Boss & Series
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Description
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Battle BGMs
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The Shadow Empress is the main antagonist of this game, she is a dark being who attempts to cover all the worlds into darkness and destroy them. Many villains are on her side.
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- The One Behind All (1st Form)
- Final Battle (2nd Form)
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Master Hand is a hand-like entity who acts as the main recurring boss in the Super Smash Bros. universe.
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- Master Hand (Individual)
- Master Hand / Crazy Hand (w/ Crazy Hand)
- Boss Fight 1 - Kid Icarus Uprising (Vs. Dark Pit)
- Battle!! - Xenoblade Chronicles 2 (Vs. Pyra & Mythra)
- I'll Face Myself (Vs. Joker)
- Hades' Infernal Theme (Vs. Hades)
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Attacks
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- Slap: Master Hand makes a big open-hand swipe across the stage.
- Paper Crush: Master Hand holds a fist above the player as if to punch them, but instead opens up and comes down with a slap. He then "shakes" himself off.
- Finger Gun: Master Hand fires pairs of bullets - one pair normally, or three at low health. These can be reflected. When controlling, holding the special-move button down until Master Hand's fingertips flash fires three pairs, but only fires one if the button is let go at any time before that.
- Drill: Master Hand drops from above, spinning and drilling into the player. It buries the player if it connect dead-on, and also has a vacuum effect to pull the player in if they're barely out of range.
- Energy Shot: Master Hand retreats into the background and produces between three and five fireballs, which he throws at the player. He then returns to the stage with a flying punch.
- Kenzan: Master Hand drags a finger over the floor, causing a string of damaging spikes to sprout in that location. If the player can get Master Hand to touch the spikes (by Finger Drill or Fake-Out Slap), he will become stunned. When fighting both Master Hand and Crazy Hand, the latter can also be stunned by getting him to touch the spikes (by Finger Drill, Spasm, or Spider Walk). This move is named after the kenzan, a spiked plate used in flower arrangement.
- Paint Ball: Master Hand creates a large ball of ink that covers both the player and the screen. The ink is an aqua color that doesn't match any Inkling. However, if fighting Master Hand while playing as Inkling using the cyan alternate costume (during World of Light as Inkling does not fight Master Hand in Classic Mode), the ball of ink will be pink instead.
- Airplane: Master Hand flies into the air and swoops in from the background.
- Finger Beam: Master Hand fires a blue laser from each fingertip.
- Reflective Satellite Cannon: Master Hand produces a series of mirrors and fires a single laser that bounces between them. Named after a weapon from the anime Space Battleship Yamato.
- Chakram: Master Hand throws two rings across the stage. They may or may not circle back around for another pass.
- Finger Snap: Master Hand snaps his fingers, stunning the player.
- Iron Ball Roll: Master Hand underhands a series of spiked balls across the stage, which may either roll or bounce. They can be attacked, reflected, or even picked up with the right timing.
- Grip Side Throw: Master Hand's pummel, when low health he will throw the player out of blast line for finishing move.
- Teleport: Master Hand teleports by snapping his fingers.
Punch Catch: Crazy Hand punches across the stage, with Master Hand catching him.
Double Finger Beam: The two hands both use Laser Nail at once, sweeping across the entire stage.
Scratch & Blow: Crazy Hand runs his fingers across the stage like a plow, while Master Hand flies in the other direction with an uppercut.
Barking: The two hands form a canine-like shape and emit three damaging "barks", the third, much larger than the rest, causes the player character to get stunned if unblocked and within range.
Electric Shock: The two hands rub the back of their hands to charge up with electricity, then slap the stage to release electricity that covers the whole stage platform.
Finder: Master Hand and Crazy Hand create a "picture frame" (with their index fingers and thumbs), causing the screen to zoom in and flames to cover the corners in a similar vein to Sudden Death. During this time, the blast lines are closer, and the player can get KO'd much more easily. This effect is only temporary.
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Crazy Hand is Master Hand's left hand counterpart. While Master Hand's movements are very smooth and calm, Crazy Hand moves in erratic ways.
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- Crazy Hand (Individual)
- Master Hand / Crazy Hand (w/ Master Hand)
- Boss Fight 1 - Kid Icarus Uprising (Vs. Dark Pit)
- Battle!! - Xenoblade Chronicles 2 (Vs. Pyra & Mythra)
- I'll Face Myself (Vs. Joker)
- Hades' Infernal Theme (Vs. Hades)
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Attacks
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- Big Swipe: Crazy Hand makes a large swipe across the stage.
- Finger Bomb: Crazy Hand drops a series of bombs from his fingertips.
- Finger Drill: Crazy Hand drills down into the player.
- Frozen Rope: Crazy Hand extends his index finger to about three times its length for a poke attack that freezes.
- Jetstream: Crazy Hand flies into the background, circles around, and rams the player.
- Laser Nail: Crazy Hand fires blue lasers from his fingertips.
- Paralyzing Gaze: Crazy Hand manifests an eye between his fingers that circles a beam of light around the stage. If the player is caught within the eye's line of sight, the light beam will briefly track their movement as it will charges up and unleashes a dark purple energy burst that stuns the player. The beam of light will circle around again if it is dodged the first time, making it hard to avoid the lock-on phase if done with improper timing.
- Pentaflame: Crazy Hand produces five blue fireballs that circle around him. The fireballs first move outwards, then back inwards, before finally spreading outwards again. All fireballs deal aura damage.
- Roving Void: Crazy Hand produces a black hole that proceeds to hover around the stage by itself (allowing Crazy Hand to do something else in the meantime). Being caught results in a grab that leads into a meteor smash. Like Master Hand's Finger Bullet, when Crazy Hand has low health, he creates two voids.
- Shovel Claw: Crazy Hand digs his fingers into the ground and swipes them back out as a clawing attack. The force of the swipe also creates a yellow shockwave that travels along the ground, which can be reflected.
- Spasm: Crazy Hand drops to the ground and flops about.
- Spider Walk: Crazy Hand skitters across the stage.
- Squeeze: Crazy Hand's pummel, with the addition of flower damage after grab release. At low health, he buries the player, who will remain submerged longer if the opponent has already dealt a fair amount of damage.
- Snap Teleport: Crazy Hand teleports by snapping his fingers.
Cross Punch: Crazy Hand punches across the stage, with Master Hand catching him.
Dual Lasers: The two hands both use Laser Nail at once, sweeping across the entire stage.
Dual Sweep: Crazy Hand runs his fingers across the stage like a plow, while Master Hand flies in the other direction with an uppercut.
Shadow Puppet: The two hands form a canine-like shape and emit three damaging "barks" with the third being much larger than the rest.
Static Discharge: The two hands rub the back of their hands to charge up with electricity, then slap the stage to release electricity that covers the whole stage platform.
Zoom In: Master Hand and Crazy Hand create a "picture frame" (with their index fingers and thumbs), causing the screen to zoom in and flames to cover the corners in a similar fashion to Sudden Death. During this time, the blast lines are closer together, and the player can get KO'd much easier. This effect is only temporary.
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Galleom is a giant, purple robot/cyborg which has simian features, and is also capable of transforming into a jet propelled tank labelled as his "Tank Form".
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- Boss Battle - Super Smash Bros. Brawl (Default)
- Vs. Mecha Ridley (Vs. Zero Suit Samus)
- ARMS Grand Prix Official Theme Song (Vs. Spring Man)
- You Will Recall Our Names (Vs. Rex)
- The Meaning of Truth (Vs. Captain Falcon)
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Attacks
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- Trample: Galleom stomps forward with one foot. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy).
- Hammer Knuckle: Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%, and can OHKO on the higher difficulties (Very Hard and above). The three shockwaves deal decent damage (up to 25% each) and carry the player away, potentially past the blast lines for a guaranteed KO. However, they don't deal any knockback and are quite easy to avoid - although it is extremely difficult to jump away after being caught. They don't cover the length of the entire stage, thus it is possible to survive without jumping off, as long as the side blast line is not reached. All hitboxes landing (only possible on lower difficulties) can inflict more than 100% damage.
- Double Arm Press: Galleom slams his fists on both sides of him, similar to Donkey Kong's Down Smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. If the player hits the lower part of Galleom's arms, they could potentially be meteor smashed.
- Uppercut: Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback, OHKOing on Intense when Galleom is at low health, but not when it's at full health. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three bosses before Tabuu, it is even swifter and more unpredictable. However, it is also his most nerfed move, with the sweetspot KOing at 35% on Intense.
- Double Lariat: Galleom charges up, then spins around. It creates a very powerful vacuum to suck players in, though its range is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on Intense. The last KOing hit deals perfectly vertical knockback. This move is somewhat similar to Spinning Kong.
- Giant Jump: Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 61%, OHKOing on Intense when Galleom is at low health, but not when at full health.
- Shooting: Galleom transforms into a tank, then shoots four missiles. On the higher difficulties, every missile can inflict up to 30% damage, KOing slightly under 60%.
- Missile: Galleom shoots two missiles two times. During this time, his "mask" has a hitbox and can still damage on contact. The missiles have roughly the same power of their Tank version, but are easier to avoid.
- Collapse: Galleom stiffens, and tries to fall on the player. Huge knockback, being an invariable one-hit KO on Intense difficulty. It's similar to Luigi's side taunt but as an actual attack. Damage can reach 62%, while knockback is very horizontal. If the player touches Galleom's back, they will only take minor knockback and less than 20%, being the only possibility to survive on the higher difficulties.
- Tank Rush: Galleom transforms into a tank, then rushes forward, dealing vertical knockback. At lower health, Galleom also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Falling Body Slam. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconds). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower).
- Rush: Same as Tank Rush and Slam, but this is the one used at higher health, where Galleom doesn't try to fall on the player.
- Slam: Galleom stomps across the stage, which will bury grounded players, and meteor smash airborne players. Galleom will stomp four times, and will stomp in place if he reaches the other side before finishing the move. On the higher difficulties, each stomp deals 38% damage, for a combined maximum damage of 144% if all hits land.
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Duon is a robot-like creature formed by several Shadow Bugs that have gathered in a single, very powerful being.
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- Boss Battle Song 1 [Brawl] (Default)
- BOSS FIGHT!!! - Super Princess Peach (Vs. Peach)
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Attacks
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- Head Sword Chop: Duon bashes its head forward with high speed and immense knockback. Knockback can be both vertical and angled, depending on how it lands; if the player stands on Duon, the hit always lands. In general this move is swift and unpredictable, but suffers from a very short range.
- Jump Crash: Duon jumps up high and crashes down, then grinds in place (prevents close-range attacks). The jump goes farther across the field on higher difficulties, which, ironically, makes it easier to avoid. If the player is hit by Duon in the fall, they will sustain enormous vertical knockback. Damage can reach 62%. If the player stands on Duon during this move, they will be inflicted vertical knockback with high KO power just before the jump lands. Being hit while midair also increases the KO potential.
- Vacuum Spin: Duon spins around with a very strong vacuum effect (although the range is quite short). It is extremely difficult for the player to escape once they have been trapped by the spin. If all hits chain on Intense, the move will deal up to 84% damage in around three seconds. It also pushes down the character if they are below the ledge, effectively negating many non-tether-based recoveries and gimping many fighters. Also, if the player stands on Duon, they will always be sucked in by the attack, suffering the maximum damage and knockback.
- Sword Blast: Duon readies its arms shaping a cross, then slashes making a large shockwave in front of him. The hit itself deals strong knockback. Damage is also very high, however the slash itself has a very low range. The red shockwave inflicts high knockback, but is not as strong. In Boss Battles, it won't KO until noticeably later, but is still powerful. Its hitbox is also very large.
- Mines: Duon launches several mines in the air. These can be detonated (but won't hurt Duon) with vertical-based attacks, such as Pikachu’s Thunder or a chucked item. It is always followed by a "shared attack". The mines are quite difficult to avoid, despite being slow, but they are also one of Duon’s weakest attacks, KOing at relatively high percentages (over 100% on the lower difficulties and around 75% on Intense). Knockback is perfectly vertical, while damage reaches around 30% for each hit on Intense. The higher the difficulty, the more mines are launched.
- Homing Missiles: Duon moves its non-weapon arm back to shoot four homing missiles. The missiles can be directed to hit Duon itself, inflicting very high damage. On lower difficulties in Boss Battles, all four missiles redirected to Duon can nearly KO the boss. The missiles can be detonated with vertical-ranged attacks or thrown items. They can damage Duon even if the explosion hits it. It is always followed by a "shared attack". The missiles are very powerful, inflicting up to 30% with enough power to KO under 50% on Intense difficulty. The higher the difficulty, the more accurate the homing is.
- Blue Bolts: Duon's head glows, and then shoots three strong blue bolts that will pierce though everything (including the field and Duon, but it doesn't hurt himself) except Pit's Mirror Shield. At higher difficulties, they will break shields, so dodging is preferable, although difficult. They cannot be reflected or absorbed. Touching the blue sphere on Duon's head deals very high vertical knockback. The beams themselves are extremely powerful, being able to KO around 30% and inflicting high damages (up to 35%). The beams' high speed and piercing ability, as well as the unpredictable beginning, make this attack extremely dangerous.
- Vertical Pink Shots: Duon shoots pink lasers with a vertical-spread coverage. Can be reflected or absorbed. It will aim higher and a little back if above or behind Duon. Each laser projectile (around twelve shots in a row) deals up to 30% and KOs around 60%.
- Ground Pink Shots: Duon shoots pink lasers at the ground in the front. These lasers can be reflected or absorbed. Each laser projectile (around twelve shots in a row) deals up to 30% and KOs around 60%. This attack can be quite difficult to avoid on the higher difficulties.
- Charge: Duon charges forward quickly. Wheels do damage while tilted after dash (max 18%). Knockback can be either vertical or angled, depending on how Duon lands and on what part of his body hits the player. It is possible to be hit only by side by touching Duon's head, which deals less damage (max 20%) and decent knockback, KOing around 70%. It might be used several times in a row with little pause in between, especially when Duon has low health.
- Spin: Duon turns around, switching active sides and dealing damage. Used after Mines or Missiles. The hit inflicts up to 18% and has decent knockback, enough to KO at 70%.
- Triple slash: Duon slowly approaches, and then slashes three times when within range. He will turn around before slashing if the character jumps over him. Each hit deals up to 14%, except the third that deals the double (max 28%). The last inflicts decent vertical knockback. This attack can be fast and very difficult to avoid.
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Giga Bowser is the gargantuan and powered-up version of Bowser. This form of Bowser is original from the Smash series.
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- King Bowser - Super Mario Bros. 3 (Default as Bowser)
- Giga Bowser (Default as Giga Bowser)
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Attacks
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- Continuous Scratch: Scratches twice with his claws.
- Koopa Back Fist: Lunges forward and delivers a punch surrounded by dark flames. Based off of Bowser's forward tilt attack.
- Ceiling Scratch: Performs an arcing overhead slash with his claws. Based off of Bowser's up tilt attack.
- Bull Head: Headbutts the opponent, creating an explosion. Based off Bowser's forward smash attack from Melee to Brawl.
- Rising Spike: Lays in a prone position, then sends his body flying upwards, stabbing the opponent with his spiked shell. Based off of Bowser's up smash attack. Shell has invincibility frames from frame 30-36.
- Buzzsaw: Retracts into his shell and spins around, creating blades of razor-sharp wind around him. Based off of Bowser's down smash attack from Melee to Super Smash Bros. for Wii U and 3DS.
- Koopa Breath: Breathes a large stream of flames. Based off of Bowser's Fire Breath.
- Diving Press: Grabs the opponent, jumping into the air and spinning around before slamming them to the ground with a body press. Based off Bowser's Flying Slam.
- Spinning Shell: Retracts into his shell and spins around rapidly. Based off of Bowser's Whirling Fortress, specifically the Melee incarnation which had a strong first hit. Limbs are intangible from frames 28-80.
- Koopa Drop: Jumps into the air, slamming down with a powerful hip drop. Based off of Bowser's Bowser Bomb.
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Ganon is the true form of Ganondorf, this form, like in Smash Ultimate, is based on his appearance in Ocarina of Time.
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- Death Mountain (Default as Ganondorf)
- Calamity Ganon Battle - Second Form (Default as Ganon)
- Jogging/Countdown (Vs. Little Mac)
- Fire Emblem: Three Houses Main Theme (Vs. Byleth)
- M. Bison Stage Type A (Vs. Ryu (as Ganondorf))
- Brave or Grave (Vs. Ryu (as Ganondorf))
- World Tournament Final Battle (Vs. Incineroar)
- One-Winged Angel (Vs. Cloud)
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Attacks
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- Continuous Slash: Ganon slashes twice with his swords.
- Rush: After a brief telegraph, Ganon rushes forward offscreen, similar to Ganondorf's Final Smash. He then jumps back onscreen.
- Spinning Slash: Spins around several times with his swords extended. Ganon briefly pauses at the end to regain balance, allowing the player to counterattack.
- Jump Slash: Jumps into the air, swinging his swords downward from above.
- Slash Up: A large upward swing with both swords. After the attack, Ganon briefly faces away, allowing the player to attack him from the front.
- Giant Jump: Leaps in the air and performs a ground pound attack.
- Back Sweep: Turns around, slashing behind him.
- Homing Explosive Bullet: Breathes a ball of fire that follows the player, similar to a move Calamity Ganon performs in The Legend of Zelda: Breath of the Wild.
- Thunder Slash: Shoots a disc of lightning from his swords, a reference to both Link being able to shoot projectiles from his sword at full health and to a similar attack Demise from The Legend of Zelda: Skyward Sword uses. At lower health, he will fire two discs.
- Laser Beam: Unleashes a beam of dark energy from his mouth, similar to an attack used by Dark Beast Ganon in The Legend of Zelda: Breath of the Wild.
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Lusamine is the true main antagonist of Pokémon Sun and Moon. She is the president of the Aether Foundation and Lillie and Gladion's mother.
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- Battle! Mother Beast Lusamine (Default)
- Theme of Juri (Vs. Chun-Li)
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Attacks
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- Stealth Rock: Lusamine's tentacles will throw rocks that will damage opponents for a short period of time.
- Mirror Coat: Lusamine counters any special attack, inflicting double the damage taken.
- Power Gem: Lusamine attacks with a ray of light that sparkles as if it were made of gemstones.
- Acid Spray: Lusamine shoots a fluid from her tentacles that harshly increases the target's numerical percentage of damage, leaving it with higher probabilities to get KO'ed.
- I Choose You!: Lusamine jumps out to the background and summons a random Pokémon of her team, being those Clefable, Lilligant, Mismagius, Milotic or Bewear. You can force her back by fainting out the Pokémon or last up to 30 seconds.
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Mother Brain is a recurring antagonist in the Metroid series, she is a major leader of the Space Pirates and one of Samus' arch-nemesis.
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- Brinstar Depths (Melee) (Default in her base form)
- Mother Brain (Super Metroid) (Default in her Mobile form)
- An Obstacle In Our Path (Vs. Shulk)
- Final Boss - Sonic the Hedgehog 3 & Knuckles (Vs. Sonic)
- Vs. Ridley (Brawl) (Vs. Ridley)
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Attacks
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- Rinkas: Many Rinkas float around the stage protecting Mother Brain, similar to their home series.
- Laster Blast: With the capsule broken, Mother Brain will charge and shoot laser blast attacks, similar to her battle in Metroid Zero Mission.
Head Smash: Mother Brain stretches her neck to use her head against opponents.
Acid Blast: Mother Brain spits acid from her mouth.
Laster Blast: Like in her previous form, Mother Brain will charge and shoot laser blast attacks.
Laser Brain: Mother Brain will use a potent laser that will recover some of her health bar, similar to when she used it to kill Samus near the end of their battle in Super Metroid.
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Marx is an antagonist from the Kirby series, like in Ultimate, Marx contains some moves he doesn't have in the Kirby series.
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- Vs. Marx [Brawl] (Default)
- Calamari Inkantation (Vs. Inkling)
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Attacks
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- 4-Way Cutter Attack: Sends out four Cutter boomerangs from his body that all circle back to him. At low health, he'll perform this move twice in a row, a reference to when Marx Soul does the attack. The blades can be reflected or eaten. This attack is referred to as Shooter Cutter in the Kirby series.
- Extra-Thick Laser: Marx teleports to the player's vertical position. He charges up and fires a laser that crosses the entire stage. This attack deals darkness damage. Can not be shielded, but can be armored by attacks such as Kirby's Stone. This move is referred to as Marx Cannon in the Kirby series.
- Ice Bomb: Floats to the top of the screen and drops a large Ice Ball. The Ice Ball explodes into two icy shockwaves when it reaches the player's current vertical position, spreading out horizontally and freezing the player on contact. It can be reflected or eaten. The icy shockwaves can also be absorbed. This move is referred to as Ice Bowl in the Kirby series.
- Makai Plant: Flies offscreen and drops five to seven seeds that disappear into the ground. Afterwards, large, thorny vines will grow upward from where the seeds landed. At low health more seeds will fall; they will also fall and grow faster. Unlike in Kirby Super Star and Kirby Super Star Ultra, shielding the seeds does not destroy them. This move is referred to as Seed Attack in the Kirby series.
- Jump Out of the Ground: A shadow appears on the ground and follows the player. After a bit of time, the shadow doubles in size and Marx flies out of it. Marx often uses this attack after using another attack that puts him offscreen, doing so more frequently at low health. This move is referred to as Shadow Upper in the Kirby series.
- Black Hole: Splits in two, opening a Black Hole that will attempt to absorb the player. If the player gets caught, they will take massive damage and get spiked into the ground. Marx prefaces this attack with three teleports from side to side, until stopping at the exact center of the screen. Marx can be damaged prior to splitting but is intangible afterwards.
- Tracking Eye: Marx's eyes go completely black, then black balls come out of them and start bouncing around the stage, dealing darkness damage to the player if they hit. At low health, Marx will spawn more black balls, up to 6.
- Capillary Expansion: Moves to the middle of the screen and retracts his wings, where pink, branching appendages resembling blood vessels grow out instead, spreading across the screen and dealing fire damage to the player. The attack is vertically mirrored. There are two variations: one in which the appendages fill the center bottom of the screen while leaving the corners untouched and vice-versa.
- Compound Eye Laser: Grows large compound eyes that send out multiple laser beams from the eyes. The lasers are evenly spaced from each other but have a random rotation. This attack deals electric damage. At low health, more lasers will be sent from each eye.
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Porky Minch is an antagonist in the 1st Earthbound game and the main antagonist of Earthbound 3, he retains his moveset from Brawl.
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Attacks
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- Thrust Attack: Porky's walker does a flurry of stabs, inflicting extremely heavy damage if all blows land (nearly 100% on Intense). The last hit alone has decent knockback, and on Very Hard (Intense in Boss Battles) most hits landing can lead to a KO. It is possible to DI out of it by approaching towards him and jumping above. Some characters can crouch under this move.
- Jump Press: Porky's walker jumps up high and tries to land on the player. On Intense difficulty, damage can reach 34% while falling and 53% on landing; if the player is just above the ground when he lands, both hits can connect and easily KO.
- Crab Walk: Porky's walker walks around. Contact does minor damage (up to 18%) and very weak knockback (only KOing from center stage over 700%). It isn't very well telegraphed (the walker speeds up a little and its eyes glow), but easily avoided by staying away or jumping over the mech.
- Energy Ray: Porky's walker creates a ball of energy, which shoots a laser towards the player. In the air, it is a multi-hit attack that rapidly (every 8 frames) deals damage (up to 17% on Intense). Sometimes on the ground, it is a powerful one-hit attack that does upwards of 58% on Intense, capable of KOing around 40%. Touching the ball of energy deals high damage as well (40% on Intense) but much less knockback than the powerful laser hit. If the player is on top of the walker as the laser is moving, they could potentially get hit multiple times by it before being KOd by the energy ball if they don't DI out in time. On higher difficulties, the laser moves faster, sometimes able to loop around and hit a second time.
- Plasma Attack: Porky's walker hovers up, and tries to attack the player with a lightning bolt. On Intense the bolt deals 42%. At low HP, he does this two or three times. Standing on Porky will not dodge the attack, instead dealing 40% and weaker vertical knockback, but is still very dangerous since the player is very close to the upper blast line.
- Porky Robo: Porky's walker sends out six Mecha-Porkies from Mother 3 that try to self-destruct on the player. If they are attacked with a projectile, they trip and explode, inflicting up to 38%. The explosion doesn't have great KO power, being unable to KO until around 70% on Intense. In Boss Battles, the robots can still deal damage to the player even after Porky himself has been defeated.
- Rush Attack: Porky's walker hops slightly before rapidly charging at the player and off-screen. This attack is very powerful, dealing up to 54% and high knockback. It can KO at very low percentages, especially if the player is close to the side blast lines. Jumping over the walker is advised over other methods of avoiding it.
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Dracula Vlad Ţepeş is the main antagonist of the Castlevania series, an arch-nemesis of the Belmont Clan and the father of Alucard. His boss fight remains the same from Ultimate.
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- Nothing to Lose (Default, 1st Form)
- Black Knight (Default, 2nd Form)
- Dwelling of Doom (Vs. Pac-Man)
- Dance of Illusions (Vs. Richter)
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Attacks
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- 3-Way Shot: Dracula takes a step back and wraps himself in his cape, then flings it open to launch a spread of three fireballs forward. This first appeared in the original Castlevania, and is referred to as Hellfire in the Castlevania series.
- Straight Shot: Dracula takes a step back, then holds out his arm as he launches a series of large dark fireballs forward. The fireballs alternate between being just above the ground and at about Dracula's height, which is high enough to miss short or crouching characters. This originates from Castlevania: Rondo of Blood, and is referred to as Dark Inferno in the Castlevania series.
- Omnidirectional Shot: Dracula wraps himself in his cape, then flings it open and holds his arm out to his side, launching multiple sets of red and blue magic orbs. These orbs either revolve around him with sets flying in an alternating clockwise and counter-clockwise fashion as they spread outward, or fly straight with sets alternating between all cardinal and diagonal directions. The red orbs are more powerful than the blue ones and can be absorbed. This move resembles one used by Graham Jones in Castlevania: Aria of Sorrow, which used Dark Inferno's fireballs instead of orbs. The move is known as Dark Inferno (Diffusion) in the Castlevania series.
- Pillar of Flame: Dracula raises his arm, and harmless flames appear on the ground, either with many appearing at once or in a sequence. After a moment, these flames erupt into tall fire pillars that hit multiple times. At low health, he combines it with one of the above three moves. It resembles a combination of his primary attack in Castlevania III: Dracula's Curse, Dario's fire pillars in Castlevania: Dawn of Sorrow, and one of his attacks in Castlevania: Harmony of Despair. The attack is referred to as Pillar of Fire in the Castlevania series.
- Bat Rush: Dracula thrusts his cape upwards, then transforms into a swarm of bats and rushes ahead to deal darkness damage. This originates from Castlevania: Portrait of Ruin, and is known as Bat Moon in the Castlevania series. Some characters, like Squirtle, can crouch underneath this attack to dodge.
Tracking Shot: Dracula spits a series of three spirits, which initially float up in front of him before flying towards the player's current location. These spirits disappear upon reaching their destination, and they may inflict the poison status upon hitting players. This move originates from Portrait of Ruin, and is known as Curse Chaser in the Castlevania series.
Fire Shot: Dracula charges up, then spits a widespread of three fireballs aimed at the player, which explode on contact. It originates from his triple fireball attack in Castlevania, and is referred to as Hellfire in the Castlevania series.
Shockwave: Dracula charges up, then spits an electric wave forward, which is nearly as tall as him. This was one of his primary attacks in Rondo of Blood. Despite its appearance, it actually deals aura damage.
Rip Apart: Dracula swipes in front of him with his claws, potentially doing so up to three times. He may either perform it in place or while taking a step forward. The first attack may inflict the poison status, and the final swipe deals darkness damage.
Strike: Dracula does a wide overhead swing with his claws, which deals darkness damage and can meteor smash. He may either rear back and perform it in place or take a step forward.
Trample: Dracula jumps, then slams his fist into the ground, producing a shockwave that moves to both ends of the stage. The initial jump, falling punch, and shockwave all deal damage.
Jump: Dracula jumps to a different spot on the stage. His landing deals damage.
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Proto Bahamut is one of the bosses from Granblue Fantasy, he fights in a similar fashion to his boss fight in Granblue Fantasy Versus. He also appears as part of Gran/Djeeta's Final Smash.
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- Wings of Terror (Default, Base)
- Wings of Terror - Phase 2 (Default, Unchained)
- Id (Purpose) [Original] (Vs. Robin)
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Attacks
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- Ragnarok Field: An aura Bahamut passively emits. Upon affliction, it gradually destroys the target and seals off powers and healing.
- Reginleiv: Bahamut fires a condensed beam of different elements at his enemies.
- Aracdia: Bahamut inflicts numerous status affliction depending on element used.
- Freeze IV: Bahamut crashes a large crystal of ice unto the enemy.
- Landslide: Bahamut causes the ground to erupt, damaging his enemies.
- Wind of End: Bahamut calls forth a wind that completely ignores the shield and puts the enemy on a dizzy state.
- Skyfall: Bahamut charge up a breath attack as he flies into the sky and fires it directly at the enemy below.
- Supernova: Bahamut fires a beam of energy from his mouth that ignores the shield.
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Bloody Marie is the main antagonist of Skullgirls, she is the current Skullgirl, a powerful female being that born as the result of the impure wishes made to the Skull Heart.
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- Skull Heart Arrhythmia (Default)
- Terrormisu (Vs. Wario)
- ARMS Grand Prix Final Battle (Vs. Min Min)
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Attacks
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- Errand Skulls: Marie spews out an endless array of skulls that constantly fly in towards the player to intercept an attack/force blocking. They do relatively minimal damage but can pose quite an annoyance to new players due to their erratic flight pattern and sheer number, although they are destructible from afar through the use of projectile attacks.
- Skull Shot: Marie will send a cluster of skulls towards the player at either a diagonal or horizontal angle depending on their current position. While dealing less than noticeable damage if blocked, they have a rather large hitbox that can cause trouble for new players due to the timing issue. If the train of skulls connects it will tear off a huge chunk of health if not blocked.
- Tracking Skeleton: Marie summons a pile of skeletons from underneath the player's position to grapple their feet, causing slight scratch damage, then toss them across the stage for a moderate amount of damage. The player will become vulnerable to all subsequent attacks should this grapple connect. This is a move that she will spam very much during all of her forms so keep that in mind, though staying near her seems to lessen the frequency of her spamming this attack.
- Skeletal Shield: Marie creates a skeleton between her and the player. The skeleton will disappear after a while, but will explode violently should anyone touch it. Marie will use this trick to keep her distance from the player, where-from she can bombard them with even more skulls.
- Vacuum Schythe: Marie whacks the player character with her bone vacuum cleaner-scythe.
Blue Explosion: When transforming, Marie will emit a blue explosion which will seriously hurt the player should they be caught in it.
The attack, however, has a clear warning to when it will happen: Marie will cease all of her attacks for a split second and blue smoke will start billowing from underneath her. The explosion will take about half a second to actually deal damage so a wary player can dodge it if timed correctly, and a lot less damage will be dealt if blocked.
- Living Shadow: The figure behind Marie sends a shadow out to attack the player from multiple directions:
- If the Shadow flies UPWARD, it will come down from ABOVE and counts as a High Attack, so block this one while standing up for chip damage.
- If the Shadow sinks DOWN into the ground it will be coming up from UNDERNEATH, block this by crouching.
- If the Shadow appears and then just randomly disappears then it will rush out from either the FRONT or from BEHIND, simply block to avoid this. It does not matter if it is blocked while standing or crouching, though standing blocks will result in less health loss.
There will be moments when Marie will get close to the player, allowing her shadow to jab at them and send them flying across the stage for a moderate amount of damage.
- Skeletal Minion: Marie summons a random skeletal minion that will come charging at the player diagonally or horizontally. Blocking is slightly difficult here as they can be sent out at random intervals, but if they come straight towards the player they can be blocked with a stand guard; if they come down diagonally they can be blocked with either a standing or crouching guard. Crouch-guarding a diagonal minion results in less damage.
- Skeletal Shot: Marie brings in an undead Prohibition-era gangster to shoot at the player, pushing them back and damaging them if not blocked. They can shoot either straight in front of them or diagonally in the air, depending on where the player is when they are summoned.
Marie will use all of her attacks during this phase as she will become much more susceptible to damage.
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