Mandrag Ganon is the beastly form taken by the Gerudo chief Ganondorf upon using the full power of the Triforce of Power he wields in The Legend of Zelda: Ocarina of Time. The beastly Ganon is the most recurring antagonist in the Zelda series, originally appearing as a bipedal pig-like sorcerer in The Legend of Zelda and assuming this form in all other Zelda titles set in the Downfall Timeline; the Child and Adult Timelines tend to include Ganon's original humanoid form instead, though he is not absent from the former. He is almost-always seen wielding a large trident imbued with a dark energy that allows him to perform magic spells instantaneously.
First appearance: The Legend of Zelda (1986)
Neutral Special: Dead Man's Volley is a technique performed by Link against Ganon, Ganondorf, and many other bosses in the Zelda series; it is first used against Agahnim in A Link to the Past. The term "Dead Man's Volley" refers to various projectile attacks in the series that Link must deflect back at his enemy in order to deal damage to them; the most prominent use of the term refers to an attack performed by Ganondorf in Ocarina of Time, where he creates a large orb of dark energy which he then throws at Link, who can hit the attack back with his sword and must do so as Ganondorf also deflects it back at the hero in a tennis-like volley. In Super Smash Bros. Ganon creates a ball of energy at the tip of his trident, which he points upwards, before swinging his weapon downwards to launch the projectile forwards. After the move is used, and the projectile still be on the screen, Ganon's neutral special simply sees him create a white circle of energy around his body, which reflects any projectile that touches it. While the projectile is small and weak at first, it grows in both size and power each time the move is reflected, and, due to this, it will not disappear unless it should hit anything solid (that, obviously does not reflect projectiles); due to its unique traits, the projectile can increase in power an indefinite amount of times, though because Ganon must also reflect the projectile and can fail such a task, the projectile appears to be more a gimmick than an actual, useful attack.
Side Special: Blazing Bats are a type of enemy that appears in The Legend of Zelda: A Link to the Past. These fiery creatures are summoned by Ganon during his final battle against Link; they originally appear as a basic fireball for a short moment before transforming into the bat-like creature to fly at Link. In Super Smash Bros. Ganondorf will summon a fireball in front of him from his palm, which will then transform into the Blazing Bat and swoop forwards, dealing damage as it pierces through foes.
Up Special: Quake Stomp is an ability that combines two techniques that Ganon displays in a number of titles: his teleportation from The Legend of Zelda and his earthquake stomps from A Link to the Past. In the former of those two titles Ganon will teleport around the battle arena, constantly emitting fireballs at the green-clad hero, at a high speed, making it difficult for Link to hit him; in the latter, Ganon will begin to stomp the ground after taking enough damage, destroying part of the room and shrinking the area Link can run around on. In Super Smash Bros. Ganon will teleport upwards a short distance before stomping downwards, releasing a short purple wave of energy as he lands that deals minor damage (without stunning) any nearby foe.
Down Special: Trident Toss is a technique based upon his initial mode of attack from The Legend of Zelda: A Link to the Past: at the beginning of his battle against Link, the large wizard will start combating the hero by throwing his trident at him. In Super Smash Bros. Ganon will throw his trident forwards, charged with electrical energy to create a small shockwave as it hits an enemy or a platform/wall. If it hits the latter, the trident will stick into the ground and remain there for a few moments before Ganon teleports the trident back into his hand; while the trident is in the ground, Ganon can not use any attack relating to his trident.
Final Smash: King of Evil Trident is a golden trident and the level 2 version of the Trident weapon that Ganondorf can wield in the Hyrule Warriors titles, and is based upon the one wielded by Yuga Ganon in A Link Between Worlds. Ganon's Final Smash in Super Smash Bros. is almost-identical to an attack performed by Yuga in his Hyrule Warriors appearances, specifically the standard attack that can be performed once the Special Attack gauge has been filled: Ganon will make his trident grow to an exuberant size, and will then teleport it up high, off the screen, before it crashes downwards through any platform down the entire length of the screen to reach Ganon himself and upon reaching him it will create a large shockwave of energy that deals significant damage and also launches away any nearby foe.
Ganon's victory animations are as follows: Ganon, without his trident, flexes both of his arms downwards in a manner similar to his sprite from The Legend of Zelda as he grunts; Ganon spins his trident before holding it behind his head in one hand, while his other his held out in front of him, and he roars; and Ganon roars as he shoots a fireball out of his mouth towards the sky, before swinging his trident across his body.
Ganondorf Dragmire is the sole male member of the Gerudo tribe who first appeared in The Legend of Zelda: Ocarina of Time. Being the sole male born into the otherwise-exclusively female Gerudo race, Ganondorf serves as its ruler though holds little regard for his tribe. Ganondorf strives for power, and throughout Ocarina of Time and later Twilight Princess and The Wind Waker, Ganondorf wishes to be almighty and powerful, and as such, despite his malignant desires, he holds the Triforce of Power. Just as Princess Zelda is the mortal reincarnation of the Goddess Hylia and Link the reincarnation of Hylia's chosen hero, Ganondorf is the reincarnation of the hatred that burned within the demon Demise who, like Ganondorf, wished to obtain the three pieces of the Triforce.
First appearance: The Legend of Zelda: Ocarina of Time (1998)
Neutral Special: Beastly Blow is an attack based on a power Ganondorf demonstrates in Hyrule Warriors while fighting with the Great Swords. In Hyrule Warriors, Ganondorf's attack combo sees him conjure up a large ethereal form similar in appearance to a ghastly Ganon through his dark magic, who proceeds to swipe the area to defeat all nearby foes. In Super Smash Bros. Ganondorf charges up his dark magic before punching forwards, his arm transformed into that of a beast's to deal massive damage. This attack has the longest start-up time out of any in the game, but because of it the player can perform a 180° spin as he charges up.
Side Special: Flame Choke is based on an attack Ganondorf performs in The Legend of Zelda: Twilight Princess, during a cutscene that depicts him being granted the Triforce of Power and using his newfound strength to kill one of the six Sages that reside in Arbiter's Grounds' Mirror Chamber. In Super Smash Bros. Ganondorf dashes forwards a short distance. Should he make contact with an opponent as he dashes forwards, he will grab them by the head and pulsate dark magic into them to deal minor damage before slamming them into the ground, creating an explosion of dark magic that launches them. Should he grab someone while midair, Ganondorf will crash downwards at a high speed and the explosion will be slightly larger; should no platforms be below Ganondorf, he, and whomever may be in his grasp, will continue falling until they are KO'd off the bottom blast line.
Up Special: Brutish Blow is an attack that, much like Ganondorf's netural special move, sees Ganondorf transform his arm into that of a beast's in order to enhance his physical strength. In the case of his up special move, Ganondorf transforms his arm and performs a powerful punch upwards that deals massive damage but does little in the way of vertical recovery. From a grounded position, Ganondorf has a longer start-up period than should the attack be used while aerial, but Ganondorf performs a spin while moving upwards to deal more damage.
Down Special: Sword of Six Sages is the sword that Ganondorf wields in The Legend of Zelda: Twilight Princess, being the weapon that was to be used for his execution at the hands of the Sage he murdered. This move drastically changes in use depending on the amount that Ganondorf's Darkness Gauge is filled, though when empty Ganondorf will simply perform his own slower, yet still powerful, version of Link's recurring Spin Attack technique, enhanced with his dark magic to compensate for its slower start-up. When the gauge isn't completely full, Ganondorf will smash the sword into the ground to create a pulse of dark energy that deals minor damage but an intense amount of knockback, the range increasing the more the bar is filled; when used in the air, Ganondorf will instead outstretch his arms with his sword in one hand. When the bar is completely filled, Ganondorf will perform his Spin Attack, which releases waves of energy that knock away nearby foes as well. Whenever this attack is performed, no matter how filled the bar is, Ganondorf's Darkness Gauge will completely empty.
Final Smash: Dark Beast Ganon is a large demonic boar-like form that Ganondorf is capable of transforming into by harnessing the Triforce of Power's strength. In The Legend of Zelda: Twilight Princess, Dark Beast Ganon is the second of Ganondorf's four forms that Link must face off against after climbing to the top of Hyrule Castle. Ganondorf transforms into this form for his Final Smash, slamming the ground to unleash a blast of dark magic that stuns all nearby foes, before charging forwards off the screen at a high speed to damage all in his path.
Ganondorf's victory poses are as follows: Ganondorf stands with his arms crossed laughing maniacally before he lowers his chin and grins darkly; Ganondorf, initially with his back to the camera, turns around before raising his fist, the Triforce of Power glowing on the back of his hand; and Ganondorf raises the Sword of Six Sages, which pulses with dark magic, before spinning it around and stabbing into the ground.
Garbodor, the Trash Heap Pokémon, is a Poison-type Pokémon native to the Unova region. Garbodor evolves from Trubbish at level 36, and is described by the Pokédex, as being capable of absorbing garbage in order to grow and repair itself. This Poison-type Pokémon has the ability to shoot a poisonous gas from its mouth and its right hand's fingertips. Apparently, the Garbodor in the Alola region are stronger as they often must tussle with the regional Muk and Grimer, who dissolve garbage in their acidic bodies.
First appearance: Pokémon Black and White Versions (2010)
Neutral Special: Sludge Bomb is a special Poison-type attack introduced in Pokémon Gold and Silver Versions. Ever since its debut, the Sluge Bomb attack has been described as the user hurling sludge at their foe to damage, and potentially poison, them. In Super Smash Bros. Garbodor barfs up a purple ball of sludge that he spews out forwards, which is effected by gravity and thus will fall down towards the ground.
Side Special: Belch is a Poison-type attack introduced in Pokémon X and Y that can only be once the Pokémon that knows the attack eat a Berry. This attack sees the user belch up the Berry that they had previously eaten, dealing damage to them. This attack acts very differently in Super Smash Bros. than in the Pokémon series, appearing as a grab attack. When the special move is used, Garbodor will grab forwards. Should the attack be missed, nothing will happen. If Garbodor does successfully grab a fighter, he will keep them in his grasp and spew out a purple liquid to continually deal damage as the special move button is tapped. Like a fighter's normal grabs, opponents can escape from Garbodor's grasp.
Up Special: Body Slam is a Normal-type physical attack introduced in Pokémon Gold and Silver Versions. The move's in-game description often says that it is a body slam attack that has the ability to leave the user's target with the paralysis status effect. In Super Smash Bros. Garbodor jumps a short ways into the air before performing a spin and belly-flopping down towards the ground.
Down Special: Toxic Spikes is a status-based Poison-type attack that first appeared in Pokémon Diamond and Pearl Versions. Toxic Spikes is, as its name implies, a poisonous version of the Normal-type attack Spikes, which sees the user release some poisonous barbs on the ground that will poison most Pokémon upon them being sent into battle. In Super Smash Bros. Garbodor will release a few of these small spikes on the ground around it. While they will despawn if the move is used again or after a certain amount of time has passed, when an opponent walks over the barbs they will be "poisoned" and take a small amount of damage continuously over a fair period of time.
Final Smash: Acid Downfall is the Poison-type Z-Move introduced in Pokémon Sun and Moon, usable by any Pokémon holding a Poisonium Z that knows a Poison-type move. In the Pokémon series, this move sees the user create, as the game describes, a "poisonous swamp" that drags in and traps their target, with poisonous rain crashing down upon them to deal damage. In Super Smash Bros. this attack acts very much in the same way: Garbodor creates a purple vortex behind it to drag in nearby foes, before calling upon a storm cloud to rain poison down upon them and deal massive damage to the trapped foes and any who should wander into it. The attack deals a substantial amount of damage, but it does not actually launch foes and thus could allow for others to steal Garbodor's KO's.
Garbodor's three victory animations are as follows: Garbodor waves its hand, before belching out a Sludge Bomb and acting embarrassed afterwards; Garbodor roars flailing its arms, before a smiling happily; and three Trubbish dance around Garbodor, who looks at them happily while waving his arms.
Gex the Gecko is the main protagonist of the Gex series of platforming games developed by Crystal Dynamics. Gex has a great love for television programs, and spends his days watching TV and eating snacks after having inherited a large sum of money from his uncle following his death. After eating a drone disguised by a fly, Gex is transported into the Media Dimension by its ruler, Rez, who seeks to use the gecko as the network's new mascot.
First appearance: Gex (1995)
Neutral Special: Red Firefly is one of the ten types of power-ups the titular protagonist can temporarily acquire within Gex. Found within glowing red balls, Red Fireflies allow the gecko to shoot fireballs out of his mouth while the effects of this power-up remain active. In both Super Smash Bros. and Gex, only one fireball can be on the screen at a time, though Gex can aim this attack both forwards or straight-upwards.
Side Special: Remote Controls are recurring items present in all games of the Gex series, acting as collectibles that allow the gecko to open up new levels. Despite the gecko's use of these items being that sole aforementioned reason, Remote Controls have also been used by other characters in different ways. Perhaps the most interesting use of a Remote Control is by Rez, the final boss of Gex, who throws such objects to damage his opponent from afar. In Super Smash Bros. Gex mimics Rez's use of the Remote Control, which acts as a boomerang and will fly a far distance before travelling back towards Gex.
Up Special: HeliTelly is the name of a common enemy encountered by Gex within the first instalment of the Gex series. As their names imply, these weak enemies are simply television sets that possess helicopter rotors that allow them to fly through the sky, and they often move left and right to hinder the gecko's progress through levels. In Super Smash Bros. Gex summons a HeliTelly and holds onto it as it flies upwards a fair distance. Enemies hit by the propeller are damaged, though foes can also hit Gex himself to force him to loosen his grip on the HeliTelly. Gex will fall off the monitor after it flies a certain distance upwards and enter a pseudo-helpless state, but if a foe hits him and forces him to fall he will do so helplessly.
Down Special: Tail Bounce is one of Gex's primary methods of attack used within the first Gex title. This attack acts similarly to the ground pound technique found in previous games by having Gex fall while coiling his tail underneath him to cushion his fall and allow him to destroy blocks or damage enemies by landing on them. In Super Smash Bros. this technique acts identically to its original appearance, with the added bonus of Gex being able to bounce along the ground (at decreasing heights) by holding down the special move button and moving the control stick left and right.
Final Smash: Media Dimension is the main setting of the Gex series, being the dimension that exists within the television. This world is made up of all the different series and films that play on TV, and thus change on a fairly regular basis. The Media Dimension is ruled over by Rez, and Gex often must work to liberate the programs from his influence. In Super Smash Bros. Gex summons a large TV that displays static on its screen, which will draw enemies towards it. Those who touch the television are drawn into it and take damage, and after a while the monitor will explode to launch those both around it and trapped within it away.
Gex's victory animations are as follows: Gex sits on a couch and watches a television while facing away from the camera, before he looks over his shoulder at the player and smiles, tilting his sunglasses as he does so; Gex hops up and down before pointing a remote control at the screen; and Gex walks forwards while looking up to the sky, before slowly putting on his sunglasses with a smug look on his face. During each of these poses he may say one of various quotes:
"I suppose you know it’s be-kind-to-geckos month."
"Lock and load little lizard."
"Thats one small step for Gex."
"If I had a life I'd be glad to get back to it."
"Say hello to the floor."
"Support your local library!"
"He's dead Jim."
Goku is a major character from the second title in the Famicom Mukashibanashi series, Yūyūki. Yūyūki is a parody of the Chinese novel Journey to the West, and Goku serves as the counterpart to that story's main character, the Monkey King named Sun Wukong (on whom Goku's Super Smash Bros. moveset is primarily based). Goku is a rude and selfish monkey who, alongside the bull yokai Gyumaou, attempted to take over heaven far in the past, only to be caught and banished to a far corner of the world by the heaven's peacekeeper, Oshakasama. He dutifully protects a young girl named Chao who rescued him from his mountain prison, but after being separated from her Goku is forced to travel across the continent to return to her. While on his journey to the west, Goku is joined by a number of odd companions - including the alcoholic Kappa named Gojo, a lazy monk named Sanzo, and a greedy pig yokai named Hakkai - while also being tasked to stop Gyumaou's revenge against the heavens by the mystic peacekeeper Oshakasama.
First appearance: Famicom Mukashibanashi: Yūyūki (1989)
Neutral Special: Jùrén de Yáobǎi is an attack that, unlike many of Goku's other techniques, not entirely based upon a skill that Sun Wukong is shown to have in Chinese legends, nor is it based upon an action Goku performs in Yūyūki. Rather, Jùrén de Yáobǎi, which translates to "Giant's Swing", is based on the mythology surrounding Sun Wukong's 8.1 tonne staff, the Rúyì Jīn Gū Bàng: Wukong is said to be able to control the size of this weapon, and often shrinks it to the size of a sewing needle and keeping it behind his ear when it is not in use. In Super Smash Bros. Goku swings his staff around himself before growing the staff to a large size and performing a heavy downwards swing. The tip of the Rúyì Jīn Gū Bàng acts as a sweetspot, and can spike foes downwards when used in the air.
Side Special: Jīndǒuyún is a technique that Sun Wukong, the character that Goku is based off of, is commonly described to be able to perform in the Chinese legends in which he appears. Jīndǒuyún, which translates to "cloud somersault", is both the name of the magical cloud that Wukong is known to be able to summon and a technique he performs with it. In Super Smash Bros. the Jīndǒuyún technique sees Goku use his staff as a vaulting pole, launching himself a far distance forwards. The Jīndǒuyún technique can be charged up, increasing the distance Goku travels and the amount of damage he will deal to an opponent he should collide with; when used in the air, Goku will summon his magical cloud to act as a platform for him to use to launch himself with. The move is fairly strong, but should Goku miss a target he will continue forwards and could potentially self-destruct.
Up Special: Qǐshì is, much like Goku's neutral special move, not entirely based on any technique that Sun Wukong nor Goku are shown to perform in their respective stories, though is instead based on the "helicopter spin" technique performed by wielders of a bō staff. As its name implies, the technique sees the user spin the staff above their head, mimicking the rotating blades of a helicopter. The Qǐshì technique is essentially an inverse of this however: Goku's staff spins as the monkey sits in a prayer position atop it, flying upwards a fair distance as he does so; foes that connect with the spinning staff will take damage, and as Goku will travel through opponents while moving upwards, this could cause them to be launched in a downwards direction. The name of Goku's up special move, Qǐshì, translates to "enlightenment", which is a reference to how Wukong attains Buddhahood throughout the events of Journey to the West.
Down Special: Shēn Wài Shēn Fā is perhaps Sun Wukong's most notable ability - the technique that allows him to create clones of himself using the magical hairs that cover his body. In Super Smash Bros. the Shēn Wài Shēn Fā technique is a fairly unique special move, as it sees Goku create a clone of himself (with dulled colours), which will remain by his side for a short time. This clone will mimic the player's actions, though it can not perform any of Goku's special moves. Additionally, it is far lighter than Goku normally is, and thus can be KO'd by foes. Goku can only have one clone out on the stage at once, and the move has a cooldown timer upon the clone disappearing; this cooldown is slightly longer should Goku's clone be KO'd instead of disappearing on its own after a limited time.
Final Smash: Om Mani Padme Hum is a Mandarin mantra and the phrase written on the paper talisman that traps Sun Wukong within a mountain prison for 500 years. In Chinese legends, the Buddha challenges the smug Sun Wukong to escape from his palm, however this is simply a trick to keep the warrior captive after his attacks on heaven - the Buddha's hand becomes the mountain prison that Wukong remains trapped in for 500 years. In Super Smash Bros. this legend inspires Goku's Final Smash, as the monkey will summon five pillars of light that reach off a fair distance in a circle around him. Though these pillars of light do not damage foes, they do trap them in place. All those who were captured will then appear in a cinematic where a mountain will rise up from the ground, trapping the foes that Goku caught, before launching them away.
Goku's victory poses are as follows: Goku surfs around on his magical cloud before performing a front flip off of it and landing in a crouched position; Goku spins his staff around him, ending with an upwards kick, before smiling towards the camera; and Chao claps for Goku, who abashedly looks away from her while scratching the back of his head.
Gooey is a goofy blob who appears to be made of the same material as Dark Matter, a recurring boss in the Kirby series. Unlike Dark Matter, Gooey is one of Kirby's friends, who acts as the character that the second player can control in Kirby's Dream Land 3. Like Kirby, Gooey is capable of copying the powers of enemies, doing so by wrapping them with his tongue and pulling them into his mouth.
First appearance: Kirby's Dream Land 2 (1995)
Neutral Special: Star Spit is the attack Gooey gains after acquiring the Love-Love Stick during the final battle of Kirby's Dream Land 3. In Dream Land 3, the Love-Love Stick allowed Gooey to fly and spit out an infinite number of stars from his mouth. In Super Smash Bros., Gooey instead just spits a star out of his mouth.
Side Special: Burning is a recurring Copy Ability from the Kirby series. In most of its appearances, Burning allows Kirby to transform into a fireball, and rush forwards to defeat enemies. In Super Smash Bros., Gooey dashes forwards a short distance as he is engulfed in flames, bouncing off the first foe he touches.
Up Special: Parasol is a Copy Ability that first debuted in Kirby's Adventure. Gaining a red and white-striped parasol, Kirby can use it as both a battering weapon and a shield. In Super Smash Bros., a parasol protrudes from Gooey's mouth and he performs an upwards spin with it out-stretched before opening it and beginning a slow descent.
Down Special: Spark is a defensive Copy Ability that first appeared in Kirby's Adventure. Originally allowing Kirby to fire small bolts of lightning at foes, in Kirby's Dream Land 3 it was changed to allow Kirby to create an electric forcefield around himself. In Super Smash Bros., Gooey creates a sphere of electricity around himself that damages those who touch it and absorbs energy-based projectiles. Though the attack can be used continuously by holding down the special attack button, doing so for a too long will cause Gooey to eventually take slight damage.
Final Smash: Lightning Attack is based on a technique Gooey can perform in Kirby: Star Allies (which itself is based on one of Dark Matter's attacks from Kirby's Dream Land 3). Upon using the move, Gooey will release four waves of black lightning in a skewed X-like shape around himself, which deals damage to all those who touch it. After a few moments, the lightning will rotate around Gooey's body to damage all foes around him. After making two rotations around Gooey's body, the lightning will disperse in a pulse to knock away all nearby opponents.
Gooey's entrance animation sees him bounce out of a bag, referencing how he is encountered in Kirby's Dream Land 2.
Gooey's taunt sees him pull out a broom and, despite not having any appendages, sweep the ground a few times before eating the broom.
Like Kirby's victory theme, Gooey's victory theme is remix of the recurring "level complete" theme that has appeared in many games of the Kirby series ever since Kirby's Dream Land. Though they share the same base, Kirby and Gooey's victory themes are distinctly different, with Gooey's having a more synthetic feel to it.
Gooey's victory animations are as follows: Gooey bounces up and down, performing flips by bouncing off his tongue; Gooey sweeps with the broom from the Cleaning ability a few times, before he uses his tongue to throw it into the air; and Gooey flies around in the air, using the six small orange spheres that protrude from him.
Gruntilda Winkybunion is a powerful witch, who lives inside a labyrinth-like lair within the cliff walls surrounding Spiral Mountain. After learning of Banjo's sister from her magic cauldron Dingpot, Gruntilda kidnaps Tooty, planning to rob the young bear of her beauty for herself. Throughout the Banjo-Kazooie series the rhyming witch continues harassing the bear and bird duo, though her continued defeats cause her body to deteriorate from her living form to a mere skeletal head. While highly intelligent, cocky, and egotistical, Grunty is always willing to enlist the aid of others, be it the bulky Klungo, her two younger sisters Blobbelda and Mingella, or the small cat Piddles gifted to her by the Lord of Games.
First appearance: Banjo-Kazooie (1998)
Similar to how Gruntilda speaks in rhyme throughout most Banjo-Kazooie titles, the names of her special moves are follow a similar rhyming scheme.
Neutral Special: Fireball Gone AWOL is based upon Gruntilda's main method of attack during her boss fight in Banjo-Kazooie. As she rides around on her broomstick around the top of her tower, Gruntilda lobs small fireballs at the bear and bird she opposes. In Super Smash Bros. this attack acts near-identically, with Grunty throwing a fireball upwards at a steep angle that crashes downwards in an arch. If the special move button is held down, the player can adjust the angle at which Grunty throws this projectile, allowing her to throw it higher but not as far or further but not as high; regardless, Grunty can not throw it in a perfectly straight line.
Side Special: Grudger Nudger is an attack that makes use of the most common enemy from Banjo-Kazooie: Nuts & Bolts. Throughout this game Grunty was prohibited from using her magic by the Lord of Games, and as such created Gruntbots to do her bidding - the most prominent one in her arsenal is the Nudger. In Nuts & Bolts the Nudger's main goal is to nudge Banjo and Kazooie's vehicle, pushing it into environmental hazards or other Gruntbot enemies. In Super Smash Bros. Gruntilda summons a Nudger in front of her, and it spins in place for a moment before dashing forwards without being affected by gravity. The Nudger will push foes along as it moves, only dealing minor damage until it stops spinning, at which point it launches foes away.
Up Special: Dingpot High Shot is a technique that is loosely based upon the usage of both Dingpot and the other Magic Cauldrons within Banjo-Kazooie. The Magic Cauldrons are placed around Gruntilda's Lair, allowing Banjo and Kazooie to transport between those of the same colour should they jump into one. In Super Smash Bros. Gruntilda summons Dingpot and, much like a cannon, enters inside him before being launched upwards a fairy distance. By holding the special move button, the player can slightly angle Dingpot left or right before he launches Grunty away to adjust the direction she will be fired. This move leaves Grunty helpless after its use.
Down Special: Countershock Power Block is inspired by one of Gruntilda's most notable techniques used throughout the Banjo-Kazooie series - the ability to create a near-impenetrable forcefield around her body. In the aforementioned game this forcefield can only be pierced by the power of The Mighty Jinjonator, though its Super Smash Bros. counterpart is considerably weaker. Instead, the forcefield will repel any projectile that touches the barrier that protects Gruntilda. As long as the special attack button is held Gruntilda will be protected by it, though after a short period of time of consistent use her magic will run out and the barrier will disappear. Melee attacks can pierce Gruntilda's barrier in Super Smash Bros. unlike the technique's Banjo-Kazooie incarnation.
Final Smash: The Big-O-Blaster Disaster makes use of the Big-O-Blaster, a large weapon built into the tower present within Cauldron Keep by Grunty's sisters Mingella and Blobbelda. During the events of Banjo-Tooie, Gruntilda's skeletal body is retrieved by her sisters after having been buried under a boulder following the events of Banjo-Kazooie. The B.O.B. weapon was designed to drain the life force and transfer it into other objects; Gruntilda and her sisters aim to use this weapon to drain the life from the Isle O'Hags and revive Gruntilda to her original self. In Super Smash Bros. the B.O.B. acts differently, instead simply being a ray gun that devastates any fighter hit by it. Gruntilda activates this Final Smash by rushing forwards a far distance while riding her broomstick, and anyone hit by this dash is knocked into the cinematic that shows Grunty tapping into a computer in a similar manner to how she does in Banjo-Tooie before the Big-O-Blaster destroys King Jingaling's palace in Jinjo Village, where Grunty's targets presumably lay. After the golden palace is destroyed, the camera quickly cuts back to the battle with those hit by the attack taking damage and being launched away.
Gruntilda's victory theme is an excerpt of a carnival-based remix of the theme that plays inside of her lair in Banjo-Kazooie. The funfair-like vibe of the song references the background theme for Grunty's Furnace Fun from the same game, and to a lesser extent the theme of Witchyworld from Banjo-Tooie.
Gruntilda's victory animations are as follows: Gruntilda flies around in a circle on her broomstick, cackling, before falling off and being buried within the ground; Gruntilda stands behind a podium, the same she uses during Grunty's Furnace Fun, and looks at one of her cue cards before throwing them upwards in frustration; and Gruntilda's cat Piddles mischievously curls around Grunty's feet, and she tries to dodge it before picking her up and throwing the cat away over her shoulder, only for it to return a moment later on her hat.
Hades is the main antagonist of 2012's Kid Icarus Uprising. The Lord of the Underworld, Hades is the true mastermind behind the Kid Icarus series' events, using Medusa as his puppet to sew chaos. A manipulative trickster who indulges in the suffering and pain of others, Hades is also a very flashy, and he speaks in a tone both arrogant and dull yet dripping with sarcasm. Despite the showman personality he often uses, Hades' true personality is incredibly malicious and has a complete disregard with life, and will even kill off his servants should he need to. This is especially scary considering Hades is the most powerful known god and can only increase his strength by consuming souls.
First appearance: Kid Icarus Uprising (2012)
Neutral Special: Devastation Laser is the final attack that Hades uses against Pit during the climactic battle of Kid Icarus Uprising. After having his head destroyed, Hades releases lasers from both of his palms and his eyes, trying to burn Pit as Palutena charges up the Great Sacred Treasure's cannon. In Super Smash Bros. this attack must be charged up for a short period of time by holding the special attack button down, and, once fully-charged, Hades will release a powerful laser from one of his palms. This travels laser extends a fair distance and through opponents.
Side Special: Laser Eyes is a technique, albeit unnamed, that Hades uses against Pit in Kid Icarus Uprising. In the first form of his fight, one of Hades' simplest attacks sees him flip open his cape, revealing a number of energy balls that fly towards the angel. In Super Smash Bros. Hades does a similar animation, letting loose three small orbs of energy that home in on a fighter that is close enough to him, and will paralyze them should they be hit by all three. Each one deals a very minor amount of damage, and should no opponent be within range they will simply fly straight-forwards.
Up Special: Underworld Flight is based upon the basic ability of flight that most deities in Kid Icarus Uprising display, including Hades. During Hades' final battle, one phase of his fight sees him take flight as he tries to escape from Pit so that he can devour more souls, and creates cannons based on his visage on his back to distract the angel fighter. In Super Smash Bros. Hades flies upwards a short distance as a bullet-shaped shield of purple energy encases him to deal damage to nearby foes.
Down Special: Heart Burn is based on one of the only attacks used by Hades' Heart when it is fought by Pit in Chapter 23 of Kid Icarus Uprising. In addition to summoning landmines, Hades' Heart's main method of attack sees it create a copy of itself that explodes after a short period of time; considering the area's grid-like layout, the explosion is quite devastating as it travels between intersections. In Super Smash Bros. Hades will rip a (small) copy of his heart from his chest that can then be thrown around exclusively by Hades like an item. After a short period of time the heart will detonate in a fairly large (and powerful) explosion that is incapable of damaging Hades unless the heart is reflected back at him. To compensate for the great amount of damage it deals to enemies, Hades takes damage when the heart is removed from his chest, and there's a fairly long cooldown time between when the heart explodes and when he can pull another one from his chest.
Final Smash: Underworld Twister is one of Hades attacks in the first phase of the final battle of Kid Icarus Uprising. After taking enough damage, Hades spins around in his cape and becomes engulfed within a large tornado of purple energy and dances around the Overworld. In Super Smash Bros. Hades becomes a large twister and rushes back and forth around a small area, dealing a massive amount of damage to foes that get trapped within the twister, before releasing a blast of energy to knock all of his trapped enemies away.
Hades' victory animations are as follows: Hades chuckles before spinning around, then sarcastically shrugs as he says "At least I'm not dead!"; Hades points towards the right-side of the screen before flipping his cape and saying "Hades OUT!"; and Hades, turned towards the right-side of the screen, flexes his left arm as small red flames rise out of his eyes and he yells "On to death!" If Pit or Palutena are among his opponents, he will instead chuckle before addressing them with either "Let's do this again sometime, Pitty Pat!" or "How was that, Pretty Palutena?" instead of any of his other quotes.
Hilda is a major character in the Pokémon series of video games, and the main female protagonist of Pokémon Black and White Versions. A fourteen year-old girl from Nuvema Town, Hilda and her two childhood friends Bianca and Cheren are sent a package by Professor Juniper containing the region's Starter Pokémon: Tepig, Oshawott, and Snivy. After setting out on her Pokémon challenge, Hilda gets caught up with Team Plasma, and clashes with them frequently. After befriending its ruler N, she sets off to find him after the events of the game, and is still travelling the world with the Legendary Pokémon Zekrom/Reshiram (depending on version) in order to find him during the events of Pokémon Black and White Versions 2.
First appearance: Pokémon Black and White Versions (2010)
Hilda and Tepig can both be controlled by the player in battle, though only one may be played as at a single time. Hilda's down special move causes the player to switch between who they control, with Hilda moving to the stage's background when Tepig is in the fight. Tepig can not fight indefinitely however, and possesses an HP Bar alongside the standard damage percentage. Once Tepig's HP Bar runs out by taking damage, it will automatically be sent back into its Poké Ball and can not be called upon again for a short period of time. Tepig and Hilda share a single damage percentage, though Hilda taking damage will not effect Tepig's HP Bar. Tepig's HP Bar will slowly recover over time when the Pokémon is not being controlled, though the process can be quickened by dealing damage with Hilda's standard, aerial, and smash attacks.
Down Special: Whether the player controls Hilda or Tepig, their down special move acts almost identically. When playing as Hilda, the special attack is known as Release Tepig, as Hilda simply releases her Pokémon from its Poké Ball. When playing as Tepig, the special move changes to be "Come Back!" as Hilda summons Tepig back into its Poké Ball. Neither can damage foes in any way, with the Pokémon simply appearing or disappearing within a red light.
Wonder Launcher is a multiplayer gameplay feature included within the Generation V Pokémon titles. Should both players opt to use the Wonder Launcher, they will be unable to use their bag and purchased items in battle. Instead, they are forced to use the Wonder Launcher, which accumulates points each turn that players can trade in for small pucks that act the same as items do. In Super Smash Bros. Hilda equips the Wonder Launcher and uses it to fire pucks forwards a fair distance. While these pucks do little damage, they can distract foes as they do make their targets flinch. Additionally, tapping the button allows Hilda to fire these in rapid succession up to five times in a row, and she can even move left and right while doing so.
Stomping Tantrum is a physical Ground-type attack first introduced in Pokémon Sun and Moon. This move has a base power of 75, which can be doubled if the user's previous move was not performed as the message "But it failed!" appeared. In Super Smash Bros. Tepig will hop up and down rapidly, slamming the ground with enough force to create short shockwaves that launch foes upwards. As Tepig's HP Bar depletes, the power and range of this move is increased a significant amount. Stomping Tantrum can not be used in the air.
Poké Dolls are a recurring battle item present in the Pokémon series. Simply a small plush doll of a Clefairy, the Poké Doll can be used to distract a Wild Pokémon and automatically end the battle without issue. In Super Smash Bros. the Poké Doll is thrown forwards by Hilda, and it can bounce off walls. While it deals little damage to foes that it hits, it does paralyze them in place for a short moment, allowing Hilda to either run away or back off. The Poké Doll will disappear upon making contact with another fighter, unless it is reflected.
Flame Charge is a physical Fire-type attack introduced as TM43 in Pokémon Black and White Versions. This move is the described as the user cloaking themselves in fire as they charge their opponent, the flames powering them up in the process to increase their Speed after dealing damage. In Super Smash Bros. Tepig summons a ring of fire around its body before bolting forwards at a high speed as flames surround its body. If used in the air, the flames will dissipate should Tepig fly far enough without hitting either a platform or another fighter, sending the Pokémon into a helpless state.
Escape Ropes are a prominent item that has appeared in all main entries of the Pokémon series since the first instalments on the Game Boy. As the name of this item implies, the Escape Rope is merely a simple rope, though using it inside of a cave or dungeon will allow the player to instantly exit it, returning to the entrance that they used. In Super Smash Bros. this move does not actually see Hilda make use of the Escape Rope itself, but instead plays on how the item is used in Pokémon games: once selected, the player character will simply spin around at a rapid speed before travelling up off the top of the screen, before the screen fades to black and opens back up to them outside the dungeon. In Super Smash Bros. Hilda will spin around rapidly, halting her momentum should she be airborne, before flying upwards a great distance at a high speed. She will then enter a helpless state, and will be unable to do anything until she lands.
Heat Crash is the signature move of Tepig and its two evolutions, Pignite and Emboar. A physical Fire-type attack that sees the user crash down on their enemy in a fiery blaze, this move's power is determined by the weight values of botht he user and their target: the lighter the target's weight, the more damage it will do. In Super Smash Bros. Tepig jumps up a fair distance before surrounding itself in flames and crashing downwards at a high speed, releasing a pulse of fire to damage nearby enemies as it lands on the ground.
Final Smash: Blue Flare is the signature move of the mascot of Pokémon Black Version, Reshiram. A special Fire-type attack with a power level of 130, the attack engulfs Reshiram's target in raging blue flames strong enough to potentially burn enemies. In Super Smash Bros. Hilda holds up the Light Stone and calls upon Reshiram, who unleashes flames in a wide area around it as it lands on the stage, dealing massive damage to anyone within the attack's range.
Hilda's victory theme is a more gothic, organ-based remix of the opening of the Black City theme from Pokémon Black Version that quickly transitions into an upbeat electronic remix of a later part of the same theme.
Hilda's victory animations are as follows: Tepig climbs up onto Hilda's shoulder, and the Pokémon Trainer pats her Pokémon's head before it burps out a small flame in a silly manner; Hilda points forwards and Tepig curls into a ball and rolls around Hilda's feet, before bouncing up and uncurling; and Hilda and Tepig climb onto the back of Reshiram, who then flies off with a screech.
Hongo, the Spirit of the Book, is the great spirit who rules over the Forbidden Pop-Up Book. During the events of Yoshi Topsy-Turvy, Hongo traps Yoshi's Island within the Pop-Up Book in order to protect it from Bowser and his Koopa Troop. The quick-tempered spirit makes a deal with Yoshi to return his home to normal should the small dinosaur defeat Bowser, and Hongo gifts him the Universal Gravitation Device to assist in this endeavour. Hongo serves as the leader of the Yoshi Island Spirits that protect the land.
First appearance: Yoshi Topsy-Turvy (2004)
Neutral Special: Chime Balls are silver objects marked with a red treble cleft. Appearing in Yoshi Topsy-Turvy, the Chime Ball is a fairly common object that allows Yoshi to create note platforms by rolling it over a Chime Note platform. In Super Smash Bros. Hongo will summon a Chime Ball and float atop it; simply pressing the button will have the Chime Ball appear for a moment before disappearing, damaging any who touch it as it is summoned. As the special move button is held down however, the player can roll it around, which deals minor damage but will bury any enemy that Hongo rolls over. Hongo can be attacked and knocked off the Chime Ball, which will promptly disappear should that happen.
Side Special: Carpet Rollout is a technique based upon a recurring gameplay mechanic present in Yoshi Topsy-Turvy. Throughout the various areas of the Forbidden Pop-Up Book, various rolled-up carpets appear that can be unrolled by tilting the Game Boy Advance. These cardboard-like platforms will defeat enemies as they roll out and act as platforms for Yoshi to use, though tilting the Game Boy Advance in the opposite direction will cause it to roll back up. In Super Smash Bros. Hongo will roll out one of these short cardboard platforms to deal damage to those who are hit by the extending carpet. The carpet will act as a semi-soft platform for a short period of time while it is on the stage for the short period of time it remains after being rolled out. Hongo can only have one carpet on stage at once, and will not do anything upon performing it a second time.
Up Special: Cannons are fairly common objects that Yoshi makes use of during the events of Yoshi Topsy-Turvy. As with most other elements encountered within the Forbidden Pop-Up Book, the player can tilt the Game Boy Advance in order to adjust the angle at which the cannon fires Yoshi after he enters it allowing him to travel across areas with ease. In Super Smash Bros. Hongo summons a cannon around himself and it fires a moment later to launch him a fair distance. By holding the special move button Hongo can tilt the cannon to adjust the angle at which he is fired, though this does leave him in a helpless state afterwards. Hongo spins immediately after being shot from the cannon, and will damage any enemy he runs into during this time.
Down Special: Notes are the "letters" of music, being what is printed on musical scores to represent when performers should play specific notes on their instrument. In Yoshi Topsy-Turvy, Notes are created whenever Yoshi rolls a Chime Ball over a Chime Note platform, which appear to be based on the keys of a xylophone. These Notes act as platforms for the small dinosaur to use in order to reach new areas. In Super Smash Bros. the Notes actually act very differently: Hongo will release a music note, which can vary in appearance and colour, and travel forwards a short distance before exploding, with a musical chime playing as they do so. The Notes will also deal explode on contact with enemies, though they will travel through some walls.
Final Smash: Shy Guy Ships are large pirate ship-like vessels with the likeness of a Shy Guy plastered on the front. These ships are attached by the crow's nest to a peg, and will swing back and forth as the player tilts the Game Boy Advance; should the player tilt the handheld at a steep-enough angle, the ship will even swing around a full 360°. Yoshi can use these ships as platforms to travel around the Forbidden Pop-Up Book, as their decks can be climbed on. In Super Smash Bros. Hongo summons the Shy Guy Ship and it will swing back and forth in a similar manner with a powerful force. Being hit by the Shy Guy Ship will deal damage to any of Hongo's opponents. The ship does not swing through the entire stage but is a fairly large size; on larger stages, the Shy Guy Ship will even swing around in a full circular motion to possibly damage opponents that may be above the peg it is attached to. The Shy Guy Ship will remain on stage for a short period of time, and Hongo is free to attack foes and launch foes towards it.
Hongo's victory animations are as follows: Hongo pops out of the Forbidden Pop-Up Book and flies around before posing with his arms up in the air; the world around Hongo rotates around, the spirit remaining stationary in the air, before he snaps his fingers and it reverts to normal; and Hongo swings one finger through the air as notes appear around him, popping after travelling upwards a short distance.
Icarus is a figure who appears in Greek mythology. He is the son of Daedalus, the most talented craftsman in the human race. Icarus is most recognized for his death at the hands of his own hubris - wishing to escape from the Greek island Crete, Icarus uses wings made of wax and feathers to fly away, though these wings burn up when he flies too close to the sun and falls to his demise. In the 2008 title Glory of Heracles, Icarus' soul, as well as part of Heracles', is placed within a marionette crafted by his father and sent to earth. He wields the Titan Sword and Olympian Shield, and while he has no recollection of his previous life as Icarus, he is coincidentally granted this name by several humans he meets after his creation.
First appearance: Glory of Heracles (2008)
Neutral Special: Byrn is one of the most-basic spells in Glory of Heracles and one of the first attacks that Icarus is capable of learning. The attack is a fire-based spell, which can burn the targeted foes. In Super Smash Bros., Icarus throws a fireball that he creates on the tip of his sword forwards a fair distance. The distance it travels can be charged up, and the fireball grows larger the further it does, exploding after reaching its peak size.
Side Special: Shield Bash is a technique in the Nintendo DS title Glory of Heracles. As its name implies, it is a melee attack that sees the user knock back their opponent with their shield, cancelling their Focus and Chant stat buffs. In Super Smash Bros., Icarus swings his shield to bash a nearby foe. The attack deals minor damage to foes but can also reflect projectiles if timed correctly.
Up Special: Ceranus is a spear forged by Zeus and gifted to Icarus. Though neither Icarus' most powerful or most-used weapon, the Ceranus is unique in that it channels Zeus' command over electricity to further damage foes. The technique in Super Smash Bros. named after this spear is of original creation, but it does utilize this spear - Icarus thrusts upwards at a diagonal angle at a quick speed, travelling as he is encased in electricity.
Down Special: Ise is a magic spell that Icarus can learn in Glory of Heracles. It is an ice-based spell that sees Icarus attack his foe and freeze them in a block of ice, decreasing their resistance to thrust-based attacks. In Super Smash Bros. this attack takes the form of a basic melee attack enhanced with ice magic: Icarus swings his sword with a flourish that can freeze foes if they are close enough to him when he uses the move.
Final Smash: Byrngarm is the strongest version of the fiery Byrn spell in Glory of Heracles. The attack calls upon pillars of flames to damage foes, and the attack works just in the same way in Super Smash Bros. Upon activating his Final Smash, Icarus will swing his sword downwards as he points its tip forwards, summoning three large pillars of flames in front of him.
Icarus' victory animations are as follows: Icarus swings his sword twice before swinging it diagonally across his body and pointing it at the camera; Icarus spins the Ceranus around before stabbing it in the ground, and standing with his arms crossed; and Icarus spins around with his sword leaving behind a trail of flames that remains for a moment before disappearing.
Popo and Nana, collectively the Ice Climbers, are a duo of young children with a love of exploration. Hailing from an icy land known as Infinite Glacier, Popo and Nana have dedicated themselves to becoming expert mountain climbers, and they must work together to ascend a mountain that is home to Polar Bears and Topis wishing to defend their turf. These two fight together as a duo, with Popo (in blue) leading Nana; the player directly controls Popo with Nana mimicking their movements.
First appearance: Ice Climber (1985)
Neutral Special: Ice Shot is the Ice Climbers' neutral special move, and seemingly based upon the attack patterns of the Topis of Ice Climber. In Ice Climber, these yeti-like (or seal-like, in Japanese releases) enemies push small, pointed, shards of ice around, hoping to drop them down onto the head of either Popo or Nana. In Super Smash Bros., the Ice Climbers create a similar icy projectile and hit it along the ground with their hammers. Popo and Nana both create their own projectiles, meaning that two will be hit along the ground should the two be together.
Side Special: Squall Hammer is a technique that can be used by the two Ice Climbers: the two spin around each other to damage others using the large wooden hammers they carry. Both in the air and on the ground, the Ice Climbers will move forwards a fair distance as they spin, and tapping the special attack button while airborne will cause them to rise a short distance upwards. When only Popo is active, he will move a greater distance forwards, but deal less damage and be unable to rise upwards when airborne.
Up Special: Belay is a safety technique often used by mountain and rock climbers, which sees two (or more) people connect themselves together using a secure rope so that, if one falls, they will be safely suspended in midair. The Ice Climbers use this same technique when they are together, connecting themselves with a rope and throwing themselves forwards a short distance before falling helpless. Popo travels a further distance than Nana does. When only Popo is active, he will throw himself a very short distance upwards (essentially making the move useless) but enter a psuedo-helpless state instead.
Down Special: Blizzards are a natural weather phenomenon that is described as a prolonged snowstorm that creates powerful winds. In Super Smash Bros., Popo and Nana essentially create their own "blizzard" by standing back-to-back and firing a stream of ice from their hands in both directions to freeze, and slightly deal, nearby foes.
Final Smash: Icebergs are large chunks of ice, often that have broken off of a glacier, that float freely in a large body of water. For their Final Smash, Popo and Nana clap their hands together and summon a large Iceberg up through the centre of the stage, which, although it acts as a platform, damages opponents who touch it. The icy wind the Iceberg generates also has the potential to freeze fighters when they are within it. Though this acts more as a hazard than an actual attack, the Iceberg is unique in that, while it will last for a specific amount of time before receding, opponents can also damage it and cause it to shrink at a faster rate.
The Ice Climbers' victory poses are as follows: the two nod while looking at each other before performing a high-five and looking at the camera; the two jump up and down alternatively, raising their hands in the air as they bounce off the ground; and Popo hits away an icy projectile from Ice Shot while using his hammer as a golf club, and Nana waves enthusiastically as it slides away.
Ike is the main protagonist of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn. Unlike the other main protagonists of Fire Emblem titles, Ike is not of noble birth; Ike is the son of Greil and the leader of his father's mercenary group (the appropriately-named Greil Mercenaries) after his father's passing. Ike is the only character able to wield the Divine Blade Ragnell, a large two-handed sword blessed by the Goddess Ashera (though Ike is strong enough to wield it proficiently with only one hand), and he wishes to test his strength and grow by fighting stronger warriors.
First appearance: Fire Emblem: Path of Radiance (2005)
Neutral Special: Eruption is a powerful fire-based attack seemingly inspired by the Bolganone spell from Path of Radiance and the blue flames that appear as Ike channels the Goddess Yune in Radiant Dawn. The attack, which can be charged, sees Ike simply slam Ragnell into the ground, creating an eruption of blue flames around him; charging the attack will increase the amount of damage this attack deals, as well as the size of the eruption itself.
Side Special: Quick Draw is an attack based upon Ike's critical hit animation from Fire Emblem: Path of Radiance. Upon pressing this side special move button combination, Ike will dash forwards, slashing quickly with his sword once he travels a short distance. If the special move button is held down, the attack can be charged in order to increase the distance Ike travels. Additionally, Ike will stop prematurely if he comes in contact with an opponent in his way, and will slash them instead of waiting until he travels the set distance.
Up Special: Aether is an attack that initially only Ike could learn in Path of Radiance and Radiant Dawn, before becoming a common skill that all Great Lords could learn in Fire Emblem Awakening (namely Chrom and Lucina). The move acts near-identically to Lucina's move of the same name - Ike throws the Ragnell upwards before leaping to grab it and slamming downwards. Unlike Lucina's however, the weight of Ragnell means that Ike does not travel upwards as far as Lucina does, though he deals more damage and will drag foes he hits with his sword down with him as he travels (unlike Lucina, who simply travels through them).
Down Special: Counter is a recurring skill that first appeared in Fire Emblem: Path of Radiance. As its name implies, Counter sees the defending unit dodge their opponent's attack before striking back at them to deal double the amount of damage they would have to them. In Super Smash Bros., Ike takes a defensive stance; if he is hit while in this state, he will deal back 1.2x the amount of damage he would have taken, in addition to massive knockback due to his sword's size.
Final Smash: Great Aether is a more powerful version of Ike's Aether move. When the move is initiated, Ike will perform an upwards slash in front of him. Should he miss any opponent, the move will end there; if Ike does hit an opponent (or multiple opponents), they will be knocked up to the top of the screen, where Ike will then begin to slash at them furiously as he yells out "Great.... AETHER!!" After slashing at them seven times, Ike will then slam downwards into the ground, taking all of his targets with him, and exploding upon touching the ground to launch them away.
Ike's victory animations are as follows: Ike plants his sword into the ground and crosses him arms before saying "You'll get no sympathy from me;" Ike slashes with his sword twice before shouldering it, saying "I fight for my friends" as he does so; and Ike shoulders his sword and turns away from the screen, his cape blowing in the wind, as he says "You shouldn't have been in my way."
Incineroar, the Heel Pokémon, is a Fire/Dark-type Pokémon and the final evolution of Litten, one of the three Starter Pokémon of the Alola region. Incineroar possesses a muscular, bipedal build similar to that of a professional wrestler. The Pokémon has a selfish and egotistical personality, willing to fight down anyone it deems unworthy. Even though the ill-mannered Incineroar plays the role of a villain, it values the admiration of children and other Pokémon.
First appearance: Pokémon Sun and Moon (2017)
Down Special: Revenge is a Dark-type move that first appeared in Pokémon Ruby and Sapphire Versions. A physical attack with a power level of 60, the attack power is doubled if the user had been attacked previously within the same turn. In Super Smash Bros. Revenge acts as a counterattack, though it does act in a particularly special way: instead of Incineroar countering an attack, it instead stores the attack's power within him to strengthen itself for a short period and power up his next attack. This technique itself also still causes Incineroar to take a small percentage of damage however. When Incineroar initially counters an attack, it releases a burst of fire from its belt that deals damage and pushes away nearby enemies.
Neutral Special: Darkest Lariat is the signature move of Incineroar, introduced alongside the Fire/Dark-type Pokémon in Pokémon Sun and Moon. In the Pokémon series, the move sees Incineroar spin around, its arms outstretched, to attack its foe - a discus lariat. In Super Smash Bros. the Darkest Lariat attack instead sees Icineroar spin around in a similar manner several times on the spot, though the player can move Incineroar left or right across the ground while it performs the move. As Incineroar spins it will deal damage multiple times through this attack, decreasing each time: the first spin deals the most damage while the final deals the most knockback. When powered-up through Revenge, the move will gain fire effects and deal constant damage throughout.
Side Special: Alolan Whip is not a move that originates from the Pokémon series, but instead just an attack based on Incineroar's appearance as a wrestler. The Alolan Whip technique sees Incineroar dash forwards a short distance; should he grab an enemy, he will turn around and summon some ropes of a wrestling ring, throwing the caught enemy into them. As Incineroar's target rebounds off the ropes, the user must time a press of the special attack button to have Incineroar attack them. If the special attack button is pressed too early, Incineroar will catch the target and perform a back body drop, damaging them as the Pokémon slams them into the ground; if the special attack button is pressed just as Incineroar's target comes in contact with the Pokémon, Incineroar will instead slam them with its arm as it performs a lariat, launching the foe upwards with great force. If the special attack button is not pressed, or pressed too late, Incineroar and its target will collide and both will take minor damage. When the Alolan Whip is powered-up by Revenge, the move itself does not change but the amount of knockback and damage is substantially increased.
Up Special: Cross Chop is a Fighting-type physical attack introduced in Pokémon Stadium 2. Within the Pokémon series, Cross Chop is described as the user performing two chops simultaneously, with a high chance of this attack resulting in a critical hit. Despite the attack being of the Fighting type in the Pokémon series, in Super Smash Bros. Cross Chop instead sees Incineroar use a great amount of fire within its performance. Incineroar's Cross Chop starts with an upwards jump, before Incineroar dives downwards at a steep angle, its body encased in fire. For a short period of time during its descent (until the fire around its body burns out), Incineroar will detonate in a fiery explosion should he come in contact with the ground or another fighter; this explosion deals a great amount of damage and knockback to those Incineroar hits. When powered up by Revenge, the flames surrounding Incineroar's body during its descent will remain active for a longer period of time and the explosion itself be greater in damage and knockback output.
Final Smash: Malicious Moonsault is a Dark-type Z-Move introduced in Pokémon Sun and Moon, and the powered-up version of Incineroar's signature attack Darkest Lariat. The move's description within the aforementioned games describes the attack as Incineroar using its Z-Power enhancement to crash into its victim with incredible strength. The move's performance in Super mash Bros. uses most of the same animation as in the Pokémon series, though this is only true should Incineroar grab an opponent during the dash performed upon the initial use of it: Incineroar will uppercut its target into the air, then perform a dropkick, followed by yet another uppercut. Following these three attacks, Incineroar will then act as a battering ram, diving down and bringing its foe with it as the two crash into the ground (a wrestling ring) and explode. Though Incineroar's Final Smash only targets a single enemy, the explosion created as Incineroar and its target crash into the ground expands into the battle's stage after the short cutscene plays out, allowing any foe near them to be damaged by Malicious Moonsault as well.
Incineroar's entrance animation has it get released from a Poké Ball in a crouching position, holding its arms in a flex, before Incineroar stands up.
Incineroar's taunt sees it pound its chest twice before pointing up into the sky, its fiery belt igniting as it does so.
Incineroar's victory theme is an electric guitar-based remix of the opening of the Battle Royal Dome theme from Pokémon Sun and Moon, with a ringside bell heard ringing twice at the end of this excerpt.
Incineroar's victory animations are as follows: Incineroar swipes downwards with its claws, one after the other, before crouching and roaring forwards; Incineroar flexes, a championship belt slung over one shirt, before pointing off to the right-side of the screen; and Incineroar's belt erupts and covers its body in fire as it shouts towards the sky as it pumps itself up.
Jack Frost is the mascot of the Megami Tensei franchise, as well as the company that owns the series, Atlus. Jack Frost is a demon based upon the English mythical figure of the same name. The personification of winter itself, Jack Frost embodies the frost that forms on windows. In the Megami Tensei series Jack Frost is a species of small demons clad in jester-like clothing that insert the words "hee" and "ho" into their sentences.
First appearance: Digital Devil Story: Megami Tensei II (1990)
Neutral Special: Bufu is the basic single-target Ice skill present throughout the Megami Tensei franchise. While its general appearance changes between games, the attack has a chance of freezing its target in every game in which that status is present. In Super Smash Bros. the attack is actually based on Jack Frost's standard attack from Jack Bros. in which he throws a snowball forwards a fair distance. In Super Smash Bros. this projectile retains Bufu's potential to freeze opponents and flies a fair distance in a straight line before dipping downwards.
Side Special: Ice Wall is an Ice-based support skill present in Persona Q: Shadow of the Labyrinth. When used, Ice Wall lowers the amount of damage that can be dealt to the party by Ice skills, remaining up for three turns. In Super Smash Bros. however, this attack instead sees Jack Frost create a wall of ice in front of himself that reflects any projectile, remaining up as long as the special move button is held down. As the shield is made of ice, it can be melted by fire-based attacks, but will still absorb a fire-based projectile before dispersing.
Up Special: Atomic Bufula is a spell that can be developed in Persona 2: Innocent Sin by spreading rumours of its existence. The skill is a stronger version of Bufula - which itself is the second-tier basic Ice skill following Bufu - and, like it, possesses a 30% chance of freezing, but the skill's strength can be increased or decreased by phrasing the rumour differently. In Super Smash Bros. Jack Frost releases an explosive blast of ice magic downwards, symbolizing as exploding snowflakes, that launches the small demon a short distance into the air and into a helpless state. The magic also releases a small cloud of ice that remains in place for a short period of time that slightly damages any foe within it and can even freeze them should they be exposed to it for enough time.
Down Special: Dream Fist is a somewhat-recurring skill in the Megami Tensei series, and a skill that Jack Frost possesses in Shin Megami Tensei: Strange Journey. In the aforementioned game, Dream Fist is described as dealing a moderate amount of physical damage to a single target with a 60% chance of making them fall asleep. In Super Smash Bros. Jack Frost punches forwards, his fist engulfed with a pink glow. The attack deals a very little amount of damage, but will cause them to fall asleep for a short period of time; the amount of time his target is asleep is determined by their damage percentage (with the character sleeping longer should they have a higher damage percentage) and can be shortened by mashing buttons.
Final Smash: Jack Brothers is a special Fusion Spell that can be used by Jack Frost in Persona 3. In the original and Persona 3 FES versions of the game, the Jack Brothers skill can be used should both Pyro Jack and Jack Frost be in the player's party (in Persona 3 Portable all Fusion Spells are instead items), and sees the two demons attack all foes to potentially knock them down. In Super Smash Bros. Pyro Jack appears beside Jack Frost and the two create a tornado of ice and fire that crosses the stage horizontally, damaging any foe that may be caught in the spells multiple times. The tornado remains on the stage for a short period of time, and explodes before it disappears to launch away foes.
Jack Frost's entrance animation has the small demon fall from the sky, spinning with its arms outstretched. Though it does not occur every time Jack spawns at the beginning of a match, it is possible that a Pixie will fly around Jack as he falls before fluttering away.
Jack Frost's taunt sees him jump upwards and throw his left hand in the air as he lands. While airborne, Jack Frost spins around.
Jack Frost's victory theme is a remix of the opening bars of the Jack Bros. title screen theme.
Jack Frost's victory animations are as follows: Jack Frost flies towards the camera, performing a loop as he does so, before landing with a "hee ho!" and a twirl of his finger; Jack Frost claps his hands releasing a cloud of ice around himself as his hands collide, causing him to jump back in surprise; and Jack Frost rides on Pyro Jack's back as the latter flies around in circles, a Pixie following them.
Jigglypuff, the Balloon Pokémon, is a Normal/Fairy-type Pokémon that takes the spot of 039 in the National Pokédex. Jigglypuff is the evolution of Igglybuff and the pre-evolution of Wigglytuff; Igglybuff evolves when it is levelled up with high friendship, while Jigglypuff evolves when given a Moon Stone. Though just another recurring Pokémon in the Pokémon video games, the original Pokémon anime series featured a recurring Jigglypuff character, that would follow Ash Ketchum, Misty, and Brock around Kanto. The PokéDex explains that, while it loves to sing, Jigglypuff's song puts any who hear it to sleep; the Jigglypuff in the anime series just wanted to perform its song without making Ash and his friends fall asleep, and would scribble all over their faces should they doze off.
First appearance: Pokémon Red and Blue Versions (1996)
Neutral Special: Disarming Voice is a Fairy-type special attack in Pokémon X and Y. In the Pokémon series, this attack bypasses a Pokémon's accuracy stat, meaning the attack will always hit unless its target unless they're invulnerable. In Super Smash Bros., Jiggypuff pulls out a microphone and sings "Purin" (the Japanese name of Jigglypuff) slowly into it, firing a cone of golden energy forwards. When used in the air, the attack halts her movement (or slows her down considerably should she be moving at a high speed).
Side Special: Pound is a Normal-type physical attack introduced in Pokémon Red and Green Versions. In Super Smash Bros., Jigglypuff punches forwards; in the air, she will dash forwards a short distance, making it a great horizontal recovery option.
Up Special: Sing is a Normal-type status move introduced in Pokémon Red and Green Versions. This attack, which has been associated with Jigglypuff due to its use in the Pokémon anime series, puts its target to sleep. In Super Smash Bros., Jigglypuff lulls her own name, a circle of lines surrounding her to put those who are nearby to sleep.
Down Special: Rollout is a powerful Rock-type physical attack introduced in Pokémon Gold and Silver Versions. In the Pokémon series, the Pokémon that uses it rolls into their target consecutively for five turns, its power doubling each time it hits or even further if the one being hit has previously used Defense Curl. In Super Smash Bros., Jigglypuff rolls forwards; the speed at which she moves can be charged by holding down the special attack button.
Final Smash: Twinkle Tackle is a Fairy-type Z-Move introduced in Pokémon Sun and Moon; any Pokémon that holds a Fairium Z and knows a damage-dealing Fairy-type move is capable of using it. In Super Smash Bros., Jigglypuff sings into a microphone, shooting a series of three large stars forwards; these stars deal minor damage but keep those who are hit by them in place. Jigglypuff will then inflate her body and perform Gyro Ball: spinning around at a high speed, she will dash forwards to launch all those away with a powerful hit.
Jigglypuff's victory poses are as follows: Jigglypuff bounces up and down while waving its arms up and down while slowly chanting its name; Jigglypuff happily sings its name over and over into a microphone after spinning around once; and Jigglypuff puffs its body up with an angry look on its face before deflating, smiling, and giggling its name out.
Akira Kurusu is a high school student who is transferred from a suburban town to Tokyo after being wrongly convicted as a criminal for injuring the highly-influential Masayoshi Shido. On his first day at Shujin Academy, Akira and another student - Ryuji Sakamoto - find themselves within a castle-like Palace within the Metaverse where he awakens to the power of the Wild Card and summons his Persona: Arsene. Later, when he, Ryuji, and the mysterious cat-like Morgana, form the Phantom Thieves, which he becomes the leader of, he takes on the code name of "Joker". As the leader of the Phantom Thieves, he decides when the group travels into the Metaverse tunnels of Mementos, whichever Palace they may be infiltrating, or other general missions. Additionally, with the help of Igor, Caroline, and Justine in the Velvet Room, "Joker" can fuse Personas together in order to create new ones, or merge two to strengthen one. His Wild Card ability makes him the strongest member of the Phantom Thieves.
First appearance: Persona 5 (2016)
Neutral Special: Gun is one of the main combat options available to use in Persona 5 battles. In Persona 5, Joker wields a pistol, and he can fire one bullet at a time. In Super Smash Bros., Joker fires a bullet forwards, which deals damage and temporarily stuns a foe. It doesn't travel that far, but it can be shot up to four times in rapid succession.
Side Special: Eiha is a Curse-based skill in Persona 5, and the only skill Arsene knows once he is first summoned. It is the weakest Curse-based attack, dealing a small amount of damage to a single foe in Persona 5. In Super Smash Bros., Arsene creates a circular spiral of black and red energy a short distance in front of Joker, which traps foes in to deal minor damage several times before letting them go.
Up Special: Cleave is a physical attack from the Shin Megami Tensei series, and one that Arsene can learn at Level 2. In Persona 5, it deals a small amount of physical damage to a single foe at the cost of 6% of the user's HP. In Super Smash Bros., Joker and Arsene work together to fly a short distance in an upwards direction, slashing as they do to deal massive damage to any foe that may be nearby.
Down Special: Dream Needle is a physical attack that, in Persona 5, Arsene is capable of learning at level 5. It deals a small amount of physical damage to one foe, but it has a chance to put the target to sleep, taking up 8% of the user's HP to do so. In Super Smash Bros., instead of being a fury of several small needles, the Dream Needle attack is portrayed more like a lance- one that Arsene fires forwards. While it travels slowly and through foes to deal minor damage, it will put the first one hit to sleep.
Final Smash: All-Out Attack is a recurring ability shown within the Persona series, first appearing in the Persona 2 duology as "Triple Charge", and later in Persona 3 under it's present name of "All-Out Attack". It can be activated by knocking down all foes, which can be done by getting a critical hit on a foe, or by attacking them with an attack of an attribute they are weak to. In Super Smash Bros., Joker fires a golden bullet forwards, which travels a short distance before disappearing. After it disappears, all those that were hit are thrown into a cinematic, which starts off with cut-in portraits of the faces of Persona 5 characters Joker (Akira Kurusu), Panther (Ann Takamaki), Skull (Ryuji Sakamoto), and Mona (Morgana), before transitioning to a red background with silhouettes of the foes being bombarded by black blurs that bounce about on the screen in a comical fashion. After this occurs for a second, the characters are thrown back into the match, and knocked away.
Joker's entrance animation sees him walk out of the jail cell-styled Velvet Room door slowly, hands in his pocket.
Joker's taunt sees him rest his knife behind his head and waves his hand in a provoking manner. This is a reference to his idle animation from Persona 5.
Joker's victory theme is a direct rip of the theme that plays after a battle has been won in Persona 5: "Triumph". Unlike other victory themes, this song plays on loop while the player remains on the results screen.
Joker's victory animations are as follows: Joker waves his hand in a "come on" gesture as he runs to the left (Joker runs to the left but does not move, the background does though to signify his movement); Joker removes his mask and summons Arsene, who crosses his arms; and Ryuji walks up to Joker, and two high-five before Joker turns to the screen with a sly smile.
Kapp'n is a sleepy kappa whose appearances in the Animal Crossing series revolve around piloting different modes of transportation. In the original Animal Crossing titles for the Nintendo 64 and GameCube, Kapp'n will appear on the dock when a GameBoy Advance cable is connected to the system, and take the player to the nearby Animal Island. Similarly, in New Leaf, Kapp'n and his family host a variety of minigames crafted by the town's former mayor, Tortimer. He has also been known to work as a taxi driver and bus driver, and loves to sing or whistle whenever carrying others around.
First appearance: Dōbutsu no Mori (2001)
Neutral Special: Fruits are items that appear in all Animal Crossing titles. Every town has its own native fruit - one of apples, cherries, oranges, peaches, and pears - and players can either eat or sell these at the local store for Bells. In Super Smash Bros., Kapp'n throws one of these fruits, each with its own properties, in the order of apple → peach → orange → cherries → pear. Each fruits' unique properties are as follows:
Apples are the most basic, and deal minor damage.
Peaches are thrown downwards and bounce at an upwards-forwards angle.
Oranges do not travel far, but deal more damage than apples do.
Cherries travel a very far distance and act like a boomerang, travelling through foes without causing them to flinch.
Pears roll across the ground a short distance, travelling though opponents, before bouncing up and exploding. If thrown in the air it will tumble through the air a lesser distance before exploding.
Side Special: Lloyd Rocket, while not directly based on anything from the Animal Crossing series, does incorporate the character of Lloyd, who first debuted in Animal Crossing: City Folk. Depending on whether the special attack button is tapped or held down, this move will act differently. If simply tapped, Kapp'n will send Lloyd forwards, who will travel a short distance before loosing speed and crashing downwards, exploding once he hits the ground or another fighter. If the button is held down, Kapp'n will instead ride atop Lloyd, allowing him to fly horizontally for quite a long while, with, once again, Lloyd exploding should he come in contact with a fighter or a wall. Once the button is let go, Kapp'n will jump off Lloyd; should Lloyd explode or should he jump off, Kapp'n will enter a helpless state.
Up Special: Balloons are a type of item that appears throughout the Animal Crossing series. Though they act as tools, and can be held in the player's hand, a balloon's main purpose is to act as a furniture item that can be placed in the player's house. In Super Smash Bros. Kapp'n inflates a balloon and flies upwards a short distance, letting it go after raising up a fair distance as it pops to enter a pseudo-helpless state. The balloon will damage fighters nearby when it pops. Kapp'n will drop the balloon too should he take any damage while ascending, entering a helpless state when he does so. The balloon that Rover summons can appear in any of its eight colours from the Animal Crossing series (blue, light blue, green, purple, orange, pink, red, and yellow) in both rounded and bunny designs; these are purely aesthetic changes and do not affect the move at all.
Down Special: "Timber!" is an exclamation used by lumberjacks to warn others of a falling tree. In the Animal Crossing series, the player can purchase an axe in order to cut down trees. This is an incredibly powerful attack in Super Smash Bros. that takes three uses to actually be performed. On the first use, Kapp'n will plant a seed should he be on the ground (or just wave a shovel in a confused gesture should he be airborne). On the second use, Kapp'n will then pull out a watering can to water the sapling; this water will also slightly push foes away from him. Finally, once the tree has been grown, Kapp'n will pull out an axe and swing it. Though powerful on its own, should Kapp'n's axe hit the tree twice, the tree will fall over and deal massive damage to those who come in contact with it. The tree, however, is considered a projectile attack, and as such can be stored by an opposing Kapp'n's Pocket move or reflected by any other fighter's reflectors. The tree will remain on stage for a short time after being grown; it will absorb attacks and act like a wall to block projectiles, though will disappear should it take enough damage.
Final Smash: City Folk is the subtitled of the third Animal Crossing game released in North America; while this title released internationally, the subtitle outside of the region was Let's Go To The City. In City Folk, Kapp'n takes up the role of bus driver, shuttling the player whenever they wish to travel to or from the titular city area by way of a yellow school bus. In Super Smash Bros. Kapp'n summons the school bus and begins driving it across the stage. Should he hit an opponent, he will deal a small amount of damage to them as they become trapped within the vehicle. The fighters that are trapped can potentially escape the vehicle, something that becomes increasingly more difficult the higher their damage percentage, but those that do not are automatically KO'd as the bus passes across the screen and past the blast line. The bus will travel through any platform to reach the end of the screen. The player is able to subtly direct the bus upwards or downwards slightly, though they can only adjust the angle once as the bus will then be locked on that path; it can defy gravity and will fly through the air.
Kapp'n's victory poses are as follows: Kapp'n swings his arms in and out while lightly bouncing up and down, before stopping and exhaling deeply; Kapp'n slowly creeps up on a ladybug and swings a bug net at it, completely missing it and causing it to fly off as he watches it helplessly; and Kapp'n blushes happily as Leila and Leilani cheer for him and Grams just watches from the side.
Kat is the main protagonist of Sony Interactive Entertainment Japan's Gravity Rush series. Kat is a teenage girl who wakes up in the city of Hekseville without any memories of her past and only a cosmic cat-like creature she names Dusty. Quickly she learns that Dusty grants her the ability to defy gravity, and her kind nature has her embrace a superhero identity as she uses these powers to help others and becomes known as the Gravity Queen to the city's populace and a great ally to Hekseville's police force. Kat is, in actuality, Queen Alua of the Edo kingdom, located at the peak of the World Pillar.
First appearance: Gravity Rush (2012)
All of Kat's special moves make use of a gauge located next to her damage percentage on the HUD: this gauge displays how much energy she possesses to use her abilities. Depending on the attack, the gauge will deplete at different speeds, and Kat will enter a helpless state once the gauge fully empties should she be airborne. The gauge will refill quickly over time as Kat stands on a platform; it will not fill up should she jump without using her powers, or should she be holding on to a ledge.
Neutral Special: Shifters are the name given to those capable of manipulating gravity - Kat is one such Shifter. Within the Gravity Rush series, Shifting is the main mechanic used in both combat and traversing the worlds Kat travels through. Kat is not capable of Shifting forever, and must also rely on Dusty's presence in order to utilize this power. In Super Smash Bros. Kat can defy gravity and fly in any direction, or simply hover in the air. By pressing the special attack button Kat will hover in the air and the gauge will slowly deplete, and by tilting the control stick in any direction Kat will fly through the air in the specified way with the gauge depleting rapidly; Kat can not change directions without stopping, by pressing the special attack button again. Kat is free to move about in the air as long as the gauge does not deplete. Unlike in the Gravity Rush series, Kat can not actually defy gravity, in that she can not walk up walls or stand on ceilings.
Side Special: Gravity Kick is the first technique Kat learns upon gaining her powers in Gravity Rush. Gravity Kicks allow Kat to damage enemies by making use of momentum created by her Shifting abilities. The technique acts very similar to its original incarnation in Super Smash Bros. When used when Kat is not using her Shifting powers (regardless of in the air or on the ground), she will fly forwards at a high speed as long as the special attack button is held down or until her gravity gauge fully depletes, as it does so when this move is used. Should Kat be using her Shifting powers already, she will instead use the momentum she had already gathered and perform Gravity Kick in whatever direction she is already moving, and the attack will deal more damage because of this. Upon kicking an opponent, or a wall, Kat will kick off it in an upwards direction; this allows her to perform a technique similar to a wall jump off any surface.
Up Special: Stasis Field is a technique Kat can perform within the Gravity Rush series. The Stasis Field allows Kat to pick up nearby objects (and people) and use them as projectiles against the Nevi enemies she encounters, or as a shield. This technique acts similarly to its original appearance in Super Smash Bros., though with the major difference of not being able to pick up other fighters. Kat can use the Stasis Field technique to freeze items or projectiles in place, and throw them forwards. As the button is pressed, Kat will release a pulse that freezes projectiles within her immediate vicinity, and a second button press will cause her to throw them forwards; should the gravity gauge deplete fully while Kat is holding items within her field, or should she be attacked by a move that would make her flinch, all items will simply fall to the ground. Kat is also unable to move should she be holding an item with her Stasis Field, another major difference from the technique's original appearance in Gravity Rush. The Stasis Field depletes Kat's gravity gauge slower than any other technique.
Down Special: Shifting Styles are a gameplay mechanic introduced in Gravity Rush 2. There are two styles that Kat can make use of: the Jupiter Style and Lunar Style. These styles effect the Gravity Powers that Kat possesses, in addition to changing her basic movements and combat techniques in certain ways. Both the Jupiter and Lunar Styles appear in Super Smash Bros., with many of the same similarities as in their original appearance. By pressing the down special move button combination, Kat will switch between her Shifting Styles in the order of default style → Lunar Style → Jupiter Style → default. The Lunar Style makes Kat lighter, causing her to move faster but take significantly more knockback and slightly more damage from attacks; the Jupiter Style instead does the opposite, making Kat slower and heavier, but causing her to take slightly less damage and knockback from attacks. Kat will pulse with different coloured energies when a Shifting Style is active: light blue for Lunar Style and orange for Jupiter Style. While either of the Jupiter or Lunar Styles are active, Kat's gravity gauge will very slowly deplete over time, even should she be standing on solid ground; she will automatically revert to her default Style upon the gravity gauge fully depleting.
Final Smash: Micro Black Hole is a special Gravity Power that Kat can make use of in Gravity Rush, where it is the final technique she gains, and Gravity Rush 2, where it is tied to the Jupiter Style that Kat obtains in the Lost City. By compressing the gravity around her, Kat creates a black hole with her at its centre, and can release pulses of energy that deal great damage to all nearby foes. This technique acts identically in Super Smash Bros.: Kat will create a black hole around herself that pulls in nearby enemies, damaging them on contact with the black hole. Pressing either of the special or standard attack buttons will cause Kat to release a burst of energy that damages any fighter that comes in contact with them, and she will release one larger blast as she expels the black hole that deals more damage and knockback than the others.
Kat's entrance animation has her floating above the stage, upside-down, before she lands on her feet right-side up.
Kat's taunt sees her spin around quickly while her powers are active, before she poses with a bent back and her left leg tucked up behind her right. This is based on her "Long Live the Queen" taunt from PlayStation All-Stars Battle Royale.
Kat's victory theme is an upbeat remix of an excerpt of the Old Town theme from Gravity Rush.
Kazooie is one of the two titular protagonists of the Banjo-Kazooie series created by Rare, Ltd. Kazooie is a red-crested breegull who lives in the blue backpack worn by her best friend Banjo. Kazooie perfectly contrasts her polite and kindhearted friend by being snarky, always seeking adventure and excitement instead of wanting to just live a peaceful life. Kazooie is disliked by almost every character she and Banjo meet due to her rude personality, though they are still willing to assist her in doing the right thing: saving the world from the evil plans concocted by Gruntilda.
First appearance: Banjo-Kazooie (1998)
Neutral Special: Egg Firing is one of the most basic attacks Kazooie can perform within the Banjo-Kazooie series, being one of the earliest moves taught to her by Bottles in the series' first game. When the player has a stock of eggs at her disposal, she is capable of firing eggs from her mouth (with Banjo, should he be carrying her, needing to duck out of the way) or dropping them behind her. In Super Smash Bros. Kazooie will simply fire a small Blue Egg from her mouth, which will shatter upon contact with a foe or solid surface. Simply pressing the special move button will have Kazooie shoot an egg, and she can do so even while running along the ground. The eggs don't deal a significant amount of damage, but she can fire them at a fairly quick pace.
Side Special: Clockwork Kazooie is a small remote-controlled explosive device present in Banjo-Tooie. These small devices, which use the likeness of Kazooie, can be released from Clockwork Kazooie Eggs once Jamjars teaches the breegull how to use them. In Super Smash Bros. Kazooie will drop a Clockwork Kazooie Egg, which will shatter a second later to release a Clockwork Kazooie. The player is then able to control the Clockwork Kazooie's movements once it is released - it can move left or right and perform a very short hop. By pressing the special move button again the device will explode to damage those around it. While the player controls the Clockwork Kazooie, Kazooie herself is left open to attack; if she takes any damage while controlling the Clockwork Kazooie, it will detonate.
Up Special: Leg Spring is a technique that Kazooie can use when separated from Banjo in Banjo-Tooie, which acts as her counterpart to the Flap Flip high-jump she can perform alongside him. By jumping while in a crouch, Kazooie can spring high into the air in order to reach far-off places. In Super Smash Bros. Kazooie will do just this, but only should she be on the ground. After jumping high, Kazooie does not enter a helpless, or even pseudo-helpless, state. When in the air, this move simply becomes Flight: Kazooie will flap her wings to propel herself upwards. This technique is lifted directly from Banjo-Kazooie, and like in that title requires Kazooie to have at least one Red Feather to perform. Three Red Feathers can be held at a time, with one being used whenever this special move is used. These feathers are regained over time when Kazooie is on the ground.
Down Special: Turbo Talon Trot is a technique introduced in Banjo-Kazooie that Kazooie can make use of simply by donning a pair of Turbo Trainers. The Turbo Trainers allow Kazooie to run at extremely high speeds, even should she be carrying Banjo on her back; this essentially makes it a better, albeit temporary, version of Kazooie's normal Talon Trot technique. In Super Smash Bros. Kazooie will temporarily don the Turbo Trainers to greatly enhance her movement speed for a short period of time. There is a slight cooldown between the effects ending and Kazooie being able to use again.
Final Smash: Dragon Kazooie is a hidden transformation that can be acquired in Banjo-Tooie. By unlocking the Ice Safe with the Stop 'n' Swop Ice Key, the player can obtain a Mega Glowbo, which can be brought to Humba Wumba to transform Kazooie into this dragon form. While Dragon Kazooie, the breegull has an unlimited supply of Fire Eggs at her disposal, and can even breathe out a stream of fire. In Super Smash Bros. Kazooie will transform into Dragon Kazooie for a limited period of time after activating her Final Smash. The player is free to control her and can perform two attacks she is otherwise unable to: breathing a stream of fire that doesn't cause foes to be launched (via the standard move button), and shooting powerful Fire Eggs that explode upon contact with enemies or solid platforms (via the special move button).
Kazooie's victory animations are as follows: Kazooie looks around before climbing back into Banjo's backpack, and the bear comes in a short moment later and slings it over his shoulder while smiling at his friend; Kazooie sits atop a large pink egg looking bored, before eventually getting tired and angrily turning towards the camera with her wings on her hips; and Kazooie performs her Leg Spring technique with an added flip, before landing and pointing the Magic Wrench at the camera.
King Boo is the leader of the Boo species. After Luigi wins a mansion in a contest (that he never even entered), Mario sets out to inspect his brother's prize. This, however, leads him into a trap set by the Boo king, who traps him within a portrait deep beneath the haunted mansion. After Luigi saves his brother from King Boo, the two become nemeses, echoing Mario and Bowser's rivalry. During the events of the Luigi's Mansion titles, Luigi always has to clash with King Boo's army of ghosts as they run rampant through the Mushroom Kingdom.
First appearance: Luigi's Mansion (2001)
Neutral Special: Lasers are a concentrated beam of light that utilizes gases or crystals to amplify a single colour of light and thus prevent it from getting wider or weaker the longer the beam is. In the prologue of Luigi's Mansion: Dark Moon, King Boo demonstrates the ability to fire lasers from his crown, and does so to destroy the Dark Moon that has kept the ghosts of Evershade Valley in a peaceful state. In Super Smash Bros. King Boo fires a laser from his crown, which deals damage on contact with any foe. As the special move button is held down, King Boo is unable to move while firing the laser but the player can angle it up or down. The laser deals minimal amounts of damage to foes, who do not recoil when hit by it.
Side Special: Spirit Balls are ghostly hazards featured in Luigi's Mansion: Dark Moon. King Boo gifts the Boos around Evershade Valley the ability to create these blue orbs, which turn any object they congregate around invisible. When Luigi uses the Dark-Light Device, he must use his Poltergust to suck up these ghosts before they either fly into him to deal damage or return to the object and make it invisible once more. In Super Smash Bros. King Boo spits one of these blue orbs from his mouth. The Spirit Ball will move forwards slowly and explode upon touching a fighter, wall, or after travelling a set distance. Because of the speed the Spirit Ball moves at, King Boo can use it as a trap by spitting one out and knocking an opponent into it.
Up Special: Teleporting a skill that King Boo, like all Boos, is often shown capable of performing. In Super Smash Bros. King Boo will disappear in puff of smoke and reappear a fair distance upwards or in whatever direction the control stick is tilted, dealing damage as he does. The special move button can be held down in order to increase the distance that King Boo teleports, but as charging the move does not halt his momentum when airborne, this could be disastrous and lead to him falling past blast lines.
Down Special: Ghostly Blowback is, while unnamed in Luigi's Mansion, a technique that King Boo uses on Luigi should he not have captured enough Boos before trying to face the ghostly king, who sends the green plumber back to the foyer of his mansion. In Super Smash Bros. King Boo will inhale deeply as the special move button is held down, increasing in size as he does so, before exhaling with great force that pushes foes caught in the blast a fair distance. The move does not need to be charged up, and pressing the special move button will instead see King Boo exhale weakly in a way that has minimal (but still potentially disastrous) effect on foes.
Final Smash: Paranormal Portal is, as its name implies, a portal to the Paranormal Dimension that King Boo creates prior to his boss fight in Luigi's Mansion: Dark Moon. When the king of the ghosts creates this portal, it releases a large number of ghosts that Luigi must capture in a limited amount of time, or risk his dimension collapsing in on itself. In Super Smash Bros. King Boo creates a Paranormal Portal that is slightly larger than his body; this portal draws in nearby foes and traps them in a cinematic where King Boo calls upon a variety of ghosts from Dark Moon (namely Greenies, Slammers, Hiders, Gobbers, Boos, one Polterpup, and a suit of armour possessed by the Tough Possessor) who then charge towards the foes who were sucked into the portal. After they are attacked by the ghosts, they are returned to the battle where they are launched away.
King Boo's victory poses are as follows: King Boo summons some Greenie ghosts from Luigi's Mansion: Dark Moon, who angrily fly off as King Boo chuckles; Bowser breathes fire as he swings his head around while looking up, but after a moment his head pops off (revealing it to be a suit) and King Boo reveals himself with a joyful laugh; and King Boo bounces up and down happily, mimicking his victory animation from Mario Kart Wii.
King Dedede is the self-proclaimed King of Dreamland, and one of Kirby's many rivals (or, in some cases, allies.) King Dedede has an insatiable appetite rivalled only by the pink puffball Kirby, and several of their bouts centre around the king trying to accumulate as much food as possible, stealing from Kirby and the other Dreamland citizens. Despite his selfish nature, Dedede isn't an 'evil' character, and, while he butts heads with Kirby fairly often, he's not above working with him to defeat those that threaten their home; he has even acted as a hero in the past, though Kirby unfortunately misinterpreted his intentions and sought to undo the work he did to protect Planet Pop Star from Nightmare.
First appearance: Kirby's Dream Land (1992)
Neutral Special: Inhale is an ability, very similar to Kirby's, that King Dedede has demonstrated to be able to use throughout the Kirby series; unlike the pink puffball however, King Dedede is unable to copy an enemy's ability. In Super Smash Bros., King Dedede can inhale an opponent and walk around with them in Dedede's stomach for a very short period of time, or fire them out as a star-shaped projectile that quickly transforms back into their normal form.
Side Special: Gordo Throw is an attack that utilizes the recurring, indestructible Gordo enemy from the Kirby series. After pulling a Gordo out of nowhere King Dedede chucks it forwards, the angle at which he does depending on how the control stick is tilted. Only one Gordo can be on-screen at a time, but it can bounce off a foe or two to deal some significant damage before it disappears.
Up Special: Super Dedede Jump is a technique that sees King Dedede launch himself high into the air before he slams back down to the Earth with a powerful thud that damages all those beneath him. Though the initial jump is great for recovery, as Dedede will begin to descend quickly once he reaches the peak of his jump, this could make it difficult to accurately grab some ledges.
Down Special: Jet Hammer is a special attack introduced in Super Smash Bros. Brawl and seemingly inspired by the hammer Masked Dedede would wield in the then-upcoming Kirby Super Star Ultra. In the aforementioned Kirby title, Masked Dedede's hammer would have a more metallic appearance than Dedede's more-wooden one, with the metallic hammer also having the ability to fire missiles and flames. In Super Smash Bros., Dedede's hammer will break apart to reveal a jet engine inside it, and Dedede will perform a powerful swing which has increased power and flame properties because of this. The attack can be charged up to increase the damage it deals, and Dedede is capable of moving around (albeit extremely slowly) while it is charged, though this can be overcharged to cause the jet engine to explode and deal recoil damage to Dedede.
Final Smash: Masked Dedede is a masked version of King Dedede that first appeared in Kirby Super Star Ultra. This alter ego boasted higher physical strength and a metallic hammer with the ability to fire missiles and flames. Once Dedede uses his Final Smash in Super Smash Bros., he will equip his mask and the player will be able to control Masked Dedede for a limited time. Masked Dedede is faster and general stronger than Dedede is, and while he can only jump twice, these two jumps equal about the same amount of height as Dedede's five normal ones. Masked Dedede's standard, smash, and aerial attacks are all essentially the same as their normal counterparts, but some now have fire or electrical properties to them; the main changes in Dedede's moveset are to his special moves, which have been replaced with Masked Dedede instead firing missiles from his hammer or a jet of fire depending on whether the special attack button is tapped or held down.
King Dedede's victory animations are as follows: King Dedede stands with a smug smile on his face as a Waddle Dee waves beside him, who he then kicks away; King Dedede drums on his belly a few times as a Waddle Dee jumps out from behind him; and King Dedede twirls his hammer quickly before slamming it into the ground and leaning against its shaft.
King K. Rool (also known by Baron K. Roolenstein, Kaptain K. Rool, and King Krusha K. Rool) is the large ruler of the Kremling Krew and the main antagonist of the Donkey Kong series. Though he often puts on a variety of goofy costumes, K. Rool himself is depicted as a cruel individual, who is willing to lie and cheat his way through battles in order to claim a false victory. He isn't unwilling to intimidate his enemies (calling the Kong family a bunch of "filthy apes", for instance), or even his own henchman. Though he often steals Donkey Kong's banana hoard to incite incident, whether or not he actually likes to eat bananas has been contradicted several times throughout the games; other sources also claim that K. Rool steals the Kongs' bananas in order to starve them out so that he and the Kremlings can claim the Kongs' home.
First appearance: Donkey Kong Country (1994)
Neutral Special: Blunderbuss is a type of short-barrelled shotgun with a flared muzzle, primarily used throughout the 17th and 18th centuries. King K. Rool wields a blunderbuss during his boss fight in Donkey Kong Country 2: Diddy's Kong Quest, where he uses the gun to shoot Kannonballs at Diddy Kong and Dixie Kong from afar, before activating a vacuum effect that can draw in the Kongs or a reflected Kannonball; having the Kannonball get sucked up by the Blunderbuss will cause it to explode, allowing the Kongs to damage K. Rool. In Super Smash Bros. K. Rool will pull out the blunderbuss and fire a Kannonball forwards. If the special move button is held down however, or if the move is used while a Kannonball is already on the screen, K. Rool will activate the vacuum feature on his gun, which can draw in enemies; he can also vacuum up the Kannonball if it had bounced back towards him off an enemy or solid platform, or reflected by another fighter. If he vacuums up the Kannonball, K. Rool will point his gun at an upwards angle and fire the projectile away; the Kannonball can only be fired in an upwards direction, be it in front, behind, or directly above K. Rool.
Side Special: Krownerang is an attack based on one of the abilities King K. Rool shows off in the battle against him in Donkey Kong Country. Taking his crown off his head, he throws it forwards a fair distance before it returns to him at equal speed. Unlike other projectiles, while the Krownerang can be reflected by certain attacks, it will not harm K. Rool; he will simply grab it out of the air. If K. Rool does not catch the crown as it flies back towards him it will continue off the screen (or until it hits a solid surface), and respawn on his head after a short amount of time or after he is KO'd; before the crown returns to K. Rool's head it will sit on the ground, and other fighters can throw it as if an item.
Up Special: Propellerpack is one of the many gadgets created by King K. Rool to use against the Kong family in his many attempts to conquer Donkey Kong Island. He uses the Propellerpack as Baron K. Roolenstein in Donkey Kong Country 3: Dixie Kong's Double Trouble! both as a mode of transportation and during his boss fights. Dixie Kong and Kiddy Kong must throw barrels at K. Rool's Propellerpack to send him into a helpless state so that they can attack him. In Super Smash Bros. . Rool equips the Propellerpack and flies upwards a fair distance before falling helpless. The propeller on the backpack will deal minor damage to foes that fall into it as well.
Down Special: Gut Check is a technique that makes use of King K. Rool's large stomach to counter attacks. Throughout the Donkey Kong series, a number of Kremlings often shrug off direct attacks to protected areas, and, in particular, the Klump enemy will thrust out his stomach to do that should one be hit straight on by a weaker attack. In Super Smash Bros. K. Rool thrust out his belly at a high speed to counter an incomig attack; his stomach protrudes at such a high speed that this attack can also reflect projectiles back in the direction they came from.
Final Smash: Blast-O-Matic is a large ray gun used by King K. Rool during the events of Donkey Kong 64. Originally developed by K. Rool's chief technician, Snide, the Blast-O-Matic was incorporated into the mobile fortress known as Crocodile Isle, and K. Rool planned to use the large cannon to destroy Donkey Kong Island and get revenge for all the times the Kong family ruined his plans. In the Game Over sequence of Donkey Kong 64, it is implied that K. Rool finally does get his revenge, happily smacking the arm of his chair before the screen cuts out. His Final Smash in Super Smash Bros. is based off this Game Over sequence, consisting of a cinematic that sees him do the same animation before the Blast-O-Matic fires at Donkey Kong Island (whose appearance is based upon its appearance from Donkey Kong Country) and destroys it. The attack is initiated by K. Rool dashing forwards, and it is implied that any foe he runs through is sent to Donkey Kong Island as they are launched away and damaged as the island is destroyed.
King K. Rool's victory animations are as follows: K. Rool laughs deeply as he puts his hands on his gut; K. Rool stomps the ground, causing three banana peels to fall from the sky. Two land on either side of him, while the third atop his head, which he picks off and tosses away angrily; and K. Rool hops between his feet as he holds his arms in the air akin to his DK: Jungle Climber artwork, chuckling as he does.
Kirby is, for lack of a better term, a pink puffball with the incredible power to inhale foes and steal their abilities. Kirby lives on the planet Pop Star, and often must protect the inhabitants of the planet from the various evils that threaten it; whether it be intergalactic criminals plotting to take over Pop Star - like Magolor, Queen Sectonia, 02, or Star Dream - or other villains such as King Dedede, Dark Matter, or Marx. Despite his small size, Kirby has an insatiable appetite, and seems to have a black hole in place of a stomach. On occasion, Kirby has teamed up with some of his foes - or those affiliated with his foes - to take down whatever evils he is pitted against; his most notable partners are the different Animal Friends from Kirby's Dream Land 2 - Rick, Coo, and Kine, though he has also teamed up with King Dedede, Meta Knight, and a bandana-clad Waddle Dee in some titles.
First appearance: Kirby's Dream Land (1992)
Neutral Special: Inhale is Kirby's trademark ability, in which he inhales deeply, drawing in a nearby fighter before swallowing them (which, in Super Smash Bros., sees the fighter be thrown away as a star that transforms back into their normal appearance once it hits the ground). Kirby will copy the neutral special move of the fighter he inhales, which replaces his inhale ability until he either taunts or takes a hit with powerful knockback.
Side Special: Hammer is one of Kirby's most recurring Copy Abilities, and it first debuted as one of the first of his Copy Abilities in Kirby's Adventure. In the Super Smash Bros. series, Kirby swings the hammer forwards in a horizontal motion. If used in the air, Kirby will swing the hammer around himself twice; when used on the ground, it can also be charged up, taking on a fiery aura as it charges up.
Up Special: Hi-Cutter is an attack that takes inspiration from two of Kirby's different Copy Abilities that have appeared throughout the series; these being the Hi-Jump and Cutter abilities. The Hi-Jump ability allows Kirby to jump to great heights, and the Cutter ability is the series' main projectile weapon. In Super Smash Bros., Kirby uses the Hi-Jump ability to jump upwards a great height, before throwing a Cutter projectile downwards from whence he came.
Down Special: Stone is a Copy Ability that was first introduced in Kirby's Adventure. In the Kirby series, Stone is a defensive ability that turns him into an invincible stone. In Super Smash Bros., this stone isn't actually invincible, as Kirby still takes damage (though less damage than normal), but is completely immune to knockback. As he is a stone, when used in the air, he can fall onto fighters to damage them. Kirby doesn't just transform into a stone, and can transform into a large variety of different objects, listed below.
Final Smash: Ultra Sword is a Super Ability that appears in Kirby's Return to Dream Land, and it is the most common Super Ability that can be found in that game. In Super Smash Bros., Kirby pulls out the giant Ultra Sword and slashes forwards multiple times before performing one more, larger slash to knock away any foe he may have trapped within his fury of slashes.
Kirby's victory animations are as follows: Kirby performs a shorter version of the dance he does once he completes a level in various Kirby titles; Kirby sits and rocks side-to-side on the ground as Ribbon the fairy from Kirby 64: The Crystal Shards flies around him; and Kirby jumps up and down before inhaling a Maxim Tomato that he sees.
Koopa Troopas are a turtle-like species that serve Bowser as members of the Koopa Troop. One of Mario's oldest foes, Koopa Troopas first debuted in Super Mario Bros. and have since become one of Bowser's most-deployed troops. Though not as common, or as weak, as the Goombas, Koopa Troopas are still one of the enemies that the Mario Bros. encounter, and defeat, the most. What sets them apart from most other enemies is that they are not defeated in a single stomp, as the first stomp will instead eject it from its shell, allowing it to then be defeated.
First appearance: Super Mario Bros. (1985)
Neutral Special: Spiked Balls are objects used by the Spike enemy to attack in most Mario games that they appear in. In Super Smash Bros., Koopa Troopa pulls out a small spiked ball and lobs it forwards, and it disappears upon touching the ground.
Side Special: Flashing Shells are initially yellow-coloured Koopa Shells that flash a variety of different colours when a Kamikaze Koopa enters it. In Super Mario World, the Kamikaze Koopa slides around the ground, chasing Mario until he can get far enough away. In Super Smash Bros., Koopa withdraws into its shell and it can be controlled left or right, with a very long and clumsy delay. Koopa can exit his shell and hop up into his bipedal form via a press of the special attack button.
Up Special: Super Koopas are a type of shell-less Koopa Troopa that can be found in Super Mario World. These Beach Koopas, instead of having shells on their back, instead wear yellow capes and fly through the air at the Mario Bros., dropping Cape Feathers when they're stomped on. In Super Smash Bros., Koopa Troopa temporarily dons a yellow cape and blasts upwards in a diagonal direction at a high speed, dealing damage to and travelling through any opponent he comes in contact with during his movement.
Down Special: Thwomps and Grrrols are almost entirely-invulnerable stone-based enemies that have made frequent appearances throughout the Mario series - Thwomps first appeared in Super Mario Bros. 3, while Grrols in New Super Mario Bros. U. Thwomps are known to suspend themselves in the air, and crash down at a high speed to damage Mario when he travels beneath them. In Super Smash Bros., Koopa summons either a Thwomp or a Grrrol depending on whether the move is used in the air or on the ground. When in the air, Koopa will throw a Thwomp straight downwards at a tremendous speed, while when on the ground he will instead kick forwards a Grrrol. Both enemies deal massive damage and knockback to foes, though Koopa will enter a helpless state when airborne after the move's use, whereas on the ground the move instead has a very long startup period.
Final Smash: Bill Blasters are stationary cannons that fire Bullet Bills; these "enemies" first debuted in Super Mario Bros., and have appeared in almost all the same games that Bullet Bills have. In Super Smash Bros., Koopa Troopa uses a Bill Blaster as a bazooka, and fires three Bullet Bills that travel forwards and converge onto a single point in front of him at a high speed, before firing a larger Banzai Bill forwards to decimate all enemies directly in front of him. The Banzai Bill drags foes along with it as it travels all the way across the screen.
Half of Koopa Troopa's alternate costumes transform him into the skeletal Dry Bones. The two play identically to one another, though are acknowledged as separate by the crowds and announcer, in addition to having different vocal clips. Corporal Paraplonk and Kylie Koopa, from Mario & Luigi: Bowser's Inside Story and Mario & Luigi: Partners in Time respectively, also appear as two of Koopa's alternate characters, and, while referred to as "Paraplonk" and "Kylie", they reuse Koopa Troopa's voice clips.
Koopa Troopa's entrance animation sees him slide onto the stage in his shell, before stopping and standing up while chirping.
Koopa Troopa's taunt sees him jump up and down three times, arms raised in the air, while chirping happily.
Koopa Troopa's victory theme is a remix of the battle victory fanfare from Paper Mario.
Koopa Troopa's victory poses are as follows: Koopa spins around while in his shell, before popping out and hopping up with one arm in the air; Koopa slides across the screen, and bounces back from off-screen, jumping out of his shell while dizzy; and Koopa, alongside a Goomba and a Boo, all toss small spiked balls up in their hands before throwing them at the screen.
Kritters are the most common member of the Kremling Krew, King K. Rool's army that serves as the most-recurring antagonistic force within the Donkey Kong Country series. As the most basic foot soldier employed by K. Rool in his quest to defeat the Kong family, Kritters are generally some of the weakest enemies that Donkey Kong and his friends must go up against. Though they are some of the most recognizable members of the Kremling Krew, the only one of the original three Donkey Kong Country titles to feature Kritters was the first title; Kritters with peg legs known as Klomps replace them in Donkey Kong Country 2, while the more-muscular Kobbles replace them in Donkey Kong Country 3. Kritters are also known to appear in the Mario sports titles, most prominently playing the role of goalkeeper in the Super Mario Strikers titles.
First appearance: Donkey Kong Country (1994)
Neutral Special: Kannon is a type of large Kremling that appeared in Donkey Kong Country 2: Diddy's Kong Quest. Part of the Kremling Kutthroat class of enemies, Kannons are essentially Krushas that were trained to use cannons by K. Rool and wear pirate garb instead of military gear to differentiate them from their bare-handed counterparts. In Super Smash Bros. Kritter pulls out a smaller version of a Kannon's cannon, and uses it to fire a cannonball forwards that travels a fair distance. It essentially acts identically to King K. Rool's Blunderbuss attack, though Kritter's cannon can not vacuum up the cannonball it fires or other enemies, though its projectiles does deal slightly more damage.
Side Special: Klaptraps are small Kremlings that are fairly common troops dispatched by K. Rool in Donkey Kong Country. These creatures are quadrupeds that have large jaws, rendering them invulnerable to attacks from the front. In Super Smash Bros. Kritter will throw a Klaptrap forwards. If the Klaptrap is thrown at an enemy it will latch on to them and chomp at them to deal damage over a short period of time before it falls off; if the player misses an enemy, Kritter will simply land on the ground and remain there for a short time, latching on to an enemy that may come near it. Kritter can only have one Klaptrap on the screen at once, and the player must wait until it despawns before he can throw out another one.
Up Special: Kopter is a small species of Kremling that initially debuted in Donkey Kong Country 3: Dixie Kong's Double Trouble! Kopters are decked out in crash helmets and wield a helicopter blade in each hand; the former makes them invulnerable to jump attacks (though Dixie and Tiny Kong can bounce off their heads to fly higher) while they use the latter to fly through the air. In Super Smash Bros. Kritter pulls out the two blades that a Kopter wields and spins around while holding them outwards, propelling him upwards. Kritter enters a helpless state upon flying upwards a fair distance, though does not put away the blades and thus Kritter will descend at a slow speed that allows the player to easily control Kritter's movements; if he is attacked while falling however, Kritter will put the blades away and enter a true helpless state.
Down Special: Koindozer is a type of enemy that appears in Donkey Kong Country 3: Dixie Kong's Double Trouble! They are described as the "cousins" of the Koin enemy; while those enemies wield trash can lids that contain DK Coins, Koindozers simply charge their enemies while holding their shields out in front of them. Despite the attack's name, the Koindozer attack in Super Smash Bros. is identical to the strategy of the Koin enemy: while the special move button is held down, Kritter will pull out the trash can shield and hold it in front of him. This shield reflects projectiles that hit it.
Final Smash: Krack Shot Kroc is a level in Donkey Kong Country 3, and the sole "appearance" of the Kroc enemy in that game. Krocs are unseen Kremlings that wield sniper-like rifles that shoots fireballs - only their green crosshair is visible to the player, and, being unseen, they can not be defeated and thus will follow Dixie Kong and Tiny Kong through the entire level. In Super Smash Bros. Kritter will call upon a Kroc, whom the player can then control. Using the standard attack button the player can shoot small fireballs wherever the crosshair is pointed, while holding down the special attack button allows the user to charge up their shots to shoot larger projectiles that explode upon entering the stage's boundaries. While the player is in control of Kroc, which they are for a short period of time, Kritter is invincible.
Half of Kritter's alternate costumes give him the classic design used by the Kritters in the original Donkey Kong Country, while his default design is instead the one created by Paon for DK: King of Swing and used in all subsequent titles. While they play identically, the two designs use completely different voice clips, with the classic design using sound effects taken straight from the original three Donkey Kong Country titles.
Kritter's entrance animation sees a barrel fall from the top of the screen, and Kritter pops out of it; first Kritter kicks out the top and bottom of the barrel, achieving an appearance similar to that of a Knocka, before bursting the wooden barrel apart.
Kritter's taunt sees him put up his fists and dance in place, punching forwards twice as he growls.
Kritter's victory theme is an electric guitar-based remix of the fanfare that plays in Donkey Kong Country whenever the player loses a life.
Kritter's victory animations are as follows: Kritter performs an acrobatic backflip before flexing one of his muscles as he lands on the ground, growling as he does so; Kritter kicks a DK Barrel up into the air and punches it before it lands, causing it to spin around and land right-side up, and Kritter then stomps his foot down on top of it; and Kritter laughs as he crosses his arms.
Kunoichi is a recurring playable character in Koei Tecmo's Samurai Warriors series, though, unlike most of the series' characters, is not based on a historical figure or a character from Luo Guanzhong's Romance of the Three Kingdoms. Kunoichi is the daughter of Shingen Takeda, adopted by him after her parents were casualties in a battle between Takeda and his rival, Kenshin Uesugi. She now serves, extremely loyal to Takeda, as Yukimura Sanada's bodyguard. It is implied that she was trained by Mochizuki Chiyome, a woman who ran an intelligence agency and trained ninjas in gathering the info she sold out. Kunoichi holds a grudge against Hanzō Hattori, believing herself to be an inferior ninja compared to him, and often clashes with Lady Kai, whose personality and interests are very close to Kunoichi's own. She has a pet Japanese dwarf flying squirrel named Tsukimaru.
First appearance: Samurai Warriors (2004)
Side Special: Hyper Attack is a gameplay mechanic introduced in Samurai Warriors 4 and carried over into the later titles Samurai Warriors 4-II, Samurai Warriors: Spirit of Sanada, and (partially) Warriors Orochi 4. Hyper Attacks replace the basic C1 () attack, and serve to easily take down large crowds of foes with quick dashes and a reversed button-combo attack system (i.e. a "normal" attack combo could be while a Hyper Attack combo would be ). The basic Hyper Attacks can be combined together to also serve as a way to navigate the battlefields, and the spurts of speed can easily be transitioned into an attack to disperse any enemies they may come across. In Super Smash Bros. Kunoichi dashes forwards a fair distance at a high speed. The attack does deal damage to any foe she may dash through, though it does not deal any knockback. Instead, much like its Samurai Warriors counterpart, Kunoichi can transition into a normal attack, or another special attack, at any time during her dash. When on the ground, two Hyper Attacks can be stringed together, though Kunoichi will automatically halt should she reach a ledge; in midair, she can only perform one.
Neutral Special: Kunai is a Japanese tool originally created during the Tensho era as a farming tool, being intended to be used as small hand shovels. Kunai have since been adapted as a martial arts weapon, and this spiked version of the kunai is commonly associated with ninjas, who used the weapon to pierce through walls or to aid in grapelling up walls or trees; due to them also originally being designed to assist in farming, the handle of a kunai also made it more efficient in hand-to-hand combat than many other ninja weapons. Throughout the Samurai Warriors series, Kunoichi is shown to use multiple kunai in addition to her two daggers to fight. In Warriors Orochi 3, Kunoichi's attack sees her throw out a number of kunai, which serve more to stun her opponents than defeat them. In Super Smash Bros. Kunoichi mimics this attack, throwing a kunai a fair distance that will pierce through fighters. The damage the kunai deals increases the less distance it has travelled, and it will deal a fair amount of damage to shields at close range. When combined with Kunoichi's Hyper Attack Kunoichi will instead aim her throw at a downwards angle should she be airborne, propelling her forwards a very short amount as well, in a move reminiscent of her combo from Samurai Warriors 4. No matter if in the air or grounded, the kunai will fly further and deal a consistent amount of damage to a foe no matter the distance it travelled.
Up Special: Cyclone Storm is an attack inspired by Kunoichi's extended combo from Samurai Warriors 4. After performing a quick slash with both of her daggers, Kunoichi then transitions into an upwards jump, spinning her blades around her body as she moves upwards. In Super Smash Bros. this attack works the same way: Kunoichi spins her daggers around her as she travels upwards. The attack can trap nearby fighters within her spin, though only the last hit of the attack deals any major knockback. Compared to Kunoichi's version of this attack from the Samurai Warriors series, she does not travel as high in Super Smash Bros. When combined with her Hyper Attack, this attack instead becomes a weaker jump attack referred to as Sakura Smash, which is based on her aerial charge attack () from throughout the series. This attack in Samurai Warriors sees an airborne Kunoichi crash down into the ground, her daggers pointed downwards to dig into the earth. Similarly, when combined with her Hyper Attack, Kunoichi will perform a short hop upwards before performing the same move.
Down Special: Gas Bomb is an attack inspired by her combo from Samurai Warriors 4. The combo in particlar sees Kunoichi perform a forwards kick before dashing forwards while spinning her blades around her. This combo ends with her posing with her daggers mimicking a rabbit's ears as she creates a bomb of green gas right in front of her. The last part of this combo serves as the basis for her down special move in her Super Smash Bros. appearance: Kunoichi will perform a backwards flip to dodge an incoming attack and counter by creating such an explosion to launch her foe. When combined with her Hyper Attack the Gas Bomb special move instead becomes a move called Flurry Stomp. This move is directly based on her combo from Samurai Warriors 4, itself inspired by her combo - both of these combos end with her furiously performing a serious of rapid kicks while in midair, though the former combo sees her moving horizontally as she stomps down on foes while the latter sees her remain stationary in the air as she kicks down in front of her. In Super Smash Bros. Kunoichi will combo into a flurry of quick downwards stomps that deal damage and will spike foes with the final hit.
Final Smash: Tsukimaru Spirit Slash is an attack based upon Kunoichi's Rage Attack from Samurai Warriors 4, while its name is derived both from Kunoichi's pet squirrel (who aids her during this attack) and the Spirit Gauge that must be filled before she can enter Rage Mode and thus perform this attack. This attack, in both Super Smash Bros. and Samurai Warriors 4, sees Kunoichi and Tsukimaru perform quick slashes as they crisscross over the ground, devastating a fairly large area in a matter of moments. In Super Smash Bros. the attack is instead performed vertically rather than horizontally, as the game is a 2.5D fighter instead of a 3D one, and thus she and Tsukimaru instead dash at a high speed around a specific area, even cutting through solid platforms should it be in the move's area of effect.
Kunoichi's victory poses are as follows: Kunoichi performs a flip before throwing her daggers in a circle around her, catching them with a smile; Tsukimaru jumps onto Kunoichi's shoulder and she pets him on the head, before spinning one of her daggers around her finger; and Kunoichi says "Yatta yo!" ("I did it!") as she performs a backflip, posing with her daggers mimicking a rabbit's ears.
Lady Sia is the main protagonist of RFX Interactive's 2001 platforming title Lady Sia. The queen of the continent of Myriade, which is home to magically-inclined humans; Sia, like the world's other monarchs, possesses incredible magical prowess herself. Wielding her jade sword and the magical ring that has been passed down through her family, Sia works to defeat the half-human half-beast monsters known as the T'soas and their creator Onimen the Warlock, who have begun attacking each of the four continents.
First appearance: Lady Sia (2001)
Neutral Special: Blast Spell is Lady Sia's most basic maneuver from Lady Sia, though it goes unnamed in its original appearance with its name being improvised for Super Smash Bros.. In Lady Sia, Sia was capable of firing small orbs of energy in eight directions around her, and could later gain the power to charge the size of these projectiles. In Super Smash Bros., these two abilities are combined; Lady Sia can charge up a ball of energy and fire it in whatever direction the control stick is tilted.
Side Special: Fire Spell is a spell Lady Sia would be able to gain within the aptly-named Fire Kingdom. In Lady Sia, it was a powerful spell that would damage all foes currently on the screen, and instantly-defeat weak enemies. In Super Smash Bros., only the fact that the spell uses fire is retained, with the attack she performs being entirely different: Sia swings her sword upwards, surrounding herself within a torrent of fire for a moment that damages those close to her.
Up Special: Air Spell, in Lady Sia, was a powerful close-ranged attack that would instantly KO the enemy closest to Sia, provided she have enough magic points to perform it. In Super Smash Bros., Sia performs an upwards slash with her sword while jumping, travelling upwards a very short distance, but also firing a crescent-shaped projectile of energy that deals massive damage and knockback.
Down Special: Water Spell was, in Lady Sia, Sia's main defensive maneuver, as using it would make her invulnerable for a short period of time. In Super Smash Bros., the general idea of it being a defensive spell is retained, as Sia creates a bubble of water around her that absorbs all projectiles that hit it. While the spell also pushes away nearby foes when used, as the button is held down and the shield kept, foes can infiltrate it and damage Sia with melee attacks to cause her to end the spell.
Final Smash: Shapeshift was the final spell Sia could learn in Lady Sia, though its usage was limited only to scripted segments. Transforming into a bestial form referred to as a "Sasquatch", Sia's physical strength was increased ten-fold and, while now unable to use magic, could now shield attacks, dash at a high speed, and ground pound. When used in Super Smash Bros., Sia becomes this same Sasquatch form for a short time, gaining powerful claw swipes. Just as in Lady Sia, Sia's special moves are replaced with a horizontal dash (side special), a ground pound (up special), and even more-powerful claw swipes that can be charged up to increase their strength (neutral and down specials).
Lady Sia's entrance animation sees her fly onto the stage by riding atop her white griffin friend. When the griffin lands, she jumps off it and it quickly flies off the top of the screen.
Lady Sia's taunt sees her perform her idle animation from Lady Sia: first she sticks her sword in the ground before bending her head over her front and undoing her ponytail to let all her hair loose, before redoing it again.
Lady Sia's victory theme is a remix of an excerpt of the opening/ending theme of Lady Sia.
Lady Sia's three victory animations are as follows: Sia slices the air twice to make an X, before posing with the sword held against her chest; Sia turns away from the camera and holds her sword down the length of her back and in the other hand creates a small orb of energy; and Sia ruffles the feathers of her white griffin friend.
Lana is the good half of Cia, being the physical embodiment of Cia's positive traits that were excised from her body by Ganon's power. Prior to the events of Hyrule Warriors, Cia watched over the land of Hyrule and was tasked with maintaining the balance of the Triforce evenly throughout the generations. After Ganon takes over Cia's mind Lana fights alongside the Hyrulean Army against her dark magic counterpart, whose envy of Zelda and lust for the reincarnating hero have twisted her mind.
First appearance: Hyrule Warriors (2014)
Neutral Special: Barrier Walls are vertical objects that can be summoned by Lana in Hyrule Warriors when she is equipped with the Tome weapon. These barriers are used in a large number of her charge attacks, and she can use them to push foes around, shatter them to damage a significant amount of nearby foes, or charge them with electricity to deal even more damage. In Super Smash Bros. this "attack" works a little differently depending on whether the special attack button is held down or simply pressed when the move is performed. Should the special attack button be pressed, Lana will summon a Barrier Wall in front of herself, which she can slide into with her side special move to propel herself upwards or otherwise will reflect a small number of projectiles before it explodes. If the attack button is held down, Lana will first summon the Barrier Wall before pushing it forwards a short distance (pushing foes but not reflecting projectiles) and causing it to explode to damage foes after a moment. The Barrier Walls are weak and can only take a minimal amount of damage before exploding (or doing so once Lana slides into one), though they do deal some minor damage to nearby foes when they do so.
Side Special: Slide is a technique that Lana performs for her basic charge attack. In Hyrule Warriors pressing the heavy attack button at any time will have Lana slide forwards, her feet glowing a golden light. The technique is fairly useless as a standalone attack, though Lana can slide into one of the barriers she had created to bounce off them and throw an explosive blast of energy into the ground. In Super Smash Bros. this "attack" is more a technique that can be used to close-in on foes. Much like in Hyrule Warriors, Lana will bounce off any solid vertical surface when she hits them during her slide, bouncing up off them and allowing her an extended vertical recovery option.
Up Special: Deku Leaf is a recurring item from The Legend of Zelda series, and Lana uses it much like Link does in The Legend of Zelda: The Wind Waker as part of her Spear weapon in Hyrule Warriors. In The Wind Waker, Link can hold on to one of these large leaves and use it as a paraglider, gliding through the air and being propelled around by air currents. With the Spear weapon, Lana creates an updraft and transforms her Spear into a Deku Leaf, knocking nearby foes upwards while doing so. In Super Smash Bros. Lana does this same thing, creating an updraft and pulling out a Deku Leaf to ride it upwards a fair distance, dealing no damage and simply travelling through any foe she runs into.
Down Special: Barrier Cube is another type of object that Lana can summon via her Tome weapon in Hyrule Warriors. Unlike the Barrier Walls, which she often uses to manipulate large groups, Lana uses the Barrier Cube in a different way: rolling the cube around to flatten nearby foes. In Super Smash Bros. Lana will summon a Barrier Cube underneath her and can move left or right atop it for a moment should the special attack button be held down, dealing slight damage to foes she runs into. Should the Barrier Cube not be rolled it will remain in place for a moment, acting as a solid platform, before disappearing. When Lana does roll the cube however, it will explode much like the Barrier Walls once she jumps off it; when the move is used in the air, she will send it straight downwards a short damage before it explodes in the same way.
Final Smash: Gate of Souls is a very important object featured within the story of Hyrule Warriors. Described as the "doorway of time", the Gate of Souls can be used to access the different eras of Hyrule's history, and Cia summons monsters from the Era of Twilight, Era of Time, and Era of the Sky into the game's present after being corrupted by Ganon's power. In Super Smash Bros. Lana summons a small Gate of Souls in front of her, which draws in nearby foes before they are thrown into a short cinematic where they are attacked by some of the Giant Bosses from the original Hyrule Warriors: first Manhandla fires seeds at them, Argorok flies above the trapped foes and drowns them in its fire breath, Gohma then falls down onto them before jumping away, and finally King Dodongo rolls into them to launch them away.
Lana's entrance animation sees her jump out of the small blue Gate of Souls she uses as a weapon in Hyrule Warriors, which lays horizontal on the ground, and lands as light blue sparks of magic fly up around her.
Lana's taunt sees her hold open her tome as the pages magically flip, before Lana slams it closed and happily winks towards the screen.
Lana's victory theme is a more upbeat remix of the victory fanfare from Hyrule Warriors.
Lana's victory poses are as follows: Lana performs the same dance she does in Hyrule Warriors when she summons Manhandla's stalks with the Summoning Gate weapon- bordering her face with her arms horizontal before putting one arm into the air, then swinging her arms in a circular motion, pumping her fists on one side of her then the other, and finally jumping up and finishing by making a sideways V-shape with her fingers in front of one of her eyes; a number of blue orbs of energy fly around Lana, with one larger one hovering right in front of the open tome she carries, and they all explode in fireworks as she slams the book closed; and Lana creates three Barrier Walls in a row while facing away from the screen, then sends them off and they explode as she jumps up and spins around to face the camera happily.
Lickitung, the Licking Pokémon, is a Normal-type Pokémon. Lickitung is the pre-evolution of Lickilicky, evolving once levelled up after learning the move Rollout, and both it and its older counterpart are characterized by their incredibly-long tongues. Lickitung's seven foot-long tongue is covered with a strange ooze that can be used to paralyze its enemies, and acts as another limb as it is far more dexterous than either of its feet and even memorizes the taste and texture of objects to identify them easier.
First appearance: Pokémon Red and Blue Versions (1996)
Neutral Special: Lick is a special Ghost-type move that, in the Pokémon series, deals damage and has a 30% chance to paralyze any Pokémon that is not of the Ghost-type (or, as they are immune to the status effect entirely, Electric-type). In Super Smash Bros. Lick is a weaker attack that simply sees Lickitung lick forwards with his long tongue, paralyzing a foe that is hit with the move.
Side Special: Rollout is a Rock-type physical attack that has made many frequent appearances in the Pokémon series ever since the move's debut in Pokémon Gold and Silver Versions. Able to be learned by Lickitung at level 33, and will cause the Pokémon to evolve into Lickilicky once levelled up once more, Rollout is a simple attack which sees the user roll into their opponent for five consecutive turns, the attack's power increasing with each successful hit. In Super Smash Bros. Lickitung will curl up into a ball. As the special move button is held down, Lickitung will store up white energy, and will blast forwards in a roll upon letting go of the aforementioned button. The amount of distance and damage that Lickitung travels is dependant on how long the special move is charged, and the attack will deal more damage, but less knockback, to foes hit with it consecutively.
Up Special: Slam is a Normal-type attack introduced in the Generation I Pokémon games, which Lickitung can learn at level 29 in Pokémon Sun and Moon. The move's description in many titles describes Slam as an attack that utilizes a long appendage that the user has, such as a tail, to attack their opponent. While this description also applies to its Super Smash Bros. counterpart, Lickitung's performance of it is more akin to its appearance in the Pokémon anime series albeit with one major difference. Lickitung will use its tongue as a spring to launch itself upwards, before performing a flip in mid-air and travelling downwards with its tongue held out in-front of itself; this attack will drag unlucky fighters down with Lickitung, though if pulled off past a blast line Lickitung will be KO'd first.
Down Special: Power Whip is a Grass-type attack introduced in Pokémon Diamond and Pearl Versions, and one Lickitung can learn upon reaching level 53 in Pokémon Sun and Moon. Power Whip's description in the Pokémon series has always described the attack as having the user use whips, tentacles, or similar appendages in order to harshly whip their opponent. In Super Smash Bros. the appendage that Lickiung uses is, aptly, his tongue: Lickitung will perform a slow spin before slamming his tongue down, hard, onto the ground to bury opponents or spike airborne foes.
Final Smash: Rock Slide is a Rock-type move introduced in Generation I, and Lickitung can learn it via TM80 starting from Pokémon Diamond and Pearl Versions. From Pokémon Gold and Silver Versions onward, Rock Slide has a 30% chance to make those hit by it flinch, and the move will target all opposing Pokémon adjacent to the user in Double, Triple, and Rotation Battles. In Super Smash Bros. Lickitung will stomp the ground a few times before pounding his tongue against it, causing large boulders to rain down from the top of the screen, through any platforms, and deal damage to any foe that may hit them. The boulders come in three sizes: the smallest boulders deal minor damage and shatter upon impact with any foe, the medium-sized boulders can be damaged and destroyed by projectile attacks and will break upon hitting three enemies, while the largest boulders can not be destroyed and will spike opponents downwards. While the rocks rain from the sky, Lickitung can be controlled like normal.
Lickitung's victory poses are as follows: Lickitung waves its tongue around as it hops between its left and right feet, its arms in the air; Lickitung, originally facing away from the camera, turns around, revealing a popsicle stick poking out of its closed mouth as it turns its head in confusion; and Lickitung slams its tongue on the ground first to its right, then to its left, then try and licks the camera but falls over in the process.
Lin Lee Koo is a child genius, working as one of the top engineers of the private military outfit BLADE in Xenoblade Chronicles X. Despite being only 13 years old, Lin is an incredibly intelligent girl, who primarily works to develop and maintain Skells, the large vehicular weapons capable of traversing areas otherwise unfit for human life. Lin is highly respected by the other BLADE members due to her engineer talents, and she herself thinks highly of Elma and appears to be the one closest to her. In addition to working on Skells, Lin is also a competent chef, and can often be found cooking when not travelling Mira with Elma and Cross.
First appearance: Xenoblade Chronicles X (2015)
Neutral Special: Fire Carnival is one of Lin's Signature Arts in Xenoblade Chronicles X, and makes use of the large gatling gun she wields (in addition to a shield) in battle. In its game of origin, Fire Carnival is a move that sees Lin fire a barrage of small missiles at her target. In Super Smash Bros. this attack is somewhat similar to its Xenoblade appearance, in that Lin fires a missile from her gun, though instead of a barrage of small missiles, Lin only fires a single missile from her gun. The missile flies forwards a fair distance at a slower speed, and will explode upon making contact with anything solid or should it simply fly far enough.
Side Special: Shield Wall is a Support Battle Art in Xenoblade Chronicles X that Bastion Warriors can learn. Bastion Warriors are the levelled-up version of the Shield Trooper class, which Lin begins the game as, and the Shield Wall Art sees the use project a Barrier around the party to decrease the amount of damage they take from physical attacks. In Super Smash Bros. Lin hides behind her shield, which creates a bubble around her. Projectiles that hit her shield will be reflected, while those that hit the bubble around Lin will still hit her but she will only take a third of the amount of damage from it as normal.
Up Special: Bullet Storm is an Art in Xenoblade Chronicles X. This attack can be used by membes of the Shield Trooper class, who fire wildly with their gun at their target, with the chance to cause humanoid enemies to flinch. In Super Smash Bros. Lin will fire her gun down below her as the special attack button is held down, propelling herself upwards a distance at a slow speed. The gun that Lin wields fires bullets, which can not be seen, but fire a fair distance forwards; the barrel of her gun creates white bursts of light as it is fired, with these being the only part of the special move to cause knockback, as the bullets deal damage without causing foes to flinch. The gun will overheat should the move be used for too long, and Lin will fall helpless upon her gun overheating; she will instead enter a pseudo-helpless state if the player ends the move before the gun overheads.
Down Special: Drum Roll is, alongside Fire Carnival, one of Lin's Signature Arts in Xenoblade Chronicles X - as Fire Carnival utilizes Lin's gatling gun, Drum Roll makes use of her large shield. In Xenoblade Chronicles X, is a Melee Art that inflicts a variety of status effects - mainly Physical Resistance Down and Knockback - upon use, with its damage increasing should it be part of a combo of melee attacks. In Super Smash Bros. the attack simply sees Lin perform a powerful attack by swinging her shield. This move is fairly strong on its own, but can also be used as a counterattack - should the move's use be timed correctly, Lin will dodge to the side and perform an even stronger version of her shield swing attack, with a small sweetspot in the attack dealing a significant amount of knockback.
Final Smash: Skells are giant weaponized exoskeletons developed by BLADE researchers to combat the larger, and more dangerous, creatures native to Mira. These large crafts are outfitted with different pieces of armour and weapons that allow them to be classified as any of Light Type, Medium Type, or Heavy Type Skells, which differ in the amount of fuel they consume. In Super Smash Bros., Lin summons the Formula Skell, which she rides into the background. While in the background, she will automatically fire a machine gun at the fighters, which deals somewhat minor damage and doesn't stun foes. The player is also able to target certain areas of the stage manually and fire missiles at them via the special attack button, which detonate in massive explosions to launch away foes. The player is only capable of firing up to three missiles during the short time that Lin is inside of the mech.
Lin's entrance animation sees the Urban Skell, in its motorcycle-like form, crash through the stage, which Lin ejects from and performs a spin in midair, landing clumsily and stumbling forwards a step.