into the octopus from this game, and can move about (at a slow speed) and attack his opponents with his tentacles. Pressing the standard or special attack buttons cause the octopus' tentacles to extend slightly. Oddly, though the Octopus appears to float above the ground, it still requires ground beneath it; it can fall off stages still.
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Mr. Game & Watch's entrance animation sees him travel across two faded Game & Watch LCD frames, and then appearing in his full coloration on the third.
Mr. Game & Watch's taunt sees him ring a bell three times.
Due to the Game & Watch consoles lacking the ability to play music (or any sounds other than generic beeps), Mr. Game & Watch's victory theme is of purely original creation, though does include the aforementioned beeping.
Mr. Game & Watch's three victory animations are as follows: Mr. Game & Watch rings his bell, changing direction after the soundbite plays; Mr. Game & Watch juggles three balls in an identical way to the juggler from Ball; and Mr. Game & Watch jumps up and down.
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Mumbo Jumbo is a powerful shaman who resides in a world named after himself - Mumbo's Mountain. Throughout the Banjo-Kazooie series, Mumbo is an invaluable ally to the bear and bird throughout their many adventures. During their first fight against Gruntilda Mumbo aids the two by transforming them into a number of different creatures to aid in traversing the many worlds inside Grunty's Lair, and in Banjo-Tooie Mumbo uses his magic to alter the landscapes of the world after his role was taken over by his new rival Humba Wumba. After the Lord of Games sets up a vehicle-based challenge for Banjo, Kazooie, and Grunty, Mumbo returns once more to aid his friends by building them the vehicles they conceive.
First appearance:
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Banjo-Kazooie (1998)
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EMP
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Zap Stick
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Levitate
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Pumpkin
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Summon
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Neutral Special: EMP is a spell that Mumbo can perform inside the perimeter of Grunty Industries. This spell allows Mumbo to temporarily disable machinery, allowing Banjo and Kazooie to traverse areas they couldn't before. In Super Smash Bros. this technique acts very differently however: Mumbo holds up his wand and releases a pulse of energy. This pulse reverses the direction of incoming projectiles that hit it, but serves very little use otherwise. Enemies hit by it are bounced back a short distance and take a very very small amount of damage, but the fact that there is a bit of cooldown after use makes its primary function that of a reflector.
Side Special: Zap Stick is Mumbo's main method of attack in Banjo-Tooie, and one of the few abilities the shaman can perform without standing on a Mumbo Pad. This attack sees Mumbo hold his wand out and release a purple electrical charge from it, sending out small sparks as long as the attack is used. In Super Smash Bros. this attack is similar to its original incarnation, and paralyzes foes hit by it. One major difference in its Super Smash Bros. appearance is that the effect will weaken the longer the attack is used.
Up Special: Levitate is a spell used by Mumbo in Banjo-Tooie. In Glittergulch Mine, Mumbo must use this spell while standing on a Mumbo Pad in order to lift a large boulder into a Crushing Shed and also put Chuffy the steam engine back on the train tracks. In Super Smash Bros. this technique is also a reference to a technique players can perform in Banjo-Kazooie: Nuts & Bolts - by placing an object within the Trolley that Banjo and Kazooie drive in Showdown Town and standing atop it, they can essentially fly by then using the Magic Wrench on the vehicle itself. In Super Smash Bros. Mumbo summons the trolley from Nuts & Bolts and uses the Levitate spell to lift it a short distance in the air. The trolley acts as a moving platform that any fighter can stand on, and as such Mumbo does not enter a helpless state after its use. Mumbo can only use it once before needing to touch the ground again.
Down Special: Pumpkins are a gourd, and one of the many things that Mumbo transforms Banjo and Kazooie into during the event of Banjo-Kazooie. As a pumpkin, Banjo can travel through small gaps and across thorny rose bushes without harm. In Super Smash Bros. Mumbo uses this same spell to transform himself into a pumpkin. If Mumbo becomes a pumpkin in the air, he will fall to the ground and deal damage to those he hits. When Mumbo is a pumpkin on the ground, the player can move him left or right, allowing him to move around quicker than normal, but he will still take damage from attacks and 1.5x the amount of knockback. Mumbo can not attack as a pumpkin, and pressing the special attack button will cause him to transform back into his normal self.
Final Smash: Summon is the spell that Mumbo Jumbo can use via the Mumbo Pad present in Mayahem Temple. This spell causes the shaman to summon the Golden Goliath and give it life, allowing the player to control it for a temporary amount of time. In Super Smash Bros. Mumbo uses this spell to summon the Golden Goliath, who the player will then control as Mumbo moves into the stage's background. The Golden Goliath only has a handful of attacks, all of which consist primarily of basic kicks and punches, but his large size gives him great range and damage output. The player can be attacked while controlling the Golden Goliath and this will cause Mumbo's damage percentage to increase (albeit slowly, as the Goliath will only take half the amount of damage); it does not take any knockback nor will flinch from attacks, however. This will last for a short period of time, noted by the intensity of the purple glow that surrounds the giant.
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Mumbo's entrance animation has him asleep in a chair, before shaking his head awake and standing up on the battlefield. As he takes a battle stance his chair disappears.
Mumbo's taunt sees him spin his wand in his hand before planting it on the ground and leaning against it with a yawn.
Mumbo's victory theme is a powerful percussive remix of the opening notes of the theme that plays on Mumbo's Mountain in Banjo-Kazooie.
Mumbo's victory animations are as follows: Mumbo waves his wand before holding it up into the air and saying "eekum bokum" as sparks fly out of his stick; Mumbo, holding a small brown sac out in front of him, hops from foot to foot while chanting "eekum bokum" before lightning strikes behind him and causes the shaman to jump; and Mumbo twirls his wand in his hand and it transforms into a wrench, then he does the same and it transforms back into his wand as he screams "oomenacka!"
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Neku Sakuraba is an amnesiac fifteen year-old who appears as the main protagonist of The World Ends with You. Throughout the events of the game, Neku is forced to participate in three week-long Reapers' Games after his initial, initially forgotten, death for a chance to be revived. During the first week, he partners up with a girl named Shiki Misaki, whom he initially berates due to his antisocial tendencies and general dislike of other people. After winning that game, he is forcibly partnered up with a mysterious boy named Joshua during his second week, followed by his friend from the first week, Beat, during the third week, all the while slowly learning to open up more and welcoming the companionships he forms. In the ending of the A New Day additional chapter added in Final Remix, Neku and Beat are once again forced to enter the Reapers' Game, though it is soon revealed to be a false one concocted by a Reaper named Coco as a test for Neku, separating him from Beat for three years until they are reunited during the events of NEO: The World Ends with You.
First appearance:
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The World Ends with You (2007)
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Pyrokinesis
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Piercing Pillar
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Vulcan Uppercut
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Twister
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Nexus Ray
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Neutral Special: Pyrokinesis is a Negative (ranged) Psych that can be equipped in The World Ends with You, and is notably one of the Psychs that Neku frequently makes use of in The World Ends with You: The Animation. In The World Ends with You, the Pyrokinesis Psync sees Neku create a column of fire on the ground, but the anime adaption instead changes this attack to Neku shooting a blast of fire out of his palm; Super Smash Bros. bases Pyrokinesis off of the latter. The move sees Neku fire a short-ranged blast of fire out of his palm that deals minor damage but high knockback at very close distances. The move can be charged up by holding the special move button, increasing the move's range and damage output but lowering the amount of knockback it deals.
Side Special: Piercing Pillar is a Negative (ranged) Psych attack in The World Ends with You and NEO: The World Ends with You. Often associated with pins of the D+B and Cony×Cony brands, Piercing Pillar sees the user create a pillar (of ice, in the former title) that extends out of the ground where the player targets. Using the special move in Super Smash Bros. causes Neku to target a place on the ground in front of him, and after a moment a pillar will extent out of the platform to deal a significant amount of damage and knockback. Neku initially targets the area directly in front of him, and holding the special move button will move this target further away from him up to a set distance; Neku can even create pillars out of walls, so long as they are within this range. Piercing Pillar can also be used while Neku is airborne, but only should he be close enough to a vertical or horizontal surface. Notably, the pillar created remains present on the stage for a short moment after being summoned, and acts as a soft platform while present, so, while difficult, Neku can use it as a recovery option should need be.
Up Special: Vulcan Uppercut is a type of Positive (melee) Psych present in The World Ends with You and NEO: The World Ends with You. In both games, Vulcan Uppercut is typically associated with Jupiter of the Monkey-branded pins, with the only other pin that grants this Psych being an unbranded one, KATON NO JUTSU, which the Super Smash Bros. version most-closely resembles. In both The World Ends with You and Super Smash Bros., Vulcan Uppercut sees Neku perform a slash upwards, dealing damage at three points in this jump while also sending him upwards a short distance. In Super Smash Bros., Vulcan Uppercut has fiery properties (just as KATON NO JUTSU did in The World Ends with You: Final Remix) and the final hit is the only one of the three to deal any knockback, with the other two only dealing damage and stunning enemies. Neku will fall helpless after the attack.
Down Special: Twister is a Negative Psych in The World Ends with You, and shares its name with a song on the game's soundtrack that is often associated with Neku Sakuraba. The Twister Psych is activated by the player blowing into the microphone, which traps all enemies in green tornadoes, dealing damage to them before throwing them into the ground as the player stops exhaling. In Super Smash Bros. this move is changed to see Neku trap himself in a green tornado, and he spins around to deal damage; the duration that Neku spins for can be increased by holding down the special move button. When used in the air, Neku will initially perform a spin in place before spiking downwards, which will meteor smash any enemy that is both trapped in his attack and those he comes in contact with as he descends, and then entering a helpless state. When airborne, charging the move will instead increase the distance Neku travels downwards, thus making it a very dangerous attack.
Final Smash: Nexus Ray is a powerful Negative Psych associated with four pins in The World Ends with You: the Gatito-branded Big Bang and Big Crunch, and the unbranded Anguis and Tin Pin Bahamut. One of the strongest Pysch attacks in The World Ends with You, Nexus Ray sees Neku fire a thin laser forwards towards an enemy after charging up energy. In Super Smash Bros. this attack sees Neku perform the same attack, with the laser crossing the entire length of the screen. Though it deals a significant amount of damage, Nexus Ray only deals a moderate amount of knockback to any enemy hit, though it will also instantly KO any enemy whose damage percentage exceeds 100%.
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Neku's entrance animation has him already on the stage, looking at his palm, before he looks up with a determined expression and takes on a battle-ready stance.
Neku's taunt sees him place his hands against his headphones (or ears) and mutter "Focus." This releases a blue pulse around Neku, and there is a chance that a Noise icon will appear within the pulse and hover behind him for a few moments afterwards.
Neku's victory theme is a remix of the opening of Twister from The World Ends with You, ending with a record scratch sound effect. The remix notably incorporates the final vocal line from the NEO: The World Ends with You song Breaking Free: "The world ends with me".
Neku's victory animations are as follows: Neku smiles towards the camera before dramatically turning around and throwing down his pair of headphones (or a pair of purple headphones, if using his one of NEO alternate costumes) onto the ground behind him; Neku continuously sprints to the left in a manner identical to the introductory cutscene of The World Ends with You, the camera tracking his movements; and Neku looks at his hand before thrusts it out towards the camera with a smile. In his second and third victory poses, Neku will say one of several quotes, all of which are either taken directly from The World Ends with You or NEO: The World Ends with You or slightly edited versions of quotes from those games:
- "So, who's next?"
- "At least I won, right?"
- "That's how it's done."
- "I'll get it next time."
- "That's another one for the books."
- "Teamwork makes the dream work."
- "That factored out nicely."
- "If I don't clash, I don't change."
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Nester was the mascot of the Nintendo Power magazine from the first issue that released in 1988 all the way until its fifty-fifth issue released in 1993. While also serving as the magazine's mascot Nintendo Power also featured a comic strip that focused around Nester and a fictionalized version of then-president of the "Nintendo Fun Club" Howard Phillips titled Howard & Nester (later Nester's Adventures, after Howard Phillips left the company), which often saw the two travel into the world of various NES games to offer tips to the reader and the game's characters. Nester eventually starred in his own video game released for the Virtual Boy titled Nester's Funky Bowling, and appeared under the name of "Lark" in Pilotwings 64. The 20th anniversary issue of Nintendo Power depicted a grown-up Nester, who had a kid named Max. Max and Nester would appear together one final time in the last issue of Nintendo Power, with the latter reminiscing about all the memories he had with the magazine.
First appearances:
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Nintendo Power #1 (1988) Nester's Funky Bowling (1996; game)
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Bow
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Alakazam!
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Super Leaf
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Tetris
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Nintendo Power
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Neutral Special: Bow is a recurring weapon from The Legend of Zelda series, and the original The Legend of Zelda title was the focus of the first Howard & Nester. In the first entry of the Zelda series, the bow can be acquired by Link in Level-1, and after the Arrow is purchased from a merchant, he will have a near-infinite amount of long-ranged attacks at his disposal, as using the bow costs Rupees instead of arrows. In Super Smash Bros. Nester equips the bow and will fire an arrow from it, both of which use their sprites from the original The Legend of Zelda, forwards. The distance, speed, and damage dealt by the arrow can be increased by charging the attack.
Side Special: "Alakazam!" is a nonsensical word often used by magicians while performing tricks. In the tenth issue of Nintendo Power, Nester, dressed as a mage, attempts to use a magical spell in an attempt to break into the Tantegel Castle of Dragon Warrior. This attempt, much like his earlier ones, fails, and Nester begins working on another plan. In Super Smash Bros. Nester pulls out the same wand he wielded in the panel of the comic, and releases a stream of yellow energy from the jewel at its top, which travels in a small arc.
Up Special: Super Leaf is the name of a power-up from the Super Mario series, first appearing in Super Mario Bros. 3. Howard and Nester visit the Mushroom Kingdom in the twelfth issue of Nintendo Power, where they teach the reader that it is possible to fly above the level with the Super Leaf to avoid any dangers that they may otherwise face. In Super Smash Bros. Nester gains the ears and tail that signify the Super Leaf's power and begins to fly upwards at a diagonal angle in a pose identical to the one Mario takes when flying in Super Mario Bros. 3. Unlike Mario in the games where he can use the Super Leaf, Nester deals damage to any fighter he touches during the move's use, but will fall into a pseudo-helpless state once it is done.
Down Special: Tetris is a tile-matching puzzle game created by Alexey Pajitnov and originally released on the Electronika 60 as an entirely text-based program. Nintendo eventually developed a version of Tetris for the Game Boy, which is perhaps the most well-known of the game's many re-releases and successor and Pajitnov has gone on record to say the version is his favourite. Howard and Nester of the Nintendo Power comics starred in a strategy guide for the Game Boy release of the title, with Howard appearing as the orange L Tetromino and Nester the yellow O. In Super Smash Bros. Nester takes this appearance, and crashes downwards to deal damage to any foe that may be beneath him. When used on the ground, Nester will temporarily transform into his appearance from this guide and spin around, holding his stick-like arms straight outwards to damage nearby does.
Final Smash: Nintendo Power is the name of a magazine published by Nintendo of America, containing tips, previews, and reviews for a number of different titles released on Nintendo consoles, and where the Howard & Nester comics were featured. When the move is activated in Super Smash Bros., Nester summons a large Nintendo Power comic in front of him, which shuts closed after a moment to trap all foes nearby. These fighters are thrown into a cinematic where they are attacked by a variety of sprites from a number of Nintendo titles including Birdo from Super Mario Bros. 2, Bowser from Super Mario Bros. 3, Link from Zelda II: The Adventure of Link, Ridley from Metroid, and Pit with the Three Sacred Treasures from Kid Icarus before being launched away by a large number of racers from Excitebike.
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Nester's entrance animation sees him crash through a brick wall, marked with a crossed-out red bow-tie.
Nester's taunt sees him pull out the first issue of Nintendo Power and flip through it, eventually looking up and throwing the magazine over his shoulder.
Nester's victory theme is a remix of the High Score fanfare from Nester's Funky Bowling.
Nester's three victory animations are as follows: Nester, sitting on the ground, reads the first issue of Nintendo Power; Nester balances on a stack of ? Blocks and Brick Blocks while he plays a Game Boy; and Nester rolls a bowling ball off the screen, before pumping his fist.
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Nikolai Belinski is a general of the Red Army who fought against the hoards of the undead created by Group 935 during World War II. During the Battle of Stalingrad, Nikolai was captured by the invading German Forces and given over to Group 935 to be used as a test subject. Throughout the events of Call of Duty: World at War and Call of Duty: Black Ops, Nikolai, now amnesiac and increasingly more reliant on vodka due to heavy exposure to Element 115, is dragged across the world by the one who experimented on him, Edward Richtofen, fighting zombies in the mad doctor's quest to complete his grand scheme. In Black Ops IIII, the Nikolai of another dimension ("Primis Nikolai") grows to become the leader of his cast and becomes the current holder of the tome known as the Kronorium.
First appearance:
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Call of Duty: World at War (2008)
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Ray Gun Mark II
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Hell's Retriever
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Wundersphere
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Guard of Fafnir
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Dragon Strike
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Neutral Special: Ray Gun Mark II is, as its name implies, the successor to the original Ray Gun developed by Group 935 using the power of Element 115. This Wonder Weapon first made its debut in the Call of Duty: Black Ops II map Buried, and elemental variations - dubbed Ray Gun Mark II-V - appear later in Alpha Omega of Black Ops IIII. Unlike the original Ray Gun, the Ray Gun Mark II fires smaller blasts in a burst of three rounds that do not explode on contact and thus can not cause recoil damage to the user. In Super Smash Bros. Nikolai fires the Ray Gun Mark II, which shoots three small energy bolts that travel a fair distance at high speeds to paralyze foes that it hits for a short moment.
Side Special: Hell's Retriever is a tactical weapon that first appeared in the Black Ops II Zombies map Mob of the Dead, and reappeared later in its Black Ops IIII reimagining Blood of the Dead. The Hell's Retriever is a stone hand axe that appears to possess fiery, demonic energy within it. The weapon's Call of Duty appearance allows the player to charge up the weapon for a moment before firing and doing so will cause the tomahawk to home into a large number of nearby enemies. In Super Smash Bros. the Hell's Retriever acts as a boomerang-type weapon: Nikolai throws the hand axe forwards and it will fly a far distance forwards before returning to Nikolai. The axe travels through opponents, damaging them with the same demonic energy as in the Zombies titles. The special attack can be charged up in Super Smash Bros. just as in Call of Duty, and it will increase the distance the Hell's Retriever travels.
Up Special: Wundersphere is an object created by Group 935 for short distance travel. Essentially a gravity-defying catapult, the Wundersphere will launch those who use it towards a designated launch pad that cushions their fall with this same anti-gravity technology. These gadgets can be found placed around the Black Ops III map Der Eisendrache, where the Primis crew can use these to make travelling around Griffin Castle and the rocket launch area near it easier. In Super Smash Bros. Nikolai summons a Wundersphere pad beneath him, which shoots him upwards at a slight angle at a high speed. This leaves him in a helpless state.
Down Special: Guard of Fafnir is a shield that can be built by the Primis crew in Call of Duty: Black Ops III's Gorod Krovi map. Essentially serving as this map's counterpart to the Rocket Shield or Zombie Shield, the Guard of Fafnir features a distinctly draconic design and can even release a burst of green flames. In Super Smash Bros. this attack acts differently depending on whether the special move button is tapped or held down. If merely tapped Nikolai will release a burst of green flames that deals a fair amount of damage and knockback in the immediate vicinity in front of him, while holding the special move button will have Nikolai hold the shield out in front of him to reflect projectiles that hit it.
Final Smash: Dragon Strike is perhaps the main Wonder Weapon for the map Gorod Krovi from Black Ops III. Making use of the dragons born from the research efforts of Group 935 and Division 9, the Dragon Strike issues a command to the giant beasts to destroy a specific area using their incredibly hot fire breath. In Super Smash Bros. Nikolai uses the Dragon Strike to call upon a dragon, who flies into the background and releases a torrent of flames across a wide area around Nikolai's general vicinity. While the fire deals massive damage to those hit by it, it does not cause knockback on its own. The only part of the attack that does deal knockback comes at the end of the attack, which sees the dragon step into the stage's limits and roar.
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Nikolai's entrance animation has him step out of one of the blue portals that are created by the Summoning Key.
Nikolai's taunt sees him pull out a bottle of Juggernog and chug it quickly before throwing the bottle onto the ground, shattering it.
Nikolai's victory theme is a direct rip of the short song that plays once the player gets a Game Over on the map Gorod Krovi from Call of Duty: Black Ops III.
Nikolai's victory animations are as follows: Nikolai pumps a KRM-262 shotgun as he says "Comrades! Today is glorious new day!" before holding his shotgun down by his side; a small whelp flies around Nikolai's head before perching on his arm, after which Nikolai then pets the baby dragon's chin; and Nikolai chugs a bottle of Juggernog before wiping his mouth and saying "Blech! Taste of perk still disgusting."
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SPARTAN-B312, better known by the name Noble Six, was a SPARTAN-III commando who served as part of the special squadron known as NOBLE Team. By the time of Halo: Reach, Noble Six had gained notoriety as a lone wolf killer, whose superior used him as "his own private grim reaper", after having been recruited immediately after receiving training by the UNSC. After participating as a test pilot for the development of Sabre-class vehicles, Six was assigned to NOBLE Team just in time for the squad to make contact with Covenant forces on the planet Reach. During his tenure as part of NOBLE, Six fought against the Covenant in an event that would come to be known as the Fall of Reach; his noble actions during these fights allowed the cruiser UNSC Pillar of Autumn passage off Reach, making him directly responsible for the successful defeat of the Covenant Empire over 30 years later at the hands of the SPARTAN known as Master Chief, who had been on-board the Pillar of Autumn at this time.
The player had the ability to customize Noble Six's appearance and gender in Halo: Reach, though the character's Super Smash Bros. appearance only uses the default armour set and identifies the character as male.
First appearance:
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Halo: Reach (2010)
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Fragmentation Grenade
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Magnum
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Jet Pack
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Armor Lock
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Spartan Laser
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Neutral Special: Fragmentation Grenades, or more specifically M9 High-Explosive Dual-Purpose grenades, are one of the most notable pieces of equipment issued to members of the SPARTAN-III program by the UNSC. Highly volatile handheld explosives, Fragmentation grenades, or Frags, explode a short period of time after the pin has been pulled from it. In Super Smash Bros. Noble Six will pull out a Frag and immediately throw it forwards, though the angle at which he throws it can be adjusted by tilting the control stick as the special attack button is pressed. Should the grenade hit another fighter after being thrown, the target will take a very little amount of damage, and the grenade will bounce off them; the Frag only explodes after the predetermined amount of time has passed or should it be hit by a fire-based attack.
Side Special: Magnum, or the M6G Personal Defense Weapon System, is the seventh model of the M6 series of semi-automatic firearms developed by the UNSC. The Magnum is the main sidearm used by members of the SPARTAN-III program in Halo 3 and Halo: Reach, and in the latter the weapon is very similar to the M6D from Halo: Combat Evolved. An all-around useful weapon, the Magnum is actually fairly strong especially should the player shoot their enemies in the head or use it against opponents' vehicles. In Super Smash Bros. Noble Siu will pull out the M6G and fire a bullet forwards; he can fire four bullets in a succession before needing to reload the gun.
Up Special: Jet Pack is one of the seven available Armor Abilities present within Halo: Reach. When the Jet Pack ability is equipped by Noble Six in the campaign, or any SPARTAN in the game's multiplayer, they equip a Series 12 Single Operator Lift Apparatus that allows them to travel into the sky and maneuver around to some degree; the Sangheili Elites instead use Antigravity packs, though these act the same way. When the Jet Pack is equipped in Super Smash Bros. holding the special move button will propel Noble Six upwards, and pressing the standard attack button will see him fire his MA37 Individual Combat Weapon System assault rifle forwards he does so. The Jet Pack can only be used for a limited amount of time, and should it be used completely Six will then enter a pseudo-helpless state where he can still fire his weapon but not perform any other attack.
Down Special: Armor Lock, like Jet Pack, is one of the seven Armor Abilities the player can equip in Halo: Reach. Armor Lock is described as an amplifier of the energy shield that SPARTAN-III armour sets contain. In Reach, Armor Lock has the player release a small EMP burst upon deactivating the ability, either once the ability is manually deactivated or after five seconds of continual use; the ability's use timer also decreases as the player takes damage. In Super Smash Bros. Noble Six punches the ground in the same manner as they do in Reach, and will continue to do so until the player stops holding the button, or after a short period of time. Like in Reach, the Armor Lock's Smash Bros. counterpart releases an EMP burst that pushes away and lightly damages anyone close enough to Noble Six once it deactivates. Physical attacks will break through the Armor Lock, though energy-based projectiles will increase the radius and power of the EMP blast it releases after deactivation; while the Armor Lock's strength is increased by energy-based projectiles, Noble Six still takes the normal amount of damage from these attacks.
Final Smash: Spartan Laser, or the M6 Grindell/Galilean Nonlinear Rifle, is an anti-vehicle weapon developed by the UNSC. A battery-powered rifle, the Spartan Laser directs a concentrated beam of energy upon being charged up that can devastate vehicles or single enemies. In Super Smash Bros. Noble Six will fire the Spartan Laser upon gaining his Final Smash, which, although a thin beam, travels the entire length of the stage to deal massive damage and knockback to any who touch it. The Spartan Laser in Smash Bros. does not need to be charged up before firing it, unlike its Halo series equivalent.
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Noble Six's entrance animation has him disembark from the passenger seat of a M12 Force Application Vehicle (Warthog). Another random member of NOBLE Team - Noble One (Carter-A259), Noble Two (Catherine-B320), Noble Three (Jun-A266), Noble Four (Emile-A239), or Noble Five (Jorge-052) - can be seen in the driver's seat, and will drive the vehicle away after Six jumps off.
Noble Six's taunt sees him simply reload his MA37 Individual Combat Weapon System assault rifle
Noble Six's victory theme is a more bombastic remix of an excerpt of the Halo: Reach main theme. Instead of the announcer claiming "The winner is: Noble Six" as with every other character, Jeff Steitzer, the announcer of Halo: Reach, instead says "Game Over" just as he does in the multiplayer matches of that game.
Noble Six's victory animations are as follows: Noble Six climbs onto a M274 Ultra-Light All-Terrain Vehicle (Mongoose) and looks up into the air for a moment before driving off; Noble Six fires his assault rifle off-screen, then throws a Fragmentation grenade in the same direction; and Noble Six carries a large flag (either red or blue-coloured) from the Capture the Flag mode of Halo: Reach and runs around in a circle.
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Captain Olimar is a veteran spaceman who hails from the planet Hocotate, and the first person to discover the species of plant-like creatures native to an uncharted planet referred to only as PNF-404. Captain Olimar is employed by an interstellar cargo company known as Hocotate Freight, and it was during one of his missions for his profession that he crash-landed upon this planet. He named the Pikmin species, with whom he needed to team up with in order to repair his spaceship, the S.S. Dolphin, so he could return home before the power of his life support system ran out. Olimar fights alongside Pikmin, whom he can pluck from the ground via his neutral special move. These Pikmin creatures all have unique attributes, and he uses them as both allies and weapons in battle.
First appearance:
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Pikmin (2001)
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Pikmin Pluck
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Pikmin Throw
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Winged Pikmin
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Pikmin Order
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End of Day
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Neutral Special: Pikmin Pluck is a maneuver that Captain Olimar can perform. Much as its name describes, Olimar plucks a Pikmin from the ground, and it will join in line behind him. Olimar can have up to three Pikmin out alongside him at a time, and will always pluck them in the same order: red → yellow → blue → white → purple. Each Pikmin type has different attributes, and their strength will increase the longer they remain alive; they can be defeated by attacks and have a limited number of HP. As Olimar plucks them from the ground, this move can not be used when airborne.
Side Special: Pikmin Throw is an attack that sees Olimar grab the Pikmin directly behind him and toss it forwards quickly. Once thrown at an opponent, all Pikmin barring Purple Pikmin will latch onto foes and wail on them to deal damage over time that does not cause their target to flinch. As these Pikmin act as projectiles, they can be reflected back at Olimar, and they will also damage him in the same way they would anyone else. Uniquely, this is the attack that Kirby copies should he inhale Olimar, as he will quickly pluck a Pikmin before throwing it; this is due to the fact that Olimar's neutral special move would be useless to Kirby on its own.
Up Special: Winged Pikmin are a pink-coloured species of Pikmin that first appeared in Pikmin 3. As their name implies, Winged Pikmin are more bug-like then the other types of Pikmin, with large blue eyes and translucent wings. When this "attack" is used, Olimar will summon three Winged Pikmin to carry him upwards a fair distance. The distance that Olimar travels upwards is decreased should he have more Pikmin in tow.
Down Special: Pikmin Order is a technique that sees Olimar blow into the whistle installed into his helmet, creating a rainbow-like design around him as he does so. Doing this will retrieve any Pikmin that may be away from Olimar, and can even save those that may be falling or are about to be defeated. If no Pikmin is out of line, performing Pikmin Order will instead order his Pikmin by colour, with the Pikmin taking the same order as they are plucked (red → yellow → blue → white → purple).
Final Smash: End of Day is an attack based on Olimar's actions once a day ends in the Pikmin series: as dangerous creatures will begin to hunt during the night, Olimar must blast off and remain in the planet's atmosphere in order to remain safe. Likewise in Super Smash Bros., Olimar will blast off in the Hocotate Ship, and the screen will show a starry sky as monsters attack all fighters (unless they are high-enough off the ground; in most cases, fighters must be off the screen in order to avoid it). Though this attack is powerful as it damages all fighters, the move only deals knockback as Olimar crashes down to the ground, his spaceship exploding as he does so. This explosion is relatively small, though quite powerful. Unlike in the Pikmin series, those in-line behind Olimar will remain safe after he blasts off, though those that were not are instantly defeated once Olimar blasts off.
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Olimar's entrance animation sees him step out of his ship from Pikmin 2, the Hocotate Ship, which then blasts off. As the countdown occurs, Olimar quickly plucks three Pikmin.
Olimar's taunt sees him blow his whistle and point forwards dramatically. Should he have any Pikmin alongside him, they will also jump up and down a few times.
Olimar's victory theme is a remix of part of Pikmin's title screen theme.
Olimar's victory poses are as follows: Olimar quickly plucks three Pikmin from the ground and throws them upwards as he does so, only for them to crash down and knock him into the ground; Olimar stands still and rocks side to side as three Pikmin joyfully bounce around him; and a group of Pikmin all toss Olimar up and down a few times, before three Winged Pikmin pluck him out of the air.
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Oliver is a thirteen year-old boy who hails from Motorville and the main protagonist of Ni no Kuni: Dominion of the Dark Djinn and its PlayStation 3 remake Ni no Kuni: Wrath of the White Witch. A courageous boy who possesses an extraordinary amount of determination, Oliver travels to another world with the help of a fairy named Drippy after his mother dies. Believing that assisting his mother's otherworldly soulmate, the Great Sage Alicia, would bring her back to life, Oliver sets out on a quest to defeat the Dark Djinn Shadar, obtaining the historical tome known as the Wizard's Companion, the ability to fight alongside Familiars, and a plethora of powerful spells during his travels across Drippy's fantastical world.
First appearance:
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Ni no Kuni: Dominion of the Dark Djinn (2010)
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Fireball / Cut Loose
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Ward / Petrifying Poke
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Levitate / War Cry
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Form Familiar
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Astra
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Down Special: Form Familiar is a spell given to Oliver by Old Father Oak after travelling to the wise tree in the depths of the Deep Dark Woods. Form Familiar allows the user to look into their hearts and summon forth a Familiar - when Oliver uses this spell, he creates a Mite. In Super Smash Bros. Oliver can use Form Familiar to call upon this Mite. Oliver and the Mite specialize in different attacking strategies: Oliver possesses strong magical spells though his physical strength is weak, while Mite possesses great physical strength and high speed though little range. Like in Ni no Kuni Mite can only be out on the stage for a short period of time and the player will switch back to controlling Oliver once this time has passed and must wait a short period of time before Mite can be controlled again; the player can also perform this move again at any time to switch between Oliver and Mite on the fly.
Neutral Special: Fireball is one of the first three spells Oliver obtains after meeting with Old Father Oak, being one of the only ones remaining after Shadar tore out its many historical pages. A Battle Spell, Fireball allows its user to, aptly, shoot a fireball at their target after drawing the specific glyph. In Super Smash Bros. Oliver quickly draws this symbol in the air with his wand and shoots a fairly large fireball forwards that travels a fair distance forwards. As the Mite cannot make use of magical spells, its neutral special is instead Cut Loose. In Ni no Kuni this Trick is a quick series of rapid slashes over a fair area, though its Super Smash Bros. counterpart is minutely different. Rather, the Mite instead simply performs a quick series while remaining in place, with all but the final slash dealing quick rapid damage while the final hit launches foes.
Side Special: Ward is a magical spell that Oliver obtains throughout his journey, during the events of Ni no Kuni. A defensive spell, Ward makes use of the user's aura to create a shield capable of protecting them from the magic spells of others. In Super Smash Bros. Oliver creates a crescent-shaped shield of energy in front of him that reflects any projectile that may hit them. When controlling Mite, this attack instead becomes Petrifying Poke, a basic Trick that can be used by its metamorphosis, Mighty Mite. In Super Smash Bros. this attack takes the form of a forwards dash, the Mite's sword out-stretched. As the Mite travels forwards it will deal damage on contact with enemies, paralyzing them in place for a quick moment upon doing so.
Up Special: Levitate is a basic overworld spell that allows wizards to float above the air, allowing Oliver to avoid some traps that may be placed on the ground. The Wizard's Companion describes Levitate as only allowing a wizard to be free of gravity for a limited time, which is determined by one's magical abilities. In Super Smash Bros. this technique does act a fair bit different, with Oliver instead just blasting upwards at a high speed instead of actually hovering across the ground. Oliver must land on the ground before he can use Levitate again, but all of his other attacks can still be used afterwards. While KOing the Mite does take a stock or grant its attacker a point, it does not have any recovery move of its own and as such the player must return to controlling Oliver should they wish to do so. The Mite's up special move is instead War Cry, which temporarily increases the knockback output of the Mite's attacks.
Final Smash: Astra is one of the most powerful spells that is contained within the Wizard's Companion, and as such stands out among the others as its symbol is marked with a colour scheme of black, white, and steel blue, rather than the white, black, and red of others. Oliver obtains such a spell after travelling through Ara Memoriae and the White Witch's Ivory Tower and defeated the keeper of the wand of the same name. In Ni no Kuni this spell has an incredibly long casting time, but will hit all enemies regardless of their positions. Astra tears apart the heavens to damage foes with a barrage of beams of concentrated light, dealing massive damage to the enemies hit by them. The attack appears nearly-identical in Super Smash Bros., though the casting time is significantly lower. These beams of light crash down through the entire stage in a fairly wide area around Oliver. When this attack is used, the player will automatically switch back to Oliver should they be controlling the Mite, and the timer for which the Familiar can be used is fully refilled.
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While not present in his artwork, the Mite summoned by Oliver also changes its colour scheme depending on the costume chosen.
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Oliver's entrance animation has him appear out of a light blue circle of magic, as if using the Travel spell.
Oliver's taunt sees him raise his wand in the air with a cheer, shouting "neato" as he does. If the player is controlling Mite it will do the same motion with its sword three times in rapid succession, making cheerful noises while doing so.
Oliver's victory theme is a direct rip of the Ni no Kuni: Wrath of the White Witch battle victory theme. It will play on loop until the screen is exited.
Oliver's victory animations are as follows: Oliver draws the symbol for the Healing Touch spell in the air before it disappears a moment later, causing Oliver to bask in a green glow, and the boy sighs; Oliver uses the Levitate spell to fly in the air, spinning above the ground and waving his wand with an enthusiastic "we did it" cheer; and Drippy dances around Oliver's feet, saying "Great job there, mun!"
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The Omega Metroid is the final stage of a normal Metroid's life cycle. Throughout Samus' expedition across the planet SR388,the bounty hunter encounters a large number of Metroids, including some that have recently matured into the Omega Metroid stage of their life. These giant creatures act as bodyguards to the Queen Metroid that gives birth to new Metroids. One Omega Metroid was later found on the BSL research station, a result of a cloned Metroid rapidly evolving having fed on a number of X-Parasites that had previously invaded the laboratories.
First appearance:
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Metroid II: Return of Samus (1991)
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Destructive Claw
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Metroid Surge
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Gravity Pounce
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Planet Breaker
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Omega Laser
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Neutral Special: Destructive Chaw is based on one of the Omega Metroid's attacks from Metroid: Samus Returns. During Samus' battle against an Omega Metroid, the creature will occasionally lean forwards and use its mouth to bite at the bounty hunter, who can counter this attack. In Super Smash Bros. this attack acts identically to, albeit much faster than, its original counterpart. This attack's focus is on dealing damage than knockback.
Side Special: Metroid Surge is based on the Omega Metroid's sole method of attack as the final boss of Metroid Fusion, as well as one of the attacks performed by the Omega Metroids of Metroid: Samus Returns. In Fusion the Omega Metroid will simply creep towards Samus and deal massive damage to her with a simple slash from its claws, while those of Samus Returns will occasionally perform two claw or tail attacks as it slides towards Samus at a high speed. In Super Smash Bros. the Omega Metroid will slide forwards a short distance and perform a powerful downwards slash with both of its claws. The Omega Metroid's dash can be cut short should it come in contact with a foe, and this attack will also leave the creature helpless should it be airborne as well.
Up Special: Gravity Pounce is inspired by the Omega Metroid's movement patterns throughout the Metroid series, though most heavily based upon Metroid: Samus Returns. In Metroid II: The Return of Samus Omega Metroids are significantly smaller in size and will fly around the area and attack Samus from afar, while in Metroid: Samus Returns the Omega Metroids will sometimes perform powerful leaps to cross great distances in a short time. This technique in Super Smash Bros. has the Omega Metroid leap forwards at a high speed, floating a very short distance upwards as it does so. The Omega Metroid deals minor damage to foes it makes contact with while it jumps, though it will also pass through opponents and not deal a significant amount of knockback unless their target has a high damage percentage.
Down Special: Planet Breaker is a technique based upon one of the attacks performed by the Omega Metroids found in Metroid: Samus Returns. These Omega Metroids will occasionally bend down onto all our limbs and slam their tails onto the ground, causing an earthquake that damages the area around it to drop boulders fro the ceiling. In Super Smash Bros. this technique is performed identically, though instead only creates a shockwave around the Omega Metroid's tail that launches foes upwards a short distance. As it uses its tail, this attack only hits behind the Omega Metroid as well, something unusual for most attacks.
Final Smash: Omega Laser is based upon the main method of attack used by the Omega Metroids encountered in Metroid: Samus Returns. While the original Metroid II gave Omega Metroids the ability to shoot small fireballs at Samus from afar, the remake instead replaced this attack with the ability to shoot a fiery beam across the area, which it also often angles up and down. In Super Smash Bros. the Omega Metroid charges up before releasing a fairly wide beam of red energy from its maw, which crosses the entire stage and deals an incredible amount of damage and knockback to those hit by it. While the Omega Metroid fires the beam out of its mouth for a short period of time, the player can angle it upwards or downwards a fair amount.
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The Omega Metroid's entrance animation has the creature jump onto the stage from the background, raising its head upwards and roaring.
The Omega Metroid's taunt sees it lean forwards and screech loudly, raising its claws up in front of itself.
The Omega Metroid's victory theme is an intense rock remix of an excerpt of the theme that plays during the Omega Metroid boss fight of Metroid Fusion.
The Omega Metroid's victory animations are as follows: the Omega Metroid screeches before slashing forwards twice, sliding towards the camera slightly as it does so; the Omega Metroid fires its laser first at the ground, lighting it ablaze, before it roars triumphantly; and the Omega Metroid raises its head and snaps at the air twice before releasing a small burst of fire towards the camera.
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PAC-MAN is the main protagonist of the franchise of the same name, which is one of the most well-known video game franchises due to the popularity of the original 1980 arcade game PAC-MAN. PAC-MAN himself has always been a yellow, spherical being who is often pitted against ghosts, but he's been in a number of different situations over the years. In Super Smash Bros., PAC-MAN is an amalgamation of his various appearances, while also incorporating elements of other classic Namco titles into his moveset.
First appearance:
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PAC-MAN (1980)
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Bonus Fruit
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Power Pellet
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Trampoline
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Fire Hydrant
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Namco Tussle
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Neutral Special: Bonus Fruits were items that could be collected in the original PAC-MAN to increase the player's total point count. In both Super Smash Bros. and PAC-MAN, there were eight "Bonus Fruit" items, with two coming from previous Namco titles: Cherry, Strawberry, Orange, Apple, Melon, Galaxian Starship, Bell, and Key. When the attack is used, PAC-MAN will hold out a Bonus Fruit, which will cycle through all of them in order. When the button is pressed again, PAC-MAN will throw the selected Bonus Fruit forwards. All deal between 4%-15%, but their movements vary. The cherry, strawberry, and apple will all be thrown towards the ground and will bounce twice (cherry), thrice (strawberry), or four times (apple) before disappearing; the orange will travel in a straight line and never touch the ground; the melon will travel slowly in a slight arc; the Galaxian Starship (which comes from Galaxia) will perform a shuttle loop after being thrown before travelling straight and through any enemies; the bell (which, in this instance, comes from Mappy) will be thrown in a high arc before abruptly falling downwards through opponents, paralyzing those who it hits; and the key travels forwards at a high speed to deal the most amount of damage and knockback while also travelling through opponents.
Side Special: Power Pellet is an item from the original PAC-MAN that, when grabbed, would allow PAC-MAN the ability to temporarily defeat the ghosts that chase him. In Super Smash Bros. however, this attack works very differently: PAC-MAN summons up to five 8-bit Pac-Dots (determined by how long the special move button is held down) followed by an 8-bit Power Pellet, before traversing this line as his 8-bit sprite. While the button is held down and the Pac-Dots appear, the player can tilt the control stick to change the angle of the line.
Up Special: Trampolines are important objects that appear in the 1983 arcade game Mappy. In that game, the titular character - a policemouse named Mappy - would have to use trampolines to cross over gaps, though these trampolines had a limited number of uses. The number of uses remaining for a trampoline can be determined by looking at its colour, which changes each time Mappy bounces on it, going through the order of green, blue, yellow, then red. In Super Smash Bros., PAC-MAN summons one of these trampolines beneath him, which propels him upwards and leaves him in a pseudo-helpless state. After PAC-MAN bounces off it, the trampoline will remain on the stage for a short while afterwards, allowing for other fighters to use it. Because PAC-MAN bounces on the trampoline immediately, the trampoline can only be used by others two more times, as landing on a red trampoline will cause it to break and force the fighter(s) who used it to enter a helpless state.
Down Special: Fire Hydrants are a common obstacle that PAC-MAN must deal with in the 1984 platforming game Pac-Land. In that game, as well as Super Smash Bros., the Fire Hydrants will shoot out jets of water; in Super Smash Bros., it will do this twice and its direction will be determined by PAC-MAN's current position: if PAC-MAN is above the hydrant it will shoot water upwards but will otherwise shoot two jets simultaneously from both sides. The Fire Hydrant can be attacked and launched by other fighters, allowing it to be used as a powerful projectile attack; if used on a steep-enough incline, the Fire Hydrant will begin rolling and never spew water, making it a deadly weapon that can be difficult to avoid in these circumstances.
Final Smash: Namco Tussle is an original attack that sees PAC-MAN summon various characters from various classic Namco titles. Depending on whether PAC-MAN is on the ground or in the air, he will begin the attack by summoning either Runner from Metro-Cross or the Red Baron from Sky Kid respectively, who will travel forwards a short distance, through any opponents that they may come in contact with; these opponents will remain stunned for a moment before they are knocked into a cinematic where they are shot at by Kissy from Baraduke and the ship from Bosconian while in space, before Wonder Momo (from the game of the same name) performs a flying kick from off-screen to launch them into the fire breath of Amul from Dragon Spirit, which finally launches foes upwards. In addition to these characters, a number of characters are shown as Amul launches the opponents away, these characters being: Mappy from Mappy, Gil from Tower of Druaga, Bravoman from Bravoman, Pooka and Frygar from Dig Dug, Topcup from Libble Rabble, Tarosuke from Yōkai Dōchūki, Valkyrie from The Legend of Valkyrie, and Don-chan from Taiko no Tatsujin.
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Some of PAC-MAN's alternate costumes transform him into Ms. PAC-MAN. She plays identically to PAC-MAN, though the announcer and crowds acknowledges her as a separate character.
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PAC-MAN's entrance animation sees him bounce onto the stage in his 8-bit sprite before transforming into his modern appearance and giving a thumbs up.
PAC-MAN's taunt sees him give a thumbs up gesture while he smiles and winks to the camera.
PAC-MAN's victory theme is a remix of the introductory fanfare from the original PAC-MAN game.
PAC-MAN's victory animations are as follows: PAC-MAN, in his 8-bit sprite, bounces up and down a few times before popping into his modern appearance and giving a thumbs up while winking; PAC-MAN dashes forwards before stopping and giving a thumbs up; and PAC-MAN gives a thumbs up, summoning one of an apple, grape, melon, cherry, or strawberry.
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Palutena is the Goddess of Light and a major character featured within the Kid Icarus series. Palutena is the ruler of Angel Land who commands Pit and the army of Centurions he serves as the captain of. Prior to the events of the series, Palutena ruled Skyworld alongside another, a goddess named Medusa, whom the Goddess of Light cursed and banished to the Underworld when she learned of her conspiracy to cause the humans unnecessary strife.
First appearance:
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Kid Icarus (1986)
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Autoreticle
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Goddess' Halo
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Warp
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Rings of Light
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Palutena Glam Blaster
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Neutral Special: Autoreticle is a Power that Pit is capable of equipping in Kid Icarus Uprising. Powers are upgrades collected through the completion of various challenges or by finding them in Treasure Chests that can enhance the player's abilities, either by assisting them in various passive ways, or by being limited-use attacks. Autoreticle is one such passive Power, as it automatically focuses the player's reticle over the enemy nearest to Pit. In Super Smash Bros. Palutena locks-on to a nearby foe (indicated by a green reticle) and fires three blasts of magic from her staff in their direction. She can not lock-on to foes who are invulnerable or should there be platforms in the way, and will fail should she not lock-on to anyone.
Side Special: Goddess' Halo is an attack inspired by one of the abilities Palutena displays while under control of the Chaos Kin and fought as a boss in Chapter 20 of Kid Icarus Uprising. Palutena summons her halo symbol and sends it forwards a short distance in front of her, before it returns to her. The halo acts as a sort of distant grab attack, as an opponent who touches it will be trapped in place before the symbol explodes in a bright light to damage and knock them away.
Up Special: Warp is another Power introduced in Kid Icarus Uprising. As its name implies, Warp will send the player to a random checkpoint around the map after use, allowing them to escape potentially-fatal situations. In Super Smash Bros. Palutena simply teleports upwards, or in whichever direction the control stick is held, a fair distance before falling helpless, dealing no damage through this technique.
Down Special: Rings of Light are used by Palutena when she is fought as a boss in Kid Icarus Uprising. Like in Uprising, this attack in Super Smash Bros. serves as a counterattack - Palutena will hold her staff vertically and, should she be hit by an attack, summon a series of golden rings around her to damage nearby foes as she dodges an incoming attack. If she counters a projectile attack the rings will also reflect it back at a high speed, a unique trait among other counters.
Final Smash: Palutena Glam Blaster is a technique that Palutena can use in Chapter 3 of Kid Icarus Uprising, should the player not defeat the Hewdraw boss after a certain amount of time. Though the Super Smash Bros. attack shares its name with this technique, it is quite different in execution as a Final Smash. Palutena will call out the name of the move before stepping into the stage's background and summoning a laser to cross the entire stage horizontally where she once stood. Then she will do so again, except this time it will travel vertically through the stage instead.
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One of Palutena's alternate costumes transforms her into the imitation created by Dyntos: Pseudo-Palutena. Both the announcer and the crowd refer to her as "Pseudo-Palutena", and this costume also has a filter placed over all her voice clips in order to distort them somewhat.
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Palutena's entrance animation sees her step out of a golden doorway, bathing in a heavenly light.
Palutena's taunt sees her flip her hair with a smile, her staff hovering in midair beside her, as she says "Ready when you are."
Palutena's victory theme is a remix of a portion of the Kid Icarus title screen theme.
Palutena's victory animations are as follows: Palutena, floating in the air, illuminates her symbol behind her as she spins her staff and calls out "Too bad for you"; Palutena spins her staff and, floating in midair, sits upon it with a chuckle saying "Remember your place, friends"; and Palutena swings her staff around gracefully before holding it up in the air and having heavenly light bask down upon her.
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In the 1985 arcade game Paperboy, the player takes control of an unnamed paperboy as they travel down one of their three designated routes: Easy Street, Middle Road, or Hard Way. The paperboy's goal is to deliver a daily newspaper, The Daily Sun, to its many subscribers while also avoiding all of the many hazards that await them on their route. Additionally, the paperboy gets additional points by vandalizing the houses of those who are not subscribed to The Daily Sun by tossing the newspaper through their windows. The player successfully beats Paperboy if they can complete their route seven days in a row, finally letting the paperboy get paid.
First appearance:
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Paperboy (1985)
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Extra! Extra!
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Bomb
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JUMP / Tornado
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Disembark / Embark
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Grim Reaper
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Down Special: Disembarking and Embarking from a bicycle serves as the paperboy's main mechanic in Super Smash Bros. Though the paperboy is heavier and faster on their bike and will deal damage to enemies they ride through, they have little traction, can not stop moving or pick up items, and will automatically travel off any ledges they reach. Additionally, the paperboy only has the ability to jump one time while on the bike, whereas he can double jump when not riding it. The paperboy will automatically be knocked off of their bike whenever they sustain enough knockback; whether he disembarks through this or manually, the bike will remain on the stage for a moment before disappearing. While the bike is unused and on the stage, players can pick it up, and it acts as a heavy item that can deal damage to enemies it is thrown at, including the paperboy. The paperboy must be standing near the bicycle to ride it again or else wait for the bike to de-spawn so that he can summon it again. By default, the paperboy will always begin a battle riding his bike (and thus his down special move will be Disembark), though he will always respawn without it. When riding his bicycle, the paperboy is capable of using any of his special moves though lacks all other types of moves. The paperboy is incapable of getting on his bicycle should he be holding an item.
Neutral Special: "Extra! Extra!" is a phrase commonly used by street vendors beginning in the mid-19th century in order to promote newspaper extras, breaking news headlines often published outside of normal schedules in order to detail events such as wars or assassinations. In Super Smash Bros. this move references the paperboy's sole method of "attack" in Paperboy: tossing a newspaper. When the special move button is pressed, the paperboy will toss a rolled-up newspaper forwards, which deals damage on contact. While Paperboy limited the player to only being able to carry ten newspapers at once, Super Smash Bros. instead limits the player to only being able to have two newspapers on-screen at the same time. Regardless, these projectiles are fairly large, travel in a straight line and are unaffected by gravity, and move at a high speed, making them fairly difficult projectiles to dodge.
Side Special: Bombs of a small grey variety are obstacles that appear in the original arcade version of Paperboy. Littered on the ground around some houses, these bombs will go off after a short amount of time once they enter the screen or should the paperboy ride into them. In Super Smash Bros. the move differs slightly depending on if the move is used while the paperboy is riding his bicycle or running, though the general concept remains the same: the paperboy drops a small bomb which will detonate should either an enemy come in contact with it or after a short period of time has passed, dealing damage to any foe in the area. Only one of these bombs can be on the screen at once, and, unlike the projectiles in the paperboy's neutral special move, are effected by gravity and thus will fall to the ground. If the special move is used while the paperboy is not riding his bicycle, he will pull the bomb out and carry it around as an item, allowing the player to either throw it directly at an enemy or drop it wherever they please; if riding his bicycle, however, the paperboy will instead drop it behind him automatically.
Up Special: The paperboy's up special move changes depending on whether he is riding his bicycle or not.
- When riding his bicycle, the paperboy's up special move becomes JUMP. A fairly simple technique, the move sees the paperboy summon a brown ramp painted with two yellow up arrows and the word "JUMP" in front of him, which he then rides up it. If used in the air, the ramp is instead spawned slightly below the paperboy, so that he lands on it before driving into the air. Once the paperboy's wheels leave the ramp, it will become affected by gravity and it can damage and meteor smash enemies by falling atop them.
- When not on his bicycle, the paperboy has Tornado as his up special move. Tornadoes are a weather phenomenon wherein the wind creates a rotating column of air that is connected to both the ground and either a cumulonimbus cloud or, in rare cases, the base of a cumulus cloud. Tornadoes appear as hazards in some of the home console ports of Paperboy, where they defeat the unlucky boy on contact. In Super Smash Bros. the paperboy looks around surprised as a tornado suddenly surrounds him before throwing him up high into the air. Though the tornado does not deal damage to foes, it does have a vacuum effect and will pull both other nearby players and items towards him, throwing them upwards as well; this is more notable when used on the ground, as the effect is lessened when airborne.
Final Smash: The Grim Reaper is the personification of the concept of death used primarily in western countries, who also appears as an obstacle in Paperboy. In Paperboy, the Grim Reaper defeats the paperboy should he make any sort of contact with the embodiment of death; in a macabre moment, dodging the Grim Reaper will reveal the pure-white, soulless husk of a human man who has recently had his soul taken away. In Super Smash Bros. the paperboy's Final Smash first sees the Grim Reaper appear behind the boy, who will freak out and dash forwards (either on his bike or on-foot) at a high speed a short distance. If the paperboy makes contact with any enemy, they will be thrown backwards towards the Grim Reaper, who will use his scythe to hack at them, dealing massive damage and launching them far away. If the paperboy does not make contact with a foe, the Grim Reaper will simply pass by the paperboy, turning him white with fear for a moment, before it disappears and the player is free to control the paperboy again. During his initial dash, the paperboy is not affected by gravity and thus the move can also be used as a horizontal recovery option should one so choose. If airborne at the end of the move, the paperboy will not be in a helpless state and will have all of his jumps available for use.
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The paperboy's entrance animation has him ride up to his starting position as his original sprite from the arcade version of Paperboy, before turning sideways on his bike and transforming into his fighter model.
The paperboy has two taunts, which is dependent on whether he is riding his bicycle or not. While not riding his bicycle, the paperboy takes out a rolled-up newspaper and swings it around like a sword twice before nodding; if on his bike, the paperboy will instead perform a wheelie and hop around in a circle.
The paperboy's victory theme is a rock remix of the level complete theme from Paperboy.
The paperboy's victory animations are as follows: the paperboy reaches into his satchel and pulls out a bone, which he tosses for a grey bulldog that runs from off-screen to get it; the paperboy opens up the newspaper to show the headline "Local Paperboy Claims Victory" on the front page, and smiles for the camera; and the paperboy's hat is blown off his head by a gust of wind, but he bats a rolled up newspaper at it before it flies too far away and it flips back onto his scalp.
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Paper Mario is a version of Mario who serves as the main protagonist of the Paper Mario series. This flat form of the Mushroom Kingdom's hero exists in a world created out of papercraft, and much like his biological counterpart, is forced to save his homeland from a variety of different evils. To accomplish this, he often teams up with courageous individuals he meets throughout his adventures, and keeps a painting of him and his partners in the home he and his brother live in.
First appearance:
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Paper Mario (2000)
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Paint Hammer
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Tube Hammer
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Trio Shuriken
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Boomer
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Fan Thing
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Neutral Special: Paint Hammer is Paper Mario's main weapon of choice throughout the events of Paper Mario: Color Splash. It is a normal wooden hammer imbued with the power of paint by Mario's partner during his adventure on Prism Island, a living paint can named Huey. The Paint Hammer acts the same way in Super Smash Bros. as it did in Paper Mario: Color Splash - when Mario swings it into the ground, it unleashes a splash of paint which, in Super Smash Bros., deals minor damage to those who are hit by it. Those who are hit by the hammer itself can be buried into the ground and will take massive damage. When this move is used in the air, Paper Mario will instead perform an overhead swing and continue spinning his hammer around himself until he lands on a platform, falling helpless.
Side Special: Tube Mode is one of the four papercraft transformations that Paper Mario can become in Paper Mario: The Thousand-Year Door after being cursed by one of the Black Chest Demons. The Tube Mode, as its name implies, sees Mario roll himself up into a cylinder that allows him to roll about and traverse areas too small for him to otherwise be able to. In Super Smash Bros. Paper Mario will roll up in this same way, and the player can roll around at will. Paper Mario deals damage to those he rolls into. The attack sees Mario bounce forwards a short bit upon use, and as it does not leave Paper Mario in either a helpless or pseudo-helpless state when used in the air, it can be used to assist in horizontal recovery.
Up Special: Trio Shuriken is one of the five Trio Attacks that Mario, Luigi, and Paper Mario can learn during the events of Mario & Luigi: Paper Jam. The fourth of the Trio Attacks learned, Trio Shuriken sees the two Mario Bros. folding copies of Paper Mario into shurikens that they then use to throw at foes. As the move relies on the fact that Mario and Luigi fold Paper Mario up, the version that appears in Super Smash Bros. is fairly different in this way. The attack sees Paper Mario quickly fold into a shuriken and fly at an upwards-diagonal angle at a high speed, cutting through any opponent in his path, before returning to his normal form and entering a helpless state.
Down Special: Boomer is one of the eleven different Pixls that Paper Mario and Tippi can befriend during the events of Super Paper Mario. As alluded to by his name and appearance, Boomer has the ability to self-destruct like a bomb at will in order to damage foes or destroy barricades blocking inaccessible areas. In Super Smash Bros. Paper Mario summons Boomer and places him down on the ground in front of him. Boomer can not be interacted with by any fighter when he is placed, and he will explode a few moments later to deal a fairly significant amount of damage and knockback.
Final Smash: The Fan Thing is one of the many Things that Paper Mario can obtain and use in Paper Mario: Sticker Star and a Battle Card in the later Paper Mario: Color Splash. In the former title, the Fan can be obtained for the first time in Bouquet Gardens, which initially appears and destroys a Toad's flower garden with the harsh winds it creates. When used in a battle, the large Fan damages all opponents by blowing them around. In Super Smash Bros. Paper Mario summons the Fan using the same sticker from Sticker Star. The Fan then appears in the background of the stage behind Paper Mario and blows air in front of Paper Mario, dealing fairly minor damage (for a Final Smash) to anyone caught in its harsh winds but pushing them forwards with a strong force that makes it difficult to escape from.
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Paper Mario's entrance animation sees him flip into existence in a way identical to how he can change from 2D to 3D in Super Paper Mario.
Paper Mario's taunt sees him mimic a piece of artwork for the original Paper Mario title by winking as he wags one finger back and forth a few times towards the camera.
Paper Mario's victory theme is a shorter remix of the chapter complete fanfare from Super Paper Mario.
Paper Mario's victory poses are as follows: Paper Mario jumps up with his arms over his head before facing the screen and flashing a thumbs up; Paper Mario swings his Paint Hammer and paints a Paper Toad with it, and the two jump up and down happily; and Paper Mario jumps up in the same pose that Mario often does (such as in Super Mario Bros.), hitting a papercraft ? Block that releases a coin.
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Peach is the princess, and apparent ruler, of the Mushroom Kingdom, and serves as a major character in the Super Mario series. Peach, or Princess Toadstool as she was originally known as, is the kind ruler of the Mushroom Kingdom's Toads, though she is often unable to do her royal duties as she is constantly harassed and captured by Bowser or various other villains that seek to take over her land. She harbours romantic feelings towards Mario, who is often the one to go and rescue her from an evildoer's clutches. Despite relying on Mario most of the time, Peach has also shown herself to be quite capable, and starred in Super Princess Peach where she needed to rescue Mario and Luigi from Bowser using the magic parasol Perry; Peach has commonly been shown to use parasols as her primary weapon, alongside heart and love-based magical attacks that specialize in healing. Peach continues to use Perry in Super Smash Bros.
First appearance:
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Super Mario Bros. (1985)
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Toadsworth
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Heart Shot
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Poundbrella
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Turnip
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Psych Bomb
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Neutral Special: Toadsworth is Peach's steward, who sees the princess as a sort of daughter. Toadsworth, while elderly, is a very passionate Toad, who erupts in panic or anger whenever Princess Peach is kidnapped by Bowser. In Super Smash Bros., Toadsworth appears in front of Princess Peach to block an attack for her, retaliating with a swing of his cane that produces a stream of spores. An opponent that is hit by Toadsworth's cane swing is dealt more damage than should they be hit by his spores, though the latter has a fair amount of range that allows him to even counter nearby foes' projectile attacks successfully. Toadsworth's colour palette is slightly changed alongside each of Princess Peach's alternate costumes, with his vest changing from purple to match Peach's outfit.
Side Special: Heart Shot is the name of Princess Peach's Special Shot in the Super Mario and Final Fantasy crossover basketball game Mario Hoops 3-on-3, though her Super Smash Bros. attack is unrelated to this maneuver. In Super Smash Bros., Peach will charge up before throwing a large heart-shaped projectile forwards; the distance and damage will increase as the attack is charged. The Heart Shot's projectile will also increase in size if Peach is hit by an energy-based projectile while charging the attack, as she will absorb the energy to power up her magical projectile.
Up Special: Poundbrella is an ability Princess Peach can purchase for 500 coins in Super Princess Peach. A powerful ability that can be compared to a ground pound, Peach will jump a short distance upwards before crashing down with Perry held beneath her, meteor smashing those below her.
Down Special: Turnips are a recurring item in the Super Mario series, which are often affiliated with Princess Peach and Toad as they first appeared in Super Mario Bros. 2, the first game in which the two of them were playable. Turnips (Brassica rapa) are root vegetables high in Vitamin C that are grown in the real world. In Super Smash Bros., Princess Peach will pull a turnip out of the ground, which then becomes an item that she can throw at other fighters; other fighters may also be able to use it should they catch it out of midair. Turnips can come in a small, medium, or large size, with the distance they travel and the amount of damage they deal varying by the size: small turnips fly the furthest but deal little damage, large turnips do not fly that far but deal more damage, and medium-sized turnips are average in both cases. On rare occasion, instead of a turnip, Peach will pluck a Bob-omb from the ground.
Final Smash: Psych Bomb is a special attack that Peach can learn at level 18 in Super Mario RPG: Legend of the Seven Stars. Unfitting of her other, majestic abilities and aesthetics, the Psych Bomb, in Super Mario RPG, sees Peach throwing a large bomb onto her opponents, which in turn explodes to rain other bombs down on them. In Super Smash Bros., Peach plucks an extremely-large Bob-omb from the ground in a cinematic (which means, even should the attack be used in the air, she will still pluck the Bob-omb from a patch of dirt) before throwing it forwards, and it will explode once, dealing a great amount of damage and knockback to those around it.
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Peach's entrance animation sees her glide gently from the sky using her pink parasol and saying "All right!" as she lands.
Peach's taunt has her hold Perry over her shoulder as she looks at the sky, shielding her eyes from the sun with her hand. This is a reference to one of Peach's artworks created for Super Mario Sunshine.
Peach's victory theme is a sped-up orchestral remix of the "In the Clouds" track from Super Mario Bros. 3.
Peach's three victory animations are as follows: Peach gracefully dances around with her arms outstretched at downwards angles, singing "tra-la-la" before smiling and saying "I won!"; Peach gently falls from the sky with Perry outstretched, before landing and bowing politely while saying "thank you!"; and Peach spins around before holding Perry over her shoulder while looking up to the sky happily.
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Penguins serve as the players' avatars in Club Penguin and its related titles. Penguins originally appeared as the avatars for the online chatroom Experimental Penguins - where they featured a drastically different, and more pointed, design - and served the same roles in that game's successors Penguin Chat, Penguin Chat 3, and Club Penguin. The Penguins are the party-loving main inhabitants of Club Penguin Island, and have developed a very human-like civilization while keeping the small hairy creatures known as Puffles as pets. Some Penguins are members of a secret organization known as the Elite Penguin Force, and are dedicated to protecting their home from evildoers such as Herbert the Polar Bear.
First appearance:
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Experimental Penguins (2000)
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Snowball
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Black Puffle
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Jet Pack
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Bean Counters
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Popcorn Bomb
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Neutral Special: Snowballs are small objects of compacted snow that are often playfully thrown about. Within Club Penguin, players can throw snowballs at each other and use these items to interact with parts of the environment. Under some special circumstances, the snowballs that the player can throw are replaced with other items, such as water balloons, crumpled pieces of paper, soap bubbles, and slices of pizza. In Super Smash Bros. the Penguin will throw a small snowball by pressing the special attack button, which flies a fair distance in an arc. There is a small chance that the Snowballs thrown by the Penguin will instead be a Water Balloon, though they act identically outside of the aesthetic difference.
Side Special: Black Puffles are one type of the furry, limbless species known as Puffles, that are often adopted as pets by the Penguins of Club Penguin Island. Following their original discovery in November 2005, the Black Puffle was one of the four species of Puffle that could be adopted by players once the Pet Shop opened up in March 2006; the other three types being the Blue, Pink, and Green Puffles. Black Puffles, widely regarded for their rowdy natures, are known to catch on fire whenever they are extremely happy or once they have eaten an O' Berry, and will sometimes bounce around rooms as they release their abundant amount of energy. In Super Smash Bros. the Black Puffle will appear in front of its Penguin owner and fly forwards a fair distance as it erupts in flames, bouncing off enemies to damage them. The Black Puffle's flames will burn out once it hits a wall or another enemy.
Up Special: Jet Pack, or the Jetpack 3000, is a piece of equipment developed by Gary the Gadget Guy. Penguins wearing the Jet Pack can use the device to fly through the sky, and it is needed to participate in the Jet Pack Adventure minigame within Club Penguin. Members of the Elite Penguin Force often must use the Jet Pack during their missions - the most notable example of the EPF using it comes in the form of the Jet Pack Guy, who always has it equipped - and it is powered either by filling it with Jet Pack Fuel or a combination of Cream Soda and Hot Sauce. In Super Smash Bros. the Penguin will equip the Jet Pack and use it to fly upwards. The player will ascend as long as the button is held, but the Jet Pack will run out of fuel should it be used too long - the amount of such is denoted by a bar present on the side of the machine. Should the Jet Pack's fuel reserves empty the Penguin will fall helpless, but if the Jet Pack is unequipped they will not. The Jet Pack can be re-equipped as well before touching the ground if they had not used all of its fuel previously, though it will only have the remaining amount of fuel from their last use.
Down Special: Bean Counters is a minigame present in Club Penguin, accessible by interacting with bags of Java Beans within the Coffee Shop. Bean Counters has the player needing to catch bags of Java Beans as they are thrown out of the back of a truck, while also dodging other obstacles such as Fluffy the Fish, anvils, and flower pots, and bring them to the receiving platform. In Super Smash Bros. the Penguin instead takes the role of the unseen character from within the truck: the Penguin will summon a Java Bean bag and throw it forwards a short distance. While it doesn't travel far, the bag will deal a significant amount of damage to and spike airborne foes should it be thrown off a ledge. There is a small chance that the Penguin will not throw a Java Bean bag but instead Fluffy the Fish, who falls at a slower speed and deals less damage to foes, but travels a further horizontal distance.
Final Smash: Popcorn Bomb was a device created by Herbert the Polar Bear, and used against the predecessor to the Elite Penguin Force, the Penguin Secret Agency, in May 2010. The Popcorn Bomb was a time bomb that released an extraordinary amount of popcorn upon detonation; it released so much popcorn that the Ski Village, Sports Shop, PSA Headquarters, and the Command Room were all completely filled with the food and the PSA Headquarters was so badly damaged that it was taken out of commission. In Super Smash Bros. the Penguin summons the Popcorn Bomb and it detonates a short moment later, detonating in a massive explosion and creates a mountain of popcorn that fighters can use as a solid platform for the short period of time it remains on the stage before receding.
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The Penguin's entrance animation sees the Club Penguin loading icon - two white arrows placed that curve into a circle that rotates around - appear on the stage, before the Penguin appears in its place, simply popping in, a moment later.
The Penguin's taunt sees them perform the popular Dance gesture from Club Penguin. The Penguin will continue dancing indefinitely, and will stop should they take damage or when any other action is performed.
The Penguin's victory theme is a faster, and more surf rock-based, remix of the opening of the Coffee Shop theme from Club Penguin.
The Penguin's victory animations are as follows: the Penguin performs the same Dance that they do for their taunt; with a boombox placed down next to them, the Penguin breakdances; the Penguin, wearing a yellow hard hat, pulls out the Jackhammer 3000 and uses it to drill into the ground.
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Phoenix Wright is a defence attorney and the main protagonist of the Ace Attorney series. He is the current manager of the Wright Anything Agency, which employs both defence attorneys and, due to his adopted daughter being a magician, other theatrical talents. Phoenix's agency was founded by his mentor and former-boss Mia Fey, who was murdered one night after he went home. Since then, Phoenix has earned quite a reputation as a defence attorney capable of overcoming all odds in order to arrive at the truth, even should this truth not be in his favour. As a defence attorney, Phoenix has worked alongside and against a variety of different interesting individuals, from the spirit channeler Maya Fey, to the defence attorneys he employs (Apollo Justice and Athena Cykes).
First appearance:
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Phoenix Wright: Ace Attorney (2001)
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Hold It!
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Missile
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Sneeze
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Examine
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Verdict
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Neutral Special: "Hold It!" is one of the many speech bubbles to appear in the Ace Attorney series, and one of the three speech bubbles to appear in the original Ace Attorney game (the others being "Take that!" and the much more well-known "Objection!"). Phoenix Wright and other characters often yell out "Hold It!" when interrupting courtroom proceedings or a witness' testimony. In Super Smash Bros., Phoenix will point his finger forwards dramatically as he yells "Hold It!", the speech bubble appearing. Both his point and the speech bubble deal damage and can knock away foes. Once Phoenix's down special move, Examine, has been used, Hold It! turns into Present. Present simply sees him throwing whatever evidence he had collected forwards in a suitcase, which is larger depending on how many items he has collected.
Side Special: Missile, in real life, is the name given to the Pomeranian dog owned by Shu Takumi, the creator of the Ace Attorney series; this Pomeranian appears as a character in one of Takumi's other works: Ghost Trick: Phantom Detective. In the Ace Attorney series, Missile is a Shiba Inu police dog that Phoenix Wright and prosecutor Miles Edgeworth have both employed during the series. In Super Smash Bros., Phoenix will throw missile forwards, who will deal damage to those he hits. If used in the air, Missile will not travel as far forwards, though comically hover in the air for a moment with his feet kicking wildly before falling, dealing minor damage to foes that touch him while kicking his legs and while he falls.
Up Special: A Sneeze is an act caused involuntarily due to irritation on the inside of one's nostril(s). In the first episode of Phoenix Wright: Ace Attorney: Trials and Tribulations - Turnabout Memories - Phoenix Wright (who at the time is attending college) is sick with a cold and violently sneezes various times while being cross-examined by his future-employer Mia Fey. In Super Smash Bros., Phoenix Wright has a particularly violent sneeze which propels him upwards a short distance, while also dealing damage to those who are around him (the sneeze itself is shown as three jagged action lines that protrude downwards from his face, and these are what deal damage to foes). Interestingly, this attack can also reflect projectiles.
Down Special: Examine is one of the main commands players can use while in the Investigation phase of Ace Attorney games; this action must be used to look around the surroundings to gather evidence or look at particularly interesting items. In Super Smash Bros., Phoenix quickly crouches down and scrounges about before holding out a random item (this item can be a number of different things, including his cell phone, his tuque from Apollo Justice: Ace Attorney, a coffee mug, a miniature statue of The Thinker, and Trucy's magical undergarments). Phoenix can carry up to three items; if used again, he will crouch down but not find anything. The player can discard this evidence with the Present attack.
Final Smash: Verdicts are handed out by the presiding judge at the end of each Ace Attorney trial, with most wanted verdicts being "Not Guilty"; only one case in the series sees the player trying to get a "Guilty" verdict, though this same verdict will also be carried out should the player's Confidence Gauge (health) be depleted. In Super Smash Bros., Phoenix Wright yells out "Objection!" (accompanied by the speech bubble) while dramatically pointing forwards. Should a fighter be hit by his "Objection!" speech bubble, they will be thrown into a mini cinematic in which the giant nightmarish judge from the Phoenix Wright: Ace Attorney: Justice For All episode "The Lost Turnabout" will slam his large gavel into the ground, flattening whatever fighters Phoenix previously knocked into this cinematic, launching them away and dealing massive damage.
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Phoenix's entrance animation sees him hurriedly run onto the stage before slouching over and putting his hands on his knees to catch his breath.
Phoenix's taunt sees him hold out a stack of papers in one hand, while he taps it with his other. As he does so, he says one of a variety of lines, including "Take this!", "This is the answer!", "Hold on...", and "The evidence suggests... this!".
Phoenix's victory theme is a direct rip of the opening of the "Objection! 2016" theme from Phoenix Wright: Ace Attorney: Spirit of Justice.
Phoenix Wright's victory animations are as follows: Maya Fey runs up to Phoenix and begins to jump up and down happily as Phoenix puts one hand on his hip and wipes at his head abashedly while saying "Case... closed?" hesitantly; Missile runs around Phoenix's feet and he tries to dodge him before bending down to pet him; and Phoenix adjusts his tie before pointing forwards while yelling "Take that!".
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Pichu, the Tiny Mouse Pokémon, is an Electric-type Pokémon and the pre-evolution of the Pokémon series' mascot, Pikachu. Numbered 172 in the National Pokédex, Pichu is a small rodent-like creature who carries enough electricity within its body to damage itself. Because it is still a developing Pokémon, Pichu's electricity can have unpredictable and spontaneous releases, such as when Pichu is surprised.
First appearance:
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Pokémon Gold and Silver Versions (1999)
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Thunder Jolt
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Skull Bash
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Quick Attack
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Thunder
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Volt Tackle
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Neutral Special: Thunder Jolt is an attack not present within the Pokémon video games themselves, but was named on the original Pikachu card released as part of the Base Set of the Pokémon Trading Card Game. In Super Smash Bros., Thunder Jolt sees Pichu fire a small ball of electricity that bounces along the ground or walls. Thunder Jolt is fired out at a diagonal angle by Pichu, and the ball will bounce four times before it disappears.
Side Special: Skull Bash is a physical Normal-type attack introduced in Generation I. As its name implies, Skull Bash sees the user perform a powerful headbutt attack on their opponent, though this attack takes place over the course of two turns, with the first turn being used to "charge" the headbutt. In Super Smash Bros., Pichu flies forwards as if a missile, dealing damage on contact. The speed and distance that Pichu flies, and the damage it deals on contact, will increased should the move be charged up.
Up Special: Quick Attack is a Normal-type attack that, as its name implies, almost always sees the user attack before their opponent. In the Pokémon series, Quick Attack is a rather weak tackling move, with the fact that it has priority over most other moves being one of its sole redeeming features. In Super Smash Bros. Pichu will dash upwards (or in whatever direction the control stick is tilted) once, and then again in an upwards-forwards (or, again, in the specified direction of the control stick) angle. Unlike in the Pokémon series, Pichu leaves a faint trail of electricity when it moves, and deals very minor damage to those it passes through while the move is used.
Down Special: Thunder is a powerful special Electric-type attack introduced in Pokémon Red, Blue, and Green Versions. Throughout all of its appearances in the Pokémon series, a Pokémon will use Thunder to summon a giant lightning bolt to strike the foe from above. In Super Smash Bros., Pichu will do just this, though summon a lightning bolt to strike itself instead. This lightning bolt deals damage and, unlike Pikachu's special move of the same name, launches foes in an upwards direction as opposed to horizontal. Like Pichu's other electric-based attacks, Thunder contradicts Pichu's Pokédex entries that state that the electricity Pichu generates harms itself and thus it doesn't take damage even when struck. The lightning bolt will travel down through some platforms in its race to Pichu, though most solid platforms will stop it from doing so.
Final Smash: Volt Tackle is a physical Electric-type attack that serves as the signature move of Pichu, Pikachu, and Raichu. In the Pokémon series, Volt Tackle is, as its name implies, essentially a glorified, yet very powerful, version of Tackle that sees the user become engulfed in a large torrent of golden sparks as it charges. Starting with Pokémon Diamond and Pearl Versions, Volt Tackle also gained the ability to potentially paralyze foes. In Super Smash Bros., Pichu engulfs itself in a ball of electricity and can fly around the stage. While the player is in control of Pichu's movements, they do not have a direct influence on how it moves; rather, Pichu follows around a pivot point that the player can move around, and Pichu does so with an elastic-like movement. Pichu can travel through any solid surface for a majority of the attack, though is unable to once nearing its end. Pressing either the standard or special attack button while the move is active will see Pichu unleash a discharge of electricity, though this will cause Pichu to use up all of its electricity for a short moment, and as such will not deal damage to those that come in contact with Pichu until it recharges.
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Pichu's entrance animation sees Pichu being released from a Poké Ball, asleep, before it wakes up in surprise.
Pichu's taunt sees Pichu perform a backflip before posing as it cries out its name happily.
Pichu's victory theme is a sped-up, orchestral remix of the main menu theme from Pokémon Gold and Silver Versions.
Pichu's victory poses are as follows: Pichu lies asleep on the ground, a bubble expanding and shrinking as it breathes; Pichu strums a few notes on a light blue ukulele in a reference to the ukulele-playing Pichu from Pokémon Ranger: Guardian Signs; and Pichu angrily lets loose a discharge of electricity, shocking itself in a comical way that leaves it charred and dizzy.
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Piglin is a species of anthropomorphic pig-like creatures introduced in the Nether Update of Minecraft: Java Edition. Native to the dimension known as The Nether, Piglins live within the pitch-black Bastion Remnants that exist embedded within the Netherrack and can often be found exploring the Nether Wastes and the Crimson Forests that make up the hellish dimension. Piglins have a particular fondness for gold and will attack anyone who should not be wearing any armour made of the ore, though they will also trade their various finds for golden treasures from the Overworld. Despite their love for the Overworld's treasures, they can not exit The Nether; doing so will unfortunately transform them into mindless zombies.
First appearance:
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Minecraft: Java Edition 1.16 (2020)
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Crossbow
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Hoglin Bash
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Strider Jockey
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Magma Cube
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Ghast
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Neutral Special: Crossbow is a ranged weapon first introduced in the 1.14 update of Minecraft. Similar to the Bows that were introduced into the game previously, Crossbows can fire arrows a great distance, hitting enemies before they have a chance to get close to the player. Unlike Bows, the Crossbow must be fully charged before an arrow is fired, though the Crossbow is stronger and fires its projectiles a greater distance. Like in Minecraft the Crossbow is technically a two-use move in Super Smash Bros.: by pressing the special move button the Piglin will load an arrow into the Crossbow and store it; which can then be fired at any time afterwards; this is provided the Piglin is not KO'd however, as doing so resets the Crossbow. The Piglin can move around while it loads the Crossbow, though it is unable to attack while doing so. If the player holds the special move button down instead of simply pressing it, the Piglin will be unable to move while loading the Crossbow but instead load a Fireworks Rocket instead of an arrow. The Fireworks Rocket does not fly as far as the arrow though acts as its opposite: instead of focusing on dealing damage, the Fireworks Rocket explodes after travelling a short distance to launch enemies away. If the Piglin is hit while loading the Fireworks Rocket it will instead drop its item and the loading will fail.
Side Special: Hoglin Bash is an attack that makes heavy use of the Hoglin species that lives within The Nether alongside Piglins. Hoglins are a species of hostile creatures that attack the player when they get close enough, though only serve to provide the player with porkchops and leather should they be defeated. Though they can not be ridden in Minecraft, this is what the Piglin does in Super Smash Bros.: summoning a Hoglin, the Piglin rides atop its mount as the creature dashes forwards quickly, ramming enemies to deal great damage to them. However, while a strong attack, the Hoglin will run off ledges and take the Piglin with it, as its rider only jumps off the Hoglin after a set period of time. If the player uses a Zombie Piglin alternate costume, the Hoglin will appropriately change into its zombified counterpart: a Zoglin.
Up Special: Strider Jockeys are a variant of Piglins that appears in Minecraft. A counterpart to the Spider Jockeys that can be found within the Overworld, Strider Jockeys are Zombified Piglins that ride atop the Striders that live within The Nether's seas of lava. Striders can be ridden atop by both players and Zombified Piglins by equipping them with saddles, and the Striders will follow its rider's directions as they hold a Warped Fungus on a stick. In Super Smash Bros. This acts as a sort of tether recovery, as the Piglin will summon a Strider beneath it and pull out a fishing rod (withour a Warped Fungus on its end). Using the fishing rod, it will attempt to latch onto a nearby ledge, and then pulls itself and the Strider it rides atop towards the edge of the stage. Unlike other tether recoveries, the Piglin will then throw itself up over the ledge and into the air, pushing the Strider down into the ground to deal damage to enemies below it and jumping off a short distance into a pseudo-helpless state. If there is no ledge near-enough to the Piglin and the Strider, they will instead crash downwards at a high speed, essentially acting as a ground pound.
Down Special: Magma Cubes are a species of slime-like creatures that reside within The Nether. Fiery monsters that love the dimension's lava, the Magma Cubes famously hop up and down trying to stomp down upon their enemies, doing so due to their lack of limbs. In Super Smash Bros. the Piglin hops atop a Magma Cube as it hops upwards a fair distance, dealing minimal damage to any enemy they may jump through. The Magma Cube jumps in an arc, dealing damage with a stomp attack should it land on the ground, turning into bits of magma cream as it does but also dealing a fair bit of damage in the process. It can be used as an alternate recovery option as the Magma Cube jumps up a great distance, though the Piglin can not climb off the Magma Cube until it lands and is subsequently defeated.
Final Smash: Ghasts are large jellyfish-like creatures and some of the strongest enemies present in Minecraft. Ghasts are very strong creatures that fly through the skies of The Nether, shooting fireballs at anything that it deems a threat, destroying them and the scenery around them. In Super Smash Bros. the Piglin surrounds itself in blocks of Cobblestone as it drops a Ghast spawn egg on the ground, summoning a Ghast. The Ghast can then be controlled for a short period of time, flying through any platforms on the screen. Using either of the special or standard attack buttons the player is capable of firing heavily damaging fireballs that explode as they come in contact with a platform. After a short period of time, the player will lose control of the Ghast and it will fly off the screen, giving player control of their Piglin as it destroys its Cobblestone cage.
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Half of the Piglin's alternate costumes transform it into a Zombified Piglin. The announcer addresses them as separate characters though they share all moves, voice clips, and even crowd chant.
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Piglin's entrance animation has it walk out of a Nether Portal and look left and right before raising its Golden Sword, the Nether Portal disappearing behind it.
Piglin's taunt sees it perform its celebratory dance from Minecraft for a few seconds.
Piglin's victory theme is a small portion of the opening of the song Torn Acinder from the Flames of the Nether expansion for Minecraft Dungeons.
Piglin's victory animations are as follows: the Piglin, alongside two others, perform the same celebratory dance that acts as its taunt as they all look down on a golden ingot; the Piglin rides on a Strider, slowly guiding it into the centre of the screen with a Warped Fungus on a stick, before just looking at the camera for a moment then continuing on its way; and the Piglin destroys a Jack O'Lantern that sits on the ground then turns to the camera and puts it on its head, swinging its sword wildly.
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Pikachu, the Mouse Pokémon, is an Electric-type Pokémon that takes the spot of 025 in the National Pokédex. Pikachu is a small rodent-like creature and the overall mascot of the Pokémon multimedia franchise, as well as the mascot of The Pokémon Company, who owns it. Within the Pokémon series, Pikachu evolves into Raichu when exposed to a Thunder Stone, and evolves from a Pichu when it is levelled up when it has a deep bond with its trainer. All three members of Pikachu's evolution family are pure Electric-type Pokémon, and as such have the ability to use a variety of electricity-based attacks in battle. Like some other Pokémon, female Pikachu differ in appearance slightly from male Pikachu: female Pikachu have a small indent in their tail to make it appear heart-shaped; thus, two of Pikachu's alternate costumes are of a female Pikachu.
First appearance:
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Pokémon Red and Blue Versions (1996)
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Electro Ball
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Iron Tail
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Volt Switch
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Thunder
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Catastropika
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Neutral Special: Electro Ball is a special Electric-type attack that was introduced in Pokémon Black and White Versions. In the Pokémon franchise, Electro Ball takes the speed stat of both the user and the target into account in order to determine its power; should the user have a significantly higher speed stat than their target, the attack will be much more powerful than should they have near-equal stats. In Super Smash Bros., Pikachu simply fires a ball of electric energy forwards, that explodes after travelling a short distance into a spark that traps foes before launching them away.
Side Special: Iron Tail is a physical Steel-type attack that was introduced in Pokémon Gold and Silver Versions. Within the Pokémon series, it is a powerful attack that has the possibility of lowering the target's defence stat by one level. In Super Smash Bros., Pikachu performs a front flip in a forwards direction, ending the flip with a powerful meteor smash tail attack.
Up Special: Volt Switch is a special Electric-type attack introduced in Pokémon Black and White Versions. When used in the Pokémon series, the attack has the user first deal damage by firing an electric charge at their opponent before returning to their Poké Ball, allowing another Pokémon to take their place in battle. Similarly in Super Smash Bros., Pikachu will fire an orb of electricity in a downwards direction when airborne, before backflipping away from it. If used on the ground, Pikachu will instead fire a smaller orb of electricity forwards, but will still backflip away from it. In both cases, Pikachu's backflip has him enter a pseudo-helpless state, in that it can still use standard attacks but not special attacks until it hits the ground once more.
Down Special: Thunder is a powerful special Electric-type attack introduced alongside Pikachu in Pokémon Red, Blue, and Green Versions. In the Pokémon series, the attack sees a Pokémon summon a bolt of lightning from the heavens to strike their foe, and non-Electric-type Pokémon hit by the attack may be paralyzed by such a strike. In Super Smash Bros., this attack is similar in that Pikachu summons a bolt of lightning from the heavens, but to strike him. The attack does not hurt Pikachu, but it does hurt anyone who touches the lightning bolt and those within a small radius of Pikachu. The thunderbolt can not travel through all platforms.
Final Smash: Catastropika is Pikachu's exclusive Z-Move introduced in Pokémon Sun and Moon, and is a powered-up version of the Pikachu family's physical Electric-type exclusive move Volt Tackle. Pikachu surrounds itself with electricity before pouncing forwards; should Pikachu make contact with an enemy, they will be knocked into a cinematic of Pikachu rushing through them multiple times before releasing a powerful Thunderbolt attack to knock them away.
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Pikachu's entrance animation sees him being released from a Poké Ball alongside golden sparks.
Pikachu's taunt sees him scratch his ear quizzically while muttering "Pikachu?"
Pikachu's victory theme is an orchestral remix of an excerpt of the Pokémon Red, Blue, and Green Versions main theme.
Pikachu's victory poses are as follows: Pikachu scratches at its ear playfully, before saying "Pika Pika!"; Pikachu runs around in circles before tripping over a bottle of Ketchup, which it then picks up and tries to open; and Pikachu simply remains asleep on the ground, with bubbles rising from it in a cartoony manner.
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Pink Gold Peach is a playable character from the Mario series, first appearing in Mario Kart 8. Pink Gold Peach is a metallic doppelgänger of Princess Peach, being made entirely of solid rose gold as opposed to being biological like the Mushroom Kingdom's ruler. She is thus very similar to the silver Metal Mario, who is likewise the metallic counterpart to Mario, and can be seen as his partner of sorts. These two characters share the same stats in both Mario Kart 8 and its Nintendo Switch port, being unique in that they are technically middleweight racers with the stats of heavyweight ones; they rival Bowser and Morton Koopa Jr. as some of the heaviest characters in the game.
First appearance:
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Mario Kart 8 (2014)
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Triple Green Shells
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Mushroom
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Cape Feather
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Super Horn
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Bullet Bill
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Neutral Special: Triple Green Shells is, as its name implies, an upgraded version of the Green Shell item, granting the user three Green Shells as opposed to one. Like in the Mario Kart series, using the special move in Super Smash Bros. will see Pink Gold Peach summon three Green Shells which will continually spin around her kart, which she can then fire forwards one-at-a-time by using the special move again. These Green Shells break apart when they hit a fighter, but they can bounce off walls twice before they will break apart on the third. While a solid projectile attack, the three Green Shells also act as a shield and will damage any enemy that runs into them, though also breaking apart in the process. Though Pink Gold Peach can summon Green Shells endlessly, there is a short cooldown that must take place after the final Green Shell either breaking or being fired before Pink Gold Peach can summon more; thus she can never have more than three Green Shells on the screen at a time.
Side Special: Mushrooms are a common type of item within the Mario franchise, appearing in a number of different roles depending on the genre of game. In the Mario Kart series, Mushrooms can be used to give a racer a small boost, allowing them to cross off-road terrain without slowing down. In Super Smash Bros. Pink Gold Peach produces a Mushroom and activates it, which causes her to speed forwards at a high speed and damage any enemy she crashes into. While the Mushroom propels her a great distance forwards at high speeds, Pink Gold Peach will continue travelling forwards even should she reach a ledge.
Up Special: Cape Feather is a power-up that first appeared in Super Mario World, though later appeared as an item in Super Mario Kart and the Battle Mode of Mario Kart 8 Deluxe. While the original power-up granted Mario and Luigi capes that would allow them to glide through the air, the Mario Kart incarnation instead propels the user into the air, allowing them to jump over obstacles. In Super Smash Bros. Pink Gold Peach will use the Cape Feather to do just that, launching herself a fair distance upwards before falling in a pseudo-helpless state.
Down Special: Super Horn is a type of item that has made several appearances in the Mario Kart series ever since its debut in Mario Kart 8. A small red block with a horn protruding from it, the Super Horn is unique in that it is the only item capable of destroying the dreaded Blue Spiny Shell that targets first place; thus it is the rarest item that the current leader of the race can acquire. In Super Smash Bros. the Super Horn appears above Pink Gold Peach and releases a small shockwave around her. Though this shockwave deals little damage, it deals a fair amount of knockback and launches foes directly upwards. Though it is unable to destroy items as it can in the Mario Kart series, the shockwave will also destroy any projectiles within its range.
Final Smash: Bullet Bill is a common enemy in the Mario series that first appeared in Super Mario Bros. Ever since their Mario Kart debut in Mario Kart DS, the Bullet Bill has served as one of the best items in the series as it will transform the user into the enemy and travel automatically along the course at a high speed, knocking away any other racers that may be in its path. In Super Smash Bros. Pink Gold Peach will transform into a Bullet Bill and dash around the stage in a zig-zag pattern - passing through any platforms - at a high speed, dealing massive damage and knockback to any fighter she may come in contact with.
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Pink Gold Peach's entrance animation has a Lakitu pull Pink Gold Peach and her kart up onto the stage with a fishing pole, dropping her onto the ground before flying off.
Pink Gold Peach's taunt sees her toss a Coin Box into the air, which spews out coins. These coins are purely cosmetic and can not be collected; they will instead fall into the background of the stage and disappear.
Pink Gold Peach's victory theme is a direct rip of the theme that plays on the "Congratulations!" that the player visits at the end of all races or battles in Mario Kart 8 and Mario Kart 8 Deluxe. The song will continue looping indefinitely on the victory screen just as in those games.
Pink Gold Peach's victory animations are as follows: Pink Gold Peach drifts in a circle before drift boosting forwards, holding the Special Cup trophy (using its design from Mario Kart 8) up in the air with one hand as she does so; Pink Gold Peach transforms into a Bullet Bill and does a loop-de-loop up through the air, transforming back to normal as she lands on the ground with a wave; and Pink Gold Peach juggles three Mushrooms with one hand, but drives into a Banana Peel and drops them down onto the ground around her.
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The Piranha Plant is a species of vicious plants that grow around the Mushroom Kingdom. Throughout the Super Mario series, the Piranha Plants are often hazards that stand in the way of Mario and Luigi as they try to rescue Princess Peach, popping out of the kingdom's pipes at certain intervals. Ever since their debut in Super Mario Bros. the Piranha Plants have always been fairly difficult creatures to deal with, as, while they can be defeated by the Fire Flower's fireballs, they retreat back into their pipes and can make them difficult to hit. It is unknown whether Piranha Plants are allied with the Koopa Troop or simply neutral in the battles against them and the Mushroom Kingdom's heroes, though they are often used as items or even planted as if they were normal flowers.
First appearance:
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Super Mario Bros. (1985)
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Spiked Ball
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Poison Breath
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Jumping Piranha Plant
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Elasto Piranha
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Piranha's Pursuit
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Neutral Special: Spiked Balls are a weapon used by the Ptooie enemies that first debuted in Super Mario Bros. 3. Ptooies are a subspecies of Piranha Plant whose stems split in two to act as legs for them to walk around with. Ptooies attack by propelling these spiked balls above their heads by blowing upwards. In Super Smash Bros. the Piranha Plant will mimic the Ptooie's actions from its appearances in the Super Mario series, blowing a spiked ball up into the air. When the special move button is held down, the move can be directed left or right to have the Piranha Plant knock this spiked ball to either side. When the special move button is tapped, the Piranha Plant will instead launch the spiked ball high into the air with a gust of breath.
Side Special: Poison Breath is one attack used by the Putrid Piranha Plant from Paper Mario. The Poison Breath attack deals a minimal amount of damage to Mario and his allies, but it can poison them to continue affecting them over time. In Super Smash Bros. the Piranha Plant spews a poisonous burst of gas from its mouth in the direction specified by the control stick. The Poison Breath deals minimal amount of damage at first, much like in Paper Mario, but will continue to do so over a short period of time. The attack's primary use is to stun the Piranha Plant's opponents, paralyzing them in place for a short moment and leaving them vulnerable to attacks.
Up Special: Jumping Piranha Plants are a subspecies of Piranha Plant that inhabit Dinosaur Island and appear throughout Super Mario World. As their names imply, the Jumping Piranha Plant will jump high into the air, chomping as it does so, which it is capable of due to its stem acting as a propeller. In Super Smash Bros. the Piranha Plant mimics the Jumping Piranha Plant's action from Super Mario World: the Piranha Plant launches out of its pot, propelling upwards as it spins its leaves as a propeller. The Piranha Plant leaves its pot behind as it jumps up, and when the move is used in the air the pot will fall downwards and can damage foes beneath them. The Piranha Plant's flight can be controlled left or right, but opponents will only be damaged from below by the Piranha Plant's chomping mouth.
Down Special: Elasto Piranha is a type of Piranha Plant that appears in Mario & Luigi: Partners in Time. The Elasto Piranha's stem appears to have elastic properties, and can stretch a fair distance from the base of its body; this subspecies is remarkably similar to the later Stalking Piranha Plant from New Super Mario Bros. Wii, whose stem also has elastic properties but its body more resembles a Ptooie's instead of being hidden in a pipe like the former. In Super Smash Bros. the Piranha Plant will lunge outwards very quickly, chomping after its stem stretches a set distance or reaches an opponent. When the special move button is held down, the control stick can be used to tilt the pot, thus adjusting the direction it will lunge out. Holding down the special move button will also increase the range the Piranha Plant's neck will grow.
Final Smash: Piranha's Pursuit is a minigame from the original Mario Party title. A 1-vs.-3 minigame, Piranha's Pursuit sees three players having to ground pound a rain cloud to make a mutant, legged Piranha Plant - who the solo player must avoid - run faster. In Super Smash Bros. the Piranha Plant summons this rain cloud and grows to become the strange, legged Piranha Plant for a short period of time. During this time, all of its special moves are powered up considerably while it has a new set of standard and smash attacks that make use of its new limbs. Additionally, though the Piranha Plant can still take damage during this time, it is immune to knockback and does not flinch from attacks, thus allowing it to take full advantage of its short transformation; though it can still be KO'd by falling or running past the blast lines on purpose.
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Piranha Plant's entrance animation sees its brown pot already sitting on the stage, and the Piranha Plant lunges out of it and chomps towards the screen a few times.
Piranha Plant's taunt sees it slowly rise up from its pot, facing straight upwards and chomping repeatedly, before retreating back down into it. This is a reference to the animation it performs as it exits a pipe in Super Mario Bros.
Piranha Plant's victory theme is a direct rip of the opening of Petey Piranha's theme from Mario Striker Charged, with a new ending flourish.
Piranha Plant's victory poses are as follows: Piranha Plant hops up as it spins around in its pot, landing as it chomps towards the screen; Piranha Plant chomps multiple times towards the screen, cracking a sly smile after doing so; and Piranha Plant sits asleep, a bubble rising from above its mouth as it snores.
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Pit is the main protagonist of the Kid Icarus series of video games. Inspired by Icarus, the character from Greek mythology, Pit is an angel that is unable to fly on his own for long periods of time. In the Greek myth pertaining to Icarus, he and his father - the skilled craftsman Daedalus - attempt to escape the island of Crete using wings made of wax and feathers, which burn up (and cause the two to perish) when they fly too close to the sun. Similarly, Pit is only able to fly whenever the Goddess of Light, Palutena, grants him the ability to; though using this power for extended amounts of time could cause his wings to burn up in a similar manner to Icarus. Pit is the captain of Palutena's Centurion guard and is often tasked with saving his home of Skyworld from the Underworld Army's attacks.
First appearance:
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Kid Icarus (1986)
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Palutena Bow
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Upperdash Arm
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Power of Flight
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Guardian Orbitars
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Three Sacred Treasures
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Neutral Special: Palutena Bow is Pit's signature weapon, which can be unlocked in Kid Icarus Uprising by clearing Chapter 24 within 11 minutes. In Super Smash Bros., Pit fires a blue arrow from the bow forwards, which he can maneuver up or down slightly. Pit can also charge the bow by holding the button downwards, which increases the speed and distance it travels, while also decreasing its maneuverability. While charging, the player can also tilt the control stick upwards to have Pit fire the arrow upwards as opposed to in front of him.
Side Special: Upperdash Arm is a weapon from Kid Icarus Uprising and is, despite needing to be unlocked by clearing Chapter 17 within 18 minutes on Intensity 7.5 or higher, one of the most recognizable Arm-type weapons in the game. In Super Smash Bros., Pit will dash forwards while wielding the Upperdash Arm, performing an upwards swing after travelling a set distance. Should he come in contact with an opponent, he will stop moving and hit them wherever they may be. If used in the air, Pit will fall helpless after travelling or hitting a foe. The Upperdash Arm will also reflect projectiles should Pit dash into them.
Up Special: Power of Flight is a power that Palutena (and, in some cases, Viridi) can grant to Pit throughout the Kid Icarus series, with its usage being heavily featured in Kid Icarus Uprising. While in Kid Icarus Uprising Palutena is capable of granting Pit the power for up to 5 minutes before his wings burn up, in Super Smash Bros. Pit instead is blasted upwards quickly a fair distance as his wings glow blue with Palutena's power.
Down Special: Guardian Orbitars are a type of Orbitar weapon from Kid Icarus Uprising. In Uprising, the Guardian Orbitars are unlocked by narrowly avoiding a total of 25 shots in air battles. In Super Smash Bros., Pit will use the Guardian Orbitars to summon two large shields on either side of him for a split second, which will reflect any projectile that hits them. The Orbitars will also push away nearby foes, though they may break should opponents attack them enough.
Final Smash: Three Sacred Treasures are, as implied, the three strongest weapons that can be found in Angel Land: the Arrow of Light, Wings of Pegasus, and the Mirror Shield. In Super Smash Bros., Pit will equip the Three Sacred Treasures (while saying either "Equipped!" or "Bye now!") and fire wildly around the stage. After a short moment, Pit will then aim towards the heavens and fire arrows upwards that rain down across the stage.
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Pit's entrance animation sees him slowly descend from the sky while bathed in a holy light from the heavens.
Pit's taunt sees him break apart the Palutena Bow into its two blades, crouch down, twirl them, and then cross them above his head while saying "The fight is on!"
Pit's victory theme is a direct rip of the fanfare that plays at the end of any Together Mode match in Kid Icarus Uprising.
Pit's victory animations are as follows: Pit stumbles around with a large amount of hearts in his hand, dropping them as he steps before stumbling and dropping the rest; Pit jumps up into the sky, punching the air in a pose that mimics Mario's trademark pose, before realizing he can't fly and falls to the ground, stumbling forwards; and Pit flashes a smile and a peace sign.
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Plum is an amateur golfer who appears as one of the default playable characters in the Nintendo 64 title Mario Golf. Though she is not the strongest golfer in the game, Plum has remarkable control over her shots and where her ball will land. As Mario is an unlockable character in this game, she essentially serves the balanced role that he normally does.
First appearance:
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Mario Golf (1999)
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Power Drive
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Ice Club
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Note Block
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Custom Ticket
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Mario Golf
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Neutral Special: Power Drive is an attack based on the first shot golfers take at the beginning of a game of golf. From the tee, golfers ted to use their drivers to launch their ball as far as they can in order to close the distance between their starting point and the hole. In Super Smash Bros. a golf ball appears on the ground (or in the air) at Plum's feet and she hits the ball forwards; however this is not as simple as merely tapping the special move button. Rather, the same power bar from the Mario Golf series appear beneath Plum as readies her shot, and timing two presses of the special move button correctly will cause her to hit the ball with much more power, causing it to fly further and deal more damage. Additionally, should Plum hit a foe with her golf club's swing, they will also take a significant amount of damage and knockback as well. Plum's neutral special can be further modified by the use of her down special move.
Side Special: Ice Club is a technique based upon the Ice Flower. The Ice Flower is a recurring power-up from the Mario series, first appearing in Super Mario Galaxy but later being reworked for New Super Mario Bros. Wii and its later appearances. The Ice Flower transforms Mario into Ice Mario, which, in its later appearance, simply acts as an icy counterpart to Fire Mario. The power-up also appears as an item in Mario Golf: World Tour, where it would freeze the ground around the ball to bounce it further. Despite its ties to the Mario Golf series however, the attack acts completely differently in Super Smash Bros.: Plum merely slams her golf club down in front of her as it becomes enhanced with an icy wind. Should Plum slam an enemy directly with her club, the attack will freeze her target solid. Simply slamming the ground though will release a small pulse of icy energy that has a low chance of freezing foes as well, with the likelihood increasing the closer targets are to Plum.
Up Special: Note Blocks are an uncommon type of block that first debuted in Super Mario Bros. 3 that are white blocks marked with a black music note (♪). Though they sometimes contain various items like a ? Block, the Note Block's primary usage comes in the form of bouncing players away from it, allowing them to use the Note Block as a spring-like object. In Super Smash Bros. Plum spawns a Note Block beneath herself, launching her a fair distance upwards. As she ascends Plum swings her golf club upwards to hit nearby foes before she falls helpless.
Down Special: Custom Tickets were a gameplay mechanic featured in Mario Golf: Advance Tour. By redeeming one of the four types of Custom Tickets at the aptly named Custom Club Shop, players can purchase golf clubs that affect the ball in various ways. In Super Smash Bros. these Custom Tickets affect the way Plum's neutral special is performed on its next use. By tapping the down special move button she can equip one of three tickets (in addition to her default shot) which appear in the following order: Low Fly → Backspin → POW → default. Without a ticket, Plum's neutral special has her hit a golf ball forwards in a normal arc; the Low Fly ticket causes Plum's shot to fly a straighter distance, travelling at a lower height, and as such moves faster and further but deals less damage; the Backspin ticket causes Plum's ball to fly a shorter distance and less knockback but will bounce off enemies or walls, instead of despawning upon doing so, to possibly hit multiple foes; and the POW ticket causes Plum's shot to deal an insane amount of knockback and damage but only should the player perfectly time their button presses, and would act as a slower version of her normal shot should they do otherwise.
Final Smash: Mario Golf is a golfing spin-off of the greater Mario franchise developed by Camelot, and often considered the sister series to Mario Tennis. Despite using the "Mario" branding, earlier Mario Golf titles put an emphasis on original human characters rather than established Mario favourites; Plum being one of these original characters. Plum's Final Smash has her call upon the other non-Mario characters that appeared alongside her in the Nintendo 64 entry: Charlie, Sonny, Harry, and Maple. Together, all of these five golfers use their golf clubs to launch forwards a barrage of golf balls that fly at various speeds and heights for a short period of time, dealing massive damage as they pinball off walls and enemies.
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Plum's entrance animation has her already on the stage, where she is practising her golf swing.
Plum's taunt sees her adjust her golf glove before pumping her fist, saying "Here we go!"
Plum's victory theme is an upbeat remix of the victory fanfare from Mario Golf, done in a style reminiscent of songs from Wii Sports.
Plum's victory animations are as follows: Plum shouts "yippee" as she jumps up, then punches the air a few times excitedly and ends with a flourishing movement where she waves her arm through the air; Plum shuffles back and forth in a dance before saying "yes" and throwing her arms into the air; and Plum puts her hands together in front of her face before crouching slightly then putting her arms up in the air while giggling. All of these animations are based on her celebratory Hole-In-One, Birdie, and Par animations from Mario Golf, respectively.
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Pom Pom is a recurring boss from the Super Mario series, first debuting in Super Mario 3D Land. Pom Pom commonly acts as Boom Boom's partner in crime, and the strategy guide for Super Mario 3D World addresses her as Boom Boom's sister. While Boom Boom is brash, Pom Pom instead strives to be elegant and refined, though as she has trouble controlling her temper and as such comes across to most in the same way as Boom Boom. Beyond this and their similar appearances, Pom Pom and Boom Boom are very different in most other ways: while Boom Boom prefers fighting with his brute force, Pom Pom instead relies on weaponry such as boomerangs and shurikens, and the art of ninjutsu to trick her foes.
First appearance:
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Super Mario 3D Land (2011)
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Pink Suriken
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Pomjutsu
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Shell Slam
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Boomerang Bow
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The Bullet Bill Express
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Neutral Special: Pink Shurikens are Pom Pom's main weapon of choice in Super Mario 3D World. Pom Pom's shuriken is large in size and has an equally-large red bow present on it; the clones of Pom Pom that she can create lack this bow, giving away which are doppelgängers. Pom Pom's giant shuriken is used as a projectile in Super Smash Bros. and will travel through enemies before disappearing in a cloud of smoke before it reappears in her hand. As she only keeps a single shuriken on her person at all times, the player must wait until it disappears before they can use this move again.
Side Special: Pomjutsu is a move based upon Pom Pom's use of ninjutsu in Super Mario 3D World. In the aforementioned title, Pom Pom's battles see her often travelling around the room in puffs of pink smoke or creating clones of herself through the use of special hand gestures. The technique in Super Smash Bros. is based on the former of those abilities: Pom Pom will transform into a pink cloud and travel forwards a fair distance before returning to her normal form to deal damage with a spin attack. As the special move button is held down, the player is able to control Pom Pom's path a slight amount, and increases the distance she travels a short amount.
Up Special: Shell Slam is based on a technique uses in her battles against Mario in Super Mario 3D Land. Retreating into her shell, Pom Pom will spin into the air before crashing into the ground with enough force to rock the airship she commands. In Super Smash Bros. this maneuver is very similar to its original appearance: Pom Pom will fly upwards at an angle before crashing straight downwards, spiking foes on her descent and releasing a small radial burst upon crashing into the ground that deals slight damage and can trip foes close enough to her.
Down Special: Boomerang Bow is inspired by Pom Pom's usage of large boomerangs during the events of Super Mario 3D Land. These boomerangs are essentially identical in design and usage to those used by Boomerang Mario and the Boomerang Bro. enemies, flying forwards a fair distance before returning back to herself. In Super Smash Bros. Pom Pom will throw a boomerang forwards, though unlike her shuriken, the boomerang will halt and return to her upon making contact with an enemy. The shuriken will also collect the first item it may hit, bringing it back to her on its return. Unlike her neutral special move, Pom Pom can have up to two boomerangs on-screen at once, though they can collide with each other, and will shatter should they do so.
Final Smash: The Bullet Bill Express is the "castle" level of World 3 in Super Mario 3D World, and the first level where Pom Pom is fought in that title. The Bullet Bill Express is a copper-coloured locomotive with the front of the train being based upon a Banzai Bill, with one of Bowser's bracelets circling around its end. Promotional artwork of Pom Pom, as well as Boom Boom, depict the two atop The Bullet Bill Express. In Super Smash Bros. Pom Pom will disappear in a puff of pink smoke before a reticle (based upon Bowser's face emblem) appears overlaid on the screen. The player can aim the reticle, and by pressing the standard or special attack button, or waiting a short amount of time, Pom Pom will come charging through the background while atop The Bullet Bill Express, damaging all those that come in contact with the train. Any opponent the train comes in contact with will take substantially more knockback than damage, and should any of her targets' damage percentages exceed 90% then they will be instantly KO'd as they are thrown into the screen by the speeding locomotive.
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Pom Pom's entrance animation sees her appear in a pink puff of smoke, before she holds her giant shuriken up above her head with her right hand while her left hand is held out in front of her.
Pom Pom's taunt sees her perform a hand gesture, before disappearing and reappearing in a pink puff of smoke.
Pom Pom's victory theme is a bombastic, and slightly extended, version of the opening of her battle theme from Super Mario 3D Land.
Pom Pom's victory animations are as follows: three Pom Poms stand in a line, and the two clones of the Koopa throw their shurikens into the air before disappearing into smoke, leaving the one in the centre holding her shuriken above her head with a crude smile; Pom Pom jumps into the air, performs a front flip, and lands with her hands above her head, as if a cheerleader; and Pom Pom throws her boomerang and it spins around her body several times before she performs a spin and holds the boomerang up in the air after catching it.
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Professor Chops is an intellectual pig who goes out of his way to assist the Kong family throughout some of their adventures. Despite his apparent partnership and friendship with the Kongs, little is actually known about Professor Chops, with Cranky Kong going out of his way to question who this pig is. Chops teaches the Kongs how to move around levels, and also mans the many checkpoint stands stationed around Donkey Kong Island and its neighbours during the events of Donkey Kong Country Returns and Tropical Freeze.
First appearance:
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Donkey Kong Country Returns (2010)
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Squitter the Spider
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Enguarde the Swordfish
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Rattly the Rattlesnake
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Parry the Parallel Bird
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First Class Friends
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Neutral Special: Squitter the Spider is one of the four Animal Buddies introduced in Donkey Kong Country 2: Diddy's Kong Quest. Squitter is a large orange spider that wears white sneakers on each of his eight legs. Once freed from a crate, Diddy and Dixie can use his webs to defeat enemies or create temporary platforms, allowing them to defeat otherwise invincible foes or reach distant areas. In Super Smash Bros. Professor Chops summons Squitter, who fires a ball of webs from his mouth. Though the web does little damage on its own and merely serves to stun enemies. By holding down the special move button however, Squitter will release a larger ball of webs that remains connected by a string to his mouth. Though this second use of the move doesn't deal damage it does act as a tether grab, as, should the web stick to an enemy, Chops will pull the web string and pull his target over his head, slamming them into the ground.
Side Special: Enguarde the Swordfish is one of the Donkey Kong series' most recurring Animal Buddies, first appearing in Donkey Kong Country and appearing in all of its successors up until Donkey Kong Country Returns. Enguarde allows the Kongs who free him to swim around underwater with ease, and carries them around at a great speed. For his Super Smash Bros. appearance, Chops summons the swordfish and grabs on to the fin on his back as he swims forwards through the air at a high speed. The tip of Enguarde's bill acts as a sweetspot that deals great damage to foes, though simply touching the fish is enough to deal damage.
Up Special: Rattly the Rattlesnake is a snake who coils his body up in a spring-like fashion. First appearing in Donkey Kong Country 2, Rattly's spring design allows the Kongs who free him to jump high through the air. For Professor Chops' recovery move in Super Smash Bros., he summons Rattly, who bounces high upwards and carries Chops a fair distance. Rattly will remain around until Chops touches the ground again, but he can not perform any attacks while on his back, essentially making this identical to entering a normal helpless state.
Down Special: Parry the Parallel Bird is one of the two Animal Friends to debut in Donkey Kong Country 3: Dixie Kong's Double Trouble, and appears to serve as this game's counterpart to Squawks the Parrot. Once Dixie Kong or Kiddy Kong free Parry from his wooden prison, Parry will mimic the player's movements as he flies along the top of the screen, allowing the Kongs to use him to pick up items that are too high for them to normally reach. In Super Smash Bros. Parry acts as a sort of boomerang - Professor Chops will summon Parry and he will fly forwards, dealing damage on contact with enemies that may come in contact with him. Parry will always travel a set distance, only halting should he be hit by an opponent's attack or should a wall be in the way. After travelling this distance, Parry will turn around and fly back towards Chops. The bird can also pick up items that he may come across, dropping them at Chops' feet as he gets close.
Final Smash: First Class Friends is the name given to the Animal Friends in the cast roll of Donkey Kong Country 3: Dixie Kong's Double Trouble. This game included six of these animal allies: Squawks and Quawks the parrots, Enguarde the Swordfish, Squitter the Spider, Ellie the Elephant, and Parry the Parallel Bird. In Super Smash Bros. Chops summons a minecart, which rushes a fair distance forwards at a high speed. Any opponent hit with this minecart are then launched into a cinematic where Chops' foes are stampeded upon by a number of different Animal Friends including the aforementioned Squitter and Ellie (and Squawks, who merely flies overhead however), as well as Rambi the Rhino, Expresso the Ostrich, Winky the Frog, Hoofer, and the previously-unused ram ally from Donkey Kong Land named Ram Bunkshus. After all of these animals run through the cinematic, it cuts back to the battle, where Chops' targets are sent flying.
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Professor Chops' entrance animation has a Continue Point from Donkey Kong Land already on the stage, sparkling, before it flips around and Chops jumps out of it before the mirror-like object disappears.
Professor Chops' taunt sees him pull out a checkered flag and wave it around happily before putting it away.
Professor Chops' victory theme is a jazz remix of the first part of the Bonus Room Blitz theme from Donkey Kong Country.
Professor Chops' victory animations are as follows: Chops, in his Checkpoint stand from Donkey Kong Country: Tropical Freeze, waves a flag around before pointing it at the camera; Squawks the Parrot lands on Chops' head, and the pig spins around in a circle with his flag held outwards; and Chops jumps up and down on a crate, which breaks open to reveal Expresso, who catches the surprised pig on his back with a cheerful glance.
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Purah is a character that appears in The Legend of Zelda: Breath of the Wild. Despite her childish appearance, Purah is actually over 120 years old and the older sister of Impa. Purah resides in Hateno Village, where she researches the ancient Sheikah technology, specifically the Sheikah Slate tablet and its mystical runes. Her appearance being the result of an experimental age-reversing rune she created and, lacking anyone besides her assistant Symin to test the rune on, decided to use it upon herself. When Link was fatally wounded 100 years prior to the beginning of Breath of the Wild, Purah was the one to place him in the Chamber of Resurrection to undergo a slow healing process.
First appearance:
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The Legend of Zelda: Breath of the Wild (2017)
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Ancient Arrow
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Cryonis
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Ancient Bladesaw
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Remote Bomb
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Guardian
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Neutral Special: Ancient Arrows are one of the six types of arrow present in The Legend of Zelda: Breath of the Wild, alongside basic wooden arrows, fire arrows, ice arrows, bomb arrows, and shock arrows. Ancient Arrows were designed to deal a significant amount of damage to Guardians and other ancient technology-based enemies, and Link can craft these arrows from Robbie's robot assistant Cherry at the Akkala Ancient Tech Lab. In Super Smash Bros. Purah fires an Ancient Arrow using an Ancient Bow. The attack can be charged up the attack by holding down the special move button, increasing the damage, speed, and distance of the arrow. When the arrow comes in contact with an opponent it will explode in a blue, circular discharge of energy, though this is simply an aesthetic design.
Side Special: Cryonis is one of the four original runes that Link is tasked to obtain before he is capable of leaving the Great Plateau. The Cryonis rune allows Link to create a pillar of ice in any pool of water, which he can then climb up and use as a platform to cross water or block incoming attacks. Link is only capable of creating up to three Cryonis pillars at one time; the earliest one spawned will be destroyed upon trying to create a fourth. In Super Smash Bros. Purah will create a Cryonis pillar in front of her, which will act as a wall or platform that fighters can use to their advantage. The Cryonis pillars can be destroyed by any fighter, and a pillar will be destroyed automatically after a certain amount of time. Unlike in Breath of the Wild, Purah can only have one Cryonis pillar at one time. The attack can not be used in the air, though if Purah is close-enough above a platform she will create one right below her.
Up Special: Ancient Bladesaw is one of the "Ancient"-type weapons in The Legend of Zelda: Breath of the Wild. The Ancient Bladesaw is a large two-handed weapon that Link can obtain from the Akkala Ancient Tech Lab. In Super Smash Bros. Purah wields the Ancient Bladesaw and performs a clumsy upwards slash that sends her a very short distance upwards but deals massive damage to foes.
Down Special: Remote Bombs are one of the main weapon types in The Legend of Zelda: Breath of the Wild. Utilizing the Sheikah Slate, Link is capable of creating an unlimited amount of these bombs, which can be detonated with a second use of the rune. In Super Smash Bros., Purah spawns a Remote Bomb and can throw it around - Purah can pick it up and throw it around like an item, and while other fighters can not, they are capable of knocking it around with attacks. If the Remote Bomb is left alone for a while it will explode, but Purah is also capable of detonating them by using the special move again. Because the Remote Bomb will also damage Purah, the bomb can be detonated in mid-air to act as a sort of recovery. In Breath of the Wild, the Remote Bombs can be spawned in either a rounded or cube shape, but in Super Smash Bros. the bomb will always be the rounded version.
Final Smash: Guardians are a type of basic enemy type in The Legend of Zelda: Breath of the Wild, and is by far the most deadliest of all the non-boss opponents. The "Guardian" name actually refers to a large number of different types of enemies in Breath of the Wild, but the most common use of the name refers to the large octopus-like Guardian Stalkers. All of the Guardians were developed long ago using the ancient Sheikah technology also present in the Sheikah Slate and the many Shrines hidden around Hyrule, and were designed to take down the Calamity Ganon with no issue. The Calamity that occurred 100 years prior to Breath of the Wild happened mainly due to the Calamity Ganon using his power to take control of the Guardians and wreak havoc on the Hylians that oppose him. When Link awakes from his slumber, the Guardians still functional still aim to fight anyone who opposes Calamity Ganon. In Super Smash Bros. Purah summons and grabs onto a Guardian Skywatcher, that carries her up off the top of the screen and into the background. This keeps her safe from the Guardian Stalker that then comes crashing through from the stage's background, firing lasers at foes that deal massive damage, and flailing its legs about as it crashes through the battleground.
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Purah's entrance animation sees her appear in a stream of light blue lights, akin to the fast-travel animation from The Legend of Zelda: Breath of the Wild.
Purah's taunt sees her cheer happily as she stands on one leg and pose with her hands making two peace signs.
Purah's victory theme is a remixed excerpt of the main theme from The Legend of Zelda: Breath of the Wild.
Purah's victory animations are as follows: Purah taps on a Sheikah Slate, and accidentally summons a metallic crate that drops down right behind her and explodes, causing her to leap up in shock; Purah reads a book, which she then slams shut and looks at the screen; and a Bokoblin runs up to Purah, which she freezes with the Stasis rune, and curiously wanders around and examines.
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The Purple Wind is Wario's alter-ego and the main protagonist of Wario: Master of Disguise. Using an invention of his own creation known as the Telmet, Wario enters the world inside of the television and steals Goodstyle, the wand belonging to the master thief The Silver Zephyr/Count Cannoli. With the powers granted to him by Goodstyle, Wario, the Purple Wind, engages in a race against time as he and Count Cannoli battle to reclaim the scattered pieces of the mythical Wishstone. Incredibly agile, the Purple Wind can harbour Goodstyle's magic in order to grant him new skills and abilities, leaving behind only his motto: "Silent but deadly!"
First appearance:
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Wario: Master of Disguise (2007)
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Cosmic Wario
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Sparky Wario
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Wicked Wario
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Dragon Wario
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Genius Wario
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Neutral Special: Cosmic Wario is the first transformation, not counting the Purple Wind's outfit, that Wario obtains in Wario: Master of Disguise. Clad in a spaceman's outfit, Cosmic Wario is capable of jumping higher (and slower) than Wario's other disguises due to not being as harshly affected by the world's gravity. In addition to his floaty movements, Cosmic Wario also carries a small pistol that can fire lasers and small blue orbs of energy that can activate certain objects. In Super Smash Bros. the Purple Wind dons Cosmic Wario's outfit and fires a shot from his blaster. Holding down the special move button will have Cosmic Wario charge up the blaster and increase its width and damage output but decreasing the amount of distance it covers.
Side Special: Sparky Wario is a superhero costume that the Purple Wind obtains inside the television world. As this form's name implies, Sparky Wario possesses electrical powers - he can use the Black Gems he collects to surround himself in electricity. In Super Smash Bros. Sparky Wario's attack combines Wario's recurring shoulder charge dash attack with the electrical abilities this form possesses. In Super Smash Bros. the Purple Wario changes into his Sparky Wario attire as he throws himself forwards, his shoulder forwards, in a very short tackle that sees him become surrounded in a discharge of electricity.
Up Special: Wicked Wario is the final disguise that Wario obtains in Wario: Master of Disguise. Donning a red devil-like costume, Wicked Wario possesses the ability to fly through the air and will do so as the player blows into the Nintendo DS' microphone. In Super Smash Bros. the Purple Wind will don the Wicked Wario costume and fly upwards, punching the sky as he flies into the air before falling helpless.
Down Special: Dragon Wario is the second-to-last transformation the Purple Wind obtains in Wario: Master of Disguise. Wario wears a costume that combines elements of an alligator's head with a dinosaur-like body to mimic a dragon's appearance. Dragon Wario possesses an immunity to fire and lava, and he himself can shoot fireballs from his mouth. In Super Smash Bros. the Purple Wind dons the dragon costume and breathes a stream of fire from his mouth as he performs a spin on the spot. When used in the air, Dragon Wario will fall downwards at an increased speed, a reference to him being heavier than Wario is normally in his debut title, turning Wario's basic spin into a missile of sorts.
Final Smash: Genius Wario is one of the Purple Wind's seven transformations in Master of Disguise. The goggles that Genius Wario wears grant him the ability to see invisible items and objects, such as hidden platforms or doors, and he wields an Ultra Hand with a boxing glove attached to fight enemies. In Super Smash Bros. he utilizes the latter ability for his Final Smash: he will extend his extendable boxing glove to punch forwards once, before pulling out a comically-large one from his pocket, which he then extends forwards to deal a significant amount of damage and knockback to any in his way.
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The Purple Wind's entrance animation sees Wario fall from the sky, landing stomach-first and transforming into the Purple Wind in a puff of smoke.
The Purple Wind's taunt sees him take Goodstyle out from behind him, and wave him around angrily before putting him away.
The Purple Wind's victory theme is a techno remix of the fanfare that plays at the beginning of an episode in Wario: Master of Disguise.
The Purple Wind's victory poses are as follows: The Purple Wind flexes one of his arms before charging forwards and posing as if performing his shoulder bash; Goodstyle draws a series of glyphs on the ground (a checkmark, a circle, and a lightning bolt) before the Purple Wind jumps onto them and poses with his arms in the air while laughing; and the Purple Wind transforms back into Wario's overalls as he laughs boisterously.
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Pythagoras was a prominent Greek philosopher who lived for 75 years, who live circa 570 BC to 495 BC. Pythagoras is perhaps the most well-known teacher of the idea of metempsychosis, that every soul is immortal and merely enters a new body upon death. Some of the philosopher's other achievements come in the realm of mathematics and using it in the development in the fields of astronomy and how math relates to music. An enemy by the name of, and loosely based upon, Pythagoras appeared in Kid Icarus: Of Myths and Monsters, throwing triangular projectiles at Pit throughout the Sky Palace.
First appearance:
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Kid Icarus: Of Myths and Monsters (1991)
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Theorem Shard
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Globe-Trotting
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Apollo's Arrow
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Platonic Shield
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Pythagorean Theorem
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Neutral Special: Theorem Shard is a new name given to the attack performed by Pythagoras in Kid Icarus: Of Myths and Monsters. In his original appearance, Pythagoras would remain stationary and throw triangular projectiles at Pit - this references the real Pythagoras and the Pythagoras theorem that relates to equilateral triangles. In Super Smash Bros. he simply throws one of these small projectiles forwards, which travels a fair distance at a rapid speed before disappearig.
Side Special: Globe-Trotting is an attack based upon the fact that many Ancient Greeks attributed the idea of a spherical Earth to Pythagoras, despite a lack of evidence pointing directly to him originating it. In Super Smash Bros. this attack has Pythagoras summon a giant globe and run atop it a fair distance. As the special attack button is held down Pythagoras will continue to travel forwards, and once the button is let go Pythagoras will kick the globe forwards and jump off it.
Up Special: Apollo's Arrow is a technique based upon a legend about the mathematician Pythagoras. According to legend, Pythagoras was the son of the god Apollo, and possessed one of his arrows. This arrow was said to grant him the ability to fly, allowing him to easily cross Greece and bestow his teachings unto others. In Super Smash Bros. Pythagoras displays Apollo's arrow, which is giant in size, and uses it to fly diagonally upwards a fair distance. This attack deals damage to any who come in contact with Pythagoras as he moves, with the arrow's head acting as a sweetspot to deal more damage.
Down Special: Platonic Shield is a technique inspired by the idea of the five Platonic solids, the idea for which is sometimes attributed to Pythagoras (despite most evidence pointing towards the mathematician only being familiar with three). The Smash Bros. technique has Pythagoras using the power of mathematics to create a shield around himself for a short time, its shape appearing as one of the five Platonic solids: tetrahedron, cube, octahedron, dodecahedron, and icosahedron; this is merely aesthetic however, as the shapes do not have any gameplay differences. This shield will cover Pythagoras' body as long as the special attack button is held down and will reflect any projectile that may touch it; it also deals very minimal damage to any who may touch it upon its activation. The shield will slowly start damaging Pythagoras should it remain active for too long.
Final Smash: Pythagorean Theorem is a fundamental part of Euclidea geometry and perhaps Pythagoras' most well-known creation. The theorem declares that the sum of two squares places along the sides of a right triangle equal that of the square placed along that of the hypotenuse. The Pythagorean theorem uses the equation - aptly dubbed the Pythagorean equation - a² + b² = c² . In Super Smash Bros. Pythagoras creates a right triangle a short distance in front of him that draws in nearby enemies and traps them inside. After a short moment, three square-shaped bombs will appear along the edges of this triangle and explode to greatly damage all those trapped within it.
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Pythagoras' entrance animation sees him emerge from a small fissure in the ground, red light rising up around him. The fissure closes as he pulls himself up.
Pythagoras' taunt sees him hold out one of his triangular projectiles before shaking it, revealing four more, before putting them away.
Pythagoras' victory theme is a classical rearrangement of the opening of the Sky Palace theme from Kid Icarus: Of Myths and Monsters.
Pythagoras' victory animations are as follows: Pythagoras throws three of his triangular projectiles away from him - one to the right and two to the left - before displaying three more in his hand to the camera; a snake wraps itself around Pythagoras, and he taps it on the head comically with one of his triangular projectiles; and Pythagoras taps two of his triangular projectiles against each other in rhythm before pointing one of them up to the sky.
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Once upon a time, Rabbid Mario was just another Rabbid with a carefree (and somewhat insane) attitude. When Spawny found the SupaMerge however, he accidentally fused together this Rabbid with a replica of Mario's famous red cap, transforming him into an imposter of the Mushroom Kingdom's hero. Though he retains his playful and curious personality, Rabbid Mario tries to perfectly imitate Mario, and as such tries to act as a courageous adventurer and fearless hero; though his willingness to brag about his heroics makes him distinctly different from Mario, who originally found him frozen in a block of ice in Sherbet Desert.
First appearance:
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Mario + Rabbids Kingdom Battle (2017)
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Sam Kingfisher
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Big Blue Bopper
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Team Jump
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Excavator
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Kingdom Battle
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Neutral Special: Sam Kingfisher is the name of one of Rabbid Yoshi's Grenaduck secondary weapons in Mario + Rabbids Kingdom Battle; the design and name of the Grenaduck are an homage to Tom Clancy's Splinter Cell protagonist Sam Fisher. Rabbid Mario throws the Sam Kingfisher Grenaduck forwards a short distance, which will bounce upwards. Whenever it comes in contact with a foe, it will explode to knock away foes; if no enemy touches right after it is thrown, it will just rest on the ground for a short while, exploding when someone comes in contact with them or disappearing after a short while.
Side Special: Big Blue Bopper is the name of Rabbid Mario's default melee weapon in Mario + Rabbids Kingdom Battle. In Super Smash Bros., Rabbid Mario jumps forwards as he pulls out a hammer. If, in the middle of his jump, he comes in contact with a foe, he will smash them away with his hammer and bounce upwards a short distance before entering a helpless state. If he does not come in contact with a foe, he will slam the ground with his hammer once he lands on a platform.
Up Special: Team Jump is an important gameplay mechanic in Mario + Rabbids Kingdom Battle that allows for one character to propel themselves off them and to another part of the map. In Super Smash Bros., Rabbid Mario summons either Rabbid Yoshi or Rabbid Luigi, who throws him upwards a high distance. While he travels upwards, Rabbid Mario can not do anything, but will enter a pseudo-helpless state once he reaches the peak of his jump.
Down Special: Excavator is the name of Rabbid Peach's default secondary weapon in Mario + Rabbids Kingdom Battle. A sentry robot, in Kingdom Battle this device would slowly travel towards a specified enemy, destroying when it nears them or any other enemy in its way. In Super Smash Bros., this small device races forwards slowly before exploding after travelling a set distance. If an opponent gets in the way of the Excavator they will be pushed along by the drill on its front, taking minor damage as they are.
Final Smash: Kingdom Battle is an attack that takes a variety of different aspects of Mario + Rabbids Kingdom Battle. Rabbid Mario summons Rabbid Yoshi and Rabbid Luigi to his side, and the three attack with their default Boomshot, Bworb, and Rumblebang weapons by firing forwards in a conical way. After spraying forwards for a few moments, Rabbid Mario will scream out in anger and fire a larger blast from his Boomshot.
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Half of Rabbid Mario's alternate costumes transform him into Rabbid Peach. She plays identically to Rabbid Mario, though the announcer and crowds acknowledge them as separate characters.
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Rabbid Mario's entrance animation sees him, encased within a block of ice, spin in from the left before the ice shatters and he lands face-first in the ground.
Rabbid Mario's taunt sees him try and fire his gun before hitting it against the ground a few times while grunting in frustration.
Rabbid Mario's victory theme is a version of the Super Mario Bros. overworld theme sung by Rabbid Mario himself. An instrumental remix of the same theme additionally plays quietly beneath his singing.
Rabbid Mario's victory poses are as follows: Rabbid Mario performs the same dance he performed in the E3 2017 reveal trailer for Mario + Rabbids Kingdom Battle; Rabbid Mario fires his gun wildly in all directions before falling over; and Rabbid Mario holds a Super Mushroom and looks at it confused before trying, unsuccessfully, to shove the entire thing into his mouth. Additionally, Rabbid Peach has a single, unique victory pose: Rabbid Peach flips her hair before taking a selfie while displaying a goofy smile.
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Ragna the Bloodedge is the main central character of the BlazBlue fighting game series. He is an SS-class criminal hunted by the Novus Orbis Librarium, earning the name of Grim Reaper as he goes around destroying the NOL bases in through the 23 Hierarchical Cities. In his youth he lived with his two siblings Jin Kisaragi and Saya until the church he lived in was burned down and his arm chopped off by his brother and Yūki Terumi. Now as an adult he hunts down Yūki Terumi with the power of the Azure Grimoire that takes the form of the arm he lost, carrying the large sword and jacket of a long-deceased hero named Bloodedge.
First appearance:
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BlazBlue: Calamity Trigger (2008)
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Horizontal Blowback
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Dead Spike
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Blood Scythe
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Nightmare Edge
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Black Onslaught
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Neutral Special: Horizontal Blowback is one of Ragna's special attacks that has appeared in every entry of the BlazBlue series. When performing an uppercut, the player can combo into Horizontal Blowback. In Super Smash Bros. and BlazBlue the Horizontal Blowback attack is a quick punching maneuver that sees Ragna slide forwards a short distance as he punches. In Super Smash Bros., Ragna slides forwards while punching. When grounded, the attack can be charged up to have Ragna finish his slide with an uppercut, which knocks foes upwards and deals more damage than the normal Horizontal Blowback attack. If Ragna uses Horizontal Blowback while facing a wall, he will dash towards the wall then bounce off it back the way he came. While not the most powerful attack, the Horizontal Blowback can be performed once even if Ragna is in a pseudo-helpless state, and will not enter a helpless state if Ragna is airborne after bouncing off of a wall.
Side Special: Dead Spike is a recurring special attack that Ragna the Bloodedge is capable of performing throughout the BlazBlue series. Dead Spike sees Ragna perform an upwards swipe with his sword, releasing dark energy in the shape of one of the Black Beast's heads. This attack deals damage in different spots - the head deals damage - much more damage to shields than foes - while Ragna's sword also deals powerful knockback and damage if it hits a foe directly. The Black Beat's head heals Ragna slightly if an opponent is hit by it.
Up Special: Blood Scythe is one of Ragna's special attacks that has appeared in every BlazBlue title since BlazBlue: Chrono Phastasma. Depending on whether this attack is used in the air or when grounded, this attack will act quite differently. When used in the air, Ragna will jump upwards, performing a powerful upwards slash as energy in the form of the head of a scythe surrounds his sword. When grounded, Ragna will instead throw himself forwards and swing his sword in a downwards motion as he spins his body, and will bounce up if his attack comes in contact with a foe. Whether or not this attack is used on the ground or in the air, if it successfully damages a foe then Ragna will be healed slightly.
Down Special: Nightmare Edge is a special attack introduced to Ragna the Bloodedge in BlazBlue: Centralfiction. In both BlazBlue and Super Smash Bros., the attack is a powerful aerial attack that sees Ragna slam his sword, covering in darkness, down as he crashes into the ground. In BlazBlue this attack could only be used while airborne, but in Super Smash Bros. this attack can also be used while grounded; if used on the ground, Ragna will slam his sword into the ground to cause an explosion of darkness that slightly damages him, but causes damage and knockback to all those around him. If Ragna hits an opponent with the aerial version of Nightmare Edge, Ragna will recover a small bit of health.
Final Smash: Black Onslaught is Ragna the Bloodedge's Astral Heat attack throughout all games in the BlazBlue series. When activated, Ragna will just perform an upwards slash with his sword. If Ragna hits a foe, he will slash at them repeatedly with his sword (which, like with his Blood Scythe attack, has taken the appearance of a scythe) multiple times before launching them away with a much more powerful swipe. While the swipes themselves do not actually deal that much damage, it does heal him slightly as he slashes at those trapped, with the amount he heals increasing the more foes he attacks.
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Ragna's entrance animation sees him wander in from the background with his head down and sword shouldered.
Ragna's taunt sees him shoulder his sword before saying "I don't have time for this" while scratching the back of his head as if annoyed.
Ragna's victory theme is a remix of the fanfare that plays before a VS match battle in the BlazBlue series.
Ragna's victory poses are as follows: Ragna turns away from the camera as he shoulders his sword, saying "You’re too weak to stand in front of me"; Ragna slouches over in pain as he holds his side, muttering "Tsk, pathetic" as he straightens up; and Ragna slams his sword into the ground and crosses his arms while turning away from it, asking "What the heck are you doing?"
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Rash, born Dave Shar, is one of the three main protagonists of the Battletoads series. Alongside Pimple (George Pie) and Zitz (Morgan Ziegler), Rash was once a human who worked for a video game company as a computer technician and bug tester, where he worked on a game where one would play as the eponymous Battletoads. After becoming suspicious of their boss, Rash and the other two 'Toads are transported into the VR game they had been working on after finding out the game had been tampered with. Transformed into a giant anthropomorphic toad, Rash and his friends are forced to combat the Dark Queen that threatens the world they had been called to.
First appearance:
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Battletoads (1991)
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Wicked Tongue
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Ball n' Chain
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Big Bad Boot
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Battering Ram
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Speeder Bike Smash
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Neutral Special: Wicked Tongue is one of the attacks Rash can perform in the 2013 title Killer Instinct, and appears to have also inspired a similar technique that the 'Toads can use in the 2020 Battletoads title. Wicked Tongue, in Killer Instinct, use his long tongue to attack foes from a distance, and he can even use it to eat up projectiles, while in Battletoads any of the three 'Toads can use their tongues to pull enemies towards them from afar. In Super Smash Bros. Rash extends his tongue out a fair distance. If the button is tapped the attack merely deals a small amount of damage to a foe, but if the special attack button is held down Rash will pull the first enemy he hits back to him. The game essentially acts as a tether grab, and can also be used to recover.
Side Special: Ball n' Chain is one of Rash's Smash Hit attacks from Battletoads. Another rather simplistic attack, Ball n' Chain merely sees the 'Toad perform a leg sweep as he transforms his foot into a spiked ball that extends a short distance from his ankle via a chain. In Super Smash Bros. Rash performs this same attack, though continues to spin around a complete 360° as he moves forwards a short distance. If the special move button is tapped the player can chain together two spins, increasing the distance Rash moves as well.
Up Special: Big Bad Boot is one of the most prominent Smash Hit attacks that the Battletoads can perform in their series. In Battletoads this attack is a fairly simple attack, which sees the player's character simply enlarge their foot into a large boot as they perform a powerful upwards kick. In Super Smash Bros. this attack does act somewhat similarly, with Rash performing the same upwards kick, although this kick launches him upwards a short distance as well. The attack also draws inspiration from the move's Killer Instinct incarnation as well, with Rash's boot possessing cleat spikes on its sole.
Down Special: Battering Ram takes its name from Killer Instinct, but is based on the Battletoad Charge attack from the original Battletoads title. Battletoad Charge saw the Battletoad that used the attack sprout large ram horns before headbutting forwards with incredible force. This attack is replicated almost perfectly in Super Smash Bros., with the attack primarily dealing knockback rather than damage in this title.
Final Smash: Speeder Bike Smash is a technique that makes use of the Speeder Bike, a vehicle that appears in several Battletoads levels. The attack also includes a reference to the BT Bashing Ball technique as well, which, in the original titles, could be performed while hanging from a rope: the Battletoad being controlled by a player will transform into a large wrecking ball as they swing to deal damage to enemies. In Super Smash Bros. Rash will perform BT Bashing Ball to begin the technique, travelling forwards a fair distance in the form of a wrecking ball to damage enemies and trap them in a cinematic. After being knocked into a cinematic, Rash, as well as Zitz and Pimple, will then proceed to run into foes with their Speeder Bikes to deal massive damage and launch them as the camera cuts back to the battle.
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Ravio is the Lorulean counterpart to Link. Unlike the Hyrulean hero, whom he very closely resembles, Ravio is not a fighter and instead appears to be fairly cowardly, as he flees from Lorule after learning the nefarious plans of Princess Hilda and Yuga, the former of whom he works as a loyal attendant for. During the events of The Legend of Zelda: A Link Between Worlds Ravio takes up residence in Link's house, opening a shop where he rents equipment out to the Hyrulean for a fee. He is very rarely seen without his large burlap sack, which contains something "more important than life itself", and his pet bird Sheerow.
First appearance:
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The Legend of Zelda: A Link Between Worlds (2013)
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Rented Fire Rod
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Rented Hookshot
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Rented Tornado Rod
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Lamp
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Ice Rod and Bow of Light
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Neutral Special: Rented Fire Rod is one of the items that Ravio rents out to Link in A Link Between Worlds. This Fire Rod is capable of creating a pillar of fire that can be used to damage enemies, much like how it is used in most Zelda titles. In Super Smash Bros. the Fire Rod instead creates small tornadoes, which travel forwards a short distance and disperse should they hit a wall or another fighter. Ravio can charge the Fire Rod up before use, increasing the distance the tornado travels as well as its size, but decreasing the speed it does so.
Side Special: Rented Hookshot is the weakest version of the recurring Hookshot item present in The Legend of Zelda: A Link Between Worlds. Throughout the Zelda titles in which it appears, the Hookshot acts as a very reliable mode of transportation, latching on to targets and other specific types of walls or materials so that Link can pull himself towards them, no matter the distance. In Super Smash Bros. the Rented Hookshot attack is actually based off one of the Hookshot's uses in Hyrule Warriors, as an attack is involved in its use. Ravio uses the Rented Hookshot, firing it forwards. Should it pierce a foe it will deal a small amount of damage to them before Ravio will pull himself towards them, before he knocks them away with his Rented Hammer.
Up Special: Rented Tornado Rod is another item that Link is able to rent from Ravio during the events of The Legend of Zelda: A Link Between Worlds (and as such Super Smash Bros. uses the design of the Rented Tornado Rod despite not being named as such). In A Link Between Worlds Link is able to use the Tornado Rod in order to lift himself, and other enemies and objects around him, into the air by summoning a tornado around him. In Super Smash Bros. Ravio uses the Tornado Rod in the same way, and while it can also lift up nearby opponents, the tornado itself damages any foe who becomes trapped within it.
Down Special: Lamps, or Lanterns, are another type of recurring item from the Zelda series. First appearing in The Legend of Zelda: A Link to the Past, most of the games in which the Lamp appears make use of it as a way to see in pitch-dark areas, as opposed to a weapon like many of Link's other items. In Super Smash Bros. Ravio instead uses the Lamp in a way similar to how the Moblins of The Wind Waker do: Ravio throws it at foes, causing it to break apart and light them ablaze. While Ravio carries the Lamp around it acts like an item, meaning Ravio can drop it should he sustain enough damage or knockback.
Final Smash: Ice Rod and Bow of Light are two items from The Legend of Zelda: A Link Between Worlds; the Ice Rod (or, more specifically, the Rented Ice Rod) is one of the many different items Ravio will rent to Link throughout his adventure, while the Bow of Light is a very powerful weapon utilized by Link during the final battle against Yuga. In Super Smash Bros. Ravio uses both his Rented Ice Rod and the Bow of Light to deal massive damage to nearby enemies: he first uses the Rented Ice Rod to trap foes in front of him within a crystal of ice, before jumping backwards and firing several Light Arrows into this crystal to destroy it, launching away all trapped enemies. Should Ravio fail to trap any enemies with the Rented Ice Rod, the crystal will shatter immediately and Ravio will not produce the Bow of Light at all.
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Ravio's entrance animation sees him appear out of a green tornado generated by the Tornado Rod, which Ravio puts away behind him before the battle begins.
Ravio's taunt sees him pull out one of several items and polish it with a small dirty rag. These items can be the following: his Rented Hammer, Rented Boomerang, Rented Bow, Rented Hookshot, Rented Sand Wand, or, humorously, the Hint Glasses.
Ravio's victory theme is a remix of the beginning of his theme song from The Legend of Zelda: A Link Between Worlds, with the recurring "item get" fanfare that has made numerous appearances in the series finishing off the composition.
Ravio's victory animations are as follows: Ravio rummages around through his large sack, throwing away his Rented Bomb, Rented Sand Wand, and a Foul Fruit before Sheerow flies out, and circles around his head happily; Ravio tosses his hammer up in the air, catches it, throws it up in the air again, and this time it clonks him on the top of his mask, leaving him dazed; Ravio waves his Sand Rod around in a circle above him, and accidentally creates a sand pillar around him, his eyes popping out of the pillar comically.
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Ray Mk II is a Shining Fighter class robot and the most recurring type of playable robot in the Custom Robo series. It is a member of the Ray Series of Custom Robos and the first revision of the original Ray fighter. The Ray Mk II model appears first appears in Custom Robo V2, and a successor would eventually be developed by NeoBrain prior to the events of Custom Robo Arena.
First appearance:
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Custom Robo V2 (2000)
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Sniper Gun
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Satellite Pod
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High Jump Legs
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Wide Vulcan
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Titan Bomb
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Neutral Special: Sniper Gun is a type of gun that can be equipped onto Custom Robo fighters, and the one shown to be wielded by Ray Mk II in promotional artwork. The Sniper Gun fires a blast of energy that, while it does not home in on other robots, does travel straight forwards a far distance. In Super Smash Bros. the Sniper Gun acts in almost an identical manner, with the gun dealing more damage and knockback the closer the player's target is to Ray Mk II.
Side Special: Satellite Pod is a type of Pod weapon present in several entries of the Custom Robo series. Pods are small explosives that are deployed from the backpacks of a Custom Robo, and the Satellite Pods will hover in the air for a moment before homing in on a nearby enemy. In Super Smash Bros. the Satellite Pod acts much the same way: Ray will release a pod that will hover in midair for a short moment. The pod will home in on a nearby enemy should one be close enough, but otherwise will simply travel straight forwards at a high speed. The Satellite Pods will explode on contact with any solid object.
Up Special: High Jump Legs is one of the leg parts that players can add onto their robots. The High Jump Legs increases the jump speed and height of the robot it is equipped onto, granting them more aerial mobility. In Super Smash Bros. Ray Mk II's legs are swapped out to the High Jump Legs, and the robot blasts upwards a fair distance. Though this special move can not be used again until Ray lands on the ground, any other attack can be performed directly afterwards.
Down Special: Wide Vulcan is a type of gun that appears in the Game Boy Advance title Custom Robo GX. In that title, the Wide Vulcan fires four arrow-shaped shots in two pairs that shoot out in a U-shaped pattern though the move's Super Smash Bros. appearance is a little different. Instead of homing in on nearby enemies, Ray Mk II instead fires two shots each to his left and right, which travel a fair distance and pierce through enemies.
Final Smash: Titan Bomb is a strong bomb type that appears in the Custom Robo series, and the "legal" variant of the enhanced Deva Bomb used by some of the series' antagonists. The Titan Bomb is a large bomb that flies in a high arc and creates a giant explosion upon detonating, though the blast deals little damage to foes within it. This is remedied in its Super Smash Bros. appearance, which sees Ray fire the Titan Bomb directly in front of him before it explodes after a short travel into a wide circular blast.
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Half of Ray Mk II's alternate costumes replace the robot with Miranda, the robo primarily used by Serene in Custom Robo Arena. Ray and Miranda play identically but are recognized as separate characters by the announcer.
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Ray Mk II's entrance animation has a Robo Cube bounce onto the stage before bursting open and unfolding into Ray.
Ray Mk II's taunt sees the robot crouch down and point his gun forwards, before standing up straight and aiming his rifle into the air.
Ray Mk II's victory theme is a techno-rock remix of the victory fanfare from Custom Robo V2.
Ray Mk II's victory animations are as follows: Ray flies into the air and spins around while firing, before landing in a crouch and aiming towards the camera; Ray releases a pod and it spins around him before flying into the air and exploding; and Ray aims his gun into the air before folding up into a Robo Cube.
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Reika Rekkeiji is the main protagonist of Game Freak's 2017 puzzle-platforming game GIGA WRECKER and its 2019 expanded rerelease GIGA WRECKER ALT. After being captured by the Ajith, a mysterious mechanical species bent on destroying humanity, Reika is initially introduced about to become a slave to the robotic army. After giving up any hope of survival, she is visited by a mysterious girl who declares that Reika must die, and fatally injures her. Left for dead, a man named Dr. Koutaro Kouzuki finds Reika and save her life by rebuilding her with parts of scrapped Ajiths he has collected, transforming her into a cyborg and giving her the power to stand up against the robots that stole away her life.
First appearance:
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GIGA WRECKER (2017)
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Recall
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Debris Blade
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Tachyon Handler
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Debris Javelin
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Debris Drill
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Neutral Special: Recall is the main ability that Reika relies on after being transformed into a cyborg by Dr. Kouzuki. In GIGA WRECKER, the player is able to use the Recall technique to bring any piece of debris filled with liquified nanomachines (a bright yellow fluid) into a debris ball, which is necessary to solve puzzles and combat foes. In Super Smash Bros. enemies will drop pieces of debris that Reika can collect into a ball with her Recall ability, which is needed to perform her side and down special moves as well as strengthen her normal attacks. Unlike in GIGA WRECKER, Super Smash Bros. only allows Reika to create a ball of a single size, and enemies will stop dropping debris once she has created a debris ball. All of her debris is expended at once when her other special moves make contact with foes, and, though they will swiftly despawn, Reika can Recall the dropped pieces of debris should she use her neutral special move quick enough. Though Recall generally has no use once Reika has a debris ball behind her, Recall can be used to cancel the performance of special moves by using it again before these attacks deal any damage.
Side Special: Debris Blade is the second ARCHE ability that Reika obtains in GIGA WRECKER. First acquired in Samsāra, Reika transforms her collected debris into a blade, which she swipes outwards in front of her; this allows her to easily chop through enemies or destructible objects without launching them away, something that is necessary to solve some puzzles. Similarly, in Super Smash Bros., Reika sends her Debris Blade forwards, attacking quickly before her debris is disassembled. This attack deals no knockback, but a fair amount of damage and, as the blade is a fairly large size, covers a wide area in-front of Reika. The attack has a sweetspot where more damage is dealt if an enemy is in the centre of the blade's attack a short distance away of Reika. The amount of damage dealt increases against shields, and, at the sweetspot, will instantly destroy an enemy's shield in a single blow.
Up Special: Tachyon Handler is a piece of equipment that plays a prominent role in the story of GIGA WRECKER. The Tachyon Handler is a device that essentially allows the user to manipulate the flow of time; Reika can use it to reset puzzles or clear debris by reverting rooms to an earlier point in time, while it is initially used by Astra Saramā to teleport around and throw objects at Reika at a high speed as she flies around. In Super Smash Bros., the Tachyon Handler is the only special move that does not require debris to be used, though it acts as a unique type of "recovery" option in its own right. Using the up special move sends Reika "back in time" to an earlier position in battle as she teleports away in a flash of pink light; this only affects her location, and thus she retains her current damage percentage and any item she may have been holding, though her held debris is dropped. The Tachyon Handler only moves her back to where she had been a few very short moments before the move was used. Due to the fact that this special move could potentially be disastrous to Reika, and it deals no damage at all, depending on when it was used, it does not leave her in a helpless position.
Down Special: Debris Javelin is an ARCHE ability that Reika acquires the blueprint for in Darshana, the fourth area traversed in GIGA WRECKER. A projectile attack, Reika forms her collected debris into a long javelin and throws it forwards. Though not exceptionally helpful as an attack, the Debris Javelin can be thrown at walls to create platforms, and this is necessary to reach many areas of the Ajith-inhabited areas Reika fights through. In Super Smash Bros. Reika throws her collected debris as a javelin straight-forwards, which travels at a slow speed. Unlike in GIGA WRECKER, the javelin deals a fair amount of damage to an enemy in Super Smash Bros. before breaking apart and returning to loose debris. Like in GIGA WRECKER, Reika can throw the javelin into a wall to create a temporary soft platform; any fighter (including Reika) can destroy this javelin platform, while Reika can also retrieve the javelin with her neutral special move. If the javelin is left within a wall for a short amount of time, it will eventually break apart on its own.
Final Smash: Debris Drill is an ARCHE ability that Reika acquires the blueprint for in Pātāla, the fifth area she visits during the events of GIGA WRECKER. Using all of her debris, Reika creates both a small drill and a cannon to launch it out of, firing it across the screen, boring through all destructible objects in its path and only breaking apart upon hitting a wall can not be destroyed (or an enemy). In Super Smash Bros. Reika collects a large amount of debris from around the stage, and uses it to form a giant drill far larger than its original GIGA WRECKER incarnation. She then fires it forwards across the entire stage, drilling through any platform and dealing damage to anyone in its path while also pulling them as it travels. This expends the debris that Reika had collected before her Final Smash had been used, but it does litter a small amount on the ground around her that she can easily collect with Recall.
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Each of Reika's alternate colours also changes the colours of the nanomachines that appear embedded within the debris she can wield in battle. The colour of the nanomachines is shown on Reika's artificial arm in each of her renders, though it is also listed as a caption beneath each palette swap for ease of reference.
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Reika's entrance animation has her appear in a flash of light, alongside Dölma, and walk forwards a few steps to her starting position; this is reminiscent of the animation that plays in GIGA WRECKER whenever Reika teleports into a boss room. As Reika walks forwards, Dölma flies behind her and then disappears into the background.
Reika's taunt sees her mechanical arm unfurl into three segments and split out away from each other, which Reika prods at for a moment with one of the fingers of her human hand.
Reika's victory theme is a short excerpt of the opening of the Rage theme from the GIGA WRECKER original soundtrack, remixed with a more electronic vibe.
Reika's victory animations are as follows: Reika and Amane Azuma put their hands together, a bright light appearing between them as they smile happily at each other; Reika holds a ball of debris in her mechanical hand, which she holds up with a confident smile and a nod to the camera; and Dölma happily flies around an annoyed Reika, who swats at the robot with her mechanical arm as if he were a bug, before she gives the camera a small chuckle and smile.
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The Reporter is a non-playable character in the Rhythm Heaven series, appearing opposite the player's character in the Ringside minigame that first debuted in Rhythm Heaven Fever. In Ringside, the player, who controls a wrestler, is interviewed by a reporter, and they must react appropriately in response to the questions asked. The Reporter herself appears to work for a newspaper company known as Nintendo Times, which seems to specialize in sports news as her interview with the player appears as its front page article.
First appearance:
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Rhythm Heaven Fever (2011)
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Tambourine
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Karate Man
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See-Saw
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Flipper Flop
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Ringside
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Neutral Special: Tambourine is a minigame that initially appeared in Rhythm Heaven Fever. In this minigame, the player must mimic a monkey, who beats a specific rhythm on a tambourine. In Super Smash Bros., the Reporter pulls out a tambourine and hits it, creating a small shockwave. If this attack is timed according to the rhythm she beats her head to, the shockwave becomes larger, growing in size the more times she successfully times the attack; after it grows a set amount, it will remain at this size, however.
Side Special: Karate Man is a minigame from Rhythm Heaven Fever, though it was later renamed to Karate Man Combos! in Rhythm Heaven Megamix to differentiate it from the other minigames featuring Karate Joe. A sequel of sorts to the Karate Man minigame from the original Rhythm Tengoku (later renamed to Karate Man Returns!), the game sees the player tapping the A button in time to the rhythm to knock away objects flying towards Karate Joe, with him performing combos depending on how the button is pressed. In Super Smash Bros., Karate Joe appears from behind the Reporter, and performs a punch. If the button is pressed in time to the Reporter's rhythm, his punch will be more powerful. Additionally, Karate Joe will remain on stage for a moment after punching, and the player can make him punch again by pressing the special attack button; if the player continues to hit the special attack button in time with the rhythm, Karate Joe will follow up his original punch with a flurry of punches and then a powerful kick, otherwise he'd just continue punching normally.
Up Special: See-Saw is a recurring minigame featured within the Rhythm Heaven series. The game features two "seesaw testers", the identical Mr. See and Mr. Saw, who bounce up and down on a seesaw, and the player needs to time their button presses to successfully launch the other character high into the air. In Super Smash Bros., a seesaw appears beneath the Reporter, and one of the seesaw testers slams down on the other end, launching her a fair distance upwards and into a pseudo-helpless state. If timed to the rhythm, the Reporter will be launched even further upwards.
Down Special: Flipper-Flop is a minigame from Rhythm Heaven Fever, where the player, controlling a Flipper, must perform the action that corresponds to their captain's calls. In Super Smash Bros., a Flipper will roll out from behind the Reporter, rolling along the ground and dealing damage. If used in the air, the Flipper will instead act like a drill, spinning around as it moves downwards at a high speed. When the button is pressed in time to the rhythm, it will move at a faster speed, and deal slightly more damage as well.
Final Smash: Ringside is the minigame that the Reporter originates from. While named after the minigame, the Reporter's Final Smash is actually fairly different: first the Reporter spawns the wrestler in front of her, who flexes in various poses and traps any of those who touch him in place. After a moment, the Reporter yells "Give us a show!" (Nē, misete! / Hey, show off!), and a short cinematic plays out where the wrestler jumps from the ropes of a wrestling ring, body slamming those he trapped in place. If the wrestler does not trap anyone, the Reporter frowns and says "I guess, that's all..." (Intabyū o arigatō... / Thanks for the interview...) instead.
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The Reporter's entrance animation sees her simply appear on the stage as a spotlight illuminates her from above.
The Reporter's taunt sees her hold out her microphone in front of her as she says one of her lines from the Ringside minigame. These lines can be:
- "Wubbadubbadubba, is that true?" (Tekiteketeki desuka? / Tekiteketeki is it?)
- "Whoa, you go big guy!" (Eh, sugoi desu ne! / Wow, that's amazing!)
- "Pose for the fans!" ("Kotchi mite!")
The Reporter's victory theme is a remix of the short tune that played when Rhythm Heaven Fever was selected from the Wii menu.
The Reporter's three victory animations are as follows: the wrestler that the Reporter interviews in Ringside flexes his muscles as she holds her microphone up to him, earning the response of an annoyed look towards the camera from the Reporter; the Reporter kicks away a soccer ball, swats away a Treat Spider, and catches the Barista dog that falls from the sky into her arms; and the Reporter winks as she puts the hand with her microphone down onto her hip and pumps the other one.
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Richter Belmont is a major recurring character in the Castlevania franchise and the main protagonist of Castlevania: Rondo of Blood. Richter is the seventh direct descendand of the Belmont Clan of legendary vampire hunters, and thus a wielder of the holy whip known as the Vampire Killer. During the events of Rondo of Blood, Richter is forced to journey through Dracula's Castle after the vampire is reawakened in order to save his kidnapped fiancée, Annette; he eventually becomes the fourth Belmont that has taken the life of Dracula, and is hailed as the strongest member of the Belmont Clan even after his descendant, Julius, completely destroys Dracula for the last time. During the events of Castlevania: Symphony of the Night, Richter acts as an antagonist after he is brainwashed by a priest named Shaft. In this game, he protects Dracula's castle once it is reconstructed five years later and is eventually defeated and restored to his original self by the half-human son of Dracula, Alucard.
First appearance:
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Castlevania: Rondo of Blood (1993)
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Axe
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Cross
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Uppercut
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Holy Water
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Grand Cross
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Neutral Special: Axes made of silver are a recurring type of weapon featured within the Castlevania series. The axe was one of the original sub-weapons that could be obtained by Simon in the first Castlevania title, and would consume one heart upon use. Like in Castlevania, the special attack in Super Smash Bros. sees Richter throw an axe upwards in an arc, with the weapon spinning around as it travels to damage foes.
Side Special: Cross, originally localized as "Boomerang" and sometimes as the "Banshee Boomerang" to avoid religious connotations, is a sub-weapon that can be obtained in the Castlevania series, and is based upon the holy crosses primarily featured in a variety of different religions. Much as its localized names imply, the Cross acts as a boomerang-type weapon throughout the Castlevania series: the user throws the Cross forwards and, after travelling a set distance, it will return to them. The Cross acts just as it does in Super Smash Bros. as it does in the original Castlevania.
Up Special: Uppercut is a technique featured in Castlevania: Symphony of the Night. Once Alucard obtains the Gravity Boots, pressing ↓, ↑, followed by the jump button allows him to perform High Jump, a technique that sees him jump higher into the air. Upon completion of Symphony of the Night, the player is then able to control Richter, who can perform an uppercut attack based on Alucard's High Jump without the need of any item. Richter performs this same attack in Super Smash Bros. for his up special move, jumping upwards while holding a sword back-handed to deal damage.
Down Special: Holy Water, originally localized as "Fire Bomb" to avoid religious connotations, is a type of blessed water from a church, and a recurring sub-weapon debuting in the original Castlevania title. This blessed water is said to burst into flames when in the presence of dark energy, which is exactly what it does in the Castlevania series. Throughout all of its appearances, the user throws a small bottle of Holy Water onto the ground, shattering the bottle to create a flame that rises from the ground and travels forwards a fair distance to defeat enemies. The attack works similarly in Super Smash Bros., though the blue flame does not travel forwards upon the bottle being broken on a solid surface or opponent. Additionally, the flame that the bottle creates is not treated as a fire-based attack, rather an energy-based one.
Final Smash: Grand Cross is an Item Crash attack that originally debuted in Castlevania: Rondo of Blood. In Rondo of Blood, a large crucifix appears behind Richter as a number of crosses fly upwards at a high speed to damage nearby enemies. The basic attack is similar in Super Smash Bros.: Richter cracks his whip forwards, and traps any foe he hits within a coffin before a short cinematic begins. This cinematic sees Richter use his whip to throw the coffin into the air, before summoning a series of cross-shaped blasts of energy up to damage the coffin and launch all trapped foes.
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Richter has five alternate costumes that are based off of his appearance from Akumajyo Dracula Peke, a hidden minigame present in Castlevania: Rondo of Blood. While mostly only an aesthetic change, these costumes change his victory pose, taunt, and entrance animations in different ways; Richter's moveset remains unchanged, however. Additionally, the Akumajyo Dracula Peke costumes do not have Richter vocalize in any way.
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Richter's entrance animation sees him appear slightly above the ground, surrounded by rays of light. As he lands, he cracks the Vampire Killer and shouts "You don't belong in this world!" When using Richter's alternate costumes based on his Akumajyo Dracula Peke design, Richter does not crack the Vampire Killer as he lands nor does he shout.
Richter's taunt sees him spin around, then look over his shoulder at the camera as he curls the Vampire Killer around his back. When using Richter's alternate costumes based on his Akumajyo Dracula Peke design, Richter's taunt instead simply sees him spin around quickly before looking upwards for a moment.
Richter's victory theme is a remix of the Stage Clear theme from Castlevania.
Richter's three victory animations are as follows: Richter, with a small smile, shoulders the Vampire Killer as he says "I'm a Belmont. It was my job"; Richter, facing away from the camera, puts the Vampire Killer on his hip before glancing over his shoulder and flashing a peace sign, saying "Farewell!" as he does; and Richter shreds a version of his victory theme on a purple electric guitar. When using Richter's alternate costumes based on his Akumajyo Dracula Peke design, he has a unique victory animation that sees him walk onto the screen from the left, pausing to throw out the Vampire Killer in front of him.
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Edward Richtofen is a German scientist who worked alongside Dr. Ludvig Maxis as part of Group 935 during World War II. In the timeline that is told throughout the events of Call of Duty: World at War, Call of Duty: Black Ops, and Call of Duty: Black Ops II, Richtofen (or "Ultimis Richtofen") can be considered the main antagonist as he wishes to use his three test subjects from his experiments with the fantastical Element 115, Takeo Masaki, Tenk Dempsey, and Nikolai Belinski, to collect the objects he needs and eventually take control of the zombies that have tormented the Earth as a result of Element 115's power. The Richtofen of another timeline ("Primis Richtofen" from Black Ops III) instead works with the three soldiers sent to investigate him to right the course of history and create a timeline free from the horrors brought upon them by the influences of the mystical Keepers who aim to protect Summoning Key from those of their kin who have been tainted by the Dark Aether, the Apothicons.
First appearance:
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Call of Duty: World at War (2008)
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Ray Gun
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Rocket Shield
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Ragnarok DG-4
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Zombie Shield
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Kreema'ahm la Ahmahm
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Neutral Special: Ray Gun was the first Wonder Weapon introduced in the Call of Duty series' Zombies mode, appearing in every map developed by Treyarch. The Ray Gun was created by Group 935, and fires green blasts of energy that explode once they hit something solid such as another person, the wall, or the ground. In Super Smash Bros. the Ray Gun acts similarly, albeit fairly weaker. Richtofen pulls out the Ray Gun and fires a blast of energy that explodes on contact with any fighter or a platform. Due to the Ray Gun's blasts being explosive, they can cause splash damage to Richtofen if it is fired at a wall or opponent too close to him. If the special move button is tapped, Richtofen can continue to fire the Ray Gun, but he will need to reload after firing three bolts.
Side Special: Rocket Shield is a defensive weapon that can be built in the Call of Duty: Black Ops III Zombies maps Shadows of Evil and Der Eisendrache, and serves as an upgraded version of the Zombie Shield previously featured in Black Ops II's Mob of the Dead and Origins maps. When picked up by the player, their character will wear it on their back to protector their behind from zombie attacks, but they can take it off and hold it in front of them with the D-Pad. When carrying the Rocket Shield in their hands, the player can perform a rocket boost that sends them forwards a fair distance and can bowl over hoards of zombies. In Super Smash Bros. Richtofen will equip the Rocket Shield and blast forwards a fair distance. Unlike a lot of other special moves that act similarly, Richtofen is still effected by gravity during the move's use, meaning he can launch himself off ledges.
Up Special: Ragnarok DG-4 is a Wonder Weapon featured in Call of Duty: Black Ops III, being a buildable weapon in Der Eisendrache and available from the Mystery Box in Revelations. The Ragnarok DG-4 consists of two spikes, which are powered with Element 115 to generate electricity. The player can place them down to create an electric trap for a limited amount of time, or use them as a weapon to slam down into groups of zombies. Richtofen's attack in Super Smash Bros. is based off the latter, as he will take out the DG-4 spikes and jump high into the air before slamming downwards. In his ascent he does not deal damage, while coming in contact with the spikes while Richtofen is descending will cause foes to be meteor smashed. When Richtofen lands on the ground after using this move, he will detonate in an electric explosion to deal damage to all those in his immediate vicinity.
Down Special: Zombie Shield is a type of defensive weapon that appears in a number of Call of Duty Zombies maps, beginning with Mob of the Dead. The Zombie Shield was the first shield introduced into the Zombies mode, later succeeded by the Rocket Shield (which is used as Richtofen's side special move) in Shadows of Evil and the Guard of Fafnir in Gorod Krovi. Unlike the later versions of the weapon, the Zombie Shield can be placed on the ground to act as a wall. In Super Smash Bros. the move will act differently depending on whether the special move button is held down or pressed; if the former Richtofen will hold the Zombie Shield in his hands to reflect any projectile that hits it, while doing the latter will have Richtofen plant the shield on the ground to act as a wall, though it will be destroyed after taking enough damage. If the Zombie Shield has been planted on the ground Richtofen can not use the move unless he is right next to the placed shield. Otherwise the shield must be broken or Richtofen KO'd (which will cause the shield to break) in order to use the move again.
Final Smash: Kreema'ahm la Ahmahm, colloquially referred to as the Storm Bow, is one of the four elemental upgrades of the Wrath of the Ancients bow featured in the Call of Duty: Black Ops III Zombies map Der Eisendrache. Of the four elemental upgrades, the Storm Bow is commonly described as being the easiest to achieve, as doing so primarily revolves around firing arrows to light three large bonfires located around the map. When fired, the Kreema'ahm la Ahmahm's arrows explode into large electrical tornadoes, that move around slowly to electrocute zombies. For Richtofen's Final Smash he fires the Kreema'ahm la Ahmahm at his feet, creating an extremely large tornado that slowly moves forwards a short distance that deals massive damage traps foes that get stuck within it. Richtofen can move around the stage after firing the bow, and as such can even knock his opponents into the tornado as it remains on the stage for a short duration.
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Richtofen's entrance animation sees him step out of one of the red and black portals used by the Keepers.
Richtofen's taunt sees him pull out the Kronorium and open it up. He reads it for a moment before he shuts it closed and puts it away.
Richtofen's victory theme is a direct rip of the short song that plays once the player gets a Game Over on the map Revelations from Call of Duty: Black Ops III.
Richtofen's victory poses are as follows: Richtofen holds the Ray Gun close to his face, facing upwards, before he puts it down to his side and says "There is something out there much worse than me. Trust me"; Richtofen holds the Summoning Key out in his hand, which glows yellow, as he says "Mein Gott... is this the Key's true power?"; and Richtofen turns his back to the camera as he says "I do what I must to secure the future that I... no, we seek."
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The Robotic Operating Buddy was a small toy robot designed for use with the Nintendo Entertainment System. Originally, R.O.B. and marketed in order to ease the fears of retailers following the North American video game crash of 1983, with the belief that marketing the robotic peripheral as a toy that can be used in-conjunction with two NES titles - namely Gyromite and Stack-Up - would be able to re-introduce the video game market to North America. Though the R.O.B. peripheral was on sale for only a short period of time, it made a fairly large impact within the North American market and R.O.B. has since appeared as a character within several video games.
First appearance:
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Stack-Up (1985)
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Robo Beam
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Arm Rotor
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Robo Burner
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Gyromite
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Diffusion Beam
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Neutral Special: Robo Beam is an attack that, while not directly based on any element from the games R.O.B. was used with, is inspired by how R.O.B. worked with the Nintendo Entertainment System: R.O.B. can receive signals from games when the screen flashes (though only should the game be played on a cathode ray tube.) In Super Smash Bros., this attack works opposite to how it receives signals - instead of receiving a signal, R.O.B.'s Robo Beam attack sees the robot send one out as a laser projectile. Like several other projectile attacks, the Robo Beam can be charged up to increase its power; unlike the other projectiles however it is charged up over time as it is not used.
Side Special: Arm Rotor is a relatively simple attack that R.O.B. can perform. Much as its name describes, the Arm Rotor attack sees R.O.B. spin around its torso at a high speed, effectively turning himself into a tornado as the robot also outstretches its arms. When the move is performed on the ground, R.O.B. will slide forwards a very short distance, though the move can be continued by tapping the special attack button. While the arms deal damage and can trap opponents, R.O.B. will only knock away foes once the robot stops spinning.
Up Special: Robo Burner is an action that sees R.O.B. let out steam from the robot's underside in order to propel itself upwards quite a distance, which increases as the button is held down. R.O.B. has a set amount of steam that can be released when this special move is performed, but all of it does not need to be used up at once: R.O.B. can fly up a short distance, stop and fall back down, before activating it again. Throughout the move's usage, R.O.B. can still perform any of its normal attacks, and this trait carries on even once there is no more steam, though R.O.B. will need to touch the ground again in order to use this move again.
Down Special: Gyromite was one of the two games R.O.B. was compatible with, and arguably the more popular one. This game sees R.O.B.'s creator, Professor Hector, as well as his assistant, Professor Vector, navigating through their lab and having to avoid "bugs" called Smicks, as well as other obstacles. R.O.B., who must be attached to a pod that includes several spinning top-like gyros, must be interacted with in order to lift and lower gates to allow the professors to continue on. In Super Smash Bros., R.O.B. pulls out one of the gyros that this game used and throws it forwards. The gyro acts as an item, though will disappear once it stops spinning; the initial attack can be charged up to increase the distance, speed, and damage that R.O.B.'s initial throw will deal, and this will also affect how long it spins for. As it is treated as an item, other fighters can pick it up off the ground in addition to R.O.B..
Final Smash: Diffusion Beam is an attack that appears to be a more powerful version of R.O.B.'s Robo Beam ability. This Diffusion Beam attack sees R.O.B. transform himself into a cannon-like position and fire a wide, yet short, beam of energy that deals massive damage to foes and traps them within. This large beam eventually splits into four smaller ones, with each dealing less damage that the wider one. After a few moments of the beam being fired, R.O.B. will then let loose a pulse that knocks all those trapped within the beam away. While the move is used, the player can tilt the control stick in order to adjust the angle R.O.B. fires at slightly.
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R.O.B.'s entrance animation sees his parts fall from the sky in three large chunks, which crash down together to make the robot.
R.O.B.'s taunt sees the robot spin its head around 360 degrees twice, illuminating sparks from its eyes as it does so.
R.O.B.'s victory theme is a remix of the Memory Mode title screen theme from Stack-Up.
R.O.B.'s victory poses are as follows: R.O.B., while using Robo Burner to hover slightly above the ground, performs a spin before landing; R.O.B. rotates its arms around before stopping with them raised and raising and lowering them in a cheering gesture; and R.O.B., taking the same cannon-like appearance as during its Final Smash, fires a ball of energy upwards which explodes into the shape of Professor Hector's sprite from Gyromite before transforming back to normal.
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Robirdo is a robotic doppelgänger of Birdo developed by Wart to assist him in his conquest of Subcon. During the events of Super Mario Advance, Mario, Luigi, Toad, and Peach are pitted against Robirdo at the end of the Attack Dungeon (World 3-3), who replaces a Mouser from the original versions of the game.
First appearance:
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Super Mario Advance (2001)
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Egg Cannon
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Robo Charge
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Beezo Blades
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Dream Breaker
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Mask Gate
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Neutral Special: Egg Cannon is based on the basic attack used by Birdo in Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2, itself a technique Robirdo also performs in Super Mario Advance. Like the biological Birdos, Robirdo is shown capable of firing eggs from the large snout that protrudes from its face. Due to Robirdo being significantly larger in size compared to a normal Birdo however, so too are the eggs it fires. In Super Smash Bros. Robirdo's neutral special move simply sees it fire an egg from its snout. This egg is fairly large and durable, passing through whatever opponents may be in its way and only shattering after travelling a set distance.
Side Special: Robo Charge is a technique based upon one of Robirdo's main attacks used in Super Mario Advance. After taking damage from Mario, Luigi, Toad, or Peach throwing one of its own eggs back at it, Robirdo will begin to occasionally charge at its foe, crushing them on impact with its metallic frame. In Super Smash Bros. this attack is almost identical: Robirdo will charge forwards a fair distance at a high speed, damaging enemies on contact. Robirdo will not halt its movement until it travels a set distance, and bowl over any foe in its path. Once it travels far enough Robirdo will then spin-out, knocking away any foe who may be hit with this spin attack.
Up Special: Beezo Blades is a technique that is wholly original to Super Smash Bros. with little outside inspiration. Despite being named after the Beezo enemy from Super Mario Bros. 2, Robirdo's up special move has no relation to the enemy at all. The technique sees Robirdo sprout a large propeller from its back, which carries the robot a short distance upwards. After travelling a short distance, the propeller folds back into Robirdo's torso, causing the robot to fall helpless. The propellers can damage enemies that hit the blades, knocking them upwards.
Down Special: Dream Breaker is an attack inspired by the third attack Robirdo uses in Super Mario Advance. After taking damage, Robirdo may occasionally perform a ground pound attack, jumping into the air and crashing down the ground at a high speed. This releases a pulse as Robirdo lands that paralyzes its nearby foes. In Super Smash Bros. Robirdo will boost up into the air a short distance (using jets on the bottom of its body) before slamming into the ground at a high speed. This releases small stars when it lands that deal minor damage to enemies hit by them and also deals significant damage to those who may be directly beneath Robirdo when it collides with the ground.
Final Smash: Mask Gates are a type of warp gate located behind every boss in Super Mario Bros. 2. All but one Mask Gate in the game are harmless and will open when presented with a Crystal Ball. One Mask Gate in particular appears in the game's final level (World 7-2), where it chases Mario, Luigi, Toad, and Peach and damages them on contact. In Super Smash Bros. Robirdo summons this hostile Mask Gate, which will then fly around the stage at a high speed, damaging enemies on contact. While the player is free to move around and attack as normal, and assist the Mask Gate in damaging their foes. The Mask Gate will loosely home in on its enemies, and will OHKO any opponent it hits with a damage percentage exceeding 100%.
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Robirdo's entrance animation sees the robot get carried onto the stage by two Beezos, who drop it hastily before flying off.
Robirdo's taunt sees the robot say "How could you!" while its eyes flicker and sparks fly off its head.
Robirdo's victory theme is a techno remix of the first half of the boss battle theme from Super Mario Advance. This theme is itself a remix of the same theme from Super Mario Bros. 2.
Robirdo's victory animations are as follows: Three Shy Guys carry Robirdo onto the screen, who raises its arms in a cheer, before the three Shy Guys collapse in a heap; Robirdo spins its head around happily but is unable to stop it as the rotation speeds up considerably and it has to use its arms to hold it straight as it gets dizzy; and Robirdo uses its jets to fly up into the air, where it quickly spins around before clumsily falling back to the ground.
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Rosa is the main female protagonist that players can choose to control in Pokémon Black and White 2, the sequel to Pokémon Black and White Versions. As the playable character, Rosa lives in Aspertia City and has grown up with her best friend Hugh. At the start of the game, Rosa and Hugh go to meet with Professor Juniper's assistant, Bianca, in order to obtain their Starter Pokémon. In the animated trailer for Pokémon Black 2 and White 2, as well as Pokémon Masters, Rosa is paired with Snivy for her Starter Pokémon.
First appearance:
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Pokémon Black and White Versions 2 (2012)
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Colress Machine / Razor Leaf
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Reveal Glass / Leech Seed
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Red Parasol / Twister
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Release Snivy / "Come Back!"
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DNA Splicer
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Rosa and Snivy can both be controlled by the player in battle, though only one may be played as at a single time. Rosa's down special move causes the player to switch between who they control, with Rosa moving to the stage's background when Snivy is in the fight. Snivy can not fight indefinitely however, and possesses an HP Bar alongside the standard damage percentage. Once Snivy'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. Snivy and Rosa share a single damage percentage, though Rosa taking damage will not effect Snivy's HP Bar. Snivy'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 Rosa's standard, aerial, and smash attacks.
Down Special: When controlled by the player, Rosa will throw out a Poké Ball to Release Snivy for the player to control. Similarly, when Snivy is the one being controlled, Rosa will call "Come Back!" as she sends Snivy back into its Poké Ball. Neither of these techniques directly impact the other fighters however, as Snivy simply appears or disappears in a red light that is released from the Poké Ball.
Neutral Special:
- Colress Machine, originally stylized the Colress MCHN, is a small machine developed by Team Plasma's Colress. During the events of Pokémon Black and White 2, Colress gives this device to the player to "bring out the potential of Pokémon," and it can then be used to cause a group of Crustle that have blocked a path. In Super Smash Bros. Rosa pulls out this small device and points it forwards, firing a small lightning bolt forwards from it as she presses a button. This deals minor damage to enemies hit by it, but also does not cause them to flinch at all. By holding down the special move button, Rosa can charge the device up to shoot a larger blast of electricity forwards, though this does not travel a great distance and does cause those hit by it to flinch.
- Razor Leaf is a physical Grass-type attack introduced in the Generation I Pokémon titles; though Snivy can not learn this move in any Pokémon game, the Snivy card released for as part of the Pokémon trading card game's Legendary Treasures RC1 expansion does know this move. In Super Smash Bros. the Razor Leaf move appears as Snivy firing a crescent-shaped leaf forwards using its tail. By tapping the special move button, Snivy can fire up to three Razor Leaf projectiles a fair distance forwards in rapid succession.
Side Special:
- Reveal Glass is a key item present in Pokémon Black and White Versions 2. Based upon the yángsuì and fāngzhū mirrors from Chinese mythology, this item is needed to transform the three Mythical Pokémon collectively known as the Forces of Nature - Tornadus, Thundurus, and Landorus - between their Incarnate and Therian Formes. In Super Smash Bros. the Reveal Glass' origins, mirrors capable of revealing the true forms of demons, is played up, as Rosa makes use of this mirror to reflect projectiles. She will hold this mirror out as long as the special move button is held down, and while the player can not move while holding it out, the control stick can be tilted to change which direction she will point it in.
- Leech Seed is a status-based Grass-type move that Snivy is capable of learning at Level 19. Leech Seed deals no damage on its initial use, but the move will cause a seed to ensnare its target and slowly drain their health to heal the user. In Super Smash Bros. the Leech Seed technique acts very similarly to its original appearance: Snivy will shoot a small seed out that will deal light damage on contact. Over a fair amount of time, the Leech Seed will continue to damage the enemy at about 1% per every two seconds. Like in the Pokémon series, the Leech Seed will also heal Snivy, refilling its HP Bar (but not its damage percentage) over time. Multiple enemies can be affected by the Leech Seed at a time, though the seed will disappear the moment a target is KO'd.
Up Special:
- Red Parasol is a Prop that players can obtain within the Generation V titles. The player can use acquired Props to dress up their Pokémon for Pokémon Musical events, and the Red Parasol is a Cute-type Prop that players can obtain. In Super Smash Bros. Rosa will pull out the Red Parasol and jump upwards with it closed, before opening it at the peak of her jump. As she falls she will keep the parasol open to slow her descent, though pressing downwards will cause her to enter a pseudo-helpless state as she puts it away.
- Twister is a special Dragon-type move that Snivy can learn by breeding. This technique can hit multiple opponents with a single use, and those hit by it have a 20% chance of flinching, causing them to miss their turn. In Super Smash Bros. Snivy will create a tornado around itself and jump upwards a short distance. Any foe hit by Twister will take a minimal amount of damage, though Snivy will travel through any enemy in its path.
Final Smash: DNA Splicers are a type of key item that allows the player to obtain the mascot Pokémon of Pokémon Black and White Versions 2: White Kyurem and Black Kyurem, respectively. By splicing Kyurem's data with that of Reshiram or Zekrom, the player can power up the Boundary Pokémon a substantial amount. In Super Smash Bros. a Kyurem will appear on the stage and Rosa will use the DNA Splicer to splice it with Zekrom's DNA to become Black Kyurem. Black Kyurem will then perform Freeze Shock, releasing a powerful blast of electrically-charged ice that can deal damage of both elements and potentially freeze foes.
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Rosa's entrance animation has her simply walk onto the stage, as she looks at the Town Map confused.
Rosa's taunt sees her simply raise her arm and perform a short hop as she cheers. If Snivy is in battle as well, the Pokémon will bounce around on its tail happily.
Rosa's victory theme is an upbeat, and pop-based, remix of the opening parts of the Xtransceiver minigame theme from Pokémon Black and White Versions 2.
Rosa's victory animations are as follows: Rosa will point forwards with a cheer and Snivy throws a Razor Leaf projectile into the ground, which confuses the two people on the screen; Rosa will watch with a determined look as Snivy bounces up and down on a set of vines clumsily; and Rosa and Snivy both jump up happily before Black Kyurem drops down behind the two and scares them.
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Roserade, the Bouquet Pokémon, is a Grass/Poison-type Pokémon and the final evolution of Budew. Though its arms end in bouquets of flowers, Roserade's Pokédex entries reveal that these bouquets actually hide thorny vines that contain deadly toxins, which it uses to trap its prey. Despite its very dangerous tendencies and the fact that both of its hands contain two different types of deadly poisons, Roserade appear to dance around while fighting, gracefully luring its prey closer to snare them with their vines.
First appearance:
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Pokémon Diamond and Pearl Versions (2006)
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Energy Ball
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Toxic Spikes
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Venomous Launch
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Ingrain
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Bloom Doom
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Neutral Special: Energy Ball is a special Grass-type attack that was introduced alongside Roserade in Pokémon Diamond and Pearl Versions. In the Pokémon series, a Pokémon who attacks with Energy Ball appears to harness the power of nature in order to create an orb of green energy that deals damage to its target and may also lower their special defence stat. In Super Smash Bros. Roserade simply throws forwards a small orb of green energy, that disperses once it travels a set distance or should it hit a foe. Roserade can also charge this attack to increase the amount of damage that is dealt by the orb of energy, as well as its size and the distance it travels. The ball's power and size will also automatically increase the more damage Roserade has taken; with a fully-charged Energy Ball, the attack reaches its maximum power once Roserade reaches 80%.
Side Special: Toxic Spikes is a status-based Poison-type attack first introduced in Pokémon Diamond and Pearl Versions. As its name implies, the user scatters poisonous barbs around the feet of its target, which instantly poison any Pokémon that is sent out of a Pokéball into them. In Super Smash Bros. Roserade can place up to three Toxic Spikes down into the ground, acting as a land mine that explodes once a fighter gets close enough, releasing a small cloud of poisonous gas. Though the move doesn't deal much damage or knockback initially, it will continue to deal damage over a short period of time, and the poisonous cloud will remain for a moment after the spike's detonation, causing anyone who enters it to also get poisoned. Any placed Toxic Spike will disappear should Roserade be KO'd, and, should Roserade attempt to place a fourth Toxic Spike, the earliest-placed one will despawn.
Up Special: Venomous Launch is a combination of two different moves from the Pokémon series: the Grass-type attack Seed Bomb and the Poison-type attack Poison Jab. Both attacks are physical-based ones with their main uses being to deal damage, though Poison Jab also has the potential to poison its target. In Super Smash Bros. Roserade uses these two moves in conjunction with each other as a powerful vertical-based attack. First Roserade uses Seed Bomb to launch itself into the air, causing an explosion beneath it that deals damage, and performs a poisonous uppercut attack while travelling upwards to deal even more damage to those above Roserade. Though the move has high KO potential, it has little in the way of recovery potential, as Roserade jumps straight-upwards a short distance before falling helpless.
Down Special: Ingrain is a status-based Grass-type move that debuted alongside Roserade's pre-evolution, Roselia, in Pokémon Ruby and Sapphire Versions. Ingrain is move that heals the user over the course of a number of turns, by way of, as described in most titles, the Grass-type Pokémon laying roots to absorb nutrients from the ground. In Super Smash Bros. Ingrain is a double-edged sword, both very useful for Roserade but at the same time a major hindrance: once used, Roserade will begin to heal damage back slowly as long as Roserade stands on the ground. The move has a long start-up period however, and its effects end the moment Roserade's feet leave the platform that the move was used on.
Final Smash: Bloom Doom is the Grass-type's Z-Move introduced in Pokémon Sun and Moon, usable by any Pokémon that both knows a damage-dealing Grass-type attack and carries the Grassium Z. Bloom Doom, in the Pokémon series, sees the area around the battle bloom with a large variety of flowers, which the Pokémon harnesses power from to summon a blast of energy around itself and engulf its target. In Super Smash Bros. the attack works fairly differently however: Roserade will hold its arms out in front of itself and release two long thorny vines that will travel a fair distance, through any fighter in its path to trap them in place. After the vines expand to their full length a short cinematic will play out should Roserade have trapped any fighters: first the Grass/Poison-type Pokémon will jump into the air and throw its trapped targets into a field filled with a large variety of flowers. While in the air, Roserade will release a powerful beam of green energy at the foes in the field, which deals massive damage to them and knocks them away as the cinematic ends.
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Roserade's entrance animation sees it appear out of a Poké Ball alongside a tornado of leaves.
Roserade's taunt sees it cross its arms over its chest, close its eyes, and tilt its head slightly downwards as a small tornado of leaves kicks up around its feet.
Roserade's victory theme is a slowed-down, piano-based remix of the Great Marsh background theme from Pokémon Diamond and Pearl Versions.
Roserade's victory poses are as follows: Roserade leaps forwards like a dancer before pirouetting, causing flower petals to dance around it before it stops and smiles to the camera; Roserade chuckles to itself as it lightly dances in place with its eyes calmly closed; and Roserade spins around, arms wide, while looking up at the sky before quickly performing a spin and a kick into a crouching position, glaring as it slides towards the camera.
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Rover is a character who makes an appearance in every instalment of the Animal Crossing series. In most of his appearances, Rover is a traveller who greets the player on their journey to their new home, asking them questions that determine their appearance and allowing them to name their town. Rover is also a frequent patron of The Roost, where he tells Brewster and his other customers of his adventures around the globe.
First appearance:
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Dōbutsu no Mori (2001)
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Candy Bomb
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Paper Parasol
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Present
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Gyroid Mine
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Morning Aerobics
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Neutral Special: Candy Bomb is based upon an item that makes numerous appearances in the Animal Crossing series: Candy. Candy is sold throughout the month of October leading up to Halloween, when it can be given to Jack to get a piece of the Spooky furniture set in return, and can also be found in eggs on Bunny Day. The Candy Bomb attack from Super Smash Bros. sees Rover throw out a piece of candy (with a lit fuse protruding from it), which will explode upon hitting a foe or once its fuse burns out - if the candy hits the ground before then, it will land on the ground and can even be picked up by other fighters, though it can detonate in their hands. Rover throws the Candy Bomb forwards but in a slight arc, and as such it is affected by gravity should it be thrown over a ledge.
Side Special: Paper Parasol is a type of Umbrella that appears in all main titles of the Animal Crossing series. The Paper Parasol is, as its name implies, an umbrella with a shade made of oil-paper, its design being of classical Chinese origin. In Super Smash Bros. Rover holds the Paper Parasol open in front of him, and spins it to let loose a flurry of rain drops to deal minor damage to close-enough foes without even stunning them. The Paper Parasol's main use is that it will reflect projectiles when timed correctly.
Up Special: Presents are a recurring item in the Animal Crossing series; they are small gift-wrapped boxes tied to balloons that can be knocked down by using the slingshot item. In Super Smash Bros., Rover will hold on to a Present and kick his legs feverishly, propelling him upwards quickly. This does not deal damage to anyone, and any foe can force him to enter a helpless state should they simply attack him as this will make the balloon pop. While this move does not deal damage, Rover can remain airborne for a significant amount of time, and potentially cross through some smaller stages. Additionally, while airborne, the player can tilt the control stick to slightly move Rover left or right. The player can also tap the special attack button to increase the speed of his ascent.
Down Special: Gyroid Mine is a technique that sees Rover utilize a Gyroid - specifically Lloyd from Animal Crossing: City Folk - as a land mine. Depending on whether the special move button is held down or simply pressed, the move acts slightly differently. When pressed, Rover will plant the Gyroid in the ground, allowing it to be "detonated" should another fighter walk over it; if the button is held down, it will detonate immediately upon use. Once detonated, the Gyroid will fly up into the air a fair distance, dragging along the foe that detonated it, before exploding. When the Gyroid has been planted in the ground, Rover can detonate it whenever by using the move again, but it will disappear should it not be launched after a set amount of time. This attack can not be used while Rover is airborne.
Final Smash: Morning Aerobics is an event that runs from July 25 to August 31 in the original Animal Crossing title. The Morning Aerobics sessions see Copper the police dog lead four villagers in exercising, and the player can join in by moving the C stick. When the player speaks to Tortimer he will stamp a card, and gift them the radio that plays music during these sessions after earning fourteen stamps. In Super Smash Bros. Rover will place down the Aerobics Radio, which plays the same song it does in Animal Crossing and generates fairly large shockwaves to damage and knock away foes that are close to it. The Aerobics Radio will explode as well after playing its song for long enough. Rover can be controlled as the radio plays its song, meaning the player can knock their opponents into the shockwaves should no one be close enough to it.
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Rover's entrance animation sees him step out of Kapp'n's taxi from Animal Crossing: Wild World, which speeds away into the background. Ironically, Wild World is the only Animal Crossing game in which Rover doesn't appear.
Rover's taunt sees him drink a cup of Brewster's coffee.
Rover's victory theme is a remix of the first part of the main theme of both the Japan-only Dōbutsu no Mori and its international counterpart Animal Crossing.
Rover's victory poses are as follows: Rover juggles three fruits (an apple, a pear, and a peach), before catching them all and looking towards the camera with his arms filled; Rover waves a Sparkler around, leaving behind a trail of orange light that resembles the Animal Crossing series icon (a leaf with a hole taken out of it); and Rover admires a piece of ore (which can be any of the ores that appear in New Leaf: silver nugget, gold nugget, amethyst, sapphire, emerald, or ruby) before looking up and waving with his other hand.
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Rudy the Clown, also referred to as simply "a hidden figure", is the main antagonist of Wario Land 3. After Wario ends up getting trapped in the world within a music box, Rudy introduces himself to the greedy treasure hunter as the ruler of this domain. Claiming that an evil being robbed him of his power, he tasks Wario with breaking the seals on five special music boxes and bringing them to him. After he does so however, the hidden figure reveals his true form - a giant demonic clown - and explains that the monsters that Wario had faced along the way were actually the original inhabitants of the music box's world, transformed by Rudy's power before those remaining could seal it away.
First appearance:
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Wario Land 3 (2000)
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Madcap Wallop
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Gagman Grip
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Clown Clonk
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Zany Bulwark
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Overlord's Grasp
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Neutral Special: Madcap Wallop is an attack inspired by Rudy the Clown's battle in Wario Land 3. Despite being the final boss of that game, Rudy only has a single attack: he attempts to grab Wario, and successfully doing so results in an instant Game Over. The Madcap Wallop technique is a powerful punch attack, which sees Rudy expand his fist to a larger size before punching forwards. The move is very powerful, dealing massive knockback, but the move's start-up is fairly tedious.
Side Special: Gagman Grip is loosely based on Rudy's method of attack in Wario Land 3. The move sees Rudy make his fist slightly larger as he grabs while dashing a very short distance forwards. If he successfully grabs a foe, he will dive downwards like a torpedo, spinning while carrying his opponent in a tight embrace that leaves both of them helpless until they hit the ground. The higher Rudy and his opponent fall before colliding with the ground increases the amount of damage the latter will take in a firework-like explosion as they land; though if they were to fall from too high, Rudy would take a bit of recoil damage as well. If the distance Rudy and his opponent fall is short enough, instead of taking damage Rudy's opponent will be buried in the ground. If used on the ground, Rudy will instead slam his enemy into the ground, burying them while dealing minor damage.
Up Special: Clown Clonk serves as Rudy's main method of recovery, though it primarily serves to deal damage as the amount of vertical (and horizontal) distance he travels is minimal. The attack begins with Rudy jumping upwards, swinging his arms out in a wild upwards punch as he does so, before he performs a powerful downwards smash with both of his hands after a short ascent. The second attack will spike airborne foes, though the first punch is fairly weak.
Down Special: Zany Bulwark is the only one of Rudy's special attacks not based off his use of his large fists in the final boss fight of Wario Land 3. Instead, this is a more-defensive technique. Rudy makes an 'X'-like shape with his arms across his chest, his hands spread with their palms facing away from his body. This pose somehow creates a shield around Rudy, which, while not making him impervious to attacks, does deafen the amount of damage he takes. This technique can be held indefinitely, though Rudy's head is left wide open, and he will also break posture should he sustain enough damage or take an attack that deals a particularly great amount of knockback.
Final Smash: Overlord's Grasp is the name of Rudy's Final Smash, and is the attack most based on his boss fight in Wario Land 3. Upon activating the move, Rudy will go into the stage's background and grow to an immense size. The player will then be able to take control of Rudy's hands, and he punches downwards through the entire stage once the special or standard attack buttons are pressed. The amount of time that the player has control of the giant Rudy is very limited - the player could hypothetically punch the same area three times if they were to use their button presses to attack with perfect timing, though it is more likely that a player will only get two punches in at maximum. If the player does not manually punch during the move's duration, Rudy will automatically punch down on whatever spot his hands are above before he shrinks back to normal.
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Rudy's entrance animation sees him appear out of a puff of smoke, five small square lights charging away from him in a star-like shape at a high speed.
Rudy's taunt sees him smile deviously as he claps three times at a slow rate.
Rudy's victory theme is an intense, electric guitar-based remix of an excerpt of the theme that plays during his boss fight in Wario Land 3.
Rudy's victory poses are as follows: Rudy laughs, hands on his stomach, before posing with one of his hands displaying a thumbs-down gesture as he smiles deviously; Rudy snaps his fingers dramatically before crossing his arms and laughing; and Rudy punches his fists together and gets ready to punch forwards, but sneezes instead.
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Ryu is considered to be the main protagonist of the Street Fighter series, both in part due to him appearing in all of the series' media as well as being designed to be "beginner-friendly". A practitioner of the Shotokan martial arts, Ryu trained under his adopted father, Gouken, alongside his childhood friend Ken Masters, until his master was near-fatally injured in a battle against his older brother Akuma. Ryu has at times nearly succumbed to the dark energy-based martial arts style Satsui no Hadou, which stems from hatred and a desire for victory; this internal conflict lays at the heart of Ryu's stories throughout the series.
First appearance:
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Street Fighter (1987)
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Hadoken
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Tatsumaki Senpukyaku
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Shoryuken
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Focus Attack
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Shin Shoryuken / Shinku Hadoken
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Uniquely, Ryu is capable of performing his special attacks in ways other than by using the general special attack button and directional input method. Following the gameplay mechanics of the Street Fighter series, performing a specific series of directional inputs followed by either of the special or standard attack buttons will also cause Ryu to perform often-stronger versions of such moves. When Kirby has inhaled Ryu, the former is also capable of performing any directional input related to Ryu's neutral special move.
Neutral Special: Hadoken is Ryu's signature (yet not exclusive) attack from the Street Fighter series, and the most well-known one from that series. Much like in Street Fighter, the Super Smash Bros. incarnation sees Ryu put his hands together with his palms facing outwards as he fires a blue spherical projectile forwards. A slightly stronger and larger variation can be performed by inputting the directional inputs of ↓ ↘ → followed by either of the attack buttons. Another version known as the Shakunetsu Hadoken, which is red in coloration and hits multiple times, can be performed by inputting ← ↙ ↓ ↘ → followed by an attack button.
Side Special: Tatsumaki Senpukyaku is a spinning kick that debuted in the original Street Fighter title. Much like its appearance in Street Fighter titles, Ryu, in Super Smash Bros., will fly forwards as he spins around with a leg out-stretched. The special attack deals more damage and knockback at the beginning of its use than it does at the end. In addition, a stronger variation, that also sees Ryu travel a much further distance, can be performed by inputting ↓ ↙ ← followed by an attack button.
Up Special: Shoryuken is an attack from Street Fighter that both Ryu and his friend Ken Masters can perform. Shoryuken is a leaping uppercut that also sees the user spin as they jump. While the attack is fairly powerful with little start-up, it suffers from long ending lag and will leave Ryu helpless if he is still airborne after its use. The normal Shoryuken's power can be increased slightly if the special attack button is held down, but inputting → ↓ ↘ followed by an attack button will cause an even stronger version, with less landing lag, to be performed instead.
Down Special: Focus Attack is a move that every fighter in Street Fighter IV can perform that, while it has a long start-up period, grants the user super armour temporarily, allowing them to take an attack without flinching. If the special attack button is pressed this attack merely ends with a punch with ink-like aesthetic details matching its Street Fighter IV incarnation, but if it is held down the move becomes much different; although it takes longer to charge up, the punch can break through shields and counterattacks to cause the target to enter a slow crumpling animation. Unlike Ryu's other special attacks, the Focus Attack can only be performed via the normal special attack button + directional input method.
Final Smash: Unlike most other fighters, Ryu has two different Final Smash attacks which vary depending on Ryu's distance from another fighter. At point-blank range, he will perform Shin Shoryuken, while he will instead perform Shinku Hadoken if he is further away. Shinku Hadoken is a stronger version of Ryu's Hadoken attack, being slightly larger in size and having a vacuum effect that traps nearby foes against the Shinku Hadoken as it travels forwards before it explodes to launch them away. The Shin Shoryuken is a three-hit combo attack which sees Ryu first perform an uppercut, then an under-hand punch, followed by a powerful Shoryuken to launch them away. The latter attack is unique, as, if the opponent is guaranteed to be KO'd by the attack, the final hit will see the screen turn into an orange and yellow star-like explosion to mimic the Special/Ultra combo KO screen from Street Fighter IV.
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Ryu's entrance animation sees him stride onto the stage from the background as mist dances up from his footsteps.
Ryu's taunt sees him hold his fist forwards, saying "Talk is cheap" or "Come on" to his opponent.
Ryu's victory theme is a techno remix of Street Fighter II's victory theme.
Ryu's victory poses are as follows: Ryu winds up a punch before throwing a hook with his left hand, calling out "Give it your all!" as he does so; Ryu slings a duffel bag over his shoulder, saying "The journey... has just begun"; and Ryu smiles before raising his hand in the air triumphantly, saying "Your range is one fist short." Albeit rare, it is possible that Ryu will say "You must defeat Sheng Long to stand a chance" instead during any of his victory poses.
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