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JSSB Character icon - Adeleine JSSB Character icon - AiAi JSSB Character icon - Aisya JSSB Character icon - Akiho JSSB Character icon - Alexandra JSSB Character icon - Amy JSSB Character icon - Rick & Kine & Coo JSSB Character icon - Arle JSSB Character icon - Ashley JSSB Character icon - Baby Bowser JSSB Character icon - Baby Mario JSSB Character icon - Banjo & Kazooie JSSB Character icon - Beatrix JSSB Character icon - Birdo JSSB Character icon - Blue Bowser JSSB Character icon - Bowser JSSB Character icon - Bowser Jr. JSSB Character icon - Braixen JSSB Character icon - Callie JSSB Character icon - Captain Falcon JSSB Character icon - Captain Syrup JSSB Character icon - Captain Toad JSSB Character icon - Chibi-Robo JSSB Character icon - Cofagrigus JSSB Character icon - Prince of Sablé JSSB Character icon - Crazy Dave JSSB Character icon - Daisy JSSB Character icon - Dark Pit JSSB Character icon - Dawn JSSB Character icon - Deoxys JSSB Character icon - Diddy Kong JSSB Character icon - Dixie Kong JSSB Character icon - DJ Candy JSSB Character icon - Doc Louis JSSB Character icon - Donkey Kong JSSB Character icon - Donkey Kong Jr. JSSB Character icon - Dr. Mario JSSB Character icon - Duck Hunt JSSB Character icon - Eiscue JSSB Character icon - Elma JSSB Character icon - Emily JSSB Character icon - Falco JSSB Character icon - Fighter JSSB Character icon - Foreman Spike JSSB Character icon - Fox JSSB Character icon - Funky Kong
JSSB Kirby symbol
Jake's Super Smash Bros. character name - Adeleine
JSSB Kirby symbol
KSA Adeleine
Adeleine is a young girl who possesses the unique ability to make whatever she paints come to life. Prior to the events of Kirby 64: The Crystal Shards, Adeleine left home in order to study art techniques, but would eventually come to be corrupted by the evil Dark Matter through the use of the Crystal Shards. A similar-looking character named Ado appeared in Kirby's Dream Land 3, though it is unknown if there is truly a connection between them.
JSSB character logo - Kirby
First appearance:
Kirby 64: The Crystal Shards (2000)
Special Attacks
Neutral Special: Fishbone Shot is an attack that has Adeleine paint a Fishbone from Kirby 64: The Crystal Shards. A creature that appears to be three triangles that make up a fish-like creature, Fishbone attacks by shooting its pointed head like a projectile, which can be inhaled by Kirby to grant him the Cutter ability. In Super Smash Bros. Adeleine calls upon a Fishbone, which flies forwards a short distance before disappearing. Though the Fishbone deals little damage, it pierces through foes and stuns them in the process.

Side Special: Ice Dragon Breath is an attack that has Adeleine summon the Ice Dragon boss from Kirby's Dream Land 2. The Ice Dragon is a recurring boss from the Kirby series that, as aptly described by its name, is a dragon that possesses ice-related abilities. In Super Smash Bros. Adeleine summons the Ice Dragon who will then move forwards a short distance while spewing icy breath. The Ice Dragon's breath will freeze foes hit by it enough, and simply coming in contact with the dragon will also deal damage. The Ice Dragon acts as a type of projectile, as its path can be reversed with reflectors.

Up Special: Bronto Burt Flight is a technique based upon the recurring Kirby enemy known as the Bronto Burt, which is one of the enemies that Adeleine can summon during her Kirby 64 boss fight. Bronto Burts are small pink enemies that are relatively harmless to Kirby and his friends, as they simply fly around a small area and damage those who touch them. In Super Smash Bros. Adeleine summons a Bronto Burt and holds onto its feet as it carries her upwards a fair distance before entering a helpless state.

Down Special: I³ Crusher is an attack that sees Adeleine summon an I³ enemy from Kirby 64: The Crystal Shards, which is also one of the creatures she can paint in Kirby: Star Allies. Pronounced "I cubed", the I³'s name is very fitting for its appearance, which is a stony block that possesses a single eye within it. In Kirby 64 the I³ slams down to the ground to flatten Kirby and his friends once they run beneath it - this is the same tactic that the I³ performs in Super Smash Bros. Adeleine paints an I³ and it flies upwards a short distance. Should an enemy pass beneath it, or the down special move be performed while the I³ is on stage, the enemy will crash downwards at a high speed to spike airborne foes or bury grounded ones. Should the I³ not be activated for a long-enough period of time it will simply disappear without doing anything.

Final Smash: Kracko is one of the most recurring enemies in the Kirby series, who first appeared in Kirby's Dream Land. Kracko is a sentient cycloptic thundercloud with spike-like protrusions around its body. Throughout the Kirby series, Kracko has appeared in a number of different forms; beyond its original form, the most notable appearance Kracko has taken on is known as Kracko Jr., a smaller form that often appears to precede Kracko's normal form in battle. In Super Smash Bros. Adeleine paints Kracko, just as she is capable of doing in Kirby: Star Allies. After being summoned, Kracko will discharge a great amount of electricity that stretches out away from the cloud's body and deals massive damage while trapping foes within it. It will continue to release electricity for a short period of time, moving around the stage slowly while doing so, before disappearing in an explosion that launches trapped enemies.

Alternate Costumes
Miscellaneous
Adeleine's entrance animation has her already on the stage, getting ready to paint on her canvas before it falls over.

Adeleine's taunt sees her simply raise her paintbrush into the air. As she does so, one of several enemies from Kirby 64 - Whispy Woods Jr., Plugg, Yariko, or Batamon - will appear beside her and perform an action as well:

  • Whispy Woods Jr. will hop up and down while happily wiggling its roots.
  • Plugg will release an electrical charge from the plugs on its head.
  • Yariko will raise her spear into the air, mimicking Adeleine.
  • Batamon will walk back and forth in front of Adeleine before disappearing.

Adeleine's victory theme is a remix of the opening few notes of the Pop Star map screen theme from Kirby 64: The Crystal Shards.

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Victory theme

Adeleine's victory animations are as follows: Adeleine swings her paintbrush around before happily pointing it out towards the sky as her Bronto Burt drawing flies around her; Adeleine swings her paintbrush downwards and the Ice Dragon, who stands at her feet, breathes ice outwards before looking up to the artist happily; and Adeleine paints on a canvas, the back of the canvas facing the camera, before she spins it around to reveal a Maxim Tomato.

SSB Super Money Ball Series
Jake's Super Smash Bros. character name - AiAi
SSB Super Money Ball Series
ASR Aiai
AiAi is a carefree monkey who is deeply obsessed with bananas. The main hero of the Super Monkey Ball series, AiAi, often with his family and friends, likes to partake in challenges that involve trapping himself within a gashapon ball and clearing challenging momentum-based stages. He has, on multiple occasions and with the help of his friends, also had to save his home and its neighbouring kingdoms from a number of different threats, the most notable of which was when the evil Dr. Bad Boon attempted to rob all of the monkeys of their bananas.
JSSB character logo - Super Monkey Ball
First appearance:
Monkey Ball (2001)
Special Attacks
Down Special: "Monkey Ball" is the name given to the main object featured within the Super Monkey Ball series, it being the gashapon balls that the monkeys trap themselves in. In Super Smash Bros., using this move will see AiAi either summon this ball around himself, or have it disappear. While he is less mobile in the air while within the Monkey Ball, AiAi is faster and more powerful on the ground.

Neutral Special: Monkey Fight is a recurring Party Game from the series, which serves as a competitive battle royale. In this game mode, the monkeys must use the large fist attached to the front of their Monkey Ball in order to launch fighters off the sides of the stage in a manner not unlike the combat featured within the Super Smash Bros. series. In Super Smash Bros., this move sees AiAi's ball sprout this arm and punch forwards quickly (or, should he not be within the Monkey Ball, he will instead use a device quite similar in appearance to an Ultra Hand) to knock away foes. The attack can be used rapidly in succession by tapping the button, though the range, damage, and knockback this attack deals when uncharged is minimal; when fully charged, the attack has quite a large range and is incredibly powerful.

Side Special: Monkey Bowling is a Party Game that first appeared in Super Monkey Ball. As its name implies, this Party Game is a version of bowling, with the monkeys using themselves as the ball. In Super Smash Bros., AiAi will charge forwards at a high speed, the distance and damage dealt increasing should the move be charged up by holding down the special attack button. Humorously, the sound of bowling pins falling can be heard should AiAi bowl over an opponent using this attack.

Up Special: Monkey Target is one of the Super Monkey Ball series' most popular Party Games. In Monkey Target, the player must glide onto a target floating on an ocean, and they gain points depending on the areas they land in; what makes this difficult is that fog or bombs and spiked balls may be placed to hinder the monkeys' approach. In Super Smash Bros., either AiAi's Monkey Ball unfolds into a pair of wings or his backpack sprouts two long banana-shaped wings before the monkey is propelled at a relatively high speed in a diagonal-upwards direction. When in the Monkey Ball, AiAi travels a much shorter distance but deals damage to those he comes in contact with, and will travel a much further distance yet deal no damage should he be outside of it.

Final Smash: Monkey Roulette is based off the roulette found in the Monkey Target party game, which determines which obstacles (if any) will be present during that player's turn. In Super Monkey Ball, the player could land on a blank space (no obstacles), fog, spiked balls, bombs, or a combination of all three; in Super Smash Bros., the fog has been omitted. When used, AiAi will hold up the roulette above its head as it spins, though no matter what it lands on initially AiAi will shake it until the clicker points to a section with both spiked balls and bombs. These two items will drop from the sky, the bombs dealing damage as they land on the ground while the spiked balls remain on the ground for a moment to deal damage to those who touch them (even AiAi can be damaged by the latter should he be knocked into them, though he can run into them on his own without taking damage.) The spiked balls will remain on the stage for a short period of time before disappearing.

Alternate Costumes

Half of AiAi's alternate costumes transform him into his wife, MeeMee. The two play identically to one another though the announcer and crowds acknowledge them as separate characters.

Miscellaneous
AiAi's entrance animation sees him, in his Monkey Ball, fall from the sky as he spins around. The Monkey Ball shatters upon impact to reveal a dazed AiAi who slaps his cheeks before standing up.

AiAi's taunt sees him take out a banana and squish the peel in a way that launches the banana out and into his mouth. He then places the peel on his head. The peel will remain on his head for a short time, but will eventually fall off and disappear as he moves around.

AiAi's victory theme is a remix of the 'Super Score' fanfare from the Monkey Flight 2 mode of Super Monkey Ball 2.

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Victory theme

AiAi's victory poses are as follows: AiAi, in his ball, runs around in a circle before getting dizzy and losing his balance, rolling along the ball's interior as it rolls; AiAi sits in a pile of bananas and waves his arms happily, a banana in each one; and AiAi runs through the goal from the Super Monkey Ball series, confetti flying around him as he cheers.

SSB Archaic Sealed Heat Series
Jake's Super Smash Bros. character name - Aisya
SSB Archaic Sealed Heat Series
Aisya
Aisya is the main protagonist of the 2007 tactical role-playing game ASH: Archaic Sealed Heat. Aisya is the crown princess of Milinear, and wishes to understand the power of an ancient flame created by the Fire Snake that turns those burnt by it to ash but does not kill them. Twelve years prior to setting out on a journey to learn more about this creature, her parents, the king and queen of Milinear, were murdered, and she was raised by her bodyguard and the head of Milinear's militant force, Bullnequ. She has the power to take the negative emotions of others - hatred, sorrow, regret, etc. - into her own heart, and this power will also revive those who have been turned to ash by the Fire Snake.
JSSB character logo - ASH- Archaic Sealed Heat
First appearance:
ASH: Archaic Sealed Heat (2007)
Special Attacks
Neutral Special: Aquara is a spell that the Black Mage class is capable of learning in ASH: Archaic Sealed Heat. This water-based spell, learned at level 11, can be used both on the map and in-battle to damage multiple opponents at once. In Super Smash Bros., Aisya fires a fairly-large bubble of water forwards with her weapon. While the attack is fairly weak on its own, Aquara has the unique property to be able to trap an incoming projectile within it, which increases the amount of damage it deals when it explodes after travelling a set distance or when it hits a fighter or wall.

Side Special: Double Attack is a status attack that can be learned at level 10 by members of the Longsword class. This spell grants the user a 30% chance of attacking with a normal attack twice in one turn. In Super Smash Bros. Aisya instead performs two different attacks with her sword - the first attack is a quick forwards slash that stuns opponents to keep them in place, which she follows up with a slower downwards swing that spikes airborne foes.

Up Special: Windra is a magical spell that can be learned at level 13 by members of the Black Mage class. This spell is a wind-based attack that acts near-identically to the Aquara spell, albeit with different elemental properties - the spell can be used both in-battle or on the map to damage multiple foes in one turn. In Super Smash Bros., despite the ASH counterpart of Windra being based on the same move Aisya uses for her standard special move, the two attacks are largely unrelated, as Windra takes the form of a spinning attack with her sword that also sees Aisya surround herself with golden waves of energy to carry herself upwards before entering a helpless state.

Down Special: Speed Aura is a status-based spell that can be used by the Thief class in ASH: Archaic Sealed Heat. This spell raises the user's speed by 50 points, or by 100 points should the player maximize their proficiency in the move. Speed Aura, in Super Smash Bros., acts much in the same way, increasing Aisya's movement speed and jump height for a limited period of time - this is indicated by a golden glow around her feet.

Final Smash: Spread Attack is a status spell that members of the Longsword class begin the game with. Despite being one of the base spells, Spread Attack is a fairly strong spell that grants the user a 30% chance of hitting all enemies when a normal attack is used in battle. In Super Smash Bros., the Spread Attack is a much different attack that instead sees Aisya summon her party members from ASH: Archaic Sealed Heat - namely her father-figure Bullnequ, Captain Dan of Sumnelthia's army, the strong magical child Emu, a member of the Iron Legion's military from the future named Cootrolan, Princess Maritie of Aceshin, the mysterious freelancer Jeekawen, and Maritie's mother Queen Aceshin XV. The attack begins with Aisya, alone, rushing forwards across the stage. Any opponent that she hits is then launched into a cinematic where Aisya and her party members all assault the foes with both physical and magical attacks, before they are knocked out of the cinematic and launched away.

Alternate Costumes
Miscellaneous
Aisya's entrance animation sees her appear out of a burst of fire, with one flame coiling upwards towards the sky in a serpentine way.

Aisya's taunt sees her swing her sword up towards the sky, fire burning up around her feet.

Aisya's victory theme is an intense, acoustic guitar-based remix of Aisya's Tears, a shorter theme from ASH: Archaic Sealed Heat.

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Victory theme

Aisya's victory animations are as follows: Aisya swings her sword downwards before bashing with her shield towards her left; Aisya swings her sword close-up to the camera before quickly dashing and standing back-to-back with Bullnequ, both with their hands on their weapons; and Aisya fires her rifle towards the sky, and a fiery aura surrounds her and coils up with the rifle.

SSB Science Adventure Series
Jake's Super Smash Bros. character name - Akiho
SSB Science Adventure Series
RoboticsNotes Akiho Senomiya
Akiho Senomiya is the main heroine of the third instalment in the Science Adventure series of visual novel titles, Robotics;Notes. The childhood friend of playable character Kaito Yashio, Akiho serves as the president of Tanegashima High School's Robot Research Club, and dreams of completing the "Let's Build a Life-Sized Gunvarrel" Project that began when her elder sister founded the club. Akiho fights alongside the small hobby robot Tanegashimachine, which was created by her sister and her friends to participate in the robot combat tournament Robo 1.
JSSB character logo - Robotics;Notes
First appearance:
Robotics;Notes (2012)
Special Attacks
Neutral Special: Skal is Akiho Senomiya's favourite brand of soda, which she and Kaito often purchase from Mizuka Irei's corner store. In Super Smash Bros., Akiho throws a plastic bottle of Skal forwards, which explodes to let loose its contents as it hits the ground. Both the bottle and the soda it releases deal damage, which the former dealing more knockback.

Side Special: "Tanegashi Accel Impaaaaaact!", as named by Akiho, is the signature attack of the Tanegashimachine. The Tanegashimachine has wheels attached to its backside so, when knocked over, it can propel itself forwards at a high speed to tackle foes. In Super Smash Bros., Akiho will sit the Tanegashimachine down and it will propel itself forwards at a high speed, and only stop as it travels a certain distance. The attack can be charged up to increase the distance Tanegashimachine travels and the speed it begins moving at.

Up Special: Gunvarrel Ankh Striker is the signature finishing move of Gunvarrel, the "Giant Robot of Justice" piloted by the main protagonist of the Gunvarrel in-universe anime series. Gunvarrel Ankh Striker sees the rocket thrusters on Gunvarrel's wrists activate to allow him to perform a powerful uppercut attack. Akiho tries to mimic this attack, by charging up before performing a very powerful, uppercut that stalls her in midair and causes her to rise a very short amount. Tanegashimachine also performs this attack, jumping up higher than Akiho but dealing very little damage.

Down Special: Monopoles, or magnetic monopoles, are a hypothetical elementary particle that actually makes an appearance in Robotics;Notes. As its name implies, monopoles are magnets that have only one of a north pole or south pole. In Robotics;Notes, monopoles are used to power the Robot Research Club's Gunvarrel replia. In Super Smash Bros., Akiho ducks down and a monopole falls down from the sky down in front of her, meteor smashing those it hits who are aerial while creating a shockwave as it lands to knock away nearby foes.

Final Smash: Gunvarrel is the titular character of the fictional Gunvarrel anime series present in the world of Robotics;Notes and the greater Science Adventure series. Gunvarrel is a giant "Robot of Justice" piloted by a character named Genki Dotou. For her Final Smash, Akiho summons the life-sized Gunvarrel replica built by her Robot Research Club, with a cut-in of Kaito as he gets ready to pilot the mech. The Gunvarrel replica has two pile drivers attached to its arms, which Kaito will shoot at the stage, following where Akiho moves (though it does not hurt her should she be hit).

Alternate Costumes
Miscellaneous
Akiho's entrance animation sees her slide onto the stage while pointing at the sky as she stands on a black rolling office chair, which she kicks away as she jumps off.

Akiho's taunt sees her perform a spin (donning a pair of glasses as she does so) before pointing at the sky and shouting "Don't give up! This isn't over!"

Akiho's victory theme is a remix of a portion of the theme "Energetic Force" from Robotics;Notes.

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Victory theme

Akiho's three victory animations are as follows: Akiho performs a spin before posing in a manner with one hand up in the air in front of her; Akiho and Kaito perform a high five in the same manner as to how they do so on the cover art for Robotics;Notes; and Akiho and Tanegashimachine perform the same pose, with Akiho throwing a peace sign towards the camera and Tanegashimachine just sticking his arm out forwards.

SSB Eternal Darkness Series
Jake's Super Smash Bros. character name - Alexandra
SSB Eternal Darkness Series
Roivas rifle
Alexandra Roivas is an American woman studying abstract mathematics and number theory at an unnamed Washington university. She travels to her grandfather's estate on Rhode Island after learning that he had been killed in an unknown way, and begins her own investigation two weeks after. The main protagonist of the 2002 GameCube horror title Eternal Darkness: Sanity's Requiem, Alexandra uses the titular Tome of Eternal Darkness to experience the long-running war against darkness through the eyes of those who had the Tome in their possession at that time, learning how to use Magick and about the darkness that possessed the Roman centurion Pious Augustus.
JSSB character logo - Eternal Darkness
First appearance:
Eternal Darkness: Sanity's Requiem (2002)
Special Attacks
Neutral Special: Damage Field is a Magick spell that can be performed by those wielding the Tome of Eternal Darkness, by combining the Bankorok and Redgormor runes. In Eternal Darkness, the spell would create a field that damages all foes within a certain radius. Similarly, in Super Smash Bros., Alexandra creates a ball of energy around herself, which damages those who touch it. It will explode a moment later to knock away any foe within the vicinity.

Side Special: Shield is a Magick spell from Eternal Darkness. Those who wield the Tome of Eternal Darkness can combine the runes Bankorok and Santak in order to summon a ball of light that protects the user from attacks. In Super Smash Bros., this ball of light will spin around Alexandra very quickly. The ball of light deals damage to any who touch it, and it is also capable of reflecting projectiles.

Up Special: Magickal Attack is a Magick spell that wielders of the Tome of Eternal Darkness can perform by combining the Antorbok and Redgormor runes. In Eternal Darkness, the Magickal Attack spell is a powerful attack that hops from foe to foe in a chain attack. In Super Smash Bros., Alexandra uses the Tome of Eternal Darkness by creating a ball of light underneath her, which explodes to launch her upwards a short distance. While not great for recovery, it deals massive damage and can meteor smash foes.

Down Special: Summon Trapper is a Magick spell in Eternal Darkness and one of the three summon-based spells that wielders of the Tome of Eternal Darkness can use. The spell, as its name suggests, summons a Trapper, which, in Eternal Darkness, is a creature capable of transporting others into the Trapper Dimension. In Super Smash Bros., the Trapper will instead dash forwards at a high speed before disappearing, damaging any in its way. If used in the air, the Trapper will instead travel downwards and along the ground a shorter distance before disappearing.

Final Smash: Summon Horror is a Magick spell in Eternal Darkness. In Eternal Darkness, the spell, which can be used by combining the Tier, Aretak, and Pargon and one of the Ancients' alignments (Chattur'gha, Xel'lotath, or Ulyaoth). In Super Smash Bros., Alex will summon a Horror of one of the Chattur'gha, Xel'lotath, or Ulyaoth alignments, which will run around the stage, swiping their claws or stomping the ground to create electrical charges. Alex is still capable of running around and attacking foes as normal while the Horror is on the stage, and it will remain for a limited amount of time.

Alternate Costumes
Miscellaneous
Alexandra's entrance animation sees her wander in from the background with a flashlight in one hand.

Alexandra's taunt sees her flip through the Tome of Eternal Darkness and mutter the name of one of various runes. These runes can be: "Bankorok", "Tier", "Narokath", "Nethlek", "Antorbok", "Magormor", "Redgormor", "Aretak", "Santak", and "Pargon".

Alexandra's victory theme is a direct rip of an excerpt of "The Last Hope" from Eternal Darkness: Sanity's Requiem.

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Victory theme

Alexandra's victory poses are as follows: Alexandra will close the Tome of Eternal Darkness in a dramatic way, before sighing and looking up with a smile; Alex will accidentally summon a Mantorok Zombie, before shooting it with her rifle quickly; and Alex will shake her flashlight after it shorts out.

JSSB Sonic symbol
Jake's Super Smash Bros. character name - Amy
JSSB Sonic symbol
AmySonicmon
Amy Rose is the self-proclaimed girlfriend of the titular protagonist of the Sonic the Hedgehog series. Amy often shows herself as a kind and fairly girly individual, though has also been described as a tomboy due to her immense strength and aggressive tendencies. Amy is easily able to befriend others and is a kind-hearted optomist, so despite her obsessive crush on Sonic, her entire life does not revolve solely around trying to gain his interest. Amy wields a large (and heavy) mallet known as the Piko Piko Hammer, which she is capable of wielding with ease.
JSSB character logo - Sonic the Hedgehog
First appearance:
Sonic the Hedgehog CD (1993)
Special Attacks
Neutral Special: Homing Attack is a technique that many characters in the Sonic the Hedgehog series can perform, and Amy is no exception, who first uses the technique in the multiplayer mode of Sonic Adventure 2. In Super Smash Bros. the move acts the same way as in the three-dimensional Sonic the Hedgehog titles: Amy will target the nearest enemy (marked with a reticle), spin into a ball, and rush towards them. While the move also acts as Sonic's neutral special move, Amy's version of the attack has different properties to the Blue Blur's. Amy can not travel as far as Sonic can during the attack, however she does attack with a powerful smash with her Piko Piko Hammer that allows her to deal more damage and knockback in comparison.

Side Special: Propeller Hammer is an attack that Amy can perform in Sonic Heroes, which allows her to temporarily hover through the air. Much like in the aforementioned title, in Super Smash Bros. Amy swings her hammer out around her in a circle. Unlike in Sonic Heroes Amy will not move into the air when it is used, though, when performed mid-air, Amy will be temporarily unaffected by gravity during the move's use, hovering as she performs it. Propeller Hammer leaves Amy helpless when used in the air, but regardless of where it is used Amy can be moved in either a forwards or backwards direction as she spins her hammer around her.

Up Special: Hammer Jump is a technique that Amy has used throughout the Sonic the Hedgehog series, first appearing in Sonic Adventure. The attack sees Amy slam her hammer into the ground, which launches her high into the air with a trail of hearts following behind her. Its mid-air counterpart, Mid-Air Hammer Jump, from Sonic Advance 3 acts the same way, though Amy does not need to hit the ground to launch herself upwards. This attack works the same way in Super Smash Bros., and leaves Amy in a pseudo-helpless state upon launching upwards.

Down Special: Rose Typhoon is Amy's special Soul Surge skill that she can perform in the multiplayer mode of Sonic and the Black Knight. The move sees Amy jump into the air before slamming her hammer into the ground, creating a pink shockwave in a radius around her. In Super Smash Bros. the move acts differently but retains several ideas from its original counterpart. The attack instead sees Amy swing her hammer overhead into the ground, creating a detonation of pink energy when her hammer comes in contact with something.

Final Smash: Hyper Tornado Hammer is a special attack based upon two techniques that Amy has shown to be able to perform in the Sonic the Hedgehog series, namely the Tornado Hammer from Sonic Heroes and the Hyper Mode state from Sonic the Fighters. Hyper Mode is a universal ability that all characters have in the aforementioned fighting game, which temporarily boosts their attack power and speed at the cost of defence after harnessing the power of the Chaos Emeralds. Tornado Hammer is a weaker projectile attack that sees Amy create a pink tornado, which she knocks towards enemies with her hammer to stun them. For her Super Smash Bros. Final Smash, Amy combines these two abilities: Amy harnesses the power of the Chaos Emeralds (which fly around her from off-screen) to power up, gaining a white glow. She then creates an extraordinarily large tornado, launching it across the stage to deal damage to all foes. This tornado traps foes as it moves across the stage, dealing damage to all foes as they are beaten by the winds.

Alternate Costumes
Miscellaneous
Amy's entrance animation sees her bounce in from off-screen in a similar way to a Spin Dash, before taking out her hammer and spinning it around out to her side.

Amy's taunt sees her plant the Piko Piko Hammer's head flat against the ground and pose with one hand on its handle, the other pumped up in front of her face, and, facing sideways, her foot closer to the hammer tucked upwards. She does all this with a smile, before saying "leave it to me!"

Amy's victory theme is a pop-styled remix of the opening of the Seaside Hill theme from Sonic Heroes.

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Victory theme

Amy's victory poses are as follows: Amy jumps high into the air, raising her arms above her head, before landing in a crouch and flashing a peace sign towards the camera; Amy tosses her Piko Piko Hammer into the air and looks back and forth, asking "I wonder if Sonic saw that?" as she catches it; and Amy slams her Piko Piko Hammer into the ground before giving a thumbs up with a wink.

JSSB Kirby symbol
Jake's Super Smash Bros. character name - Animal Friends
JSSB Kirby symbol
KSA RickKineCoo
Rick, Kine, and Coo - collectively referred to as the Animal Friends - are three allies of Kirby who appear in Kirby's Dream Land 2. Rick the hamster, Kine the fish, and Coo the owl can be found in sacks hidden around levels, and assist Kirby by powering up his Copy Abilities in certain ways. Like with their appearance in Kirby: Star Allies, Rick, Kine, and Coo all appear as one character, with Rick being the "main" character that the player controls, while Kine and Coo replace him for certain moves as well as when in the water and air, respectively.
JSSB character logo - Kirby
First appearance:
Kirby's Dream Land 2 (1995)
Special Attacks
Neutral Special: Spark is an electrical Copy Ability that first appeared in Kirby's Adventure. When Kirby has this ability, Spark allows him to surround his body with sparks of electricity to zap nearby enemies. When this move is used on the ground in Super Smash Bros. Rick will fire a short beam of electricity forwards from his mouth, which decreases in length as the special move button is held down. When the move is used in the air by Coo, the special attack is instead Cutter. In the Kirby series, Cutter allows Kirby to throw boomerang-like projectiles that sprout from his hat. In Super Smash Bros. Coo throws three razor-sharp feathers forwards a fair distance, which does not cause enemies to flinch and thus allows Coo to damage foes who are in a helpless state without causing them to revert to their normal state.

Side Special: Stone is a Copy Ability that, in the Kirby series, allows Kirby to transform into a stone, granting him temporary invulnerability. In Super Smash Bros. and Kirby's Dream Land 2, Rick curls up into a ball and rolls forwards a far distance, and in the former he will bounce back into his normal form after hitting an enemy or wall, and will enter a helpless state should a platform not be beneath him. When in the air, Coo will instead perform Burning, which, like in Kirby's Dream Land 2, sees him become engulfed in flames as he dives forwards in a downwards direction. Like Rick, Coo will bounce off an enemy or a platform, and will enter a helpless state should this occur when in midair. Additionally, Rick and Coo will cease their movement should they not make contact with anything after a short period of time, also entering a helpless state then.

Up Special: Parasol is a recurring Copy Ability in the Kirby series, first appearing as one of the original power-ups in Kirby's Adventure. Parasol was originally introduced as a defensive ability, where Kirby can use a red and white-striped parasol to slow his descent or hold it out as a shield. In Kirby's Dream Land 2, Rick and Coo appear to use this Copy Ability in similar ways from a glance, but are fairly different in practice. Despite this, both of them perform the move in an identical way in Super Smash Bros., with the move based upon how Coo used it originally: Rick or Coo will summon a parasol and spin upwards, dealing damage to any they hit from below as they spin upwards a fair distance. The parasol will not automatically close after they fly upwards: Rick and Coo will keep the parasol open until they land on the ground, slowing their descent. While the parasol is held open as they are falling the player can forcibly close it by pressing down on the control stick, though this will force them into a helpless state; this will also happen should they get hit by an attack.

Down Special: Needle is a Copy Ability introduced in Kirby's Adventure. Like Parasol, Needle is a Copy Ability introduced to act as both a defensive and offensive power-up for Kirby, as he can sprout retractable spines that extend off his hat to deal damage to any enemy around him. In Kirby's Dream Land 2 Rick and Coo use spikes as weapons to assist Kirby whenever he should have the Needle ability: Rick would grow spines off his back to make his backside invulnerable to attacks while also damaging any enemy that runs into him, while Coo would hold a Kirby below him who extends spikes downwards while the two fly through the air. The attack works in the same way for Rick in Super Smash Bros., while Coo will hold a Gordo beneath him as he dives straight downwards.

Final Smash: "Dream Friends" is a term that refers to the playable characters in Kirby: Star Allies that are essentially not Kirby nor any enemy character from the game. These characters all hail from previous Kirby titles, and include the likes of Rick, Kine, and Coo, Marx, Daroach, Magolor, and Gooey. In Kirby: Star Allies, all Dream Friends can be recruited by using the Dream Rod that exists inside of a Dream Palace, though some need to be downloaded as they were released post-launch in free game updates. In Super Smash Bros. Rick, Coo, and Kine will all appear together and hold out the Dream Rod and fire a beam of stars forwards. Any foe who touches this beam will be sent into a cinematic, where a number of Dream Friends from Star Allies attack the foes one-after-another: Bandana Waddle Dee will dash through them and pierce them with his spear, Daroach uses the Triple Star to send three large star-shaped projectiles at them, and Susie will fire at them with a Haltmann Works Company energy blaster before Rick, Coo, and Kine all just fall from the sky and land on them, knocking them away.

Alternate Costumes
Miscellaneous
The Animal Friends' entrance animation sees him escape from a sack that is already on the stage. Rick is the character that the player controls while on the ground, so he is the only one that has an entrance animation.

The Animal Friends' taunt sees him look around with his head tilted upwards as he sniffs around. As taunts can not be performed when in the air or in water, Coo and Kine do not have taunts.

The Animal Friends' victory theme is a shortened acoustic remix of the opening of Coo's theme from Kirby's Dream Land 2.

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Victory theme

The Animal Friends' victory animations are as follows: Rick, Kine, and Coo bounce around before Rick and Coo high-five and Kine simply flops alongside them; Coo lands on Rick's head, while Kine bounces up and down around them; and Rick spins around before posing with his arms in the air, as Kine and Coo jump out from behind him performing similar poses.

SSB Puyo Puyo Series
Jake's Super Smash Bros. character name - Arle
SSB Puyo Puyo Series
ArleTouch
Arle Nadja is the main protagonist of the Madō Monogatari series of role-playing games, but is possibly far more well-known as the mascot of the Puyo Puyo puzzle games. Arle is a cheerful (yet sometimes snarky) and hygienic young girl who acts as the straight man within the Puyo Puyo cast. Arle has a notable aptitude for magic, and has been able to perform incredibly powerful skills ever since she was in kindergarten; though strong, she has a limit on the amount of power she can expend and over-exerting herself will cause her fingers to bleed. She holds a particularly strong relationship with the yellow creature named Carbuncle, and has stated on several occasions that she would be devastated if he disappeared. Arle is the love interest of Satan though she does not reciprocate his feelings and often appears to be oblivious to "girly things" and the idea of being in a relationship.
JSSB character logo - Puyo Puyo
First appearance:
Madō Monogatari 1-2-3 (1990)
Special Attacks
Down Special: Diacute is a spell in the Madō Monogatari series. It is a buff spell, that increases the strength of Arle's next spell. In Super Smash Bros. this technique acts similarly, powering up the rest of Arle's special moves and often changing how they work in certain ways.

Neutral Special: Ice Storm is one of the eight combat skills that Arle can use against enemies in Madō Monogatari I. One of the elemental spells, Ice Storm sees Arle summon four spikes of energy that form into dagger-like icicles, which then rush and stab her enemy to freeze them solid. In Super Smash Bros. this ability has been changed, instead seeing Arle summon a series of small icicles forwards down towards the ground in front of her to deal minor damage and potentially freeze enemies. When powered up by Diacute, Arle will shoot a large icicle down at the ground, which will detonate upon contact with an enemy or the ground to deal more damage while also increasing the likelihood of freezing opponents.

Side Special: Carbuncle is a small yellow creature who, like Arle, appears to contain a strong magical power. He was introduced in Madō Monogatari II as the pet of Satan, and he intended to gift the yellow creature to the woman who would be his fiance - upon his defeat at the hands of Arle, Carbuncle joins the young woman as her companion, and thus Satan believes Arle to be his destined wife. Carbuncle displays a number of different abilities throughout the Madō Monogatari and Puyo Puyo series, and one of his most prominent sees him shoot forwards to pierce through enemies. This same attack serves as Arle's side special move in Super Smash Bros. and the player can hold down the special attack button to charge up the distance that Carbuncle flies. When powered up by Diacute, Carbuncle will instead fire a laser from his forehead back towards Arle as he flies away from her that also deals damage (albeit less damage than taking a direct hit from Carbuncle) to foes. Regardless, once Carbuncle is shot forwards he will linger on the stage for a short moment; if he is attacked during this cooldown period, he can be defeated causing Arle to need to wait in order to summon him again.

Up Special: Puyo Trampoline is a technique that makes use of the eponymous Puyo creatures of the Puyo Puyo series. The Puyo first appeared in the Madō Monogatari as basic enemies, with each of the different colours having different properties, strengths, and weaknesses. In the Puyo Puyo series the Puyos appear as the puzzle pieces that characters use to fight against each other, appearing to fill a similar role as the Tetrominos from the Tetris series. In Super Smash Bros. Arle summons a Puyo beneath her and bounces off of it, flying upwards a fair distance before state where she can use any of her moves barring her up special move again. The Puyo she summons can be red, purple, yellow, blue, or green, though they all act the same; it will remain behind for a short moment as well, allowing any other fighter to use it in the same way. When powered up by Diacute, Arle will bounce the same distance upwards but summon three Puyos of the same colour, which will then explode to deal damage, thus also eliminating the possibility of other fighters using the Puyo as well.

Final Smash: Heaven Ray is a spell that Arle performs in Puyo Puyo Fever upon reaching a combo of 10 consecutive Puyo eliminations. The short animation that plays sees Arle fire a beam of light up into the air, joined by Carbuncle who similarly fires a thinner beam as well. In Super Smash Bros. Arle performs the same animation, firing a laser of light into the air (dealing damage) and off the top of the screen. After a short moment, a series of five lasers (all thinner) will then crash down from off the top of the screen in the area around Arle, detonating as they hit the ground around her.

Alternate Costumes
Miscellaneous
Arle's entrance animation sees her teleport onto the stage while jumping, pointing to sky, before landing with a flourish.

Arle's taunt sees her spin around before pointing towards the camera with both arms as if casting a spell, releasing a dim glow from in-between her hands.

Arle's victory theme is a light and poppy remix of the victory theme for the original Puyo Puyo game for the Sega Genesis.

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Victory theme

Arle's victory animations are as follows: Arle spins around before showing a peace sign towards the camera; Carbuncle runs up to Arle and jumps into her arms, and the girl spins around with him in her arms before smiling to the camera; and Arle, with Carbuncle on her back, performs a small dance before posing in a manner identical to how she does in a piece of artwork released for Puyo Puyo Fever 2.

JSSB Wario symbol
Jake's Super Smash Bros. character name - Ashley
JSSB Wario symbol
Ashley - WarioWare Gold
Ashley is a young witch girl who makes frequent appearances as an employee of the titular company of the WarioWare series. Ashley, and her small demon servant Red, live alone in a large haunted mansion, but frequently travel around Diamond City and the world in order to train their magical powers. Despite having Red by her side almost all the time, Ashley herself is fairly lonely, as her parents live far away in her hometown, and she relies on most of the other WarioWare employees for company, albeit on rare occasions.
JSSB character logo - WarioWare
First appearance:
WarioWare: Touched! (2004)
Special Attacks
Neutral Special: Vortex of Chaos is an attack that sees Ashley hold her wand in the air to create a tornado of dark energy that whips around her at a high speed for a short moment, damaging all those nearby while also absorbing energy-based projectiles. The attack itself is not based on any ability Ashley is shown to be able to perform in the WarioWare series, instead being inspired by the "Ashley Meets Halloween" webcomic. If Red is not around Ashley when she attempts to use it, she will instead hold her stuffed rabbit up in the air by mistake, and spin herself around in an attempt to attack, but only deal very minimal damage to those who actually run into her.

Side Special: Shadow Blast is yet another attack not based directly on another move Ashley has not explicitly demonstrated in the WarioWare series, but again is based on another ability she has shown to be able to perform. In Game & Wario Ashley is shown capable of firing blasts of magic from her hand in her minigame, though in Super Smash Bros. she once again uses her wand. When the move is activated, Ashley holds out her wand and fires a pulse of dark energy that extends out in a conical fashion away from her, dealing more damage and knockback to those closer to the witch. If Ashley attempts to use this move without Red, she will instead pull out a lollipop and hold it out in front of her for a moment before putting it away, not dealing any damage.

Up Special: Broomsticks are a common item used by witches, and is used by Ashley herself prominently throughout her minigame in Game & Wario. In the Ashley minigame of Game & Wario, the player must control Ashley as she flies horizontally through levels on her broomstick, and fire purple orbs to destroy obstacles in her path. In Super Smash Bros., Ashley summons her broomstick and dashes upwards at an angle a short distance, while encasing herself in a magical aura that deals damage to those she hits. This is Ashley's only special move that can still be used should Red be KO'd, though Ashley is unable to project a magical aura due to his absence and will thus travel through opponents instead of damaging them.

Down Special: Trident Charge is an attack that is actually based around Red's signature trident weapon, which is said to be part of his body. Appearing in front of Ashley, Red holds out his Trident as Ashley launches them forwards a fair distance with a blast of magic. The attack damages fighters both in front of and behind Ashley and Red, as coming in contact with Red's trident will deal damage, as will Ashley's initial blast of magic. If used in the air, Ashley will instead propel them at a downwards angle, though they will continue to move forwards a short distance should they land on the ground during its duration. Should Red not be around when Ashley tries to use the attack, she will instead propel herself a short distance forwards both in the air and on the ground with a weak magical blast; while the attack normally leaves Ashley and Red helpless should they be airborne at the move's end, Ashley can use this multiple times in the air as a weak horizontal recovery.

Final Smash: Ashley's Star Revolution is the name of the collection of songs that plays during the "Ashley" minigame in Game & Wario, on which this Final Smash is based. Once used, Ashley will summon her broom and cross the entire length of the screen, trapping any she hits inside of cookie-like prisons. Once she reaches the other side of the screen, a short cinematic plays out where Ashley uses her wand to summon a stream of purple orbs to destroy the cookies she trapped her opponents in, which launches them away once the battle resumes shortly thereafter.

Alternate Costumes
Miscellaneous
Ashley's entrance animation sees her fly in on her broomstick, waving her wand around, before it stops and gracefully steps off it, the wand turning back into Red as she does so.

Ashley's taunt sees Red perch himself on Ashley's shoulder, and he raises his pitchfork while making a sound resembling a growl.

Ashley's victory theme is a remix of an excerpt of her (instrumental) theme song from WarioWare: Touched!, dubbed "Ashley's Song".

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Victory theme

Ashley's victory poses are as follows: Ashley flies in on her broom, before stopping and allowing Red to shift back into his normal form; Red transforms into a number of different objects (Link's Master Sword, a Splattershot, and a frying pan) before turning back into his normal form and falling to the ground dizzy; and Ashley hums along with her theme song as she sits reading a book and munching on a cookie, with Red laying down next to her asleep while cuddling Ashley's stuffed bunny.

JSSB Yoshi symbol
Jake's Super Smash Bros. character name - Baby Bowser
JSSB Yoshi symbol
Baby Bowser YI
Baby Bowser is the infant form of the Koopa King, Bowser, who serves as one of the two main antagonists of the Yoshi series. Often seen alongside his caretaker, a Magikoopa named Kamek, Baby Bowser heavily resembles his future son - Bowser Jr. - and acts as bratty as that child as well. Baby Bowser hates the Yoshis that often oppose him, and often tries to ruin their carefree and happy lifestyles - in Yoshi's Story Baby Bowser traps Yoshi's Island within a storybook, he steals the Wonder Wool that makes up the different Yoshis in Yoshi's Woolly World, and scatters the gems of the Sundream Stone in Yoshi's Crafted World.
JSSB character logo - Yoshi
First appearance:
Super Mario World 2: Yoshi's Island (1995)
Special Attacks
Neutral Special: Baby Fireball is, although not named as such, one of he most common techniques demonstrated by Baby Bowser throughout his appearances. Just as his adult self is known to shoot streams of fire from his mouth, Baby Bowser is capable of releasing fireballs, having not yet mastered his control over this power. In Super Smash Bros. Baby Bowser shoots forwards a small fireball from his mouth, which travels straight forwards fairly quickly before dissipating.

Side Special: Prince Hammer is, though not named as such, an item that Baby Bowser makes considerable use of during the events of Mario & Luigi: Partners in Time. Like the baby counterparts of the Mario Bros., Baby Bowser uses a metallic hammer in battle to compensate for his weaker physical strength. The item's use in Super Smash Bros. sees Baby Bowser swing it downwards in front of him, which deals minor damage but buries grounded foes that are hit by it.

Up Special: Ghostly Glide is a recovery move that makes use of Baby Bowser's unnamed ghostly pet that appears in Yoshi's Story. During Baby Bowser's boss fight in that title, the Yoshis must knock Baby Bowser off this ghost by throwing Bob-ombs at him. The Super Smash Bros. technique sees Baby Bowser's pet appear and fly directly upwards at a high speed, with the Koopa King holding onto it as it does so. Touching the ghost deals damage to foes but Baby Bowser is left helpless after the ghost disappears, which it does so after flying upwards a set distance.

Down Special: Ground Pounds are a common attack used by multiple characters within the Mario franchise and its related series - this includes both Baby Bowser and his archenemy Yoshi in the Yoshi titles. Baby Bowser prominently uses this technique in Super Mario World 2: Yoshi's Island, doing so to first punish Kamek for allowing Yoshi to reach him and then again during his boss fight. In Super Smash Bros. Baby Bowser will jump into the air, spin around vertically, and then crash down to the ground in a sitting position. This deals damage to foes he hits, and a small shockwave is released upon hitting the ground that also does so, though Baby Bowser can not exit this descent until he lands.

Final Smash: Big Baby Bowser is the form that Baby Bowser takes during the climax of Super Mario World 2: Yoshi's Island, and, although not named as such, in several other titles. After being powered up by Kamek, Baby Bowser grows to an enormous size, destroying his castle in the process, and gaining the power of telekinesis, which he uses to throw boulders at Yoshi. In Super Smash Bros. Baby Bowser summons Kamek, who uses his magic to grow giant, which he does so in the background of the stage. The player is then able to control a reticle, and point it towards other fighters. By pressing either the standard or special attack button, Baby Bowser will use telekinesis to throw a large boulder at the targeted area, dealing massive damage to any hit and splatting any enemy whose damage percentage exceeds 90% against the screen, instantly KOing them.

Alternate Costumes
Miscellaneous
Baby Bowser's entrance animation has him and Kamek fly in on a broom, before Baby Bowser jumps off. Kamek then flies off, waving his wand.

Baby Bowser's taunt sees him angrily stomp the ground three times, before releasing a small stream of fire from his mouth up into the air; this flame does not deal damage to foes and is purely aesthetic.

Baby Bowser's victory theme is a more intense remix of the opening bars of his battle theme from Yoshi's Story.

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Victory theme

Baby Bowser's victory animations are as follows: Baby Bowser blows a small fireball up into the air, and it crashes down right behind him and causes him to fall over clumsily; Kamek gestures towards Baby Bowser with his wand in a grandiose manner, and Baby Bowser stands confidently with a chuckle; and Baby Bowser roars weakly, before his adult self appears behind him and roars in a much more powerful manner.

JSSB Yoshi symbol
Jake's Super Smash Bros. character name - Baby Mario
JSSB Yoshi symbol
Babymariositting
Baby Mario is the infant form of the heroic plumber Mario, and one of the main protagonist of the Yoshi franchise. In Super Mario World 2: Yoshi's Island, a group of Yoshis finds Baby Mario after the stork carrying him and his brother were attacked by Baby Bowser, and introduces how Mario came to use the Yoshis as steeds. Despite being an infant, Baby Mario is incredibly athletic, as shown when he competes in various sporting events such as tennis, baseball, and kart racing, often alongside his adult form.
JSSB character logo - Yoshi
First appearance:
Super Mario World 2: Yoshi's Island (1995)
Special Attacks
Neutral Special: Smash Egg is a Bros. Item in Mario & Luigi: Partners in Time. One of the ten special moves that Baby Mario, Baby Luigi, and their adult forms work together to perform, Smash Egg sees the Marios and Luigis kick these star-spotted eggs at their enemies as it bounces around the arena. In Super Smash Bros. Baby Mario uses his hammer to hit a Yoshi Egg in front of him. The Yoshi Egg will bounce forwards across the ground twice, doing so at odd angles - first it bounces upwards, and then it will bounce forwards.

Side Special: Superstar Mario is a form that Baby Mario can take on in a number of different Yoshi games. First appearing in Super Mario World 2: Yoshi's Island, once Baby Mario touches a Super Star he will don a cape and be able to run at speeds high enough to run up walls or along ceilings. In Super Smash Bros. Baby Mario dons this same cape when the side special move is used, dashing forwards at a high speed to damage enemies as he dashes through them. When in the air, Superstar Mario defies gravity, and will enter a unique helpless state afterwards where he uses his cape to descend at a slower speed.

Up Special: Bubbles are small clouds of gases encased by a thin, and spherical, layer of liquid. Bubbles make rather prominent appearances within the Yoshi series, holding a variety of items like 1-UPs, or being used by enemies to bounce Yoshi and the baby that rides on his back away. Perhaps its most prominent use is whenever Yoshi takes damage from an enemy: Baby Mario encases himself within a bubble and floats in the air, making it easy for Baby Bowser's flying Toady minions to come in and kidnap him. In Super Smash Bros. Baby Mario will enter a bubble and fly upwards slowly. He can ascend almost indefinitely, and the player can pop the bubble to have Baby Mario enter a helpless state at any time. While an incredible vertical recovery option, Baby Mario is also incredibly defenceless, and being hit by any attack will cause the bubble to pop and force Baby Mario into a helpless state as well.

Down Special: Hammers, specifically large silver-headed mallets with wooden handles, are a weapon used by Baby Mario (as well as his brother) in Mario & Luigi: Partners in Time. After the two babies sneak their way into the Shroob's Vim Factory, they free the two enslaved L33T HAMM3R BROZ. who give them their weapons in return and teach them how to wield them. These Hammers can be used both in the overworld and in battle, and it is particularly useful against spiked enemies that can not be jumped upon. In Super Smash Bros. Baby Mario will hold the large Hammer above his head before swinging it down into the ground to bury opponents. The attack can be charged up to deal more damage to the enemy in front of him, though if charged too much Baby Mario will fall backwards and drop his hammer.

Final Smash: Pocket Chomp is a Bros. Item in Mario & Luigi: Partners in Time. The Pocket Chomp item is a small capsule that holds within it a small Chain Chomp. When the item is used, the Chain Chomp will break out of the capsule and chase one of the adult Mario Bros. as their baby form rides atop it. With the baby's attack button, the player can have them use their mallet and hit the hit the Chain Chomp, which only makes it angrier and increases the damage it deals. In Super Smash Bros. Baby Mario releases a Chain Chomp from its capsule, and it will bounce around the stage chomping wildly as the infant rides atop it. The player is in control of the Chain Chomp's movements, and pressing any attack button will see Baby Mario hit it with his hammer to make it charge forwards angrily. The Chain Chomp will remain on the stage for a short period of time before bucking Baby Mario off its back and bouncing into the background. Like in Partners in Time it is possible for a female Chain Chomp (with a bow and large eyelashes) to appear instead of a regular one, though unlike in that game it is purely an aesthetic difference.

Alternate Costumes

Half of Baby Mario's alternate costumes replace him with his brother, Baby Luigi. Aside from using different voice clips and being acknowledged as separate by the announcer and crowd, they are identical.

Miscellaneous
Baby Mario's entrance animation sees him fall down onto the stage in a bubble, which pops a short distance above the ground.

Baby Mario's taunt sees him jump up into the air and wave wildly, landing clumsily and falling onto his backside.

Dr. Mario's victory theme is a cheerful playtime remix of the opening of the Mario & Luigi: Partners in Time victory theme.

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Victory theme

Baby Mario's victory poses are as follows: Baby Mario sits on the ground eating a cookie before looking up and happily giggling; Baby Mario jumps into the air, one fist in the air, before landing and flashing the peace sign towards the camera, saying "Oh yeah! Baby Mario win!"; and Baby Mario slams his hammer into the ground, but it gets stuck and he can't lift it back up and comically flies backwards from it as he tries.

JSSB Rare symbol
Jake's Super Smash Bros. character name - Banjo & Kazooie
JSSB Rare symbol
Banjo and Kazooie (Banjo-Kazooie)
Banjo and Kazooie are two best friends who live together in a small house at the base of Spiral Mountain. In the Banjo-Kazooie series, the two must work together, with the help of the mole named Bottles and the mystical shaman Mumbo Jumbo, to take down the wicked witch Gruntilda Winkybunion, whose plans constantly aim to disrupt their peaceful existence, from attempting to steal the beauty of Banjo's younger sister, Tooty, to trying to prevent Banjo and Kazooie from ever meeting.
JSSB character logo - Banjo-Kazooie
First appearance:
Diddy Kong Racing (1997)
Banjo-Kazooie (1998)
Special Attacks
Neutral Special: Egg Firing is one of the most-basic techniques that Banjo and Kazooie can perform in the Banjo-Kazooie series, which Bottles teaches the duo in the first the two visit upon entering Grunty's Lair: Mumbo's Mountain. In Banjo-Kazooie Banjo crouches down so that Kazooie can fire an egg straight forwards over his head, and in Banjo-Tooie a more-strategic version of this ability, called Breegull Blaster, saw Banjo hold Kazooie like a rifle, allowing her to shoot eggs at a rapid pace. Like in Banjo-Kazooie, the Super Smash Bros. incarnation of this ability sees Banjo crouch down and Kazooie fire an egg forwards a short distance. Though the eggs are fairly weak and do not travel incredibly far, tapping the special move button will allow for up to three eggs to be shot out in rapid succession.

Side Special: Wonderwing is an ability that Bottles teaches Banjo and Kazooie during the events of Banjo-Kazooie. This move uses up the player's collected stock of Golden Feathers in order to make the two invincible for a short period of time, with Kazooie shielding her friend with her wings. In Super Smash Bros. Banjo and Kazooie will perform this same technique in an almost-identical manner. Kazooie will protect Banjo, who will proceed to dash forwards as long as the button is held down, dealing damage to foes on contact. Five icons of Golden Feathers appear above the duo as this move, and they will deplete as the move is used. When the Golden Feathers run out Banjo and Kazooie will no longer be invincible and the attack, while it can still be used, is significantly weaker. The Golden Feathers are regained by KOing foes, with one being added to the duo's count whenever they defeat one foe.

Up Special: Shock Spring Jump is a technique that can be performed by Kazooie in both Banjo-Kazooie and Banjo-Tooie. Utilizing the Shock Spring Pads present throughout the different worlds, Kazooie rotates herself to carry Banjo on her back, and uses her legs to spring up into the air. In Super Smash Bros., Kazooie does just this in order to launch the two into the air and through any foes above them. When on the ground, Kazooie will launch the two higher into the air than should the move be used on the ground, and in either case Banjo and Kazooie enter a pseudo-helpless state once they travel upwards high enough.

Down Special: Beak Bayonet is a technique that Kazooie can perform in the Breegull Blaster areas of Banjo-Tooie. With Kazooie being carried much like a rifle in these specific areas, the ability sees Kazooie lunge forwards to deal damage to close-ranged foes. In Super Smash Bros., Banjo quickly takes Kazooie out of his backpack and the two dash forwards with Banjo using her much like a spear. The Beak Bayonet attack can only be performed when on the ground, as a different attack, Beak Buster, is performed in the air. Beak Buster is a very powerful and very useful ability that Banjo and Kazooie learn from Bottles in Mumbo's Mountain, the first world of Banjo-Kazooie. Somewhat humorously, the ability sees Banjo flip upside-down into the air, before Kazooie pops out of his backpack and the two drill into the ground, the breegull's beak smashing into the ground. This attack is nearly-identical in Super Smash Bros., and the attack drills through opponents allowing the bear and bird to pass through foes.

Final Smash: Jiggy Rain is the name of Banjo and Kazooie's All-Star Move in the Xbox 360 version of Sonic & Sega All-Stars Racing, in which they make a guest appearance. This technique makes use of the Magic Wrench gifted to Kazooie by the Lord of Games during the events of Nuts & Bolts, and the duo's All-Star Move has the breegull use this wrench to summon a large number of giant golden puzzle pieces, Jiggies, from the sky. In Super Smash Bros. the Jiggy Rain technique is very similar in use - Kazooie pulls out the Magic Wrench and spins it around in the air to summon Jiggies from the sky. Banjo and Kazooie can run around while these Jiggies fall from the sky, and while they can not perform any special moves during this time, Kazooie can use the Magic Wrench as a weapon to attack enemies and push them into the way of incoming Jiggies.

Alternate Costumes
Miscellaneous
Banjo & Kazooie's entrance animation sees Banjo be teleported onto the stage in a shower of golden lights, akin to the warping animation from Banjo-Kazooie.

Banjo & Kazooie's taunt sees Kazooie come out of Banjo's backpack and tap his head with her beak three times, before Banjo angrily looks up at her.

Banjo & Kazooie's victory theme is a remix of the fanfare that would play whenever Banjo and Kazooie obtain a Jiggy in Banjo-Kazooie.

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Victory theme

Banjo and Kazooie's victory poses are as follows: Banjo happily chuckles his "guh-huh" before Kazooie pops out of his backpack and taps his head three times, to which Banjo responds by clonking her on the head with his fist; Kazooie happily waves her head around before firing three blue eggs into the air, as Banjo strums a banjo; and Kazooie waves around the wrench from Banjo-Kazooie: Nuts & Bolts, and pulls their basic trolley vehicle from the game towards them, which Banjo backflips over.

SSB Slime Rancher Series
Jake's Super Smash Bros. character name - Beatrix
SSB Slime Rancher Series
Beatrix Lebeau
Beatrix LeBeau is the player's character in Slime Rancher. A quiet woman who previously lived on Earth, Beatrix decided to travel to the Far, Far Range and take over an abandoned ranch. This ranch was once owned by legendary Slime Rancher Hobson Twillgers, who left this place in search of new adventures. Beyond Beatrix sharing Hobson's outdoorsy personality and love of exploration, little else is known about her; one of the few other facts about her is that she left a "special someone" back home on Earth named Casey.
JSSB character logo - Slime Rancher
First appearance:
Slime Rancher (2017)
Special Attacks
Neutral Special: Vacpack is the large device that Beatrix wears on her person at all times during the events of Slime Rancher. The Vacpack is a gadget capable of vacuuming up and storing most of the items (and creatures) that Beatrix comes across in the Far, Far Range, and additional upgrades for it can be purchased through the 7Zee Rewards Club. Holding the special move button down in Super Smash Bros. will cause Beatrix to activate her Vacpack and suck in an enemy, which she will then launch out a moment later; through this, she can essentially use the enemies she draws in as projectiles. Beatrix can also draw items in towards her, and she can even store some kinds of items inside of the Vacpack's storage unit for a short time.

Side Special: Rock Slimes are one of the most common types of Slimes present in Slime Rancher alongside Tabby Slimes and Pink Slimes, and the most common Harmful Slime that Beatrix comes across in the Far, Far Range. As their name describes, Rock Slimes possess stone spikes protruding from various parts of their body, and they often roll up to damage those they see as threats by rushing into them with these protrusions. In Super Smash Bros. Beatrix releases a Rock Slime from her pack, which rushes forwards to damage enemies with its spikes. The Rock Slime will remain on stage for a little while after being fired, though will not damage enemies again unless attacked directly. Beatrix can suck the Rock Slime up into her Vacpack and fire it again, as only one Rock Slime can be on the stage at a time. Additionally, on rare occasions Beatrix will instead release a Rock Slime with its grey Secret Style design instead of its default blue one.

Up Special: Jetpack is one of the first upgrades that Beatrix can acquire for her Vacpack, which she can do so for only 350 Newbucks. The Jetpack allows Beatrix to fly a short distance off the ground as long as she has the energy to do so. In Super Smash Bros. the Jetpack has her enter a pseudo-helpless state as long as it is in use by holding down the special move button. Like in Slime Rancher the Jetpack relies on a limited use of energy to function, which only replenishes once Beatrix lands on the ground.

Down Special: Boom Slimes are an uncommon type of Slime present in the Far, Far Ranch. Possessing a design similar to that of molten lava, Boom Slimes are known for exploding whenever agitating; the Plorts they drop when fed also possess this feature as well. In Super Smash Bros. Beatrix will release a Boom Slime from her Vacpack, and it will explode once it comes in contact with a wall or an opponent, or once a very short period of time has passed. Similar to the Rock Slime, Beatrix can also suck the Boom Slime into her Vacpack and fire it in another direction. Additionally, also like the Rock Slime, the Boom Slime's Secret Style design, which is blue and pink in colour, will on rare occasions appear instead of the default.

Final Smash: The Tarr is a special kind of hostile Slime that can appear at any time during Slime Rancher. The Tarr is a black Slime that possesses a rainbow tinted design that swirls about its body, and it is created once a Largo Slime eats a type of Plort that it does not produce. Extremely hostile, The Tarr attack both Slimes as well as Beatrix, and will transform any Slimes they defeat into members of The Tarr. In Super Smash Bros. Beatrix fires a Pink Slime from her Vacpack and it quickly mutates into The Tarr. After it does, it calls upon more members of The Tarr, which bounce around the stage quickly to deal massive damage to anyone who comes in contact with them.

Alternate Costumes
Miscellaneous
Beatrix's entrance animation has her appear from out of a Slime Rancher teleporter. The pad disappears a moment after she enters the stage.

Beatrix's taunt sees a Pink Slime jump out of her Vacpack and bounce onto the ground, before she vacuums it up into her pack.

Beatrix's victory theme is a faster-paced remix of the Ranch theme from Slime Rancher, with the main instrument being an acoustic guitar.

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Victory theme

Beatrix's victory animations are as follows: Beatrix vacuums up a Pink Slime that was bouncing around her, before she points her Vacpack upwards with a satisfactory look on her face; a Lucky Slime bounces around Beatrix releasing Newbucks coins that she vacuums up in a cheerful hurry; and Beatrix activates her Jetpack and hovers slightly above the ground, after which she performs a quick spin in the air and drops down to the ground.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Birdo
JSSB Mario symbol
Birdo MP9
Birdo is a member of a species of the same name, and a recurring character in the Super Mario series. Birdo first appeared in Yume Kōjō: Doki Doki Panic as a mini-boss, working as one of the most prominent members of Wart's army, the 8 Bits. Since her initial debut, Birdo has returned as a playable character in multiple Mario spin-off titles, often being partnered with the similarly dinosaur-esque Yoshi, with whom she is implied to be in a romantic relationship. Her gender is a debatable subject, with some games presenting her as a feminine man while others simply refer to Birdo as a woman.
JSSB character logo - Super Mario
First appearance:
Super Mario Bros. 2 (1988)
Special Attacks
Neutral Special: Egg Fire is based on the attack patterns of Birdo in Yume Kōjō: Doki Doki Panic and its redeveloped version Super Mario Bros. 2. In these games Birdo primarily shoots eggs from her snout, which can be picked up out of the air and thrown back at her. Red Birdos however also shoot fireballs from their snouts, and the technique in Super Smash Bros. combines these two abilities. For her neutral special move, Birdo shoots a medium-sized egg engulfed with fire from her snout, which travels for a short distance before disappearing. The egg explodes on contact with any solid object, but only deals damage should it break apart on one of Birdo's enemies.

Side Special: Leech Vacuum is a technique based upon one of the attacks performed by Birdo in Mario & Luigi: Superstar Saga. In that game, Birdo can use her snout as a vacuum and inhale Mario or Luigi, draining them of their health while she keeps them within her snout. This technique is recreated faithfully for Super Smash Bros.: Birdo inhales deeply, pulling in an enemy close to her. Once they are pulled into her snout, she will very slowly begin leeching her opponent's health to heal herself slightly. Though her foes can escape from Birdo's grasp easily, she can also fire her trapped foe outwards at a high speed at her enemies, turning them into a projectile for a short period of time.

Up Special: Airlift Extravaganza is the name of Birdo's Special Shot in Mario Tennis Aces. In that game, she calls upon a trio of Fly Guys to pick her up in order to spike the tennis ball down at the ground at a high speed, surrounding it with hearts and stars as she does so. This technique is only slightly related to its Super Smash Bros. counterpart however, as her up special move simply sees her call upon a Fly Guy to carry her upwards a fair distance before dropping her into a pseudo-helpless state. While the Fly Guy carries Birdo upwards, the player is able to manipulate the Fly Guy's movements slightly and angle the duo left or right; this however does decrease the vertical distance they travel slightly. Additionally, foes can be damaged by touching the Fly Guy's propeller.

Down Special: Heartburn is a completely original technique that is loosely inspired by Birdo's appearance in Paper Mario: Color Splash. In addition to performing a song for an audience of various Mario enemies, Color Splash also includes Birdo as part of the animation that plays when the Balloon Thing Card is used. Here, she simply blows a kiss at her enemy, damaging them with a small heart. In Super Smash Bros. this technique instead has Birdo spin around and wink towards the camera, creating a heart around her for a second that damages foes that touch it with a fire effect. The heart deals little damage and a minimal amount of fixed knockback to her enemies, though it can also absorb energy-based projectiles to grow in size slightly and expand its range.

Final Smash: Extreme Egg is the Skillshot technique used by the Birdo sidekicks in Mario Strikers Charged. By fully charging a kick, Birdo will release the soccer ball from her snout, encased within a giant egg. In Super Smash Bros. this technique returns and acts almost identically, with Birdo simply firing a giant egg from her snout that crosses the entire screen and deals damage on contact. The main difference from its Mario Strikers Charged incarnation is that Birdo inhales deeply for a short moment before firing the egg, which will pull enemies closer to her; should an enemy be sucked into her snout, they will then be trapped in the egg as it travels across the stage.

Alternate Costumes
Miscellaneous
Birdo's entrance animation sees her descend on a wooden swing from the sky slowly, before she jumps off and lands gracefully on one foot.

Birdo's taunt sees her spin around and blow a kiss towards the screen.

Birdo's victory theme is a techno-pop remix of the fanfare that plays in Super Mario Bros. 2 after a boss has been defeated.

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Victory theme

Birdo's victory animations are as follows: Birdo blows a kiss to the left, spins around and blows another to the right, then waves her arms up in the air towards the screen while winking; Birdo fires three eggs straight up into the air while slowly tilting her head slightly before cheering as she pumps her arms and faces the screen; and Birdo blows three kisses towards the camera, each time releasing a flurry of hearts that travel towards (and past) the camera at a high speed.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Blue Bowser
JSSB Mario symbol
Blue Bowser JSSB
Blue Bowser is a member of the same Koopa sub-species as Bowser is, though his identity and relationship to Bowser is unknown. Appearing exclusively in the Famicom Disk System version of Super Mario Bros.: The Lost Levels, Blue Bowser initially appears in World 8-4 and later again in World 9-3. Original documents claimed this mysterious Blue Bowser to be brother of the Koopa King, though 2015's Encyclopedia Super Mario Bros. claims otherwise, stating that nothing is known about this strange beast. Some believe him to be just another Fake Bowser created by Bowser's magic, though defeating him with fireballs reveals that he is not just another member of the Koopa Troop disguised as their king. Interestingly, a Fake Blue Bowser also appears in Super Mario Bros.: The Lost Levels, appearing in World D-4; this Fake Blue Bowser turns into a Spiny when defeated by fireballs, clearly showing that Blue Bowser is a separate entity to Bowser, and to the Fake Bowsers.
JSSB character logo - Super Mario
First appearance:
Super Mario Bros.: The Lost Levels (1986)
Special Attacks
Neutral Special: Fire Blast is based on Bowser's well-known ability to shoot fire from his mouth; Blue Bowser is also shown to possess this skill. In Super Smash Bros., Blue Bowser fires a small arrow of fire from his mouth, which travels quite far before disappearing. However, while it has decent range, it travels relatively slowly, and shorter fighters can even duck underneath it.

Side Special: Hammer Throw is one of Blue Bowser and Bowser's attacks in Super Mario Bros.: The Lost Levels. Similar to how the Hammer Bro. enemy from that game attacks by throwing hammers upwards while jumping, Blue Bowser (and Bowser) will throw a number of hammers in an arc at Mario. In Super Smash Bros., Blue Bowser will throw three. Should the special attack button be held down, Blue Bowser will throw them higher and in a wider arc; if simply tapped, he will weakly lob them. The damage dealt by these hammers is not dependant on how far they fly.

Up Special: Axe Slice, while not an attack Blue Bowser (or, for that matter, Bowser) has been shown to perform in the Super Mario series, it is based off the technique that Mario can use to defeat the Koopa King's doppelgänger. In Super Mario Bros. and Super Mario Bros.: The Lost Levels, Mario must touch an axe located behind Bowser (or Blue Bowser) in order to destroy the bridge and knock the Koopa into a pool of lava. In Super Smash Bros., Blue Bowser uses this same axe to perform a powerful uppercut-like attack, which sends him soaring upwards a short distance while also dealing great damage to those nearby. If the special attack button is pressed again while Blue Bowser is airborne, he will slam downwards into the ground.

Down Special: Spiny Bomb, is yet another attack that isn't inherently based on an action performed by Blue Bowser in Super Mario Bros.: The Lost Levels, though again, does take inspiration from that game; the Fake Blue Bowser that appears in World D-4 of Super Mario Bros.: The Lost Levels is revealed to be a Spiny should it be defeated by Fire Mario's fireballs. In Super Smash Bros., Blue Bowser will throw a Spiny Egg downwards, which, unlike actual Spiny Eggs, explodes to propel Blue Bowser a short distance upwards. In the air, this Spiny Egg will fall downwards and only explode should it come in contact with a foe or a platform.

Final Smash: Game Over is an event that occurs in most video games should the player run out of extra lives and be defeated once more; in Super Mario Bros. and The Lost Levels, Mario would be defeated if he fell into a either bottomless pit or a pit of lava, or if an enemy were to hit him while he was Small Mario. If he were to be defeated once more with no extra lives remaining, a black screen with the words "GAME OVER" would appear and the player would be returned to the title screen. In Super Smash Bros., Blue Bowser will pull out an axe and chop forwards. Any foe that he hits will be knocked into a cinematic where they will appear stunned and sitting on a bridge that Blue Bowser destroys with his axe, sending them into a pit of lava which deals damage to them and sends them flying upwards. As Blue Bowser cuts the bridge down, the Game Over fanfare from Super Mario Bros. will play as the words "GAME OVER" appear above the bridge and those on it.

Alternate Costumes
Miscellaneous
Blue Bowser's entrance animation sees him stomp out of a small fortress which collapses as he exits it.

Blue Bowser's taunt sees him take out a magic wand and spin it in the air in a circle.

Blue Bowser's victory theme is a rock remix of the fanfare that played in Super Mario Bros. when Mario got a Game Over.

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Victory theme

Blue Bowser's victory poses are as follows: Blue Bowser slams his axe into the ground before crossing his arms and laughs; Blue Bowser stomps the ground, causing embers to flare up around him as he turns his back to the player; and Blue Bowser punts a Spiny Egg off the right-side of the screen before laughing evilly.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Bowser
JSSB Mario symbol
Bowser - Mario Party 10
Bowser is the king of the Koopas, leader of the Koopa Troop, and the main antagonist of the Super Mario franchise. A large beast, Bowser often attempts to kidnap the Mushroom Kingdom's ruler: Princess Peach; the subject of why has varied over the years, but more often than not, Bowser seems to be infatuated (or, at the very least, harbour a crush on) the Mushroom Kingdom's princess. Despite his cruel attitude, and his willingness to do anything to achieve his goals, Bowser has also shown a soft spot for his foes in the Mario & Luigi and Paper Mario franchises; in both series, Bowser usually takes the role of an anti-hero or minor antagonist, with only the newer entries in each series really using him as the main antagonist. In these games, he is also shown to be somewhat of a nincompoop, and is often played up as comic relief.
JSSB character logo - Super Mario
First appearance:
Super Mario Bros. (1985)
Special Attacks
Neutral Special: Fire Breath is Bowser's trademark attack, first shown off in Super Mario Bros. and since in most of his appearance. Bowser spews a stream of fire from his mouth, which deals damage and juggles foes that touch it. The player can hold down the special attack button to keep the stream going, but over time Bowser's Fire Breath will wane in length and eventually fizzle out.

Side Special: Sliding Haymaker is an attack that Bowser can use in Mario & Luigi: Bowser's Inside Story. In Bowser's Inside Story, the player must repeatedly press the punch button while holding one direction on the control pad; doing so will cause Bowser to fly forwards and perform a powerful punch that can destroy large boulders. Similarly, in Super Smash Bros., Bowser will slide forwards and perform an overhead punch, which will meteor smash airborne foes and spike those on the ground. While powerful, it does have quite a bit of startup and ending lag. While sliding, the player can cancel the attack by performing Bowser's down special move.

Up Special: Whirling Fortress, while not an attack Bowser has used in the Mario series proper, originates from the Koopa Troopa's (and Koopalings') ability to hide within their shells when stomped upon. In Super Mario Bros. 3, the Koopalings will duck into their shells once they take damage, and jump great distances in order to move about their battleground. In Super Smash Bros., Bowser hides in his shell and spins at a hihh speed, travelling a short distance upwards as he does. Those who touch him take damage, with those he hits from beneath taking exceptionally more knockback and damage than those who come in contact with him anywhere else.

Down Special: Spike Ball is an ability Bowser is shown to possess in Mario & Luigi: Bowser's Inside Story. In that game, Bowser can roll himself up into his shield to take the appearance of a large spiked ball. In Super Smash Bros., Bowser will transform into this ball and, depending on whether he is in the air or on the ground, this attack will act differently. In the air, Bowser will fall downwards at a high speed, spiking those downwards and burying those who may be on the ground. When used on the ground the attack can be charged, allowing Bowser to roll forwards at a high speed, the distance increasing as the attack is charged up. Bowser will always stop at a ledge unless the attack is started while he stands at the edge of a platform.

Final Smash: The Koopa Clown Car is a flying vehicle Bowser operates in a number of different games, beginning with Super Mario World. A large white carriage with a clown's smiling face painted on the front, Bowser often uses this vehicle as way to transport himself and one or two other characters (often Peach). In Super Smash Bros., Bowser will summon the Koopa Clown Car, and the player will then be able to control Bowser as he flies around the stage. Pressing the standard attack button will cause Bowser to throw a small Mechakoopa out of the cockpit, which will wander back and fourth quickly and explode after a moment. Pressing the special attack button will cause Bowser to retreat into his Koopa Clown Car and turn it upside-down to release a Big Steely, which deals massive damage to those hit, but can also be rolled around by projectile attacks or ledges. Only two Big Steelies can be summoned during the entire usage of Bowser's Final Smash, and only one may be on the stage at once. This attack lasts for a limited time, before the Koopa Clown Car will frown and explode, leaving Bowser in a helpless state.

Alternate Costumes

Bowser has several alternate costumes based upon his appearance in DiC Entertainment's Super Mario animated series. Just as in these series, the crowd and announcer refer to Bowser as "King Koopa", and these costumes also use different voice clips.

Miscellaneous
Bowser's entrance animation sees him lower himself down in the Koopa Clown Car and jump out, embers flaring around him as he lands.

Bowser's taunt sees him face the screen as he crosses his arms and taps his foot impatiently three times.

Bowser's victory theme is a rock remix of the fanfare that played in Super Mario Bros. when Bowser was defeated.

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Victory theme

Bowser's victory poses are as follows: Bowser crosses his arms and laughs menacingly before pumping his arm; Bowser breathes fire in an arc above his head as he stomps his foot with a scowl; and Bowser initially appears with his arms crossed before his face loosens into a grin and he hops up and down from one foot to the other while raising the his arms above his head.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Bowser Jr.
JSSB Mario symbol
Bowser Jr. - Mario Party Star Rush artwork
Bowser Jr. is one of the main antagonists of the Super Mario series, and the second-in-command of Bowser's army. As Bowser's sole son, Bowser Jr. has as much say when it comes to the Koopa Troop's actions, and he often tries to defeat his foes without his father's help so that he can impress him. Bowser Jr. first appeared when Princess Peach and Mario were vacationing on Isle Delfino, and he kidnapped the former after being told that she was his mother. He rides around in his Junior Clown Car, a small flying mech that sports a clown's face on the front and hovers over the ground.
JSSB character logo - Super Mario
First appearance:
Super Mario Sunshine (2002)
Special Attacks
Neutral Special: Clown Cannon sees the Junior Clown Car open its mouth to reveal a cannon, and fire a small cannonball forwards, which succumbs to gravity and will fall to the ground after a short while. This attack can be charged up to increase the distance, and therefore damage, that the attack deals. The cannonball's appearance is very similar to those that are fired by the cannons often placed around Bowser's many airships.

Side Special: Clown Kart Dash is an attack that sees the Junior Clown Car sprout vehicles as it drops to the ground, essentially transforming into a kart from the Mario Kart series. After gaining wheels, Bowser Jr. charges forwards at a high speed, and will continue to do so as long as the special attack button is held down; once it is let go of, the Junior Clown Car will perform a spin to knock away foes, and return to its normal hovering state.

Up Special: "Abandon Ship!" is a warning call, often sounded as a warning that a ship, be it an aerial or aquatic-based one, is sinking. In the case of Bowser Jr.'s up special move, Bowser Jr. launches upwards and enters a unique pseudo-helpless state in which he wields a small hammer, abandoning the Junior Clown Car and leaving it to explode. Once Bowser Jr. lands on the ground, another Junior Clown Car will appear.

Down Special: Mechakoopas are a recurring type of enemy from the Mario series that, as its name implies, is a robotic unit of Bowser's Koopa Troop. When the move is activated, the Junior Clown Car lets a small Mechakoopa out of a hatch on its underside, and the small robot will wander forwards, and turn around when it reaches a ledge. After a short period of time the Mechakoopa will explode, though both Bowser Jr. and his foes can pick it up and throw it around to cause it to do so prematurely.

Final Smash: Megaleg is a giant mechanical beast commanded by Bowser Jr. in Super Mario Galaxy, in which it appears as a boss in the mission "Bowser Jr.'s Robot Reactor". Megaleg is a large three-legged creature with a head that appears to be based on the mask of a Snifit. Like a Snifit, the cannon-like nozzle that acts as Megaleg's mouth can fire projectiles - in this case explosive Bullet Bills. In Super Smash Bros. Bowser Jr. flies off the top of the screen, and Megaleg appears a short moment later. Megaleg then proceeds to fire a barrage of five Bullet Bills that lock on to Bowser Jr.'s enemies, exploding when they get close enough to deal massive damage. While Megaleg fires its Bullet Bills too, the player can move the giant left and right slowly, creating shockwaves as it stomps across the ground that can bury nearby enemies. After it fires its Bullet Bills, Megaleg jumps up off the screen, and Bowser Jr. returns.

Alternate Costumes

Instead of having two special alternate costumes like all other characters, Bowser Jr. instead has each of the seven Koopalings as "special" costumes to replace them: in order these are Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa, Roy Koopa, Lemmy Koopa, and Ludwig von Koopa. Each of the Koopalings has their own unique voice clips, announcer calls, and crowd chants, but play identically to Bowser Jr. in every way. Though, in the Mario series some of the Koopalings have proportions that may be different from Bowser Jr.'s, in Super Smash Bros. their proportions have been altered slightly as to keep Bowser Jr.'s hitboxes the same.

Miscellaneous
Bowser Jr.'s entrance animation sees his Junior Clown Car, apparently empty, fly onto the stage, before Jr. pops out and makes an intimidating face towards the camera.

Bowser Jr.'s taunt sees him cross his arms and stand on the ridge of the Junior Clown Car, as he chuckles menacingly.

Bowser Jr.'s victory theme is a remix of the opening part of the "Enter Bowser Jr.!" theme from Super Mario Galaxy.

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Victory theme

Bowser Jr.'s victory poses are as follows: Bowser Jr. jumps out of his Junior Clown Car, performs a flip in midair, and lands with his hands on his hips as he chuckles menacingly; the Junior Clown Car, in kart mode, performs three donuts, as Bowser Jr. waves around his hammer; and Bowser Jr., searching around the Junior Clown Car, throws out two hammers and a Goomba before posing with his Magic Paintbrush.

JSSB Pokemon symbol
Jake's Super Smash Bros. character name - Braixen
JSSB Pokemon symbol
654Braixen
Braixen is a Fire-type Pokémon and the first evolution of Fennekin, one of the three Starter Pokémon available to trainers beginning their journey through the Kalos region. Braixen is a tall bipedal fox-like Pokémon, and evolves into Delphox upon reaching Level 36. While its evolution possesses a significant amount of psychic energy, this potential has not yet fully awoken within Braixen, though it still has remarkable control over fire. It weaves fire through the air using a stick it often keeps protruding out of the fur on its tail, which lights aflame due to friction.
JSSB character logo - Pokémon
First appearance:
Pokémon X and Y (2013)
Special Attacks
Neutral Special: Psybeam is a Psychic-type special attack that first appeared within the Generation I title Pokémon Stadium. The attack is described within the Pokémon series as the user firing a "peculiar ray" that damages and can confuse foes. Braixen can learn this move at Level 18, and it is part of the Pokémon's moveset in Braixen's Pokkén Tournament appearance. In Super Smash Bros. it resembles its appearance in the aforementioned fighting game: Braixen points forwards with its stick, firing a bolt of pink energy forwards that flies a fair distance before disappearing. As Braixen points its stick forwards, a circle of psychic energy appears around its arm, and remains on screen as long as the Pokémon has its arm up.

Side Special: Fire Spin is a Fire-type attack that first appeared in the first generation of Pokémon titles. Fire Spin as an attack traps the target in a vortex of flames after dealing a significant amount of damage after its initial use; the tornado of flames remains around the target for up to five turns to deal a minor amount of damage at the end of each turn. In Pokkén Tournament, Braixen points its stick forwards and summons a small vortex of fire a short distance away from it; in Super Smash Bros. this attack acts in almost the exact same way. Additionally, in both Pokkén Tournament and Super Smash Bros., the attack can be charged up to increase the size of the vortex Braixen summons as well as the duration of time it remains on stage for.

Up Special: Flame Charge is a Fire-type attack that debuted within the Pokémon series in the Generation V titles Pokémon Black and White Versions. The attack sees the user cloak itself in flames and deal damage to their foe, raising the user's speed one stat after doing so. Despite its description from the Pokémon series, the Super Smash Bros. attack is instead, like most of Braixen's other moves, based on the Pokémon's appearance in the Wii U fighting game Pokkén Tournament: one of Braixen's more prominent techniques in that game comes in the form of using the stick it keeps in its tail as means of transportation, riding it in a manner not unlike the typical appearance of a witch riding a broomstick. One of Braixen's attacks in the game see it do such a thing and blast forwards through the air a short distance, magical energy swirling around the Pokémon's body as it does so. In Super Smash Bros. Braixen mimics this, mounting its stick like a witch's broom and blasting upwards at a diagonal direction a fair distance before falling helpless. As Braixen rushes forwards, a shield of fire appears around the front of Braixen's body, which damages foes on contact.

Down Special: Magic Room is a Psychic-type status move introduced in Pokémon Black and White Versions. In its series of origin, the move traps all of the Pokémon on the field in a strange room of psychic energy, disabling the use of all held items for up to five turns. In Super Smash Bros. this technique shares no similarities with its Pokémon series counterpart however, instead acting as a sort of unique counterattack. The move sees Braixen take up a defensive position for a moment, and will only take a minimum amount of damage (and no knockback) from any attack that may hit it while in this stance. Should an attack hit Braixen, the Pokémon will release a small pulse of energy that inverts the colours of a small area around the Pokémon for a quick moment. Any fighter that may have been in this pulse has their movement speed slowed down a fair bit for only a moment, allowing Braixen to easily counterattack.

Final Smash: Mystical Fire was, upon its debut in Pokémon X and Y, the signature move of Delphox, Braixen's evolution. In ancient times, Mystical Fire was a powerful move that only Delphox could perform due to its unique psychic connections, though in modern times more Pokémon, such as Mismagius, have been shown capable of learning it. The attack in the Pokémon series possesses a power level of 75, and has a chance of lowering the target's special attack stat. In Super Smash Bros. Braixen holds its stick up in the air, as circles of fire begin to form around its wand - these three circles decrease in size, with the one closest to Braixen being the largest. After charging up its stick with power, Braixen fires an extremely large fireball that expands into a giant explosion after travelling a fair distance to launch away any fighter that hits it.

Alternate Costumes
Miscellaneous
Braixen's entrance animation has it appear out of a Poké Ball, waving its stick around as it does so. Its stick leaves behind a fiery trail in the air, and Braixen throws it back into its tail with a spin.

Braixen's taunt sees it spin around, pulling out the stick in its tail as it does so to leave a trail of flames in the air, before pointing its stick in the air, fully lit aflame.

Braixen's victory theme is an upbeat, yet still distinctly fairy tale-inspired, remix of the Laverre City background music from Pokémon X and Y.

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Victory theme

Braixen's victory animations are all taken from Pokkén Tournament, with few changes; they are as follows: Braixen cheerfully waves its wand, which is lit at its tip, upwards in a spinning motion, before slamming it into its paw and squatting happily; Braixen skips around cheerfully before jumping up into the air and throwing its arms upwards, landing and spinning while moving backwards, and finally jumping into the air once more as it throws one fist upwards in celebration; and Braixen rides its stick around like a broom, spinning along its x axis, before screeching to a halt as it draws near the ground and chuckles to the camera.

JSSB Splatoon symbol
Jake's Super Smash Bros. character name - Callie
JSSB Splatoon symbol
Callie 3DModel
Callie is one half of Inkopolis' most popular idol duo, the Squid Sisters, and one of the hosts of the Inkopolis News program that aired in Splatoon. She is much more cheerful than her cousin, Marie, though the two get along with few faults in their relationship - namely, they never seem to be able to agree when it comes to which side to choose for a Splatfest. Callie's career began when she and her cousin won a Youth Folk-Singing Contest as children, and the two cousins worked together to expand their influence from that sole win. Callie's also a member of the Squidbeak Splatoon formed by her grandfather Cap'n Cuttlefish, and goes by the name of Agent 1 when undercover.
JSSB character logo - Splatoon
First appearance:
Splatoon (2015)
Special Attacks
Neutral Special: Suction Bombs are a Sub Weapon attached to a number of different weapons in both Splatoon and Splatoon 2. As its name implies, the Suction Bomb will stick to any surface and explode after a few moments, covering the nearby area in ink. In Super Smash Bros., Callie will throw the Suction Bomb forwards, and it will stick to the floor of any platform or a wall. After a second it will explode and release ink, which damages foes on contact, but only the initial explosion will cause knockback.

Side Special: Hero Roller is a Roller-type weapon used by Agent 1 during her exploits with the Squidbeak Splatoon in Octo Valley. The attack in Super Smash Bros. acts differently depending on whether the button is pressed or held down. When the button is held down, Callie will roll the Hero Roller along the ground and the player can move her forwards or backwards to deal damage and potentially trap foes against it. If the attack is used in the air, Callie will wave the Hero Roller to send a wave of ink forwards that deals less damage but acts as a projectile attack instead.

Up Special: Splashdown is a Special Weapon from Splatoon 2 that can be activated in multiplayer should the player be on the ground, or while they are performing a Super Jump to one of their teammates. The Splashdown technique, as its name implies, is a jumping maneuver that sees the Inkling release an explosion of ink around them when they hit the ground. In Super Smash Bros. this attack works similarly, with Callie jumping up a distance before rushing downwards and causing an explosion when she hits the ground. If the special attack button is held down instead of pressed Callie will perform a higher jump at the beginning, though the damage-dealing Splashdown will be smaller and weaker. The ink she releases when she hits the ground mainly deals damage, and knockback is dealt to those she directly lands on.

Down Special: Curling Bomb is a Sub Weapon type introduced in Splatoon 2 that is set with a fair number of weapons. It is a versatile little bomb that travels along the ground, leaving a path of ink in its wake, before exploding after it travels a set distance. Similarly, in Super Smash Bros. the bomb will travel forwards and explode after being out for a short period of time, or when it hits an opponent. Just like in Splatoon 2, if the Curling Bomb comes in contact with a wall, it will bounce off it and travel in the direction it came from instead of exploding.

Final Smash: Killer Wail is a Special Weapon in Splatoon that, when used, releases a loud sound that paints the area in front of it in ink and disintegrates any Inkling that hears it. In Super Smash Bros. this attack is actually fairly unique as it doesn't deal damage to foes; instead, the attack deals an insane amount of knockback to any foe that is in the cone of noise it releases. The Killer Wail will not activate the second the special attack button is pressed however, and Callie is able to adjust its angle upwards or downwards before the Killer Wail's wail is released.

Alternate Costumes
Miscellaneous
Callie's entrance animation sees her rise up from a pink puddle of ink.

Callie's taunt sees her perform her signature Squid Sisters pose while saying "Stay Fresh!" in the Inkling language.

Callie's victory theme is a direct rip of the battle win result theme from Splatoon. Unlike most other victory themes, this song will continue to loop as the player remains on the results screen.

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Victory theme

Callie's three victory animations are as follows: Callie rolls her hands around each other before jumping up, throwing her hands over her head, and landing in her signature Squid Sisters pose; Callie mimics one of the dance moves she performs in Splatoon - she puts her hands on her elbows and tilts her arms up and down a few times before putting her hands on her cheeks as she smiles and raises one of her legs; and Callie spins around before she poses as she did while under the control of the Octarians in Splatoon 2, pointing three of her fingers upwards on one hand that is crossed over her head and pointing downwards beneath her torso with the other.

JSSB F-Zero symbol
Jake's Super Smash Bros. character name - Captain Falcon
JSSB F-Zero symbol
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Captain Falcon is a character from the F-Zero series of high-speed action racing games. The pilot of the speed-focused F-Zero machine known as the Blue Falcon, Douglas Jay Falcon hails from Port Town, and is an accomplished pilot and bounty hunter. Because of his legacy as one of the most well-known F-Zero pilots and a fierce bounty hunter, Falcon lives on a secluded archipelago where he keeps watch for those wishing to get their revenge on him. During an F-Zero Grand Prix, Captain Falcon was caught up in an accident and hospitalized, where his DNA was stolen and used to create a clone of him dubbed Blood Falcon, who appears as one of his alternate costumes in Super Smash Bros..
JSSB character logo - F-Zero
First appearance:
F-Zero (1990)
Special Attacks
Neutral Special: Falcon Punch is Captain Falcon's trademark technique, though he has only demonstrated it once within the F-Zero series: Captain Falcon uses his Falcon Punch in the F-Zero: GP Legend animated series in order to defeat Black Shadow and keep him trapped within the explosion of a reactor. In Super Smash Bros., Captain Falcon performs a slow, albeit incredibly powerful, punch that also encases his arm in a crimson flame that takes the shape of a bird.

Side Special: Raptor Boost is an attack that sees Captain Falcon pause for a moment before dashing forwards quickly, performing a fiery uppercut should he make contact with a foe. If Captain Falcon does not come in contact with an opponent, he will instead perform a weaker downwards swing before he falls helpless; he will not fall helpless if he does hit a foe.

Up Special: Falcon Dive is a special move that sees Captain Falcon jump with his fist extended above his head and engulfed in flames. If he makes contact with an opponent, he will latch onto them before bouncing off and causing an explosion. If Captain Falcon misses an opponent, he will simply enter a helpless state, something which he does not do otherwise.

Down Special: Falcon Kick sees Captain Falcon perform a strong kick that engulfs his leg in flames. Depending on whether the attack is used on the ground or in the air Captain Falcon will travel at a different angle: if on the ground Captain Falcon will travel straight across the ground, but will instead travel at a downwards angle when used in the air; he will also fall helpless should he be airborne after its use. If Captain Falcon uses a Falcon Kick into a wall, he will bounce upwards before entering a helpless state, allowing this to be used as a recovery of sorts.

Final Smash: Blue Falcon is Captain Falcon's F-Zero machine of choice, and one of the most-balanced vehicles for use within the series. Serving as the most recognizable machine from the F-Zero series, Captain Falcon summons it from the foreground of the stage to cross through into the background right beside him. If the Blue Falcon comes in contact with any foe, they will be launched into a cinematic which sees them get run over, and launched away, by the Blue Falcon and its pilot.

Alternate Costumes

One of Captain Falcon's alternate costumes transforms him into Rick Wheeler, the main protagonist of the F-Zero: GP Legend animated series. While the announcer refers to him as "Rick" instead of "Captain Falcon" and he has his own unique voice clips, the crowd still uses performs a "Falcon Punch!" chant when supporting him.

Miscellaneous
Captain Falcon's entrance animation sees him drive onto the stage in the Blue Falcon, and perform a vault over the lip of the cockpit before it speeds off.

Captain Falcon's taunt sees him perform a salute towards the screen as he says "Show me your moves!"

Captain Falcon's victory theme is an electric guitar remix of the fanfare that plays at the end of a race in F-Zero GX.

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Victory theme

Captain Falcon's victory animations are as follows: the Blue Falcon speeds onto the screen and the hatch opens to reveal Captain Falcon, who performs a salute; Captain Falcon performs a fiery kick before landing in a crouching position; and Captain Falcon salutes before turning away, putting one hand on his holstered pistol.

JSSB Wario symbol
Jake's Super Smash Bros. character name - Captain Syrup
JSSB Wario symbol
CSyrup
Captain Syrup is the greedy captain of the Black Sugar Gang and a number of ships the pirate gang command. She serves as Wario's primary rival and the main antagonist of the Wario Land series, opposing Wario by trying to obtain whatever treasure he desires before he can. Though she's Wario's most prominent rival, she has also aided his trek through the Shake Dimension by selling him items and maps.
JSSB character logo - Wario Land
First appearance:
Super Mario Land 3: Wario Land (1994)
Special Attacks
Neutral Special: Mega Bomb is, as its name perfectly describes, a large bomb, based upon the one Captain Syrup uses to destroy Wario's castle after her defeat in Wario Land: Super Mario Land 3. When the button is pressed, Captain Syrup will pull out a large bomb and throw it a small distance forwards, and it will explode should it hit a foe in mid-air, or after a few seconds on the ground. If the button is held, Captain Syrup will instead just pull it out and carry it around, allowing it to be thrown like an item, though it has a short time limit and will explode even if she is carrying it.

Side Special: "Mecha Kuri" is the Japanese name of one of Captain Syrup's robot minions from Wario Land II. This robotic Goomba-esque creature, seemingly based off the appearance of the Giant Spear Man, was piloted by Syrup while she remained in a floating carriage above him. In Super Smash Bros. Captain Syrup will summon the Mecha Kuri, who will quickly dash forwards before swinging his rake-like weapon upwards. Though a powerful attack, it can also be easily dodged as the Mecha Kuri will only travel a set distance (or to the edge of a platform), and Captain Syrup, who controls him via remote control, can not move as he is active.

Up Special: Teacraft is the name given to Captain Syrup's unnamed transforming aircraft she pilots throughout Wario Land II. It is a small jet-propelled device with a platform loosely designed after a teacup. In Super Smash Bros., Syrup will summon this Teacraft and ride it upwards a short distance before it disappears, leaving her in a pseudo-helpless state. If other foes are close enough to Syrup when she uses it, they too can ride on the Teacraft when it is summoned; the device can also be broken by attacks, and Captain Syrup will begin to fall helpless if it is.

Down Special: Pirate Gooms are members of Captain Syrup's Black Sugar Gang, and three of such creatures act as her sidekicks throughout Wario Land II. They are small brown creatures, which resemble Goombas to some extent, that carry long spears. In Super Smash Bros., Captain Syrup will point forwards and a Pirate Goom will hop out from behind her and prod its spear as it does. If a Pirate Goom misses a foe at first, it may wander around for a short period of time afterwards and prod at any foe that comes near it, and it can be attacked to rid it of its spear, allowing it to be thrown as an item at foes to deal very minor damage. Only one Pirate Goom may be on-screen at once.

Final Smash: The Genie of the Lamp aids Captain Syrup during the final battle of Wario Land: Super Mario Land III, though is not expressly affiliated with her and only assists her because she released him from his lamp. In Wario Land, Captain Syrup and the Genie fly through the sky in the final battle, raining fireballs down upon Wario. Similarly in Super Smash Bros., she will summon the Genie from his lamp and ride on his shoulder as he flies around the screen. While he flies around under the player's control, pressing any attack button will allow him to fire a small fireball forwards, which will explode into the shape of a larger star after it flies a short distance.

Alternate Costumes
Miscellaneous
Captain Syrup's entrance animation sees her be carried onto the stage by Bobo, the guardian of her ship from earlier Wario Land titles, the SS Tea Cup.

Captain Syrup's taunt sees her flip a golden coin upwards with a simple flick of her fingers as she laughs.

Captain Syrup's victory theme is an orchestral remix of the beginning of the boss battle theme from Wario Land: Super Mario Land 3.

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Victory theme

Captain Syrup's three victory animations are as follows: Captain Syrup laughs as she pulls her hand out of a large sack, with many gold coins spilling from her palm back into the bag and around her; Captain Syrup checks a map with a smile as two Pirate Gooms jump up and down on both sides of her; and she grooms the feathers of the large guardian of the SS Tea Cup, Bobo, with a slight look of annoyance on her face.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Captain Toad
JSSB Mario symbol
CaptainToadCTTT
Captain Toad claims to be an intrepid adventure, who travels across the cosmos alongside the Toad Brigade in search of treasure. In reality, the main protagonist of Captain Toad: Treasure Tracker is a somewhat-cowardly little Toad who simply enjoys the thrill of adventure. In the aforementioned title, Captain Toad sets off across the Mushroom Kingdom in search of the large bird Wingo, who had kidnapped Toadette and the Power Star she had found.
JSSB character logo - Super Mario
First appearance:
Super Mario Galaxy (2007)
Special Attacks
Neutral Special: Cannon Box is an item from Super Mario 3D World. It is a block that Mario, Luigi, Peach, or Toad could wear that would continually shoot cannonballs forwards, though the wearer would lose it upon getting hit. In Super Smash Bros., Captain Toad will quickly equip and de-equip it, firing a single cannonball in the short amount of time he wears it. When used in the air, it can be used multiple times, slowing him down slightly each time it is used.

Side Special: Boomerang Flower is a recurring power-up that first debuted in Super Mario 3D Land, which gives the user the apparel of a Boomerang Bro. and the ability to throw a large boomerang just like that enemy can. In Super Smash Bros., Captain Toad will throw this massive boomerang forwards, and it will travel forwards a set distance before returning to him. While it will return at a high speed should it hit a foe, it is also capable of bringing items to Captain Toad from afar.

Up Special: Propeller Box is a box that has made a number of appearances in the Mario series ever since it debuted in Super Mario 3D Land. Based upon the Propeller Mushroom from New Super Mario Bros. Wii, the Propeller Box allows the user to spin high into the air. In Super Smash Bros., Captain Toad will quickly equip his blue Propeller Box from Super Mario 3D World and travel a high distance upwards. After travelling upwards, Captain Toad will then enter a unique helpless state where he is unable to attack but the Propeller Box slows his descent and allows him to move left and right with ease. He will lose the Propeller Box when he touches the ground.

Down Special: Goomba's Shoe, or the Kuribo's Shoe, is a large green boot with a wind-up key attached to the back which has made several appearances within the Super Mario series. As its name implies, it is a shoe which Goombas are sometimes seen within, allowing them to take revenge on Mario by stomping on him. In Super Smash Bros., Captain Toad will jump into the air and equip the Goomba's Shoe, slamming down at a high speed to meteor smash those beneath him and bury those he lands on. There is also a small chance Captain Toad will instead equip the Goomba's Stiletto from Super Mario Maker, which functions identically and is just an aesthetic difference.

Final Smash: Mega Mushrooms are a larger type of Mushroom power-up that debuted in New Super Mario Bros. and allowed the user to grow to an immense size and crush all obstacles in their path; even Warp Pipes. In Super Smash Bros., Captain Toad pulls out a Mega Mushroom and grows to a large size. He is unable to attack while giant, but he is still able to jump, and he deals damage just by touching foes. Captain Toad can also bury foes by jumping atop them, or slam airborne foes into the ground by doing the same.

Alternate Costumes

Half of Captain Toad's alternate recolour costumes transform him into Toad, and the announcer and crowds refer to him as such. Despite Captain Toad's special alternate costumes being based off of outfits Toad wore, they are still referred to as "Captain Toad".

Miscellaneous
Captain Toad's entrance animation sees him dig up from underground using the Super Pickax from Captain Toad: Treasure Tracker.

Captain Toad's taunt sees him take out a Goomba Mask and put it on, before looking both left and right and throwing it off.

Captain Toad's victory theme is a slight remix of the victory fanfare from Captain Toad: Treasure Tracker.

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Victory theme

Captain Toad's three victory animations are as follows: Captain Toad jumps up and angrily throws a peace sign towards the camera; Captain Toad, sitting, waves happily at the camera; and Captain Toad dances around while shaking a couple of orange maracas.

JSSB Chibi-Robo! symbol
Jake's Super Smash Bros. character name - Chibi-Robo
JSSB Chibi-Robo! symbol
Chibi Obliteration
Chibi-Robo is the central character in a series of self-titled adventure games developed by Skip Ltd. Chibi Robo is a silver robot created by a company named Citrusoft that stands at a height of 10 centimetres and is programmed to ensure the happiness of its owners. Chibi-Robo are designed to assist in the completion of household chores, and they themselves come with a small house of their own, a Chibi-House, in which they can recharge. In the first entry of the Chibi-Robo! series one of these robots is owned by the Sandersons family, who was purchased as a replacement for their older Giga Robo assistant.
JSSB character logo - Chibi-Robo!
First appearance:
Chibi-Robo! Plug Into Adventure! (2005)
Special Attacks
Neutral Special: Chibi-Blaster is a piece of equipment that appears in Chibi-Robo! Plug Into Adventure! as one of the upgrades that Chibi-Robo can purchase from the Chibi-PC. Much like in Chibi-Robo!, when he sues the move in Super Smash Bros. Chibi-Robo will equip the weapon on his arm and fire a blast of energy forwards. It can be charged up, increasing its size and the damage and knockback it deals.

Side Special: Zip Lash is the titular technique and the focus of Chibi-Robo! Zip Lash, a 2D platforming game that deviates from the gameplay formula of the other games in the series. In Zip Lash, the technique of the same name sees Chibi-Robo lash out his power chord to deal damage to foes and grapple to faraway locations. In Super Smash Bros. it acts the same way, glowing blue to deal electrical damage to foes the plug actually hits. Unlike Chibi-Robo's normal grab, this attack allows for tether recovery.

Up Special: Chibi-Copter is a type of upgrade that the Chibi-PC offers to Chibi-Robo units in Chibi-Robo! Plug Into Adventure! The Chibi-Copter is a small yellow propeller that allows Chibi-Robo to slow his descent or hover slightly above the ground. In Super Smash Bros. Chibi-Robo pulls out the Chibi-Copter and travel upwards a fair distance slowly. The spinning blades deal damage to those that touch them, and Chibi-Robo will enter a pseudo-helpless state once he lets go of the equipment.

Down Special: Squirter is a tool that Chibi-Robo takes from Jenny Sanderson's doctor toy set. A syringe-like object, the Squirter allows Chibi-Robo to clean objects with a blast of water. The Squirter is one of the most recurring tools in the series, appearing in Chibi-Robo! Plug Into Adventure, Chibi-Robo! Park Patrol, and Welcome Home, Chibi-Robo! In Super Smash Bros. Chibi-Robo will fire a stream of water, its strength increasing as the move is charged up. The stream of water does not deal damage, but does push foes around.

Final Smash: Super Chibi-Robo is a form that Chibi-Robo can take on in Chibi-Robo! Zip Lash once the Chibi-Robo amiibo is scanned. Super Chibi-Robo is golden, and has increased speed and Zip Lash length. In Super Smash Bros., Super Chibi-Robo is larger than Chibi-Robo normally is, and the player can control Super Chibi-Robo. This form has all the same attacks as Chibi-Robo normally would, but are much more powerful, and Super Chibi-Robo does not flinch from attacks.

Alternate Costumes
Miscellaneous
Chibi-Robo's entrance animation sees it walk out of its Chibi-House.

Chibi-Robo's taunt sees it place its power chord on its head as it balances on one foot with its arms outstretched. After a moment, it will wave its arms and lose its balance.

Chibi-Robo's victory theme is a techno remix of the "Celebration" fanfare from Chibi-Robo! Plug Into Adventure!

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Victory theme

Chibi-Robo's victory poses are as follows: Chibi-Robo scrubs the ground with a toothbrush, cleaning the ground before looking up towards the camera; Telly dances around Chibi-Robo as the small robot jumps up and down; and Chibi-Robo's legs appear out of a mug, and it kicks around trying to get free before Telly pushes the cup over to free it.

JSSB Pokemon symbol
Jake's Super Smash Bros. character name - Cofagrigus
JSSB Pokemon symbol
563Cofagrigus
Cofagrigus, the Coffin Pokémon, is a Ghost-type Pokémon and the evolution of Yamask. Cofagrigus are Pokémon that, at first glance, appear to be living coffins, and the fact that they often live in tombs and ruins often causes grave robbers and thieves to mistake them as such. They feed their body with golden nuggets, its torso itself too is made of solid gold. It is said that grave robbers that try to pillage a Cofagrigus, mistaking it to be a true coffin, are swallowed and transformed into mummies as their life force is drained.
JSSB character logo - Pokémon
First appearance:
Pokémon Black and White Versions (2010)
Special Attacks
Neutral Special: Dark Pulse is a special Dark-type attack that first appeared in Pokémon Diamond and Pearl Versions. Dark Pulse is a damaging attack that has a chance of causing those hit by it to flinch. In Super Smash Bros. Cofagrigus releases a pulse of dark energy that increases in strength the more damage the Ghost-type Pokémon has taken. The pulse, with Cofagrigus at its centre, damages those once and launches foes upwards. As Cofagrigus takes damage the pulse will reach further and the knockback output increases, with the pulse's full strength being attained once Cofagrigus reaches 120%.

Side Special: Scary Face is a Normal-type move introduced in the Generation II Pokémon titles. As of Pokémon Black and White Versions, Scary Face is a move that lowers the target's speed stat and possesses an accuracy stat of 100%. Because of its classification as a status move, Scary Face does not deal any damage. In Super Smash Bros. Cofagrigus reels back and a large scowling face made of energy appears in front of it for a quick moment. This deals little damage but paralyzes any foe it touches in place for a moment as well, leaving them open to attack.

Up Special: Will-O-Wisp is a Fire-type move from the Generation III titles Pokémon Ruby and Sapphire Versions, and is often associated with Ghost-type Pokémon due to its more-mysterious nature. Releasing "sinister" blue (or purple) flames, this fire travel towards the user's target to burn them. In Super Smash Bros. Cofagrigus releases three small purple orbs in a single direction, before disappearing. The three orbs then explode in succession, with Cofagrigus appearing following the last one, implying Cofagrigus travelled through the flames themselves. Each of the Will-O-Wisp flames deals damage upon detonation, and when they are touched before then.

Down Special: Destiny Bond is a status Ghost-type move from the Pokémon series, which first appeared in the Generation II titles Pokémon Gold and Silver Versions (although it appeared within the Trading Card Game prior on the Gastly card of the Base Set). Destiny Bond is a very unique attack, as should the user faint on the same turn as this move is used, the Pokémon that defeated them will also faint right afterwards. In Super Smash Bros. this attack doesn't act in the same way, though is inspired by its counterpart within the Pokémon series. Cofagrigus reaches forwards with its long arms and, should it ensnare an opponent, it will pull them close to its body and pulse with a purple energy. For a short period of time afterwards, its target will take damage whenever Cofagrigus does, though they will only take 3/4 the amount of damage as Cofagrigus and no knockback. This effect is signified by a purple glow on both Cofagrigus and its target, and as such only one enemy can be afflicted at a time. Additionally, for a short period of time after its effects end, Destiny Bond will fail should it be used and act as a normal grab; once recharged, Cofagrigus will let off a white shine.

Final Smash: Soul Sacrifice is an original attack, loosely based upon Gengar's Burst Attack, Shadow Drop, from Pokkén Tournament. Once the special attack button is pressed, Cofagrigus will reach its four arms out forwards a fair distance, and pull any fighter it touches towards them before sucking them into its coffin-like body. A short cinematic plays where the camera zooms into Cofagrigus' body, showing ghastly faces and a giant Cofagrigus, before those who were sucked into its torso are thrown away as the cinematic ends.

Alternate Costumes
Miscellaneous
Cofagrigus' entrance animation sees two purple, flaming orbs appear from a Poké Ball, before they explode to show Cofagrigus.

Cofagrigus' taunt sees it disappear into a shadow on the ground, reappearing as a shadowy figure with glowing red eyes that shine for a moment before returning into the ground and becoming Cofagrigus.

Cofagrigus' victory theme is a gothic, violin-based remix of the opening of the Relic Castle theme from Pokémon Black and White Versions.

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Victory theme

Cofagrigus' three victory animations are as follows: Cofagrigus spins around, revealing the inside of its torso as its back is to the camera, and a ghoulish shadow emerges and travels up into the sky before Cofagrigus closes itself; Cofagrigus bounces back and forth before retracting its face and limbs to mimic the appearance of a coffin, and falling to the ground; and Cofagrigus creates four Will-O-Wisp orbs around its body, before grabbing them with each of its hands and crushing them.

SSB For the Frog the Bell Tolls Series
Jake's Super Smash Bros. character name - Comal
SSB For the Frog the Bell Tolls Series
SablePrinceSSB4
Comal is the main protagonist of the Japan-only Game Boy adventure game Kaeru no Tame ni Kane wa Naru, though his name can be decided by the player. The young heir to the Sablé Kingdom's throne, Prince Comal travels to the Mille-Feuille Kingdom alongside Prince Richard of the Custard Kingdom in a race to save Princess Tiramisu from the Geronian Army led by King Delarin. During his quest, Prince Comal, as well as Prince Richard and a variety of others, get curses placed on them that transform them into frogs and other small creatures.
JSSB character logo - Kaeru no Tame Ni Kane wa Naru
First appearance:
Kaeru no Tame Ni Kane wa Naru (1992)
Special Attacks
Neutral Special: Wasabi, or Japanese horseradish, is a plant that is commonly made into a paste and served with a variety of different sushi dishes. The paste this plant can be made into has a spicy taste that, unlike some foods such as chili peppers, stimulates through the nose instead of through the mouth. In Kaeru no Tame ni Kane wa Naru, Prince Comal can throw spicy wasabi at enemies to burn them. Much like in that game, in Super Smash Bros. the prince throws a ball of green paste at foes to deal minor flame damage.

Side Special: Tongue Grab is a technique that sees Prince Comal transform into a frog temporarily and use his now-much longer tongue to grab opponents from afar. This is not inspired from a technique he can perform in Kaeru no Tame ni Kane wa Naru, but instead based on an ability frogs themselves use to grab their insect food.

Up Special: Frog Jump sees Prince Comal transform into his frog form and use his new agility to perform a high jump. As he performs a high jump, the prince whips his tongue out while he jumps upwards, dealing damage to foes that are hit by that and that alone.

Down Special: Venom Snap is a technique sees Prince Comal transform into a small snake. The attack sees the prince transforms into a snake and dives forwards at a quick speed and chomping down once he travels a set distance, dealing light damage and stunning them, but poisoning the foe to damage them over time.

Final Smash: Bell's Toll, based on the official English title of Kaeru no Tame ni Kane wa Naru, "The Frog for Whom the Bell Tolls", is a technique that is purely of original creation for Super Smash Bros.. When the attack is initiated, Prince Comal will dash forwards a fair distance with his sword outstretched. Any foe hit by the prince will send them into a quick cinematic where the prince knocks the foes into a large bell, which rings and causes the shockwaves created by the bell to stun them and keep them in place so that the prince can attack the foes with a flurry of sword strikes, with a final thrust attack finally being the one to launch the foes.

Alternate Costumes
Miscellaneous
Comal's entrance animation sees him hop onto the stage from the background as a frog, before transforming into his human form in a comical puff of smoke.

Comal's taunt sees him raise his sword into the air, a glint shining off it, before he sheathes it again.

Comal's victory theme is an orchestral remix of the victory theme from Kaeru no Tame ni Kane wa Naru.

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Victory theme

Comal's victory poses are as follows: the prince drinks a bottle of Recovery Wine, wiping his mouth off before showing a smile to the camera; the prince writes in his diary, which in Kaeru no Tame ni Kane wa Naru was used to save the game, before looking towards the camera, embarrassed, and throwing the book over his shoulder; and the prince holds his sword up in the air, before he transforms into a snake and his sword gets stuck in the ground beside him.

JSSB Plants vs. Zombies symbol
Jake's Super Smash Bros. character name - Crazy Dave
JSSB Plants vs. Zombies symbol
PvZ Taco Dave
David Blazing, better known by the name Crazy Dave, is the most prominent character within the Plants vs. Zombies franchise. Crazy Dave acts as the narrator for the series, and apparently an avid gardener as he is the greatest ally of the Plants. Dave runs a small shop out of the back of his car, Crazy Dave's Twiddydinkies, that sells upgrades for the plant seeds that the player can use to battle Dr. Zomboss' chaotic army of Zombies. As his nickname suggests, Crazy Dave is not the sanest of individuals, speaking in gibberish growls and grunts; despite this, he is not unintelligent, and is an avid inventor.
JSSB character logo - Plants vs. Zombies
First appearance:
Plants vs. Zombies (2009)
Special Attacks
Neutral Special: Peashooter is the first type of Plant made available to the player in the Plants vs. Zombies series. Costing only 100 Sun points to plant, the Peashooter is the most basic of units that can be planted within the player's garden. The Peashooter will attack incoming Zombies by firing a single pea forwards down the lane it is planted in. Because of its status as the default Plant, it is among the weakest in the series. In Super Smash Bros. the neutral special move acts differently depending on how the attack button is pressed. If merely tapped, or should he be airborne, Crazy Dave will take out a smaller, potted Peashooter - a Pea Cannon from Plants vs. Zombies: Garden Warfare - and hold it in his hand, allowing it to fire a single pea forwards a fair distance; if the attack button is tapped, Crazy Dave will do the same but the Pea Cannon will instead fire three peas in rapid succession. If the special attack button is held down, Crazy Dave will instead plant a Peashooter in the ground, allowing it to continually fire peas forwards for a short time. Should the Peashooter be planted on the ground, another one can not be planted; though Crazy Dave can still make use of a Pea Cannon. The planted Peashooter will remain on the stage for a short period of time, though Crazy Dave's opponents can attack the plant to defeat it.

Side Special: Lawn Mowers are a type of machine that uses several revolving blades to cut grass to an even height. Within the Plants vs. Zombies series Lawn Mowers are used as the last line of defence for the player, with one residing at the end of each row. Should a zombie reach the mower, it will crash down the line and defeat any enemy in its path, only stopping once it reaches the end or falls into a pool. In Super Smash Bros. Crazy Dave calls upon a Lawn Mower, and it will fly forwards across the ground a fair distance. The lawn mower will deal continuous (albeit little) damage to any opponent it comes in contact with, trapping them against the mower. The mower will explode should it hit a wall, or should it fall off a high-enough ledge. The mower will also run out of gas after travelling for a fair period of time and will simply stop and disappear should this happen.

Up Special: Spring Bean is a Plant introduced in Plants vs. Zombies 2, being the fourth Plant the player unlocks in the game's second world, Pirate Seas. The Spring Bean launches any Zombie that steps onto it back one space or into a nearby pool, though will fall asleep temporarily upon doing so. In Super Smash Bros. Crazy Dave summons one and uses it like a trampoline to launch himself straight upwards. The Spring Bean will fall to the ground after bouncing Crazy Dave, and will remain on the stage for a very short period of time afterwards to allow others to make use of its springing power as well.

Down Special: Potato Mines are explosive Plants that the player can make use of within the Plants vs. Zombies series. Though they must arm themselves upon being planted, the Potato Mine will detonate once a Zombie steps on it to deal an incredible amount of damage to any Zombie within its explosion radius; this explosion is strong enough to defeat regular Browncoat Zombies. In Super Smash Bros. Crazy Dave digs a hole in the ground and places a Potato Mine within it. Like in Plants vs. Zombies it must arm itself upon being planted, but once it has it will detonate once anything (except Crazy Dave) steps upon it. Only one Potato Mine can be on the stage at once, and Crazy Dave can not place another one until it has exploded.

Final Smash: Tactical Cuke is a recurring Plant that first appeared in Plants vs. Zombies: Garden Warfare and again later in Plants vs. Zombies Heroes. In its debut appearance, the Tactical Cuke appeared as the Plants' last resort weapon, and must be protected by that team at the end of the Gardens & Graveyards map Main Street while the opposing Zombies attempt to disarm it. In Heroes, the Tactical Cuke is a super-rare Plant that instantly defeats all grounded Zombies upon being played, detonating as it lands into a giant green mushroom cloud. The Tactical Cuke's appearance in Super Smash Bros. is based on the latter game's, and substantially smaller than its Garden Warfare incarnation. Upon being used, Crazy Dave will summon the Tactical Cuke and it will blast off, the camera following it as it travels up off the screen, before it turns around and falls back to the ground, detonating in a large explosion around where Crazy Dave was standing when the move was used. Crazy Dave hides behind a Wall-Nut as the Tactical Cuke flies off, waiting out its detonation.

Alternate Costumes
Miscellaneous
Crazy Dave's entrance animation has his sprite from Plants vs. Zombies 2 appear on the screen, as he babbles on nonsense, before the sprite turns around and jumps onto the stage proper, transforming into his 3D model in the process.

Crazy Dave's taunt sees him babble his nonsensical gibberish, as a 2D speech bubble appears beside him that reads his catchphrase: "BECAUSE I'M CRAAAAAAAZY!"

Crazy Dave's victory theme is a more up-beat, and slightly sped up, version of the opening of the main theme of the Plants vs. Zombies series. The more militaristic tone used by Crazy Dave's victory theme makes it more similar to the version of the theme used in Plants vs. Zombies: Garden Warfare.

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Victory theme

Crazy Dave's victory animations are as follows: Crazy Dave is about to bite into a taco when a Chomper sprouts from the ground and snatches it from his hand with a crude smile; Crazy Dave laughs as he swings around the pan he wears atop his head, before putting it back on and crossing his arms; and Crazy Dave points forwards and babbles nonsense as a Peashooter fires into the sky three times, the peas exploding to create fireworks.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Daisy
JSSB Mario symbol
Daisy MTUS Shadowless
Daisy is the princess of the desert kingdom of Sarasaland, which serves as the main setting of the 1989 Game Boy game Super Mario Land. Contrary to the more regal Princess Peach, Daisy is an athletic tomboy with a love of sports and competition, and as such participates alongside Mario and Luigi in most of the Mushroom Kingdom's sports activities; though despite these personality differences she gets along extremely well with Peach and even has had the same experience of being kidnapped, though in Daisy's case she was held captive by the alien Tatanga.
JSSB character logo - Super Mario
First appearance:
Super Mario Land (1989)
Special Attacks
Neutral Special: Flower Ball is Daisy's Special Ball pitch in both Mario Superstar Baseball and Mario Super Sluggers. The special pitch sees Daisy throw a baseball that becomes hidden in a tornado of yellow flower petals. In Super Smash Bros. Daisy instead throws a Superball from Super Mario Land, though the same tornado of flower petals flies around it as the ball moves. While the Superball itself will travel through foes, the petals will disperse after hitting one.

Side Special: Kab-ombs are a sub-species of Bob-omb that first appeared in New Super Mario Bros. Unlike the more common Bob-ombs, the Kab-omb's fuse can be lit by fire, causing it to run around at a high speed before exploding into fireworks. In terms of Daisy's special move, she throws a Kab-omb upwards a short distance before hitting it forwards with her tennis racket. The Kab-omb will explode should it hit a foe, but if it does not and instead hits the ground then it will bounce straight-upwards a short distance before exploding.

Up Special: Ultra Smash is the titular gameplay mechanic introduced into Mario Tennis: Ultra Smash. The shot is a more powerful Jump Flat that becomes available when the opponent fumbles their return. In Super Smash Bros., Daisy jumps upwards and performs a powerful downwards smash shot with her tennis racket, knocking a tennis ball with an orange glow downwards that spikes the first foe it hits.

Down Special: Crystal Smash! is Daisy's Super Ability in Mario Strikers Charged. In that game, she punches the ground to summon a ring of orange crystals from the ground around her, knocking away all nearby players. In Super Smash Bros. this ability works somewhat differently: Daisy instead stomps the ground to summon a single crystal from the ground in front of her, which acts as a wall to block attacks while also dealing damage as it rises upwards. Only one such crystal can be on stage at once, as it will remain for a short time afterwards or until broken by an attack.

Final Smash: The Sky Pop is a small yellow plane piloted by Mario in the final level of Super Mario Land. This plane is capable of firing an unlimited amount of missiles, which is the only way Mario can defeat this level's enemies. For Daisy's Final Smash, she summons the Sky Pop and boards it, and the player can control her as she flies around and, by pressing either the standard or special attack, can fire missiles forwards. This lasts for a temporary amount of time before she ejects upwards and the plane explodes.

Alternate Costumes
Miscellaneous
Daisy's entrance animation sees her bounce down onto the stage, a flurry of petals dancing around her.

Daisy's taunt sees her stretch, one arm over her head and one on her hip as she bends to her left twice, before standing up straight and shouting "Yeah!"

Daisy's victory theme is an electronica remix of the fanfare that played in Super Mario Land when a level was completed.

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Victory theme

Daisy's victory poses are as follows: Daisy spins around with her arms outstretched, petals dancing around her, before she stops and winks to the camera while saying "Easy!" cheerfully; Daisy snaps her finger and says "Aw yeah! I win!" while flower petals blow around her feet; and Daisy throws her tennis racket up into the air, spins around, and catches it with a flourish as she laughs.

JSSB Kid Icarus symbol
Jake's Super Smash Bros. character name - Dark Pit
JSSB Kid Icarus symbol
Darkpit
Dark Pit is a clone of Pit born from the Mirror of Truth just as it was being destroyed. Due to the mirror fracturing as he was created, Dark Pit is an imperfect clone of Pit, instead being a free agent who embodies many of the traits Pit does not openly display. While Dark Pit's creation was planned by Pandora, who aimed to use him to defeat Pit, he instead goes rogue and becomes a rival, and sometimes tentative ally, to his original counterpart; should Pit be defeated, Dark Pit would vanish as well because of their connection. During the final battle against Hades in Kid Icarus Uprising, Dark Pit uses the Lightning Chariot to save Pit, who had been trapped within the Lord of the Underworld's chest and forced to face off against his heart. After this final battle, Dark Pit eventually went on to join Viridi as an officer in her army, the Forces of Nature.
JSSB character logo - Kid Icarus
First appearance:
Kid Icarus Uprising (2012)
Special Attacks
Neutral Special: Viridi Palm is a weapon from Kid Icarus Uprising that is said to appear when one pledges their loyalty to the Goddess of Nature. In Uprising, the weapon is unlocked by collecting five unique Palm weapons, a challenge in Viridi's Treasure Hunt, and can be used by Pit at his leisure afterwards. The weapon, like all Palms, harnesses the user's life force, allowing them to fire orbs of energy that can home in on nearby foes. In Super Smash Bros., Dark Pit uses the Viridi Palm to fire a large pink and green burst of energy forwards. Depending on Dark Pit's current damage percentage, the attack changes in several ways: at lower percentages the blast he fires is larger and deals more damage though has long ending lag and must charge before use, while at higher percentages it can be shot further and at a rapid pace though the blasts are smaller and deal less damage.

Side Special: Tiger Claws are the most-basic type of Claws weapon in Kid Icarus Uprising. Tiger Claws act as the default for the Claws weapons, offering little in the way of unique traits that other Claws don't also grant. Nonetheless, the Tiger Claws are fairly powerful weapons that developed primarily for melee combat, and increase the user's speed significantly when equipped. In Super Smash Bros., Dark Pit equips the Tiger Claws and, as the special attack button is tapped, will frantically swipe with them a number of times. If the special attack button is held down instead of tapped or pressed, Dark Pit will dash forwards a short distance before performing two powerful slash attacks that launch opponents straight forwards or, when Dark Pit is airborne, straight downwards.

Up Special: Power of Flight is one of the most recurring mechanics in the Kid Icarus series, though is formally introduced and primarily utilized in Kid Icarus Uprising. While Pit is often the one to be temporarily granted this power by Palutena, Dark Pit has also been granted the ability on occasion as well. After defeating Pandora, he absorbs part of her power and can fly indefinitely, although he later loses this power and again must rely on Palutena or another god to grant him the ability again. In Super Smash Bros. it is Viridi who grants him this ability, as evident by the green glow his wings get. When the move is activated, Dark Pit dashes upwards (or in whatever direction the control stick is held) forwards. This move is identical to Pit's in every way barring Viridi's green glow.

Down Special: Virus is a Power that can be equipped in Kid Icarus Uprising. Only usable within Together Mode once a specific challenge in Hades's Treasure Hunt is completed, Virus causes all nearby foes to receive significant debuffs for a short amount of time, decreasing their movement speed and also halving their current health. In Super Smash Bros. this Power works similarly, but not identically: the area in a very small radius around Dark Pit explodes in a blue light, which decreases the movement speed, damage output, and jump height of all those who touch it (barring Dark Pit) for a limited time. The move will decrease in power should Dark Pit use the move several times in a short period of time.

Final Smash: Dark Pit Staff is, as implied by its name, Dark Pit's signature weapon (yet not his most-used weapon) that can also be obtained by Pit in Kid Icarus Uprising. Though called a "staff", the Dark Pit Staff can fire bursts of energy that deal massive damage the further the target is away from the user, and the speed at which these blasts travel is also much faster than the projectiles of most other weapons. In Super Smash Bros., Dark Pit fires a powerful blast that travels the length of the screen from the Dark Pit Staff, which deals massive damage and knockback to all those who are hit by it. Like in Uprising, the further away someone who is hit by it is from Dark Pit, the more damage and knockback they will take.

Alternate Costumes
Miscellaneous
Dark Pit's entrance animation sees him jump out of the Lightning Chariot, which barrels through from the background into the foreground.

Dark Pit's taunt sees him hold out his fist and scowl angrily, shouting "Who wants some!?"

Dark Pit's victory theme is a slight remix of a portion of his theme from Kid Icarus Uprising.

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Victory theme

Dark Pit's victory animations are as follows: Dark Pit fires a blast from the Dark Pit Staff to his left before utilizing Viridi's Power of Flight to blast off; Dark Pit looks at the Viridi Palm on his hand and shakes his head, complaining "I can't believe she made me use this thing"; and Dark Pit shouts "Is that it?" after he slashes with the Tiger Claws three times.

SSB Pokémon Series
Jake's Super Smash Bros. character name - Dawn
SSB Pokémon Series
Dawn and Piplup Kotobukiya
Dawn serves as the main female protagonist of Pokémon Diamond and Pearl Versions, as well as its successor Pokémon Platinum Version. Depending on whether the player chooses to play as Dawn or not, the characters serves a vastly different role in the story of these games. If the player chooses to play as Lucas, Dawn works as the assistant to Professor Rowan, and takes the third Starter Pokémon not chosen by either the player or their rival Barry; this Pokémon is the one weak to that chosen by the player (if they chose Chimchar then Dawn would choose Turtwig for instance). In the Pokémon anime series, Dawn served as one of Ash Ketchum's travelling companions throughout his time in the Sinnoh region. Striving to be a top Pokémon Coordinator, Dawn's Starter Pokémon was Piplup.
JSSB character logo - Pokémon
First appearance:
Pokémon Diamond and Pearl Versions (2006)
Special Attacks
Dawn and Piplup can both be controlled by the player in battle, though only one may be played as at a single time. Dawn's down special move causes the player to switch between who they control, with Dawn moving to the stage's background when Piplup is in the fight. Piplup can not fight indefinitely however, and possesses an HP Bar alongside the standard damage percentage. Once Piplup's HP Bar runs out by taking damage, it will automatically be sent back into its Poké Ball and can not be called upon again for a short period of time. Piplup and Dawn share a single damage percentage, though Dawn taking damage will not effect Piplup's HP Bar. Piplup's HP Bar will slowly recover over time when the Pokémon is not being controlled, though the process can be quickened by dealing damage with Dawn's standard, aerial, and smash attacks.

Down Special: When she is the one being controlled by the player, Dawn's down special move has her throw out a Poké Ball to summon her partner Pokémon, Piplup. This move is called Ball Capsule, as the Poké Ball she throws out has a Foamy Seal B attached to it, causing Piplup to be surrounded by a storm of small bubbles that pop to deal damage to all nearby foes as it is released. When the move is used when Piplup is in battle, it instead becomes "Come Back!", named such for the phrase Dawn calls out as she sends her Pokémon back into its Ball. Unlike Ball Capsule, "Come Back!" does not damage foes in any way, and merely switches the player's control over to Dawn.

Neutral Special:

  • Explorer Kit is a vital key item obtained by the player in the Pokémon games set in the Sinnoh region. This kit allows the player to access and explore The Underground, a complex system of tunnels that labyrinth out beneath the entire region. Dawn uses some of the tools in the Explorer Kit for her neutral special move in Super Smash Bros. - namely, she uses either the sledgehammer or the pickaxe. If the neutral special move is merely tapped, she will swing the pickaxe downwards to deal damage with a simple swing, and the special move button can be tapped to have Dawn swing the pickaxe multiple times in quick succession. If the special move button is held down however, Dawn will instead take out the sledgehammer and perform a slower, albeit much stronger downwards swing with that. Unlike the pickaxe, the sledgehammer can spike foes hit at specific angles, though the move's slow start-up makes doing so difficult.
  • Bubble Beam is a special Water-type attack and one of the most prominent special moves used by Dawn's Piplup in the Pokémon anime. A stronger version of Bubble, Bubble Beam sees the Pokémon fire a stream of bubbles that can lower the target's speed when it hits. In Super Smash Bros. the move's appearance is drawn from the anime series, as Piplup fires a thin beam of small bubbles a fair distance that eventually peters out as the bubbles pop.

Side Special:

  • Bicycle is a recurring key item in the Pokémon series, which first appeared in Pokémon Red and Blue Versions. The Bicycle can be used to travel regions with extreme ease at a speed greater than their normal walking speed. In the Generation IV titles, the Bicycle possesses two gears: third gear is slower but grants the player more control over their movements, while fourth gear is incredibly fast and allows the player to jump off ramps or travel up slopes. In Super Smash Bros. Dawn rides on her bicycle, which is set in fourth gear. She will rush forwards at a high speed as long as the special move button is held, but she is unable to turn around and there is a slight delay between the moment the button is let go and her dismounting the vehicle. If Dawn rides her bicycle off of a ledge, she will perform a short hop before doing so in order to grant her further horizontal distance, though she will enter a helpless state upon dismounting it. Additionally, the bicycle is effected by gravity when used in the air, though she will still slowly move forwards as she falls.
  • Ice Beam is a special Ice-type move that first appeared in the Pokémon Stadium titles. This attack is described as the user firing a beam of pure icy energy, at below-freezing temperatures, which both damages its target and can freeze them solid as well. In Super Smash Bros. Piplup will use this move to shoot a thin, but long, beam of energy in a manner similar to its original Pokémon appearances; like in its original games, the attack will freeze the first foe it hits, but only should their damage percentage exceed 30%. If the special move button is held down after the move is used on the ground, Piplup will skate forwards on the frozen terrain left behind by the Ice Beam. The frozen terrain does not actually effect the movement of other fighters.

Up Special:

  • Super Rod is one type of fishing rod, which can be obtained in a number of different Pokémon titles. In Pokémon Diamond, Pearl, and Platinum Versions, the Super Rod is given to the player by a Fisherman in the Fight Area of the Battle Zone, near Route 225. In Super Smash Bros. Dawn uses the Super Rod as a grappling hook. The Super Rod will automatically hook onto a nearby ledge if in its range, which will cause Dawn to reel in the rod and pull herself up to the ledge's edge; if none are nearby, it can also be used to hook fighters or items and pull them closer to Dawn.
  • Drill Peck is a physical Flying-type attack, and one of the eight moves shown to be used by Dawn's Piplup in the Pokémon anime series. In the anime series, Drill Peck, when used by Piplup, is shown by the Pokémon's beak extending a short distance and glowing a bright white as the Penguin Pokémon spins around like a drill. In Super Smash Bros. Piplup will fly upwards at a slight angle a fair distance as this move is used, and its beak will drill straight through opponents. Humorously, Piplup's beak can also become lodged in solid platforms, and it will comically pull itself out while kicking its legs rapidly.

Final Smash: Polarpool is an original attack that combines two of Piplup's normal attacks - Whirlpool and Ice Beam. The usage of multiple moves (often by two different Pokémon) to create a single original attack is a common element used in the Sinnoh-set episodes of the Pokémon anime, due to these techniques being used often within Pokémon Contests, which Dawn participates; the Polarpool attack is not shown in the Pokémon anime however. This Super Smash Bros.-original technique sees Piplup use Whirlpool, creating a large tornado of water above it that balances on the Pokémon's short beak, to draw in opponents and deal damage to any trapped within its currents. After leaving Whirlpool active for a moment, Piplup will then use Ice Beam to freeze the Whirlpool, and any enemy trapped within it, solid, before it shatters a moment later to launch the enemies away. This attack can be used even if Piplup's HP Bar has been depleted fully, as it will refill completely upon use of Polarpool.

Alternate Costumes
Miscellaneous
Dawn's entrance animation has her ride her bike into battle, braking so suddenly she flies over her handlebars in a comical fashion.

Dawn's taunt sees her perform two poses: the first has her left hand on her hip with her other hand's index and middle fingers stretched into a V-shape around her eye, before she quickly transitions into a crouch with right arm tucked up and pointed at her forehead while her left arm is outstretched away from her. Dawn will still do these actions even if Piplup is the one being controlled, as the Penguin Pokémon will mimic her.

Dawn's victory theme is a jazzy remix of the opening part of the theme that plays during a Pokémon Super Contest in Pokémon Diamond and Pearl Versions.

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Victory theme

Dawn's victory animations are as follows: Piplup will spin around on its back releasing bubbles, before getting dizzy and stopping as Dawn chuckles; Piplup gives Dawn a Gracidea flower, and the trainer happily tucks it into her hair; and Dawn and Piplup perform the same poses as in their taunt, with the addition of another pose where Dawn stands on one leg with her hand stretched straight up in the air.

JSSB Pokemon symbol
Jake's Super Smash Bros. character name - Deoxys
JSSB Pokemon symbol
386Deoxys
Deoxys, the DNA Pokémon, is a Psychic-type Mythical Pokémon that first appeared in Pokémon Ruby and Sapphire Versions. Deoxys is a hyper-intelligent Pokémon who was created when an extraterrestrial virus was exposed to a laser beam. The crystalline organ embedded in its chest appears to be Deoxys' brain, and from that it is capable of firing lasers. Though a creature of alien origin, Deoxys has a place in both Hoenn's Regional Pokédex as well as the National Pokédex - #211 in the former, and #386 in the latter.
JSSB character logo - Pokémon
First appearance:
Pokémon Ruby and Sapphire Versions (2002)
Special Attacks
Down Special: Forme Switch is a move that takes advantage of Deoxys' special ability to change its Forme. Deoxys' Forme alters the way its special attacks work, in addition to altering Deoxys' overall damage, knockback, and defensive capabilities. When used, Deoxys will cycle through its Formes in the order of Normal → Speed → Attack → Defense, and back to Normal. Speed Forme increases Deoxys' movement speed and jump height while decreasing its attack and knockback output; Attack Forme increases Deoxys' damage output and weight while decreasing its speed; and Defense Forme decreases Deoxys' attack output and movement speed but increases its weight and makes its shield larger.

Neutral Special: Shadow Ball, in the Pokémon series, is a Special Ghost-type attack introduced in the second generation of Pokémon titles; in Pokémon Sun and Moon, Deoxys can only learn Shadow Ball via TM. In Super Smash Bros., Deoxys will throw a purple orb of energy forwards, which disappears when it hits a wall or a fighter, damaging the latter and launching them as it does hit them. Depending on Deoxys' Forme, the way Shadow Ball acts changes. In Normal Forme, Deoxys can charge it up to increase the distance it travels, the size of it, and the amount of damage it deals by holding down the special attack button; in Speed Forme, Deoxys can not charge it up but instead throw up to three smaller Shadow Balls in rapid succession, which travel the same distance as a fully-charged Normal Forme Shadow Ball; in Attack Forme the attack can be charged up but only the amount of damage the Shadow Ball deals is increased, as it will always remain the size of a basic Normal Forme Shadow Ball; and in Defense Forme the Shadow Ball will always be at its largest size but move a much shorter distance at a slow speed, also dragging along any foe in its path before dissipating to launch them away.

Side Special: Deoxys' side special move completely changes depending on its current Forme to take advantage of that Forme's different attributes. In Normal Forme, Deoxys' side special move is Zen Headbutt, which sees it dash forwards in a drill-like manner as a pink glow surrounds it, dealing damage to all those it may come across during its travel; in Speed Forme Deoxys' side special move is Extreme Speed, which sees Deoxys dash forwards (the distance it does so can be charged by holding the special attack button) at a high speed, performing a powerful slash with its arms at the end of its travel; in Attack Forme it is Superpower which sees Deoxys intertwine its arms to perform a powerful punching attack, which can be used three times in rapid succession to form a punch-punch-uppercut combo; and in Defense Forme is is Mirror Coat, a shield that surrounds Deoxys to reflect all physical-based projectiles and absorb energy-based ones.

Up Special: Teleport is a Psychic-type move that debuted in Pokémon Red and Blue Versions. As its name explains, Teleport simply sees the user teleport away; when in Wild Pokémon battles or when adventuring caves, using this move will teleport the player either out of the battle or back to the cave's entrance. In Super Smash Bros., this move sees Deoxys teleport a short distance away. Much like Deoxys' other special moves Teleport does change depending on its current Forme, though the differences are minute. Normal Forme Deoxys will simply teleport a short distance in whichever distance the control stick is tilted, though it will not deal any damage to foes; Speed Forme Deoxys travels a further distance at a high speed, but Deoxys will always teleport in an upwards-diagonal direction, with the control stick only determining whether Deoxys moves left or right; Attack Forme Deoxys will travel a shorter distance but deal damage as it reappears; and Defense Forme Deoxys will travel a distance in-between that that Attack and Normal Forme Deoxys travels and push away all those nearby when it reappears.

Final Smash: Psycho Boost is a Psychic-type attack in the Pokémon series that can be learned exclusively by Deoxys. In the Pokémon anime series the move is often portrayed as Deoxys creating an orb of highly-condensed energy that it will fire at the opponent, and this serves as its main inspiration for its Super Smash Bros. appearance. Deoxys will hold its tentacles above its head and form a large ball of energy above it. This orb will damage those that touch it, and once large enough Deoxys will then slam it into the ground beneath it to cause a massive explosion to deal even more damage and blow all nearby foes away. Once Psycho Boost has been used, Deoxys will revert back to its Normal Forme, and will be unable to change into another Forme for a short period of time afterwards.

Alternate Costumes
Miscellaneous
Deoxys' entrance animation sees a glowing meteor crash from the sky, before it appears from behind the smoke releasing from around the meteor.

Deoxys' taunt sees it quickly shift into one of its other three Formes (Attack Forme, Defence Forme, or Speed Forme) as the jewel in its chest glows. If Deoxys is currently in one of his other Formes, he will instead shift into his normal Forme for a second.

Deoxys' victory theme is a remix of the opening part of the theme that plays in Pokémon Omega Ruby and Alpha Sapphire when the player fights Deoxys. In particular, it is the part of the beginning bracketed by the three chimes.

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Victory theme

Deoxys' victory poses are as follows: Deoxys (Attack Forme) fires an orb of rainbow energy as it flies around, before landing and changing back into Normal Forme; Deoxys teleports in, spinning its tentacles around each other; and Deoxys shifts through its other Formes (Attack, Defense, and Speed Forme) quickly as the jewel in its chest glows bright.

JSSB Donkey Kong symbol
Jake's Super Smash Bros. character name - Diddy Kong
JSSB Donkey Kong symbol
DiddyKCR
Diddy Kong is the deuteragonist of the Donkey Kong franchise. This young chimp is the best friend (sometimes said to be his nephew instead) of Donkey Kong, who often joins him on his adventures to take down whatever may be threatening their peace. While Donkey Kong is known for his brute strength, Diddy Kong instead must rely on a number of different gadgets, including his Peanut Popgun and Rocketbarrel Pack, and his various acrobatic techniques. Diddy Kong has gone on a number of adventures without his larger friend, including travelling to the island owned by the parents of his old friend Timber the Tiger to participate in a racing tournament to rid the island of the evil Wizpig.
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong Country (1994)
Special Attacks
Neutral Special: Peanut Popgun is Diddy Kong's most well-known item, which has been used by him in a number of titles ever since its debut in Donkey Kong 64. In Super Smash Bros., Diddy Kong pulls out his Peanut Popgun and fires a small peanut forwards. The attack can be charged up to increase the distance it flies and the damage it deals, but charging it too long will cause the popgun to explode in Diddy's face, causing a small amount of damage to him.

Side Special: Chimpy Charge was an ability that Diddy Kong could learn from Cranky Kong in Donkey Kong 64, and the attack differs in performance depending on whether it is used in the air or on the ground. When in the air, Diddy Kong will fly forwards at a high speed, and bounce up off the first foe he flies into, otherwise he will fall helpless. On the ground, Diddy Kong kicks of the ground and flies forwards head-first, but will latch on to a foe he runs into and kick them away.

Up Special: Rocketbarrel Boost is a recurring ability that Diddy Kong has been able to use ever since his Rocketbarrel Pack debuted in Donkey Kong 64. Whether in the air or on the ground, Diddy Kong will put on his Rocketbarrel Pack and fly upwards at a high speed, the speed and distance he does so increasing as the button is held down before take-off. Additionally, while Diddy Kong can fly quite a distance with his Rocketbarrel Pack, charging the attack too long will cause his jetpack to implode and fly off his back. If the Rocketbarrel Pack explodes, Diddy will fall helpless without moving upwards at all, but he will fall helpless after he flies upwards no matter what.

Down Special: Banana Peels are a by-product of Diddy Kong's favourite fruit (or berry): the banana. Diddy Kong, much like Donkey Kong and the other Kongs on DK Island, loves bananas, but he will not hesitate to just throw his banana peel away once he's done eating. In Super Smash Bros., Diddy Kong will take a banana peel out from behind his back and throw it upwards in a small arc behind him; it will then sit on the ground and act as a normal item afterwards. Up to two banana peels can be on the stage at once, though this doesn't count banana peels that can be spawned randomly should they be allowed to via Item Selection.

Final Smash: Guitar Gazump is a powerful attack that Diddy Kong could learn in Donkey Kong 64, which instantly defeated all normal foes around him. In Super Smash Bros., Diddy Kong pulls out his golden electric guitar from Donkey Kong 64 and strums it a few times before firing a laser of golden energy that takes the appearance of a musical staff. As Diddy Kong strums, the laser can be angled upwards or downwards, and Diddy Kong slams the guitar in the ground to cause an electric shockwave around him once the attack is completed.

Alternate Costumes
Miscellaneous
Diddy Kong's entrance animation sees him burst out of a DD Barrel, clapping with his hands over his head twice as he jumps out, bouncing from foot to foot.

Diddy Kong's taunt sees him perform a handstand and clap his feet together twice.

Diddy Kong's victory theme is a remix of the first part of the Diddy Kong Racing title screen theme.

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Victory theme

Diddy's victory poses are as follows: Diddy Kong, sitting down playing a Nintendo 3DS, looks up and smiles while giving a large thumbs up; Diddy Kong juggles three balls and his hat a number of times before he fumbles them and trips forwards, his hat landing on his head; and Diddy Kong holds a beatbox over his shoulder while wearing sunglasses and his hat backwards, and waves his hand up in down before it short-circuits and explodes in his face comically.

JSSB Donkey Kong symbol
Jake's Super Smash Bros. character name - Dixie Kong
JSSB Donkey Kong symbol
DixieKong
Dixie Kong is one of the main protagonists of the Donkey Kong series, first appearing as one of the stars of Donkey Kong Country 2: Diddy's Kong Quest and later starring in Donkey Kong Country 3: Dixie Kong's Double Trouble!. Dixie is the girlfriend of Diddy Kong, whose primary character trait is her large ponytail which she can use as an extra appendage. Though not the series' first female character, that being Candy Kong, she was the first to be playable and remains the most recurring female character in the Donkey Kong series.
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong Country 2: Diddy's Kong Quest (1995)
Special Attacks
Neutral Special: Gumball Popgun is Dixie Kong's counterpart to Diddy Kong's Peanut Popgun, which first appeared in Donkey Kong Country: Tropical Freeze. Much as its name implies, the Gumball Popgun fires small pink gumballs at opponents. In Super Smash Bros., Dixie fires a small pink gumball forwards quickly. Though the gumball is small and deals little damage, Dixie can fire it up to three times in rapid succession, and, should all three hit a foe at a close range, will cause opponents' movement speeds to slow slightly temporarily. Unlike Diddy Kong's Peanut Popgun attack, Dixie's gumball projectiles can bounce off solid surfaces and ricochet around.

Side Special: Ponytail Pluck is not necessarily a named ability Dixie has used in the Donkey Kong series, but is based upon Dixie Kong's use of her ponytail. The Ponytail Pluck attack sees Dixie Kong swing her ponytail forwards, and snatch a foe should they be in front of her. After clenching them within her ponytail, dealing some damage, she will throw them down towards the ground with a strong slam.

Up Special: Helicopter Spin is one of Dixie Kong's most notable and recurring techniques present since her debut appearance in Donkey Kong Country 2. Helicopter Spin sees Dixie Kong spin her ponytail around at a high speed to propel her upwards a short distance. Somewhat like how the move is used in Donkey Kong Country: Tropical Freeze, Dixie Kong spins her ponytail to launch herself upwards a fair distance, though the attack does not deal any damage to nearby foes. The move does not leave Dixie in a helpless state, only a pseudo-helpless one, allowing her to attack as she descends.

Down Special: Shockwave Attack is an ability that all five playable characters of Donkey Kong 64 can perform; though Dixie is not present in that game, her sister, Tiny Kong, is one such playable character. In the aforementioned game, Tiny Kong spins her twin ponytails to create a purple shockwave around her that defeats all nearby foes. In Super Smash Bros., Dixie spins around and her ponytail flies outwards as she does so, and she releases a short purple pulse that deals massive knockback but little damage as she does so. Hitting Dixie directly as she performs this attack deals much more damage but much less knockback.

Final Smash: "Double Trouble!" is the subtitle of Donkey Kong Country 3, the third game in the original Donkey Kong Country trilogy in which Dixie Kong stars alongside her cousin Kiddy Kong. Once her Final Smash is used in Super Smash Bros., Dixie Kong pulls out a DK Barrel and slams it down at the ground, releasing Kiddy Kong. Kiddy Kong then picks up Dixie Kong and throws her forwards, and she will bounce around the screen, off any platform and the blast lines, dealing massive damage to those she hits, before eventually being caught by Kiddy Kong.

Alternate Costumes
Miscellaneous
Dixie Kong's entrance animation sees her burst out of a DX Barrel, hovering with her ponytail for a moment and gently touching down.

Dixie Kong's taunt sees her throw a small gumball upwards and blow a large pink bubble from it, which carries her up slightly off the ground before popping.

Dixie Kong's victory theme is a sped-up, and shortened, jazz remix of the Dixie Beat theme from Donkey Kong Country 3.

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Victory theme

Dixie Kong's victory poses are as follows: Dixie Kong plays along with her victory theme on an electric guitar, which she strums with her hand and her ponytail simultaneously; Dixie Kong jumps on top of a barrel, then bounces off it with her ponytail, does a front flip in midair, and lands in a crouching position; and Kiddy Kong picks Dixie Kong upwards, holding her above his head and raising her up and down as she cheers happily.

SSB Sims Symbol
Jake's Super Smash Bros. character name - DJ Candy
SSB Sims Symbol
DJ Candy Supergroove
DJ Candy "Supergroove" is one of the most recurring characters in Electonic Arts' MySims series, appearing in every game except the Nintendo DS and mobile versions of the first entry in the series. Throughout the series, DJ Candy is a girl with a great passion for music, always partying and making the most of her life. In most games of the MySims series DJ Candy runs her own nightclub named Club Candy, though in MySims Kingdom she instead owns her own island named Candypalooza. In MySims SkyHeroes she serves of the leader of the Gal Force 4, working with Evelyn Gray and Silvia to find a fourth member to their trio and live up to their name.
JSSB character logo - MySims
First appearance:
MySims (2007)
Special Attacks
Neutral Special: Bubble Blowing is an activity that some Sims perform in MySims while sitting down on a chair. In Super Smash Bros. DJ Candy simply pulls out a bubble wand and blows a stream of bubbles. While these projectiles do not travel a far distance or deal much damage, they can juggle fighters as the multiple bubbles pop and can also serve as a type of shield.

Side Special: Record Breaker is a technique that sees Candy make use of large record vinyls. Throughout the MySims series, DJ Candy is often shown to juggle these discs, happily doing so to pass the time while she isn't DJing. In Super Smash Bros. DJ Candy simply throws one record vinyl forwards as if a frisbee, travelling through multiple opponents.

Up Special: Glow Away is a technique that sees DJ Candy utilize glow sticks, objects she, and her roadies Zack and Sapphire, are often associated with throughout all of their MySims appearances. Zack in particular makes it his goal to develop glow sticks that never stop illuminating, thus reducing the amount of them thrown out after parties. In Super Smash Bros. DJ Candy takes out two glow sticks and spins them around in her hands above her head, and does so at a fast enough speed that these act as propellers that carry her up into the air. DJ Candy will fly straight-upwards a fair distance before their glow stops and she f