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Sable is a shopkeeper who appears in the Animal Crossing series. Throughout all of the main Animal Crossing titles Sable works alongside her younger sister Mabel as one of the proprietors of the Able Sisters, and she can often be found sewing up new clothes in the back of the store. Sable doesn't say much to most of her customers, instead relying on Mabel to be the sociable one, but will slowly open up to repeat customers who come speak to her. In Animal Crossing: Wild World and City Folk, speaking to Sable would also have her open up about her past and her extremely close relationship with the town's merchant Tom Nook.
First appearance:
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Dōbutsu no Mori (2001)
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Letter
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Cloth Capture
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Umbrella
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Mannequin
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Able Sisters To Go
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Neutral Special: Letters are a method of communication that appears throughout the Animal Crossing series. Throughout all main entries of the game, players can send and receive letters from both other players and the non-playable characters that appear in their town. In Super Smash Bros. Sable throws a white envelope with a red seal forwards. This projectile deals little damage but travels quickly and through opponents as it damages them. Sable can have up to two letters on the screen at once; though she could theoretically throw out an indefinite amount, the envelope travels a set distance before disappearing and it reaches this point before a third can appear.
Side Special: Cloth Capture is an original technique created for Super Smash Bros. that is based upon both Sable's profession as a seamstress as well as artwork of the Able Sisters used on an e-Reader card for the GameCube Animal Crossing title. When the special move button is pressed Sable cracks a white cloth forwards as if it were a whip, which can latch onto enemies as a tether grab or onto ledges as a tether recovery. Should Sable capture an enemy with her cloth they will become wrapped within it, making it more difficult to escape than a normal grab, and Sable has a unique set of throws that she can perform on the enemy she has trapped.
Up Special: Umbrellas are a type of object that can be purchased and held throughout the main Animal Crossing titles. In Animal Crossing: Wild World, City Folk, and New Leaf the Able Sisters store serves as the main location were umbrellas can be purchased and obtained, while the original Animal Crossing titles also allowed the player to display their custom designs as umbrellas within their store. In Super Smash Bros. Sable pulls out an umbrella as a gust of wind propels her upwards a fair distance, Sable spinning around to deal damage to any enemy she runs into as she does. At the peak of her flight Sable will not immediately enter a helpless state - she will instead slowly begin descending as she keeps the umbrella open. By pressing down on the control stick she will close the umbrella and fall helpless; trying to perform any attack will also see her fall helpless after performing a weak swipe with her closed umbrella. The design of the umbrella is randomly determined every time the move is used and can be several different umbrellas that appear in Animal Crossing: New Horizons: Blue Dot Parasol, Eggy Parasol, Candy Umbrella, Cherry Umbrella, DAL Umbrella, Camo Umbrella, Bear Umbrella, Frog Umbrella, Grape Umbrella, Lemon Umbrella, Mini-Flower-Print Umbrella, Nook Inc. Umbrella, Picnic Umbrella, or the Toad Parasol.
Down Special: Mannequins are furniture items that appear in Animal Crossing: New Leaf. Four of them can be obtained by a single player throughout a save file by completing different criteria and dressed up in clothing. Three of these mannequins can be obtained from the three Able Sisters - Sable, Mabel, and Labelle - in a New Leaf save file. In Super Smash Bros. Sable places a mannequin on the ground beside her (the figure appearing as a leaf as she drops it, like all furniture items do in the Animal Crossing series) and it will come to life. The mannequin will mimic all of Sable's actions just as the hedgehog performs them - with the exception of her side and up special moves and Final Smash - essentially allowing the player to control two fighters at once. The mannequin can be attacked and will take damage as if it were a fighter, though it takes 1.25× more damage and knockback from each than Sable would. The mannequin will remain on the stage until either it or Sable are KO'd; if the mannequin is KO'd before Sable is, she can not send out another until she respawns. If the down special move is used again while Sable is close to the mannequin, she will pick it back up to take it off the stage; she can later have it return to the fight, though it will not heal while inactive.
Final Smash: Able Sisters To Go is a pop-up clothing store that the Able Sisters run in Animal Crossing: Pocket Camp. Able Sisters To Go essentially serves as the game's counterpart to the Able Sisters store that appears in mainline Animal Crossing titles, where the player can purchase tops, bottoms, and dresses from Mable and headgear and accessories from Labelle while Sable can be seen making these items in the back. In Super Smash Bros. Sable summons the Able Sisters To Go mobile shop and drives it forwards at a high speed, dealing massive damage and knockback to any enemy she drives into. Sable will drive straight forwards past the blast line in the direction she faces; once she passes the blast line, she will reappear back where she began without being KO'd.
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Half of Sable's alternate costumes replace her with her younger sister Sable. Identical in every way gameplay-wise, the two characters are counted as separate by the crowd and announcer.
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Sable's entrance animation has her already on the stage sewing a shirt before she looks up and sighs, picking up her sewing machine as if it were a furniture item in the Animal Crossing series - that is to say, she collects it as a leaf - and stuff it into her apron. There are 17 possible clothing designs that Sable can be sewing, sixteen of which are the shirts that the player can begin the game with in the original Animal Crossing titles - Flame Shirt, Paw Shirt, Wavy Pink Shirt, Future Shirt, Bold Check Shirt, Mint Gingham, Bad Plaid Shirt, Speedway Shirt, Folk Shirt, Daisy Shirt, Wavy Tan Shirt, Optical Shirt, Rugby Shirt, Sherbet Gingham, Yellow Tartan, or Gelato Shirt - as well as the Work Uniform that Tom Nook gives his part-time employees.
Sable's taunt sees her pull out a partially-completed shirt and begin hand-knitting it. She will continue to do this until any other action is performed by the player or she is attacked. The shirt that she can be sewing can be any of the same shirt designs that she can sew in her entrance animation, and it will randomize every time the taunt is used.
Sable's victory theme is an orchestral remix of the main melody of the theme that plays within the Able Sisters store in the original Animal Crossing titles.
Sable's victory animations are as follows: Sable sews a shirt at her sewing machine, just as she does in her entrance animation, before looking up and, instead of sighing, happily waves to the camera; Sable, with two shirts on stands beside her, dances from foot to foot as flowers surround her head; and Sable high-fives her sister Mabel before the two pose in a manner identical to their artworks from Animal Crossing: New Leaf. In animations that include shirts, the designs that can appear as the same as those that can appear in her entrance animation and are, just as they are there, randomized each time the player sees this animation.
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Samus Aran is the main protagonist of the Metroid science-fiction video game series. Samus is an intergalactic human bounty hunter infused with DNA from members of both the Chozo and Metroid species. Samus is an orphan from the Earth colony of K-2L, and the sole survivor of the colony after it was destroyed by Ridley and his Space Pirates. She was later found and raised by the Chozo race, and would later go on to join the Galactic Federation to serve under Adam Malkovich; though, after his death, she would later leave to become an independent bounty hunter who would become famous for completing missions many thought to be impossible. Many of her successes are possible due to the Power Suit designed by the Chozo (Chozo Battle Suit Ver SA1-4468-VM6-P) that she wears, which can be upgraded with a variety of different beams and gadgets.
First appearance:
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Metroid (1986)
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Charge Beam
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Missile
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Screw Attack
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Bomb
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Annihilator Beam
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Neutral Special: Charge Beam is a recurring ability that Samus can obtain and use with her Power Suit in various Metroid games; with some games even having Samus being able to use it by default. The Charge Beam allows Samus to charge up the blasts she can fire from her arm blaster, allowing her to fire larger blasts that deal more damage. In Super Smash Bros., tapping the button will have Samus fire a small energy blast, while holding it will allow her to charge up her arm blaster to increase the size of it, distance it travels, and damage/knockback it deals.
Side Special: Missiles are projectile weapons that have made appearances in every game of the Metroid series. Missiles in the Metroid series are a more powerful version of the normal Charge Shot, though Samus can usually only carry a select amount, meaning players' use of the missiles must be strategic. In Super Smash Bros., Samus fires one of two missile types forwards- this is dependant on how the control stick is pushed when the move is activated: tapping the stick will release a more powerful missile that travels horizontally at a high speed, while holding the stick will release a weaker missile that can, to an extent, home in on a nearby fighter.
Up Special: Screw Attack is a recurring ability within the Metroid series. Throughout all of its appearances, including Super Smash Bros., the Screw Attack involves Samus somersaulting into the air at a high speed as energy surrounds her body, which heavily damages foes on contact. While it is great at dealing damage, the vertical movement Samus performs isn't great, making it a lackluster recovery option.
Down Special: Bombs are most commonly seen in the Metroid series as the most basic ability that Samus can use while in Morph Ball form. In Super Smash Bros., much like in the Metroid games, Samus transforms into her Morph Ball form and releases a bomb where she sits, which will promptly explode. The bombs can propel Samus upwards a very short distance upwards if she remains in Morph Ball form (as in, should the move be used in rapid succession), making it a dangerous, but effective, vertical recovery option should players get skilled enough at the timing.
Final Smash: Annihilator Beam is a Luminoth weapon that Samus can obtain within Metroid Prime 2: Echoes. In-universe, it was once wielded by the Luminoth Keybearer A-Kul, and it fires both light and dark ammo that combine to create an anti-matter substance. In Super Smash Bros., Samus will fire anti-matter energy blasts that home in on all nearby foes around her (which, somewhat ironically, deal very little damage and mainly serve to stun foes to keep them in place), before firing a powerful Disruptor beam attack in front of her to knock all foes in its path away.
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Samus' entrance animation sees her slowly stepping out of a Super Metroid-styled Save Station.
Samus' taunt sees her adjust something on her arm cannon, before looking at it and nodding.
Samus' victory theme is remix of the fanfare that would play in the original Metroid game whenever Samus obtained a new weapon, or after she defeated Ridley or Kraid.
Samus' victory poses are as follows: while kneeling, Samus fires several small bursts of fire from her cannon before facing the screen, turning her cannon skyward, and placing her hand on it; Samus removes her helmet and shakes her head around to release her hair, saying "Mission accomplished" as she puts her helmet under her arm; Samus puts her hand on her hip, and points her cannon at her head in a salute.
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Scooby-Doo is the titular main protagonist of the Scooby-Doo! multimedia franchise that began with the 1969 television series Scooby-Doo, Where Are You! A brown Great Dane, Scooby-Doo is a member of the detective group Mystery Inc., and travels around the world with his best friends Norville "Shaggy" Rogers, Velma Dinkley, Fred Jones, and Daphne Blake. Though he and his owner, Shaggy, often get involved in a variety of mysteries, the two are quite cowardly; the two would much rather stuff their faces with food than deal with whatever masked ghouls they inevitably run into. Still, Scooby deeply cares for his friends and will help them out even despite his fears, though this often comes at the cost of some Scooby Snacks.
First appearances:
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Scooby-Doo, Where Are You! (1969-70) Scooby-Doo's Maze Chase (1983; game)
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Dash Bash
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Soap Bubbles
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Umbrella
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Super Sonic Smash
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Tome of Doom
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Neutral Special: Dash Bash is, though not named as such, the main attack used by Scooby-Doo in the game Scooby-Doo! Night of 100 Frights. At the beginning of the game, Scooby-Doo's dash attack stuns enemies, allowing him to pass without issue, though he is later able to defeat upon collecting the helmet that's found on the hill in the hedge maze. In Super Smash Bros. this attack acts identically to its Night of 100 Frights counterpart: Scooby-Doo rushes forwards head-first (while wearing a red and yellow American football helmet) for as long as the special move button is held, stopping should he collide with an enemy or a wall. Unlike in Night of 100 Frights, where the player could still change Scooby's direction, albeit loosely, the player must stop using the move in order to change the direction of the Smash Bros. attack. Additionally, Scooby continues sliding a short distance after the special move button is let go, which could be disastrous as he can run or slide off of ledges.
Side Special: Soap Bubbles can be blown by Scooby-Doo in Scooby-Doo! Night of 100 Frights once he collects the Soap Bubble "invention". In that game, soap bubbles trap enemies within them, allowing Scooby to stand on them for a short time as if they were platforms while also preventing them from attacking him temporarily. In Super Smash Bros. Scooby similarly blows a bubble and, should be be next to an enemy, trap them inside of it. Regardless of if an enemy is in the bubble or not, it will pop immediately, dealing damage and knockback in the process; though the amount dealt is increased should a character be trapped within them.
Up Special: Umbrella is one of Professor Alexander Graham's many "inventions", described by Holly as being one of her father's "more useful" inventions. In Scooby-Doo! Night of 100 Frights Scooby can use this black umbrella to glide through the air, allowing him to travel up air currents and across gaps. In Super Smash Bros. Scooby opens the umbrella up as an air current pushes him upwards. Though this deals no damage, Scooby enters a pseudo-helpless state upon reaching the peak of his flight as he closes the umbrella.
Down Special: Super Sonic Smash is an upgraded form of the Super Smash, an attack that can be obtained in Scooby-Doo! Night of 100 Frights. The original Super Smash is a ground pound technique that, while fairly weak against enemies, allows Scooby to press buttons in order to progress. The Super Sonic Smash is stronger and can stun enemies near-enough to Scooby when he lands. In Super Smash Bros. Scooby will fly a short distance upwards (if on the ground) before smashing downwards at a high speed. While the Super Sonic Smash stunned nearby enemies in its original title, in Smash Bros. Scooby-Doo instead releases small clouds as he lands that can deal slight damage to enemies nearby.
Final Smash: The Tome of Doom is a prominent artifact used by Scooby-Doo and Shaggy Rogers during the events of Scooby-Doo! Mystery Mayhem. An ancient tome displayed at the Hambridge University Library, the Tome of Doom contains the mysterious power to seal (and unleash) actual spirits, locking them on their respective page in the book; Scooby and Shaggy must used this power to recapture the spirits that escaped after the Tome of Doom's pages are torn out. In Super Smash Bros. Scooby holds out the Tome of Doom which fires a blue laser forwards. This laser deals no damage but instead pulls any enemy that touches it into the tome, which shuts as the enemies are trapped into it. Scooby then drops the Tome of Doom, which shakes for a few moments, before opening again, launching away heavily damaged enemies sky-high.
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Scooby-Doo's entrance animation has him pop his head out of a golden vase, a flower on his head, and he jumps out of it onto the stage. As he does, the vase falls over and shatters behind him.
Scooby-Doo's taunt sees him pull out a multi-layered sandwich (the same one that appears as a health pickup in Scooby-Doo! Night of 100 Frights), toss it up in the air, and catch it in his mouth, swallowing it whole.
Scooby-Doo's victory theme is a jazzy, upbeat remix of the jingle that played on the episode title cards of Scooby-Doo! Where Are You? The tone of the fanfare is similar to that of the main menu theme from Scooby-Doo! Night of 100 Frights as well.
Scooby-Doo's victory animations are as follows: Scooby-Doo sits on the ground surrounded by food, holding a sandwich in his paws which he happily chows down into with a laugh; Scooby-Doo happily says his full name ("Scooby-Dooby-Doo") before laughing cheerfully; and Scooby-Doo is congratulated by his friend Shaggy Rogers, who tosses him a handful of Scooby Snacks that he catches in his mouth.
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Sephiroth is the main antagonist of FINAL FANTASY VII, FINAL FANTASY VII REMAKE, and many of the other pieces of media within the Compilation of FINAL FANTASY VII sub-series of the FINAL FANTASY franchise. Sephiroth was once a super-soldier celebrated as a war hero and the poster child of the Shinra Electric Power Company's militant force SOLDIER due to his successes in the Wutai War that allowed Shinra to establish autocratic rule over most of the planet that they hadn't ruled over already. Upon learning of the experiments that led to his creation, which includes the fact that he was injected with cells from the extraterrestrial being Jenova prior to his birth, Sephiroth's mental state began to crumble and he became a cruel, murderous man with a messiah complex, believing his connection to Jenova meant that he was superior to the rest of the population and the "chosen one" destined to lead the planet on which he lives.
First appearance:
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FINAL FANTASY VII (1997)
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Flare / Megaflare / Gigaflare
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Shadow Flare
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Oblivion / Octaslash
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Scintilla
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Supernova
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Neutral Special: Flare, Megaflare, and Gigaflare are all recurring attacks that have made numerous appearances in the FINAL FANTASY franchise ever since their respective debuts in the original FINAL FANTASY game, FINAL FANTASY III, and FINAL FANTASY V. While FINAL FANTASY VII describes the spells as fire-elemental, most FINAL FANTASY games ignore the fire-based contexts of the spells' names and instead describe them as non-elemental. In Super Smash Bros. holding down the special move button will have Sephiroth charge up Flare, eventually transforming it into Megaflare and, afterwards, Gigaflare. All versions of the move act similarly - this being that Sephiroth throws forwards a fireball that will explode upon contact with an enemy or after travelling a set distance - though each spell has different properties relating to their strength levels in the FINAL FANTASY series: Flare is small and travels a great distance at a low speed to deal only a light amount of damage; Megaflare is larger, travels about half the distance (but at a higher speed), and results in a more powerful explosion that deals more damage; and Gigaflare travels a very minimal amount of damage at a slow speed as a small projectile before detonating into an incredibly powerful explosion. While the initial fireball is considered a projectile and thus can be reflected or absorbed, the resulting explosion is not.
Side Special: Shadow Flare is an attack that has been included in multiple FINAL FANTASY titles since its original appearance in FINAL FANTASY III, but has been explicitly associated with Sephiroth as a result of his use of the spell in the Kingdom Hearts series. In the Kingdom Hearts series, Shadow Flare is an attack that sees Sephiroth release orbs of energy that track the player, detonating once they get close. The Kingdom Hearts version of the attack serves as the basis for its Super Smash Bros. counterpart: Sephiroth snaps his fingers to shoot a thin, and short, beam of purple light forwards. If this light hits an enemy, they will be surrounded by an orb of energy that will spin around the enemy for a short period of time before it specifically targets the enemy it is encircling and launches itself into it. The attack can be charged up to increase the amount of orbs that encircle Sephiroth's target up to three, though one fighter can have up to five orbs circling them at one time. The orbs act as projectiles and thus the target can absorb or reflect them with proper timing as they turn towards them; the initial beam of energy can also be reflected back at Sephiroth, and the amount of orbs that encircle him will be doubled - again, up to a maximum of five - as a result.
Up Special: Oblivion is an attack that Sephiroth has as part of his moveset in Dissidia Final Fantasy, which itself is based upon an attack that Sephiroth performs in the Kingdom Hearts series. In Dissidia Final Fantasy, Oblivion is a technique where an airborne Sephiroth dashes towards his enemy, hitting them multiple times with his sword before knocking them downwards; only the beginning of the technique is replicated for its Super Smash Bros. appearance. In Super Smash Bros., tapping the special move button will have Sephiroth jump upwards - or in whichever direction the control stick is pointed - striking once as he moves to deal some damage. Octaslash is an attack that first properly appears in CRISIS CORE -FINAL FANTASY VII-, though it too is based on an attack he performs in Kingdom Hearts II. In Super Smash Bros. Sephiroth will perform Octaslash if the special move button is held down and the move charged up, as it sees Sephiroth dash a slightly further distance than Oblivion does, though he strikes eight times as he travels this distance to deal more damage and knockback. Like Oblivion, Octaslash can be performed in any direction, not just upwards; though unlike Oblivion, Sephiroth can not prematurely end the attack by grabbing a ledge while performing Octaslash as he will only do so after travelling the full distance.
Down Special: Scintilla is an attack introduced in Dissidia Final Fantasy, and has since become a recurring ability used by Sephiroth in many of his later appearances. In its debut, Scintilla sees Sephiroth form a barrier of green energy with a honeycomb-like pattern, before slashing twice to deal Bravery and HP damage with the first and second hit respectively. In Super Smash Bros. Scintilla acts as a sort of unique counterattack, as it sees Sephiroth attack whether or not he takes damage. Forming a similar wall as in Dissidia Final Fantasy, Sephiroth will break it apart a moment later to damage an enemy directly in front of him as it explodes into bursts of light. The amount of damage and knockback will increase should the barrier be hit by an attack, though this is only true for attacks that deal less than 25%. If an attack were to deal 25% or more damage, the barrier will break, staggering Sephiroth and dealing no damage to either party.
Final Smash: Supernova is an attack performed by Sephiroth - as Safer∙Sephiroth - in the third phase of the final battle of FINAL FANTASY VII. Safer∙Sephiroth's ultimate attack, Super Nova (as it is parsed in FINAL FANTASY VII) is an attack infamous for its animation taking over 2 minutes to play out in the international versions of the original game, with a cutscene playing of a meteor crashing through and destroying the planets in the Milky Way Galaxy, consequently crashing into the sun and causing it to expand into a supernova to engulf Gaia, the planet that FINAL FANTASY VII takes place on. In Super Smash Bros. the attack begins with Sephiroth performing a slash attack that can trap up to three fighters in a cinematic. This cinematic first depicts them in a cloudy void facing Safer∙Sephiroth before an abridged version of the FINAL FANTASY VII cutscene plays out, destroying Gaia, and dealing damage to all trapped enemies. Though a strong attack, Supernova is unique in that it does not deal knockback specifically, rather it can instead cause a variety of random effects to be applied to the fighters trapped; each fighter afflicted can suffer a different effect, each decided at random. These effects are:
- Being put to sleep.
- Having a flower placed upon their head, causing them to take damage over a short period of time.
- Reversing the fighter's controls.
- Being launched a set distance with a darkness effect applied to them.
- Being slowed down by half, hindering their moments.
- Having their shield broken, and thus stunning them in place for a short amount of team.
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Sephiroth's entrance animation has him drop out of a purple cloud of dark energy, a couple of black feathers fluttering down alongside him.
Sephiroth's taunt sees him chuckle in a sinister manner as he turns his body to face the camera at an angle, a dark aura emitting from his body as he does so.
Sephiroth's victory theme is a slightly modified version of the ending segment of Sephiroth's theme One-Winged Angel, specifically the version from FINAL FANTASY VII: Advent Children. This is followed up with a held note and a chnt of Sephiroth's name taken from the original FINAL FANTASY VII version of the same theme. Unlike other victory themes, no music follows this fanfare; it does not loop nor does the normal victory screen music play afterwards.
Sephiroth's victory animations are as follows: Sephiroth, with his back to the camera, turns to look over his shoulder as he chuckles in a sinister manner, before he walks away from the screen; turned slightly to the right, Sephiroth slowly looks up at the camera with a menacing expression on his face; and Sephiroth turns his back to the camera before simultaneously slicing horizontally to the left with his sword and unfurling his single black angel wing towards the right. Unlike other characters, Sephiroth's victory animations take place in a void of fire - the flames of Nibelheim - instead of the usual victory screen.
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#144
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Shadow Mario is a shadowy doppelgänger of the Mushroom Kingdom's hero, Mario. Known for wielding a giant paintbrush capable of creating graffiti out of nothing, Shadow Mario is the one behind the vandalization of Isle Delfino's picturesque scenery by covering many of the major tourist attractions with deadly paint. A strange and silent character, Shadow Mario is actually the disguise of Bowser Jr., who used the power of the Magic Paintbrush he stole to ruin Mario's positive image both before and during the events of Super Mario Sunshine.
First appearance:
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Super Mario Sunshine (2002)
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Graffiti Strike
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Shadow
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Particle Split
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Swoopin' Stu
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Graffiti Gauge
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Neutral Special: Graffiti Strike is an attack that makes use of perhaps the most notable piece of graffiti present within Super Mario Sunshine: Shadow Mario's emblem, a crudely-drawn M with two dots above it. In Super Smash Bros., Shadow Mario will quickly perform a series of four quick strikes as the special move button is tapped. Each of these strikes leaves behind a strike of graffiti in the air, and all four uses of this move create Shadow Mario's signature. The graffiti Shadow Mario leaves hanging in the air will remain on stage for a moment, damaging any who touch it, before dissolving away into small orbs of paint.
Side Special: Shadow is an ability based upon one that Shadow Mario uses, albeit only under specific circumstances, in Super Mario Sunshine. In the segments where Mario must chase down Shadow Mario through the hub area of Delfino Plaza, should the player wait long enough without approaching close enough to Shadow Mario he will transform into a small blue orb and travel away from his current location. Likewise, his side special move in Super Smash Bros. sees him do the same: transforming into this same form, Shadow Mario will travel forwards a fair distance before exploding in a burst of graffiti as he returns to his normal form. Touching Shadow Mario while he takes the form of an orb will deal minor damage to fighters, while the explosion that occurs as he returns to normal deals substantially more damage and a fair bit of knockback as well.
Up Special: Particle Split is a technique based upon the animation that plays in Super Mario Sunshine whenever a character enters through one of Shadow Mario's Rainbow M graffiti portals. These portals has the character dissolve into small circular particles before they are sucked into the portal at a high speed. Shadow Mario performs a similar animation, albeit faster, when his up special move is used in Super Smash Bros., though instead of travelling into a portal he instead travels a fair distance straight upwards before returning to his normal form. As Shadow Mario's particles move upwards they will deal light damage to anyone who touches them.
Down Special: Swoopin' Stus are small octopus-like creatures made of the same toxic goop that Shadow Mario spread across Isle Delfino. Swoopin' Stus spawn endlessly from these graffiti pools in Super Mario Sunshine, and will jump towards Mario once he gets near, splatting upon impact with him or the ground. In Super Smash Bros. Shadow Mario creates a Swoopin' Stu with the wave of his paintbrush, and the enemy will wander around very slowly. Like in Sunshine, the Stu will try and tackle any enemy that gets close enough to it, and will explode upon contact with them or the ground. Shadow Mario can summon only one Swoopin' Stu at a time, and it can be 'popped' with any attack; it will still explode should it be hit by an attack, though its explosion will be weaker than should it dive towards its enemy on its own terms. The Swoopin' Stus that Shadow Mario creates can appear in red, blue, or green colours.
Final Smash: Graffiti Gauge is a technique unique to Super Smash Bros. that makes use of the heavy amount of graffiti present in Shadow Mario's game of origin, Super Mario Sunshine. Once the Final Smash is activated, Shadow Mario's eyes will begin to glow red and he'll gain a similarly-coloured aura around his body as his movement speed increases a significant amount. The player will then be able to control Shadow Mario as a version of his emblem appears on the left-side of the screen. Dealing damage during this period of time will fill up his emblem with goop, and those he hits with any of his moves will be painted in the same colour. Once time is up, all those that have been hit by attacks will be knocked into a short cinematic that increases in strength the more his emblem has been filled (and thus the more damage he dealt):
- If Shadow Mario's emblem is not filled at all, and no damage was dealt, nothing will happen.
- If the emblem is filled a small bit, the cinematic will show all hit characters simply fall onto a pipe covered with an Orange Juice Generator.
- If the emblem is filled half-way, the cinematic will show Shadow Mario's targets will be shown getting hit by a wave of graffiti let loose by a Proto Piranha.
- If the emblem is filled almost entirely filled, the cinematic will show Petey Piranha spew explosive blasts of goop into the air that rain down upon his targets.
- If the emblem is completely filled, Shadow Mario's targets will be hit by a barrage of Bullet Bills fired from Mecha-Bowser.
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Shadow Mario's entrance animation sees Bowser Jr., already on the stage, chuckle as he raises his neckerchief and swings his Magic Paintbrush, transforming into Shadow Mario in the process.
Shadow Mario's taunt sees him, with one hand to his mouth, extend a long pink tongue and wave it up and down a few times in front of himself in a mocking way.
Shadow Mario's victory theme is simply a direct rip of his own theme song from Super Mario Sunshine, which plays on loop until the screen is exited.
Shadow Mario's victory animations are as follows: Shadow Mario flips onto the screen and lands in a crouching position, spinning his paintbrush on the ground around him to draw a circle of goop on the ground; Shadow Mario's eyes glow and he jumps forwards, drawing his emblem over the camera to obscure the player's vision of him; and Shadow Mario runs from the left-side of the screen off the right, then runs through the screen in the opposite direction this time carrying Peach just as he does in Super Mario Sunshine.
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Shantae is the Half-Genie guardian of Scuttle Town and the main protagonist of WayForward's Shantae series. Shantae lives in a small lighthouse on the outskirts of Scuttle Town, and uses her house as a way to spot incoming ships and travellers that may pose a threat to the citizens she is supposed to protect. She is a professional belly dancer, whose dances have the power to transform her into different animal forms, or perform different magical abilities such as teleportation. Outside of her magical dances, Shantae's most prominent trait is her long hair, which she uses as a whip to defeat Risky Boots and the others that threaten her home.
First appearance:
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Shantae (2002)
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Fireball
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Pike Ball
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Bat
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Transformation Dance
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Storm Puff
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Neutral Special: Fireball is a recurring magical skill Shantae can use in multiple titles. As its name aptly describes, the Fireball skill allows Shantae to shoot a fireball at her foes. When the special attack button is pressed, Shantae will shoot a small fireball forwards which will extinguish itself once it travels a short distance or hits a foe. It can be charged up to increase the size of the fireball and the distance it travels, as well.
Side Special: Pike Ball is a recurring magical item that Shantae has been able to use ever since the original Shantae title. Pike Balls, in most games, are spiked orbs that spin around Shantae to protect her from foes. In Super Smash Bros., Shantae summons three Pike Balls, which damage foes by exploding on touch, but can also protect Shantae from three projectiles. Shantae is capable of moving around while the Pike Balls spin around her, and she can send them flying forwards in a line by pressing the special attack again; while she is also capable of performing standard attacks while the Pike Balls spin around her, they may explode upon contact and damage Shantae slightly.
Up Special: Bat is an optional form that Shantae can learn in Shantae: Half-Genie Hero. Shantae's Bat form allows her to fly in a straight, horizontal line, though she can also shoot out ultrasonic waves to light up dark areas. In Super Smash Bros. Shantae transforms into this Bat form and flies upwards in a diagonal line for a fair distance before falling into a pseudo-helpless state.
Down Special: Transformation Dance is the main gimmick of the Shantae series, and Shantae's most well-known ability outside of attacking foes with her long hair. In Super Smash Bros., Shantae will transform into one of four animals depending on how long the button is held down. Each animal transformation has a single attack that can be performed with the standard attack button, and use the special attack button to transform back into her normal form (or wait a set period of time that differs for each form). In order, Shantae will transform into a monkey, - which allows her to move around at high speeds and jump high, but deal out minor damage with her tail - her anthropomorphic spider-esque form, - which allows her to climb up vertical surfaces for a very short amount of time, scuttle at high speeds, and spit a poison that deals more damage but no knockback at all - and elephant - which is slow and has a weak jump, but a powerful charge attack that deals massive damage and knockback to foes.
Final Smash: Storm Puff is a recurring magical spell in the Shantae series that sees the Half-Genie protagonist summon a storm cloud to defeat foes. In Super Smash Bros., Shantae summons a storm cloud over the stage, causing it to periodically fire large, and powerful, lightning bolts at the ground. The Storm Puff will remain for a limited time, and Shantae is capable of moving around and attacking foes while it is present on the stage.
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Shantae's entrance animation sees her appear in a puff of colourful smoke.
Shantae's taunt sees her pose with one hand in the air and one leg tucked up behind her, as she yells her catchphrase "Ret-2-Go!"
Shantae's victory theme is a direct rip of the level complete fanfare from Shantae: Half-Genie Hero.
Shantae's three victory animations all see her transform into different forms and perform an action based on that form's abilities. She can transform herself into her golden vase form from Shantae Half-Genie Hero ("Gemjug") and spew colourful gems as she bounces left and right happily, her pink Blobfish form from Shantae Half-Genie Hero and splash around in a comedic manner, or her Tinkerbat form from Shantae and swing a sword around her head as she hops from one foot to the other.
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Shiraori, the White Weaver is a major character in the So I'm a Spider, So What? multimedia franchise, who acts as the main protagonist of the series starting from Volume 7 of the published light novel. Shiraori is an incredibly powerful God who has ascended to a position outside of the game-like "System" and serves the current Demon Lord, the ancient divine beast Ariel, as the commander of her Tenth Army. Despite her position and incredible power however, Shiraori is an introvert who rarely speaks to others (with Ariel being the one exception) - a holdover from growing up in isolation within the world's largest dungeon, the Great Elroe Labyrinth - and instead often relies on gestures or writing to convey her thoughts, though few outside of those she is most close to are able to understand her. As a God, Shiraori is unable to use any of the skills and abilities gifted to the world's inhabitants through the System, though she can mimic many of the same abilities with the right knowledge; it because of this that she can see the world without even needing to open her eyes. Shiraori wields a scythe that she created from parts of her own body before she became a God, which has since been secretly modified by the mysterious Administrator D in order to enhance it with Dark and Rot Attributes and increase its Resistance stat to 99,999.
First appearance:
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Kumo Desu ga, Nani ka? Web Novel (2015-2021+)
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"Beat You To The Punch!"
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Evil Eye of Static
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Teleport
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Evil Eye of Gluttony
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Evil Eye of Extinction
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Neutral Special: "Beat You To The Punch!" is a simple attack that Shiraori performs against her greatest enemy - the ruler of the Elves, Potimas Harrifenas - in Volume 10 of the published So I'm a Spider, So What? light novel. While Shiraori prefers using her scythe in combat, she forewent wielding her incredibly-powerful weapon against the Elven patriarch after teleporting into his command centre and taking him by surprise. "Beat You To The Punch!" is an attack that sees Shiraori simply punch forwards quickly with her fist after drawing her fist back a bit. As a God, Shiraori's physical strength is incredible and thus this attack is far stronger than it appears, though it can be somewhat hard to land due to Shiraori's wind-up beforehand. The attack deals a high amount of knockback, far more than it does damage. In one-on-one matches, landing this attack will cause the screen to zoom in on Shiraori's fist for a moment as a red and yellow explosion appears behind her and the text "Beat You To The Punch!" is written around her; no matter the amount of fighters in the game, Shiraori will also say the name of the attack audibly should it successfully land.
Side Special: Evil Eye of Static is an ability created by Shiraori as a replacement for the Inert Evil Eye skill she could use while part of the System. The Inert Evil Eye skill is one of the twenty different "Evil Eye" skills, and temporarily freezes a target in time so long as the user's eye is left open; Evil Eye of Static is similar, paralyzing her target in place. In Super Smash Bros. Shiraori shoots a bolt of electricity forwards which deals a very minimal amount of damage but paralyzes any enemy hit by it in place for a moment. Shiraori can act again before her enemy, thus she can paralyze her foe before following-up with another attack.
Up Special: Teleport is an ability that Shiraori developed upon regaining her ability to use magic after becoming a god in the ninth volume of the published light novel. A type of Dimensional Magecraft, Shiraori can teleport both herself and others anywhere she wishes, seemingly with no - or very few - limitations. In Super Smash Bros. Shiraori quickly disappears from where she was before reappearing a distance away - the distance she travels is a moderate amount if the button is tapped, but increases if the button is held down as she travels. Though this deals no damage, it is the fastest method of recovery in the entire game and Shiraori does not enter a helpless state and thus can perform aerial attacks. Tilting the control stick allows Shiraori to travel in any direction but, by default, she will travel directly upwards.
Down Special: Evil Eye of Gluttony is an ability that Shiraori created to mimic both her lack of the Evil Eye skills she possessed while within the System as well as the Gluttony skill that Ariel the Demon Lord (and the Ruler of Gluttony) possesses. Evil Eye of Gluttony allows Shiraori to decompose and absorb any magical energy she targets within her field of vision. Super Smash Bros. translates this attack as Shiraori opening one of her eyes to create an energy projection of fangs that slowly bite down in front of her. This deals damage to any enemy that the fangs hit and will also heal Shiraori by half of the amount of damage the attack dishes out, though the attack will only successfully play out should Shiraori not be attacked before the fangs bite down; otherwise the fangs will simply remain open in the air for a moment before dissipating into mist.
Final Smash: Evil Eye of Extinction is technically one of Shiraori's strongest attacks and one of the replacements she developed in order to replace the Evil Eye skills she used to make use of. Evil Eye of Extinction is essentially a version of Annihilating Evil Eye that removes the main drawback of the skill - that the eye that activated the Evil Eye would rot away upon use and die. Annihilating Evil Eye deals Rot Attribute damage to enemies, essentially rotting them away without any way to defend themselves, and Annihilating Evil Eye instantly vaporizes any target in her field of view. In Super Smash Bros. Shiraori raises her arm into the air before she activates Evil Eye of Extinction and thrusts her arm down in front of herself. This releases a burst of pink energy in a semi-circle around her that extends outwards a short distance around her quickly, damaging anyone who touches it. Unlike in the original So I'm a Spider, So What? light novel, Evil Eye of Extinction will only instantly KO an enemy should their damage percentage exceed 100%; though the attack deals massive amounts of damage, but no knockback, regardless.
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Princess Shokora was, long ago, the princess of an unspecified kingdom, the location of which serves as the setting of Wario Land 4. Centuries ago, Shokora had been resting within a golden pyramid before it was invaded by a being known only as the Golden Diva. The invader went on to curse Princess Shokora, transforming her into a black cat, and sealing her within the pyramid alongside her. In the modern day, the pyramid has been rediscovered, and Shokora seeks out a treasure hunter named Wario in order to assist in removing the curse placed on her. Appearing as both a black cat and a stickfigure-like entity known only as the Item Shopkeeper, Shokora helps Wario just as much as he does her, even should he only be doing so for the treasures that lay within the pyramid.
First appearance:
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Wario Land 4 (2001)
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Bugle
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Apple Bomb
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Big Fist
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Vizorman
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Black Dragon
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Neutral Special: Bugle is an item that Wario can purchase from the Item Shopkeeper in Wario Land 4. To be used at the start of a boss battle, the Bugle will release a variety of music notes that damage Wario's foe for a short time before the battle begins. In Super Smash Bros. Princess Shokora transforms into her Item Shopkeeper form as she pulls out the bugle and begins to play it. As the player holds down the special move button, the bugle will release a steady stream of music notes that travel forwards a fair distance, popping once they hit an enemy or after travelling a set distance. Shokora will return to her normal princess appearance once the special move button is no longer being pushed, or should she be attacked while playing the bugle.
Side Special: Apple Bomb is one of the items sold by the Item Shopkeeper for use against bosses in Wario Land 4. Shokora, as the Item Shopkeeper, will throw a large apple, which disguises a bomb, at the beginning of a boss fight to blow up Wario's opponent, dealing a minimal amount of damage. In Super Smash Bros. Princess Shokora will quickly transform into her Item Shopkeeper form and throw a smaller version of this apple forwards in a slight arc before returning back to her normal appearance. As it flies through the air, it will reveal the bomb hidden within it, and explode on contact with anything solid.
Up Special: Big Fist is one of the strongest items for sale at the Item Shop in Wario Land 4. For a total of ten medals, Wario can purchase the Big Fist for use against a boss. This 'item' is in actuality merely another form of Princess Shokora, as the Item Shopkeeper will transform into a giant fist and throw a punch at the boss to deal a great amount of damage before the fight even begins. In Super Smash Bros. Shokora transforms into the Big Fist and performs the same motion as she did in Wario Land 4, flying a fair distance at a 30° angle to damage foes she comes in contact with and travelling through them. Shokora will enter a helpless state after reverting back to her princess form, which she does after travelling a set distance.
Down Special: Vizorman is a seemingly inanimate humanoid creature, and one of the eight items that can be purchased in Wario Land 4. If purchased, then prior to the beginning of the boss battle the Item Shopkeeper will bring Vizorman into the boss' room to allow it to fire a laser at the enemy. In Super Smash Bros. Shokora will summon Vizorman in front of her, who will stand still for a short moment. After a pause, Vizorman will then shoot a thin pink laser from its vizor, which travels a great distance but only lasts for a second. As Shokora merely drops Vizorman att the beginning of the attack, she is free to leave it be and attack other enemies as it charges and fires its laser.
Final Smash: Black Dragon is one of the many forms that Shokora appears capable of transforming into, and is one of the "items" sold in Wario Land 4. Prior to Wario fighting a boss, the Black Dragon item will, had it been purchased beforehand, breathe a stream of fire at the enemy to deal a massive amount of damage to it. Alongside the Big Fist item, Black Dragon is one of the strongest items that can be purchased in Wario Land 4. It keeps this title in Super Smash Bros. by being Shokora's strongest attack. Upon use, Shokora will transform into the Black Dragon and roar, before beginning to spit out a stream of fairly-large fireballs at a great speed. She will spit out roughly fifteen fireballs, which travel through any solid material and will explode after travelling a set distance to deal damage to nearby enemies. The player is capable of moving the control stick to direct the angle at which Shokora shoots these fireballs as she does so as well.
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Shokora's entrance animation has her, as a black cat, hop onto the stage, before transforming into her princess form with a twirl.
Shokora's taunt sees her transform into the Item Shopkeeper and jump up and down happily twice as hearts fly out around her. This is identical to what she does when the "Smile" option is chosen from the Item Shop.
Shokora's victory theme is a fast-paced pop remix of the opening few seconds of her theme song from Wario Land 4.
Shokora's victory animations are as follows: Shokora spins around with her arms out before flying up into the sky, four cherubs surrounding her; Shokora, as the Item Shopkeeper, transforms into the Large Lips item and kisses the camera, before she transforms into her princess form and chuckles as she blushes; and Shokora merely twirls around before flashing a thumbs up towards the camera.
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Sirfetch'd, the Wild Duck Pokémon, is a Fighting-type Pokémon and the evolution of the Galarian regional variant of a Farfetch'd. Sirfetch'd are a calm and cool species of Pokémon admired throughout the region of Galar for centuries for their noble natures and battle experience. The Pokémon has appeared prominently in some of its home region's art, with one of Galar's most famous paintings depicting a battle between a Sirfetch'd and an Escavalier. It uses a giant leek like a sword, making sure it is as sharp as it could possibly be at all times, and will retire from battle should the stalk wither.
First appearance:
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Pokémon Sword and Shield (2019)
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Brutal Swing
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Brave Bird
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Fury Cutter
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Counter
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Meteor Assault
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Neutral Special: Brutal Swing is a Dark-type physical move introduced in Generation VII. True to its name, Brutal Swing sees the user violently swing its body around in order to damage enemies. This attack hits all Pokémon around it, including allies. In Super Smash Bros. Sirfetch'd swings its leek around itself as it spins around once. The move can be charged by holding the special move button down in order to cause Sirfetch'd to spin more times at a higher speed. When used in the air, Sirfetch'd's momentum will be slowed as it spins, though it will enter a pseudo-helpless state.
Side Special: Brave Bird is a powerful Flying-type move originally introduced in the Generation IV games Pokémon Diamond and Pearl Versions. A move that possesses 120 power, the Pokémon will take recoil damage should they successfully collide with their target. In Super Smash Bros. Sirfetch'd will hold its leek out in front of itself and dash forwards at a slight angle; this angle can be increased horizontally as the angle is determined by the position of the control stick. While it sees Sirfetch'd travel a fair distance, and it is equally as great in damage output. Due to the fairly significant amount of damage this attack deals, Sirfetch'd will take a small amount of recoil damage should it make contact with a foe.
Up Special: Fury Cutter is a Bug-type attack that made its first appearance in Pokémon Gold and Silver Versions. Despite its power level being stated as 40 since Pokémon Diamond and Pearl Versions, the strength of the move is doubled every time it is used successively up until its power level reaches 160. In Super Smash Bros. Sirfetch'd swings its sword three times as it flies upwards a short distance. The amount of damage dealt by Sirfetch'd's attacks similarly increases (albeit not by double the amount each time), with the first attack dealing the least amount of damage and knockback, while the final one deals the most amount of both. Sirfetch'd does not travel a great distance upwards, though the attack can be angled left and right slightly using the control stick.
Down Special: Counter is a Fighting-type move introduced in Pokémon Red and Green Versions. In its original appearance, Counter would allow the user to, as its name describes, counter attacks that are of the Normal or Fighting-type; for later titles, this was changed so that it would allow the user to counter any physical move. In Super Smash Bros. Sirfetch'd takes up a defensive position for a moment. If hit by any attack during this period of time, Sirfetch'd will parry this by swiping with its shield. While this counter does work best against close-ranged foes, due to the fact that Sirfetch'd uses its shield to retaliate an attack it will also reflect projectiles.
Final Smash: Meteor Assault is a Fighting-type move introduced in Pokémon Sword and Shield, and serves as the signature move of Sirfetch'd. Described as Sirfetch'd attacking wildly with its leek, this move has a power level of 150 but forces Sirfetch'd to take a turn of rest afterwards. In Super Smash Bros. Sirfetch'd thrusts its leek sword into the air, channelling light into its blade. The Pokémon then surrounds itself with an enormous amount of yellow energy and charges across the length of the entire screen, dealing damage to any who come in contact with the energy. A greater amount of damage is dealt to foes who are directly hit by Sirfetch'd's leek and the energy surrounding it rather than the energy surrounding its body.
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Sirfetch'd's entrance animation has the Pokémon appear out of a Poké Ball before pointing its leek at the camera as it focuses.
Sirfetch'd's taunt sees it raise its leek into the air with a war cry.
Sirfetch'd's victory theme is a faster-paced remix of the theme that plays in the Stow-On-Side city in Pokémon Sword and Shield. In Pokémon Sword this city is the location of the Fighting-type gym, and the Gym Leader of such uses a Sirfetch'd in battle.
Sirfetch'd's victory animations are as follows: Sirfetch'd swings its leek sword in two diagonal slashes, before cockily looking off to the side with a huff; Sirfetch'd thrusts its sword into the ground and Sirfetch'd turns away from the weapon; and Sirfetch'd charges onto the screen with its sword pointed forwards, performing a spinning slash before it halts.
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Skull Kids are human-like creatures, created from the spirits of young Hylian children that lose their way in the Lost Woods. A Skull Kid appears as a prominent antagonistic figure in The Legend of Zelda: Majora's Mask, having found the cursed Majora's Mask and donned it to obtain its power. The Skull Kid that appears under Majora's control was once great friends with the Four Giants that guard the land of Termina, and felt an intense loneliness after they entered a dormant state. Harnessing Majora's strength, this Skull Kid used magic to drag the Moon out of the planet's orbit to have it crush Termina and destroy the world. Throughout the Zelda series, Skull Kids are almost always seen with a wind instrument, be it a flute in Ocarina of Time or a horn in Twilight Princess; in Hyrule Warriors he uses an ocarina to control Tael and Tatl, his and Link's fairy companions from Majora's Mask.
First appearance:
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The Legend of Zelda: Ocarina of Time (1998)
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Flute Needle
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Puppet
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Final Day
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Lantern
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Majora's Wrath
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Neutral Special: Flute Needle is the sole attack actually used by a Skull Kid, being used by the one in Ocarina of Time when approached by adult Link. In Ocarina of Time, this Skull Kid will fire needles at Link from afar, often three in a consecutive manner. This technique is essentially recreated to an extent in Super Smash Bros. - Skull Kid fires a needle from his flute forwards, and the button can be tapped to fire three at once. The needles deal minor damage and mainly serve to temporarily stun fighters.
Side Special: Puppets are a type of enemy in The Legend of Zelda: Twilight Princess. When Link and Midna enter the Sacred Grove, they are greeted by the Skull Kid and his puppet minions. As the Hero of Twilight and the Twilight Princess continue to chase down the Skull Kid, they are hounded by these wooden puppets, who attack them by holding their arms out as they spin around on the spot. In Super Smash Bros. Skull Kid will blow into his instrument and summon a Puppet. This Puppet will glide forwards a short distance before performing the same attack it did in Twilight Princess before disappearing. It will also perform the attack should it run into a fighter before reaching its maximum distance.
Up Special: Final Day, in name, is a reference to the fact that the events of The Legend of Zelda: Majora's Mask play out on a repeating three day cycle. At the dawn of each day a title card appears to inform the player of how much time they have left before the Moon destroys Termina, and when the player reaches the third day they are greeted with a title card that reads "Dawn of The Final Day -24 Hours Remain-". The attack itself has little reference to this event however, instead being based on Skull Kid's combo from Hyrule Warriors, which sees his fairies, Tatl and Tael, spin around to create a hurricane to drag in nearby enemies, before Skull Kid attacks them by dropping a meteor down onto them. The Super Smash Bros. technique sees Tatl and Tael spin around Skull Kid to send him a fair distance upwards, then he crashes downwards at a high speed as he temporarily transforms himself into a smaller version of the Majora's Mask Moon.
Down Special: Lanterns are small portable devices that often contain candles that allow a person to use the burning flame to see in dark areas. In The Legend of Zelda: Twilight Princess, the Skull Kid that appears in the Sacred Grove carries a small lantern that glows a pale white-blue light that allows him to see clearly in the otherwise dimly-lit forest. In Super Smash Bros. Skull Kid summons the same lantern from the aforementioned title and throws it down at the ground, creating a blue pillar of flames that remains in place for a short moment to deal damage to any foe who may wander into it before it burns out. The lantern will also detonate should it hit a wall or an enemy, and in the latter case the initial explosion of the lantern deals an additional amount of damage.
Final Smash: Majora's Wrath is the final boss of The Legend of Zelda: Majora's Mask, being the true form of the deity that resides within Majora's Mask. Majora's Wrath is a large humanoid creature that possesses extremely long tentacles that extend out of the palms of its hands. For Skull Kid's Final Smash, Majora's Mask lifts itself off of Skull Kid and throws him aside, before transforming into Majora's Wrath. Majora's Wrath then whips its tentacles forwards multiple times, extending a significant distance and dealing massive damage to foes on contact, before transforming back into Majora's Mask and returning to Skull Kid.
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Skull Kid's entrance animation sees him teleport onto the screen in a multicoloured vortex, lounging in midair with his arms crossed.
Skull Kid's taunt sees him blow into his instrument, causing Tatl and Tael to fly around him quickly.
Skull Kid's victory theme is a rock remix of the opening of Saria's Song from The Legend of Zelda: Ocarina of Time, which serves as the theme for the Lost Woods and the Skull Kids in general. The remix ends with the same sound made by Skull Kid's horn from Twilight Princess.
Skull Kid's victory poses are as follows: Skull Kid hops from foot to foot as he plays his instrument, Tatl and Tael bouncing in the air beside him; Skull Kid laughs, spinning a very small version of the Termina Moon on his finger before throwing it into the sky behind him; and Skull Kid summons three Puppets around him and they clap for him as he floats in the air in a manner similar to his entrance animation.
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Snailicorn is an enemy that appears in New Super Mario Bros., a Nintendo DS game released in 2006. Snailicorn are among the rarest enemies in the game, with only eight of them appearing across two levels (five in World 5-3 and three in World 5-B). Like Koopa Troopas with red shells, Snailicorns will walk back and forth across a platform and turn around whenever they reach a ledge, and will try to attack Mario or Luigi once they get close by charging in to them in a manner not unlike Goombas in some 3D Mario titles. Internal files list Snailicorn under the same name as the Bully enemy from Super Mario 64, and, like them, the player must push them into pits to pass by safely.
First appearance:
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New Super Mario Bros. (2006)
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Burning Point
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Lackey Lob
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Choppah Hoppa
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Roulette Block
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Mollusc Mayhem
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Neutral Special: Burning Point is an original attack based upon Snailicorn's main attack method in New Super Mario Bros.: charging horn-first into Mario. By holding down the special move button, Snailicorn will run in place, its feet moving progressively faster and faster. Once the special move button is let go, Snailicorn will dash straight forwards; the distance it travels and the speed it does so is increased by charging the move. When Snailicorn runs forwards, it leaves in its wake a Fire Snake from Super Mario Bros. 3, which remains on stage for a few moments before being extinguished. The Fire Snake will deal damage to any enemy that touches it, and its length is increased from one fireball to three depending on how much the move had been charged up. Snailicorn's dash will automatically halt should it reach a ledge, and this will also affect the length of the Fire Snake spawned.
Side Special: Lackey Lob is an original attack that simply sees Snailicorn summon, and then promptly kick, an enemy forwards in an arc. The enemy that Snailicorn launches away deals damage to other fighters on contact. Snailicorn can summon several different kinds of enemies, each with slightly different properties; the enemies are spawned in this specific order:
- Strollin' Stu travels a fair distance in a slight lob. It deals damage on contact with an enemy, exploding into goop in the process. This goop can damage nearby foes as well, but only causes those who are directly hit by it to flinch. If thrown at a platform or a wall and an enemy is within range of the goop it explodes into, they will trip.
- Beanie travels a short distance at a high speed, dealing a fair amount of damage to any enemy it hits. Unlike the other enemies Snailicorn will kick forwards, the Beanie will bounce off any one solid object it hits; thus, it can hit a wall or the ground and then into a foe to damage them. The Beanie will continually damage enemies so long as it is on stage, so it is possible for a Beanie to be launched into a fighter, then bounce off them to damage a second foe.
- Poison Cherbil slowly travels a short distance at a flat trajectory. After travelling its set distance, or once it hits an enemy or wall, the Poison Cherbil explodes into a cloud of green smoke. This initial explosion deals a small amount of damage and stuns any foe within range. The cloud it releases will poison any enemy that is in its range, causing them to take a small amount of damage over a short period of time.
- Rip Van Fish does not travel a great distance, falling downwards almost immediately because of its weight, though it falls at a fairly high speed. The Rip Van Fish will bury any grounded foe or meteor smash any enemy it hits, but deals only a small amount of damage itself and immediately disappears upon hitting a platform.
Up Special: Choppah Hoppa is an attack that sees Snailicorn get assistance from a Choppah from Super Mario Galaxy 2. Summoning a Choppah beneath it, the Snailicorn is lifted into the air at a high speed as it balances on the creature's head. The Choppah disappears after travelling upwards a fair distance, leaving Snailicorn in a helpless state to fall back to the ground. The Choppah's propeller deals light damage to any foe that touches it, and any foe that it and Snailicorn run into take a moderate amount of damage and are launched upwards.
Down Special: Roulette Blocks are a type of object that have made recurring appearances in the Mario series since Super Mario World. Throughout their appearances, the Roulette Block flickers between a variety of different power-ups, granting the player whichever one the block displayed when it was hit. In Super Smash Bros. the Roulette Block instead houses a variety of different enemies, with Snailicorn summoning this block when the special move button is held down and then breaking it open when it is let go to free an enemy. The enemies appear in a specific order, looping indefinitely so long as Snailicorn is not attacked, with more powerful enemies appearing later in the rotation. With one exception, different enemies spawn when on the ground or in the air, though their attack patterns are identical:
- Huckit Crab (when grounded) or Draglet (when aerial) will always spawn if the player only taps the attack button. These enemies appear and quickly shoot out a projectile - a ball of sand and a fireball, respectively - that travels straight forwards a fair distance, disappearing should it hit a solid object such as a wall or a fighter. Their attacks deal little damage.
- Rex (when grounded) or Stingby (when aerial) travel forwards at a slow speed for a set distance. Though they deal little damage in a single hit, they continue to drag along enemies they run into as if they were moving walls, continually damaging them in the process; this is unlikely to KO enemies however, as their attacks deal a set amount of knockback. These enemies can be defeated should they take a certain amount of damage. Rex will continue moving forwards off of a platform, while both enemies will disappear should they hit a wall.
- Amp will remain part of the roulette regardless of if the move is used in the air or on the ground, and is the only enemy with this distinction. When it spawns, it will remain in place for a short period of time, emitting electricity that damages any enemy hit by it.
- Walruss (when grounded) or Demon Bat (when aerial) can be seen as stronger versions of Rex and Stingby, as they travel forwards at a high speed to deal damage multiple times; the Sliprus swings its arms as it moves forwards, while the Demon Bat swings its spiked tail. Unlike the aforementioned enemies, the Sliprus and Demon Bat do not pull enemies along with them, though this does allow them to potentially hit multiple foes. Additionally, their attacks do not deal set knockback, and they can not be defeated. Like Rex, Sliprus will continue travelling forwards even off of a ledge, and both it and the Demon Bat will disappear should they hit a wall.
- Broozer (when grounded) or ComBat (when aerial) will travel forwards a fair distance at a very high speed, dealing no damage in the process but trapping any foe against them as they travel. At the end of their dash, Broozer and ComBat will perform a single uppercut attack that deals a significant amount of knockback and damage, and thus is a very reliable KO option.
If Snailicorn is attacked without having chosen anything, Roulette Block will instead spawn either a Cheep Cheep or Blurp. Both fish-like enemies will fall to the ground and flop in place for a moment, dealing 1% damage to foes and making any fighter (including Snailicorn) trip should they come in contact with it.
Final Smash: Mollusc Mayhem is an attack that sees Snailicorn call upon the aid of the Octopus from Super Mario Land 2: 6 Golden Coins. Initiating the attack with three quick hops, Snailicorn summons the Octopus into the stage's background. Over the course of the next few moments, the Octopus will continually releases smaller octopodes, which "swim" through the air and into the battle. These small octopodes will target enemies, launching themselves at any foe to potentially deal damage to them. The octopodes can not be harmed by attacks and travel through solid platforms to reach their target; they can be dodged, however, and they will only perform one charge attack before exiting off of the bounds of the screen. The Octopus in the background will stop spawning smaller octopodes after a few moments, and fly off the screen (after giving Snailicorn a happy wave) once all of his kin have exited the battle. During the course of the Final Smash, Snailicorn is capable of moving about and attacking enemies as normal.
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Snailicorn's entrance animation has the Snailicorn get carried onto the stage while curled up in its shell by two Fly Guys. Snailicorn pops its head and legs out upon being placed on the ground as the Fly Guys leave into the background.
Snailicorn's taunt sees it turn towards the screen and tap dance for a second, ending with a quick twirl, before returning to its idle position.
Snailicorn's victory theme is an upbeat remix of the New Super Mario Bros. Game Over jingle, with its ending two notes replaced with the fanfare that plays when a boss is defeated in the same game.
Snailicorn's victory animations are as follows: a crowd of enemies (Walruss, Broozer, Rex, and ComBat) toss Snailicorn up and down happily, who happily wiggles its feet around while airborne; Snailicorn spins around on its horn like a spinning top, before hopping into the air and landing on a Draglet's back, both smiling happily; and Snailicorn tap dances happily before a Demon Bat flies in and uses its tail to spin Snailicorn around 360°, causing it to fall into a sitting position, dizzy.
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Snoopy is one of the main characters, and the de-facto mascot character, of the Peanuts comic strip created by Charles Schulz. Originally introduced as a young puppy that appeared to be homeless and would often play with the kids of the neighbourhood, Snoopy's character would later be defined as an imaginative anthropomorphised dog that central protagonist Charlie Brown owns and takes care of. Thought by some, including Peppermint Patty, to simply be a strange-looking kid, Snoopy's most notable traits are his lack of dog-like attributes; he often sits atop his red doghouse typing would-be novels on a typewriter or "fighting" the Red Baron as a World War I flying ace.
First appearance:
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Peanuts #3 (1950) Snoopy Tennis (1982; game)
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Woodstock
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Roller Derby / Bird Brain
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Helicopter
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Mad Punter
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Flying Ace
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Neutral Special: Woodstock is a small yellow bird that makes a number of prominent appearances within the Peanuts franchises. First appearing in the comic strip from March 4, 1966, Woodstock was introduced to be Snoopy's sidekick and secretary of sorts. In Super Smash Bros. holding down the special move button has Woodstock appear and begin to fly around Snoopy. By letting go of the special move button, Woodstock will then fly forwards slowly, dealing damage to any enemy the small bird flies into. By tilting the control stick, the player can alter the angle at which Woodstock flies. While holding down the special move button the player can not move Snoopy, though Woodstock's hurtbox is still active as he flies around his beagle buddy, essentially acting as a weak melee attack or a shield of sorts. Woodstock will be "defeated" should he be hit by any attack, but this means he can also shield Snoopy from attacks if aimed properly.
Side Special: Roller Derby is a reference to Snoopy's alter-ego from the July 4, 1969 Peanuts strip, the "World Famous Roller Derby Star". Only appearing in a single strip, the World Famous Roller Derby Star served as a joke to close out a story arc revolving around Lucy van Pelt getting hurt while roller skating. In Super Smash Bros. Snoopy's side special move sees the white beagle don his World Famous Roller Derby Star attire (a scarf tied around his neck, a helmet with a lightning bolt-shaped insignia on the side, and Lucy's roller skates) as he dashes forwards across the ground at a high speed, damaging anyone on contact. Snoopy will continue to dash forwards so long as the special move button is held down, even should he reach a ledge or should he jump; even once the button is let go, his momentum will continue to propel him forwards a short distance. When in the air this move instead becomes Bird Brain, a maneuver inspired by Snoopy's first-ever imitation/alter-ego in Peanuts history: a bird, from the August 9, 1951 strip. When the side special move is used in the air, Snoopy will stretch his ears out and glide forwards a short distance, dealing minor damage to any enemy he hits. This technique mainly serves to aid in Snoopy's movement, as he flies forwards a fairly long distance, but will then fall helpless as he lowers his ear "wings".
Up Special: Helicopter is a maneuver based upon one that Snoopy has demonstrated that he is capable of performing throughout the Peanuts series, perhaps most prominently in the strip from February 1, 1977 in which this was the sole focus. By spinning his ears around above his head, Snoopy can essentially turn his ears into a propeller, allowing him to fly just as a helicopter would - hence the name of the technique. In Super Smash Bros. Snoopy flies upwards in a straight line very quickly by performing this technique, damaging any opponent he may fly into from below. After travelling a set, albeit fairly long, distance, Snoopy will then fall helpless.
Down Special: Mad Punter is an alias Snoopy gives himself in the strip from December 14, 1960. In a series of strips released during December 1960 Snoopy runs around the neighbourhood randomly punting any American football he comes across, often at others, making the kids believe someone is pranking them. In Super Smash Bros. Snoopy's down special move is functionally similar to Chargin' Chuck's down special move, Passin' Chuck, in that the beagle kicks an American football forwards when used. Unlike Passin' Chuck however, Snoopy's down special move has him kick the football upwards in a high arc, and it will then bounce along the ground and continually deal damage for a short time. Snoopy can not summon another American football for the small period of time his football is on the field; during this time however his down special move changes into a kick attack. Snoopy's kick attack deals little damage to foes directly but, should it make contact with the football he summoned, will send his football flying straight forwards at an incredibly-high speed to deal an incredible amount of knockback to any one enemy it hits.
Final Smash: The World War I Flying Ace is Snoopy's most notable and most recurring alter-ego that appears in the Peanuts franchise. First appearing in the strip from October 10, 1965, Snoopy's Flying Ace persona has him imagine that his red doghouse is actually a Sopwith Camel biplane as he engages in dogfights against one of the most prominent World War I fighter pilots: the "Red Baron" Manfred von Richthofen. When his Final Smash is used, Snoopy summons his doghouse and flies forwards a fair distance. If Snoopy comes in contact with any enemy in this initial dash, all foes he hit will then be launched into a cinematic attack that shows Snoopy and the Red Baron (who, like in The Peanuts Movie, remains largely unseen as he pilots a red Fokker Dr.I triplane) flying around in the sky "shooting" each other (with the Red Baron using an actual Vickers machine gun and Snoopy merely pretending to fire one) with the enemies trapped in the cinematic falling between them and getting caught by the hail of bullets, followed by the Red Baron getting clipped by a bullet and then crashing to the ground. This move instantly KO's any opponent whose damage percentage exceeds 100%, and launches any other enemy caught in the cinematic downwards towards the ground once the cinematic ends. Once gameplay resumes, the Red Baron's plane can be seen crashing in he background, alongside a shadow-y silhouette of the pilot parachuting out of it.
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Half of Snoopy's alternate costumes have him dress in his "Joe Cool" attire, and he is recognized as that character by the announcer and crowd, though he plays identically to how Snoopy normally does.
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Snoopy's entrance animation has him run onto the stage carrying Linus's blanket in his mouth, which Linus himself is holding onto. As Snoopy abruptly stops, he opens his mouth to send Linus and his blanket flying away.
Snoopy's taunt sees him spin around in a circle while dancing, his nose held high. Snoopy will continually perform this dance until he takes damage or the player performs any action.
Uniquely, Snoopy has a different victory theme and animations should he win a stock battle by using his Final Smash, Flying Ace. In the case that he does use Flying Ace to take his opponent's final stock, the Results theme from Snoopy Flying Ace will play while Snoopy flies on his doghouse into a sunset background.
Under other circumstances, Snoopy's victory theme and victory animations are both taken from the 1984 television special It's Flashbeagle, Charlie Brown as the discothèque scene from the Flashbeagle (1st Reprise) segment is recreated in both dance and the music it plays; although Snoopy does not wear his Flashbeagle clothing, the normal results screen background will be replaced with a discothèque scene as well. Snoopy will perform the entire dance should the player remain on the screen, collapsing to the ground tired and laying on his back after it is completed.
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Sonic the Hedgehog is the main titular protagonist of SEGA's flagship Sonic the Hedgehog franchise. Created to rival Nintendo's Mario, Sonic is the self-proclaimed "fastest thing alive", and is capable of travelling at supersonic speeds that essentially make him look like a blue blur, which he has been called in the past. Created to be a direct contrast to Mario, Sonic is bursting with personality. Though he is kind, he possesses an enormous ego, which at times makes him overconfident in his abilities. Also a thrill seeker, Sonic often sees each new adventure as a chance to have fun; even should the world be in danger, he will still still have fun on his adventure.
First appearance:
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Rad Mobile (1990)
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Homing Attack
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Spin Attack / Air Boost
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Spin Jump Stomp
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Sliding Attack
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Super Sonic
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Neutral Special: Homing Attack is one of Sonic's most famous and recurring abilities within the Sonic the Hedgehog series. The Homing Attack first appeared in Sonic Adventure, to assist players in targeting enemies in a three-dimensional world. In Super Smash Bros., Sonic travels in an arc-like shape towards the nearest fighter while spinning in a ball; coming in contact with an opponent will cause Sonic to snap back into his normal form, allowing him to transition into other attacks. Sonic will always aim towards the nearest fighter (marked with a reticle), though he can not travel indefinitely.
Side Special: Spin Attack is Sonic's main form of attack, and has appeared in most Sonic the Hedgehog games ever since the first instalment of the series- Sonic the Hedgehog. As its name implies, the Spin Attack sees Sonic rolling into a ball to travel forwards at a high speed. Similarly, in Super Smash Bros., Sonic will dash forwards in his ball form, barrelling through any opponent that may be in his way. The attack may also be charged, which increases the initial force that propels him forwards. When used in the air, Sonic's side special move is replaced by Air Boost. While very similar in execution, the Spin Attack is effected by gravity (as in, Sonic can fall should he fall off of the platform he begins to Spin Attack on), whereas the Air Boost is not. Air Boosts first appeared on Sonic Unleashed and, like in that game, serve as a form of vertical recovery, allowing Sonic to dash forwards in midair in order to reach a platform he may miss otherwise. In Super Smash Bros., Sonic will fall helpless after using the Air Boost, though the attack will drag along any foe he runs into.
Up Special: Spin Jump Stomp, while not a technique directly from the Sonic the Hedgehog series, is an attack that combines two different techniques that have made several appearances within Sonic the Hedgehog titles: the Spin Jump (from the original 1991 title Sonic the Hedgehog) and the Stomp (from Sonic Unleashed). Spin Jump is, essentially, a jump in which Sonic transforms into his ball form in order to deal damage to enemies midair; while Stomp, another attack defined near-entirely by its name alone, sees Sonic bounce downwards at a high speed in order to damage foes beneath him. In Super Smash Bros., Sonic will jump upwards a fair distance in a Spin Jump, before slamming downwards, still in this ball form, to deal damage. Should he hit the ground or another fighter, he will bounce from his ball form into his normal hedgehog form, though will become helpless.
Down Special: Sliding Attack, or simply Slide, is an ability that Sonic can perform in a number of Sonic the Hedgehog titles ever since the 2006 title Sonic the Hedgehog (though Sonic's clone, Shadow, could perform that maneuver in Shadow the Hedgehog, released prior). When used on the ground, Sonic will slide across the platform, which deals minor damage, but allows Sonic to then quickly transfer into any of his other special or standard attacks. When used in the air, Sonic will slide at a downwards angle and fall helpless after travelling a short distance.
Final Smash: Super Sonic is a form that Sonic can take on after acquiring and harnessing the power of all seven Chaos Emeralds. Changing him into a gold colour, Sonic's speed and attack power is increased tenfold in this form. Since first appearing in Sonic the Hedgehog 2, this form has made numerous other appearances in the Sonic the Hedgehog series, and is arguably Sonic's most well-known ability. In Super Smash Bros., Sonic will transform into Super Sonic for his Final Smash. For a limited time afterwards, the player is able to control Sonic, who will fly around at high speeds, dealing damage to all those he touches.
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Sonic's entrance animation sees him bounce in from off-screen in a similar way to a Spin Dash, before striking a pose extremely similar to one from artwork of him from the original Sonic the Hedgehog game.
Sonic's taunt sees him place his hands on his hips and tap his left foot on the ground while looking impatiently at the player. This is a reference to his idle animation from Sonic the Hedgehog.
Sonic's victory theme is a direct rip of the mission clear fanfare from the 2006 title Sonic the Hedgehog.
Sonic's victory poses are as follows: Sonic performs a backflip before running off the left of the screen, spinning around a Goal Plate from an image of Dr. Eggman to an image of [Classic] Sonic giving a thumbs up; Sonic will backflip before showing off a Chaos Emerald and saying "That was almost too easy!"; and Sonic runs in from off-screen before screeching to a halt, giving a thumbs up saying "Sonic's the name, speed's my game!"
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Spring Man is one of the 10 default fighters that are playable at launch in the 2017 fighting game ARMS. Spring Man is the newest entrant into the ARMS Grand Prix, and represents Spring Gym, where he trains. Spring Man, as his name implies, has spring-like arms, with several other aesthetic designs (i.e. his hair) also taking on a spring aesthetic. When not fighting or training for a fight, Spring Man can be found loafing about in his house, watching TV or eating pizzas; the latter of which is Spring Man's favourite food: he is capable of eating 12 whole pizzas in one sitting.
First appearance:
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ARMS (2017)
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ARM Punch
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Block Counter
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Spring Pad
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ARM Switch
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Rush
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Neutral Special: ARM Punch is Spring Man's neutral special attack. After pressing the special attack button, Spring Man will fire his fist forwards at a high speed; the distance and speed it travels at can be increased by charging the attack longer. The ARM that Spring Man fires is determined by whichever ARM he currently has equipped- which can be changed via his down special move. Each ARM can be directed up or down slightly by tilting the control stick after it has been fired.
Side Special: Block Counter is a technique that takes inspiration from the blocking technique in ARMS. Spring Man will take a defensive position, and counter an attack that hits him by retaliating with a two-handed punch that meteor smashes foes downwards. The damage dealt by the attack will be decreased should Spring Man attempt, and fail, to use this attack several times in a row.
Up Special: Spring Pads are present on the Spring Stadium stage, which also acts as Spring Man's home stage in ARMS. These pads bounce anyone who jumps onto the upwards. When used, a pad will spawn underneath Spring Man, bouncing him into the air. While in the air, he is still capable of using standard aerial attacks, and will not fall helpless. The Spring Pad will remain in place for a moment after Spring Man bounces off it, allowing for others to do the same.
Down Special: ARM Switch is a technique based off the ability to switch between different combinations of ARMS in-between rounds of ARMS matches. Pressing the down special move button combination will cause Spring Man to simply change which ARM he has equipped, which effects his neutral special move. At the beginning of the match he will have the Toaster ARM equipped, which has no unique abilities. The Toaster will then change into the Boomerang ARM, which will travel in a loose semi-circle-like path, and has better maneuverability than the Toaster. The Boomerang will the change into the Tribolt ARM once the down special move is used while it is equipped; which fires three small projectiles vertically, but it can not be maneuvered as much as even the Toaster. The Tribolt will then switch back to the Toaster, resetting the cycle. Depending on Spring Man's alternate costumes, the Toaster may be replaced with Kid Cobra's Slapamander, Coolerang, and Hydra combination or Ninjara's Buff, Chakram, and Triblast combination, though they all act identically and are merely aesthetic changes.
Final Smash: Rush is a technique that can be activated in ARMS by pressing both ZR and ZL on the Joy-Cons simultaneously once the player has filled up their special attack meter. Once Rush is activated, their character is capable of punching at a rapid pace, with great damage increase. In Super Smash Bros., Spring Man will perform a powerful close-ranged flurry of punches (always with the Toaster equipped), which traps foes, before knocking them away with a two-handed punch.
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Spring Man's entrance animation sees him fall from the sky, land on his springy arms, and bounce into a fighting position.
Spring Man's taunt sees him point forwards, saying "Spring to the top!"
Spring Man's victory theme is a series of bongo beats taken from the beginning of the ARMS main theme.
Spring Man's victory animations are as follows: Spring Man punches the ground, to send himself upwards, where he poses by performing an uppercut with his left hand; Spring Man performs a backflip, bounces into the air, and then punches the air in a flexing-like motion; and Spring Man eats a slice of pizza, having to extend his arm in order to snap a gooey string of cheese, before looking at the camera and smiling with his mouth closed, but still full. The first two victory animations are Spring Man's victory poses in ARMS, and he will say one of several quotes - "Whoo! Spring!", "Woo-hoo!", "Kaboom!", "Gotta bounce!", "Yeah, baby!", or "Boi-oi-oing! Yeah!" - as he does them.
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"Steve", sometimes parsed as "Steve?", is the name of the default male avatar character that the player controls in Minecraft. Very little detail is actually given about the avatar character, as they technically just exist as a blank slate to allow the player to imprint themselves (or their favourite characters) upon them - even Steve's appearance is completely customizable, and his textures completely replaced.
First appearance:
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Minecraft (2011)
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Block Placing
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Splash Potion of Harming
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Elytra
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TNT
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Golden Apple
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Neutral Special: Block Placing is the main gameplay technique of Minecraft. The game that Steve originates from allows you to break and obtain the various blocks that make up the world, and use them to build structures. In Super Smash Bros., Steve places a block down, which acts as a temporary platform or wall. Attacks can destroy blocks, but they will also disappear after a short period of time; this period of time can deplete faster by standing on the block. Steve can only place a total of five blocks in a single jump, and he must land on one of the stage's platforms (read: a platform other than one of his blocks) to reset the number. Additionally the block Steve places is completely randomized and can take on several different appearances, though they all have the same properties unlike in Minecraft. The possible block designs are: any of the six types of wood present in the Overworld (Oak Wood, Spruce Wood, Dark Oak Wood, Birch Wood, Jungle Wood, or Acacia Wood), the six different types of wooden planks made from the aforementioned woods, Cobblestone, Mossy Cobblestone, Sandstone, Block of Quartz, Purpur Block, Netherrack, Nether Brick, Crafting Table, Furnace, Bricks, Dirt, Sponge, Pumpkin, Hay Bale, and Snow Block. If Steve attempts to place a block after the fifth has been expended, he will instead drop one of random item sprites from Minecraft: Bucket, Lead, Nether Wart, Glowstone Dust, Snowball, Saddle, Bone, one of the thirteen original Music Discs, Name Tag, Spider Eye, Emerald, Leather, Paper, Slimeball, Clock, or a Boat made from any of the six aforementioned types of wood.
Side Special: Splash Potion of Harming is one of the many types of potions that can be brewed in Minecraft. The Potion of Harming can be brewed by adding a fermented spider eye to an already-brewed Potion of Poison (which is made with a spider eye and piece of nether wart), and to make it a splash potion the player just needs to add gunpowder to it. The Splash Potion of Harming has a different effect depending on whether it is thrown at a living or undead creature - the former will take damage from it, while the latter will instead be healed by it. In Super Smash Bros. Steve will throw the Splash Potion of Harming forwards a fair distance, which explodes and acts similarly to a bomb despite not creating an explosion. Once he has thrown one he can not throw another for a limited time, as he must brew another one.
Up Special: Elytra is a piece of armour that the player can obtain starting in the 1.9 update for Minecraft. The item can only be obtained by finding it in an End City, located in the vast dimension known simply as The End. The Elytra allows the player to glide through the air once equipped in place of a chestpiece. In Super Smash Bros. Steve will don the Elytra and be thrown upwards by a gust of wind, throwing him at a steep angle. Steve will continue to wear the Elytra until he touches the ground, and it will slow his descent after he enters a pseudo-helpless state at the peak of his travel.
Down Special: TNT is an explosive block that was first added into Minecraft in October 2009 through the Java Edition Classic 0.26 SURVIVAL TEST update. Crafted through the use of four blocks of sand and five pieces of gunpowder, TNT can be used as both a tool for mining or as a weapon. Once lit ablaze by a flame or through the use of redstone, a block of TNT will enter an active state before exploding a short moment later, destroying anything in its area of effect. The block acts similarly in Super Smash Bros.: Steve will place a block of TNT down, which can be detonated to deal damage to any enemy close enough to it. As in Minecraft, the TNT will detonate once hit by any fire-based or explosive attack - although it will do so instantly, unlike in Minecraft - though it can also be detonated after a short pause by Steve via the use of Redstone: if the special move button is continuously held down after the block is placed, Steve will continue placing a line of Redstone down on the ground, ending with a pressure plate as the button is let go or Steve jumps or takes damage. The pressure plate can be activated by any fighter and the TNT's explosion can hurt Steve even if he is the one to detonate the explosive.
Final Smash: Golden Apples are a rare, edible item that one can find in the chests that spawn in a Minecraft world or create by surrounding an apple with gold ingots on a crafting grid. The Golden Apple grants the Absorption and Regeneration effects to the player that eats it - they are granted two extra hearts for the duration of its use and their health will return at a much faster rate than normally. By surrounding an apple with solid blocks of gold instead of ingots, the player can create the more-powerful "Enchanted Golden Apple" (or "Notch Apple", named after Minecraft creator Markus Persson' in-game username) which increases these effects a significant amount and for a longer duration. In Super Smash Bros. Steve will don Diamond Armour, equip a Diamond Sword, and eat a Golden Apple. The player is then able to control Steve and attack foes with his powerful Diamond Sword, with all of his attacks being replaced by simple sword swings. Steve can be attacked, though he will not take damage during the Final Smash' use and the amount of knockback he takes is decreased by an incredible amount.
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Half of Steve's alternate costumes consist of his female counterpart introduced in the 1.8 update of Minecraft: Alex. The two play identically, though the crowd and announcer acknowledge them as separate characters.
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Steve's entrance animation sees him walk through a door before turning around, closing it, and then mining it with a Stone Axe and collecting it. The door's design can be the same as six of the object's appearances from Minecraft - the six being the different variations of wood made from Oak Wood, Spruce Wood, Dark Oak Wood, Birch Wood, Jungle Wood, and Acacia Wood - and is randomized per character; if there are multiple players controlling Steve in one match, their doors may not all be the same.
Steve's taunt sees him eat a piece of food. This food can be any of: Bread, Steak, Carrot, Apple, Cookie, Baked Potato, Beetroot, Spider Eye, or Cooked Fish.
Steve's victory theme is a remix of a portion of a theme from Minecraft's Battle Minigame.
Steve's victory poses are as follows: Steve places a door with his back to the camera, opens it, and closes it after walking through it; Steve uses a flint and steel tool to light a fire on the ground, before crouching down and looking over it; and Steve places a red bed onto the ground, and lays down on it.
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Steve Burnside is one of the two main protagonists of the 2000 video game Resident Evil CODE:Veronica. Steve's father was a former employee of the Umbrella Corporation, who betrayed the company by selling off Bio-Organic Weapon information on the black market. Because of this, the entire Burnside family, including Steve, was kidnapped and imprisoned on Rockfort Island, a secluded Umbrella facility that also tortured traitors to the company. When the t-Virus is released onto Rockfort Island, Steve's mother is killed in the initial onslaught and he becomes separated from his father, eventually running into Claire Redfield and deciding to assist her as they attempt to escape the infected island.
First appearance:
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Resident Evil CODE:Veronica (2000)
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Gold Lugers
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Grenade Launcher
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Shotgun
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Extinguisher
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Steve Monster
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Neutral Special: Gold Lugers are two unusable weapons that make a prominent appearance in Resident Evil CODE:Veronica and are widely associated with Steve Burnside's appearance in the game. Primarily appearing as ornamental weapons in the Ashford residence on Rockfort Islands, Steve accidentally sets off a trap set when he removes these guns from their pedestal. In Super Smash Bros. Steve uses these Golden Lugers properly, dual-wielding and firing forwards as the button is tapped. Each gun has four rounds before they must be reloaded, though as Steve alternates which gun he shoots, this essentially allows the player to shoot eight times in succession before needing to reload. The bullets from the Gold Lugers are not heavily damaging, unless shot at point-blank range, though they travel a very long distance and will stun enemies for a moment.
Side Special: Grenade Launcher is a recurring weapon in the Resident Evil series, first appearing in the original Resident Evil title. One of the more-powerful weapons in many games, the Grenade Launcher in Resident Evil CODE:Veronica can be loaded with a number of different types of ammunition once found by Chris Redfield or Claire Redfield in the Supply Shed Passageway. In Super Smash Bros. Steve pulls out the Grenade Launcher from Resident Evil CODE:Veronica (an American M79 Grenade Launcher) and fires a single grenade forwards, which will explode upon contact with an enemy, any fire-based attack/projectile, any energy-based projectile, or after a short period of time has passed; as the grenade will descend through the air, it can bounce off the ground or walls without exploding. By holding down the special move button, the player is able to have Steve angle the Grenade Launcher's shot and properly aim it at enemies. The grenade's explosion is small, but it deals heavy damage and knockback to those in its blast. Steve must reload the Grenade Launcher after every use, a process that can be fairly tedious.
Up Special: Shotguns are powerful close-ranged firearms found in many Resident Evil titles. In Resident Evil CODE:Veronica, the shotgun (specifically a SPAS 12) can be first found by Chris Redfield in the southern sewers, where it acts as a key to keep the stairs out lowered; Claire can then use it later if Chris puts it in the Item Box. Steve's use of the Shotgun in Super Smash Bros. differs depending on if he is airborne or on the ground: when grounded, Steve will fire the shotgun forwards; when in the air, Steve will instead fire the shotgun downwards, propelling him a very short distance upwards with each shot. Regardless of the angle at which he fires it, Steve's shotgun can be shot three times in succession before needing to reload (or, in the case of being airborne, entering a helpless state). The shotgun does not have great range, but it does deal a significant amount of damage and moderate damage to those hit by its shot at point-blank.
Down Special: Extinguisher is a key item that can be collected by Claire Redfield during the events of Resident Evil CODE:Veronica. A normal fire extinguisher, the item has two primary uses: the first is to put out the fire in the Rockfort Island cemetary; and the extinguisher can later be refilled and used by Chris Redfield to put out a fire in the Chemical Weapons Storage room. In Super Smash Bros. the extinguisher that Steve uses is unique in that it has a number of different uses, but none of them are primarily damaging. By holding down the special move button, Steve will continuously fire out foam from the extinguisher, which will push away any enemy in its blast without damaging them, though he is unable to move while doing so. Any enemy sprayed with the extinguishing form will also be temporarily covered, increasing their movement speed but massively decreasing their traction to the point of being able to slide all the way across some smaller stages. Additionally, the extinguisher will "extinguish" any fire-based (or energy) projectile that enters its foam, completely protecting him from them. Like his other weapons, Steve's extinguisher has a limited amount of "ammunition" though, unlike his other special moves, the amount of extinguishant remaining is shown in a bar that appears above Steve's head. Once the fire extinguisher is empty, Steve can then throw the weapon like any other item, making this the only way to directly deal damage with this special move. Even if not fully emptied, Steve's extinguisher will only refill once he is KO'd.
Final Smash: Steve Monster is a form that Steve assumes near the end of Resident Evil CODE:Veronica. After being captured by Alfred Asford, Steve was injected with a dose of the experimental t-Veronica Virus in front of Claire Redfield, whom he then attempts to kill with a giant axe. Though a "boss" of sorts, the player is unable to damage or defeat Steve in his CODE:Veronica battle, instead being forced to escape from him before he can temporarily regain his sanity. In Super Smash Bros., Steve temporarily transforms into his Steve Monster form for his Final Smash, wielding the same giant axe as he did in CODE:Veronica. The player can use both the special and standard move buttons to attack with the axe. While Steve Monster lacks any major recovery options, his jump height is drastically increased while in this form, and he takes no damage (or even flinches) from attacks he sustains. After a short period of time, Steve will revert back to his human form.
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Steve's entrance animation has a Bandersnatch enemy from Resident Evil CODE:Veronica wander onto the stage, which Steve then guns down with the Gold Lugers from behind, giving a cocky smile as he steps over its decaying, defeated body.
Steve's taunt sees him cross the Gold Lugers across his torso, pointing the guns upwards away from him.
Steve's victory theme is a slightly-remixed excerpt of Sorrow, the theme that plays during the battle against Steve Monster in Resident Evil: Darkside Chronicles. The remix emphasizes the choir chanting in this song.
Steve's victory animations are as follows: Steve jumps into the air, swinging his Gold Lugers beneath him as he does so; Steve fires both Gold Lugers forwards, one arm crossed over the other, before smirking satisfied as he points one of the pistols upwards; and Steve looks at a family picture, which he then slides into his pocket as he levels a gaze towards the camera.
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Princess Styla is the daughter of King Tuft, the ruler of Hytopia. Prior to the events of The Legend of Zelda: Tri Force Heroes, Styla is famed and adored throughout the kingdom her family rules for her fabulous fashion sense. However, this fame earned the ire of the Drablands' witch, Lady Maud, who cursed the princess into being forced to wear an "ugly" jumpsuit she was unable to take off. Forced out of the public eye from the curse, Princess Styla and her father send out requests for heroes - a request answered by three heroes, all of whom go by the name of Link.
First appearance:
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The Legend of Zelda: Tri Force Heroes (2015)
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Fire Gloves
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Gripshot
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Tingle Tights
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Magic Hammer
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Big Bomb
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Princess Styla will temporarily change into different outfits while performing some attacks - this includes all special moves, her dash attack, down smash attack, as well as while swimming in water. This is a reference to how the costumes in Tri Force Heroes grant the three Links different bonuses when worn.
Neutral Special: Fire Gloves are an item that appears in The Legend of Zelda: Tri Force Heroes. While the item primarily allows the Links to throw fireballs from their hands, they are also able to hold them out in front of themselves to use as a shield. In Super Smash Bros. Styla will don the Fire Blazer outfit and throw a small fireball forwards. The attack can be charged up by holding down the special move button, which increases the move's power slightly by having Styla shoot out three fireballs in a row instead of only one. Additionally, while the special move button is held down, Styla will hold out a ball of fire in her hands that can deal minor damage to any enemy that comes in contact with it.
Side Special: Gripshot is a type of item that appears in The Legend of Zelda: Tri Force Heroes that acts as that game's counterpart to the Hookshot and Clawshot items of other Zelda titles. The Gripshot, like its predecessors, is a type of grappling item that fires an extending claw out to grab items or poles, pulling either the collectibles to Link or Links to the poles; the latter allows them to cross gaps that they otherwise may not be able to. Styla's side special move sees her use the Gripshot and don the Robowear to do so: releasing the Gripshot's claw, she fires it straight forwards a fair distance. As in its debut title the Gripshot can be used to pull items towards Styla, but it can also be used to pull enemies to her as well. If the special move is held down while Styla pulls an enemy towards her, she will follow up with a spin that deals damage to them and knocks them back; though otherwise she will just drop them in front of her. The Gripshot can also be used to tether recover.
Up Special: Tingle Tights is an outfit that can be crafted in Madame Couture's shop by the Links of The Legend of Zelda: Tri Force Heroes. The Tingle Tights allow the wearer to be saved from falling into holes up to three times, preventing them from losing health or fail challenges that require them to refrain from falling into chasms. In Super Smash Bros. Styla will don the costume and be carried upwards by the balloons tied to her back and a quick gust of wind. Styla spins around while travelling upwards to deal minor damage to anyone she comes in contact with, and will enter a pseudo-helpless state after travelling a set distance as the balloons detach from her body. If Styla is attacked while floating upwards, the balloons will pop and she will fall helplessly until she should land or fall past the blast lines. Regardless of whether Styla begins falling on her own or due to the intervention of another player, she will continue wearing the Tingle Tights until she touches the ground again.
Down Special: Magic Hammer is a recurring item within The Legend of Zelda series, appearing in several titles since its original debut in Zelda II: The Adventure of Link. The Magic Hammer, or simply Hammer in some titles, often serves as a more powerful melee weapon than Link's normal sword while also granting him the ability to destroy boulders or other obstacles. Depending on whether the special move button is tapped or held down, Styla will utilize this weapon in different ways for its Super Smash Bros. appearance. By tapping the special move button, Styla will perform a slow overhead slam that deals minor damage but buries grounded foes and meteor smashes airborne ones; if the special move button is held down, she will instead charge up and, once the button is released, swing the Magic Hammer horizontally to deal massive knockback and damage. While the special move button is held down and the move charging Styla can slowly move around but is unable to jump, though a single attack will cause the attack to be cancelled. Regardless of how she uses the Magic Hammer, Styla will always don the Hammerwear for this special move.
Final Smash: Big Bombs are items that seldom appear in the Zelda series, appearing only under a couple of circumstances in The Legend of Zelda: Tri Force Heroes; namely Big Bombs replace normal Bombs should the user wear a Big Bomb Outfit, as well as during the boss fight against Hinox. In Super Smash Bros. Styla dons the Big Bomb Outfit and pulls out the same type of Big Bomb used by the aforementioned Hinox, which she drops down on the ground. Then, quickly switching into the Gust Garb, Styla produces a Gust Jar and uses it to fly upwards off the screen quickly, dodging the bomb's massive explosion that deals an incredible amount of damage to all enemies in the bomb's fairly large blast radius, before falling back onto the stage in her normal outfit.
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Princess Styla has two entrance animations depending on the costume used: when using her default "princess" attire, Styla will be crying on the stage in her cursed jumpsuit before standing up as her clothing transforms into her royal dress; and when using her "cursed jumpsuit" attire, Styla will instead be crying on the stage in her jumpsuit before wiping her tears away with one hand and standing up angry.
Styla's taunt sees her clasp her hands together before cheerfully extending her arms outwards. When using her "cursed jumpsuit" outfits, she will then quickly cover herself with her arms as if having forgotten about her clothing.
Styla's victory theme is an upbeat, pop-styled remix of the opening of the Hytopia Castle theme from The Legend of Zelda: Tri Force Heroes.
Styla's victory animations are as follows: wearing the Tingle Tights, Styla spins around through the sky before her balloons pop, dropping her down to the ground in a surprised huff; Styla admires herself in a mirror as she quickly changes between the Ninja Gi, Hammerwear, and lastly the Legendary Dress, turning to the camera afterwards with a confused shrug; and three Links wearing Tri Suits raise their swords with cheerful smiles as Styla rolls down onto the ground from the sky above and lands with her arms above her head.
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Sukapon is the default playable character and main protagonist of Joy Mech Fight. Sukapon is a robot created by Dr. Little Emon and Dr. Ivan Walnuts to be a comedic owarai entertainer, and trained to become one in the Osaka region of Japan prior to the events of the game. After Dr. Walnuts stole seven of Sukapon's brethren and declared his intent to rule the world, Sukapon was remodelled by Dr. Emon in order to be a fighter, so that he could take down the evil robots and stop Dr. Walnuts' plan.
First appearance:
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Joy Mech Fight (1993)
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Tondeker
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Sukapon Roll
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Konaniran
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Sukapon Suplex
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Joy Mech Fight
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Neutral Special: Tondeker is Sukapon's signature special move. Due to the robot's lack of limbs, Sukapon sues its large, rounded head as his main weapon. Tondeker in particular sees Sukapon perform a headbutt, which summons a fake copy of his head forwards a short distance. Though the attack can easily be avoided by ducking, it has the ability to travel through multiple foes as it always moves a set distance.
Side Special: Sukapon Roll is another one of Sukapon's special moves from Joy Mech Fight. The attack once again takes advantage of Sukapon's lack of limbs, though this time instead displays the amount of flexibility he has in his design. Sukapon's body parts create a circular shape as Sukapon rolls forwards a short distance, tackling foes. While Sukapon is rolling, if the player presses the special attack button once again he will propel himself forwards and boost a slightly further distance.
Up Special: Konaniran is an attack that Sukapon can perform in Joy Mech Fight, though the way Sukapon performs the attack differs quite differently from its original counterpart. In Joy Mech Fight, Sukapon would throw his head forwards, much like Tondeker, before the rest of his body follows in its path. In Super Smash Bros. however, Sukapon launches his head upwards a fair distance, and Sukapon's body spins in a way very similar to Sukapon Roll as his body catches up to where his head moved to.
Down Special: Sukapon Suplex is a throwing-based technique inspired by one of Sukapon's special attacks from Joy Mech Fight. Sukapon Suplex sees Sukapon perform a close-ranged grab before suplexing his opponent into the ground, burying the foe into the ground and damaging them a fair bit. When successfully performed in the air, Sukapon will spin downwards a fair distance before letting go of his opponent and entering a helpless state.
Final Smash: Joy Mech Fight is the name of the game in which Sukapon debuted. Joy Mech Fight was originally designed by Koichi Hayashida and Koichiro Eto, who met and developed the game while at a seminar hosted by Nintendo; upon the two being hired by Nintendo, the game, originally titled "Battle Battle League", was expanded upon and released as a full title for the Famicom. In Super Smash Bros., Sukapon performs a powerful version of Tondeker, firing an extra-large copy of his head a fair distance to paralyze all foes hit by it in place. After a moment, Sukapon will call upon a number of other robots from Joy Mech Fight - namely Eye, Sasuke, Flame, and Neo - and the five work together to attack the affected opponents in a quick cinematic before they are launched away.
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Sukapon's entrance animation sees them spin onto the stage from the background, hands above their head.
Sukapon's taunt sees them put their hands above their head and move them up and down happily.
Sukapon's victory theme is a techno-pop remix of the fanfare that plays should the player KO their opponent in Joy Mech Fight.
Sukapon's victory animations are as follows: Sukapon spins around, hands above its head, before posing in a punching motion; Sukapon moves its hands around before performing a single-handed handstand; and Sukapon stands in front of a microphone, before spinning counter-clockwise.
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Sylux is a powerful Bounty Hunter who possesses a deep hatred for the Galactic Federation and all those who may be associated with them. Little is actually known about Sylux or his past, other than the fact that he stole a variety of gadgets and pieces of technology from the Galactic Federation and wields it to cause chaos across the universe. Such pieces of technology include the bulky suit he wears that completely hides whatever species he may be and allows him to enter a compact form known as Lockjaw, the Shock Coil weapon he wields in battle, and the Delano 7 spaceship he uses to travel between planets. Since his first encounter with Samus, his whereabouts are officially unknown, though he has been seen following Samus after her battles on Phaaze and breaking in to a Galactic Federation research centre to cause a Metroid Egg to begin hatching.
First appearance:
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Metroid Prime Hunters (2004)
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Electric Bombs
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Imperialist
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Lockjaw Crash
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Shock Coil
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Delano Z
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Neutral Special: Electric Bombs are a type of special weaponry used by Sylux against Samus in Metroid Prime Hunters. By transforming into his Lockjaw form, Sylux is shown capable of dropping small electrical bombs that are capable of creating tripwires should they not be placed far-enough apart. These tripwires can detonate when a third is placed. In Super Smash Bros. Sylux will transform into his Lockjaw form and drop an Electric Bomb on the ground. The Electric Bomb will detonate on its own after a short period of time, but placing two Electric Bombs close to each other will cause them to detonate immediately and create a larger, deadlier, explosion.
Side Special: Imperialist is a weapon in Metroid Prime Hunters that is primarily used by the Bounty Hunter named Trace. This sniper releases powerful blasts of energy with very precise targeting. These blasts deal an incredible amount of damage to foes and can even one-hit KO enemies, though it is especially useful against Sylux. In an ironic twist, Sylux makes use of this weapon for his side special move in Super Smash Bros. and fires a small blast of red energy straight forwards a far distance. The Imperialist weapon deals more damage to enemies that are closer to Sylux, but more knockback to those further away. There is a slight cooldown after Sylux uses this attack, preventing him from using it rapidly.
Up Special: Lockjaw Crash is a technique that makes use of the Lockjaw form Sylux's stolen suit allows him to transform into. This form grants Sylux incredible mobility. In Super Smash Bros. Sylux transforms into this Lockjaw form and rushes upwards at a forwards angle to deal damage to foes as he travels quickly through them. At the peak of his jump, Sylux unfolds into his normal form and crashes to the ground to damage nearby enemies via a small shockwave that he releases upon contact with it.
Down Special: Shock Coil is the name of Sylux's main weapon, a piece of technology stolen from the Galactic Federation. This device is capable of firing a beam of electricity that will increase the amount of damage it does to those hit by it the longer they make contact with the electrical beam. In Super Smash Bros. Sylux will use his Shock Coil to release a short beam of electricity for as long as the special move button is held down that will loosely point towards a fighter that may be above or below it. Just as in the Metroid Prime games, the damage dealt by the Shock Coil will increase the longer a fighter is within its range, though the weapon does not cause foes to flinch and thus it is easy to escape from. Also, unlike the Shock Coil's appearances in the Metroid Prime series, its Super Smash Bros. counterpart does not drain the life force of the enemy hit by them to heal Sylux himself.
Final Smash: Delano 7 is a prototype Delta-class Strike Fighter developed by the Galactic Federation and later stolen by Sylux to be used as his primary mode of transportation prior to and during the events of Metroid Prime Hunters. This ship possesses a remarkably strong cannon that can be remotely commanded to automatically target nearby enemies. In Super Smash Bros. this command serves as the most notable part of Sylux's Final Smash: Sylux will call the Delano 7 into the background, and the ship's cannon will automatically target enemies and fire blasts of energy in their directions. The player is free to command Sylux as normally while the Delano 7 is firing at foes as well, as it will only continue attacking for a short period of time.
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Sylux's entrance animation has the bounty hunter fly onto the stage in his Lockjaw stage, before unfolding into his normal appearance.
Sylux's taunt sees him perform two swipes with his right arm before posing in a powerful manner.
Sylux's victory theme is an intense techno remix of the opening notes of the theme that plays during Sylux's boss battle in Metroid Prime Hunters.
Sylux's victory animations are as follows: Sylux flies into the screen in his Lockjaw form before unfolding and pointing his right arm up to the sky; Sylux slices at the screen twice with his right arm before pressing his face up towards the camera as he shakes his head; and Sylux falls from the sky, landing in a crouching position before looking straight towards the camera.
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Takamaru is an apprentice samurai serving under the shogun Ietsuna Tokugawa. After an alien entity appears in Edo-era Japan, Takamaru is sent by the shogunate to investigate the lords of the four castles - Aosame Castle, Akasame Castle, Ryokusame Castle, and Momosame Castle - that came in contact with the alien being. After defeating the four castle lords, Takamaru goes on to defeat the main antagonist of The Mysterious Murasame Castle: the alien who had their soul placed within the golden Murasame statue.
First appearance:
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The Mysterious Murasame Castle (1986)
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Windmill Sword
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Kesa Giri
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Kabuto
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Invisibility Technique
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Inazuma Technique
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Neutral Special: Windmill Sword is one of the four power-ups that can be obtained from the Tanooki that follow Takamaru on his quest. Compared to Takamaru's normal throwing knives, the Windmill Swords deal the same amount of damage, though they travel the length of the entire screen. In Super Smash Bros., Takamaru charges up for a moment before throwing four Windmill Swords diagonally away from him. Unlike in The Mysterious Murasame Castle, the swords do not travel indefinitely, though they still travel a very far distance away from Takamaru, and even through other fighters. If the move is used again while swords are still moving on-screen, the active ones will disappear as new ones are summoned.
Side Special: Kesa Giri is a technique used by samurai and those who fight with katanas. A very defensive attack, Kesa Giri is used when anticipating an opponent's attack, slashing them diagonally from their right arm down to their left shoulder. In Super Smash Bros., Takamaru hesitates for a moment before slashing at a high speed, a trail of cherry blossom petals dancing from his sword as he does so. While an attack that deals a fair amount of damage but little knockback, Kesa Giri also has the ability to reflect physical projectiles if timed correctly.
Up Special: A Kabuto is a type of Japanese helmet dating back to the fifth century. In feudal Japan, samurais wore these types of helmets into battle, and they in turn became a very symbolic piece of armour for them, with many phrases being coined with reference to them. In The Mysterious Murasame Castle, Takamaru can collect a Kabuto, though here known simply as "Helmet", to grant him temporary invincibility. In Super Smash Bros., a Kabuto, or more specifically a Suji Bachi Kabuto, appears on Takamaru's head as cherry blossom petals swirl around him, lifting him up a short distance before he enters a pseudo-helpless state.
Down Special: The Invisibility Technique is an item from The Mysterious Murasame Castle, another one that Takamaru can obtain from a Tanooki. As its name implies, the Invisibility Technique makes Takamaru invisible for a very short amount of time, thus allowing him to sneak by enemies without needing to engage in combat. In Super Smash Bros., Takamaru holds his sword straight-up in front of his face and disappears, before reappearing a short distance forwards (or backwards, should the control stick be held in that direction) and performing an extremely powerful slash with his katana.
Final Smash: The Inazuma Technique (or Lightning Technique) is one of the most powerful items that can be collected in The Mysterious Murasame Castle, alongside the Invisibility Technique. Unlike the aforementioned, which is a very defensive technique, the Inazuma Technique is the opposite: once used, lightning rains down to defeat all enemies on the screen. In Super Smash Bros., Takamaru pulls a scroll out from behind him and calls out "Inazuma, ten kara no ame!" ("Lightning, rain from the heavens!") before he pierces it with his sword, and lightning bolts begin to rain down in the area around him, dealing massive damage to those who make contact with them. While the lightning continues to strike the stage (travelling through semi-soft platforms and even some specific solid platforms), Takamaru is free to move around and attack his foes, or attempt to launch them into the bolts of lightning.
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Takamaru's entrance animation sees him appear out of a spiralling tornado of cherry blossom petals.
Takamaru's taunt sees him slash his katana back downwards, as cherry blossoms flutter around his feet.
Takamaru's victory theme is an oriental remix of the stage clear fanfare from The Mysterious Murasame Castle.
Takamaru's three victory animations are as follows: Takamaru holds out his hand, and catches a cherry blossom as it flutters down into his palm; Takamaru slashes once with his katana before crouching, and muttering "Anata no tame ni" ("For you"); a Tanooki dances up from behind Takamaru, creating a fireball in its palm that it throws at Takamaru, who dodges to the raccoon's delight.
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Jessie, James, and Meowth - collectively referred to as the Team Rocket Trio - are three low-ranking members of Team Rocket and the primary antagonists of the Pokémon anime series. Jessie is a young woman who had a troubled upbringing; after her mother, a high-ranking Team Rocket member, disappeared while searching for Mew, Jessie grew up in foster care and subsequently tried many professions as she grew older. James, on the other hand, grew up as a member of a prominent Sinnoh family of millionaires, though ran away in order to escape his arranged marriage to the overbearingly bossy Jessebelle. The two joined Team Rocket both on their own terms before being partnered up, meeting a Meowth capable of speech in the process, though quickly became known as the worst members of Team Rocket and have been essentially tasked with staying away from their boss's main goals.
First appearances:
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Pokémon the Series: The Beginning (1997-2002) Pokémon Yellow Version: Special Pikachu Edition (1998; game)
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Flaming Fast Ball
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Ropester
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Jetpacks
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Team Rocket's Biggest Fan
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Lean, Mean Fight-the-Bite Machine
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All three members of the Team Rocket Trio fight together in a group. Unlike other grouped characters such as the Ice Climbers however, all three characters move together at all times and will never de-sync; essentially the three act as one large character.
Neutral Special: Flaming Fast Ball is a weapon used by Team Rocket in the episode The Bug Stops Here. Aimed at the Pokémon Trainer Casey during the Bug-Catching Contest in Ecruteak City, the Flaming Fast Ball is essentially a normal missile that, instead of taking a rocket-shape, is disguised as a baseball. In Super Smash Bros. Meowth takes out this cannon and fires a Flaming Fast Ball forwards, which travels straight through the air at a high speed and deals a fair bit of damage to the first person it may hit.
Side Special: Ropester is a large bazooka-like weapon used by James in the episode Hoenn Alone!, the finale of the original series of the Pokémon anime. While it heavily resembles a normal rocket launcher, the Ropester instead fires out a rope that can be used to as a grapple by the wielder. In Super Smash Bros. James will fire the Ropester forwards, releasing a rope that both allows the Team Rocket Trio to tether recover or ensnare enemies from a distance and pull them towards the group.
Up Special: Jetpacks are personal machines designed to allow the wearer to fly through the sky. First used by Butch and Cassidy in The Scheme Team, the Team Rocket Trio later don Jetpacks to make a quick getaway in A Rival Battle for Club Champ! In Super Smash Bros., the three members of Team Rocket quickly don their Jetpacks before flying upwards - the angle can be determined via the control stick. After flying a fair distance upwards through enemies, the Jetpacks explode to deal damage to nearby enemies; though this causes the trio to fall helplessly afterwards.
Down Special: Team Rocket's Biggest Fan is a gadget that Meowth uses in the episode Foul Weather Friends. As its name implies, this gadget is a giant fan that Meowth can wear on his back like a backpack, with the head of the fan extending over his head. In Super Smash Bros. holding the special move button will have Meowth activate the fan for a short period of time, losing his balance after a second and having Jessie and James catch him. This releases a powerful gust of air that pushes enemies around without dealing damage to them or causing them to flinch, thus allowing him to push around enemies that are falling helpless without allowing them to return to a normal state.
Final Smash: Lean, Mean Fight-the-Bite Machine is a mecha that the Team Rocket Trio pilots in the episode The Trouble with Snubbull; though it is also an upgraded version of a nearly-identical mecha used previously in Two Hits and a Miss. A large Meowth-shaped robot, the mecha has the ability to fire its boxing glove-like hands as if they were rockets. In Super Smash Bros. the three members of Team Rocket duck behind a bush and temporarily control this mecha with a remote control for their Final Smash. For the short time that the player controls this giant robot, they are able to perform punching attacks with the standard attack button or fire off its hand rockets - which will continually respawn after a short cooldown time - with the special move button. While both are fairly strong attacks, simply walking into enemies will also deal damage to them as well. The mecha can not be damaged by enemies' attacks, and, while the player is able to perform a single jump as it, falling past the blast lines while controlling it will simply end the Final Smash prematurely. The Lean, Mean Fight-the-Bite Machine will - to the surprise of the three Team Rocket members - fall apart after a short amount of time has passed, and they will angrily return to battle.
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The Team Rocket Trio's entrance animation has Jessie, James, and Meowth disembark from their hot air balloon (which features a Meowth-shaped balloon), and then watch in terror as it flies off without them.
The Team Rocket Trio's taunt sees Jessie's Wobbuffet escape from its Poké Ball, and call its name while saluting. Jessie, James, and Meowth all flinch away from Wobbuffet while it is on-screen, and Wobbuffet will return to its Poké Ball once it finishes speaking.
The Team Rocket Trio lacks a typical victory theme and victory animations, as they will instead recite their own version of the Team Rocket motto upon winning. The motto is a re-recorded version of its original incarnation from the first episode in which they appear in the Pokémon anime: Pokémon Emergency. The motto's lines are as follows:
Jessie: Prepare for trouble!
James: Make it double!
Jessie: To protect the world from devastation!
James: To unite all peoples within our nation!
Jessie: To denounce the evils of truth and love!
James: To extend our reach to the stars above!
Jessie: Jessie!
James: James!
Jessie: Team Rocket, blast off at the speed of light!
James: Surrender now, or prepare to fight!
Meowth: Meowth! That's right!
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Tethu is a young Seedling and the main protagonist of Ever Oasis. After his home, and his brother, falls to the Chaos that plagues the desert wasteland, Tethu is transformed into a seed-like form and launched far away, where he meets a water spirit named Esna. Together with the water spirit, and a beetle named Khepri, Tethu creates his own Oasis, and traverses the desert in order to find people in need of a home and to complete the tasks he must in order to keep the Chaos away and keep the citizens of his Oasis happy.
First appearance:
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Ever Oasis (2017)
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Green Gale
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Leaf Wall
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Paraflower
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Pellet
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Oasis
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Neutral Special: Green Gale is the main technique used by those who serve as the head of their own Oases in order to clear away piles of sand and knock away Chaos. In Super Smash Bros., Tethu swings his sword and launches a small green tornado forwards, which, while it does not deal much damage, launches foes straight upwards. The attack can be charged up, increasing the size of the tornado but decreasing its movement speed and the distance it travels.
Side Special: Leaf Wall is an ability some Seedlings are capable of performing. In Ever Oasis, this ability transforms the Seedling into a large wall of leaves, which can be used to keep others safe from rolling boulders. In Super Smash Bros., this attack works a little differently: Tethu creates a wall of leaves in front of him, which can take a fixed amount of damage before it is destroyed. Tethu places this wall of leaves on the ground, and thus it can be used to hinder movement, though only one can be on-stage at a time.
Up Special: Paraflower is a technique that can be used by different Seedlings in order to reach higher, or otherwise-inaccessible areas by transforming into a seed-like form. In Super Smash Bros., Tethu doesn't transform into such a form, but does hang on as one carries him upwards. The four leaves on the seed spin around to deal damage, with only the final hit as Tethu lets go of the seed actually launching away foes.
Down Special: Pellet is a Seedling ability that allows one to transform into a ball and travel through small holes and into areas otherwise inaccessible. In Super Smash Bros., Tethu transforms into this ball form and dashes forwards at a high speed, with the player able to control whether h moves left or right once in this form, though he only deals minute damage when coming in contact with an opponent after the initial dash. By holding down the special move button, this attack can be charged up in order to increase the strength, speed, and distance of the initial dash, though this could also hinder the player as they may launch themselves off a ledge.
Final Smash: Oasis is an area that serves as a fragile refuge away from both the natural dangers of the desert world where Ever Oasis is set, as well as the malicious Chaos that aims to destroy peace. In Ever Oasis, Tethu is the leader of an Oasis, and he must work with the water spirit Esna in order to keep it well-kept. In Super Smash Bros., Tethu calls upon Esna, who rises out of a small body of water beneath him and unleash a powerful wave of energy to damage and launch away all those around them, with the glowing heart of the Oasis appearing in the background behind them as she rises from the pool.
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Half of Tethu's alternate costumes transform into his female counterpart, Tethi. In addition to having different voice clips Tethi is identified as a separate character by the crowd and announcer, though she plays identically to Tethu in every way.
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Tethu's entrance animation sees him roll onto the stage from the background as a seed, before popping into his true form.
Tethu's taunt sees Khepri, carrying a bubble through which Esna can communicate to Tethu, come out and fly around him, as Esna waves happily.
Tethu's victory theme is a direct rip of the jingle that plays in Ever Oasis when travellers are entering the Oasis.
Tethu's victory poses are as follows: Tethu hops up and down happily while Khepri flies around him; Esna, who sits in a pool of water nearby, and Tethu high-five one another, before Tethu gives a thumbs up to the player; and Tethu uses Green Gale, and it hits and knocks the camera over, so he goes to pick it up. Tethu is the only individual who has a victory pose that breaks the fourth wall and actually makes contact with the camera.
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Tetra is a young girl who, orphaned as a baby, grew up on a pirate ship with her adoptive mother. Tetra's mother was the captain of her own pirate crew, and Tetra would later inherit this title after her mother passes away. Despite being the youngest member, her entire crew respects her to a great extent, and she has earned a reputation as a ruthless and bossy pirate with a brash and caring interior. Though she grew up knowing nothing about her birth family, she is the reincarnation of the Goddess Hylia, and thus the princess of Hyrule during the Era of the Great Sea.
First appearance:
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The Legend of Zelda: The Wind Waker (2002)
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Flintlock Pistol
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Skull Hammer
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Crashing Wave
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Hurricane Spin
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Light Arrow
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Neutral Special: Flintlock Pistol is a weapon that Tetra uses, in conjunction with a cutlass, in Hyrule Warriors Legends. This small pistol, the first appearance of any firearm in the Zelda series, is a customized weapon that fires orbs of condensed water instead of bullets. Much like in Hyrule Warriors, in Super Smash Bros. Tetra fires a small orb of water from her pistol to damage foes. While the move can not be charged up, the player can tap the special attack button to have Tetra fire three shots in rapid succession.
Side Special: Skull Hammer is an item that Link can acquire in The Legend of Zelda: The Wind Waker after defeating Forsaken Fortress' Phantom Ganon. In that game, Link could use this large heavy hammer to push down switches, and bash foes with it. In Super Smash Bros., Tetra performs a slow, but very powerful, downwards smash with this hammer, which spikes opponents downwards. Though the attack has quite a bit of ending lag, the move's high launching power makes it easy to KO foes.
Up Special: Crashing Wave is not a maneuver from the Zelda series, though, like many of Tetra's standard and smash attacks, makes use of her cutlass from Hyrule Warriors Legends. Tetra jumps up and performs an upwards slash with her cutlass, with water dispersing from it as she travels upwards. At the peak of her jump, she fires her pistol downwards to further propel herself upwards.
Down Special: Hurricane Spin is a variation of the recurring Spin Attack move that Link is capable of performing throughout the Zelda series; the Hurricane Spin in particular is a stronger variation that first appeared in The Legend of Zelda: The Wind Waker. In Super Smash Bros., simply pressing the down special move button combination will have Tetra spin around quickly with her cutlass extended and perform a stationary Spin Attack with short range. The move can be charged however to increase the duration that Tetra spins for, and the player is capable of moving Tetra left or right as she spins across the ground. In the air, Tetra's Hurricane Spin does not act like Link's Spin Attack, as instead of gaining height Tetra will instead become a drill as she spins down into the ground.
Final Smash: Light Arrows are a powerful weapon often wielded by Link or Princess Zelda during their final confrontation with Ganon, and are the second-most useful weapon used to defeat him after the Blade of Evil's Bane itself. In Super Smash Bros., Tetra pulls out a normal bow, but uses the power of the Triforce held within her to create three golden arrows of light, which she fires in rapid succession at three angles forwards. While the Light Arrow will initially paralyze and damage any foe in place that it hits, after a moment those hit will be launched away. The Light Arrows will travel indefinitely, through any fighters and platforms, and deal massive damage and knockback to any fighter they make contact with.
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Tetra's entrance animation sees her gently glide to the ground using a Deku Leaf.
Tetra's taunt sees her take out a telescope and look off into the distance before putting it away.
Tetra's victory theme is a nautical remix of Zelda's Lullaby, a recurring theme from the Zelda series often directly associated with Princess Zelda.
Tetra's victory poses are as follows: Facing away from the player, Tetra spins her cutlass around her finger before holstering it, then she turns around and winks; Tetra fires three shots from her pistol, with each hitting and shattering a pot placed around her, before she points it towards the sky and winks; and Tetra tosses a bomb up and down carelessly in her hand, and it explodes in the air after a few times.
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Thanatos is the shape-shifting God of Death, and a valuable asset to the Underworld Army. Throughout the Kid Icarus series, Thanatos has continually faced off against Pit and Palutena as one of the many evil creatures under the command of Medusa. In the original Kid Icarus Thanatos, here known as Tanatos, appeared as a snake who would sprout from the giant head of Medusa, zig-zagging across the stage to act as a nuisance for Pit during the final battle. Later, in Kid Icarus: Uprising, Thanatos (who has changed his name, claiming to have added in an H "for hamazing!") first appears as the guardian of the Underworld Key needed for Pit to enter the Underworld and face off against Medusa. In his final appearance in the game, he now follows the orders of Hades, and battles Phosphora in an aerial dogfight to keep the Forces of Nature from assisting Pit's advance.
First appearance:
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Kid Icarus (1986)
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Buckscalp
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Gorgon's Strike
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Cannon Doll
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Trample Smash
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Demon Harpe
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Neutral Special: Buckscalp is a technique that, although never named as such, is taken from one of Thanatos' attacks from his Kid Icarus: Uprising boss fight. One of the many forms Thanatos takes on to combat Pit: an urn. In this form Thanatos is immune to physical attacks and shoots skulls at Pit, who must knock them back at the god in order to hurt him. In Super Smash Bros. Thanatos will transform into his urn form turned onto its side and shoot a skull from the urn's mouth. By holding down the special move button, the move can be charged up to have Thanatos instead fire three skulls in quick succession. While Thanatos himself is effected by gravity while in his urn form, the skulls are not - they will fly forwards and disappear after flying a set distance or once they hit a foe or anything else solid. Like in Uprising Thanatos is also "immune" to physical attacks while in his urn form: though he still takes damage, he will not flinch from direct attacks unless they deal enough knockback; projectiles will cause him to flinch just as they normally would however.
Side Special: Gorgon's Strike is an attack based on Thanatos' appearance in the original Kid Icarus title for the Nintendo Entertainment System. In the series' first instalment, Thanatos disguises himself as one of the snakes making up Medusa's hair, making his initial appearance a surprise to Pit. In Super Smash Bros. Thanatos repeats his original techniques from this game: transforming into a snake, Thanatos quickly zig-zags a fair distance forwards, dealing damage (and travelling through) any foe he may come in contact with.
Up Special: Cannon Doll is a technique loosely inspired by one of Thanatos' transformations in Kid Icarus: Uprising. One of Thanatos' forms that he uses during his fight against Pit is a Matryoshka doll - a type of Russian doll that contains smaller and smaller versions of itself within it. Thanatos' Nesting Doll form will do the same as a normal Matryoshka doll would as Pit attacks it, finally releasing a tiny version of Thanatos himself at the end. In Super Smash Bros. Thanatos transforms into this form and shakes quickly for a short moment before shooting a miniature Thanatos up into the air before the doll disappears. The God of Death will fly a great distance upwards at a high speed, but not damage any foe. At the peak of Thanatos' movement, he performs a flamboyant flip and returns to his normal size as he enters a helpless state.
Down Special: Trample Smash is a move that makes use of one of Thanatos' giant foot transformation from his Kid Icarus: Uprising boss battle. One of his many forms utilized in this game is a large disembodied foot, which will float around the boss arena and try to stomp down on Pit. In Super Smash Bros. Thanatos' down special move has him transform into this same green limb, albeit a smaller version of such, and perform a powerful stomp attack that buries foes beneath him. When used in the air, Thanatos will continue travelling downwards a fair distance and will eventually enter a helpless state if he does not land on the ground.
Final Smash: Demon Harpe is Thanatos' Final Smash which, like most of his other special moves, is based upon one of his Kid Icarus: Uprising transformations. One of his five forms from this game is a giant sword, and he summons large spears around himself while taking on this appearance. For his Final Smash in Super Smash Bros. Thanatos transforms into this giant sword form and swings himself downwards. If he hits an enemy, Thanatos will follow this up with a number of other quick slashes before summoning three of the spears he used in his Kid Icarus: Uprising boss battle to skewer his target and launch them away. Should Thanatos miss the initial swing, the Final Smash will fail and nothing will happen.
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Thanatos' entrance animation has him teleport onto the stage in a lounging position as he floats above the ground.
Thanatos' taunt sees him transform into his Nesting Doll form and hop twice.
Thanatos' victory theme is a short excerpt of the track Boss Theme 1 from the official soundtrack of Kid Icarus: Uprising, remixed in a playful, carnival-esque style to match Thanatos' genie and clown-like design.
Thanatos' victory animations are as follows: Thanatos' Nesting Doll form will pop its lid to reveal a smaller doll, which will pop out and do the same twice before a tiny Thanatos pops out and flamboyantly waves his arms out with a chuckle; Thanatos transforms into his Nesting Doll, Urn, and Sword forms quickly before returning to normal as he laughs and says "well that was fun"; and Thanatos spins around with a laugh before waving his arms out and declares "remember: the extra H stands for 'hamazing!'"
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Thel 'Vadam, also known by his title of The Arbiter, is a member of the noble House of 'Vadam and the final Arbiter to command the Sangheili race. The rank of Arbiter is granted upon a Covenant Elite by their rulers - the High Prophets - in times of crisis in order to act in the way of preserving the religious alliance and the dedication of the Forerunners and the Halo Array. Thel 'Vadam serves as one of the main characters of the Halo franchise, first debuting as one of the point of view characters in Halo 2 alongside series protagonist Master Chief. In that game, having learned that the Sangheili have been betrayed by the High Prophets, Thel forms an alliance with a group of humans in order to prevent the destruction of all sentient life.
First appearance:
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Halo 2 (2004)
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Covenant Carbine
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Deployable Cover
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Portable Gravity Lift
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Active Camouflage
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Banshee
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Neutral Special: The Covenant Carbine, officially designated the Type-51 Carbine, is a semi-automatic weapon used by the Covenant. Developed by the Sanghelios-stationed Iruiru Armory, the manufacturers of many Covenant weapons, the Covenant Carbine is the preferred weapon wielded by a number of species including the Jiralhanae (Brutes), Kig-Yar (Jackals), and Sangheili (Elites); Thel 'Vadam also wields it as one of his primary weapons. In Super Smash Bros. The Arbiter pulls out a Covenant Carbine and fires a shot from it. While it takes a second for Thel 'Vadam to pull out the gun, he will not put it away until any other move is used; thus the player can carry it around and fire it quickly. The energy bullets are fairly weak but travel a great distance, allowing him to attack enemies with it from a distance. The Covenant Carbine contains 18 rounds that, once exhausted, will make the special move unusable for a short period of time while it is reloaded.
Side Special: Deployable Cover is a piece of equipment that the player can wield in Halo 3. Deployable Covers are Covenant-developed energy shields that serve as mobile versions of the Stationary Shield Generators often placed to defend the Covenant's forces; these generators are larger versions of the Point Defense Gauntlets wielded primarily by the Kig-Yar (Jackal) enemies. In Super Smash Bros. The Arbiter throws a Deployable Cover down onto the ground in front of him. Like in the Halo series, the energy shield blocks weaker physical projectile attacks and completely absorbs weaker energy projectiles. One stronger melee attack or a strong-enough explosion will cause the energy shield to completely disappear; weaker melee attacks or strong physical projectiles will eventually cause the shield to change into a red colour before more damage causes it to fade away. The Arbiter can only have one shield on the stage at a time, and it can not be moved once it is placed. If no attacks hit it for a long-enough period of time, the shield will also despawn and another one can then be placed. As the Deployable Cover is affected by gravity, it will fall down should it be placed in the air.
Up Special: Portable Gravity Lift is a piece of equipment developed by the Covenant that players can make use of in Halo 3. As its name implies, the equipment is a portable version of the Covenant Gravity Lifts that are often present within their forts and facilities. In Super Smash Bros. the Portable Gravity Lift is dropped beneath The Arbiter and it immediately activates, throwing himself upwards. While the Gravity Lift is affected by gravity, when used mid-air it will still launch The Arbiter upwards a short distance. If placed on the ground or should it fall onto the ground after being used in the air, the Portable Gravity Lift will remain in place for a second and allow anyone to make use of the launching power of the equipment. It is also unique in that items will be affected by the Gravity Lift - throwing items into the blue beam that propels fighters will also see the item be pushed upwards. The Arbiter, and any other fighter for that matter, does not enter a helpless state upon using the Portable Gravity Lift, though he is unable to place another until he has touched the ground.
Down Special: Active Camouflage, or "Active Camo", is a type of equipment used by the Covenant and UNSC throughout the Halo series, with the Sangheili warriors being some of the most prominent users. Active Camo bends light around the soldier using it, making them effectively invisible to the naked eye. Despite that, it is both limited by a timer and does not completely mask the user's presence: though the user appears invisible, the area they fill still appears to waver as if filled with liquid. In Super Smash Bros. The Arbiter activates Active Camouflage and becomes invisible for a short period of time. Like in the Halo series, The Arbiter will become visible whenever it attacks and he can still be tracked by watching for wavering air. Using the Active Camo again while it is active will deactivate its effects, though regardless of whether it is deactivated automatically or manually it must recharge before it can be used again.
Final Smash: Banshee, officially the Type-26 Ground Support Aircraft, is an aerial vehicle developed by the Assembly Forges and later manufactured by Lodam Armory for use by the Covenant army. The Banshee is designed to support grounded forces - hence its name - and comes equipped with two types of weapons: a Class-2 Energy Gun (a basic energy-based automatic turret) and the "Fuel Rod Cannon" Class-2 Projectile Cannon (a cannon that fires highly explosive energy-based projectiles). In Super Smash Bros. The Arbiter jumps up off the screen and boards a Banshee that flies overhead, and a reticle appears on the screen. For a short period of time afterwords, the player can control the reticle and fire at enemies with either of the two different weapons on the vehicle: the Class-2 Energy Gun with the standard attack button and the Class-2 Projectile Cannon with the special attack button. While the former deals a lot of damage it does little knockback, while the latter deals both a massive amount of damage and knockback but has a short cooldown timer that prevents it from being used as the sole weapon. The reticle will remain on screen for only a short period of time, which decreases further a slight amount with every use of the Fuel Rod Cannon.
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The Arbiter makes use of an Energy Sword for many of his standard attacks. While purely a cosmetic change, his final alternate costume switches out the normal blue Energy Sword with Thel 'Vadam's own orange variant from Halo 5: Guardians known as Prophets' Bane.
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The Arbiter's entrance animation has him appear on stage in crouch, his Active Camouflage deactivating.
The Arbiter's taunt sees him point his Energy Sword in the air and pump his fist, cheering himself on in a war cry.
The Arbiter's victory theme is a triumphant, slightly-upbeat, remix of a segment of The Arbiter Suite (Thel 'Vadam's Theme) from Halo 3.
The Arbiter's victory animations are as follows: The Arbiter slashes with his Energy Sword downwards before turning his back to the camera and slowly walking away; The Arbiter, in a manner nearly identical to his taunt, raises his Energy Sword into the air and pumps his fist, though this time does so twice; and The Arbiter says "There was honour in our Covenant once, and there shall be again!" as he holds his Covenant Carbine across his chest.
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Thomas is the main protagonist of Irem's 1985 arcade beat 'em up Kung-Fu Master, and the 1985 port developed by Nintendo titled Kung-Fu. During the events of Kung-Fu, Thomas, a martial artist, is forced to journey into the Devil's Temple in order to rescue his girlfriend Sylvia from Mr. X, a crime boss who had taken up residence within the building. In order to do this, Thomas must defeat the "sons of the devil" that await him on each of the four floors leading up to the top, where Mr. X resides.
First appearance:
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Kung-Fu Master (1984)
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Sheriff
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Excitebike / Sky Skipper
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Space Firebird
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Knight Move
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Game Over
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Thomas's moveset sees him transform into sprites from a wide variety of different games developed by Nintendo, specifically from games published for the arcade, Nintendo Entertainment System, and Famicom Disk System consoles.
Neutral Special: Sheriff was a multi-directional shooter game released into arcades by Nintendo and Ikegami Tsushinki in October 1979. In the game, players control the titular Sheriff as they fight off approaching bandits to defend a town. In Super Smash Bros. Thomas transforms into the sprite of the Sheriff and fires a bullet from his gun forwards. The bullet travels a great distance and through opponents and soft platforms, thus it is quite easy for a single bullet to hit multiple foes. By tapping or holding down the special move button, the Sheriff will continue firing his gun once every few moments; the player is, however, unable to move while firing. While the special move button is held down the player can also change the direction that the Sheriff fires in, and they can shoot left, right, downwards, or upwards all in straight directions.
Side Special: Thomas's side special changes depending on whether it is used in the air or on the ground. Functionally, these two moves are fairly similar and primarily used for movement, though they feature vastly different properties in other regards. Thomas performs Excitebike while on the ground and Sky Skipper while airborne.
- Excitebike was a game released for the Nintendo Entertainment System in 1984. In Excitebike, the player races against CPU opponents in a side-scrolling motorbike race. The engine created for Excitebike - particularly, in regards to the way that the player's movement speed accelerates over time instead of raising to a constant rate - would later serve as the basis for Super Mario Bros., which would release the next year. In Super Smash Bros., Thomas transforms into the red biker from Excitebike and will drive forwards, dealing damage on contact. Like in the original title, the Excitebike racer's speed will increase the longer that the special move button is held down, as will the amount of damage that the move deals. This, however, does come with a hindrance: the Excitebike racer will continue moving forwards automatically, and can not turn around; thus, using the special move for an extended amount of time requires necessary space to do so without driving off of a ledge. The Excitebike racer will continue driving forwards should he fall off of a platform though will also lose some speed should he land on another, only transforming back into Thomas when the special move button is let go. If Thomas returns to his normal self while airborne, he will enter a pseudo-helpless state and the move can not be used again until he touches the ground. By tilting the control stick upwards as the Excitebike racer, Thomas will perform a wheelie; the wheelie causes the racer to accelerate at a much higher speed and deals an even greater amount of damage than normal, though Thomas will enter a completely helpless state should this move's usage be stopped while airborne.
- Sky Skipper was a game initially released in arcades in 1981, though this version never received a wide-scale release until 2018 when Nintendo released it as a digital title on the Nintendo Switch. Upon initial release, Sky Skipper was critically panned, and thus many of the arcade cabinets were modified by Nintendo for the upcoming release of the platforming title Popeye, and thus only one authentic arcade cabinet is still known to exist under the care of Nintendo of America. In the game, the player pilots a biplane, whose goal is to rescue animals from cages guarded by gorillas. In Super Smash Bros. Thomas temporarily transforms into the plane from Sky Skipper when his side special move is used in the air, dashing forwards a set distance. While the Sky Skipper biplane does deal damage on contact, it is only a very limited amount. Instead, the move's primary mode of damaging opponents comes in the form that the biplane drops from its carriage, which can be done so by pressing the special move at any point while Thomas is transformed into the biplane; should the special move button not be tapped again, the bomb will be dropped at the end of the fair distance that the plane travels, just as the martial artist returns to his normal appearance. Once Thomas returns to his original sprite, he will enter a helpless state.
Up Special: Space Firebird was a 1980 arcade game developed by Nintendo and Ikegami Tsushinki. A shooter game, the player assumes control of a spaceship who must defend itself against a race of alien creatures known as Firebirds. In Super Smash Bros. Thomas temporarily transforms into the spaceship from Space Firebird and blasts upwards at a high speed, dealing minor damage to enemies on contact. After travelling a fair distance upwards, the spaceship explodes - dealing significant damage and knockback to enemies within range - and Thomas, who appears out of the detonation, falls helplessly afterwards.
Down Special: Knight Move was a puzzle game designed by Tetris creator Alexey Pajitnov and published by Nintendo exclusively in Japan for the Famicom Disk System. Initially released in June 1990, Knight Move tasks players with collecting a heart that is randomly placed upon a 4x8 grid of squares, though limits the player's movements to only those that a knight would be able to make in chess. In Super Smash Bros. Thomas transforms into the green knight piece from Knight Move and performs a ground pound, though the move acts slightly differently depending on whether it is used in the air or on the ground. In the air, Thomas will fall straight downwards as the knight; while on the ground, Thomas will first leap up at a diagonal angle before falling, essentially "stomping" a short distance away from his initial position. Both version of the move share the same properties in all other ways however: Thomas deals damage on contact with an enemy - either spiking airborne foes downwards or burying grounded foes - and will continue to fall downwards as the knight indefinitely in a damaging "helpless" state that he will only exit should he land upon the ground or take damage; in the later case, he will fall helpless afterwards.
Final Smash: "Game Over" is a term used in video games to describe the player's premature end of a video game, usually due to a loss of lives; the phrase appears prominently in many older games when the player's game is, essentially, over. In Super Smash Bros., Thomas's Final Smash sees him transform into Star Man from the Nintendo Entertainment System title Pro Wrestling and perform a kick forwards. Should this kick hit an enemy, they will then be knocked into one of several cinematics that depict "failure" gameplay from a randomly-determined Nintendo title, before they take damage and are knocked away. Multiple enemies can be knocked into the cinematic, though as the attack has little range, it is very difficult to do so. The enemies hit by Star Man's kick will not actually appear in the cinematic itself, as it only lasts for a moment before the battle resumes and the opponents that were trapped take a moderate amount of damage and are launched straight-upwards; enemies whose damage percentage exceed 95% after taking damage from Thomas's Final Smash will instantly be KO'd. There are ten possible scenarios that will play out as part of Thomas's Final Smash, which are:
- Space Firebird (1980): The spaceship from Space Firebird fires at approaching enemies, only for one to dodge its attacks and collide with the ship, causing both to explode.
- Sky Skipper (1981): The biplane of Sky Skipper swoops downwards in order to avoid a ball thrown by a gorilla and crashes into the ground.
- Excitebike (1984): The red Excitebike racer performs a wheelie, driving forwards quickly before his bike overheats and he crashes onto the ground.
- Pinball (1984): In the Bonus Game of Pinball, the ball bounces off of the platform being carried by Mario, who then misses the ball as it ricochets back towards him and promptly exits the right side of the screen.
- Golf (1984): Ossan, the player controlled in Golf, drives off the teeing mound, only for his golf ball to land in a bunker nearby.
- Hogan's Alley (1984): In the "Hogan's Alley A" mode of Hogan's Alley, the player fires at a standee depicting a policeman instead of one depicting a gangster.
- Super Mario Bros. (1985): Mario attempts to jump over a pit in World 4-1, only to be hit by a Spiny thrown down from above by a Lakitu and Game Over.
- Famicom Detective Club: The Missing Heir (1988): In the beginning of Famicom Detective Club, a cursor ignores Ayumi Tachibana as she waves from the top of a cliff and instead clicks on the cliff below her.
- Ice Hockey (1988): In a game of Ice Hockey, one player fires the puck at the net, only to completely miss it and hit the boards behind it.
- Knight Move (1990): The green knight piece of Knight Move jumps over the heart that should be collected, only to land in a pit and get a Game Over.
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Thomas's entrance animation has the martial artist trudge up a flight of stairs that lead to his starting position. The stairs he climbs up are the same as those that appear at the end of each floor in Kung-Fu.
Thomas's taunt sees him transform into a dragon from Kung-Fu and breathe out a stream of fire from his mouth for a moment. This fire does hurt enemies who run into it, though it deals only a minimal amount of damage.
Thomas's victory theme is a direct rip of the jingle that plays upon starting up Kung-Fu.
Thomas's victory animations are as follows: Thomas punches forwards, defeating a Gripper enemy from Kung Fu and knocking him off the screen; Thomas walks up to Sylvia, who is freed from ropes tying her to a chair automatically before she and Thomas hug; and Thomas dodges an attack from Mr. X and counters with a jump kick which knocks the enemy off the bottom of the screen, defeated.
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Tiki is a recurring character from the Fire Emblem series. A member of the Manakete species, Tiki is the sole remaining member and the princess of the Divine Dragon clan. In Fire Emblem: Shadow Dragon and the Blade of Light and Mystery of the Emblem, Tiki is sealed into a deep slumber in order to protect her, and the human residents of Archanea, from the power stored within her; in Fire Emblem Awakening, Tiki acts as a priestess serving Naga, the deity-leader of the Divine Dragon dragon clan.
First appearance:
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Fire Emblem: Shadow Dragon and the Blade of Light (1990)
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Ice Breath
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Moonbow
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Rising Flame
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Distant Counter
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Lifetaker
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Neutral Special: Ice Breath is a recurring skill in the Fire Emblem series; one that Ice Dragons are shown to be able to use. Tiki, though not an Ice Dragon but rather a Divine one, is still capable of learning this skill in Fire Emblem: Mystery of the Emblem. In Super Smash Bros., Tiki breathes a stream of light blue fire from her mouth, which deals damage over time and will eventually freeze foes if they remain within it long enough. The attack can be kept going as long as the button is held down, though after a certain amount of time Tiki herself will become frozen for a moment, taking slight recoil damage.
Side Special: Moonbow is a skill that was introduced in the free-to-play mobile game Fire Emblem Heroes. Moonbow is a variation of the New Moon skill, and both act fairly similarly: the unit using the ability fires a giant arrow of energy forwards at their target, damaging them as if they had a reduction to their defense applied. In Super Smash Bros. this attack is the same in name and appearance, though has several major differences in how it is performed by Tiki; the size of the arrow can be increased by charging the attack, starting out small and eventually growing larger, with its size slightly affecting the arrow's movement. The small arrow, though it does not travel far, does so at a quick speed and will angle itself upwards or downwards slightly in an attempt to slightly home in on a nearby foe; the large arrow is the opposite, travelling a far distance but doing so at a slow speed. When small, the arrow will also stop once it hits a foe, but it will instead travel through multiple foes when larger. When used in the air, Tiki can fire three small arrows in rapid succession or one large arrow before entering a helpless state, though will enter a pseudo-helpless one should she have fired only one small arrow.
Up Special: Rising Flame is a skill that debuted in Fire Emblem Heroes, though its appearance in Super Smash Bros. does not resemble it in any way but name. When used, Tiki will transform into her dragon form and fly upwards in a corkscrew motion as fire dances around her. Though she does not travel high, she does deal quite a fair bit of damage to those nearby, with those around her when the move is initiated being launched a considerable distance with minor damage.
Down Special: Distant Counter is a skill from Fire Emblem Heroes that, as its name implies, allows the user to counter an opponent's attack no matter the distance between them. In Super Smash Bros., this skill differs from other counter-attacks in that it's primary purpose is to reflect other projectiles. If initiated as she is being hit, Tiki will dodge out of the way before she breathes a small fireball back in the direction of the attacker. How this differs from normal counter-attacks is that the fireball will actually grow in size, and therefore deal more damage, as it travels at a quick and steady pace, exploding as it comes in contact with a foe. If Tiki counters a melee attack the small fireball will only be enough to knock the foe away from her to give her room, but if she counters a projectile attack the larger fireball can knock the one who tried to attack her and KO them at relatively low percentages.
Final Smash: Lifetaker is a skill that debuted in Fire Emblem: Awakening, where it was associated with the Dark Knight class. In Awakening, the skill heals 50% of the unit's max health after they defeat an enemy. In Super Smash Bros., this basic idea is kept, but heavily expanded upon and made into an attack worthy of 'Final Smash' status: Tiki transforms into her dragon state and surrounds herself in dark purple flames that trap all those near-enough to her. Those trapped within her fire will take 1.25x the amount of damage Tiki had when she initiated the attack, while Tiki herself is healed by 10% multiplied by the amount of opponents she hit with her attack (thus, should she hit all of her opponents in 8-Player Smash, Tiki can recover a maximum of 70%). Once fully healed, Tiki will flap her wings to knock them away, without dealing any more damage, before transforming back into her human form.
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Tiki's entrance animation sees her gracefully fly down in her dragon form, before transforming into her human form in a green-yellow flash.
Tiki's taunt sees her sprout two white, almost-angelic, wings from her back, which she flaps twice as she winks. They then disappear.
Tiki's victory theme is an orchestral remix of an excerpt of "The Little Divine Dragon" from Fire Emblem: Shadow Dragon.
Tiki's three victory animations are as follows: Tiki claps while jumping up and down happily; Tiki spins around with her arms out-stretched before falling over, dizzy; and Tiki holds the Shield of Seals against her chest, and smiles happily as she brandishes her angelic wings.
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Timber the Tiger is one of the ten playable characters in Diddy Kong Racing. Timber's family owns an island, and after it is invaded by Wizpig while his parents are away the young tiger calls upon Diddy Kong and the rest of his friends to help him defeat the alien in his racing challenges. In the Nintendo DS remake of Diddy Kong Racing, Timber's stats are all balanced, at 3 stars each, whereas in the original Nintendo 64 title Timber's turning stat was slightly lower than his top speed and acceleration. In both versions of the game, Timber's vehicles are dark green in colour.
First appearance:
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Diddy Kong Racing (1997)
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Mini Missile
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Zipper Boost
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Aileron Roll
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Spike Mine
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Adventure Mode
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Neutral Special: Mini Missiles are the basic type of item acquired by hitting a single Red Balloon in Diddy Kong Racing. By running through more Red Balloons, the Missile can be upgraded into a single Homing Missile by hitting a second balloon, and into a scattershot of ten Missiles upon hitting a third. In Super Smash Bros. Timber fires a small missile forwards from the front of his kart, which will travel a short distance and detonate in a small explosion upon hitting a wall or enemy.
Side Special: Zipper Boosts are objects that appear on the racecourses throughout Diddy Kong Racing, granting the one who drives over it (or travels through it should they be in the air or on the water) a boost. By travelling through a Blue Balloon a racer can obtain a small speed boost as an item, with consecutive hits to Blue Balloons giving the user more-powerful boosts. In Super Smash Bros. Timber will blast forwards at a high speed as blue flames erupt from the exhausts of his kart, signifying that this is the second-tier boost item.
Up Special: Aileron Roll is a maneuver that can be performed in an aerial vehicle such as a plane. This technique sees the pilot of such a vehicle spin their vehicle 360 degrees while moving forwards in a way that causes the vehicle to lose no altitude or speed. In Super Smash Bros. Timber's kart will transform into a plane as he dashes at a steep upwards angle, performing an aileron roll to deal damage and knock away foes as he does so.
Down Special: Spike Mines are an item that can be obtained in Diddy Kong Racing by driving through two consecutive Green Balloons. Due to Diddy Kong Racing allowing the player to race with karts, hovercrafts, or planes, Spike Mines can be placed on the ground or in the air above water or after ramps. In Super Smash Bros. Timber will drop such a mine behind his kart, which deals damage to foes on contact with an explosion. The mine will disappear after a short period of time, and Timber can only have one mine on the stage at a time. Like in Diddy Kong Racing, a Spike Mine will float in the air.
Final Smash: Adventure Mode is the main gameplay mode of Diddy Kong Racing, where the player travels around Timber's Island, collecting Golden Balloons in order to challenge Wizpig and his hypnotized goons, and stop him from adding his island into the amusement park of usurped worlds that is Future Fun Land. In Super Smash Bros. Timber holds up a Wizpig Amulet before calling upon Tiptup, Bumper, T.T., Krunch, and Drumstick who all race through the stage's entire length while piloting karts (Tiptup and Krunch), hovercrafts (T.T.), and planes (Drumstick and Bumper), damaging any in their path as they move along. Those in kart and hovercrafts will drive straight-through the stage where Timber is, while those in planes will fly up and down at varying heights; all will travel through any platform that may be in their way, however.
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Timber's entrance animation sees him hop onto the stage from the background in his kart, performing a spin as he lands.
Timber's taunt sees him throw his hat up and wave towards the screen, his hat landing on his head after a flip.
Timber's victory theme is a surf remix of the opening of his version of the character select theme from Diddy Kong Racing.
Timber's victory animations are as follows: Timber uses a wrench to tighten the bolts on the tire of his vehicle, before wiping his forehead with his arm and waving with his wrench towards the screen; Timber performs a doughnut in his kart, throwing his hat into the air after he does so; and Timber holds a Red Balloon, which he lets go of and watches it fly away.
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Tin Star is the main protagonist of the eponymous 1994 title Tin Star, a game designed to make use of the Super Nintendo Entertainment System's Super Scope peripheral. The new sheriff and self-proclaimed "head of sanitation" of East Driftwood, Tin Star travelled to the town alongside his sidekick Mo Crash in order to clean the streets of criminals and lock up the members of Black Bart's rowdy group, the Bad Oil Gang. Tin Star is an honourable man who believes heavily in justice and lives his life abiding by The Code of Good Guy Rules, which states never to shoot women or children even should they be criminals (as is the case with The Kid Johnson, the youngest member of the Bad Oil Gang). Seemingly carrying an unlimited amount of ammunition, Tin Star claims that firing his gun is his favourite pastime, and he spends as much of his limited free time training himself to aim at targets better.
First appearance:
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Tin Star (1994)
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Draw!
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Aluminum
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Mo Crash
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Taining
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Showdown
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Neutral Special: "Draw!" is the call made to begin a Quick Draw shootout, a sporting event inspired by the setting of the American Old West. Quick Draw shootouts involve two participants walking a set number of paces away from each other in a straight line before a third party calls for the two participants to "Draw" and shoot each other, the winner being the first to fire and hit their opponent. Tin Star features the player needing to face a member of the Bad Oil Gang at the end of each day. In Super Smash Bros. this attack sees Tin Star hesitate for a second before drawing his pistol and firing it, which the bullet travelling a great distance at a high speed to deal a fair amount of damage but little knockback. If the special move button is tapped, Tin Star can fire up to six bullets in a row before he needs to reload, preventing the player from firing again for a short period of time. If the player holds down the special move button and flicks the stick in the direction opposite that which Tin Star is facing, he will blindly shoot behind himself instead of forwards; while the bullets act identically, they travel at random angles (both upwards and downwards) instead of a straight line, making it harder to aim.
Side Special: Aluminum is Tin Star's trusty steed: a robotic brown horse that hovers slightly off the ground. Aluminum can travel at high speeds, outrunning even stampedes, making him a valuable asset in Tin Star's quest of purging East Driftwood's streets of criminals. In Super Smash Bros. Tin Star stops in place and whistles, which summons Aluminum. In a single, quick movement, Aluminum dashes past Tin Star a short distance, dealing massive damage and knockback to any fighter who he runs through. Though a very powerful move, Tin Star is unable to move for the first few frames that Aluminum is on screen, allowing enemies to take advantage of this. Aluminum's small size additionally acts as a con to counter this move's strengths, as Aluminum is small enough that all characters can simply jump over him with correct timing.
Up Special: Mo Crash is the faithful and loyal sidekick of Tin Star. While he is loyal to the eternally just Tin Star, Mo's older brother Schemp Crash serves as the right-hand man of Black Bart, and the two often feud whenever they are together. In Super Smash Bros. Tin Star summons Mo Crash who throws Tin Star up into the air. Though this doesn't grant Tin Star much vertical height, he does deal a small amount of damage to enemies he should run into while ascending and only enters a pseudo-helpless state while descending.
Down Special: Training is the first "level" of Tin Star. As Tin Star is compatible with the Super Scope peripheral, the "training" level serves to train the player in using it by having them attempt to keep a bottle in the air by consecutively shooting it. In Super Smash Bros. the move sees Tin Star toss a glass bottle forwards, and it will shatter upon hitting a fighter or any other solid surface. With Tin Star's neutral special move, the player can keep the bottle in the air by hitting it up to five times in a row. Each shot increases the amount of damage that the bottle deals to the enemy hit by it, and trying to shoot it a sixth time will just cause the bottle to explode; similarly, if the bottle hits an enemy after being shot four or five times, it will light the enemy ablaze and deal fiery damage.
Final Smash: Showdown levels serve as the final part of each day - and thus the "boss fights" of Tin Star. In these levels, the player fights a member of the Bad Oil Gang in a one-on-one quick draw duel, with Tin Star taking out each of the gang's members over the course of a week before going up against Black Bart himself. In Super Smash Bros. the move begins with Tin Star firing forwards quickly; this bullet acts differently than his normal Draw! special move as it instead only travels a short distance and will also continue through enemies instead of stopping after hitting one. Any enemy hit by this bullet is then thrown into a short cinematic where Tin Star and Black Bart, who stand a short distance facing away from each other (with the stunned enemies in-between them), quickly spin at the call of "Draw!" and each fire six bullets from their guns into the group of fighters, dealing damage to them multiple times and launching them away in random directions once the cinematic ends.
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Tin Star's entrance animation has him ride onto stage on his robotic, hovering horse Aluminum, who continually moves towards the right as Tin Star dismounts with a flip and the sound of a spring.
Tin Star's taunt sees him pose with a flex and a charismatic smile.
Tin Star's victory theme is a remastered version of the status screen theme that plays at the end of each Tin Star level. The song has been shortened and slightly sped up in order to match the victory themes of other characters.
Tin Star's victory animations are as follows: Tin Star performs various flexes next to Tiny Johnson's award-winning yellow geranium, which he eventually stumbles into and knocks over, causing him (and a nearby Mo Crash) to panic; Tin Star fires at a bottle, knocking it into the air three times, before catching it and taking a hearty drink from it; and Tin Star, riding Aluminum, dashes in a circle as he fires up into the air wildly before he smiles towards the camera.
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Tiny Kong is a recurring character in the Donkey Kong series, originally introduced as one of the five playable characters of Donkey Kong 64. She is the younger sister of Dixie Kong, and prior to the events of the aforementioned game was imprisoned by the Kremling Krew in Angry Aztec. Tiny is a sassy and tomboyish young child, somewhat like her sister, though is far more energetic than her sibling. She received a drastic redesign in Diddy Kong Racing DS, being aged up to a teenager thus making her name (and trademark ability to shrink to a tiny size from her debut title) an ironic one.
First appearance:
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Donkey Kong 64 (1999)
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Feather Bow
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Monkeyport
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Ponytail Twirl
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Mini-Monkey Counter
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Saxophone Slam
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Neutral Special: Feather Bow is a golden crossbow and Tiny Kong's ranged weapon in Donkey Kong 64. As the crossbow's name implies, the weapon was designed by Funky Kong to fire the red feathers she collects on her adventure as projectiles. Tiny Kong uses this same weapon in Super Smash Bros. for her neutral special move, firing a feather that travels a fair distance at a slow speed. Though she can't fire the weapon at a rapid pace, two feathers can be on the screen at once.
Side Special: Monkeyport is a technique that Tiny Kong can perform in Donkey Kong 64. This ability allows her to teleport between the pads with her face on it that are placed around a level. In Super Smash Bros. the player must hold down the special attack button to place an invisible target before she simply teleports to the specified location. Holding the special move button will simply move the invisible target further out from Tiny Kong's body in a forwards direction. Tiny Kong will also automatically teleport after the invisible target moves a far-enough distance away from herself. Upon reappearing, she will appear in a flowery motif that deals damage to nearby foes.
Up Special: Ponytail Twirl is one of the abilities that Tiny Kong can gain from Cranky's potions in Donkey Kong 64. The technique is very similar to one that can be performed by Dixie Kong in all of her appearances: Tiny Kong can spin her twintails in a manner similar to a helicopter's propellers to extend her jump. In Super Smash Bros. this technique is essentially identical to her sister's up special move: spinning her twintails above her head causes her to fly upwards a fair distance without dealing damage or knockback to any foe before she enters a pseudo-helpless state.
Down Special: Mini-Monkey Counter is an attack based on Tiny Kong's signature ability - which also serves as her namesake - from Donkey Kong 64. Mini-Monkey, Kongum Smallus, is an ability that Tiny Kong is granted from one of Cranky's potions and allows her to shrink to a tiny size on command in order to access otherwise unreachable areas. In Super Smash Bros. shrinks to dodge an incoming attack, countering her opponent by growing back to her normal size as she performs a jumping uppercut attack. If she performs this counterattack on a projectile, she will instead use her saxophone as she grows big to reflect the incoming item.
Final Smash: Saxophone Slam is the attack that Tiny Kong can perform with her unique musical instrument from Donkey Kong 64 upon purchasing a saxophone from Candy Kong's shop. Like the other Kongs' musical instrument-based attacks, Saxophone Slam defeats all enemies in the near vicinity, with Tiny Kong playing her saxophone to create daisy shockwaves to do just that. In Super Smash Bros. Tiny will play her saxophone and create four large shockwaves that explode out around her body to deal damage and knockback to all those who touch them. She ends the attack by swinging her saxophone around and playing a loud note to create an even larger shockwave than the rest.
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Tiny Kong's entrance animation sees her simply grow from her tiny size to her normal size, playfully balancing on one foot as she does so.
Tiny Kong's taunt sees her perform a spin on the spot, before raising her arms while making a cheerful noise.
Tiny Kong's victory theme is a slightly extend, full jazz version of the theme that plays during Tiny Kong's Saxophone Slam attack in Donkey Kong 64.
Tiny Kong's victory poses are as follows: Tiny Kong hops around on her feet before jumping into the air, spinning as she leaves the ground, and landing with her hands in the air; Tiny Kong spins into the air with her twintails, posing in midair with her arms and legs out-stretched, before landing clumsily; the camera humorously looks left and right, before looking downwards to a tiny Tiny, who waves upwards at the player.
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Tom Nook is a major recurring character from the Animal Crossing series. In some of the series' earlier titles, Tom Nook was the owner of the town's main store, originally dubbed "Nook's Cranny" and eventually expanding and growing into "Nookington's Department Store" when the player shops there and supports his business. In Animal Crossing: New Leaf, Tom Nook has begun selling homes and exterior decorations at a store called "Nook's Homes", giving his nephews, Timmy and Tommy, his old store.
First appearance:
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Dōbutsu no Mori (2001)
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Pocket
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Fishing Rod
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New Leaf
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Bag O' Bells
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Debt
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Neutral Special: Pockets serve as the player's inventory in the Animal Crossing series. Surprisingly, despite being described as the player's "pocket", the inventory can hold, depending on the game, fifteen or sixteen different items in addition to their collection of letters and Bells. In Super Smash Bros., Tom Nook reaches forwards, and will snatch any projectile or item out of the air. Using the button again will cause Nook to throw the projectile in the same way that it was thrown at him, though it may disappear if it isn't used within a period of time (this is shown by a sparkle that appears at Nook's hip). If he picked up an item that was laying on the ground, he will pull it out and be able to use it as is; the only item he is unable to pick up is the Smash Ball, due to the unique way in which it is "used".
Side Special: Fishing Rods are one of the most recurring tools in the Animal Crossing series. Like in real life, fishing rods are used to catch fish, which can be sold at the store for Bells or donated to the town's museum. In Super Smash Bros., Tom Nook uses a fishing rod as a type of tether grab, throwing it out and, should he hit an opponent (and deal some minor damage to them), reel it, and thus the fighter, back towards him. It can also be used to tether recover.
Up Special: "New Leaf" is the subtitle for the fourth main title in the Animal Crossing series, originating from the phrase "turning over a new leaf"; the game's subtitle is also a reference to the symbol of the Animal Crossing series: a leaf with a small circular leaf in its top-right position. Tom Nook uses the latter, the series' symbol, in his attack, summoning a large version of it and performing an uppercut attack that sees him travel a short distance upwards.
Down Special: Bag O' Bells is a type of counterattack that sees Tom Nook utilize a bag of 1000 Bells, the currency used in the Animal Crossing series. Dodging out of the way, Tom Nook drops a heavy bag of Bells on his foe, burying them into the ground (or spiking them downwards should the move be used in the air) and dealing a fair amount of damage.
Final Smash: Debt is a major gameplay mechanic in the Animal Crossing series, always brought on by Tom Nook. The debt system serves as the only major goal in the game, as paying it off allows the player to upgrade their house. In Super Smash Bros., Tom Nook summons his two nephews, Timmy and Tommy, and together they all hold out bags before Bells rain down from the sky upon them, damaging all nearby foes.
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Tom Nook's entrance animation sees him step out of a small recreation of Nook's Cranny, as it appeared in the original Animal Crossing game.
Tom Nook's taunt sees him hold out a bag of Bells, reach his paw inside, and pick out a few bells which he stares at for a moment before quickly putting them back and stuffing the bag of Bells behind is back.
Tom Nook's victory theme is a remix of the theme that plays after the player successfully pays off their debt in Animal Crossing: New Leaf.
Tom Nook's victory poses are as follows: Timmy and Tommy dance around Tom Nook as the latter watches them happily; Tom Nook throws a bag of Bells up and down, before he throws it too wildly and it hits him on the head; and Tom Nook kicks away a sign advertising Crazy Redd's store before dusting his paws off smugly.
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"Toon Link" is the name given to the Link that appears in the cel-shaded titles in The Legend of Zelda series (particularly those that make up the Adult Timeline: The Wind Waker, Phantom Hourglass, and Spirit Tracks) in a number of spin-off titles to differentiate the Hero of Winds from the other Links. During the events of The Legend of Zelda: The Wind Waker, Toon Link leaves his home of Outset Island after a giant bird named the Helmaroc King kidnaps his sister, and a slew of other blonde Hylian girls, on the command of Ganondorf trying to locate Princess Zelda. Toon Link travels the Great Sea that has flooded Hyrule on a living boat known as the King of Red Lions, who is actually Hyrule's last king.
First appearance:
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The Legend of Zelda: The Wind Waker (2003)
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Hero's Bow
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Sand Wand
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Ballad of Gales
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Boko Stick
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Spirit Train
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Neutral Special: Hero's Bow is an item that Link can acquire in The Legend of Zelda: The Wind Waker. The bow can be picked up once Link learns the Command Medley in the Tower of Gods. Link can play a minigame where he must shoot arrows at a Fishman to relieve his body aches. In Super Smash Bros. Toon Link will fire out an arrow with the Hero's Bow, with the distance and power of the arrow determined by how much the attack is charged up beforehand.
Side Special: Sand Wand is an item from The Legend of Zelda: Spirit Tracks, where Link acquires the item by defeating three Stalfos in the Sand Temple. The Sand Wand allows Link to create blocks of sand, which can be used to trap foes and solve puzzles. The attack in Super Smash Bros. is based more on the item's use in Hyrule Warriors: when the special move is performed, Toon Link will use the Sand Wand to create a block of sand. He performs an overhead swing downwards with the rod, with the block following the wand's movements, slamming the block of sand into the ground. The block of sand will explode upon hitting the ground, with the particles of dust that fly out dealing minor damage to nearby foes as well.
Up Special: Ballad of Gales is a song that Link learns from the Wind God Cyclos during the events of The Legend of Zelda: The Wind Waker. The short song, when performed with the magical Wind Waker, allows Link to instantly be teleported to one of several islands. In Super Smash Bros., Toon Link points at the ground with the Wind Waker before pointing up to the sky as he thrown a short distance upwards by a tornado that deals damage to the foes that touch it.
Down Special: Boko Sticks are a type of wooden club that are wielded by the Bokoblins that Link faces during The Wind Waker. When Link faces off against a Bokoblin, they may drop their weapon and allow Link to wield it for himself. Though the Boko Stick is weak and flammable, it does grant him more range than his normal sword does. In Super Smash Bros. Link pulls out a Boko Stick, which acts as an item. Link has a full set of unique standard, tilt, smash, and aerials while wielding this weapon, and he can throw the stick away at will as well. Though it acts like a weapon, other fighters can not pick the Boko Stick up, and it will disappear once it stops moving.
Final Smash: Spirit Train is a legendary train used by Link and Princess Zelda during the events of The Legend of Zelda: Spirit Tracks. The Spirit Train, which was created by the Spirits of Good and entrusted to the Lokomo tribe, serves as Link's main mode of transportation throughout his adventure in New Hyrule, and can be used to travel between the five realms: the Forest, Snow, Ocean, Fire, and Sand Realms. In Super Smash Bros., Link plays the Spirit Flute to summon the Spirit Train into battle, which crashes from the left side of the stage through to the right, swerving up and down in a wavy line as it does so. Alfonzo, the royal engineer from Aboda Village, conducts the Spirit Train as it moves through the stage, and Link will wave to him as he passes by. The Spirit Train deals massive damage and knockback to the foes it touches, and the smokestack's fumes will burn any foe who manages to narrowly dodge the vehicle.
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Toon Link's entrance animation sees him, dizzy, appearing out of a whirlwind and unsheathing the Master Sword.
Toon Link's taunt sees him conduct with the Wind Waker in a manner similar to how he conducts the Wind God's Aria, with a small jingle playing once he completes this. This jingle is the same as the one from The Wind Waker that plays whenever Link conducts a song correctly.
Toon Link's victory theme is a tropical remix of the opening few beats of the background music for Outset Island from The Legend of Zelda: The Wind Waker.
Toon Link's victory animations are as follows: Toon Link chases after a small black pig, who will run in an ovoid path before charging through Link's legs to topple him; Toon Link conducts with the Wind Waker, much like as he does in his taunt, as a Fairy flies around him; and Toon Link sits atop Link the obese black pig, who trots slowly before looking towards the camera, which Toon Link gives a weary smile at.
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"Toon Zelda" is the name used to refer to the incarnations of Princess Zelda that appear in the cel-shaded titles of The Legend of Zelda franchise, primarily those that make up the "Adult Timeline": The Wind Waker, Phantom Hourglass, and Spirit Tracks. One particular "Toon Zelda" plays a prominent role in The Legend of Zelda: Spirit Tracks, becoming a playable character for the first time in a main Zelda title. After sneaking out of Hyrule Castle with the aid of an apprentice train conductor, Zelda's soul is separated from her body by the devious Chancellor Cole and the train conductor, a young boy named Link, becomes the only person capable of seeing her new, ghostly form. As a ghost, the Zelda of Spirit Tracks displays the ability to possess enemies; specifically, she can possess the magical suits of armours known as Phantoms, and use their weapons and abilities to her advantage.
First appearance:
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The Legend of Zelda: The Wind Waker (2003)
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Arrow of Light / Wrecker Phantom
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Song of Light / Warp Phantom
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Force Gem / Force Launch
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Phantom Arms
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Spirit of the Demon King
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Down Special: Phantom Arms is the name of Toon Zelda's weapon in Hyrule Warriors. This "weapon" technically consists of a full Phantom suit of armour, though she attacks primarily with the same type of sword and shield that the enemy commonly wields. In Super Smash Bros., the Phantom Arms special move sees Toon Zelda either equip or remove a Phantom armour. Toon Zelda has two sets of movesets, and her stats while wearing the Phantom's armour are also completely different compared to when she is in her "normal" form, and thus Toon Zelda can be considered two separate characters in one: Toon Zelda is fairly fast and light while in her "normal" phantom form though has little knockback output, while her Phantom armour is far less mobile but possesses several attacks that deal high knockback. Toon Zelda will always begin a match not wearing the Phantom armour, though she can summon it almost instantaneously; if she is wearing the Phantom armour when she is KO'd, she will respawn still wearing it. When a Phantom armour is removed, it will remain on stage in a few pieces for a moment before disappearing. During this moment, Toon Zelda can not summon the armour again unless standing directly atop it. The Phantom armour can not be equipped or removed while airborne.
Neutral Special:
- Arrow of Light is a powerful, recurring weapon within The Legend of Zelda series. Often either gifted to Link by or directly used by Princess Zelda during the final boss fight, the Arrow of Light harnesses the very power of the Golden Goddesses to combat evil. In The Legend of Zelda: Spirit Tracks, Zelda must first be freed from Malladus's influence with these powerful projectiles, at which point Zelda will begin to aid Link by firing Arrows of Light at Malladus during the climax of the game. In Super Smash Bros. Toon Zelda's neutral special move sees her summon the same bow and arrows she wields during the final battle of Spirit Tracks and fire a projectile forwards. The move can be charged up to increase the distance and speed that the golden arrow travels at, thereby also dealing more damage to the foe hit by the energy-based projectile.
- Wrecker Phantom is a type of black Phantom that appears in The Legend of Zelda: Spirit Tracks. The Wrecker Phantom possesses the unique ability to transform into a boulder, allowing it to attack other Phantoms or destroy obstacles by rolling into it. When in her Phantom armour, Toon Zelda's neutral special move in Super Smash Bros. sees her roll up into the same type of boulder. By holding up the special move button, the player can charge up the attack. Once the button is let go, Toon Zelda will roll forwards at a high speed, dealing damage to foes on contact; both the speed and distance travelled increase as the move is charged. Toon Zelda will not halt upon reaching a ledge, though she does not enter a helpless state. If the move ends while Toon Zelda is airborne, she can use any move, barring this neutral special move.
Side Special:
- Song of Light is one of the five songs that Link can play on the Spirit Flute in The Legend of Zelda: Spirit Tracks. When the Song of Light is played near a Beacon, the diamond-shaped altar will activate and shine a light towards a point of interest. In Super Smash Bros. this process is significantly altered, but retains some of the same characteristics. The move sees Toon Zelda transform into a diamond of colourful energy and dash forwards, or backwards, a set distance, passing through enemies. The attack deals damage to any foe that Toon Zelda passes through and launches them upwards a very short distance. The colour of the diamond that Toon Zelda takes will change to match one of the colours of the notes that make up the "Song of Light", which accompanies the start of the attack, and always in a set order: purple, yellow, orange, blue, and white. By rapidly tapping the special move button, Toon Zelda can dash forwards up to five times in rapid succession, allowing her to play through the entire Song of Light should the order be correct. Toon Zelda will halt her movement should she reach a ledge, though using the move again while at the ledge will have her dash off it. The move is not affected by gravity - Toon Zelda will not begin descending should she be airborne until after the move is used - but she will fall helplessly immediately afterwards.
- Warp Phantom is a type of greenish-blue Phantom that appears as an enemy within The Legend of Zelda: Spirit Tracks. The Warp Phantom is capable of teleporting anywhere around a dungeon; though, when under Zelda's control, she is only able of warping them to the locations of Phantom Eye devices. In Super Smash Bros. Toon Zelda, in her Phantom armour, will disappear and be replaced by a Phantom Eye. As the special move button is held down (albeit with a very limited timer), the player is capable of moving the Phantom Eye, which deals 1% damage to any enemy that it hits and causes them to flinch. Once the button is let go (or that limited time passes), Toon Zelda will appear in the place of the Phantom Eye and perform a powerful strike, damaging any enemy in a short area. The Phantom Eye can be moved in any direction, and Toon Zelda's attack changes to a downwards slam attack should the Phantom Eye be moved into the air; this attack sees her stab downwards at a high speed, stopping only should she land, get attacked, or fall off-screen. The Phantom Eye can not pass through any solid object except fighters and soft platforms, thus Toon Zelda can not use this to pass through walls.
Up Special:
- Force Gems are a type of divine object said to be physical manifestations of the "Force" that exists within all living creatures in The Legend of Zelda series. Though they first appear in The Legend of Zelda: Four Swords Adventures, Force Gems prominently appear in the story of Spirit Tracks, where the four Force Gems present in the Forest, Snow, Ocean, Fire Temples are the source of the energy that is used to imprison the demon Malladus, which also, in addition to smaller yellow ones, also power the Spirit Tracks. In Super Smash Bros. Toon Zelda summons a large Force Gem and holds it above her head as she flies straight upwards, damaging any enemy she passes through; the angle can be adjusted with the control stick. At the end of her short travel, Toon Zelda will then drop the Force Gem, which will continue to fall indefinitely, only disappearing upon coming in contact with a platform or fighter, dealing damage so long as it falls. Toon Zelda herself will then fall into a helpless state, as well. The Force Gem can appear in one of five different colours, all based on their Spirit Tracks incarnations: yellow, blue, green, red, or white.
- Force Launch is Toon Zelda's up special move while clad within her Phantom armour. When the special move is used, Toon Zelda's Phantom armour will self-destruct, launching the spectral princess up into the air a great distance. Toon Zelda passes through enemies without dealing damage, and she enters a helpless state at the peak of her travels. The only part of this attack that deals damage is the initial explosion, and any enemy within a short range is launched upwards just as Toon Zelda is (albeit a lesser distance) as well. Though this serves as a better vertical recovery option than Toon Zelda's other up special move, the short startup time before the armour explodes does make recovering unreliable as she will continue descending for a moment even after the move is used. After the move is used, Toon Zelda will, of course, lose her Phantom armour, and thus it must be re-summoned upon landing on the ground; this is the only way to exit the Phantom armour in midair.
Final Smash: Spirit of the Demon King is an attack inspired by the main attack performed by the final boss of The Legend of Zelda: Spirit Tracks during the first phase of the climactic battle. The climax of Spirit Tracks takes place within the Dark Realm, and Link and a phantom Zelda are forced to stave off attacks from both the villainous Chancellor Cole as well as the body of Princess Zelda, the latter of which has been possessed by the spirit of the Demon King, Malladus. Malladus's main attack while possessing Zelda during this fight is a red laser that the demon fires from the princess's hands, which can only be blocked by the shield carried by a Phantom. In Super Smash Bros. Malladus's spirit appears and flies around Zelda as soon as she obtains her Final Smash. Once the attack is actually used, Malladus's strange blue spirit forces its way into Zelda's body and the princess then fires a powerful red laser as she stretches her arms out in front of her. The laser can be angled upwards and downwards and deals damage to all who come in contact with it while it is active; it remains in such a state for a few seconds before Malladus is forced out of Zelda's body and the attack ends. The attack can be performed both while inside of a Phantom's armour and not, acting identically regardless; though the player can see the demonic influence take over Zelda should she not be in the Phantom's armour as her eyes will change colour.
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Though not present in her artwork, each alternate costume for Zelda summons a different Phantom armour to use. These Phantoms are as follows, in the same order as the above costumes:
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Toon Zelda's entrance animation has the ghostly princess suddenly appear and look around, before she confidently winks towards the camera.
Toon Zelda's taunt sees her pull out the Spirit Flute and play the Song of Discovery from The Legend of Zelda: Spirit Tracks. If she is wearing the Phantom's armour she will instead pop the upper half of her body out of the Phantom's chest and wave at the camera happily before reentering it.
Toon Zelda's victory theme is an orchestral remix of the short version of the Song of Light, with an original flourish appended to the end.
Toon Zelda's victory animations are as follows: Toon Link performs a jumping slash from off the bottom of the screen, and Toon Zelda, wearing her Phantom armour, follows suit a moment afterwards, before her armour falls off her as she lands and both Toon Link and Toon Zelda laugh about it; Toon Zelda, in her Phantom armour, performs a horizontal slash across the screen before the princess leaves the suit of armour and she sits on the Phantom's shoulder, smirking at the camera; and Toon Zelda, in her Phantom armour, hums along with her victory theme as she skips along, before being scared out of her armour as she comes up on a Cucco, and hides behind the Phantom with a bashful look.
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Torizo is the name of a type of creature present in the Metroid series. While Chozo Statues are commonly found throughout the galaxy, marking the presence of the once-great Chozo civilization, some are known to be alive to some extent, and many of these aid Samus Aran in various ways throughout her missions. There are other Chozo Statues that are instead villainous in nature, hindering the bounty hunter throughout her travels. These Chozo Statue enemies are known as Torizo, and three are encountered by Samus during the events of Super Metroid: the first is found in Crateria, the second is golden and located in Ridley's Hideout, and the deceased husk of another is found in Tourian, having been drained of its life by the Big Metroid.
First appearance:
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Super Metroid (1994)
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Decoy Item
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Chozo Blade
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Screw Attack
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Counter Claw
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Core-X
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Neutral Special: Decoy Item is based upon one of the attacks performed by the first Torizo encountered by Samus in Super Metroid. Occasionally, the Torizo will release a flurry of bombs from its beak, which heavily resemble the Item Spheres held by normal Chozo Statues. In Super Smash Bros. the Torizo will do this same act, shooting a small decoy Item Sphere from its beak that travels forwards in an arc. The trajectory of the bomb can be affected by holding down the special move button, as doing so will cause the Torizo to fire it at a straighter angle. The bomb will detonate on contact with any object or fighter.
Side Special: Chozo Blade is yet another attack based upon one of the techniques performed by the Torizo of Crateria. By swiping its claws, the Torizo can release crescent-shaped beams of energy across the battle arena. The Torizo's down special move in Super Smash Bros. is identical to this technique, with the Torizo swiping its claws downwards to damage foes on contact and also release a crescent projectile forwards a fair distance.
Up Special: Screw Attack is a recurring ability that Samus can obtain within the Metroid series, and the item guarded by the Golden Torizo in Super Metroid. In Super Smash Bros. the Torizo makes use of the item's ability, spinning along its y-axis as it curls up into a ball and flies upwards a short distance. While the Torizo ascends, the statue will deal damage to foes on contact before entering a helpless state as it begins to descend.
Down Special: Counter Claw is a technique based upon one of the innate abilities possessed by the Golden Torizo found within Ridley's Hideout. Should Samus fire a Super Missile at the Golden Torizo, it will catch the projectile and throw it back at the bounty hunter. In Super Smash Bros. the Torizo's down special move is similar, in that the statue will catch any projectile fired at it and throw it back at its foe at a higher speed. In addition, if it counters a melee attack, the Torizo will perform a powerful downwards slice with both of its claws.
Final Smash: Core-X is a large X-Parasite encountered by Samus during the events of Metroid Fusion. These parasitic entities can absorb the abilities of items, and make use of them when they take over a host. Two bosses from Metroid Fusion are based on the Torizo enemies from Super Metroid - the Elephant Bird and Nettori - and both release Core-X parasites upon defeat. In Super Smash Bros., the Torizo's statue body crumbles away to release a Core-X, which floats in place for a moment. The Core-X can then be controlled by the player, and will deal great damage and knockback to foes it makes contact with. The Core-X can fly through the air and through platforms, though the Torizo will reassemble itself around the core wherever it is when time runs out. By pressing either of the standard or special attack buttons while controlling the Core-X the creature will release a pulse of electricity to increase its area of effect.
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The Torizo's entrance animation has the statue already present on the stage, in a sitting position mimicking the appearance of a normal Chozo Statue. The Torizo then stands up slowly, its colour fading from the basic grey to that chosen by the player.
The Torizo's taunt sees it sit down in as if mimicking a Chozo Statue, before standing up again. Unlike the statue's entrance animation, the Torizo does not change colour for its taunt.
The Torizo's victory theme is a direct rip of the theme that plays as the Torizo awakens in Super Metroid. This theme itself is a slight remix of the "Tension Before a Confrontation" track that precedes each boss fight in the game, with the Torizo's version removes elements of the track, plays at a slower speed, and is lower in pitch.
The Torizo's victory animations are as follows: the Torizo simply sits in a crouching position mimicking a Chozo Statue, retaining its normal colours just as in its taunt; the Torizo takes two steps forwards slowly before assuming a defensive position, raising its claws up in front of its face; and the Torizo, laying down on the ground propped up by its elbows, slowly turns its head 90° to face the camera, mimicking a Chacmool.
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Tropius, the Fruit Pokémon, is a Grass/Flying-type Pokémon. Tropius is a large leafy Pokémon that grows a banana-like fruit from its chin; it is said to do this because it is its favourite food and primarily consumes them. The sweet fruit, whose flavour is said to be even sweeter when plucked from Tropius raised in the Alola region, is popular among children, and is often served with tropical meals. It also has the ability to fly by flapping its large, leafy wings.
First appearance:
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Pokémon Ruby and Sapphire Versions (2002)
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Razor Leaf
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Bulldoze / Aerial Ace
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Whirlwind
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Solar Beam
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Leaf Storm
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Neutral Special: Razor Leaf is a physical Grass-type attack introduced in the first instalments of the Pokémon series. While the move's power level is only 55, Razor Leaf will hit all foes in Double Battles, or the two nearest the user in Triple and Rotation Battles. Razor Leaf, akin to its name, is detailed as the user hurling small, razor-sharp leaves at the foe. In Super Smash Bros. Tropius does just this, throwing forwards a crescent-shaped leaf-like projectile that acts as a sort of boomerang.
Side Special: Tropius' side special move differs slightly depending on whether it is used on the ground or in the air. When used on the ground it is Bulldoze, while in the air it is Aerial Ace. Both attacks act the same way - Tropius throws itself forwards a fair distance - though the properties change depending on where it is used. For instance, Bulldoze is designed more to deal damage, and buries any foe that Tropius comes in contact with as it moves a short distance; Aerial Ace is instead designed for horizontal recovery, only dealing damage at the beginning of the move, but allowing Tropius to fly forwards a further distance at a greater speed.
Up Special: Whirlwind is a Normal-type move introduced in Pokémon Red and Green Versions. This technique sees the user create a whirlwind of air that has different effects when used against another trainer's Pokémon or a Wild Pokémon; if used against the latter the battle will immediately end as the Wild Pokémon is blown away, while in the case of the former it instead switches the opponent's Pokémon out to another (random) one in their party. In Super Smash Bros. Tropius creates a whirlwind by flapping its wings. Though the attack does not carry Tropius a great distance upwards, as Tropius spins at a high speed while caught in the whirlwind he will deal a significant amount of damage to any foe that comes in contact.
Down Special: Solar Beam is a damage-dealing Grass-type attack introduced in the Generation II titled Pokémon Gold and Silver Versions. Solar Beam is often considered one of the strongest Grass-type moves, due to it taking two turns to use and having a power of 120. When the move is initially selected, the Pokémon using it will first begin to gather sunlight, and will, the next turn, unleash it in a powerful beam attack. In Super Smash Bros., Tropius will fire out a weak Solar Beam upon use, though it grows stronger in power whenever Tropius isn't using the attack. At its maximum strength, Solar Beam will travel a considerable distance, and the front of the beam (which becomes thicker the stronger it is) will be splayed out in a wall-like fashion, giving it more range than normal.
Final Smash: Leaf Storm is the Grass-type attack in the Pokémon series with the second-highest base power level, being second only to Frenzy Plant, a move that can only be learned by the fully-evolved state of each region's Grass-type Starter Pokémon. Leaf Storm, which Tropius learns at Level 61, seems to be a more-powerful version of the move Razor Leaf, as it too is described as utilizing razor-sharp leaves to damage foes. When the attack is used in Super Smash Bros., Tropius flaps its wings to create an extraordinarily large tornado of green leaves, which traps all nearby foes and deals continuous damage to them as they are hit by it. When the tornado dissipates, it does so in a small detonation, being the only time that the move can actually KO foes.
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Tropius' entrance animation sees it being released from a Poké Ball alongside a flurry of leaves.
Tropius' taunt sees it wave its head up towards the sky as it roars.
Tropius' victory theme is a tropical remix of the opening of the Route 119 theme from Pokémon Ruby and Sapphire Versions. Route 119 is the only place where Tropius can be caught in those games.
Tropius' victory poses are as follows: Tropius happily bounces its head around while cheering its name; Tropius stomps before waving its wings out, and several leaves fly out around it; and Tropius lowers its head into the ground so that several small Pokémon (Budew, Fomantis, Caterpie, and Hoppip) can grab at the fruit hanging around its neck, and it smiles gleefully as they hop around joyfully.
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Tsubasa Oribe is one of the main protagonists of Tokyo Mirage Sessions ♯FE. Tsubasa Oribe is an eighteen year-old high school student who dreams of becoming an idol. This dream stems from a strange incident where an entire theatre full of people, including her older sister Ayaha Oribe, mysteriously disappeared without a trace, leaving her the sole survivor. Five years later, Tsubasa, and her friends Itsuki Aoi and Touma Akagi awaken as Mirage Masters upon being transported to the Idolasphere, and later go on to join Fortuna Entertainment to fight alongside others with high levels of Performa. Upon awakening as a Mirage Master, Tsubasa forms a bond with Caeda, a Pegasus Knight who, like Tsubasa, wields a large lance in battle.
First appearance:
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Tokyo Mirage Sessions ♯FE (2015)
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Skewer / Life Drain
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Zandyne / Excalibur
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Agilao / Agidyne
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Tarukaja / Rakukaja
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Falling Star
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Caeda is the Mirage that Tsubasa Oribe forms a bond with, and is based on the character of the same name who serves as the main female protagonist opposite Marth in Fire Emblem: Shadow Dragon and the Blade of Light. The Mirage Caeda becomes a sort of sisterly figure to Tsubasa Oribe as they fight together in the Idolasphere, appearing to grow closer than most other Mirages do to their Masters. In Super Smash Bros. Caeda does not fight alongside Tsubasa at all times, but rather is only active for short periods of time. Tsubasa plays identically no matter should Caeda be present or not, though the Mirage assists her master in a number of smash attacks and all of her special attacks, altering their properties in different ways. Caeda must be summoned again after Tsubasa sustains a certain amount of damage though this is an automatic process. Tsubasa will be surrounded by a green glow as Caeda is active.
Neutral Special: Skewer is a basic physical attack usable by lance wielders in battle. It is perhaps the weakest special attack usable by lance users, as its description merely states that it is a light physical attack. In Super Smash Bros. Tsubasa stabs forwards with her lance, the tip of which acts as a sweetspot that deals a significant amount of damage and knockback. When Caeda is active, this attack becomes Life Drain: Life Drain will heal Tsubasa by the same amount of damage she deals to foes she hits with the attack's normal sweetspot.
Side Special: Zandyne is the most-powerful single-target version of the wind-elemental "Zan" family of spells that appears in the Megami Tensei franchise. In Tokyo Mirage Sessions ♯FE Tsubasa is capable of using most Force (wind-elemental) skills present in the game, and this includes Zandyne. The move's appearance in Super Smash Bros. is actually based upon the appearance of many wind-based attacks in the Fire Emblem series, seeing Tsubasa send out a large green crescent-shaped projectile that acts as a type of spinning saw blade with boomerang-like movement patterns. When Caeda is present this attack becomes Excalibur, a legendary wind tome that makes a number of appearances in the Fire Emblem series. Excalibur acts similar to Zandyne, though both Tsubasa and Caeda summon blades, with the latter's being slightly larger and travelling a further distance.
Up Special: Agilao is the main name of the medium-strength fire spell in the Megami Tensei franchise, and a spell Tsubasa can use. As the second single-target stage of the "Agi" spell line, Agilao has consistently remained as one of the most basic, albeit still very useful, spells in the Megami Tensei titles. Its appearance in most titles comes in the form of a fiery pillar and in Super Smash Bros. this is no different. Tsubasa will jump straight upwards as a pillar of fire rises beneath her, with this dealing damage to foes. When Caeda is active the attack powers up to Agidyne, greatly increasing the attack's damage output and the distance Tsubasa travels but also making the pillar thinner.
Down Special: Tarukaja and Rakukaja are two status-based spells that make frequent appearances in the Megami Tensei franchise, and both are usable by Tsubasa in Tokyo Mirage Sessions ♯FE. Tarukaja increases the party's offensive capabilities for three turns, while Rakukaja instead focuses on defence. Tsubasa will use the former when Caeda is not present, buffing her damage output for a short period of time but also disabling Caeda's ability to be summoned. When Caeda is present this attack instead becomes Rakukaja, decreasing the amount of damage she takes from opponents' attacks, and thus also making it harder for Caeda to be defeated.
Final Smash: Falling Star is the Duo Art that is performed by Tsubasa and her childhood friend Itsuki Aoi in Tokyo Mirage Sessions ♯FE. In that game the attack sees Itsuki throw Tsubasa high into the air, who then slams down into the ground as if a falling star (hence the attack's name). A very similar cinematic will play in Super Smash Bros. should Tsubasa hit a foe with the initial attack performed upon pressing the special move button once she has gained the power to use her Final Smash: she will throw her lance forwards a fair distance forwards, piercing through them and trapping them in the Falling Star attack.
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Tsubasa's entrance animation sees her appear out from behind a flash of light blue and green energy.
Tsubasa's taunt differs depending on whether Caeda has been summoned or not. If Caeda is not present Tsubasa will simply swing her lance in a circle before pointing it down towards the ground. If Caeda is present however, Tsubasa and her Mirage will stand back to back and point their weapons towards the sky. In both cases Tsubasa will say "Daijōbudesu" (I'm fine) as she taunts.
Tsubasa's victory theme is an instrumental version of her debut song as an idol "Feel", which she sings in Tokyo Mirage Sessions ♯FE.
Tsubasa's three victory animations are as follows: Tsubasa waves happily as she cries out "Min'na arigatō!" (Thank you everyone!); Tsubasa and Caeda spin around each other before standing back-to-back with their lances pointed down the lengths of their torsos; and Itsuki takes Tsubasa by the hand and the two spin around before Tsubasa flies up into the air.
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Ukiki is a recurring enemy from the Yoshi series, first appearing in Super Mario World 2: Yoshi's Island and reappearing in most of Yoshi's later platforming titles. Ukikis are small simian creatures that attack those who trespass onto their territory with various items including watermelon seeds, Needlenoses, or rockets, making them annoying foes when in areas that are hard to reach. Perhaps their most annoying trait is their kleptomaniacal personality: in Super Mario , they would steal Mario's cap when he came near, forcing the red-clad plumber to chase after them furiously to retrieve it.
First appearance:
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Super Mario World 2: Yoshi's Island (1995)
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Seed Spit
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Seedy Sally
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Poochy Pounce
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Strawberry Shortfuse
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Short Fuse
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Neutral Special: Seed Spit is an attack inspired by the basic Ukiki's main method of offence in Super Mario World 2: Yoshi's Island and most other games where they appear as enemies: spitting watermelon seeds at Yoshi when he draws near. In Super Smash Bros., Ukiki will take a bite out of a watermelon before spitting a stream of seeds forwards. The amount of seeds he spits at one time can be increased should the special attack button be held down. Additionally, Ukiki's mouth will remain full if not all of the seeds are released at once, meaning that he can move around and fire them in small bursts without needing to take another bite of his watermelon. When used in the air, Ukiki will remain still for a moment, causing him to lose momentum. These seeds deal little damage and are mainly used to stun opponents; interestingly, these seeds are actually fairly useful against shields, and an entire bite of watermelon can easily break a shield.
Side Special: Seedy Sally is a type of Ukiki that first appeared in Super Mario World 2: Yoshi's Island and have made regular reappearances whenever Ukikis appear as enemies. They differ from normal Ukikis in that they drop Needlenoses straight down onto Yoshi, making them incredibly annoying when in an out-of-reach area. In Super Smash Bros., this attack works differently depending on whether it is used in the air or on the ground. On the ground, Ukiki will kick the Needlenose forwards, and it will bounce twice before disappearing (or disappearing should a foe touch it), knocking those it hits away as it bounces forwards though can be reflected should a powerful projectile attack come in contact with it. In the air, Ukiki instead tosses the Needlenose straight downwards, which will spike enemies downwards or bury them if they are standing on the ground. When used in the air, this attack is perhaps Ukiki's most effective KO method.
Up Special: Poochy Pounce is an ability never before displayed by Ukiki but inspired by his appearance in Tetris Attack. In that game, a Ukiki and Poochy work together to defeat Yoshi, and will become a playable character after their defeat. Though otherwise unrelated, these two foes are Yoshi series staples, appearing fairly regularly since their debuts in Super Mario World 2: Yoshi's Island. In Super Smash Bros., Ukiki will summon Poochy, who he will then ride upon before jumping upwards. This is more effective as a horizontal recovery than a vertical one, though is also a strong way to deal damage. Poochy deals damage to any foe that touches him - he'll continue to fly forwards a short distance after Ukiki jumps off him before disappearing - and Ukiki will only enter a pseudo-helpless state after the move is complete, allowing him to continue dishing out damage with his standard aerial attacks.
Down Special: Strawberry Shortfuse is a minigame from Mario Party 6 in which Ukikis make a prominent appearance. In that minigame, players must choose from a variety of Ukiki that carry covered trays. Some of these trays carry slices of cake, while others small bombs that detonate to eliminate foes; it's a game of luck that rewards those who can consecutively choose cake over explosives. This element of luck reappears in Super Smash Bros.: Ukiki pulls out a covered tray and quickly removes its cover; this tray can either contain a piece of cake or a bomb. If the cake is revealed, Ukiki will eat it to heal back a minimal amount of health; if the bomb is revealed, Ukiki will pick it up and it can be thrown by the player within a certain amount of time. The chance of either a piece of cake or a bomb appearing is not 50/50, but rather 10/90 - it is rare to obtain a piece of cake.
Final Smash: Short Fuse is a type of Ukiki that debuted alongside Ukikis and Seedy Sallys in Super Mario World 2: Yoshi's Island - they differ from their counterparts by throwing small rockets at Yoshi when he runs underneath them. In Super Smash Bros., Ukiki blows a whistle to summon five Ukiki that hang from vines off the top of the screen, and they will continuously throw these small missiles downwards in a small area for a short amount of time, which explode when they hit a solid platform or fighter. During this time Ukiki is also free to move around and attack foes, and can knock foes into this blast zone.
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Ukiki's entrance animation sees him climb down from a vine, which then recoils and swings back upwards quickly.
Ukiki's taunt sees him scratch his head before shrugging towards the camera, confused.
Despite being affiliated with the Yoshi series, Ukiki's victory theme is a remix of the fanfare that plays at the end of a minigame in Mario Party 6. This remix has a tropical feel to it, primarily using steel drums.
Ukiki's three victory animations are as follows: Ukiki scratches his head before pulling a banana out from behind him and peeling it, then looking to the camera while holding it in front of his chest; Ukiki scratches his head before jumping up and down happily; and Ukiki dribbles a Needlenose as if it were a basketball before kicking it away with a smile.
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The Urban Champion is the unnamed playable character from the 1984 NES fighting game of the same name. Urban Champion is a one-on-one fighting game where the objective is to knock the other street fighter into a manhole, while also keeping mind to the characters' stamina. Flowerpots could also be dropped by onlookers from the buildings that appear in the background, and cops may also drive, after which both players will reset into starting position/ The Urban Champion character has not made any prominent appearances outside of his debut title, and his history remains unexplored.
First appearance:
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Urban Champion (1984)
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Heavy Punch
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Flowerpot
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Manhole
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Roll
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The Popo
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Neutral Special: Heavy Punch is, alongside the normal Punch attack, one of the main attack options in Urban Champion. As its name implies, it is more powerful than the normal punch, though it would also drain more of the Urban Champion's stamina. In Super Smash Bros., the Heavy Punch deals more damage than the Urban Champion's standard attacks, but it is primarily used as a tool for knocking away foes, something which it excels at.
Side Special: Flowerpots could be dropped onto the street fighters in the game Urban Champion, which would temporarily stun the fighter hit and make them lose some of their stamina. In Super Smash Bros., the Urban Champion simply throws a flowerpot as his side special move, whipping it forwards. Though it doesn't travel that far, it deals a significant amount of damage, especially to shields.
Up Special: Manholes were used in place of health bars in the Urban Champion game: instead of having to deplete the opponent's health bar, the player instead had to knock their foe into an open manhole. In Super Smash Bros., the Urban Champion uses a manhole cover as a projectile attack, throwing it downwards (which somehow propels him slightly upwards). When used on the ground, the Urban Champion instead throws the manhole cover in front of him.
Down Special: Rolling was the sole evasive maneuver that players could perform in Urban Champion, though using it cost a significant amount of stamina to be used up. In Urban Champion, the player would roll backwards to dodge a foe; in Super Smash Bros. the Urban Champion does the opposite: rolling forwards in order to deal damage to the foe.
Final Smash: The Popo, or Police, could be seen as the "antagonists" of Urban Champion: whenever police sirens rang out, both players would break up their fight and return to starting position, thus resetting the match. Should time run out, they would also arrest the fighter who was furthest from their starting position. In Super Smash Bros., the Urban Champion's Final Smash has him summon a police car that barrels from one side of the screen to the other.
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The Urban Champion's entrance animation sees him slowly climb out of a manhole, which he kicks closed.
The Urban Champion's taunt sees him perform his flexing victory pose from Urban Champion.
The Urban Champion's victory theme is a rock remix of the Urban Champion title screen jingle.
The Urban Champion's victory animations are as follows: the Urban Champion leans against a lamppost and whistles; the Urban Champion, wearing bandages on his face, performs a flex; and the Urban Champion waters a small flower in a flowerpot, before standing up.
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Ursaluna is a Ground/Normal-type Pokémon introduced in Pokémon Legends: Arceus. The final evolution of Teddiursa, Ursaluna evolves from Ursaring upon being exposed to a Peat Block while under the light of a full moon. It is theorized that it is the ancient swamps of the Hisui region that triggers an Ursaring's evolution into Ursaluna, as it is within this terrain that they live. Ursaluna is one of the ten Pokémon worshipped by the Diamond and Pearl Clans as those that were blessed in ancient times by Arceus, and Calaba of the Pearl Clan serves as the warden to a specific Ursaluna that resides in the Crimson Mirelands.
Though Ursaluna can be both male and female in Pokémon Legends: Arceus, the one in Super Smash Bros. is explicitly intended to be the male noble that appears in that game, and thus is referred to with masculine pronouns.
First appearance:
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Pokémon Legends: Arceus (2022)
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Headlong Rush
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Earth Power
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High Horsepower
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Bulldoze
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Hyper Beam
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Neutral Special: Headlong Rush is a physical Ground-type attack first introduced in Pokémon Legends: Arceus. In its original appearance, Headlong Rush is a powerful attack with a power level of 100 and an equally-as-high accuracy rate, dealing damage but also lowering the user's defenses for three turns. In Super Smash Bros. Headlong Rush acts as a chargeable tackle move with long ending times. The move itself is fairly simple, seeing Ursaluna charge forwards a short distance in a pounce to deal damage to foes, before either freezing in place for a moment as he recomposes himself or, if airborne, enters a helpless state. By holding down the special move button, the player can charge up the move to slightly increase the distance travelled, speed at which Ursaluna moves, and damage he deals.
Side Special: Earth Power is a special Ground-type attack introduced in Pokémon Diamond and Pearl Versions. Throughout the Pokémon series, Earth Power is described as move that causes the ground beneath its target, causing them to potentially have their Special Defense stat lowered (or, in Pokémon Legends: Arceus, temporarily lower their Defense stat). In Super Smash Bros. the special move can only be used on the ground, as it sees Ursaluna stomp with its front legs on the ground to cause an eruption of stones to appear a short distance away. The area that erupts can be controlled by holding down the special move button; while Ursaluna can not move while Earth Power is charged, the player can tilt the control stick to select the area that would be targeted instead. When used in the air, Ursaluna will attempt to use the move by performing the same stomp, but nothing will happen. Despite this, with precise placement, this can still meteor smash opponents and deal a minimal amount of damage.
Up Special: High Horsepower is a physical Ground-type attack that was first introduced in Pokémon Sun and Moon. A simple attack with no secondary effect, High Horsepower is consistently described as a move that sees the user attack their foe with their entire body. In Super Smash Bros. Ursaluna performs an upwards tackle that deals a significant amount of damage and knockback but not propelling him a great distance upwards. Due to his weight, Ursaluna then flops out after performing the move, falling helpless.
Down Special: Bulldoze is a Ground-type move that first appeared in Pokémon Black and White Versions. Bulldoze typically targets all adjacent enemies, dealing damage to them while also lowering their speed stat; as no move hits multiple targets in Pokémon Legends: Arceus, this move is only capable of targeting one foe, but otherwise acts the same way. In Super Smash Bros. Ursaluna slams its paws on the ground, creating a small shockwave in front of himself that deals damage and buries nearby foes. Like his side special move, Ursaluna is incapable of using Bulldoze in the same way while airborne, though he can still meteor smash opponents should he be positioned above an enemy correctly.
Final Smash: Hyper Beam is a Normal-type attack that was introduced in Generation I, the earliest games in the Pokémon series. Consistently a powerful move with a power level of 120, Hyper Beam sees the user fire a devastating beam of energy at their target; though this has drawbacks of its own. In most Pokémon games, the player is then forced to "recharge" after the move is used, but, due to the different battle mechanics, Pokémon Legends: Arceus instead has the move lower the user's action speed. In Super Smash Bros., Ursaluna stands up on his hind legs and puts his front paws out in front of his chest, from which a beam of golden light is fired. The beam extends out across the entire screen, through any platform, dealing massive damage to any enemy that comes in contact with it for the short period of time that Ursaluna continues firing Hyper Beam.
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Ursaluna's entrance animation has him being led into battle by Calaba, who promptly hobbles away as Ursaluna gives her a nod of acknowledgement.
Ursaluna's taunt sees him stand up on his hind legs and perform a short dance, swinging back and forth for a moment, before he returns to his quadrupedal position.
Ursaluna's victory theme is a percussion-heavy rock remix of the opening to one of the themes that can play while exploring the Crimson Mirelands in Pokémon Legends: Arceus. This song is itself a remix of the Pastoria City and Solaceon Town theme from Pokémon Diamond and Pearl Versions.
Ursaluna's victory animations are as follows: Calaba gently strokes Ursaluna's fur as he happily snores, his front paws crossed; Ursaluna digs at the ground, revealing a Peat Block, which Calaba curiously picks up as Ursaluna smiles; and Ursaluna walks onto the screen with Calaba and Arezu on his back, the latter cheering, before Ursaluna lets out a triumphant roar.
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Vespiquen, the Beehive Pokémon, is a Bug/Flying-type Pokémon and the evolution of female Combee. Vespiquen serve as the leaders of Combee colonies, and their abdomens act as honeycombs that protect Combee grubs while they develop. The grubs a Vespiquen carries, and the Combee she leads, are controlled by jer pheromones, allowing her to command her followers even from a distance. While female Combee evolve into Vespiquen at level 21, male Combee remain as a Vespiquen's servants for their entire lives.
First appearance:
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Pokémon Diamond and Pearl Versions (2006)
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Struggle Bug
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Fell Stinger
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Dual Wingbeat
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Defend Order / Attack Order
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Infestation
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Vespiquen commands a swarm of tiny Combee that fly around their queen's abdomen at all times. These Combee can be defeated with attacks, thinning the swarm, but never completely defeating them as Vespiquen uses them to perform all of her attacks. As the swarm thins, Vespiquen's attacks thus get weaker and often lose range. The swarm has its own damage percentage that goes unseen, with the swarm dwindling most at 100%, though Vespiquen takes 0.45% of the damage they sustained as well. The swarm will also be healed whenever Vespiquen should heal using items, with the swarm healing by 0.65% more than Vespiquen does.
Neutral Special: Struggle Bug is a Bug-type special move first introduced in Pokémon Black and White Versions. In the Pokémon series, Struggle Bug is described as a move where the user attacks all surrounding enemies while and lowers their special attack stat. In Super Smash Bros. Vespiquen points forwards and her swarm flies forwards a short distance in a conical shape. As its name implies, Struggle Bug's power increases in strength the smaller her swarm is, as the grubs whip around at a faster speed to deal more damage in the process.
Side Special: Fell Stinger is a physical Bug-type attack that first appeared in Pokémon X and Y. Fell Stinger is a unique attack in that, while a fairly weak attack on its own, the user's attack stat will drastically increase should Fell Stinger KO its target. In Super Smash Bros. Vespiquen orders her swarm to form the shape of a lance, which then pokes forwards. While it deals moderate damage normally, a direct hit to the tip of the lance deals massive knockback. As Vespiquen's swarm lessens in numbers, the javelin that the swarm creates will be shorter and the tip will deal less knockback.
Up Special: Dual Wingbeat is a Flying-type attack introduced in the first expansion for Pokémon Sword and Shield. The Pokémon series describes Dual Wingbeat as an attack where the user attacks their opponent with their wings, hitting them twice in rapid succession. The move's relation to wings is carried over into Super Smash Bros. as Vespiquen summons her swarm around her, which form up two large wings the expand out from either side of their queen. Vespiquen blasts upwards twice, the first time on her own, and the second time being propelled upwards as the wings "flap"; the swarm's "flap" also deals damage to enemies hit by them. As Vespiquen's swarm is defeated, the wings will also shrink in size accordingly, decreasing both the amount of damage the attack deals and the distance Vespiquen travels upwards from the point where the wings "flap".
Down Special: Defend Order and Attack Order are two of Vespiquen's signature moves, both being Bug-type attacks. Defend Order increases Vespiquen's defence and special defence stats by calling upon its grubs to shield it, while Attack Order instead deals damage and has a higher chance of dealing critical damage to enemies compared to normal moves. Both of these special moves in Super Smash Bros. see Vespiquen command parts of her swarm, with the "order" that Vespiquen using alternating depending on which one is currently active. Defend Order has Vespiquen hold back some of her underlings to shield her, removing the 0.45% damage increase handicap that Vespiquen suffers from her swarm taking damage but adding on that additional damage to the swarm's damage percentage whenever they are attacked and overall decreasing the amount of damage her attacks deal. Attack Order on the other hand has Vespiquen unleash her swarm's full power, causing them to deal more damage than normal but Vespiquen takes 0.75% of all damage that her swarm sustains, essentially transforming her into a glass cannon. On the move's first use Vespiquen will enact Defend Order, with Attack Order being enacted upon the second use, and the default state ("Normal Order") being enacted when the move is used while Attack Order is active. As there is no cooldown for this move, the player can tap the special move button quickly to switch from Normal Order to Attack Order or Defend Order to Normal Order should they wish to.
Final Smash: Infestation is a Bug-type attack first introduced in the Generation VII games Pokémon X and Y. Infestation does not deal a set amount of damage like other attacks do, instead inflicting a total of 1/8th the target's maximum HP per turn, for four or five consecutive turns, while also trapping the target in battle. In Super Smash Bros. the move is a cinematic attack that begins with Vespiquen dashing forwards across the stage at a high speed. Should she hit any enemies, they will be launched into a cinematic where Vespiquen summons a swarm of normal-sized Combee to attack the trapped enemies, stinging them multiple time with Bug Bite attacks. Infestation is a fairly unique attack in that it does not deal a significant amount of knockback, instead all affected enemies will be launched away only a short distance and continue to take damage over a short period of time afterwards as some of the smaller grubs continue to swarm around them.
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Vespiquen's entrance animation has her fly in from the background with a swarm of Combee, who swirls around her as she points upwards.
Vespiquen's taunt sees her perform a backwards flip through the air before twirling, the Combee swarm mimicking her actions and spinning around her as she does.
Vespiquen's victory theme is a slow orchestral remix of the opening of the theme for Route 209 from Pokémon Diamond and Pearl Versions.
Vespiquen's victory animations are as follows: Vespiquen flies in place as she rubs the head of a Combee that flies next to her, blushing; Vespiquen swings around slowly releasing a pink mist around her, several Combee sitting on the ground nearby asleep; and Vespiquen watches happily as a Combee flies lopsidedly, slowly learning to fly straight, before it catches itself and Vespiquen claps.
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Viridi is the Goddess of Nature and the leader of the Forces of Nature army that, during the events of Kid Icarus Uprising, formed a temporary truce with Palutena's Army to assist in defeating Hades and his Underworld Army once more. Viridi has a deep hatred for humanity due to their desecration of the Earth's nature, and wants to rid the planet of this species to preserve the plants and get revenge for them taking advantage of nature's resources without giving back anything. Despite this, she is not inherently evil, as she will work in favour of humanity should a big enough danger - be it Hades or the Aurum invaders - threaten the planet. After the Chaos Kin takes control of Palutena, Viridi assists Pit in the same way the Goddess of Light does; though she says this is because he is working in her same interests, it is implied that she has a soft spot for Pit.
First appearance:
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Kid Icarus Uprising (2012)
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Dripple Drop
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Bumpety Bomb
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Sky Jump
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Boom Stomper
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Reset Bomb
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Neutral Special: Dipple Drop is an attack based on the one performed by the Dipple Dop enemy from Kid Icarus Uprising. The Dipple Dop is a creature that bears a vague resemblance to a pitcher plant, though instead of eating insects it instead absorbs moisture from the air. The water that a Dipple Dop absorbs can be fired out in a bomb. The Dripple Drop move from Super Smash Bros. sees Viridi point her staff forwards, shooting a bomb of water that travels a short distance forwards and will blast apart upon hitting something solid.
Side Special: Bumpety Bombs are a type of enemy that appears in Kid Icarus Uprising, and are one of the many troops that comprise Viridi's Forces of Nature. As implied by their name, Bumpety Bombs are essentially explosives that appear to be made of a stony material. They roll around on wheels towards Pit once he comes near them, exploding once they're close enough. In Super Smash Bros. Viridi summons a small Bumpety Bomb, which rolls forwards on the ground a short distance before exploding. The Bumpety Bomb will roll through other fighters, causing them to flinch, until they reach the set distance. This small Bumpety Bomb is affected by gravity, and will fall towards the ground while travelling forwards should it be used in the air.
Up Special: Sky Jump is a Power that appears in Kid Icarus Uprising. Its name perfectly describes its usage: Sky Jump propels the user high into the air, acting as an additional high jump. The basic Level 1 version of this Power allows it to be used four times in a level, though it can be upgraded up to Level 4, increasing the amount of uses by two each time it levels up (for a total of 10). In Super Smash Bros. Sky Jump essentially acts as a third jump, albeit Viridi travels a fair distance higher with this jump than her normal ones. It has all the same properties as Viridi's normal jumps, and as such Viridi can perform any action (except using Sky Jump again) after using it.
Down Special: Boom Stompers are a type of creature that Viridi treats as one of her children and a troop of the Forces of Nature. The Boom Stomper is a tall, rocky creature with cream-coloured runes marking its tower-like body and root-like limbs that it waddles around on. These enemies topple over and try and flatten Pit when he gets too close to them, emitting shockwaves as it crashes into the ground. In Super Smash Bros. Viridi summons a slightly smaller Boom Stomper in front of her, who will stand firm for a moment acting as a wall. After a moment, or should it be hit with an attack that deals enough knockback, the Boom Stomper will fall forwards and bury any foe beneath it. A Boom Stomper can be placed on a ledge and will fall over into the air, spiking foes straight downwards should they fall down onto an airborne fighter.
Final Smash: Reset Bombs are a large seed-like weapon formed within Viridi's natural, flying fortress, the Reset Bomb Depot. The Reset Bomb converts anything in its explosion radius back into its natural state, designed to negatively impact the expansion of the human race while also not damaging the environment enough to harm the other natural residents of the targeted area. In Kid Icarus Uprising Viridi drops a Reset Bomb on the human race after they begin fighting over the mythical Wish Seed during Chapter 11: Viridi, Goddess of Nature. In the following chapter, Pit has to destroy a second Reset Bomb that Viridi intends to use to harm the human race even more, with the bomb acting as a mini-boss of sorts. In Super Smash Bros. Viridi summons a Lethinium - a flower-like enemy capable of firing laser blasts, to paralyze any opponents in a small area in front of Viridi. Afterwards, assuming the Lethinium's blast hits a foe, a short cinematic will play where Viridi launches a Reset Bomb into her enemies, dealing massive damage to them but also creating a shockwave to launch away any nearby foe.
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Viridi's entrance animation sees her appear and float down to the ground in a pink light with rings that circle around her feet as she lands.
Viridi's taunt sees her flip her staff around in the air as she chuckles smugly.
Viridi's victory theme is a remix of the opening bars of the theme that plays in Viridi's version of the Solo Menu during the events of Kid Icarus Uprising where Palutena is unable to assist Pit.
Viridi's victory animations are as follows: Viridi says "The world's better off without you!" as spins around before pointing off towards the right side of the screen; Viridi smugly fixes the vines in her hair before crossing her arms and tilting her head up with a chuckle; and Viridi raises her staff, creating a spire of pink energy around her and a tornado of leaves.
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#142
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Wanda is a magical fairy, who lives within a legendary forest said to be home to a fairy of fortune. During the events of Mario & Wario, Mario, Princess Peach, and Yoshi were attacked by Wario while searching for the fairy of fortune, and it is up to Wanda to guide the three dazed heroes to Luigi, who was separated from them.
First appearance:
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Mario & Wario (1993)
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Bucket
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Flip-Flop Block
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Jump Block
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Bomb
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Bucket Storm
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Neutral Special: Buckets are watertight handheld carrying containers, and recurring items within the Mario franchise. The bucket's most notable appearance in a Mario title is within the title Mario & Wario. In that game, buckets were one kind of item that Wario would drop onto the heads of Mario, Yoshi, and Peach, forcing Wanda to guide them to safety. In Super Smash Bros. Wanda summons one of these same buckets with her wand and throws it forward with a twirl.
Side Special: Flip-Flop Blocks are the main type of object present within Mario & Wario. Often appearing as dotted box outlines, Wanda can use her magic to fill in these spaces or revert them to their empty forms. In Super Smash Bros. Wanda can summon the Flip-Flop Block with the first use of the move, and the block can act as a wall to protect Wanda from projectiles. By using the special move again while the block is active, the Flip-Flop Block will travel forwards a short distance, pushing fighters along with them without dealing any damage.
Up Special: Jump Blocks are small springboards that appear within levels of Mario & Wario. The springboards, as implied by their name, launch those that walk onto them up into the air and up to different levels of the stage. In Super Smash Bros. Wanda summons a Jump Block beneath her, and launches herself high into the sky and into a pseudo-helpless state.
Down Special: Bombs are small explosives. Though not present in Mario & Wario, bombs are a primary gameplay mechanic in Wario Woods; while Wanda herself is not present in that game, another, unnamed fairy does. Bombs in Wario Woods blow up adjacent enemies of the same colour. In Super Smash Bros. Wanda summons a bomb - either red or blue in colour - and drops it in front of her. The bomb is on a timer and can not be interacted with by any fighter. If Wanda summons a bomb in midair, it will slowly fall straight to the ground.
Final Smash: Bucket Storm is a technique inspired by the main events of Mario & Wario. In the plot of that game, Mario, Peach, and Yoshi get buckets and various other objects dropped onto their heads by Wario, dazing them and making it difficult to reunite with Luigi. In Super Smash Bros. Wanda waves her wand and summons a barrage of buckets, barrels, and a variety of other objects from the sky. As they hit enemies or make contact with the ground, these objects will explode on contact.
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Wanda's entrance animation has her appear out of a small tornado of sparkles.
Wanda's taunt sees her summon a bucket embellished a large purple W, and spin it on the end of her wand for a moment before making it disappear in a puff of sparkles.
Wanda's victory theme is a big band remix of the title screen theme of Mario & Wario, shortened and sped-up a fair bit.
Wanda's victory animations are as follows: Wanda creates a Coin Block and taps it three times with her wand, releasing a coin each time; Wanda spins around up into the air, her wand releasing a trail of sparkles, before she poses with a cheerful smile; and Wanda waves her wand around, and a bucket falls down onto her head causing her to collapse to the ground.
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Wario was designed to be an evil doppelgänger of Mario, and first appeared as the main antagonist of Super Mario Land 2: 6 Golden Coins, having taken over Mario's castle while the red-clad plumber was off venturing through Sarasaland during the events of Super Mario Land. Since then, Wario has starred in his own franchise of video games, which encompasses the platformer Wario Land games and the WarioWare minigame collection series. The Wario Land series sees Wario travel across the globe trying to collect as much treasure as possible to satiate his greed, often coming across supernatural beings that threaten the treasures he's after. During his travels, Wario is often forced to face off against his nemesis, Captain Syrup, who is often chasing after the same riches that Wario is aiming for.
First appearance:
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Super Mario Land 2: 6 Golden Coins (1992)
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Wario Blast
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Shoulder Bash / Corkscrew Conk / Jet Wario
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Bouncy Wario / Puffy Wario
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Earthshake Punch / Ground Pound
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Ball o' String Wario
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Neutral Special: Wario Blast: Featuring Bomberman! was a reskin of the 1994 Game Boy game Bomberman GB, released outside of Japan later in the same year. Despite Wario headlining the game's title, Wario Blast is essentially an entry in the Bomberman franchise, where the player - who can choose between Bomberman or Wario - uses bombs to break blocks and enemies in small, square-shaped stages. Wario Blast was notably the first game to associate Wario with bombs, a trend that he retained for many of his latter appearances and for the move in Super Smash Bros. The move in question sees Wario pull out a fairly large bomb. Depending on whether the button is tapped or held down, Wario will perform different actions immediately upon taking the bomb out. If the button is tapped, Wario will drop the bomb in front of him, akin to how he or Bomberman would in Wario Blast, and the bomb would explode after a short period of time or should it be attacked; in either case, the bomb can also harm Wario. If the button is held down, Wario will throw the bomb forwards a short distance instead, with the bomb exploding immediately upon hitting any solid object including fighters or platforms. While the button is held down, the player can also adjust the angle that Wario throws the bomb at, and thus the distance it will travel. While Wario's bombs are generally basic in appearance (and can appear in blue-black, red, green, pink, or white colours), there is a slight chance where they will instead take on the appearance of either the smiling bomb from Wario World or the recurring moustachioed bomb from the WarioWare series.
Side Special: Shoulder Bash is one of Wario's trademark, and most well-known, attacks that has appeared in most of his platforming appearances starting with Wario Land: Super Mario Land 3. The Shoulder Bash sees Wario charge forwards with his shoulder in front of him, allowing him to bash through fighters. In Super Smash Bros., Wario will stop should he come in contact with a foe, though fighters can cancel the attack before he makes contact should they jump while he is dashing. Wario's dash lasts longer should the button be held down, though he will always halt once he reaches a ledge. The player is able to jump during Wario's Shoulder Bash, transforming the move into Corkscrew Conk. Corkscrew Conk, an attack from Wario World, sees Wario throw himself forwards in as he rolls through the air. Wario deals damage on contact throughout Corkscrew Conk, but he is unable to slow his momentum; he will continue travelling forwards indefinitely until he lands, is attacked, or falls past a blast line. When used in the air, the move instead becomes Jet Wario, a reference to the transformation from Wario Land: Super Mario Land 3; Wario even equips the same hat during the move. Jet Wario is very similar to the grounded version of Shoulder Bash, albeit airborne, though there are some notable differences: Wario travels a set distance at a higher speed, and will enter a helpless state after the move is used. Jet Wario also has Wario travel through opponents instead of halting should he come in contact with a foe, thus allowing it to be used as a reliable horizontal recovery option. The move also deals slightly more knockback and noticeably less damage than its grounded counterpart. Jet Wario also, for obvious reasons, can not transition into Corkscrew Conk.
Up Special: Bouncy Wario and Puffy Wario are transformations that Wario is capable of taking on in the Wario Land series, with both debuting in Wario Land II. Wario can become Bouncy Wario after being flattened by a hammer without spikes, which transforms the treasure hunter's legs into a single spring; Puffy Wario's activation method differs between appearances, but is generally the result of an allergic reaction induced by Wario being stung by bee- or jellyfish-like enemies. Wario's up special differs in Super Smash Bros. depending on whether it is used on the ground (in which case it is Bouncy Wario) or in the air (Puffy Wario):
- When on the ground, Wario temporarily transforms into Bouncy Wario when the move is used. As the special move button is held down, Wario will coil himself up. Letting go of the special move button will have Wario spring up, launching himself high up into the air. Wario transforms back into his normal appearance once he reaches the peak of his jump, at which point the player is free to use any of his attacks again, including the aerial version of his up special move.
- Puffy Wario is the aerial counterpart to the grounded Bouncy Wario. When the move is used, Wario's face inflates to a great size and he immediately begins travelling upwards so long as the special move button is held down, albeit there is a limit to how far he will travel before automatically returning to normal. If he is attacked while Puffy Wario, he will "pop", with his face returning to a normal size but leaving him in a helpless state. The same will happen should the player manually end the move or reach the maximum height Puffy Wario will travel, though with one difference: Wario visibly exhales, which creates a weak gust of wind which will push any enemy in front of Wario away without dealing any damage to them.
Down Special: Earthshake Punch is an attack that Wario can perform in Wario Land: Shake It! in which it serves as the main puzzle solving method. The Earthshake Punch is an attack that sees Wario punch the ground, creating a powerful shockwave that primarily stuns grounded enemies, though it can also affect different parts of levels such as lowering unstable blocks or activating Shake Pillars. The Super Smash Bros. version of this attack sees Wario punch the ground hard, releasing a powerful shockwave that extends out to both the left and right of Wario. In Wario Land: Shake It! the Earthshake Punch could only be performed if the Shake Meter was full, and using the move will empty it. While the Shake Meter returns in Super Smash Bros., Wario can perform the move even should the Shake Meter not be filled, though doing so will drain the Shake Meter again and see Wario perform a much weaker version of the attack that limits the range significantly. When the down special move is performed in the air, Wario will instead Ground Pound, with the move's animation being directly based upon the Wario World iteration of this classic attack: Wario will perform a flip before slamming downwards in a sitting position, dealing damage to any enemy he hits as he travels towards the ground; the move does not normally meteor smash opponents hit, but it does do so should Wario hit an enemy at the beginning of the move. Wario will continue falling in his ground pound indefinitely until he lands on the ground, falls off-screen and is KO'd, or is attacked. Using the Ground Pound does not drain the Shake meter at all.
Final Smash: Ball o' String Wario is a form that Wario can take on in Wario Land 3. Wario automatically becomes tangled in what appears to be yellow yarn when he comes in contact with the silky threads released by the Silky or Anonster enemies; ironically, despite the transformation's appearance, neither are yellow in colour nor yarn-like. Ball o' String Wario can be as much a hindrance as an asset to the player, as Wario will continually roll around and bounce off walls, destroying any Yarn Blocks he comes in contact with in the process. In Super Smash Bros., Wario is transformed into Ball o' String Wario by an Anonster enemy. Immediately afterwards, Wario's car from Wario Land 4 (aptly called the Wario Car) appears out of nowhere and crashes into its owner before disappearing; the Wario Car will deal damage to enemies hit by it as well. The Wario Car's attack sends Wario flying and he will bounce around the boundaries of the screen, through any platforms, at a high speed, damaging any foe he comes in contact with and dealing massive knockback to them in the process. Wario will continue bouncing around for a few moments before returning to his original position, where he sits for a moment, dizzy on the ground.
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Wario's entrance animation sees him parachute in from the Bulldog, Wario's plane from Mario & Wario, as it flies into the background from the foreground.
Wario's taunt sees him hold out peace signs to both his left and right sides as he laughs heartily.
Wario's victory theme is a direct rip of the opening of the Sneak Peak Return track from the soundtrack of Wario Land: Shake It!
Wario's victory animations are as follows: Wario, lounging with his feet up in the Wario Car, picks his nose until he sees the player before he notices the camera and scowls; Wario happily eats a crepe before he bends down to feed some to his pet hen, Hen, who flaps her wings as he laughs; and Wario laughs as he shoulder bashes a statue of Mario, destroying it, and then crosses his arms with a satisfied look on his face as he says "Wario number one!"
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Wario was designed to be an evil doppelgänger of Mario, and first appeared as the main antagonist of Super Mario Land 2: 6 Golden Coins, having taken over Mario's castle while the red-clad plumber was off venturing through Sarasaland during the events of Super Mario Land. Since then, Wario has starred in his own franchise of video games, which encompasses the platformer Wario Land games and the WarioWare minigame collection series. After learning about the success of video games in the WarioWare series, Wario opens up his own studio that develops second-long "microgames": WarioWare, Inc.. These games often revolve around Wario and the WarioWare employees' antics around Diamond City, with his "friends" often butting heads with their boss's greedy disposition.
First appearance:
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Super Mario Land 2: 6 Golden Coins (1992)
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Hyper Suction
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Wario Bike
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Jetpack
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Wario Waft
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Wario-Man
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Neutral Special: Hyper Suction is a technique that Wario uses in Wario World, though is one that is almost entirely based around the man's insatiable appetite and love of garlic. The Wario World ability is one that sees Wario open his mouth and inhale deeply, allowing him to pull in all nearby coins. In Super Smash Bros. Hyper Suction acts almost identically - Wario unhinges his jaw and inhales to create a vacuum effect, pulling enemies towards him as long as the special move button is held down. Hyper Suction acts as a grab of sorts, as Wario has a unique pummel and throws should he successfully trap an opponent in his mouth: Wario will bite down on his foe to damage them, or simply toss them away with a nasty, garlic-scented burp. Like in Wario World, Hyper Suction can also pull in nearby items, which Wario will then eat, though he will be left vulnerable for a moment as he closes his mouth to swallow it. Explosive items will damage Wario should he eat them, and stun him for a short moment, but all others will heal him by 1% or 2%; items that would heal Wario normally, such as Food, will heal Wario by 1.5× their normal amount should they be eaten in this manner however. Wario can also use Hyper Suction to inhale projectiles thrown by enemies, and will be healed by 0.2× the amount of damage they would have dealt to him. With the exception of explosives or his enemies' projectiles, eating items with Hyper Suction also slightly increases the charge of his Wario Waft attack. Wario can not inhale Assist Trophies or Smash Balls with his Hyper Suction.
Side Special: The Wario Bike is a motorcycle created for Wario by Dr. Crygor that first appeared in WarioWare, Inc.: Mega Microgame$!. The Wario Bike has since become Wario's main mode of transportation, replacing the Wario Car from Wario Land 4. In Super Smash Bros., Wario will hop onto the Wario Bike, and ride forwards; should the player push forwards then Wario will move faster, while pushing backwards will cause him to turn around. If Wario is attacked while on the bike, or hops off it, it will temporarily remain on the stage and can be picked up and thrown; though, due to being a motorcycle, is very heavy. Should it be attacked, it will be destroyed, and its wheels dropped as items that can be thrown by any fighter. Should the Wario Bike be present on the stage somewhere (having not yet been destroyed), Wario is unable to summon it again; he will need to stand beside it to use it.
Up Special: Jetpack is an item that Wario equips while trapped within the video game world during the events of WarioWare: Get It Together! The jetpack allows Wario to traverse the minigames he is forced to play through with ease by flying over any obstacles, and he can perform his trademark shoulder bash attack while flying to interact with the objects around him. In Super Smash Bros. Wario equips the jetpack and will use it to fly upwards so long as the special move button is held down. The jetpack has a limited amount of fuel, so Wario will eventually enter a helpless state should he run out while airborne, but the player is free to move Wario in any direction while the jetpack is equipped; the fuel for the jetpack will only recharge once Wario lands on the ground. Though Wario does not deal damage to enemies directly while flying around with his jetpack, the player can perform any of Wario's other attacks so long as he is not in a helpless state, as the jetpack will remain equipped until Wario touches the ground.
Down Special: Wario Waft is an attack based on Wario's crude disposition and general love of toilet humour, which is more-prominently referenced in the WarioWare series than in the Wario Land titles. Wario is first shown flatulating on-screen in the microgame He Who Smelt It... from WarioWare: Smooth Moves, though his Hot Wario transformation from Wario Land II was described in the Japanese manual as being the result of his farts being set ablaze. In Super Smash Bros. the Wario Waft attack simply sees Wario let out a noxious green fart, though this has varying levels of strength that are dependant on a number of variables. The Wario Waft will charge over time or by absorbing non-explosive items through his Hyper Suction neutral special move, with the charge being retained even should Wario be KO'd. The current strength of Wario's fart can be seen by his torso inflating somewhat like a balloon, and he will begin to flash red once it is fully charged. There are four levels to the Wario Waft, with each having different properties. It should be noted that the move has a sweetspot - this being directly next to Wario as he flashes his backside to the camera - and thus each level will be slightly stronger should a foe be hit here.
- When Wario Waft is not charged at all, Wario will simply release a little "poot" from his posterior. This deals only 1% damage to any enemies in a very small range, though does cause them to trip. Despite this, the attack is fairly useless as Wario will bashfully scratch his head, seemingly embarrassed by its lack of strength, following this fart. This version of the move remains the same, even should foes be caught in the sweetspot of the attack.
- At a light charge, Wario releases a small gas cloud from his behind. This deals a minimal amount of damage, roughly 10%-12% depending on if the enemy is in the sweetspot. This version deals very little knockback, only being able to potentially KO foes who already have a high damage percentage should they be close to the blast zone. This version also has ending lag, as the move propels Wario upwards an incredibly short distance, but he still recovers quicker than he would at no charge.
- At a medium charge, Wario Waft becomes much more useful than before. The move deals a fairly high amount of damage and knockback in comparison to other attacks, and thus can be used to reliably KO foes at higher percentages. Wario is sent upwards a short distance after the move is used, but it is enough that the player can almost-immediately transition into aerial attacks without issue. Additionally, this level of Wario Waft is performed the fastest.
- At full charge, Wario Waft becomes an incredibly devastating attack that can KO foes at even lower percentages should they be in the move's sweetspot due to both its high damage and knockback output. While it is not performed as quickly as the medium charged version of the attack, Wario will not flinch from any attacks during the first few moments of performing Wario Waft; while he still takes damage, Wario will absorb any knockback and thus can not be KO'd as the move begins. A fully-powered Wario Waft also launches Wario a great distance upwards as well and he does not enter a helpless state afterwards, thus also allowing it to be used as a reliable recovery option. Hitting an aerial opponent with the sweetspot of a fully-charged Wario Waft will meteor smash them at a very high speed, almost guaranteeing a KO should they not land upon a platform below.
Final Smash: Wario-Man is an alter-ego donned by Wario within the WarioWare series. In its original appearance - WarioWare: Twisted! - Wario was transformed into Wario-Man after being thrown into Dr. Crygor's Gravitator. Later games would show that Wario could instead transform into Wario-Man by eating garlic (originally, this was just a green clove of garlic dubbed the "Nasty Garlic", though he has been able to transform via normal white cloves too). In Super Smash Bros., Wario will eat a piece of garlic to temporarily transform himself into Wario-Man, severely increasing his speed and damage/knockback output. Additionally, while airborne, Wario-Man can perform any of his aerial attacks in such rapid succession to allow him to fly upwards. The speed of the Wario-Bike also increases to an exponentially devastating speed that can easily cause Wario to self-destruct. Wario-Man's Wario Waft also charges at a much higher rate, with the properties of each level differing as well: at no charge, the fart will push aerial enemies away from him, stun grounded opponents for longer, and he will not scratch his head afterwards; the light charge deals more knockback and damage; at medium charge, Wario Waft is actually weaker than its normal counterpart, if only by a small amount; while at full charge, which takes the same amount to charge as it normally does, Wario Waft deals 50% damage and an incredibly high amount of knockback, allowing him to potentially OHKO enemies.
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Wario's entrance animation sees him ride in from the foreground on the Wario Bike, which he crashes as he dismounts.
Wario's taunt sees him take out a clove of garlic before quickly (and rudely) eating it. He then farts.
Wario's victory theme is a direct rip of Wario's level clear fanfare from WarioWare: Get It Together!
Wario's victory animations are as follows: one of two heavily-stylized, otome-styled artworks of Wario sits on an easel, before it is knocked over by a fart to reveal Wario behind it picking his nose; Wario sits in a bathtub filled with gold coins, laughing happily as he tosses them up in the air; and Wario laughs happily as he lounges in a chair playing a video game, which he then turns to the camera to reveal a screen saying "YOU WIN!"
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Wart is the main antagonist of Yume Kōjō: Doki Doki Panic and its western counterpart Super Mario Bros. 2. In Doki Doki Panic Wart, or Mamu as he is known in Japanese, is a creature who hails from the realm of dreams, Muu World. After taking control of the Dream Machine that the Muu people use to control the weather and grant the world's inhabitants peaceful dreams, Mamu uses it to create an army of monsters. Though the Muu people eventually seal him away using vegetables, the twins Poki and Piki tear out the final page of this story's book, freeing Mamu and causing him to drag the young children into Muu World. In Super Mario Bros. 2, Wart instead uses the Dream Machine to enter the dream world of Subcon, creating an army of monsters that Mario, Luigi, Princess Peach, and Toad - who have been brought to this world by the Subcon fairies - must defeat known as the 8 Bits. In the Satellaview follow-up to Super Mario Bros. 2, BS Super Mario USA, Wart returns to Subcon and steals all of the golden statues of Mario and his friends that had been erected after Wart's initial defeat.
First appearance:
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Yume Kōjō: Doki Doki Panic (1987)
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Bubble
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Flying Carpet
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Ninji
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Fryguy
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Dream Machine
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Neutral Special: Bubbles are used as Wart's sole method of attack in all three of his main appearances. In Super Mario Bros. 2, BS Super Mario US, and Doki Doki Panic Wart's boss fight mainly consisted of him standing still, often spewing small bubbles from his mouth as an attack, while the Dream Machine created enemies to distract his attackers. In Super Smash Bros. Wart's neutral special move is a direct reference to this attack of his: Wart will breathe out a fairly large bubble that travels a short distance before popping. While the distance that the bubble travels is very minimal, foes or items can get trapped inside of the bubble should they make contact with it before it pops, increasing the damage it deals when it does.
Side Special: Flying Carpets are a recurring mode of transport in the Mario series and are often used by Pidgit, an enemy that debuted as one of Wart's minions in Doki Doki Panic. In most of their appearances, the flying carpets appear to be red in colour, with a small border of gold embroidered within it. While Wart has never piloted a magic carpet in any video game, one piece of artwork released for his appearance in Super Mario Bros. 2 (which also appears on the cover of the Japanese release) does depict him riding atop one. In Super Smash Bros. Wart will summon a flying carpet beneath his feet and use it to fly forwards at a high speed, barrelling through any foe that may be in his way. Additionally, as it is a "flying" carpet, Wart is unaffected by gravity during the move's use, allowing him an excellent horizontal recovery option. Wart is not invulnerable during the move's use, and should he be knocked out of it the flying carpet will remain on the stage for a moment, acting as a soft platform that anyone can use.
Up Special: Ninjis are a species of small star-shaped creatures that appear as enemies in Super Mario Bros. 2 and Doki Doki Panic, and have made infrequent appearances in the Mario series since. There exist two types of Ninjis in their debut appearances, but both are primarily known for their jumping prowess: one simply stands in one place and jumps up and down, while the other charges at the player before doing the same. In Super Smash Bros. Wart summons a Ninji, who jumps high upwards before Wart leaps off and into a pseudo-helpless state.
Down Special: Fryguy is the boss of the icy World 4 of Super Mario Bros. 2, and is a living fireball given life by Wart. In Super Mario Bros. 2, Fryguy can not be touched directly as the flames will cause damage to the player should they attempt to do so. Instead, Mario and co. must throw blocks at him from afar, while also dodging the fireballs he creates. In Super Smash Bros. Wart will summon Fryguy who will remain stationary for a short period of time and cause damage to opponents who touch him. Additionally, he will also periodically breathe out a short flame; he will do this twice before disappearing and turn to face the opposite direction should no fighter be in front of him. Wart will summon Fryguy in front of him when on the ground and below him when in the air, and Fryguy will fall to the ground before breathing out fire. Additionally, Fryguy will instantly be defeated should he land in water and projectiles (as well as water-based attacks) can extinguish him faster. Wart can only have one Fryguy out on the stage and must wait until he disappears before he can spawn another one; the cooldown period is extended slightly should Fryguy be defeated instead of disappearing on his own terms.
Final Smash: Dream Machine is the main focal point of the stories of both Doki Doki Panic and Super Mario Bros. 2, and appears in the room where Wart's boss battle is held in all of its appearances. The Dream Machine, in the stories of the aforementioned titles, was seized by Wart and used to create his army, the 8 Bits, however it only appears to spawn vegetables in its actual in-game appearances. Regardless, in Super Smash Bros., Wart will summon the Dream Machine onto the stage, which will then begin to shoot out vegetables and Bob-ombs for a short period of time before itself exploding. While the Dream Machine's creations do deal a fair bit of damage they only cover a small section of the stage, and thus Wart is capable of moving around while it is active and can attempt to knock his opponents into its area of effect.
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Wart's entrance animation sees him reach out of an orange-bound book with one of his clawed hands, and climb out of it.
Wart's taunt sees him angrily stomp his feet a few times.
Wart's victory theme is a rock remix of the first part of his battle theme from the Super Mario All-Stars version of Super Mario Bros. 2.
Wart's victory poses are as follows: Wart proudly proclaims "I am the great Wart!" before crossing his arms and looking down at the camera; Wart stomps one foot forwards before shooting a single bubble up towards the sky; and Wart surfs in on a flying carpet before jumping off it and sending rubble up around him.
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Wiggler is a species of caterpillar that appears in the Super Mario series as a recurring enemy. Wigglers first appear in Super Mario World, appearing in only two levels: Forest of Illusion 1 and Outrageous, one of the levels that are part of the Special Zone. Since Mario's travels through Dinosaur Land many Wigglers have since migrated to the Mushroom Kingdom, and several other nearby locales, making appearances in the New Super Mario Bros., Mario Party, and Super Mario Galaxy titles, and one even appeared as a racer in Mario Kart 7. Wigglers are easily angered, and will turn red and charge at their enemies when attacked.
First appearance:
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Super Mario World (1990)
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Mad Dash
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Turnip Grow
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Power Flutter
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Body Bounce
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Giant Wiggler
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Neutral Special: Mad Dash is an attack based upon the unique characteristic of Wigglers, where they turn red when jumped upon. In Super Smash Bros. the Wiggler will angrily turn red as it falls down onto all of its legs and charges forwards a great distance, dealing damage to any foe it stampedes through. As the Wiggler can not control its anger, the Wiggler will even run off a platform should it reach one before it travels its full distance.
Side Special: Turnip Grow is a technique used by a Wiggler fought by Bowser in Mario & Luigi: Bowser's Inside Story. One of this Wiggler's attacks sees it grow a giant turnip by watering the ground, at which point it summons two Leaf Guys to drop this large turnip onto the Koopa King. In Super Smash Bros. this technique is similarly two-part: on the first use Wiggler will pull out a watering can and water the ground. After a short period of time has passed, a large turnip's greens will sprout from the ground. If Wiggler walks up to this sprout and uses the special move again, Wiggler will pluck the giant turnip, which then acts like a normal item. If Wiggler is in the air when it tries planting a turnip or uses this tool off of a ledge, it will simply pull out its watering can and let loose its contents; this stream of water can lightly push enemies away. If the turnip is not plucked a short time after it grows, the vegetable will wither and disappear. Similarly, the turnip will also disappear should Wiggler be KO'd before it is plucked.
Up Special: Power Flutter is a technique that sees Wiggler metamorphose into its adult, butterfly-like form known as a Flutter. Sprouting large white wings with blue spots, this technique sees Wiggler fly upwards a short distance, using its wings to launch itself in a single burst. Its wings disappear after it travels upwards a fair distance, and Wiggler will damage foes it should fly through. Wiggler will fall helpless after its wings disappear, and the direction it flies can be directed by the control stick.
Down Special: Body Bounce is an original attack loosely based upon the body slam attacks performed by Wigglers in the Mario & Luigi series. In Super Smash Bros. this technique sees Wiggler curl up into a ball and bounce up into the air, at which point it flattens out and slams downwards. As it hits the ground, Wiggler will release a short shockwave that deals damage without causing those hit by it to flinch. If this attack is used while airborne, Wiggler will not rise at all and instead simply flatten out and fall downwards.
Final Smash: Giant Wiggler is a species of Wiggler that is found in World 7-3 of New Super Mario Bros. This enormous caterpillar is not enraged when Mario jumps on it, and it instead only carries the plumber through the level while enemies assault them. In Super Smash Bros. Wiggler grows to an enormous size before turning red with anger and charging through the entirety of the stage horizontally, returning to the spot where it began once it passes entirely off the blast line.
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Wiggler's entrance animation has the caterpillar happily run onto the stage from the background on all of its legs, at which point it stands up with a "tada!" call and celebratory gesture.
Wiggler's taunt sees it become angry, clenching its fists as steam explodes out of the top of its head where its flower usually sits.
Wiggler's victory theme is a remix of an excerpt of the Boxing theme from Game & Watch Gallery 4, which prominently features a Wiggler as the first opponent.
Wiggler's victory animations are as follows: Wiggler, wearing two blue boxing gloves, punches forwards once with one hand, then again with the opposite hand, before looking towards the screen happily; Wiggler, as a Flutter, spins around in the air before cheering happily with its arms outstretched; and Wiggler appears asleep before a Galoomba parachutes onto its head and it angrily awakens, scaring the small enemy off, before falling asleep once more.
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The Wii Fit Trainer is one of the only actual characters, besides Miis, to appear in the Wii Fit series. The Wii Fit Trainer assists the player during exercises, often performing yoga poses that the player must mimic. The trainer also serves as the player's partner, encouraging them to continue their Wii Fit training.
First appearance:
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Wii Fit (2007)
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Sun Salutation
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Header
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Super Hoop
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Deep Breathing
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Hose Down
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Neutral Special: Sun Salutation is a series of yoga poses that the Wii Fit Trainer guides the player through in Wii Fit. The series begins with the player having to stretch backwards with their arms up above them, before they have to bend over with their legs straight and touch their toes, then into a pose where their legs must be bent while they reach upwards, before returning to their original position. In Super Smash Bros., the Wii Fit Trainer performs the first pose as a yellow ball of energy is created at their abdomen; as the player holds the button down this ball enlarges, allowing it to travel further and deal more damage to foes. Letting go of the special attack button causes the Wii Fit Trainer to perform the second pose, and fire the yellow ball of energy forwards. At full charge the attack heals the Wii Fit Trainer a very small amount: 2%. The Wii Fit Trainer may also say "Salute the sun!" or "Sun Salutation!" as they send the orb off.
Side Special: Header is a technique based off the Soccer Heading minigame from Wii Fit, and sees the Wii Fit Trainer summon a small green and black soccer ball and headbutt it forwards. The special attack actually consists of two components: the trainer's headbutt and the ball itself. If the special attack button is pressed once, the Wii Fit Trainer will headbutt the ball forwards, though the player can have the trainer launch the ball at different angles by pressing the button a second time before the trainer headbutts it. The ball will bounce off walls and the floor once, and being hit by the Wii Fit Trainer's headbutt directly deals slightly more damage and meteor smashes airborne foes.
Up Special: Super Hoop is a technique based off the hula-hooping aerobics activities present throughout the Wii Fit series. Summoning three hula-hoops of various colours, the Wii Fit Trainer rolls their hips in a circle, spinning the hoops around them, and travelling straight upwards a short distance while doing so. Foes that touch the hula-hoops take slight damage, and push them backwards a fair distance when hit. Should the special attack button be tapped as the move is being performed, the Wii Fit Trainer will travel a further distance upwards at a faster rate.
Down Special: Deep Breathing, or diaphragmatic breathing, is the natural form of breathing that all mammals perform when in a relaxed, or neutral, state. Such technique is often used in yoga, to help calm participants and keep their body in a relaxed state in order to ease tension. In Super Smash Bros., the Wii Fit Trainer breathes in, and a pink circle appears behind the trainer. A blue bar will quickly move around the trainer, and pressing the special attack button a second time, or letting go of it should it be held down, when the blue bar enters this pink circle will cause the move to be successful. A successful Deep Breathing heals for 2%, and increases all of the trainer's stats - walking speed, damage output, and knockback output - for a short time. In order to prevent overuse of this technique, the speed the blue bar moves at drastically decreases, speeding back up to its normal speed as the move goes unused or returning to its normal speed once the trainer is KO'd.
Final Smash: Hose Down is a minigame featured in Wii Fit U. This minigame has the player is tasked with cleaning off the dirtied Miis that try and rush towards them using a water cannon aimed via the Wii Balance Board. In Super Smash Bros., the Wii Fit Trainer temporarily summons this water cannon and they will continually fire a stream of high-pressured water that pushes foes around and deals damage as long as they are hit by it. The player can aim up and down, and pressing the special attack button will have the Wii Fit Trainer stall the cannon for a moment before firing a large bubble of water that deals more damage and actually knocks away the foe(s) it breaks on.
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Half of the Wii Fit Trainer's alternate costumes consist of the male trainer from the Wii Fit series. Both have different voice clips, but are otherwise identical in every way.
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The Wii Fit Trainer's entrance animation sees her surf onto the stage on the living Wii Balance Board from the Wii Fit series, who jumps into the background while waving once she steps off it.
The Wii Fit Trainer's taunt sees her perform a shoulder stretch while saying either "Stretch those shoulders" or "Let's get a good stretch."
The Wii Fit Trainer's victory theme is a remix of the jingle that plays after a save file is selected in Wii Fit.
The Wii Fit Trainer's victory animations are as follows: the Wii Fit Trainer wipes their forehead with a light green towel that is draped around their shoulders before giving a thumbs up; the trainer performs the Tree Pose for a moment before quickly transitioning into the Warrior Pose; and the Wii Fit Trainer performs the Triangle Pose, then stands up straight and claps. The Wii Fit Trainer has a number of quotes they may say during any of these poses, and the male and female trainers have different quotes. These quotes are:
- Female trainer:
- "The key is to focus on your balance."
- "Work hard to tone that tummy!"
- That's it, feel the burn!"
- Let's tone up those legs."
- "Good posture begins with a strong base."
- "Let's step up the intensity!"
- "Let's work on your balance."
- "Feel the burn in your thighs and glutes!"
- "Don't forget to exhale when exerting yourself."
- "How about some deep breathing?"
- "Watch your posture. Keep those glutes tucked in!"
- "Tuck in those glutes!"
- "Now that was a great workout!"
- Male trainer:
- "Feel the stretch through your arm and leg."
- "Let's work on building a strong upper body."
- "Stretching your spine will help stimulate your body."
- "Time to firm up your thighs and back muscles!"
- "This pose strengthens the back and improves posture."
- "Stabilize your upper body."
- "Let's work on your coordination."
- "This exercise works your core muscles."
- "Keep at it every day to improve your posture!"
- "Let's do some jackknife exercises!"
- "Follow my lead as we do this pose together!"
- "Exercise every day to tone your body!"
- "That was a great workout!"
- Both trainers:
- "Work towards strong, firm abs!"
- "Your lower body is key for support."
- "When exerting yourself, remember to keep breathing."
- "Firm up those abs!"
- "You're wobbling! Try to keep your balance."
- "Now, let's try it together!"
- "Let's get fired up!"
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In the 2020 puzzle game Good Job!, the player controls a clumsy young person who is also the son of the company's CEO. Tasked with performing various menial tasks, this worker is graded on their performance whenever they successfully check off whatever their boss puts on their to-do list. Though they can take the time to perform each of their given assignments - be it setting up projectors or establishing internet connections - the only thing that this worker is truly judged on is how quickly they complete these tasks. Thus, they may cause as much chaos as necessary in the name of being hasty, incurring no punishments despite the destruction they may cause.
First appearance:
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Good Job! (2020)
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Fire Extinguisher
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Power Cord
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Power Hose
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Floor Buffer
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Good Job?
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Neutral Special: Fire Extinguishers are a type of pressurized cylinder containing, as their name would imply, an agent designed to extinguish fires. Most countries have safety measures in place requiring many types of buildings to have fire extinguishers present, and this is true for the building present in Good Job!, where they can be picked up and their contents fired out to cause mayhem. In Super Smash Bros. the worker pulls out the fire extinguisher and shoots out white foam a short distance forwards, dealing damage. The worker will only shoot out a small burst forwards if the special move button is tapped, but holding it down allows the worker to continually fire out the white foam until the extinguisher is empty, waving it up and down wildly to shoot it at different heights. The extinguisher's contents only refill upon the worker being KO'd, and will continually empty as it is used. Once completely used up, the worker will drop the container on the ground, which can then be picked up and thrown around (by any fighter) as a normal item. Subsequent uses of the special move will then see the worker shrug in confusion.
Side Special: Power Cords are cables that are intended to power electrical appliances by connecting them to power mains through power outlets. Various types of electrical (and internet) cables appear in Good Job!, with the player's goal being to find some way to power either all devices or specific devices while working with the limitations of the cable lengths. In Good Job! the player is merely able to carry around the end, pulling it out of outlets and plugging it into others (or merely dropping it on the ground), but Super Smash Bros. reimagines their use by having the worker throw a cable out forwards like a lasso, with the metallic plug dealing damage to any enemy it hits as it sparks with electricity. The power cord can also be used to tether recover, latching onto nearby ledges so that the worker can recover.
Up Special: Power Hose, also known as pressure washers, are sprayers that release highly-pressured water at a high velocity, allowing the user to clean off debris that may be too difficult to remove otherwise. In Good Job! the player is able to wield hoses, which will spray automatically and often force the wielder high into the air. The Worker's up special move in Super Smash Bros. sees the Worker emulate this, pulling out a water hose and firing water downwards, thus propelling them into the air. While the water does not deal damage, it does push enemies around without causing them to flinch; thus, even foes falling helpless can be pushed by the hose's spray and be unable to recover. The Worker travels upwards a short distance before the water stops running, causing them to fall helpless as well.
Down Special: Floor Buffers are devices designed to polish and scrub linoleum-tiled floors, and many of these types of machines appear in Good Job! Within Good Job! the player can use floor buffers to clean up messes, often causing large amounts of destruction in the process as the machine pulls the player along wildly. In Super Smash Bros. the worker takes out a floor buffer and it pulls the worker forwards at a high speed, damaging any enemy he runs through. The worker is pulled forwards as long as the special move button is held down, though there is a slight delay from when the button is let go to when the worker puts the device away; mistiming this delay could be fatal, as the worker will continue moving forwards even should he reach (and then fall off of) a ledge. If the move is initially used while airborne, the worker travel forwards at a slower rate, though will speed up should he land on the ground; if the floor buffer is let go of while in the air, the worker will fall helpless.
Final Smash: "Good Job?" is an original move that plays up the chaos that is possible within Good Job! The Final Smash attack begins with the worker summoning a tall stack of boxes in front of himself, which he leans on, causing them to topple over. Any enemy hit by this stack is then launched into a cinematic that shows the worker launching a large on-wheels projector with a slingshot created with an electrical cord. The worker sends this projector into an office, where all of the enemies that had been caught by this attack are sitting stunned, knocking over vases and stacks of boxes as chaos ensues. The cinematic ends with the worker exiting the building, happily clapping his hands together as he silently prides himself on a good job, the building behind him collapsing on itself.
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The worker's entrance animation has them ride onto the stage on a swivelling office chair, which they will fall off of onto their back at their starting point while the chair continues rolling further before disappearing.
The worker's taunt sees them raise their arms up into a V shape, as the words "Good Job!" appear in front of them. Though the words will eventually fade, the Worker will continue posing until another action is performed.
The worker's victory theme is a shortened version of the Good Job! results screen theme, remixed to feel more powerful.
The Worker's victory animations are as follows: the worker is wildly pulled along by a floor buffer, before he lets go and slides on his knees like a rock star as the buffer continues moving along, first off-screen then appearing far away in the distance; the worker tosses a cardboard box up onto the top of a comically tall stack of packages, before he relaxes by leaning against the pile, knocking it over; and the worker rides around on an office chair, spraying out the contents of a fire extinguisher to propel himself around, eventually stopping as he runs out of foam and giving the camera a small wave. Instead of having "The Winner is (name)!" appear alongside the Worker, as is the case with other characters, "Good Job!" instead appears in its place.
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Xion is a recurring character in the Kingdom Hearts series who first appeared in Kingdom Hearts 358/2 Days. Xion is first introduced as a nominal member of Organization XIII, being introduced to the other members by Xemnas only a week after the induction of Roxas, and is thus a Nobody who lacks a heart. Xion is not a normal Nobody however - she is an imperfect artificial being created from memories that had leaked from Sora's mind during the events of Kingdom Hearts Chain of Memories, and thus can be considered a replica of him to some extent. Xion's appearance changes based on the person viewing her; while most people see her as a girl who bares resemblance to Kairi - a reflection of Sora's memories of his childhood friend being strongest upon Xion's creation - Xemnas sees her as identical to Sora while Xigbar sees her as the ancient Keyblade wielder Ventus. Her true name, which Xion is derived from, is "No. i".
First appearance:
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Kingdom Hearts 358/2 Days (2007)
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Strike Raid
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Slide Dash
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Aerial Slam
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Firaga
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Ars Arcanum
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Neutral Special: Strike Raid is a recurring technique that Keyblade Wielders can perform in the Kingdom Hearts series. Debuting in the first instalment of the series, Strike Raid is an attack that sees the user throw their weapon forwards at their targeted opponent, before it bounces back to them in a boomerang-like fashion. This attack is recreated almost 1:1 in Super Smash Bros.: Xion throws her Keyblade forwards a fair distance before it returns to her hand. The Keyblade will also return to Xion after hitting a wall or one of her opponents; if Xion misses the Keyblade on its return, it will simply disappear in a flash of light and reappear in her grasp a moment later.
Side Special: Slide Dash is an ability that Xion and several other Keyblade Wielders have shown the ability to perform throughout the Kingdom Hearts series ever since the technique's debut in Kingdom Hearts Final Mix. In its debut appearance, Sora uses his Keyblade to propel himself forwards a fair distance by sliding across the ground before he attacks with a swing of his Keyblade. Slide Dash is a fairly unique technique in Super Smash Bros. as it does not deal any damage by itself and merely acts as a way to set up combos. Xion will perform Slide Dash and launch herself an incredibly-far distance forwards, halting should she get to a ledge, before stopping and allowing the player to control her as normal. Xion is totally vulnerable to damage while she slides, though possesses armour and thus can not be launched easily. When performed in the air, Xion will instead fly forwards shoulder-first a shorter distance; she must land before she can use Slide Dash again, but can perform any other attack, be it standard or special, out of it. Be it on the air or on the ground, Xion's slide can also be cancelled while it is being performed with any standard attack, special attack, or a jump.
Up Special: Aerial Slam is a technique that was first usable by Aqua, Ventus, and Terra in Kingdom Hearts: Birth by Sleep, and later by Sora and Riku in Kingdom Hearts 3D: Dream Drop Distance. Aerial Slam is a multi-hitting attack combo that gets its name from the final part of a series of Keyblade slashes: the wielder performs an upwards slash on an enemy before jumping high upwards, slashing at the user multiple times, before launching their foe into the ground. In Super Smash Bros. this technique was altered slightly: Xion performs an upwards slash as she jumps a fair distance into the air. If the player presses the special attack button at the peak of the jump then Xion will slash the air before slamming into the ground; if the player does not press the special attack button Xion will instead just crash downwards without performing an aerial attack.
Down Special: Firaga is the strongest version of the basic fire-elemental spell series that consists of Fire, Fira, and Firaga. Appearing in almost every Kingdom Hearts title, Firaga is a spell that sees the user launch a large fireball forwards that will home in on a nearby enemy. Firaga's homing ability, as well as the spell's damage output and the distance it travels, is weakened in Super Smash Bros. though the attack itself is otherwise identical: Xion will point her Keyblade forwards and launch a fireball from the tip of it. Only one fireball can be on the stage at a time.
Final Smash: Ars Arcanum is a powerful technique that Sora has demonstrated the ability to use throughout almost every game of the Kingdom Hearts series, while Xion herself uses it in Kingdom Hearts 358/2 Days. The attack sees the user's Keyblade become engulfed with a golden glow before they perform a series of quick attacks in rapid succession. In the first Kingdom Hearts the additional attacks are essentially quick-time events, and the player only needs to select the command as soon as it becomes available in order to continue the combo of seven attacks. The version of the attack that Xion performs in Super Smash Bros. is actually nearly identical to its Kingdom Hearts 3D: Dream Drop Distance appearance: Xion performs two cross slashes followed by a spinning flurry of attacks all while midair and moving forwards, finishing by performing a downwards slash into the ground. This series of slashes is only modified for its Super Smash Bros. appearance by including a vortex effect while Xion spins forwards to drag in nearby foes; this segment has also been expanded in length slightly as well. For the attack, she transforms into her final form from Kingdom Hearts 358/2 Days.
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Xion's entrance animation sees her enter the stage, with her hood up, through a Corridor of Darkness. Her hood falls as she then assumes a fighting stance (except when using her special alternate costume where her hood is kept up at all times).
Xion's taunt sees her hold out her hand for a moment, and the Recusant's Sigil appears within it and spins around once.
Xion's victory theme is a techno remix of the opening of her own leitmotif from Kingdom Hearts 358/2 Days.
Xion's three victory animations are as follows: Xion throws her Keyblade up into the air and catches it with a spin and a chuckle; Xion happily holds a Sea Salt Ice Cream popsicle as she pumps her other fist, before sticking the popsicle in her mouth with a smile; and Xion swings her Keyblade, cutting an X shape in the air, before turning her back to the camera.
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The Yoshis that appear in Yoshi's Woolly World differ from the Yoshis that appear in other titles because of them being made of wool; though the Yarn Yoshis of Craft Island are fundamentally the same as the fully-organic Yoshis otherwise. During the events of Yoshi's Woolly World, Bowser Jr. and Kamek turn a number of the Yarn Yoshis into Wonder Wool and scatter the spools of yarn around the various islands that are scattered around Craft Island and connected by rainbow bridges.
First appearance:
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Yoshi's Woolly World (2015)
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Yarn Ball Shot
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Moto Yoshi
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Umbrella Yoshi
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Ground Pound
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Sky Pop Yoshi
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Neutral Special: Yarn Ball Shot is Yoshi's main form of attack in Yoshi's Woolly World. By unravelling the enemies and scenery, Yoshi can create balls of yarn and throw them at the many hazards that stand in his way. In Super Smash Bros. Yarn Yoshi lobs a yarn ball forwards that can bounce off platforms, walls, or other fighters. By holding down the special attack button, Yarn Yoshi will throw the yarn ball at a faster speed, at a flatter angle. While the special move button is held down, the player can also angle Yarn Yoshi's throw by tilting the control stick.
Side Special: Moto Yoshi is one of the six forms Yoshi can take on via a Transformation Door in Yoshi's Woolly World. Moto Yoshi is a motorbike-like form that allows Yoshi to travel at high speeds across the land. In Super Smash Bros. Yarn Yoshi will transform into Moto Yoshi and launch himself forwards a fair distance, hopping slightly off the ground at the beginning of the move. If the control stick is tilted in the opposite direction while Yarn Yoshi is in this form (and on the ground), he will spin out to damage foes.
Up Special: Umbrella Yoshi is another one of Yoshi's six transformations in Yoshi's Woolly World. Umbrella Yoshi is a form that allows Yoshi to fly upwards, float down to the ground gently, and ride air currents. In Super Smash Bros. Yarn Yoshi transforms into Umbrella Yoshi, and flies upwards a fair distance before transforming back to normal and entering a pseudo-helpless state.
Down Special: Ground Pound is one of the most recurring attacks from the Yoshi series. As its name implies, when in the air Yoshi can pound down onto the ground to flatten any foe below him or push switches; in Yoshi's Woolly World, Yarn Yoshi transforms into a hammer-like form as he performs this move. In Super Smash Bros. the move acts the same was as it does in Yoshi's Woolly World when used in the air. When the special move is performed on the ground, Yarn Yoshi will instead transform into his hammer-like form and smash the ground in front of him.
Final Smash: Sky Pop Yoshi is yet another one of Yoshi's six transformations from Yoshi's Woolly World, this one being a plane-like form named after Mario's airplane from Super Mario Land. In Yoshi's Woolly World and Super Smash Bros. this form allows Yoshi to fly around freely and fire missiles at enemies, which can be done by pressing the normal attack button in the latter. Unique to Super Smash Bros. is Sky Pop Yoshi's ability to drop Wonder Wool mortars down onto the ground, which explode when they hit an opponent or a foe.
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Yarn Yoshi's entrance animation sees him be formed out of yarn quickly, posing with his arms in the air as he stands on one foot.
Yarn Yoshi's taunt sees him turn into a ball of yarn and bounce up and down three times before reforming into his normal appearance.
Yarn Yoshi's victory theme is an orchestral remix of the opening of the level complete fanfare from Yoshi's Woolly World.
Yarn Yoshi's victory animations are as follows: Yarn Yoshi juggles three yarn balls of varying colours, smiling as he does so; Poochy, whom Yarn Yoshi sits atop, bounces around happily, before stopping to allow Yarn Yoshi to smile at the camera with his arm in the air; and Yarn Yoshi hops up and down before holding a Smiley Flower up in the air.
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Yasuke was historically an African-born samurai who appears as a playable character in Samurai Warriors 5. Believed to have been born in modern-day Mozambique, Yasuke was a slave in the service of an Italian man named Alessandro Valignano, who travelled to Japan alongside his master on a Jesuit mission. Upon learning of the man's dark skin, Nobunaga Oda took quite an interest in Yasuke and eventually made him one of his retainers. Notably, Yasuke was present during the Honnō-ji Incident when Nobunaga Oda was forced to commit suicide by his former ally Mitsuhide Akechi. Following Nobunga's death, Yasuke then went to join Nobunaga's son, Nobutada, to avenge his fallen lord in battle against Akechi and his army. Yasuke's later life is unknown; while it is known that he was eventually captured by the Akechi army, they reportedly let him free instead of killing him. Samurai Warriors 5 has Yasuke debut in time for the Siege of Takatenjin, where he aids Nobunaga - recently abandoned by his retainer Mitsuhide Akechi and surrogate daughter Mitsuki - in defeating the Oda clan's longtime enemy Motonobu Okabe at Takatenjin Castle. In the game, he shares his default choice of weapon - the Gloves - with Mitsuki, allowing him to be a powerful close-ranged fighter.
First appearances:
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Samurai Warriors 5 (2021) Africa, possibly Mozambique (year unknown; historical counterpart)
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Bare-Knuckle Blow
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Treacherous Wind
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Grounded Swallow
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Tempest Kick
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Rage
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Yasuke's smash attacks will, when they successfully damage an enemy, power up his next smash attack - this is signified by his hands glowing red. In many cases this completely changes the attack, altering it to have fire elements. This references the Gloves weapon's gimmick in Samurai Warriors 5, where performing a charge attack will power up the next one and alter its properties.
Neutral Special: Bare-Knuckle Blow is Yasuke's unique Ultimate Skill that he can learn in Samurai Warriors 5 and use no matter which weapon he has equipped. The Ultimate Skill sees Yasuke punch forwards, releasing a shattering glass effect, to deal massive damage to any enemy within the short range. This move is recreated almost perfectly in Super Smash Bros., with only the glass shatter effect being removed: regardless of whether the special move button is held down or tapped, Yasuke will charge up for a moment before punching forwards, dealing massive damage and knockback to any enemy unfortunate enough to have been unable to dodge the move.
Side Special: Treacherous Wind is an Ultimate Skill that can be used with the Gloves weapon in Samurai Warriors 5. A contrast to the universal Pulse Unique Skill that sees players rush forwards to deal damage to enemies in their path, Treacherous Wind instead sees the user teleport forwards a short distance before dashing back to their starting position to damage any enemy in their way. Super Smash Bros. reimagines the attack somewhat. By tapping the special move button, Yasuke will instead dash forwards a short distance without dealing any damage, passing through any fighter in his path. If the special move is held down, Yasuke will perform the same technique, though this time any enemy he dashes through will be stunned in place for a moment as he will then follow-up with a sliding punch that sees him return to his original position; akin to the Ultimate Skill's original appearance.
Up Special: Grounded Swallow is a slow, but fairly powerful, Ultimate Skill that can be performed in Samurai Warriors 5. In its game origin, Grounded Swallow sees the user perform a punch before grabbing an enemy, jumping high into the air, and then crashing down with them into the ground to deal massive damage. This move is heavily simplified in Super Smash Bros., with Yasuke instead performing an uppercut before jumping up into the air a fair distance, then crashing down at a high speed to damage any enemy beneath him. Yasuke will fall indefinitely after the peak of his jump, stopping only should he be attacked, fall off the stage, or crash into the stage.
Down Special: Tempest Kick is a weaker Ultimate Skill that can be used by any fighter once they equip the Gloves weapon. A weak attack, Tempest Kick sees the user perform a 360° kick that deals little damage to nearby foes but pulls enemies towards the user, throwing them in the way of follow-up attacks. In Super Smash Bros. Yasuke performs a helicopter kick - akin to the one he performs in his Musou Attack in Samurai Warriors 5 - to deal a minimal amount of damage to enemies but knocking any foe he hits towards him.
Final Smash: Rage is a gameplay mechanic present in Samurai Warriors 5, returning after having been introduced into the series through Samurai Warriors 3. Once the Spirit Gauge has been filled, the player can enter Rage in order to temporarily increase the amount of damage they deal and the speed at which their warrior performs attacks. Additionally, performing a Musou Attack in this mode transforms their special move into a Musou Frenzy Attack - the most powerful move in their repertoire - which, in Samurai Warriors 5, ends with a splash screen for most characters. In Super Smash Bros. Yasuke enters Rage mode through his Final Smash, retaining it for a short period of time. It acts as it does in Samurai Warriors 5 - greatly increasing Yasuke's attack speed and damage output - with the addition of also increasing his movement speed and jump height. While his side, up, and down special moves can be used while Rage is active, his neutral special cannot; using the neutral special move will prematurely end Rage with Yasuke's Musou Frenzy Attack, which sees him leap forwards and crash into the ground, releasing a powerful shockwave that stuns all nearby enemies, before he performs a helicopter kick that pulls in nearby enemies to deal damage and, once he stops spinning, launch them away. If Yasuke's Musou Frenzy Attack is used, his splash screen from Samurai Warriors 5 will take over the screen for a moment afterwards; it will not appear if Rage ends on its own.
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Yasuke's entrance animation has him sitting on the stage, looking downwards with a straw hat obscuring his face. He then slowly climbs to his feet, wind blowing his straw hat away as he takes a fighting stance.
Yasuke's taunt sees him bounce on his feet for a moment, holding his hands up as if a boxer, before punching towards the screen in a manner that mimics one of Yasuke's renders for Samurai Warriors 5.
Yasuke's victory theme is a remixed version of the opening of the theme Striking Forth from Samurai Warriors 5. This excerpt is faster-paced than its original version, and features the addition of a cavaquinho.
Yasuke's victory animations are as follows: Yasuke bows in thanks before turning away from the screen, placing a straw hat on his head, then putting one hand on Nobunaga Oda's sword - Sōsan Samonji - which he has sheathed on his hip; Yasuke performs sliding punches in a zig-zag pattern towards the camera, before stopping in the centre of the screen and adjusting his weapons; and Yasuke slowly gallops onto the screen atop a horse, and he nods at the camera with a determined look.
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Yooka is an adventurous and fun-loving chameleon, and Laylee is an impatient and quick-witted fruit bat. The two best friends live together on the remains of the Bat Ship Crazy in Shipwreck Creek, and serve as the main protagonists of the Yooka-Laylee series. After the two have all of their books stolen by Hivory Towers, including the legendary One Book, the two invade the company and travel through the book worlds connected to it in order to reclaim the One Book's missing Pagies.
First appearance:
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Yooka-Laylee (2017)
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Sonar Shot
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Reptile Rush
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Flappy Flight
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Buddy Slam
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Sonar 'Splosion
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Neutral Special: Sonar Shot is an ability that Laylee can obtain in Yooka-Laylee, buy paying 30 Quills to Trowzer in Tribalstack Tropics. This technique sees Laylee fire rings of ultrasonic rings from her mouth, which can activate certain objects or paralyze foes for a short period of time. In Super Smash Bros. the Sonar Shot is performed in the same way but has some noticeable differences to its original counterpart. The Sonar Shot's Super Smash Bros. incarnation covers a significantly shorter range, but it does also deal slight damage to enemies in addition to paralyzing them.
Side Special: Reptile Rush is an upgrade to the Reptile Roll attack that Yooka and Laylee can learn in the Capital Cashino. While Reptile Roll is a dash attack that sees the duo roll forwards, allowing them to extend their jumps, Reptile Rush instead acts as a charged-up version that focuses more on speed and dealing damage. In Super Smash Bros. Yooka and Laylee charge up for a moment after curling up into a ball, before flying forwards at a high speed. This initial dash attack defies gravity, but Yooka and Laylee will halt their movement should they come in contact with any solid object, including other fighters. By holding down the special attack button after the initial dash, Yooka and Laylee will continue rolling forwards a short distance at a slower speed, dealing less damage on contact. The duo can also jump after performing this attack, launching them forwards a short distance and allowing them to combo into aerial attacks.
Up Special: Flappy Flight is one of the main movement-based techniques that can be used in Yooka-Laylee. By using up the Power Meter, Laylee is capable of carrying Yooka up into the sky and fly around. In Super Smash Bros. using the up special move will see Laylee carry Yooka a short distance up into the air. After ascending upwards, Laylee will then begin to flap forwards, carrying Yooka as she does so. While they remain airborne, the special move can be performed again to increase their vertical movement. Yooka and Laylee will, however, fall helpless upon taking any amount of damage. Their movement will only be completely halted should this happen, or should the two use their down special move while still airborne; Buddy Slam is the only move they can use after Flappy Flight.
Down Special: Buddy Slam is one of the most notable attacks that Yooka and Laylee can perform in the Yooka-Laylee series, and a technique that the two can learn to perform in the Tribalstack Tropics. When the two are airborne, Laylee can stomp down on Yooka's head to send the duo crashing down into the ground at a high speed. This technique is especially useful, as it can activate switches or defeat otherwise unbeatable opponents. This technique is performed the same way in Super Smash Bros. as it is in Yooka-Laylee, though the duo must not manually jump off the ground before this attack as used as they will do so automatically should they be stood on the ground. If they fall too great a distance after using their move without hitting an enemy or a platform, the two will enter a helpless state.
Final Smash: Sonar 'Splosion is an attack that Yooka and Laylee can perform in Yooka-Laylee, one that can be learned by purchasing the move from Trowzer in Moodymaze Marsh for 60 Quills. Like the duo's neutral special move Sonar Shot, this move makes use of Laylee's echolocation ability. Instead of firing a small shot however, Sonar 'Splosion sees the fruit bat release a large burst of energy that deals major damage to nearby enemies and shatters any glass in the vicinity. In Super Smash Bros. this attack is nearly identical to the ability's original incarnation from Yooka-Laylee, though on a much more powerful scale. While Yooka crouches down and covers his ears, Laylee releases three bursts of energy that increase in size, with the first burst (the smallest) being the same size as it is in Yooka-Laylee. The first two blasts focus on dealing damage to enemies nearby, with the third blast instead knocking away any foes caught in the blast while dealing only a minimal amount of damage.
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The Yoshi race originates from a large continent separate from the Mushroom Kingdom known as Dinosaur Land. They are a race of friendly dinosaur-like creatures, that come in a variety of different colours. Yoshis have aided Mario many times throughout the years, and even worked with an infant Mario in order to rescue his twin brother. Yoshi, a green Yoshi, is the most well-known member of the Yoshi race, appearing in a variety of Super Mario titles, as well as his own series of games. The Yoshi species' most prominent trait are their large tongues, which can be used to grab almost anything, allowing them to turn foes or objects into eggs that they can use as weapons. While Yoshi's trademark ability to create eggs by swallowing foes isn't present in Super Smash Bros., he does use his tongue to grab foes, and it can even act as a tether recovery. Another one of the Yoshi species' unique traits is their Flutter Jump ability, which Yoshi uses as his second jump in Super Smash Bros. to jump higher than any other fighter.
First appearance:
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Super Mario World (1990)
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Fire Breath
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Egg Shot
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Winged Yoshi
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Ground Pound
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Mega Eggdozer
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Neutral Special: Fire Breath is an ability that Yoshi has been able to perform in a number of different games: iIn Super Mario World, Yoshi is capable of spitting out three fireballs after eating a red Koopa Shell; in Super Mario 64 DS, Yoshi could temporarily gain the ability to breathe streams of fire by collecting a Power Flower; and in various other games, Yoshi could breathe fire or spit fireballs simply by swallowing fire or fire-based foes. In Super Smash Bros., Yoshi's ability to spit fire is based specifically on his Super Mario World ability, with the fireballs taking on the same appearance as in that game. Yoshi can spit a fireball forwards a set distance, which will damage a foe who touches it.
Side Special: Egg Shot is Yoshi's main form of attack in most games in which he stars. Debuting in Super Mario World 2: Yoshi's Island, Yoshi could swallow foes and turn them into eggs, which he could then throw at high speeds to attack other foes or solve puzzles. In Super Smash Bros., Yoshi does not need to swallow a foe to turn them into an egg- he simply conjures one up out of thin air. When the attack combination is performed, Yoshi will throw an egg at a high speed forwards; should the player hold down the special attack button, they are also capable of changing the angle at which Yoshi will throw the egg, with a little cursor appearing a short distance away to aid players in aiming.
Up Special: Winged Yoshis are a form that Yoshis have seldom been able to take on in both the Super Mario and Yoshi franchises. First appearing in Super Mario World, any Yoshi would sprout wings after jumping into a set of wings or by swallowing a blue Koopa Shell; a Blue Yoshi could also sprout wings by swallowing any Koopa Shell. In Super Smash Bros., Yoshi will temporarily sprout wings, allowing him to move as long as the special button is tapped. Yoshi can fly around indefinitely as long as the special attack button is tapped, and will fall helpless after the player stops or when he is hit.
Down Special: Ground Pounding is a technique that many characters have been able to perform in the Super Mario series, Yoshi being one of them. First being able to Ground Pound in Super Mario World 2: Yoshi's Island, Yoshi's Story, Yoshi's Island DS, Yoshi's New Island, and Yoshi's Woolly World have all seen the return of what has been described as "Yoshi's proudest move". In Super Smash Bros., Yoshi will slam down into the ground bottom-first, bashing anyone below him downwards as he travels. When Yoshi hits the ground, two smalls stars will bounce out from where he landed, acting as very weak projectiles that hurt anyone directly around Yoshi when he lands. If used on the ground, Yoshi will quickly jump up a short distance in order to Ground Pound.
Final Smash: Mega Eggdozers are humongous Yoshi Eggs that can be used in Yoshi's New Island after Yoshi swallows a Mega Guy. Mega Eggdozers replace all of Yoshi's eggs and makes him unable to Flutter Jump, though they can be used to break obstacles and walls and defeat foes. In Super Smash Bros., Yoshi will summon a Mega Eggdozer and throw it forwards. Though it travels slowly, it drags along any foe that it hits, and will travel across the entire stage. Its large size also makes it harder to dodge, even at the slow speed it travels.
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Yoshi's entrance animation sees him jump out of a Yoshi Egg, smiling happily.
Yoshi's taunt sees him spin around and pose by flashing a peace sign towards the player.
Yoshi's victory theme is an orchestrated mashup of two songs from Yoshi's Story. The first is a sped-up excerpt of the title screen theme from that game, while the second is the flourish that plays whenever Yoshi completes a level by collecting all 30 fruits.
Yoshi's victory animations are as follows: Yoshi sits down on the ground and happily munches down on a cookie from Yoshi's Cookie, with several more piled around him; Yoshi jumps up and down, holding his arms up as he jumps and putting the down as he lands cheering his name; and Yoshi bursts out of a Yoshi Egg, his arms and legs tucked in as he smiles at the camera (similar to his artwork from Yoshi) before landing in a sitting position.
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Young Link is, as his name implies, the child form of Link from The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. In Ocarina of Time, this child Link lives among the Kokiri, not knowing that he is of Hylian descent unlike those he lives with; once the Deku Tree gives him the fairy Navi and reveals this to him, he sets off on a journey to aid Princess Zelda in taking down Ganondorf, who plots to take over Hyrule. In Majora's Mask, which takes place after Link is sent back in time at the end of Ocarina of Time, Young Link falls into the land of Termina while searching for Navi, who disappeared after defeating Ganon. In Termina, Young Link obtains a variety of masks that grant him special powers.
First appearance:
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The Legend of Zelda: Ocarina of Time (1998)
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Hero's Bow
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Bombchu
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Deku Flower
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Mirror Shield
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Fierce Deity's Mask
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Neutral Special: Hero's Bow is an item that Young Link can find in the Woodfall Temple of Majora's Mask, obtained after defeating a certain Dinolfos mini-boss. In Super Smash Bros., Young Link can charge his bow to fire an arrow at different speeds; with longer the charge dealing more damage, have the arrow flying further, and travelling at a higher speed. At full charge the arrow will also be lit aflame, damaging foes even more.
Side Special: Bombchu is a recurring enemy from the Zelda series, that first appeared in Ocarina of Time. In Super Smash Bros., Link throws a Bombchu forwards; the Bombchu acts similarly to Link's Bombs, though the Bombchu will not explode as it hits the ground, instead travelling along any platform it lands on for a short time, exploding only should it hit another fighter.
Up Special: Deku Flowers are large flowers that can be found sprouting from the ground in various parts of both Hyrule and Termina in Ocarina of Time and Majora's Mask. In Ocarina of Time, they serve no purpose other than as places for Deku Scrubs to hide in; in Majora's Mask, Deku Link can use them to glide around. In Super Smash Bros., Young Link uses this to float upwards a fair bit, dealing a bit of damage to those that touch the spinning flower. In Majora's Mask, only Deku Link can use Deku Flowers, but Hylian Young Link does so in Super Smash Bros..
Down Special: Mirror Shield is a shield that can be obtained in various Zelda games, initially debuting in The Legend of Zelda: A Link in the Past. The shield can be obtained in both Ocarina of Time and Majora's Mask, though it takes its appearance from the latter game. Using the Mirror Shield, Young Link can reflect any projectile back at his foes. While standing still, Young Link's normal Deku Shield can block projectiles, but they don't deal damage to foes that happen to be standing close enough to him.
Final Smash: Fierce Deity's Mask is the final mask that Young Link can obtain in The Legend of Zelda: Majora's Mask by giving the 20 non-transformation-based masks to the four children that live on the surface of the Moon. When used, Young Link temporarily takes the form of a Terminian deity known only as "The Fierce Deity". While the Fierce Deity, the player has full control over Young Link, who is much faster and stronger than normal Young Link or his adult counterpart; he wields a two-handed helix-looking sword; all of his standard attacks are replaced with simple slashes, while his special attacks are replaced by a Sword Beam attack. While in this form, Young Link still takes damage, but the amount is severely decreased; he is immune to all knockback in this form.
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Young Link's entrance animation sees him fall from the sky and into a pile of leaves, which he then stands up from and brushes himself off.
Young Link's taunt sees him pulling out and admiring one of four masks: the Goron Mask, Zora Mask, Deku Mask, or Keaton Mask.
Young Link's victory theme is a orchestral remix of the Song of Time, which first appeared in The Legend of Zelda: Ocarina of Time.
Young Link's victory poses are as follows: Young Link slashes his sword around lazily (as it is too heavy for him), before removing the Keaton Mask he wore while he did so; Young Link drinks a bottle of Moo Moo Milk before wiping his face and holding it against his hip; and Navi flies around Young Link's head, screaming "HEY!" and "LISTEN!" at him, as he swats at her.
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Yu Narukami is a sixteen year old student who is forced to move in with his uncle Ryotaro Dojima after his parents begin working abroad prior to the events of Persona 4. A fairly mature teenager, Yu quickly begins forming bonds with his classmates after transferring into the rural Inaba's sole high school: Yasogami High. After Yu and his friend Yosuke Hanamura are told about the "Midnight Channel" urban legend by their classmate Chie Satonaka, the three learn that the Yu possesses the ability to enter into the world beyond the television screen, and they all later come to learn about the power of Personas and the deadly Shadows that inhabit the Midnight Channel. Yu Narukami is witty and sarcastic boy who possesses a particularly protective nature (almost overly so) for his young cousin, Nanako Dojima, something that his friends sometimes tease him for.
First appearance:
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Persona 4 (2008)
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Cross Slash
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Zio
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Rising Lion
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Swift Strike
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Myriad Truths
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Neutral Special: Cross Slash is an attack that first appeared as Yu's Awakened SP Skill Attack in Persona 4 Arena before becoming a physical-based Skill in Persona 5. In Persona 4 Arena, Yu performs a close-ranged slash as he summons Izanagi, who falls from the sky. The combination of Yu's electrical slash and Izanagi's electrical crash creates a cross-shaped electrical attack that covers the entire screen to trap the enemy. This attack is simplified - and weakened - for its Super Smash Bros. appearance: Yu summons Izanagi and together the two of them perform a slow, electrically-charged horizontal slash. While the move lacks range, if an enemy is hit by this attack they will explode in a cross-shaped explosion of lightning.
Side Special: Zio is an Electricity Skill that first debuted in Persona 3, and is one of the default Skills possessed by Yu Narukami's default Persona, Izanagi. In Super Smash Bros. Yu's special move combines the two versions of the Zio attack from Yu's Persona 4 Arena moveset into a single move. By pressing or tapping the special move button, Yu will summon Izanagi and release a small pulse of sparking electricity in front of him that deals damage to enemies caught in it multiple times. If the special move button is held down for a moment, Izanagi will charge up before releasing an electrical arrow-shaped projectile that travels forwards a fair distance, dealing damage in a single hit.
Up Special: Rising Lion is an original special move based upon two attacks from the Persona series: Rising Slash and Raging Lion. Rising Slash is a special-based Skill that first appeared in Persona 5, but is one of the Skills that Izanagi possesses in that game when purchased as DLC. In Persona 5, Rising Slash is an attack that increases in power when the player performs a Baton Pass to the Skill's user. Raging Lion is a basic Skill attack from Persona 4 Arena that Yu can perform only while airborne. The attack "Rising Lion" in Super Smash Bros. combines elements from both of these. Summoning Izanagi, Yu performs an electrically-charged upwards slash as he jumps upwards a fair distance. Should the player press the special move button again at the peak of his jump, Yu is then propelled forwards at a downwards angle by Izanagi, surrounding himself in an arrow of electricity as he does so. Yu enters a helpless state in either case; should the player perform the special descent, Yu will enter a unique helpless state where he will be unable to perform any action until he hits the ground but will still damage enemies until he does so as the electricity hurtboxes remain active.
Down Special: Swift Strike, or Lightning Strike, is an Electricity Skill that first appeared in Persona 2: Innocent Sin but is only used by Yu Narukami in the Persona 4 Arena series; the move's appearance in Super Smash Bros. is based on the latter. When the special move is performed on the ground, Yu will summon Izanagi and perform a sliding kick along the ground while Izanagi surrounds both parties with an electrical charge to deal damage. While the move could not be performed in the air in Persona 4 Arena, in Super Smash Bros. the aerial version of the move will see Yu and Izanagi kick downwards at a steep angle a fair distance before falling helpless.
Final Smash: Myriad Truths is a special Skill that appears in Persona 4, being the final Skill used by Yu Narukami to defeat Izanami-no-Okami in the game's climax. Described as "The word of power that banishes all the world's curses and falsehoods," Myriad Truths is performed only by Yu channelling the power of his Social Links into Izanagi, awakening his Persona into its true form of Izanagi-no-Okami. In Super Smash Bros. Yu summons Izanagi-no-Okami who points his weapon forwards as a powerful blue aura surrounds the tip of its blade. At Yu's command, Izanagi-no-Okami swipes his blade to create a black hole effect, before releasing three powerful explosions of white energy within the area directly in front of him and Yu. This deals massive damage to enemies but will only deal substantial knockback to enemies with over 100% damage; enemies with less damage will instead take a minimal amount of set knockback.
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Yu's entrance animation has him step out of a regal Velvet Room door, a hand in his pocket as he struts confidently.
Yu's taunt sees him put on his yellow glasses and hold out his hand, the blue card he uses to summon his Persona floating above it, before he takes off the glasses.
Yu's victory theme is a direct rip of the theme that plays after a battle has been won in Persona 4. Unlike other victory themes, this song plays on loop while the player remains on the results screen.
Yu's victory animations are as follows: Yu backhand-spins his sword before stabbing it in the ground beside him (in a manner identical to his win animation from Persona 4 Arena); Yu creates a small blue flame in his fist which he then grabs to summon Izanagi, who slams his weapon into the ground to send electrical flurries up around them; and Nanako Dojima runs up to Yu, who catches her in a surprised hug, the little girl cheering her cousin on with "You did it, big bro!" Yu's first two victory animations have him say one of six randomly decided quotes, each taken directly from Persona 4 Arena:
- "Let's put an end to this.
- "We might become even stronger through this."
- "That was quite a battle..."
- "It seems I've won."
- "That was a good bout. I hope to face you again sometime..."
- "I learned a lot from that fight."
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Wang Yuanji was historically a woman that lived in China during the Three Kingdoms period. The wife of Sima Zhao, a regent of the Wei Kingdom, Wang Yuanji was said to be incredibly intelligent, and is quoted to having predicted the eventual rebellion of Zhong Hui. In the Dynasty Warriors series, Wang Yuanji instead serves as Sima Zhao's supervisor, and is a well-known fighter within the Jin armies. Since her debut playable appearance in Dynasty Warriors 7, Wang Yuanji has appeared as a calm and reserved warrior who fights by throwing daggers at her foes.
First appearances:
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Dynasty Warriors 7 (2011) Tan County, Donghai Commandery (217; historical counterpart)
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Stardust
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Salvo
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Falcon Kick
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Frost Blades
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Celestial Strike
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Neutral Special: Stardust is the name of Wang Yuanji's Musou attack from Dynasty Warriors 7. In that game, Yuanji continually throws knives in a conical area in front of her; similarly, in Super Smash Bros., Yuanji throws three knives forwards in a conical shape in front of her, with one travelling at an upwards angle, one forwards, and one at a downwards angle.
Side Special: Salvo is Yuanji's Speed Musou attack from Dynasty Warriors Next, though is more loosely inspired by the attack than directly derived from it. In Dynasty Warriors Next, Yuanji would throw knives at all enemies in her sight; in Super Smash Bros., this attack instead sees Yuanji dash forwards a short distance before pivoting around and throwing three knives back from where she came. If used in the air, Yuanji will fall helpless after being used.
Up Special: Falcon Kick is the name of Wang Yuanji's aerial Musou attack from Dynasty Warriors 7, and acts somewhat similarly in Super Smash Bros.. In Dynasty Warriors 7, Yuanji would spin around counterclockwise before crashing into the ground as fire surrounds her; in Super Smash Bros., Yuanji jumps upwards a short distance before kicking downwards at about a 45° angle as fire surrounds her. Should she come in contact with a foe, she will cause a small explosion before entering a helpless state; this explosion does not happen if she lands on the ground, however.
Down Special: Frost Blades is one of Wang Yuanji's Hero Skills from Warriors All-Stars. In Super Smash Bros., Yuanji throws one larger dagger forwards, which deals more damage than her other knives. It can be charged up to increase the damage dealt, and at full charge will freeze any foe it hits. This seldom resembles its Warriors All-Stars incarnation, where Yuanji would simply just throw a number of blades around her to freeze nearby foes.
Final Smash: Celestial Strike is Wang Yuanji's alternate Musou attack from Dynasty Warriors 8. In Super Smash Bros., Yuanji's Final Smash sees her perform a sliding kick forwards, which knocks any foe she hits upwards. Then, she will throw a variety of ice-infused knives that home in on the foes she launched upwards, the last of which knock foes upwards in an icy explosion.
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Yuanji's entrance animation sees her already standing on the stage, holding a rose before its petals are blown off it into the wind.
Yuanji's taunt sees her hold six knives in a fan-like formation and whip them in a downwards motion away from her while saying "Watashi wa korera no kekka ga ima wa manzokudearu to omoimasu." ("I suppose these results are satisfactory for now.")
Yuanji's victory theme is a remix of the victory fanfare from Warriors Orochi, a spin-off of the Dynasty Warriors series that crosses it over with the Samurai Warriors series.
Yuanji's three victory animations are as follows: Yuanji holds five daggers splayed out in fan formations in each hand, and poses in a manner similar to artwork of her done for the the Dynasty Warriors series' 15th anniversary while saying "Soredesu ka?" ("Is that it?"); Yuanji and Sima Zhao pose together, with Sima Zhao posing almost identically to his Dynasty Warriors 9 render and Wang Yuanji posed with her right arm crossed over her and grabbing her left elbow as Zhao praises Yuanji by saying "Yuanji, anata wa Sangokushi no shin no senshidesu." ("Yuanji, you are a True Warrior of the Three Kingdoms."); and Yuanji throws three knives into the ground around her feet as she smiles warmly.
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Nobushige Sanada, more commonly known as Yukimura Sanada, was a Japanese samurai who fought during the Sengoku period of Japan. In history, Yukimura Sanada is most well-known as the leading general during the Siege of Osaka, which he worked with other Toyotomi generals to defend against the Tokugawa shogunate. Yukimura was a well-known samurai who was regarded as one of the most powerful warriors in all of Japan. He was killed during the Battle of Tennōji at age 47/48 by Tokugawa samurai Nishio Nizaemon. Because of his fame as one of Japan's strongest warriors, Yukimura Sanada serves as the main mascot character of Koei's Samurai Warriors series.
First appearances:
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Samurai Warriors (2004) Shinano Province (1567; historical counterpart)
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Fire Plume
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Fire Rush
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Cyclonic Triple
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Eruption
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Sanada-Style Secret Skill
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Neutral Special: Fire Plume is based on one of Yukimura Sanada's attacks from Warriors All-Stars, specifically the end of his combo attack from that game. In Super Smash Bros. and in Warriors All-Stars, Yukimura spins his staff at a high speed in front of him, releasing a thin stream of fire forwards as he does. In Super Smash Bros., Yukimura will continue spinning his staff for as long as the button is held down, but the stream of fire he releases from it is temporary. Additionally, as the fire is considered a projectile, it can be absorbed or reflected. Hyper Mode is a recurring gameplay mechanic from Koei's different Warriors series, though it has gone by different names throughout its many appearances. Often times, Hyper Mode - or its equivalent - increases the speed and attack power of a warrior for a temporary time, and they will often perform a powerful attack once it runs out to launch away and defeat nearby foes. In Super Smash Bros., this final attack does not happen, but Yukimura's attack power and knockback output is increased for a temporary time as his Hyper Gauge depletes.
Side Special: Fire Rush is based on Yukimura Sanada's + attack from Samurai Warriors 2. In both Super Smash Bros. and Samurai Warriors 2, Yukimura dashes forwards a short distance, leaving a thin trail of fire as he does. In Super Smash Bros., this gives Yukimura a reliable horizontal recovery option. Coming in contact with Yukimura causes a fighter to take damage and knockback, while the fire itself will stun those and deal very minor damage.
Up Special: Cyclonic Triple is based on, and named after, Yukimura Sanada's Triple Attack 3 from Warriors Orochi 2. In Warriors Orochi 2, Yukimura would jump into the air, creating a small cyclone as to carry nearby enemies with him. In Super Smash Bros., this cyclone is much smaller, though it does propel him, and anyone nearby, upwards a short distance. Like his side special move, using this in the air will cause him to enter a psuedo-helpless state.
Down Special: Eruption is based on a move that an elder Yukimura can perform in Samurai Warriors 4 - specifically his combo. In Super Smash Bros., Yukimura will slam his spear beneath him, creating a small explosion in his general vicinity to knock away nearby foes. Despite looking impressive, it deals very little damage, though it does deal massive knockback. While none of Yukimura's special moves cause him to enter a fully-vulnerable state, if used in the air, Yukimura will crash downwards at a constant speed until he comes in contact with a platform.
Final Smash: "Sanada-Style Secret Skill" (真田流奥義, Sanada-Ryuu Ōgi) is the name of Yukimura's attack from Warriors Orochi. In Super Smash Bros., like in Warriors Orochi, Yukimura dashes forwards in a fiery blaze; should he connect with a fighter, he will slash at them repeatedly before knocking them away with a powerful burst of flames.
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Yukimura's entrance animation sees him jump in from the background and thrust his spear into the ground as embers surround him.
Yukimura's taunt sees him stab the ground with his spear, which causes embers to fly out and around him. He will say "Sanada no sen, goran are!" ("Sanada, heading out!") as he does.
Yukimura's victory theme is a remix of the Samurai Warriors 2 victory fanfare.
Yukimura's victory poses are as follows: Yukimura swings his spear at various angles, which is mimicked by his Samurai Cats counterpart Sanyada Yukimura; Facing away from the camera, Yukimura stabs his spear into the ground with his right hand before spinning around raising his left arm out while saying "Waga yari ga sakigake to naran!" ("My spear will not let you be ahead!"); and Yukimura tightens his headband then forms a fist and holds it in front of him as he says "Honō to moero!" ("Let the fire burn!).
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Yuri Kozukata is a nineteen year-old woman and the main protagonist of Fatal Frame: Maiden of Black Water. In her past, Yuri was the sole survivor of a devastating traffic accident that left the rest of her family deceased, though this event awakened her Sixth Sense - the ability to see the paranormal. Alongside fortune teller Hisoka Kurosawa, with whom she is close friends, Yuri travels to the Mikomori Onsen hot springs in order to track down a photo album sought out by author Ren Hojo. Though a simple task, Yuri eventually comes face-to-face with a number of demonic entities and must battle them with the mysterious Camera Obscura in order to return to safety and locate Hisoka, who vanished during the chaos.
First appearance:
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Fatal Frame: Maiden of Black Water (2014)
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Camera Obscura
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Haruka
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Pale Mistress
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Lenses
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Fatal Frame
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Neutral Special: Camera Obscura is the central object of the Fatal Frame franchise and the main "weapon" used by all of the series' protagonists. Though a simple camera at first glance, the Camera Obscura has the power to exorcise hostile spirits and capture lost ghosts. In Super Smash Bros. Yuri's neutral special move simply sees her take a picture with the Camera Obscura, releasing a conical flash of light that affects all those within it. The effects of the Camera Obscura's flash differ depending on the Lens equipped via Yuri's down special move. By default, the Camera Obscura's flash deals damage but only causes those hit to flinch without dealing any major knockback. Additionally, as the attack is a flash of light, two foes standing next to each other can not both be hit, as the flash will not travel through targets.
Side Special: Haruka is a character who appears in Fatal Frame: Maiden of Black Water, who appears several times prior to dying and becoming one of the many spirits inhabiting Mt. Hikami. Haruka Momose's spirit is hostile to Yuri Kozukata, and often tries pushing or grabbing her when she is approached. In Super Smash Bros. Yuri will seemingly release Haruka's spirit from the Camera Obscura, who will then dash forwards at a high speed to damage foes on contact. Haruka's ghost will travel through foes to reach her set movement distance, but she does launch foes as she travels through them.
Up Special: Pale Mistress is a type of hostile spirit encountered by Yuri in Fatal Frame: Maiden of Black Water. The Pale Mistresses, who are the spirits of those sacrificed as part of the Yuukon Rituals, appear when women with strong connections to the paranormal enter their domain, who they then target. In Super Smash Bros. a Pale Mistress appears and grabs Yuri from behind before flying diagonally-upwards at a high speed before dropping her. Yuri flails about, trying to escape from the ghost's grip, and her kicking legs do deal damage to enemies in front of her while the ghost deals damage to those who come in contact with her. Yuri enters a helpless state after being dropped by the Pale Mistress, who will remain stationary in the air for a short moment, still damaging should foes come in contact with her, before fading away.
Down Special: Lenses are upgrades to the Camera Obscura that the player can obtain to change the way their shots act within the Fatal Frame series. Throughout the series there have been four additional Lenses that the player can acquire, in addition to the Camera Obscura's basic Lens, there are the Slow, Stop, Pierce, and Blast Lenses - the Slow Lens, or a variant thereof, debuted in the first Fatal Frame, Stop and Pierce debuted in Fatal Frame II, and Blast debuted in Fatal Frame III. In Super Smash Bros. Yuri can equip different Lenses by tapping the special move button in the order of Slow → Stop → Pierce → Blast → default; these Lenses alter the effects of Yuri's neutral special move. Unlike other similar techniques that directly alter the properties of another special move, the Lens will remain equipped to the Camera Obscura until another Lens is equipped instead. The effects these Lenses have on Yuri's neutral special move are as follows:
- The Slow Lens deals a small amount of damage to foes hit by the Camera Obscura but slows their movements for a moment afterwards. The Slow Lens has the longest cooldown of any Lens.
- The Stop Lens deals more damage to foes and paralyzes them in place for a short moment afterwards, though the flash's range is the shortest of any Lens.
- The Pierce Lens deals less damage to foes, but the flashes pass through foes to hit multiple fighters. Additionally the range of the flash is slightly further as well, but foes do not flinch from the attack.
- The Blast Lens is the only Lens that actually deals knockback to foes hit by it, though in exchange it also deals the least amount of damage. The Blast Lens' flash acts as a sort of pulse that pushes away those hit by it, but does cause them to flinch as well and thus will reset foes in [pseudo-] helpless states.
Final Smash: Fatal Frame is the most powerful type of shot the player can achieve within the Fatal Frame franchise, and serves as the series' namesake in North America. Fatal Frame shots can be performed with perfect timing as their ghostly target is in the midst of attacking the player. This shot propels the ghost back a fair distance while also dealing significant damage to them. In Super Smash Bros. Yuri will disappear and a filter will appear over the entire screen with a reticle that the player can control. By aiming this reticle and pressing the special attack button, a pulse will occur to deal damage and knock away enemies; more damage and knockback is dealt the closer enemies are to the centre of the reticle. This reticle will remain on stage for a limited period of time, enough to allow the player to perform three attacks (should they be quick enough).
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Half of Yuri's alternate costumes replace her with Miu Hinasaki, the other main female protagonist of Fatal Frame: Maiden of Black Water. The two are identified as separate characters by the announcer and use different voice clips, but play identically in every way.
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Yuri's entrance animation has her walk onto the stage through a cloud of fog while clutching the Camera Obscura to her chest.
Yuri's taunt sees her turn on a flashlight and wave it around on the ground in front of her cautiously before turning it off and putting it away.
Yuri's victory theme is a more intense, organ-based rearrangement of the opening bars of Torikago, the ending theme of Fatal Frame: Maiden of Black Water.
Yuri's victory animations are as follows: a ghost swipes at Yuri from behind but she ducks the attack and retaliates by exorcising it with the Camera Obscura; a ghost appears behind Yuri and she spins around, pointing her flashlight at it, but it disappears as she does so; and Yuri fiddles with the Camera Obscura before putting it up to her face and taking a picture of the camera.
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In the kingdom of Hyrule, it is tradition that every daughter of the king must be named Zelda. The first Zelda, who appeared in The Legend of Zelda: Skyward Sword, was the reincarnation of the Goddess Hylia, who unified the races of Hyrule in order to fight Demise. All Zeldas have since carried the Triforce of Wisdom with them, and have the power to seal away the reincarnation of Demise's hatred. The appearance of Zelda in Super Smash Bros. is based off the princess that ruled over Hyrule during the Era of Twilight.
First appearance:
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The Legend of Zelda (1986)
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Arrow of Light
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Din's Fire
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Farore's Wind
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Nayru's Love
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Triforce of Wisdom
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Neutral Special: Arrow of Light is a recurring weapon in the Zelda series; oftentimes it is summoned by Zelda and used by either her or Link in order to defeat Ganon. In Super Smash Bros., this arrow is weaker than its The Legend of Zelda counterpart, instead being a normal projectile made of golden energy. Zelda will fire this forwards, though she can not change the angle at which she fires. The attack can also be charged, increasing its size and damage output while decreasing the distance it travels and the speed it travels at. The bow (and arrow) is based off its appearance from The Legend of Zelda: Twilight Princess.
Side Special: Din's Fire is a spell that Link must obtain and use in The Legend of Zelda: Ocarina of Time; he can obtain it from the Great Fairy of Magic that resides near Hyrule Castle. In Super Smash Bros., Zelda will create a small orb of fire, that will explode after a second. Should the special attack button be held down, she will launch it in a certain direction (dependant on the control stick), and it will explode after it hits a foe, after it travels a set distance away from Zelda, or once the special attack button is let go.
Up Special: Farore's Wind is a spell that Link can use in The Legend of Zelda: Ocarina of Time. In that game, it is given to him by the Great Fairy of Magic that resides near Zora's Fountain, and allows him to travel back to the entrance of a dungeon, should he be lost inside it. In Super Smash Bros., yellow loops of energy appear around Zelda and she teleports in whatever direction the control stick is held (or upwards, should none be). The loops that appear around Zelda before she disappears, and the flash of light that appears when she reappears can both deal damage to nearby foes.
Down Special: Nayru's Love is another spell Link can obtain in The Legend of Zelda: Ocarina of Time; he can obtain it by the Great Fairy of Magic in the Desert Colossus. In Ocarina of Time, this spell summons a blue diamond-shaped crystal around Link that, for one whole minute, protects him from damage (but not recoil). In Super Smash Bros., this same diamond will appear around Zelda, which deals damage to those who touch it; she will spin around, causing shards of energy to fly off a short distance, which likewise deal minor damage. This attack is capable of reflecting projectiles if timed correctly.
Final Smash: Triforce of Wisdom is the piece of the Triforce held by most Princess Zeldas documented throughout Hyrule's history. The Triforce of Wisdom, which takes its position on the lower-left part of the complete Triforce, is the essence of the Golden Goddess Nayru, and is able to grant those who hold it powerful magical abilities. In Super Smash Bros., Zelda will hold her hand out in front of her and summon a large golden triangle as the one on her hand glows. This glowing Triforce piece draws nearby foes in, and Zelda quickly shoots them with a number of Light Arrows before the light disperses to knock the trapped opponents away. Zelda will still shoot the Triforce with Light Arrows even if no opponents have been trapped, as these more-powerful projectiles will travel through it and damage fighters around the map; normally the fighters trapped within the Triforce of Wisdom will absorb the arrows before they pass through it.
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Zelda's entrance animation sees her descend from the sky onto a large Triforce while basked in a golden spotlight from the heavens.
Zelda's taunt sees her hold her hands together in a prayer as the Triforce of Wisdom on her hand glows bright.
Zelda's victory theme is an orchestral cover of Zelda's Lullaby, a recurring theme from The Legend of Zelda series often associated with Princess Zelda or the Hyrule royal family.
Zelda's victory animations are as follows: Zelda creates an orb of golden magic in her hands, which she holds together before it disperses in a flurry of golden sparks; Zelda holds out an ornate rapier (seen in her artwork from Twilight Princess), and slashes twice before holding it upwards; and Zelda, holding a harp, plays the first few notes of the Ballad of the Goddess from The Legend of Zelda: Skyward Sword.
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Samus Aran is a well-known intergalactic bounty hunter who, adopted by the Chozo race and infused with their DNA at a young age, grew up training in varous martial arts. Though she often dons a Power Suit during her excursions to other planets, there are times when she must shed this armour and instead traverse landscapes wearing nothing but her Zero Suit. Zero Suit Samus, the name given to this form to differentiate her armoured appearance, must rely on stealth, due to her lack of armour and generally-ineffective Paralyzer weapon. While a significant downgrade in terms of offensive and defensive capabilities, the Zero Suit does allow Samus to show off her acrobatic prowess to the fullest.
First appearance:
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Metroid: Zero Mission (2004)
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Paralyzer
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Plasma Whip
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Boost Kick
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Flip Jump
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Gunship
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Neutral Special: "Paralyzer" is the name of the pistol that Samus carries when wearing her Zero Suit. Due to the Zero Suit's lackluster defensive capabilities, the Paralyzer aims to stun foes instead of out-right neutralizing them. In Super Smash Bros. Zero Suit Samus will charge up a shot for a short moment before firing forwards an orange burst of energy that paralyzes foes and keeps them in place for a short moment.
Side Special: Plasma Whip is a technique that Zero Suit Samus is capable of performing using her Paralyzer pistol. Instead of firing a small burst of energy, the Paralyzer is capable of condensing the energy into a long whip-like form. In Super Smash Bros., Zero Suit Samus crouches as she unleashes the Plasma Whip from her Paralyzer. While touching any part of the Plasma Whip deals damage to foes, the whip ends in a bright starburst of energy that deals more damage and knockback to foes. This attack can also be used by Zero Suit Samus to tether recover.
Up Special: Boost Kick makes use of Zero Suit Samus' jet-propelled shoes. This technique sees Zero Suit Samus perform a sliding kick at a steep upwards angle before kicking out once more. The first slide deals damage and keeps foes trapped within her momentum, while the second kick knocks them away.
Down Special: Flip Jump is a technique that Zero Suit Samus can perform that displays her superhuman acrobatic prowess. Performing a high flip in an arch as she travels forwards, leaving behind blue silhouettes of herself as she travels. While the flip deals minor damage to foes who touch her as she performs it, pressing the special attack button again causes Zero Suit Samus to perform a kick before falling helpless. If Zero Suit Samus comes in contact with another fighter at the end of her flip however, she will perform a more powerful downwards smash that buries grounded opponents and meteor smashes airborne ones.
Final Smash: Gunship makes use of Samus' recurring mode of transportation, aptly named Samus' Gunship, that has made several notable appearances in the Metroid series since its debut in Metroid II: Return of Samus. This orange-coloured spacecraft (that bares a similar design to the helmet of Samus' Power Suit) is capable of traversing the vastness of space with ease, and comes equipped with lasers in case of any danger. Calling upon the Gunship, Zero Suit Samus boards it for her Final Smash and enters the foreground, where she gains a large reticle and can aim, and fire, a high-powered laser at foes as she pleases for a limited time. The design of Samus' Gunship is primarily based on the one she rides in Metroid: Other M, with some design changes to make it similar to the (nearly-identical) one from Metroid Prime and Metroid Prime 2: Echoes.
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Zero Suit Samus' entrance animation sees her jump out of her gunship, which flies over the stage into the foreground.
Zero Suit Samus' taunt sees her throw her Paralyzer into the air and catch it behind her back, saying "Is that all?","Try me!", or "You're mine!" as she catches it.
Zero Suit Samus' victory theme is a remix of the fanfare that would play in Metroid: Zero Mission when Samus would appear on-screen at the beginning of the game.
Zero Suit Samus' victory poses are as follows: Samus swings her Plasma Whip wide around her and raises her arm up in front of her face in a defensive position as she says "Be still!"; Samus performs a pirouette while twirling her Plasma Whip around her, saying "Nice try"; and Samus performs a front flip off of the roof of her parked Gunship that rests in the background, landing in a crouching position.
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Zoroark, the Illusion Fox Pokémon, is a Dark-type Pokémon that debuted in Pokémon Black and White Versions. The evolution of Zorua, Zoroark has the ability to perfectly imitate any Pokémon by projecting an illusion onto themselves. Their illusive abilities allow them to avoid humans and other Pokémon by hiding their homes from others. Zoroarks are known to trust each other very easily, and many can create a large illusion to further trick others and keep themselves hidden and safe.
First appearance:
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Pokémon Black and White Versions (2010)
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Dark Pulse
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Pursuit
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Night Slash
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Feint Attack
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Night Daze
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Neutral Special: Dark Pulse is a special Dark-type move that Zoroark can learn via TM. As described in the Pokémon titles, the user projects an aura of dark energy around it, damaging all surrounding Pokémon with the potential to make them flinch. In Super Smash Bros., Zoroark claps its claws together and a dark aura explodes out from around it. If timed correctly, this attack can reflect projectiles.
Side Special: Pursuit is a Dark-type attack that first appeared in Pokémon Gold and Silver Versions, and acts differently from most other attacks in the series. When used on an opponent who intends to switch out their Pokémon in the same turn, this attack will hit them before they do so, and deal double the amount of damage it normally would. In Super Smash Bros., Zoroark creates a small black orb and throws it forwards, before dashing and cutting it apart. The attack does not deal knockback to foes that are hit, instead only stunning them and dealing damage to them, unless they shield the attack; if the attack hits an opponent's shield, they will cut through it and deal massive knockback to them.
Up Special: Night Slash is a Dark-type attack based on the practice of tsujigiri, the practice of a samurai randomly attacking an unsuspecting human opponent upon receiving a new weapon; the move's description in the Pokémon games - "The user slashes the target the instant an opportunity arises. Critical hits land more easily." - directly references this. In Super Smash Bros., Zoroark teleports upwards a fair distance and slashes with its claws. The direction Zoroark travels in does not necessarily need to be directly upwards, as moving the control stick dictates Zoroark's angle of movement.
Down Special: Feint Attack, previously known as Faint Attack, is a recurring move from the Pokémon series that Zoroark (or its pre-evolution, Zorua) is capable of learning upon reaching Level 17. In Super Smash Bros. this attack acts as a sort of counterattack, as Zoroark's movements slow for a moment as a dark aura surrounds it. If timed so that Zoroark is hit just before this attack is initiated, Zoroark will dodge the attack while in slow-motion and counter with a powerful downwards slash, spiking the foe downwards.
Final Smash: Night Daze is a Dark-type move that, up until the release of Pokémon Sun and Moon, could be learned exclusively by Zorua and Zoroark. This attack is described as being a "pitch-black shockwave" that the user releases to damage any foe. Though that is how the attack is described in the Pokémon games, Super Smash Bros. instead loosely bases the attack off of its appearance in the thirteenth Pokémon film, Pokémon — Zoroark: Master of Illusions. Upon activating the attack, Zoroark crouches down and a large pink sphere begins to surround it, enlarging over a short period of time. After it expands to its full size, Zoroark dashes and slashes through any foe that stands within the sphere, though its attacks merely keep them locked in place so that they are unable to escape as the sphere explodes to launch the trapped fighters away.
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When Zoroark first spawns on the stage, either at the beginning of a match or after being KO'd, it takes the appearance of another fighter currently in battle. Because of this, Zoroark will almost always perform a replication of another fighter's entrance animation. The only way for the player to see Zoroark's own entrance animation - in which it appears in a flash of black light, honing its claws - is to have a match where all participants are Zoroark.
Zoroark's taunt sees it scrape its claws together, generating a purple aura around its body which dissipates as it yells its name. If Zoroark is using its Illusion ability to mimic the appearance of another fighter, it will instead perform that character's taunt, with a purple aura flaring around it as it does so.
Zoroark's victory theme is a remix of the opening part of N's Castle theme from Pokémon Black and White Versions.
Zoroark's victory poses are as follows: Zoroark's claws will glow a crimson colour and it swipes three times, leaving behind trails in the air for a moment; Zoroark swipes one of its claws downwards in front of its face, yelling "Zoro!" with a smirk; and Zoroark, back to the camera, unleashes a purple aura for a moment before it dissipates.
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