FANDOM



JSSB Character icon - Magearna JSSB Character icon - Maki JSSB Character icon - Maria JSSB Character icon - Marie JSSB Character icon - Marin JSSB Character icon - Mario JSSB Character icon - Mario Mario JSSB Character icon - Marx JSSB Character icon - Mawile JSSB Character icon - MC Ballyhoo JSSB Character icon - Medusa JSSB Character icon - Mega Man JSSB Character icon - Meloetta JSSB Character icon - Meta Knight JSSB Character icon - Midna JSSB Character icon - Mii Knight JSSB Character icon - Mii Musician JSSB Character icon - Mike JSSB Character icon - Mimi JSSB Character icon - Monokuma JSSB Character icon - Moon JSSB Character icon - Mr. Game & Watch JSSB Character icon - Mumbo JSSB Character icon - Nester JSSB Character icon - Nikolai JSSB Character icon - Noble Six JSSB Character icon - Olimar JSSB Character icon - Oliver JSSB Character icon - Omega Metroid JSSB Character icon - PAC-MAN JSSB Character icon - Palutena JSSB Character icon - Paper Mario JSSB Character icon - Peach JSSB Character icon - Penguin JSSB Character icon - Phoenix JSSB Character icon - Pikachu JSSB Character icon - Pit JSSB Character icon - Plum JSSB Character icon - Pom Pom JSSB Character icon - Professor Chops JSSB Character icon - Purah JSSB Character icon - Purple Wind JSSB Character icon - Pythagoras JSSB Character icon - Rabbid Mario JSSB Character icon - Ragna JSSB Character icon - Rash JSSB Character icon - Ravio JSSB Character icon - Ray Mk II JSSB Character icon - Reporter JSSB Character icon - Richtofen JSSB Character icon - R.O.B. JSSB Character icon - Robirdo JSSB Character icon - Rosa JSSB Character icon - Roserade JSSB Character icon - Rover JSSB Character icon - Rudy JSSB Character icon - Ryu
JSSB Pokemon symbol
Jake's Super Smash Bros. character name - Magearna
JSSB Pokemon symbol
801Magearna
Magearna, the Artificial Pokémon, is a Steel/Fairy-type Mythical Pokémon. Magearna is a Pokémon said to have been created 500 years ago by an ancient civilization, though the "living" part of the Pokémon isn't the mechanical body, but rather an organ known as the "Soul Heart" that exists within it. Though Magearna can not speak human languages, it can clearly understand them and link its consciousness to others' in order to understand their emotions. Though it is grey in appearance now, Magearna was once coloured red and yellow, and its regal visage is due to it being presented as a gift to the daughter of the ancient civilization's king.
JSSB character logo - Pokémon
First appearance:
Pokémon Sun and Moon (2016)
Special Attacks
Neutral Special: Flash Cannon is a special Steel-type attack that has been present in all games of the Pokémon series since Pokémon Diamond and Pearl Versions. Flash Cannon is essentially the Steel-type variant of the Ghost-type attack Shadow Ball, with both being a special attack with 80 power and the potential to lower the target's special defence stat. Like in its initial Pokémon series appearances, in Super Smash Bros. the move takes the form of a pure-white orb of energy that Magearna throws forwards. The move can be charged upon before use to increase the speed and distance it travels, but it will always deal the same amount of damage and remain the same size.

Side Special: Mirror Shot is a Steel-type attack introduced in Pokémon Diamond and Pearl Versions. This special attack is described as seeing the user release a concentration of energy from its body, dealing damage and also possibly lowering the target's special attack stat. In Super Smash Bros. Magearna charges up for a moment before letting loose a white flash of light from its hands in front of itself. In the short moment while Magearna charges up the move, any energy-based projectile will be absorbed by the Mythical Pokémon and increase the power of Magearna's attack. Mirror Shot's power will be increased by the strength of the projectile it absorbs, and it can absorb multiple energy-based projectiles to stack the additions in power.

Up Special: Iron Head is a physical Steel-type attack with a power of 80. The attack sees the user deal damage with a powerful headbutt attack, the power of this attack also possibly causing the target to flinch. In Super Smash Bros. Magearna performs a spinning motion as the Mythical Pokémon moves upwards a short distance, engulfing itself in a white light. Though Magearna does not travel a far distance vertically, the attack will trap nearby foes and drag them upwards alongside Magearna, who will launch them away at the end of the attack.

Down Special: Shift Gear is a Steel-type attack that first appeared in the Generation V titles Pokémon Black and White Versions. Upon its introduction, it was one of the two signature moves of the Klink evolutionary line, though Magearna would also later be shown capable of learning the move. In the Pokémon series, the move is said to raise the user's Speed and Attack stats by rotating the gears within its body. In Super Smash Bros. Shift Gear acts somewhat similarly in that it does affect Magearna's stats, though not in the same way. When used, Magearna will quickly shift its gears to specialize in one area for a short period of time, with the three different gears that Magearna can shift to being signified by the Mythical Pokémon gaining a coloured glow. The red Attack Gear increases Magearna's damage and knockback output, but lowers the Pokémon's weight; the green Defense Gear increases Magearna's weight and dulls the amount of knockback it takes a fair amount at the cost of speed and attack power; and the blue Speed Gear increases Magearna's movement speed and jump height, but lowers the amount of knockback its attacks deal. Gear Shift must be used multiple times, with the special move button being tapped, in order to switch gears, in the order of Attack → Defence → Speed → Base (Magearna's default stats).

Final Smash: Fleur Cannon is Magearna's signature move, introduced alongside the Steel/Fairy-type Mythical Pokémon in Pokémon Sun and Moon. Fleur Cannon's in-game description details the attack as a strong beam of energy with a power of 130, the recoil of which causes Magearna's special attack stat to be lowered. In Super Smash Bros. the attack sees Magearna perform a spin through the air as it travels a short distance forwards. Upon reaching a foe, it will trap them with a pink burst of energy, before jumping to the top of the stage and firing a pink beam of light down through the entire screen from the centre of the top of the screen down through the foe that it trapped. While the attack does deal a significant amount of damage to foes that touch it, only the foe that is initially trapped by Magearna (and any nearby) will be launched away when the pink energy keeping them in place explodes. If Magearna does not hit anyone in its initial dive, it will not perform the actual Fleur Cannon attack.

Alternate Costumes
Miscellaneous
Magearna's entrance animation sees it float down towards the ground, with the Mythical Pokémon waving one of its arms.

Magearna's taunt sees it spin around as it says its names, a pink circle of light releasing from its body around its waist as it does.

Magearna's victory theme is a regal, orchestral remix of the opening bars of Ultra Necrozma's battle theme from Pokémon Ultra Sun and Ultra Moon.

Red-youtube-logo-icon-8
Victory theme

Magearna's victory poses are as follows: Magearna flies up a short distance, spinning around as it does, before releasing a white light as it poses with one arm pointed upwards; Magearna cheers its name, waving with both of its arms towards its right, then towards its left; and Magearna releases a pink spark from one of its hands, and points towards the heart in the centre of its torso, saying its name as it does.

SSB Danganronpa Series
Jake's Super Smash Bros. character name - Maki
SSB Danganronpa Series
DRV3 Maki Harukawa
Maki Harukawa is one of the participants in the Final Killing Game that the story of Danganronpa V3: Killing Harmony focuses around. Maki initially introduces herself as the Ultimate Child Caregiver, due to her growing up in an orphanage and being in charge of taking care of the children that live there. After the second Class Trial however, Maki's true talent of Ultimate Assassin is revealed, and, while she did in fact grow up in an orphanage, she has been working as a hitwoman to protect the children there. Throughout the Final Killing Game Maki's cold shell is slowly broken down by the Ultimate Astronaut, Kaito Momota, whose charisma and stubbornness served as the only thing capable of making her at least somewhat-social.
JSSB character logo - Danganronpa
First appearance:
Danganronpa V3: Killing Harmony (2017)
Special Attacks
Neutral Special: Crossbows are a type of handheld weapon based upon the bow, though their smaller design and trigger-based firing technique make it a more usable weapon for those unskilled in archery. During the events of Danganronpa V3 Maki is revealed to have a number of crossbows, and she teaches Kaito Momota how to assemble and use one during the fifth chapter, unknowingly assisting in a murder. Maki's neutral special move acts very similar to Emily Kaldwin's in Super Smash Bros., and is what her move is based upon: Maki pulls out a crossbow and fires a bolt forwards, the distance and speed at which it travels increasing as the move is charged. Unlike Emily, Maki uses normal crossbow bolts, which travel further than Emily's Incendiary Bolts and has no chance of dealing recoil damage to herself.

Side Special: Electro Bombs are a type of pink grenade developed by the Ultimate Inventor Miu Iruma, designed to detonate with an electromagnetic pulse that temporarily disrupts any electronic devices. During the penultimate chapter of Danganronpa V3 these Electro Bombs play a vital role in the murder of the fifth victim, being used to disable the alarm system that guards the hangers where the Exisal killing machines are kept. In Super Smash Bros. Maki will throw toss an Electro Bomb forwards and it will detonate after a short period of time has passed; the speed that Maki throws the grenade can be increased by holding down the special attack button, with the angle becoming flatter the longer it is charged, though doing so for too long will cause the grenade to explode in Maki's hand to cause recoil damage. The explosion that the grenade creates is a pulse that deals less damage than Snake's Hand Grenade, though it is larger and has a focus on launching foes instead.

Up Special: Electro Hammers are large hammer-like devices created by Miu Iruma at the behest of the Ultimate Supreme Leader Kokichi Oma. Much like the Electro Bombs, the Electro Hammers are designed to emit an electromagnetic pulse whenever they come in contact with an electronic, though due to the amount of electricity the hammers use up in doing so they must charge for 24 hours afterwards. In Super Smash Bros. Maki's up special move is based upon Ludger's Crushing Blow: Maki jumps into the air before slamming the Electro Hammer's mallet into the ground. The move deals electrical damage, but otherwise acts identical to Ludger's special attack.

Down Special: Monokuma Bomb is Maki's counterpart to Snake's down special move, C4. The attack acts identical to the aforementioned special move - Maki will first place a bomb down on the ground (or on a nearby fighter if close enough) and using the attack a second time will have her detonate the explosive - with the sole difference being that the explosive is designed after Monokuma's head, and is slightly larger (and thus more noticeable) but will also deal more damage once it explodes.

Final Smash: Ultimate Punishment is a technique not directly derived from the Danganronpa series, but is named after the punishments that the killers of each chapter must face after being discovered. Despite its different name, the attack is essentially identical to Snake's Final Smash, Homing Missile: Maki throws down a flare grenade before five opponents (or, if there are fewer than five opponents, then locations around other fighters) are then targeted, and homing missiles are fired at them from the foreground into the designated areas and detonating as they crash into the battlefield and creating large, and very powerful, explosions.

Alternate Costumes
Miscellaneous
Maki's entrance animation sees her begin on the stage, with her throwing off a red cloak with her back to the screen before turning slowly and taking an offensive stance.

Maki's taunt sees her hold her knife towards the screen as her hair flies up and a dark aura surrounds her. This taunt is identical to one of her sprites from Danganronpa V3: Killing Harmony.

Maki's victory theme is a remix of the opening of the "Hope Searching" theme from Danganronpa V3: Killing Harmony.

Red-youtube-logo-icon-8
Victory theme

Maki's three victory animations are as follows: Maki shoots a bolt from her crossbow off to her left, before she faces towards the screen and scowls; Maki slices quickly with her knife before she spins her weapon around in her fingers and puts it away; and Maki punches her fist into her open palm with a scowl, her eyes glowing slightly.

SSB Nintendo Game Series
Jake's Super Smash Bros. character name - Maria
SSB Nintendo Game Series
People House Doll
Maria is a doll released by Nintendo in 1968, as part of the company's People House toy sets. People House were collections of various toys created by Nintendo marketed towards little girls - each of the six packages came with a doll, a small puppet, and a collection of N&B Blocks (which Nintendo had released earlier that year); the box all of this came packaged in itself served as a house for the doll to live in. Maria, the nurse, was one of the six dolls that were released in these People House playsets, and one of the three that were not licensed from Disney; alongside Maria, Nintendo released dolls based on Disney's Cinderella and Alice in Wonderland films, as well as original characters Little Red Riding Hood, Ukiuki the Florist and Bambi and Milli. The dolls themselves were based on the American PeePul Pals, which Nintendo bought the license to recreate for the Japanese market.
JSSB character logo - People House
First appearance:
People House (1968)
Special Attacks
Neutral Special: Picture Cutter was a utensil released by Nintendo in 1965. Marketed as a toy, this utensil consisted of a pair of special scissors that could cut shapes out of stencils. In Super Smash Bros., Maria briefly produces the titular Picture Cutter, using them to hit opponents at a distance with a physical attack. When on the ground the attack can be charged up, and Maria will slide forwards a short distance when she displays the device.

Side Special: Home Bowling was a toy developed by Nintendo and released in 1966 to capitalize on the sudden boom that bowling saw in 1963. Home Bowling, as its name suggests, was a small bowling alley, where players could line up the shot, and have the ball thrown by a miniature man. In Super Smash Bros., Maria summons this miniature man, who rolls a bowling ball along the ground to damage opponents; if used in the air, the man will try and roll the ball, but the ball will just fall straight downwards.

Up Special: Bikkuri Game was a game created by Nintendo and released during the 1970's. This game, based upon the Japanese folklore Bunbuku Chagama, saw players competing to try and catch a raccoon toy that was shot out of a pot high into the air. In Super Smash Bros., a pot appears beneath Maria and the raccoon toy from the Bikkuri Game blasts out. Maria holds onto the raccoon and flies upwards a short distance before losing her grip and falling helpless; the raccoon will keep travelling a short distance more and explode into fireworks to deal damage to nearby foes.

Down Special: Ultra Machine was a toy designed by Gunpei Yokoi for Nintendo and released in 1967. This pitcher was designed for younger children, coming packaged with seven very soft balls that it would shoot out, and players could use this as a pitching machine and try and hit home runs with them. In Super Smash Bros., Maria will place the Ultra Machine on the ground, and it will shoot out four of these balls at a high speed before it disappears. While it acts as a turret that Maria can place down, opponents can attack the Ultra Machine and cause it to break. Additionally, Maria can not place down another Ultra Machine until after the first disappears, and these pitchers can only be placed on a platform and will not float.

Final Smash: Rabbit Coaster was the first toy Nintendo ever released, doing so back in 1964 after 75 years of being primarily a playing card manufacturer. This simple toy was a small roller-coaster of sorts, where users would place a capsule on a starting position and have it race down a set of slides. In Super Smash Bros., this is a very unique Final Smash, as its usage is unique in regards to how it is performed. Upon activating her Final Smash, Maria will pull out a Rabbit Coaster box, and shake out its contents. For a moment afterwards, the player can run around to create a course as the special move button is held down, the pieces forming beneath her feet allowing her (and other fighters) to run around in mid-air. After a set period of time, capsules will begin to roll down the course she created, damaging any opponent who gets in their tracks. Four capsules will roll down the course, and the course will break apart as the final one races down it.

Alternate Costumes
Miscellaneous
Maria's entrance animation sees her fall face-forwards out of a People House box, but standing up immediately after hitting the ground.

Maria's taunt sees her take out a piece of paper and quickly fold it into either an airplane or an F-1 race car, both referencing Nintendo's Paper Model sets released during the late 1970's.

Due to the Maria being the only character in Super Smash Bros. who does not originate from a game, her victory fanfare has nothing to do with her roots. Instead, her victory fanfare is a remix of the Famicom Disk System boot-up song.

Red-youtube-logo-icon-8
Victory theme

Maria's three victory animations are as follows: Maria waits excitedly for the raccoon toy to be launched out of the Bikkuri Game, but gets surprised by it as it launches out just as she looks towards the camera; Maria plays with a Space Ball toy, trying to catch a small spinning planet toy on a rotor device; and Maria puts the final brick in place as she finishes up building a windmill of N&B Blocks, standing back and looking at it proudly afterwards.

JSSB Splatoon symbol
Jake's Super Smash Bros. character name - Marie
JSSB Splatoon symbol
Marie 3DModel
Marie is one half of Inkopolis' most popular pop idol duo: the Squid Sisters. Along with her partner, and cousin, Callie, she runs the Inkopolis News program that displays the Turf War stages currently in rotation. Marie serves as a counter to her cousin, being more sarcastic and flat than Callie is, though that doesn't mean she dislikes being an idol. Ever since her career began when she and her cousin won a Youth Folk-Singing Contest as a child, she has become more popular than her partner (as proven by the final Splatfest) though the revelation of this hasn't severed their relation at all. Alongside her cousin and grandfather, Marie is a member of the Squidbeak Splatoon, a squadron of elite agents that serve to protect Inkopolis from the Octarians that may threaten it.
JSSB character logo - Splatoon
First appearance:
Splatoon (2015)
Special Attacks
Neutral Special: The Hero Charger is the weapon Marie uses as Agent 2, a member of the Squidbeak Splatoon. The Hero Charger is, true to its name, a Charger weapon, which is a weapon that fires a thin stream of condensed ink, which travels far and deals massive damage to any Inkling hit by it. In Super Smash Bros., Marie uses the Hero Charger to fire a stream of ink. Holding the attack button down allows it to be charged up, increasing its range and damage output. The damage dealt is increased the more it is charged up, and the closer the opponent is to Marie.

Side Special: Burst Bombs are a type of Sub-Weapon introduced in Splatoon. In that game, the Burst Bomb is a type of grenade-like weapon which explodes when it comes in contact with any surface or Inkling. In Super Smash Bros. this is fairly similar: Marie throws a Burst Bomb in a small arc forwards which explodes to deal damage to those hit by it, or (less damage) to those who are hit by the ink it releases. Marie is capable of throwing three out in rapid succession, but will only be able to throw one Burst Bomb out for a short time afterwards.

Up Special: Inkjet is a jetpack Special Weapon which Inklings can use in Splatoon 2. Upon activation, the Inkling will equip the Inkjet and begin to fly upwards, allowing them to fire down on enemies or the turf around them. In Super Smash Bros., Marie uses this to fly upwards a short distance at a fair speed, but will begin to fall helpless after reaching the height of the Inkjet's use.

Down Special: Ink Mines are a type of Sub-Weapon introduced in Splatoon which explode to release ink over a small area once stepped on by an opponent, covered by the opposing team's ink, or if left alone for a certain amount of time. In Super Smash Bros., Marie can place them in battle and they will similarly explode should an opponent walk over it or after a certain amount of time has passed. The Ink Mine appears as a small flat circle of a checkerboard pattern, which changes colour depending on the costume Marie is currently using.

Final Smash: Inkstrike is a Special Weapon in Splatoon, and one of the most efficient weapons to have equipped in a Turf War. In the original Splatoon, the player would need to use the Wii U Gamepad to target an area, after which a large missile of ink will strike the specified location to cover it in ink and obliterate all Inklings that may be within it. Similarly, in Super Smash Bros., Marie fires her Inkstrike up into the air, and the player is able to set a specific location for it to crash into, decimating down through all of a stage's platforms. While the attack deals a lot of damage and traps foes within the explosion for a moment, the area it will strike is heavily indicated, and no knockback is dealt to grounded foes hit by it.

Alternate Costumes
Miscellaneous
Marie's entrance animation sees her rise up from a lime green puddle of ink.

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

Marie's victory theme is a direct rip of the battle win result theme from Splatoon 2. Unlike most other victory themes, this song will continue to loop as the player remains on the results screen.

Red-youtube-logo-icon-8
Victory theme

Marie's three victory animations are as follows: Marie rolls her hands around each other before jumping up, throwing her hands over her head, and landing in her signature Squid Sisters pose; Marie mimics one of the dance moves she performs in Splatoon - she points to her left before swinging her arm around in front of her and to her right, and ending the movement by performing an action that mimics the firing of a gun as she places her other hand on her forearm; and Marie takes out her umbrella from Splatoon 2 and holds it over her shoulder as she turns away from the camera.

JSSB Zelda symbol
Jake's Super Smash Bros. character name - Marin
JSSB Zelda symbol
Marin (Hyrule Warriors)
Marin is a songstress, and the one who discovers Link after he washes up on the Toronbo Shores of Koholint Island after his raft is destroyed in a storm. Though she is not of the adventurous type, Marin assists Link throughout his journey across Koholint Island in various ways, and can often be found near her home in Mabe Village singing the Wind Fish's Ballad. A very kind and friendly woman, she declares early on in Link's Awakening that she wishes to learn everything she can about Link, and forges a very strong bond with the young Hylian bond during his stay on the island of dreams. Though the eight Instruments of the Sirens are needed to awaken the Wind Fish from its slumber, she desires to do so herself as she wishes to fly among the seagulls.
JSSB character logo - The Legend of Zelda
First appearance:
The Legend of Zelda: Link's Awakening (1993)
Special Attacks
Neutral Special: Sea Lily's Spout is an attack based on Marin's basic attacks from Hyrule Warriors. Her associated weapon is known as the Sea Lily's Bell, and many of her attacks see her swing this instrument to shoot small orbs of water from it. In Super Smash Bros. this attack acts identically to her first standard attack from the aforementioned game: Marin simply swings her bell and a ball of water appears and flies forwards a fair distance, exploding upon coming in contact with an enemy or once it has travelled a set distance. If this move is not used for a fair amount of time, the attack will be powered up slightly, with Marin instead firing a rainbow-tinted ball of water with a treble clef present within it. This stronger version travels a further distance, is larger, and deals more damage once it explodes (it also has a unique particle effect where it releases musical notes when it does so).

Side Special: Sea Lily's Storm is a technique based upon Marin's C4 combo from Hyrule Warriors, which sees her spin around wildly while holding the Sea Lily's Bell out away from her. This technique has her glow with a green and pink glow in Hyrule Warriors, and this effect is retained in the move's Super Smash Bros. counterpart, which sees her spin around and move forwards (regardless of whether she be in the air or on the ground) a fair distance. While the move does not deal a great amount of damage, Marin releases a small shockwave once she stops spinning that deals a fair bit of knockback to nearby enemies.

Up Special: Sea Lily's Spring is a wholly original attack in Super Smash Bros. that does appear to draw inspiration from Marin's C2 attack from Hyrule Warriors. The aforementioned attack sees Marin perform a hop as she swings the Sea Lily's Bell upwards sending a wave of water out of it as she does so. Marin's up special move in Smash Bros. sees her ring her bell to catapult herself upwards as one of her bell's watery projectiles explodes beneath her. As she rises, Marin swings the bell upwards, just like the aforementioned Hyrule Warriors move.

Down Special: Sea Lily's Slam is an attack inspired Marin's C3 combo from her Hyrule Warriors appearance. When the combo is performed, Marin will hop forwards and slam the Sea Lily's Bell on the ground, releasing a colourful shockwave around her; she does this three times in a zig-zag pattern. In Super Smash Bros. Marin will do something similar, but not quite identical - she will slam the bell on the ground in front of her to create a fairly large shockwave that encircles most of Marin's body in addition to the bell. When used in the air, this move acts as a sort of ground pound, as Marin will dash forwards a fair distance and slam the bell as she makes impact.

Final Smash: Wind Fish's Egg is a giant egg located on the top of Mount Tamaranch and is the home of the legendary Wind Fish that created Koholint Island. The Wind Fish's Egg contains a labyrinth to confuse the Nightmares that wish to infect the Wind Fish with their dark powers. In Super Smash Bros. Marin summons the Wind Fish's Egg in front of her and traps enemies it may hit. These foes are then shown in a cinematic where the Wind Fish bursts out of the egg and a torrent circles around the deity and off the screen before it quickly transitions to the battle. The gale will continue to travel forwards in the battle once the cinematic concludes, though those who were trapped in the egg will take far more damage and be launched away with greater force than anyone else who may be hit by the attack.

Alternate Costumes
Miscellaneous
Marin's entrance animation sees a seagull fly through the foreground into the background, before Marin jumps onto the stage from the background.

Marin's taunt sees her clasp her hands together, close her eyes, and sings the first few notes of the Ballad of the Wind Fish.

Marin does not have a normal victory theme as other characters do as each of her animations has her playing one of the eight Instruments of the Sirens. Rather, while an instrumental version of the Ballad of the Wind Fish (linked below) does play, the tune that Marin plays on her instrument is amplified within the song and changes how it can be perceived. Each of the original songs that Marin plays on the instruments are linked in the descriptions of her animations.

Red-youtube-logo-icon-8
Victory theme

Marin's victory animations are as follows: Marin strums on the Surf Harp which causes a seagull to fly and perch on her head; Marin plays the Conch Horn, as an owl, which sits on the ground next to her with its eyes closed, bobs its head along to the music; BowWow, the largest of Madam MeowMeow's three pets, hops around Marin as she plays the Wind Marimba, which causes the Chain Chomp to fall asleep.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Mario
JSSB Mario symbol
Mario 2 - RabbidsKingdomBattle
Mario is the eponymous main protagonist of the Super Mario series, which acts as Nintendo's flagship franchise. Mario, who has been said to be one of the most recognizable fictional characters ever created, first appeared in 1981's Arcade platformer Donkey Kong, where he, under the name of Jumpman, needed to scale scaffolding in order to defeat Donkey Kong and rescue his girlfriend Pauline (then-known as Lady). Since then, Mario has made hundreds of other appearances in video games; the series in which he stars primarily sees him (and oftentimes his brother Luigi) having to traverse different worlds in order to defeat Bowser the Koopa King and rescue Princess Peach. Besides this, Mario has had a number of different professions through the years: while commonly stated to be a plumber, he was a carpenter in Donkey Kong, a referee in the NES version of Punch-Out!!, a doctor in the Dr. Mario series, a demolition worker in Wrecking Crew, and many more.
JSSB character logo - Super Mario
First appearance:
Donkey Kong (1981)
Special Attacks
Neutral Special: Fireballs are perhaps Mario's most well-known ability, which he can perform upon becoming Fire Mario in the Super Mario series. Fire Mario, and the Fire Flower item that transforms him into it, first debuted in Super Mario Bros., making it one of the most recurring power-ups in the entire Mario franchise alongside the Super Mushroom and Star. In Super Smash Bros. Mario can throw Fireballs without needing to become Fire Mario, though this is due to the fact that the attack is fairly weak. Mario's Fireball hops across the ground upon being thrown, shrinking in size with each bounce, and sizzling out upon hitting an enemy or after a short time. This deals minor damage, but can stun foes to allow Mario to close distance.

Side Special: Cape is an ability inspired by the Cape Feather power-up from Super Mario World. The Cape Feather, true to its name, grants Mario a cape, allowing him to glide through the sky after getting a running start. The Cape also acts as an attack in Super Mario World as well, with Mario capable of spinning around to whip enemies with his new attire. In Super Smash Bros. Mario does something somewhat similar, albeit simpler: instead of spinning around, Mario simply whips his cape in front of him. This deals a very minimal amount of damage, though does spin enemies around should they be hit by it. The attack's main use comes in the form of being a reflector - any projectile that hits the Cape will reverse direction away from Mario.

Up Special: Rocket Nozzle is one of the four heads that Mario can equip onto the Flash Liquidizer Ultra Dousing Device he wields during the events of Super Mario Sunshine. F.L.U.D.D. is capable of firing a stream of water so long as there is some present within its tank, and the different heads allow Mario to perform different actions. The Rocket Nozzle allows Mario to blast off high into the sky at the cost of a substantial amount of water. In Super Smash Bros. Mario equips F.L.U.D.D. and, like in Sunshine, blasts off like a rocket. However, while this does launch him upwards an incredible distance, it only does so in a straight line and leaves him helpless after use. Additionally, the Rocket Nozzle must be charged up before Mario is sent upwards.

Down Special: Star Spin first appeared in Super Mario Galaxy, where it was Mario's main way to defeat foes. The Star Spin sees Mario spin around quickly with his arms out-stretched to deal damage. In Super Mario Galaxy, Mario could use this move in mid-air to hover a short distance, while also gaining some slight upwards movement; in Super Smash Bros., Mario can use this up to two times in mid-air to halt his fall for a short moment.

Final Smash: Ultra Flame was a powerful attack that appeared in Super Mario RPG: The Legend of the Seven Stars, and served as the final magic attack Mario could learn in that game. In both Super Mario RPG and Super Smash Bros., the attack takes inspiration from the Fire Flower power-up, in that they have Mario throwing large balls of fire forwards. In Super Smash Bros., he fires two large fireballs that travel across the stage before exploding to knock away foes.

Alternate Costumes

Credit to Pokerninja2 for making the striped alt. based upon Mario's clothing from NES Open Tournament Golf.

Miscellaneous
Mario's entrance animation sees him jumping out of a pipe, which first rises from the ground and then descends back into it. This references the opening cutscene of Super Mario 64.

Mario's taunt sees him jump up and spin-around in mid air with his arms and legs splayed out before falling onto his back; referencing his death animation from Donkey Kong.

Mario's victory theme is a orchestral flourish of the fanfare that played when Mario reached the end of level Flagpole in Super Mario Bros..

Red-youtube-logo-icon-8
Victory theme

Mario's three victory animations are as follows: Mario spins around and sticks his hands up in the air above his head as he faces the camera, before giving a peace sign. This references his recurring spin jump ability, main character artwork from Mario Party 8, and his end-of-level animation from Super Mario; Mario grabs a Starman that falls from the sky and runs to the right, knocking away a Goomba, a Koopa Troopa, and a Koopa Paratroopa before jumping into the air. This references the cinematic that plays after Mario scores an Eagle on a course in Mario Golf: World Tour; and Mario slides down most of the shaft of a Flagpole, before backflipping off and giving a thumbs-up gesture towards the camera.

JSSB Super Mario Bros film symbol
Jake's Super Smash Bros. character name - Mario Mario
JSSB Super Mario Bros film symbol
Bob Hoskins as Mario Mario
Mario Mario is a grumpy, and somewhat rude, Brooklyn plumber and one of the co-owners of his family business, Mario Bros. Plumbing. Sometime in his younger years, Mario's parents left his live due to unexplained circumstances, forcing him to look after his younger brother Luigi as a sort of father figure. During the events of the Super Mario Bros. film, Mario is forced to tag along with his brother and rescue Daisy, who, unbeknownst to both the Mario Bros. and herself, is the princess of an alternate dimension kingdom known as Dinohattan.
JSSB character logo - Super Mario Bros film
First appearance:
Super Mario Bros. (1993)
Special Attacks
Neutral Special: Flame Gun is a weapon used by the militant force of Dinohattan during the events of Super Mario Bros., and appears to parallel the Fire Flower from the Mario games. A flamethrower with a claw-like design, the Flame Gun shoots fireballs upon activation, though they are prone to malfunction. In Super Smash Bros. Mario takes out a Flame Gun and the player can charge it up by holding the special move button, with the gun releasing a large fireball that travels forwards a fair distance before extinguishing upon letting go of such. By charging the move, the size of the fireball that the Flame Gun shoots increases as does the distance it will travel and damage it will deal, though holding the button for too long will cause the Flame Gun to malfunction and not fire any projectile.

Side Special: Devolution Gun is a type of rifle that forces those hit by its blasts to undergo a process known as De-evolution that forces the target to revert back to an earlier evolution of their species - for the dinosaur-humans of Dinohattan they turn into reptilian Goombas, while normal humans turn into chimpanzees. Throughout Super Mario Bros. President Koopa and his Goombas use Devolution Guns (and related De-evolution-related items) as their main weapon. In Super Smash Bros. the Devolution Gun does not de-evolve its targets but instead damages them a fair bit and causes them to slow their movements significantly for a short moment afterwards. It must recharge after use, and as such can not be fired repetitively at a rapid pace.

Up Special: Thwomp Stompers are the Bullet Bill-powered boots used by several citizens of Dinohattan throughout the events of the Super Mario Bros. film. These boots appear to be fairly common objects used by the dinosaur-humans of Dinohattan, with various stores being shown selling them. In Super Smash Bros. Mario activates the Thwomp Stomper and launches himself a great distance upwards. By pressing the special move button again during Mario's ascent he will then slam down, in a manner similar to the boots' namesake from the Mario video games, spiking any foes he may hit from above and bury those he may land on.

Down Special: Bob-ombs are a common enemy within the Mario franchise, first debuting in the Famicom title Yume Kōjō: Doki Doki Panic and later appearing in its Mario reskin Super Mario Bros. 2. In the video games the Bob-omb appears to be a sentient explosive that possesses legs, and will often wander around a set area and explode should its enemies get too close or once they come in contact with them. In the Super Mario Bros. film however the Bob-omb is an explosive that will walk forwards seemingly indefinitely after its fuse is lit, detonating once the fuse runs out; the fungus covering Dinohattan offers the Mario Bros. a Bob-omb to use against President Koopa on several occasions. In Super Smash Bros. Mario winds up a small Bob-omb and places it on the ground in front of him, and it will walk forwards for a short period of time, turning around should it hit a wall. The Bob-omb can only be picked up and thrown by Mario, and the explosive will detonate should it come in contact with an enemy or after a short period of time has passed.

Final Smash: Mushroom Kingdom is the name of the main setting of the Mario titles, and a name used by President Koopa as a way to insult his fungus-filled kingdom of Dinohattan. Throughout the events of the Super Mario Bros. film, Dinohattan has been overrun by a giant lengthy fungus; later in the film it is revealed that this fungus is actually sentient, and the former king who had been de-evolved by President Koopa. In Super Smash Bros. Mario throws a plunger forwards and traps an enemy in place. Should someone be hit by this plunger, the Dinohattan's king, in his fungus appearance, spreads out around them a short distance, snaring anyone who may come in contact with him in place. After a quick moment of spreading through the stage, the king will reveal three small Bob-ombs from within him, which explode in succession to damage and launch every trapped fighter and any other opponent that may be close enough to the blast.

Alternate Costumes
Miscellaneous
Mario's entrance animation sees him slide down a fireman's pole and clumsily land on the stage, fixing his hat afterwards.

Mario's taunt sees him take out a plunger and hold it up into the air with a chuckle.

Mario's victory theme is a direct rip of the opening ten seconds of the "Suite From Super Mario Bros. (Part 1)" theme from the Super Mario Bros. film soundtrack.

Red-youtube-logo-icon-8
Victory theme

Mario's victory animations are as follows: Mario props the brim of his cap up with his thumb as he smiles; Mario aims down the scope of a devolution gun and looks around with his knees bent, before standing up straight and holding the gun skywards against his shoulder; and Mario points his wrench off to the right before tossing it up into the air, with a spin, and catching it.

JSSB Kirby symbol
Jake's Super Smash Bros. character name - Marx
JSSB Kirby symbol
KSA Marx
Marx is a character from the Milky Way Wishes sub-game of Kirby Super Star. Marx introduces himself to Kirby, hoping to get the pink puffball's assistance in ending a war between the Sun and the Moon by summoning Nova and grant this wish. Marx's true nature is revealed once Kirby does summon Nova, as the small jester pushes him out of the way in order to make his own wish: to take over Planet Popstar. He is commonly seen bouncing on a striped ball that is larger than his own body.
JSSB character logo - Kirby
First appearance:
Kirby Super Star (1996)
Special Attacks
Neutral Special: Ball Kick is one of the attacks that Marx can perform in his Dream Friend appearance in Kirby: Star Allies. As its name implies, the attack sees Marx kick the ball he often runs atop. In Super Smash Bros. this attack is essentially identical to its Star Allies appearance in that Marx kicks his ball forwards, and it can bounce off walls and foes to deal damage after a rebound. Once the move is used, Marx will lose his ball for a short moment, but will spawn another one shortly.

Side Special: Jester Ball Ride is another one of Marx's attacks in Kirby Star Allies, which is based off one attack Kirby can perform with the Bomb Copy Ability. In both Kirby Star Allies and Super Smash Bros. the move sees Marx, on top of his ball, roll forwards at a high speed, bowling down foes in front of him to bury them into the ground.

Up Special: Radiant Flight sees Marx transform into a small version of his boss form from the climax of Milky Way Wishes from Kirby Super Star. Named after a similar move from Kirby Star Allies, the Radiant Flight move in Super Smash Bros. sees Marx fly upwards at a diagonal angle, travelling through any foe that may be in his way while also knocking them away as he does so.

Down Special: Time-Bomb Jester Ball sees Marx use his ball as a bomb. This move, one that Marx can perform in Kirby Star Allies, has Marx place his ball on the ground, summoning another one to move around on immediately, with the first one exploding after a second. The ball can be affected by attacks before it detonates however, and Marx can use this to his advantage - sending the explosive ball into a faraway crowd before it explodes - though opponents can also attack the ball to sabotage his plans by knocking it back into Marx.

Final Smash: Black Hole is perhaps Marx's most iconic attack, seen in the final phase of his Kirby Super Star boss fight. Its notability primarily comes from the strange way that Marx performs this attack: Marx splits into two halves, creating a black hole in the space in-between. In Super Smash Bros. Marx transforms into his boss form from Milky Way Wishes, a much larger size than in his up special move, and splits in half in an identical manner. The large black hole that Marx creates draws in nearby foes, but doesn't damage opponents. What does damage and launch opponents is Marx repairing himself, returning into a single form, as he does so with a powerful slam that creates a shockwave to launch any trapped enemy as well as any that may be too close to him.

Alternate Costumes
Miscellaneous
Marx's entrance animation sees him simply teleport onto the stage, bouncing on top of his ball happily.

Marx's taunt sees him transform into his boss form (the small version seen in his up special move) and perform an aerial backflip, before he transforms back into his normal appearance.

Marx's victory theme is a techno-rock remix of the opening of the Milky Way Wishes theme from Kirby Super Star.

Red-youtube-logo-icon-8
Victory theme

Marx's victory animations are as follows: Marx bounces up and down on his ball, before transforming into his boss form before creating a powerful shockwave; Marx flies around as his boss form, ending with a spin before firing off some crescent-shaped projectiles down to the ground; and Marx rolls on his ball but falls off it, landing on his back and firing a projectile at the ball to pop it.

SSB Pokémon Series
Jake's Super Smash Bros. character name - Mawile
SSB Pokémon Series
303Mawile
Mawile is a Steel/Fairy-type Pokémon that originates from the Hoenn region. One of the many different Pokémon species capable of undergoing the process of Mega Evolution, Mawile is a strange Pokémon that possesses a large maw that extends off the back of its head. This large mouth contrasts the fairly peaceful face of the Pokémon, and the Pokédex states that its teeth are strong enough to cut through steel beams with ease.
JSSB character logo - Pokémon
First appearance:
Pokémon Ruby and Sapphire Versions (2002)
Special Attacks
Neutral Special: Crunch is a Dark-type physical attack introduced in the Generation II Pokémon titles. Crunch is a stronger version of Bite, increasing its power level from 60 to 80, and is an attack that sees the user bite their enemy, potentially causing them to flinch. In Super Smash Bros., Mawile reaches forwards with its jaw open and, after hesitating for a moment, bites forwards. This causes Mawile's enemy to crumple to the ground, though this attack's range is minimal.

Side Special: Iron Head is a Steel-type move that originates from Pokémon Diamond and Pearl Versions. The move is commonly described as the user, with a skull as strong as steel, performing a powerful melee attack with their skull - this essentially makes Iron Head the Steel-type equivalent to the Normal-type Headbutt. In Super Smash Bros. the jaw on the back of Mawile's head shines a silver energy, and the Pokémon spins around, travelling forwards a short distance, as its jaw whips around its body to batter foes like a weapon.

Up Special: Slam is a Normal-type attack introduced in the first instalments of the Pokémon series, Pokémon Red and Green Versions. Slam is described as the user attacking their foe with an appendage, and Mawile can only learn this move by breeding with specific Pokémon. In Super Smash Bros. this attack has Mawile bounce up into the air a short distance before beginning to flip, whipping its jaw around as it does so. This puts Mawile in a unique helpless state, as the Pokémon will continue to flip indefinitely until it hits the ground as it rushes downwards at a fairly high speed. When Mawile does hit the ground, it will slam its jaw into the ground in front of itself, burying those directly under its jaw and damaging foes around itself.

Down Special: Flash Cannon is a special Steel-type attack introduced in the Generation I Pokémon titles. The Pokémon titles describe Flash Cannon as the user channelling light energy into a beam, which can potentially lower its target's special defence stat. In Super Smash Bros. Mawile will release a short beam of white energy from its mouth, firing forwards. The attack's strength - its range and damage and knockback output - charges up over time, denoted by Mawile's teeth beginning to glow brighter over time. Immediately after being used the attack will become fairly useless, becoming a simple close-ranged blast that deals very little damage.

Final Smash: Super Fang is a Normal-type move introduced in Pokémon Stadium. Super Fang is an attack that always deals 50% of the target's current health, but will always leave them with at least 1 health. In Super Smash Bros. Mawile will undergo Mega Evolution, and reach forwards with both of its mouths. If its hits an opponent with this initial attack, Mega Mawile will then proceed to rapidly bite its foe with its mouths multiple times for a short period of time. After damaging them enough, Mega Mawile will then chomp forwards with both of its jaws simultaneously to launch its foes away; this final attack will also instantly KO any foe whose damage percentage exceeds 100%.

Alternate Costumes
Miscellaneous
Mawile's entrance animation has it appear out of a Poké Ball, snapping its jaws twice as it faces away from the screen.

Mawile's taunt sees it face away from the screen and snap its jaws three times towards the camera, before cracking a crooked smile.

Mawile's victory theme is a short excerpt of the Glittering Cave theme from Pokémon X and Y, remixed with an electric guitar as the main instrument.

Red-youtube-logo-icon-8
Victory theme

Mawile's victory animations are as follows: Mawile skips around gleefully before turning away from the camera and chomping its mouth three times; Mawile strolls away from the camera before smiling crookedly with its large jaw as it looks over its shoulder; and Mawile tenderly strokes its second mouth, hugging it against its shoulder with a smile.

JSSB Mario symbol
Jake's Super Smash Bros. character name - MC Ballyhoo
JSSB Mario symbol
MCBallyhoo
MC Ballyhoo serves as the "Master of Catastrophes" for the Star Carnival, a grandiose circus that serves as the main setting of Mario Party 8. Alongside his sentient top hat Big Top, Ballyhoo hosts the board games that players compete on, and gives the title of Super Star (and a year's supply of candy) to those who can claim victory in Star Battles. The flamboyant and energetic Ballyhoo contrasts the calm and soft-spoken Big Top, which allows the two to create the greatest challenges for their annual festival.
JSSB character logo - Mario Party
First appearance:
Mario Party 8 (2007)
Special Attacks
Neutral Special: Three Throw is the name of a minigame that appears in Mario Party 4. This free-for-all four player minigame has all players trying to throw basketballs into different baskets, earning points for doing so but also blocking access to them for future throws in the process. Though it does not appear alongside MC Ballyhoo in Mario Party 8, there is a similar 2-player Duel minigame titled Settle It In Court, with a similar premise. The move in Super Smash Bros. sees MC Ballyhoo throw a basketball in a slight arc forwards upon pressing the special attack button. The ball will bounce off walls or other platforms to deal less damage after a ricochet.

Side Special: Bowlo Candy is one of the many different kinds of candy power-ups that players can acquire and use during a game of Mario Party 8. As a yellow-coloured candy, the Bowlo Candy transforms its user in a certain way upon use: in the case of the Bowlo Candy, it transforms the user into a ball form. The Bowlo Candy causes the user to steal 10 coins from any person they roll through. In Super Smash Bros. MC Ballyhoo transforms into a ball after using a Bowlo Candy, rolling forwards as long as the special move button is held down to damage any he may roll into. Ballyhoo can not change direction while this move is in use however, making it possible for him to roll off the stage.

Up Special: Bloway Candy is one of the fourteen different candy types that the players can use in Mario Party 8. Candies can be purchased with coins at shops located around the board, or by running through a Candy Space - the Bloway Candy can be acquired by such means as well. The Bloway Candy transforms the user into a tornado, and any other player the user passes by is sent back to the start of the board because of it. In Super Smash Bros. MC Ballyhoo flies upwards in a tornado as a result of consuming a Bloway Candy; though he does not travel upwards a great distance, any other attack can be performed until Ballyhoo touches the ground again.

Down Special: Red Spaces are one of the two most prominent spaces present on the boards players compete on in the Mario Party series. While Blue Spaces grant the player that lands on it three coins, Red Spaces instead take the same amount of coins from those that stop on them. In Super Smash Bros. MC Ballyhoo summons a Red Space on the ground in front of him, which damages the first fighter to touch it and paralyzes them in place for a short moment. Ballyhoo can only place on Red Space on the ground at a time, though it will last until Ballyhoo is KO'd or until a fighter activates it. As Ballyhoo places the space on the ground, the player can not use this attack in the air.

Final Smash: Superstar Showdown is the final minigame that the player participates in at the end of the Star Battle Arena mode of Mario Party 8. The player is tasked with defeating Bowser, who rides in space attacking with the Koopa Clown Car, using the power of the Star Rod. In Super Smash Bros. MC Ballyhoo jumps into the foreground and the player is free to control a reticle and fire at enemies using the Star Rod. He can fire three blasts of energy that explode as they reach the battle arena by pressing the special move button, though less may also be fired as the move works on a limited timer.

Alternate Costumes
Miscellaneous
MC Ballyhoo's entrance animation has him jump down from the top of the screen, stopping above the ground when a propeller pops out of the top of Big Top.

MC Ballyhoo's taunt sees the top of Big Top open up like a hatch and a generic piece of candy from Mario Party 8 pops out before circling around Ballyhoo and disappearing behind him.

MC Ballyhoo's victory theme is a remix of the "Welcome to Mario Party!" fanfare's opening from Mario Party 8. The fanfare begins in a style reminiscent of the Nintendo 64's soundfont before transitioning into a bombastic, modern remix.

Red-youtube-logo-icon-8
Victory theme

MC Ballyhoo's victory animations are as follows: MC Ballyhoo flies around in a circular pattern using the propeller in Big Top before stopping and holding a Star out towards the camera; MC Ballyhoo throws his microphone up into the air and claps wildly before Big Top catches it in his head; and MC Ballyhoo raises his hands up into the air, causing coins to rain down around him.

JSSB Kid Icarus symbol
Jake's Super Smash Bros. character name - Medusa
JSSB Kid Icarus symbol
Medusa2
Medusa, the "One-Time Queen of the Underworld", is one of the main antagonists of the Kid Icarus series, seeking vengeance against Palutena and the Skyworld inhabitants that she believes to have wronged her. Prior to the events of the original Kid Icarus title Medusa ruled Angel Land together with the Goddess of Light, though after creating chaos for humanity by destroying their crops and petrifying innocents, Palutena banished her to the Underworld and transformed her into a large cyclops. Over twenty years later, the Lord of the Underworld, Hades, would go on to revive Medusa (unbeknownst to her) and give her a new body by adding some of her memories into a pool of lost souls that, like Medusa, each harbour a deep loathing for Palutena.
JSSB character logo - Kid Icarus
First appearance:
Kid Icarus (1986)
Special Attacks
Neutral Special: Slip Shot is the name of a Power that Pit and the Fighters can equip in Kid Icarus Uprising, though Medusa's neutral special move only borrows this technique's name. In all of Medusa's appearances, her primary mode of attack (or sole mode of attack in Kid Icarus) is the ability to fire lasers. This ability is reflected in Super Smash Bros. in a way that also borrows elements from one of Medusa's attacks from the first phase of her Uprising battle: Medusa will summon a small black eyeball that will float in-place in front of Medusa. After a moment, the eyeball will blink and fire a laser forwards that travels a fair distance forwards and deals more damage to foes closer to the eyeball itself. While this can be used in tactical ways, opponents can also attack the eyeball prior to it firing the laser to defeat it; additionally, Medusa can only have one such eyeball out on the stage at a time.

Side Special: Petrify Attack is a Power that Pit and the Fighters can equip in Kid Icarus Uprising. This attack is based on Medusa's signature ability both in the Kid Icarus series and in Greek mythology: in the former it is said that anyone who stares at Medusa's face will immediately be turned to stone, which remains one of the most commonly-used aspects of the Greek mythology in modern fiction. In Super Smash Bros. this attack does not inherently "petrify" the fighter in the same way, though it does paralyze them in place for a moment as Medusa stabs her staff forwards quickly as it is engulfed in a red energy, dealing massive damage to opponents hit by the tip of the staff and petrifying any who are hit by this attack in place for a short moment to allow Medusa to follow-up with another attack.

Up Special: Warp is a Power that appears in Kid Icarus Uprising. As its name implies, Warp allows the user to teleport away from their current position in Together Mode in a way that mimics the teleportation ability that many of the enemies that Pit must fight possess; Medusa is one such deity who displays the ability to teleport in her boss battle in Chapter 9 of Uprising. In Super Smash Bros. Medusa teleports a short distance upwards (or in whichever direction the control stick is tilted), reappearing in a red flash of energy that deals damage to nearby foes.

Down Special: Trip Mines are used by Medusa during the second phase of her Kid Icarus Uprising battle. After Pit damages her enough, Medusa will begin leaving mines in the air that can not be destroyed, before sending an eyeball projectile to chase down Pit. These mines are about the size of Pit, red in colour, and appear to spark with a pink energy; a much smaller version of these mines are used for Medusa's down special move in Super Smash Bros. Though they do not explode in Uprising, in Smash Bros. a mine will float in place and explode upon contact with a foe or after a short period of time has passed. Up to two of these mines can be on-stage at once, and the one placed first will explode should a third attempted to be placed.

Final Smash: Gorgon's Gaze is an original term, coined from the three "Gorgon" sisters from Greek mythology of which Medusa was one. The attack itself is based on the final phase of Medusa's Kid Icarus Uprising battle, which itself is inspired by the final battle of Kid Icarus: in both of these cases, Medusa's giant head fires lasers at Pit, with the former title seeing the angel having to dodge the Gorgon as her head flies around at a high speed. In Super Smash Bros. Medusa "melts" before her giant cycloptic head reappears from the side of the screen. The player is the able to control Medusa's head for a short period of time, which damages foes on contact and can deal significantly more damage by firing lasers via the standard or special attack buttons. Medusa's head can fly through any platform, as the Gorgon will reappear in the place where the attack was initiated after the attack ends.

Alternate Costumes
Miscellaneous
Medusa's entrance animation sees her cycloptic head fly onto the stage, before her body appears beneath it as a column of purple and black energy rises up from the ground.

Medusa's taunt sees her hold her free hand up to the side of her face, and the red snake that sprouts from her head then coils around it and hisses as she chuckles.

Medusa's victory theme is a remix of her battle theme from Kid Icarus, featuring an organ and electric guitar.

Red-youtube-logo-icon-8
Victory theme

Medusa's victory poses are as follows: Medusa scratches the head of one of the snakes that make up her hair, before she says "Well, that was quite entertaining"; Medusa cackles as she releases a purple aura from her body, before discarding it with a swing of her staff; and Medusa points her staff at the camera, before it falls away to reveal that she has transformed into her true form and Medusa laughs.

JSSB Mega Man symbol
Jake's Super Smash Bros. character name - Mega Man
JSSB Mega Man symbol
MM11-MegaMan
Mega Man is the successor to Proto Man, and a robot designed and created by Dr. Thomas Light as a way to demonstrate a new artificial intelligence program he himself developed. Mega Man and his "sister" Roll were created to be assistants for Dr. Light, with Roll focusing on housekeeping and Mega Man on being his actual lab assistant. In the Mega Man series, Mega Man must fight against the other robots Dr. Light created for industrial purposes, who had been reprogrammed to fight for one of Light's former assistants, Dr. Albert Wily. After his 'siblings' had been reprogrammed, Mega Man volunteered to be upgraded from a simple lab assistant into a fighting robot, donning an arm cannon and gaining the ability to copy the abilities of the Robot Masters he defeats.
JSSB character logo - Mega Man
First appearance:
Mega Man (1987)
Special Attacks
Neutral Special: Metal Blade is the main weapon of Metal Man, and the ability that Mega Man would copy from that Robot Master after his defeat in Mega Man 2. The titular "Metal Blade" is a small circular saw blade made of a lightweight yet sturdy metallic alloy known as Ceratanium. In Mega Man 2 and Super Smash Bros., Mega Man is capable of throwing the Metal Blade in eight directions, dependant on how the control stick is tilted while the attack is used. The Metal Blade deals a moderate amount of damage and travels a fair distance, but doesn't deal knockback nor travel at a high speed. Mega Man can have up to two Metal Blades on screen at the same time. Throwing a blade directly at the ground will cause it to ricochet upwards, but it will get stuck into platforms after travelling a far enough distance, allowing any other fighter to pick it up and use it as Mega Man would.

Side Special: Charge Kick is an ability that Mega Man takes after defeating Charge Man in Mega Man 5; though Charge Man himself never uses this kicking attack himself, Mega Man harnesses Charge Man's speed and power in order to power-up his slide. In Super Smash Bros., Mega Man will slide forwards at a powerfully high speed which isn't affected by gravity; even should the attack be used in the air, Mega Man will still slide forwards a fair distance. The attack itself doesn't deal a major amount of damage, but Mega Man will trap foes and drag them as he travels and knock them around at the end of his travel. If Mega Man is airborne after using this move, he will enter a pseudo-helpless state.

Up Special: Mega Upper is an attack Mega Man is capable of using in many of the fighting games he appears in, but not any of the platforming games of the Mega Man series. First appearing in 1996's Mega Man 2: The Power Fighters, it has since made appearances in Mega Man's Marvel vs. Capcom movesets, as well as in Bad Box Art Mega Man's Street Fighter × Tekken moveset. In all of its appearances, the Mega Upper is a powerful uppercut move that launches foes upwards. Though Mega Man doesn't jump upwards a fair distance, it does deal a decent amount of damage and knockback, with the amount of knockback and damage strongest when the move is initiated and not at the top of his jump. This also causes Mega Man to fall helpless.

Down Special: Fire Storm is an ability that Mega Man would be able to copy from a defeated Fire Man in the original Mega Man. The Fire Storm, attack sees Mega Man summon five small fireballs that circle around the robot. These fireballs are extinguished when they come in contact with a foe or a projectile, meaning the shield could protect Mega Man from five attacks, assuming they don't hit Mega Man directly. When Fire Storm is active, the Mega Man's smash attacks are also granted fiery effects, slightly increasing their damage and knockback output.

Final Smash: Black Hole Bomb and Atomic Fire are two weapons that have made appearances in Mega Man 9 and Mega Man 2 respectively; they could be obtained from Galaxy Man and Heat Man in their respective games. In Super Smash Bros., Mega Man fires the Black Hole Bomb forwards a short distance, which explodes to draw nearby foes in to its centre. After a few moments of being active, the Black Hole Bomb will disperse and Mega Man will deal massive damage with a powerful fiery burst fired from his arm cannon, which encases the same area as the Black Hole Bomb did.

Alternate Costumes

One of Mega Man's alternate costumes transforms him into Proto Man. He plays identically to Mega Man, though the announcer and crowds acknowledge them as separate characters.

Miscellaneous
Mega Man's entrance animation sees him warp onto the stage in a yellow light. This animation is identical to how he warps into stages in Mega Man titles.

Mega Man's taunt sees him pump his arm cannon into the air and let loose a small spark from it.

Mega Man's victory theme is a remix of the first part of the Mega Man 2 title screen theme.

Red-youtube-logo-icon-8
Victory theme

Mega Man's victory poses are as follows: Mega Man fires a small ball of fire downwards, before jumping up with his arm outstretched above his head in a manner similar to his appearance on the box art for Mega Man Powered Up; Mega Man teleports onto the victory screen in a yellow column before posing with one arm held up in the air at a slight backwards angle, the other crossed in front of his chest, and his knees bent slightly; and Mega Man puts his hand on his arm cannon and fires a blast at an upwards angle.

JSSB Pokemon symbol
Jake's Super Smash Bros. character name - Meloetta
JSSB Pokemon symbol
648Meloetta
Meloetta, the Melody Pokémon, is a Normal/Psychic-type Mythical Pokémon. Meloetta is a Pokémon with a love of singing, its songs inspiring many famous compositions within the world of Pokémon. While its songs are also world-renown, the way that Meloetta sings them has a direct impact on the brains of those who hear them, and will alter their feelings in whatever way Meloetta desires. The Melody Pokémon has the ability to transform into a Normal/Fighting-type Forme by singing a special composition known as Perish Song.
JSSB character logo - Pokémon
First appearance:
Pokémon Black and White Versions (2010)
Special Attacks
Neutral Special: Echoed Voice is a Normal-type attack that debuted alongside Meloetta in Pokémon Black and White Versions. While the attack doesn't cause any status effects, the damage dealt by the move increases the more times it is used in succession. In Super Smash Bros., Meloetta sends out a ball of colourful pastel energy with a music note inside of it forwards, and it will explode after travelling a short distance or should it hit a foe. Echoed Voice can also bounce off walls.

Side Special: Light Screen is a defensive Psychic-type move that has appeared in every game in the Pokémon series. Light Screen reduces the amount of damage the user's party takes from special attacks. Meloetta can learn Light Screen via TM in its series of origin. In Super Smash Bros. Meloetta performs a spin in place and a wall appears for a short moment, which reflects projectiles, in front of it.

Up Special: Close Combat is a Fighting-type attack that debuted in the Generation IV titles Pokémon Diamond and Pearl Versions, which Meloetta learns at Level 78 and has a same-type attack bonus when used by Meloetta in its Pirouette Form. In the main Pokémon series, the attack is one of the strongest Fighting-type moves in terms of power, though cuts the user's Defense and Special Defense stats. In Super Smash Bros., Meloetta performs a spinning kick at a slightly-upwards angle in a manner similar to a pirouette. While not entirely useful as a vertical recovery, the attack deals a significant amount of damage and has high knockback potential in addition to covering an impressive horizontal distance.

Down Special: Last Resort is a Normal-type attack that debuted in Pokémon Diamond and Pearl Versions. In the Pokémon series, the attack is special in that it can only be successfully used once the user has used all of their other moves at least once, and it deals an impressive amount of damage because of this. In Super Smash Bros. Last Resort is actually a counterattack that bares little resemblance to its Pokémon counterpart. Should the attack's use be timed correctly in regards to taking an attack, Meloetta performs a fancy backflip to dodge the attack before letting out a shockwave of music that deals damage to any foe, including those who didn't attack Meloetta, in the direct area.

Final Smash: Perish Song is a Normal-type attack introduced in Pokémon Gold and Silver Versions. Perish Song could, in a sense, be classified as a one-hit KO move, as all Pokémon on the field that hear the song will 4 faint turns after the move is used. When Meloetta uses Perish Song in the Pokémon series, it will transform into its Pirouette Forme, making it Normal/Fighting-type instead of Normal/Psychic-type. In Super Smash Bros., Meloetta transforms into its Pirouette Form and begins to spin, a diamond of music notes appearing around Meloetta's body. Meloetta will then proceed to spin around the stage in a zig-zag pattern, dealing minor damage to all those that come in contact with it. If Meloetta hits the same foe four times during the duration of the move, the knockback dealt will be incredible, and will more than likely KO the fighter.

Alternate Costumes
Miscellaneous
Meloetta's entrance animation sees it float down from the sky on a bubble with a music note inside it.

Meloetta's taunt sees it perform a spin before posing in a manner near-identical to its pose in official artwork while floating.

Meloetta's victory theme is an orchestrated version of the opening of Champion Iris' battle theme from Pokémon Black and White Versions 2.

Red-youtube-logo-icon-8
Victory theme

Meloetta's victory poses are as follows: Meloetta sings, pastel-coloured music notes appearing above its head, as it floats midair in a relaxed position; Meloetta floats in a slow backflip, before performing a Pirouette as it lands; and Meloetta bounces across the ground on the tips of its toes three times in a ballet-esque fashion, before pirouetting.

JSSB Kirby symbol
Jake's Super Smash Bros. character name - Meta Knight
JSSB Kirby symbol
Meta Knight Planet Robobot
Meta Knight is the leader of a sort-of militia group known as Meta Knight's Corps and the pilot of the army's main base of operations, a flying airship based on his likeness known as the Battleship Halberd. Meta Knight is a character who works for himself, and sometimes assists Kirby while other times duelling him as a foe; his motives for doing either are always shrouded in mystery, though he seems to have righteous intents as he presents himself as a chivalrous warrior. Meta Knight is never seen without his mask, or his two main pieces of equipment: his Dimensional Cape, which is capable of manipulating space and transforming into a pair of bat wings, and his golden sword Galaxia, which grants him incredible power and is rumoured to have been created by the fire god Photron.
JSSB character logo - Kirby
First appearance:
Kirby's Adventure (1993)
Special Attacks
Neutral Special: Sword Beams are an attack commonly used by Meta Knight when he is fought as a boss within the Kirby series, and can additionally be used by Kirby himself should he gain the "Master" Copy Ability. In most Kirby titles, the Sword Beam attack sees Meta Knight swing his sword to create a large crescent projectile that flies forwards. In Super Smash Bros., Meta Knight's sword instead is engulfed with a green light and he swings it horizontally to create a small crescent projectile that travels quite a fair distance before it dissipates.

Side Special: Drill Rush is an attack that is used by Kirby when he acquires Meta Knight's sword after his defeat in Kirby & The Amazing Mirror. The Drill Rush, as one could imagine from its name, sees Meta Knight fly forwards while he holds his sword out in front of him and spins like a drill. This attack acts nearly identical to how Kirby performs it in Kirby & The Amazing Mirror, with the sole difference being that the player can adjust Meta Knight's angle while the move is active.

Up Special: Shuttle Loop is a move that Kirby is capable of performing in a number of different games should he gain the "Wing" Copy Ability; Meta Knight would also gain a similar move in his later appearances. The Shuttle Loop attack sees Meta Knight perform a jump as he holds his sword out to deal damage, before transitioning directly into a loop. After this move is used, Meta Knight will enter a gliding state, and he can perform a unique swiping attack should the standard move button be pressed while in this state; normal special moves can also be used while gliding. Upon attacking, or being damaged, while gliding, Meta Knight will immediately enter a helpless state.

Down Special: Mach Tornado is, in name only, an attack that Meta Knight (and Dark Meta Knight) often perform in their fights against Kirby. The attack in Super Smash Bros. however is more similar to the main maneuver that Tornado Kirby can use: transforming into a yellow tornado that can hover above the ground as the attack button is tapped. In Super Smash Bros. this attack acts nearly identical to the "Tornado" Copy Ability's technique: Meta Knight will spin around and become a tornado that damages foes on contact, and he can move left and right while the move is used. Tapping the special move button while Meta Knight spins will cause the move to be extended, and he can even float over nothing should he move off of a platform while Mach Tornado is being used.

Final Smash: Meta-Knights are a group of individuals led by Meta Knight that appear as mid-bosses in Kirby's Adventure and Kirby: Nightmare in Dream Land. Implied to be the elite attack force of Meta Knight's Corps, the group consists of Axe Knight, Javelin Knight, Trident Knight, and Mace Knight, who work under Meta Knight's direct commands. In Super Smash Bros. the attack begins with Meta Knight charging up a dark purple energy before he performs a larger, purple version of his Mach Tornado attack; this tornado has a vacuum effect that drags those nearby into it. After he has spun as a tornado for a short moment, he will raise his sword and call out "Come!" summoning the Axe Knight, Javelin Knight, Trident Knight, and Mace Knight to attack with their weapons to launch the trapped foes away.

Alternate Costumes
Miscellaneous
Meta Knight's entrance animation sees him teleport onto the stage, his cape wrapped around him.

Meta Knight's taunt sees him swing his sword down to his side as he calls "Fight me!"

Meta Knight's victory theme is a rock remix of the theme that plays in a number of Kirby games after the titular pink puffball defeats a mini-boss.

Red-youtube-logo-icon-8
Victory theme

Meta Knight's victory animations are as follows: Meta Knight unfolds his wings as he swings his sword with a flourish saying "Come back when you can put up a fight"; Meta Knight points his sword in the air, and it gleams brightly; and Meta Knight's sword is engulfed in flames and he swings it to shoot a crescent of fire.

JSSB Zelda symbol
Jake's Super Smash Bros. character name - Midna
JSSB Zelda symbol
HW Midna
Midna is a member of the Twili clan, who resides in the Twilight Realm, and the secondary protagonist of The Legend of Zelda: Twilight Princess. Midna initially asks for Link's help in retrieving the scattered pieces of the Fused Shadow, one of which she wears on her head, so she can return to her home after being banished by Zant. Once the two work together and become closer, Midna is revealed to be the princess of the Twilight Realm, who was usurped by Zant and escaped to Hyrule just as he began his conquest of the world of light.
JSSB character logo - The Legend of Zelda
First appearance:
The Legend of Zelda: Twilight Princess (2006)
Special Attacks
Neutral Special: Twilight Shock is a technique based on an ability Midna displays when she first meets Link in The Legend of Zelda: Twilight Princess. After encountering Link, who has been transformed into a wolf due to the power of the Triforce of Courage, in the jail cells beneath Hyrule Castle, Midna creates a small orb of black and orange energy which easily cuts through the chain that shackles Link to the wall. In Super Smash Bros. Midna creates this same orb of energy in her hands before throwing it straight forwards a short distances, paralyzing the a foe should they be hit by it.

Side Special: Dark Energy Attack is one of the deadliest attacks that Wolf Link can perform in conjunction with Midna, and must be used to defeat the Shadow Beasts that Zant sends after them. Similar to Link's recurring Spin Attack, Wolf Link charges up, with Midna pointing with her hair upwards to release a circle of black energy in a radius around them, before lunging towards any foe that steps within the circle around them. In Super Smash Bros., Midna summons one of the black Twilight wolves she utilizes in Hyrule Warriors, and will lunge forwards a short distance before the wolf disappears to knock away foes. If the attack is charged up by holding the special move button down, Midna will hold her hand up, like she does while Wolf Link charges this attack up in Twilight Princess, and charge up with energy to deal more damage. The basic, uncharged version of this attack can be seamlessly connected into a second dive should the special move be performed in the opposite direction before the wolf disappears.

Up Special: Twilight Portals are a common feature used by Link, Midna, and a variety of enemies throughout the events of The Legend of Zelda: Twilight Princess. Floating high above the ground, these portals are black with either teal or red lines crossing through them, and transform users into shards of twilight in order to transport them through the Twilight Realm and between the portals. In Super Smash Bros. this portal doesn't act in the quite the same way as it does in Twilight Princess, as it doesn't appear at the top of the screen. Instead, Midna simply disappears, leaving behind shards of Twilight, and appears a short distance away in whichever direction the control stick is held, the image of a vertical portal (which does not appear in Twilight Princes) appearing behind her.

Down Special: Hair Grab is a technique that uses Midna's hand-like hair, and based upon a technique that, while more prevalent in her Hyrule Warriors moveset, she first used in the battle against Dark Beast Ganon in Twilight Princess. Much like her basic charge attack from Hyrule Warriors, Midna grabs forwards with her hair, and will squeeze whatever foe she grabs in her clenching fist. The move will obviously fail should she miss an opponent, but if she does grab a foe it temporarily increases her speed and damage output, signified by a faint purple glow around Midna's body.

Final Smash: Fused Shadow is the name of an ancient relic that contains the tremendous power of the Dark Interlopers, who after being sealed away in the Twilight Realm by the Hyruleans would eventually evolve into the Twili. Collecting the shattered pieces of this relic is a major objective in Twilight Princess, and Link must defeat those who have been tainted by the shards' dark power. When Midna dons all three of the missing pieces, as well as the one she usually wears on her head, she transforms into a large, seven-legged, spider-like creature that pulses with teal energy. In Super Smash Bros., the three missing pieces of the Fused Shadow float around Midna before she transforms into this spider-like form, stabbing a spear she gains into the ground to release a pulse of energy that deals massive damage and knockback to all those nearby.

Alternate Costumes
Miscellaneous
Midna's entrance animation sees her appear out of a Twilight Portal.

Midna's taunt sees her float in a position similar to how she does in artwork for Hyrule Warriors, humming the beginning of her own theme song.

Midna's victory theme is a slightly-more aggressive orchestral remix of her own theme song from The Legend of Zelda: Twilight Princess, with a violin as the main instrument.

Red-youtube-logo-icon-8
Victory theme

Midna's victory poses are as follows: Midna rides on the back of one of her Twilight wolves, who howls up to the sky to the tune of Midna's theme; Midna teleports around quickly, eventually popping up with a twirl as she smirks; and Midna hides behind the completed Mirror of Twilight, popping up and laying down as she floats above it.

SSB Miitopia Series
Jake's Super Smash Bros. character name - Mii
SSB Miitopia Series
Miitopia Knight
Miis are a species of caricatures that were included on the Nintendo Wii system. Players could customize these Miis' faces to match their own or those of their friends on the Mii Channel, and all of the Miis would live together in the Mii Plaza. In Miitopia, the Miis lived happily in the peaceful land of Miitopia. One day, the Dark Lord appeared and began to steal the faces of all the happy Miis in Miitopia, and insulted them by taking their stolen faces and placing them on monsters. The knight is one of the classes one of the heroic Miis could take in Miitopia to fight against the Dark Lord and reclaim the Miis' faces.

The player can choose which Mii they will play as after picking them on the character select screen, and are able to choose from any of the Miis saved on the console. The Mii that is chosen affects gameplay in more than just an aesthetic sense- the Mii's set height and weight also affect their height, weight, and running speed in Super Smash Bros., which means that two Miis can play vastly different from one another.

JSSB character logo - Miitopia
First appearance:
Miitopia (2016)
Special Attacks
Neutral Special: Jump Attack is, as its name implies, a simple jump attack. The Mii will hop, and slice downwards as they do. In the air and on the ground, this attack can be charged. When charged up, the Mii will jump forwards a short distance, performing a slash in the middle of their jump or should they fly into another fighter. This extended Jump Attack does leave the Mii helpless, whereas the normal, un-charged attack will only leave them in a pseudo-helpless state.

Side Special: Cross Attack sees the Mii slash twice: the first hit sees the Mii stab forwards, while the second slash diagonally upwards. The initial stab doesn't deal knockback, instead stunning foes and keeping them in place so the second slice will hit them.

Up Special: Spin Attack is very similar to Link's well-known ability from The Legend of Zelda series, and in Super Smash Bros. as well; and it acts identically. The Mii spins around with their sword outstretched; in the air, this action propels them upwards. When used on the ground, the Mii will not travel upwards, but the attack can be charged to increase its duration.

Down Special: Everyone's Shield is a technique in Miitopia that sees a Warrior-class Mii increase the defence of his party, shielding them from most damage. In Super Smash Bros., this technique acts as a counter-attack; the Mii will hold their sword in front of their chest with the blade pointing upwards. Should they be attacked, the Mii will then furiously slash five times in front of them. If used multiple times within a short time without actually countering an attack, the Mii will instead only slash twice and deal less damage when they do eventually counter an attack.

Final Smash: Dark Attack is a more powerful version of the Jump Attack in Miitopia, and the final skill a Warrior can learn. In Super Smash Bros., the Mii will hold up their sword and it will be corrupted by a black and purple energy. They will then jump forwards, a distance slightly shorter than a fully-charged Jump Attack - and perform a slash should they come in contact with a foe. This will cause the dark energy to surround the foe, and then the Mii will strike at them multiple more times before the energy explodes and deals damage and knockback to all those nearby.

Alternate Costumes
A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
Miscellaneous
The Mii's entrance animation sees them drop from the sky as a light blue bubble, before popping into existence and holding their sword up skywards.

The Mii's taunt sees their face pop off of their head and into a blue bubble, which they pop with their sword. It then returns to its face.

The Mii's victory theme is a direct rip of the opening of The Great Sage's theme from Miitopia, with an original ending that incorporates a few beats of the Mii Channel theme from the Wii.

Red-youtube-logo-icon-8
Victory theme

The Mii's victory animations are as follows: the Mii, laying on the ground asleep, wakes up and fumbles around for their sword; the Mii holds their sword upwards, and it gleams bright; and the Mii swings its sword a few times before holding it out in front of them.

SSB Wii Music Series
Jake's Super Smash Bros. character name - Mii
SSB Wii Music Series
Wii Music musician
Miis are a species of caricatures that were included on the Nintendo Wii system. Players could customize these Miis' faces to match their own or those of their friends on the Mii Channel, and all of the Miis would live together in the Mii Plaza. In Wii Music, the player creates a band of Mii characters and work together to play various different songs by a number of different artists and from several classic Nintendo titles.

The player can choose which Mii they will play as after picking them on the character select screen, and are able to choose from any of the Miis saved on the console. The Mii that is chosen affects gameplay in more than just an aesthetic sense- the Mii's set height and weight also affect their height, weight, and running speed in Super Smash Bros., which means that two Miis can play vastly different from one another.

JSSB character logo - Wii Music
First appearance:
Wii Music (2008)
Special Attacks
Neutral Special: Handbell Harmony is one of the three side-minigames featured in Wii Music. In Handbell Harmony the players must try and accurately hit the notes of the song being played by shaking their Wii Remote and Nunchuck to play two handbells. In Super Smash Bros. the Mii shakes a handbell once, creating a small shockwave around its body. The attack is fairly weak and the Mii can even use the attack while moving, as they do not stop when they shake the bell. The attack can be used indefinitely in succession, though the shockwave will get smaller and smaller, and thus deal less and less damage, the more times it is used.

Side Special: Electric Guitars are a type of hand-based instrument that are imitations of the typical wooden chordophone that use transducers to convert the string's vibrations into electrical signals. In Super Smash Bros. the Mii mimics a popular move often performed by rock stars: the Mii jumps forwards, sliding forwards across the ground as they strum their guitar. If used in the air the Mii will jump forwards before entering a pseudo-helpless state. Either in the air or on the ground, the Mii damages all those they touch while the move is being performed.

Up Special: Trumpets are a type of brass aerophone, often used in orchestral or jazz performances. In Wii Music the Trumpet is one of the most basic types of instruments that can be used, and is played by using the 1 and 2 button exclusively. In Super Smash Bros. the Mii comically aims their trumpet downwards and produces a loud noise) that launches them upwards a fair distance, which also pushes nearby foes downwards without dealing damage to them.

Down Special: Maracas is a rattle instrument often made of wood and filled with small beans, and a playable instrument in Wii Music. Contrary to how it is used to create music, the Mii instead throws it forwards quickly, sending it tumbling through the air.

Final Smash: Be-Bops are a collection of four, apparently somewhat-sentient, musical notes that serve as the metronome for the player in Wii Music, keeping time to the song by bouncing up and down. In Super Smash Bros., the Mii will summon and begin to play a piano, creating a musical score that continues a fair distance to its right. This musical score traps foes in place and, after a moment, the four Be-Bops will bounce down and destroy this musical score and launch away the fighters trapped within it.

Alternate Costumes
A player can not choose which alternate costume they use as a Mii, as it is automatically determined by the Mii's "favorite color".
Miscellaneous
The Mii's entrance animation sees them appear on a small stage that rises up from the ground slowly, which then descends again and leaves the Mii on the ground of the stage.

The Mii's taunt sees them spin around and pose with both arms above their head at an angle, one leg bent slightly, and the other held straight-out with their heel perched on the ground.

The Mii's victory theme is a short remixed portion of the Wii Music main theme.

Red-youtube-logo-icon-8
Victory theme

The Mii's victory animations are as follows: the Mii and Sebastian Tute both play pianos, and they grin at each other happily as they tap the keys; the Mii sits down on the ground playing a shamisen along their victory theme; and the Mii beats on a large timpani drum three times before The Tutes from Wii Music break out of it, startling them.

SSB Battle Clash Series
Jake's Super Smash Bros. character name - Mike
SSB Battle Clash Series
Battle Clash Mike Anderson
Mike Anderson is the main protagonist of Battle Clash, a game which utilized the Super Scope peripheral for the Super Nintendo Entertainment System. He is an American contender in the Battle Game, and the pilot of the Standing Tank mecha called the Falcon. The champion of the Battle Game, a ruthless fighter known as Anubis, fought and killed Mike's father, and now he swears revenge on the leader of the Eltorian race.
JSSB character logo - Battle Clash
First appearance:
Battle Clash (1992)
Special Attacks
Neutral Special: Blastris was one of the many games included within Super Scope 6, which came packaged with the Super Scope peripheral. Based upon the Blastris B minigame, Mike fires a small cube from his Super Scope, which travels forwards. Once the cube is on the screen, using the attack button will cause Mike to shoot a small orb of energy that will knock the Blastris cube over. The cube will explode should it touch a foe, but the explosion will change depending which coloured side of the cube touches a foe. If blue, the cube's explosion will be more of a pulse, dealing less damage but more knockback; if green, the explosion will deal a mediocre amount of damage with knockback depending on the foe's current amount of damage; and if yellow, will deal a massive amount of damage but a set amount of little knockback. Shooting the Blastris will always change the colours in the order of blue → green → blue → yellow. Only one cube can be on-screen at a time, though it will explode if left alone for long enough.

Side Special: Yoshi's Safari was a first-person rail shooter titled that starred Mario and Yoshi as they used the Super Scope to defeat the invaders of Jewelry Land. As Yoshi appears as a playable character in Super Smash Bros., the move substitutes him out for the Yoshi Bike from Mario Kart 8 and Mario Kart 8 Deluxe. Mike will summon this Yoshi bike and blast forwards at a high speed, and the player can have him fire his Super Scope to deal damage as he's on the bike using the standard attack button, as the special attack button will cause him to disembark the vehicle. Unlike Wario's similar Wario Bike, Mike does not deal damage if he runs into a foe while on the Yoshi Bike, and will instead only travel through them, forcing the player to use his Super Scope to shoot foes.

Up Special: LazerBlazer was a minigame included alongside the Super Scope peripheral's pack-in game title Super Scope 6. In that game, the player had to use the Super Scope to shoot down missiles that travelled from one side of the screen to the other. In Super Smash Bros., Mike will ride atop the white missile found in that game as it travels upwards in a diagonal direction, exploding once it hits a foe or if the the special attack button is pressed again; in the case of the latter, the missile will be shot down by a red reticle, forcing Mike to abandon it and begin to fall helpless. While the explosion is fairly powerful and the distance the missile flies is fairly great, if Mike is riding the missile when it collides with a foe he will take a small amount of recoil damage.

Down Special: Mole Patrol was another game included within the Super Scope 6 minigame collection. In it, the player had to use the Super Scope to shoot strange little creatures that pop out of holes in the ground; a game similar to the Whac-A-Mole game found in many arcades. In Super Smash Bros., Mike will toss one of these small creatures into the air before using his Super Scope to send it flying forwards at a high speed.

Final Smash: Falcon is the name of Mike's Standing Tank from Battle Clash, which he summons from the sky and boards for his Final Smash. When he is in the Falcon, he is capable of marching around and jumping, in addition to attacking with energy blasts; he is capable of firing a rapid-shot blaster with the standard attack button, and can charge up more powerful blasts with the special attack one. After a short amount of time, the Falcon will eject Mike and explode, damaging all those nearby.

Alternate Costumes
Miscellaneous
Mike's entrance animation sees him fall slowly down onto the stage as he rides atop the Tetromino-esque series of blocks found in Blastris: Type A. As the blocks touch the ground, they disappear in a flash, and Mike hops down and readies his Super Scope.

Mike's taunt sees him get targeted by a yellow reticle, before he fires at the screen and it disappears.

Mike's victory theme is a remix of the "Test Aim" theme from Metal Combat: Falcon's Revenge.

Red-youtube-logo-icon-8
Victory theme

Mike's three victory animations are as follows: Mike flies in while riding the Falcon, ejects, and fires a bolt at the ground before landing; an Octo from Yoshi's Safari flies up out of the ground and Mike shoots it, launching it away; and Mike fires three blasts in the air before turning and aiming at the camera with a smirk.

JSSB Mario symbol
Jake's Super Smash Bros. character name - Mimi
JSSB Mario symbol
Mimi SPM
Mimi is a mysterious individual who serves as one of the villains of Super Paper Mario. Mimi is a girl who serves under Count Bleck, who often uses her cute appearance to mask her true cruel and violent nature. She is theorized by Carson to be a failed Pixl or the unintended result of shape-shifting experiments, as not only can Mimi accurately mimic another person's appearance, but her true form is that of a large spider.
JSSB character logo - Paper Mario
First appearance:
Super Paper Mario (2007)
Special Attacks
Neutral Special: Rubee Barrier is a technique that Mimi uses a number of times during the events of Super Paper Mario, utilizing the red jewels to protect herself instead of as an attack like she usually does. In Super Smash Bros. Mimi summons a ring of three small Rubees around herself, which spin around her to act as a shield. These Rubees will absorb the power of up to three energy-based projectiles before breaking, though the player can use this special move again at any time to throw the remaining Rubees forwards. Physical attacks and projectiles will destroy one of the Rubees in a single hit.

Side Special: Rubee Shot is a move based on one of the attacks Mimi uses in her true, spider-like form, in Super Paper Mario. Rubees are a type of red crystal adored by the little girl, and she has a large stash of such stones kept in Merlee's Mansion, which she had taken over and cursed for a time. In Super Paper Mario, Mimi would fire these crystals out at Mario and his allies, which could be picked up and thrown by Thoreau the Pixl. In Super Smash Bros. Mimi summons a Rubee and throws it in a slight arc forwards with a spiked end facing away from her. This Rubee acts as a physical projectile that travels a fair distance at a slow speed, though it has a unique quality in that in can be thrown at a wall and be used as a soft platform temporarily. A Rubee that is stuck in the wall can be destroyed with a single attack, and it will disappear after a few short moments or when Mimi throws another one.

Up Special: Teleporting is a skill that most of the villains affiliated with Count Bleck display in Super Paper Mario, Mimi being one of them. In Super Smash Bros., Mimi teleports upwards, or in whatever direction the control stick is tilted, a fair distance, appearing and disappearing in a red light that deals slight damage to any nearby foe.

Down Special: Shapeshifting is Mimi's most notable ability, which she uses quite a number of times during the events of Super Paper Mario, sometimes for comedic effect despite her nature. In Super Smash Bros. Mimi uses her shapeshifting ability as a counterattack. Mimi will perform a pirouette to dodge out of the way of her opponent's attack, before transforming into them to perform the exact same move that was used on her. If she tries to counter a projectile, she will instead just dodge out of the way and not actually retaliate.

Final Smash: Rubee Rain is an attack based on an attack that Mimi uses against Mario and his allies when in her spider-like form. As its name implies, the attack sees Mimi rain large Rubees down upon the enemy. In the first battle against her, in Chapter 2 of Super Paper Mario, Mimi transforms into her spider form and climbs onto the ceiling, summoning these large red jewels and throwing them at her opponents. In Super Smash Bros. the attack acts similarly, with Mimi transforming into her true form and climbing up the side of the screen and off the top of it. She will then begin summoning a series of red jewels down upon the area around where the move began. After throwing five of these large Rubees, Mimi will teleport back to where she used the move.

Alternate Costumes
Miscellaneous
Mimi's entrance animation sees her warp onto the stage, clap, and wink.

Mimi's taunt sees her wink and blow a kiss out in front of her, a small pink heart rising from her head as she does so.

Mimi's victory theme is a cheerful remix of Mimi's battle theme from Super Paper Mario.

Red-youtube-logo-icon-8
Victory theme

Mimi's victory poses are as follows: Mimi jumps out of a large pile of Rubees, waving with both of her arms as she does so; Mimi winks towards the camera before summoning a giant Rubee to lean against; and Mimi transforms from her true form into her girl form, before angrily waving her hand at the camera.

SSB Danganronpa Series
Jake's Super Smash Bros. character name - Monokuma
SSB Danganronpa Series
Monokuma DR1
Monokuma is, as implied by his name, a small robotic bear who sports a monochromatic colour scheme, who serves as the mascot for the Danganronpa franchise. Monokuma serves as the host of the series' many Killing Games, taunting those who have been trapped in a game of life or death with various motives in order to drive his targets to despair, and eventually to murder one of their acquaintances. Monokuma primarily acts as the de facto headmaster of the elite private school Hope's Peak Academy, where only students with "Ultimate" talents are selected to study.
JSSB character logo - Danganronpa
First appearance:
Danganronpa: Trigger Happy Havoc (2010)
Special Attacks
Neutral Special: "It's Punishment Time!" is a quote said by Monokuma at the conclusion of any trial, before the execution of a blackened occurs. In the short cinematic that plays in every Danganronpa title that features this quote, Monokuma slams a small gavel down onto a large red button, before the screen transitions to a pixellated arcade game-like screen where Monokuma walks onto the screen and drags the blackened back the way he came. In Super Smash Bros. this short cinematic has been exaggerated a bit - Monokuma pulls out a large wooden hammer and slams it downwards. The attack can be charged by holding down the special attack button, and doing so for long enough will have it glow a light blue energy and also bury foes. When playing as Monokuma and not one of his alternate character slots, he will sometimes yell "it's punishment time!" while before swinging the hammer down, and other times may laugh.

Side Special: Mr. Monokuma's Lesson is not the name of an ability Monokuma has demonstrated in the Danganronpa series, but rather the name of a recurring musical piece that serves as the character's theme song. The attack in Super Smash Bros. is actually a series of four different powerful physical attacks that can be executed in succession should the player push the special attack button four times. The first punch is an extended punch out to his left as he faces towards the screen, followed by an upwards kick, a front-handed slap, a downward punch with his hand engulfed in flames, and following it up with him putting his the base of his paws together and facing the ends of them away together as he shoots forwards a small blue laser blast. These all come from different attacks Monokuma performs on similar mascot-like characters throughout the series, with him performing the first two attacks in Chapter 1 of Danganronpa 2 on Monomi, the third attack (Monokuma Heaven's Door) in Chapter 3 of Danganronpa 2 again on Monomi, and the final two in the prologue of Danganronpa V3 on the Monokuma Kubs.

Up Special: Despair-Inducing Uppercut is an attack based upon a pose Monokuma frequently takes in promotional artwork for the Danganronpa series. Initially being used in the opening sequence of Danganronpa: The Animation this pose sees Monokuma jumping up and performing an uppercut-like slash attack with his left claw flying upwards over his head. In Super Smash Bros. Monokuma performs this same attack while also jumping upwards a fair distance.

Down Special: Guard Monokumas are a type of Monokuma present in Danganronpa Another Episode: Ultra Despair Girls, serving as one of the recurring enemies that Komaru Naegi must defeat. Guard Monokumas carry large riot shields and wear protective gear, making them very defensive enemies that can only be damaged from behind. In Super Smash Bros. Monokuma pulls out the Guard Monokuma's large riot shield, which is black with Monokuma's red eye printed on it and the word "KUMA" typed underneath, and holds it in front of him. Contrary to it being a simple piece of metal, the shield reflects all physical-based projectiles and absorbs any energy-based ones. Energy-based projectiles absorbed by the shield also push Monokuma backwards a very short distance, but he will not be knocked back should he be on a ledge.

Final Smash: "Blast Off!" is the name of the first execution that occurs in the Danganronpa games. The execution of the actual headmaster of Hope's Peak Academy features as the opening sequence of Danganronpa: Trigger Happy Havoc, depicting the man getting trapped in a rocket and launched into orbit before disintegrating due to being unprotected by the g-forces of the high-velocity launch. In Super Smash Bros., Monokuma's Final Smash mimics the original appearance of the Blast Off! execution: Monokuma spawns a small iron maiden-like rocket in front of him that remains open for a short moment before closing itself, trapping any opponent that touches it inside. After closing Monokuma chuckles and points upwards, causing the rocket to blast upwards off the top of the screen, damaging anyone in its path, before a short cinematic of the rocket blasting up into space before running out of fuel and falling back to Earth plays, and the rocket falls back down into the stage (as the battle resumes), detonating upon impact on any platform to knock the trapped foes, and anyone nearby, away. During the rocket's launch, a small excerpt of the theme that plays during said execution can be heard, replacing whatever theme was playing during the battle.

Alternate Costumes

Instead of having two special alternate costumes like all other characters, Monokuma instead has seven different Monokuma units as "special" costumes to replace them: in order these are Monotaro, Monophanie, Monokid, Monosuke, Monodam, Shirokuma, and Kurokuma. Each of the different characters have their own unique voice clips, announcer calls, and crowd chants, but play identically to Monokuma in every way.

Miscellaneous
Monokuma's entrance animation sees him get launched straight into the air from beneath the ground, and he flails his arms about while airborne before landing with his feet on the ground.

Monokuma's taunt sees him place his paws on his stomach and cackle loudly, his eye glowing brighter than normal as he does so.

Monokuma's victory theme is a remix of the jingle that plays whenever an NG Code is activated in Danganronpa 3: The End of Hope's Peak Academy - Side: Future in the style of his recurring theme song, Mr. Monokuma's Lesson. Interestingly, Monokuma's victory theme is the first in the series to not originate from a video game, as Danganronpa 3 is an animated television program.

Red-youtube-logo-icon-8
Victory theme

Monokuma's three victory animations are as follows: Monokuma performs a strange dance, identical to the one he performs in the opening sequence for Danganronpa: The Animation; Monokuma laughs, his paws on his stomach, and begins to laugh even more increasingly-insanely before he detonates; Monokuma sits on the ground and stirs around a large pot of honey while looking upwards in bliss.

JSSB Pokemon symbol
Jake's Super Smash Bros. character name - Moon
JSSB Pokemon symbol
Sun Moon Protagonist female
Moon is the female playable character in 2016's Pokémon Sun and Moon. A young girl from the Kanto region, she and her mother move to the Alola region, where she begins her Pokémon adventure. Living in the Hau'oli Outskirts, she initially travels to Iki Town to get her Starter Pokémon from the Melemele kahuna, Hala, befriending Professor Kukui's assistant, Lillie, before meeting him. Moon's appearance in Super Smash Bros. more closely draws from her appearance in the Pokémon Adventures manga series, where she is a pharmacist from a family of scholars who is also a proficient archer.
JSSB character logo - Pokémon
First appearance:
Pokémon Sun and Moon (2016)
Special Attacks
Neutral Special: Bows are a weapon capable of firing arrows. In the Pokémon Adventures manga series, Moon, a skilled archer, uses a bow and PokéBall-tipped arrows in order to knock down berries (or other ingredients for her medicines) that are too high for her to reach normally. In Super Smash Bros., she fires this PokéBall-tipped arrow forwards; the player can hold down the button to charge the attack, increasing the distance it travels and speed at which it does. As it has a PokéBall stuck to its tip, the arrow will merely bounce off any foe it hits, and thus it can bounce off one foe and, should another be close enough, into another foe; though the second hit will, of course, deal much less damage.

Side Special: Poison Jab is a physical Poison-type attack that appears in all Pokémon games beginning with Pokémon Diamond and Pearl Versions. Obviously, being a human, Moon can not perform the attack in the same way as a Pokémon would be able to. Instead of performing a punch infused with poison, Moon instead uses one of her PokéBall-tipped arrows (this time, the head is based off the appearance of a Master Ball, however) in a manner similar to how one would a dagger; slicing forwards quickly. This attack deals little knockback, but it will deal significant damage to any hit. The attack also 'poisons' those hit, meaning they will take 1% or 2% damage every few moments for a second or two after the attack hits.

Up Special: Rowlet is a Grass/Flying-type Pokémon introduced as one of the three Starter Pokémon of the Alola region in Pokémon Sun and Moon; in the Pokémon Adventures manga series, Moon adds a Rowlet she rescues from a Popplio's water balloon to her party after leaving Melemele Island. In Super Smash Bros., Rowlet quickly exits its PokéBall and carries Moon upwards a fair distance, before dropping her. When in midair, Moon is in a pseudo-helpless state.

Down Special: X Speed is a type of medicine that has appeared in every Pokémon title to date. Since the series' inception, the X Speed can be used in battle in order to increase the speed level of a Pokémon by one. In the Pokémon Adventures manga, Moon is a pharmacist, and in Super Smash Bros. she swallows a modified X Speed to increase her own running speed and jump height temporarily (as indicated by a cyan glow that surrounds her).

Final Smash: Venoshock is a powerful Poison-type attack introduced into the Pokémon series with Pokémon Black and White Versions. Moon is an avid fan of Poison-type Pokémon and attacks - she carries both an Alolan Grimer and Mareanie on her team. While neither have been shown capable of using Venoshock in the manga series (they can both learn it in the Pokémon video games however), in Super Smash Bros. she summons them both to use this move simultaneously. This attack unleashes a powerful barrage of poisonous spikes that spray out around Moon in all directions, dealing massive damage to those around her.

Alternate Costumes

Credit to Morki95 for making the Team Skull and Aether Foundation alts.

Miscellaneous
Moon's entrance animation sees her jog onto the stage, with her Grubbin resting on her head, which then promptly goes into its PokéBall.

Moon's taunt sees her pull out a piece of candy wrapped in blue foil - making it appear similarly to a Rare Candy - and eat it.

Moon's victory theme is a remix of the Grand Trial completion fanfare from Pokémon Sun and Moon.

Red-youtube-logo-icon-8
Victory theme

Moon's victory poses are as follows: she sprays a potion on her Alolan Grimer, which smiles happily and she pats on the head, its goop getting on her hand which she wipes on her shirt; Moon feeds a berry to her Grubbin, sitting on her head, before she eats one of her own happily; and Moon tries adjusting her bow, accidentally firing a PokéBall-tipped arrow towards the ground which bounces back to hit her face, releasing her Alolan Grimer.

SSB Game & Watch Series
Jake's Super Smash Bros. character name - Mr. Game & Watch
SSB Game & Watch Series
2TDgs5G
Mr. Game & Watch is not technically a singular character from any title, but rather an amalgamation of all the shadowy human-like creatures known as Monochromes that appear in the Game & Watch handheld games developed by Nintendo from 1980 to 1991. The Game & Watch titles were created by Gunpei Yokoi, and several different variations of the initial single screen tablet-like design would become available in time and eventually inspire the designs of the Game Boy Advance SP, Nintendo DS, and Nintendo 3DS handheld consoles. Mr. Game & Watch appears to be aesthetically based on the generic characters from the Fire and Parachute titles, with a thin stickfigure-like frame and big head with a bulbous nose.
JSSB character logo - Game & Watch
First appearance:
Ball (1980)
Special Attacks
Neutral Special: Chef was an early Game & Watch title that saw release in North America and Japan in September 1981. In this game, the player controls a chef, who must move back and forth to keep different items of food, such as bacon or sausages, from touching the ground by flipping them up with his frying pan. In Super Smash Bros., Mr. Game & Watch uses a frying pan to flip these same food items forwards at set trajectories. While weak projectiles, fighters can also come in contact with the frying pan Mr. Game & Watch holds to be burned and take more damage as well. Up to five pieces of food can be thrown in rapid succession by holding the special attack button down or by tapping it.

Side Special: Judge was one one of the first Game & Watch titles, initially released in October 1980. In this game, two characters with hammers would hold up a sign with a randomly-chosen number from 1-9 printed on it. Depending on whether the player's number was higher than their opponent's, the player could then choose to either hit the other player or run away. In Super Smash Bros., Mr. Game & Watch holds up a sign as he swings a hammer forwards. The sign he holds up will also have a randomly-generated number printed on it, changing the effects of the attack. The numbers and their effects are:

  • 1 - This attack deals a minuscule amount of damage that doesn't even cause opponents to flinch. Regardless of whether this attack connects with a foe or not, Mr. Game & Watch will always take 10% recoil damage.
  • 2 - This attack deals more damage as well as a minor amount of knockback to foes. It also has a slight chance of causing opponents hit by it to trip.
  • 3 - This attack is weaker, but deals quite a lot of damage to shields. Those hit by the attack are knocked towards Mr. Game & Watch, allowing him to hit them with another attack right away easily.
  • 4 - This attack deals moderate amount of damage, but launches fighters in a diagonal direction.
  • 5 - This attack deals a very small amount of damage, but sees the user get shocked by four electrical discharges, thus adding up to a moderate amount of damage dealt.
  • 6 - This attack deals quite a bit of damage and deals flame damage to a foe while also knocking them downwards. This attack has the second best knockback potential.
  • 7 - This attack deals a moderate amount of damage but little knockback. Regardless of whether the Food item is turned on or not, an apple will appear should Mr. Game & Watch's hammer make contact with a foe; even if they are invincible, the apple will still drop.
  • 8 - This attack deals a fair amount of damage but knocks foes a set distance away while also encasing them within a chunk of ice.
  • 9 - The strongest and rarest number Mr. Game & Watch can draw, this attack deals massive damage and knockback that has the ability to KO foes at smaller damage percentages, being able to KO most reliably at 13%.

Up Special: Fire, which initially released in July 1980, was a Game & Watch title that saw the player control two firefighters as they used a trampoline to bounce people escaping from a fire to safety. In Super Smash Bros., Mr. Game & Watch summons these firefighters to launch him upwards with their trampoline. While this causes Mr. Game & Watch to enter a pseudo-helpless state, at the peak of his jump Mr. Game & Watch will also open up a parachute to slow his descent, though this parachute will disappear either once he takes damage or once he performs an attack.

Down Special: Oil Panic was a Game & Watch title released on a dual-screen handheld in 1982. This game saw a character having to use a bucket to catch oil from a leaky pipe and dump it from the building's second story into a large oil drum. In Super Smash Bros., this attack acts as a sort of projectile-based counterattack: Mr. Game & Watch holds an empty bucket that will transform any energy-based projectile into a small portion of oil. After collecting four projectiles, using the move again will see Mr. Game & Watch release the contents of the bucket as a large oil spill. The damage and knockback dealt by the attack is dependant on the projectiles Mr. Game & Watch absorbed previously, and some more-powerful projectiles are capable of filling up the bucket in only one or two uses; this move can potentially OHKO an opponent should the absorbed projectiles be strong enough. Mr. Game & Watch also does not need to collect all projectiles at one time, and the current contents of his bucket are not depleted even should he be KO'd.

Final Smash: Octopus, released in 1981, was a single-screen Game & Watch title. The game featured a diver, who needed to avoid the randomly-moving tentacles of a large octopus as they went to retrieve treasure. In Super Smash Bros., instead of emulating this game as many of his other moves do, Mr. Game & Watch instead transforms into the octopus from this game, and can move about (at a slow speed) and attack his opponents with his tentacles. Pressing the standard or special attack buttons cause the octopus' tentacles to extend slightly. Oddly, though the Octopus appears to float above the ground, it still requires ground beneath it; it can fall off stages still.

Alternate Costumes
Miscellaneous
Mr. Game & Watch's entrance animation sees him travel across two faded Game & Watch LCD frames, and then appearing in his full coloration on the third.

Mr. Game & Watch's taunt sees him ring a bell three times.

Due to the Game & Watch consoles lacking the ability to play music (or any sounds other than generic beeps), Mr. Game & Watch's victory theme is of purely original creation, though does include the aforementioned beeping.

Red-youtube-logo-icon-8
Victory theme

Mr. Game & Watch's three victory animations are as follows: Mr. Game & Watch rings his bell, changing direction after the soundbite plays; Mr. Game & Watch juggles three balls in an identical way to the juggler from Ball; and Mr. Game & Watch jumps up and down.

JSSB Rare symbol
Jake's Super Smash Bros. character name - Mumbo
JSSB Rare symbol
MumboJumbo
Mumbo Jumbo is a powerful shaman who resides in a world named after himself - Mumbo's Mountain. Throughout the Banjo-Kazooie series, Mumbo is an invaluable ally to the bear and bird throughout their many adventures. During their first fight against Gruntilda Mumbo aids the two by transforming them into a number of different creatures to aid in traversing the many worlds inside Grunty's Lair, and in Banjo-Tooie Mumbo uses his magic to alter the landscapes of the world after his role was taken over by his new rival Humba Wumba. After the Lord of Games sets up a vehicle-based challenge for Banjo, Kazooie, and Grunty, Mumbo returns once more to aid his friends by building them the vehicles they conceive.
JSSB character logo - Banjo-Kazooie
First appearance:
Banjo-Kazooie (1998)
Special Attacks
Neutral Special: EMP is a spell that Mumbo can perform inside the perimeter of Grunty Industries. This spell allows Mumbo to temporarily disable machinery, allowing Banjo and Kazooie to traverse areas they couldn't before. In Super Smash Bros. this technique acts very differently however: Mumbo holds up his wand and releases a pulse of energy. This pulse reverses the direction of incoming projectiles that hit it, but serves very little use otherwise. Enemies hit by it are bounced back a short distance and take a very very small amount of damage, but the fact that there is a bit of cooldown after use makes its primary function that of a reflector.

Side Special: Zap Stick is Mumbo's main method of attack in Banjo-Tooie, and one of the few abilities the shaman can perform without standing on a Mumbo Pad. This attack sees Mumbo hold his wand out and release a purple electrical charge from it, sending out small sparks as long as the attack is used. In Super Smash Bros. this attack is similar to its original incarnation, and paralyzes foes hit by it. One major difference in its Super Smash Bros. appearance is that the effect will weaken the longer the attack is used.

Up Special: Levitate is a spell used by Mumbo in Banjo-Tooie. In Glittergulch Mine, Mumbo must use this spell while standing on a Mumbo Pad in order to lift a large boulder into a Crushing Shed and also put Chuffy the steam engine back on the train tracks. In Super Smash Bros. this technique is also a reference to a technique players can perform in Banjo-Kazooie: Nuts & Bolts - by placing an object within the Trolley that Banjo and Kazooie drive in Showdown Town and standing atop it, they can essentially fly by then using the Magic Wrench on the vehicle itself. In Super Smash Bros. Mumbo summons the trolley from Nuts & Bolts and uses the Levitate spell to lift it a short distance in the air. The trolley acts as a moving platform that any fighter can stand on, and as such Mumbo does not enter a helpless state after its use. Mumbo can only use it once before needing to touch the ground again.

Down Special: Pumpkins are a gourd, and one of the many things that Mumbo transforms Banjo and Kazooie into during the event of Banjo-Kazooie. As a pumpkin, Banjo can travel through small gaps and across thorny rose bushes without harm. In Super Smash Bros. Mumbo uses this same spell to transform himself into a pumpkin. If Mumbo becomes a pumpkin in the air, he will fall to the ground and deal damage to those he hits. When Mumbo is a pumpkin on the ground, the player can move him left or right, allowing him to move around quicker than normal, but he will still take damage from attacks and 1.5x the amount of knockback. Mumbo can not attack as a pumpkin, and pressing the special attack button will cause him to transform back into his normal self.

Final Smash: Summon is the spell that Mumbo Jumbo can use via the Mumbo Pad present in Mayahem Temple. This spell causes the shaman to summon the Golden Goliath and give it life, allowing the player to control it for a temporary amount of time. In Super Smash Bros. Mumbo uses this spell to summon the Golden Goliath, who the player will then control as Mumbo moves into the stage's background. The Golden Goliath only has a handful of attacks, all of which consist primarily of basic kicks and punches, but his large size gives him great range and damage output. The player can be attacked while controlling the Golden Goliath and this will cause Mumbo's damage percentage to increase (albeit slowly, as the Goliath will only take half the amount of damage); it does not take any knockback nor will flinch from attacks, however. This will last for a short period of time, noted by the intensity of the purple glow that surrounds the giant.

Alternate Costumes
Miscellaneous
Mumbo's entrance animation has him asleep in a chair, before shaking his head awake and standing up on the battlefield. As he takes a battle stance his chair disappears.

Mumbo's taunt sees him spin his wand in his hand before planting it on the ground and leaning against it with a yawn.

Mumbo's victory theme is a powerful percussive remix of the opening notes of the theme that plays on Mumbo's Mountain in Banjo-Kazooie.

Red-youtube-logo-icon-8
Victory theme

Mumbo's victory animations are as follows: Mumbo waves his wand before holding it up into the air and saying "eekum bokum" as sparks fly out of his stick; Mumbo, holding a small brown sac out in front of him, hops from foot to foot while chanting "eekum bokum" before lightning strikes behind him and causes the shaman to jump; and Mumbo twirls his wand in his hand and it transforms into a wrench, then he does the same and it transforms back into his wand as he screams "oomenacka!"

SSB Nintendo Power Series
Jake's Super Smash Bros. character name - Nester
SSB Nintendo Power Series
Nintendo Power Nester
Nester was the mascot of the Nintendo Power magazine from the first issue that released in 1988 all the way until its fifty-fifth issue released in 1993. While also serving as the magazine's mascot Nintendo Power also featured a comic strip that focused around Nester and a fictionalized version of then-president of the "Nintendo Fun Club" Howard Phillips titled Howard & Nester (later Nester's Adventures, after Howard Phillips left the company), which often saw the two travel into the world of various NES games to offer tips to the reader and the game's characters. Nester eventually starred in his own video game released for the Virtual Boy titled Nester's Funky Bowling, and appeared under the name of "Lark" in Pilotwings 64. The 20th anniversary issue of Nintendo Power depicted a grown-up Nester, who had a kid named Max. Max and Nester would appear together one final time in the last issue of Nintendo Power, with the latter reminiscing about all the memories he had with the magazine.
JSSB character logo - Nintendo Power
First appearance:
Nintendo Power #1 (1988)
Special Attacks
Neutral Special: Bow is a recurring weapon from The Legend of Zelda series, and the original The Legend of Zelda title was the focus of the first Howard & Nester. In the first entry of the Zelda series, the bow can be acquired by Link in Level-1, and after the Arrow is purchased from a merchant, he will have a near-infinite amount of long-ranged attacks at his disposal, as using the bow costs Rupees instead of arrows. In Super Smash Bros. Nester equips the bow and will fire an arrow from it, both of which use their sprites from the original The Legend of Zelda, forwards. The distance, speed, and damage dealt by the arrow can be increased by charging the attack.

Side Special: "Alakazam!" is a nonsensical word often used by magicians while performing tricks. In the tenth issue of Nintendo Power, Nester, dressed as a mage, attempts to use a magical spell in an attempt to break into the Tantegel Castle of Dragon Warrior. This attempt, much like his earlier ones, fails, and Nester begins working on another plan. In Super Smash Bros. Nester pulls out the same wand he wielded in the panel of the comic, and releases a stream of yellow energy from the jewel at its top, which travels in a small arc.

Up Special: Super Leaf is the name of a power-up from the Super Mario series, first appearing in Super Mario Bros. 3. Howard and Nester visit the Mushroom Kingdom in the twelfth issue of Nintendo Power, where they teach the reader that it is possible to fly above the level with the Super Leaf to avoid any dangers that they may otherwise face. In Super Smash Bros. Nester gains the ears and tail that signify the Super Leaf's power and begins to fly upwards at a diagonal angle in a pose identical to the one Mario takes when flying in Super Mario Bros. 3. Unlike Mario in the games where he can use the Super Leaf, Nester deals damage to any fighter he touches during the move's use, but will fall into a pseudo-helpless state once it is done.

Down Special: Tetris is a tile-matching puzzle game created by Alexey Pajitnov and originally released on the Electronika 60 as an entirely text-based program. Nintendo eventually developed a version of Tetris for the Game Boy, which is perhaps the most well-known of the game's many re-releases and successor and Pajitnov has gone on record to say the version is his favourite. Howard and Nester of the Nintendo Power comics starred in a strategy guide for the Game Boy release of the title, with Howard appearing as the orange L Tetromino and Nester the yellow O. In Super Smash Bros. Nester takes this appearance, and crashes downwards to deal damage to any foe that may be beneath him. When used on the ground, Nester will temporarily transform into his appearance from this guide and spin around, holding his stick-like arms straight outwards to damage nearby does.

Final Smash: Nintendo Power is the name of a magazine published by Nintendo of America, containing tips, previews, and reviews for a number of different titles released on Nintendo consoles, and where the Howard & Nester comics were featured. When the move is activated in Super Smash Bros., Nester summons a large Nintendo Power comic in front of him, which shuts closed after a moment to trap all foes nearby. These fighters are thrown into a cinematic where they are attacked by a variety of sprites from a number of Nintendo titles including Birdo from Super Mario Bros. 2, Bowser from Super Mario Bros. 3, Link from Zelda II: The Adventure of Link, Ridley from Metroid, and Pit with the Three Sacred Treasures from Kid Icarus before being launched away by a large number of racers from Excitebike.

Alternate Costumes
Miscellaneous
Nester's entrance animation sees him crash through a brick wall, marked with a crossed-out red bow-tie.

Nester's taunt sees him pull out the first issue of Nintendo Power and flip through it, eventually looking up and throwing the magazine over his shoulder.

Nester's victory theme is a remix of the High Score fanfare from Nester's Funky Bowling.

Red-youtube-logo-icon-8
Victory theme

Nester's three victory animations are as follows: Nester, sitting on the ground, reads the first issue of Nintendo Power; Nester balances on a stack of ? Blocks and Brick Blocks while he plays a Game Boy; and Nester rolls a bowling ball off the screen, before pumping his fist.

JSSB Call of Duty symbol
Jake's Super Smash Bros. character name - Nikolai
JSSB Call of Duty symbol
Nikolai statue render
Nikolai Belinski is a general of the Red Army who fought against the hoards of the undead created by Group 935 during World War II. During the Battle of Stalingrad, Nikolai was captured by the invading German Forces and given over to Group 935 to be used as a test subject. Throughout the events of Call of Duty: World at War and Call of Duty: Black Ops, Nikolai, now amnesiac and increasingly more reliant on vodka due to heavy exposure to Element 115, is dragged across the world by the one who experimented on him, Edward Richtofen, fighting zombies in the mad doctor's quest to complete his grand scheme. In Black Ops IIII, the Nikolai of another dimension ("Primis Nikolai") grows to become the leader of his cast and becomes the current holder of the tome known as the Kronorium.
JSSB character logo - Call of Duty Zombies
First appearance:
Call of Duty: World at War (2008)
Special Attacks
Neutral Special: Ray Gun Mark II is, as its name implies, the successor to the original Ray Gun developed by Group 935 using the power of Element 115. This Wonder Weapon first made its debut in the Call of Duty: Black Ops II map Buried, and elemental variations - dubbed Ray Gun Mark II-V - appear later in Alpha Omega of Black Ops IIII. Unlike the original Ray Gun, the Ray Gun Mark II fires smaller blasts in a burst of three rounds that do not explode on contact and thus can not cause recoil damage to the user. In Super Smash Bros. Nikolai fires the Ray Gun Mark II, which shoots three small energy bolts that travel a fair distance at high speeds to paralyze foes that it hits for a short moment.

Side Special: Hell's Retriever is a tactical weapon that first appeared in the Black Ops II Zombies map Mob of the Dead, and reappeared later in its Black Ops IIII reimagining Blood of the Dead. The Hell's Retriever is a stone hand axe that appears to possess fiery, demonic energy within it. The weapon's Call of Duty appearance allows the player to charge up the weapon for a moment before firing and doing so will cause the tomahawk to home into a large number of nearby enemies. In Super Smash Bros. the Hell's Retriever acts as a boomerang-type weapon: Nikolai throws the hand axe forwards and it will fly a far distance forwards before returning to Nikolai. The axe travels through opponents, damaging them with the same demonic energy as in the Zombies titles. The special attack can be charged up in Super Smash Bros. just as in Call of Duty, and it will increase the distance the Hell's Retriever travels.

Up Special: Wundersphere is an object created by Group 935 for short distance travel. Essentially a gravity-defying catapult, the Wundersphere will launch those who use it towards a designated launch pad that cushions their fall with this same anti-gravity technology. These gadgets can be found placed around the Black Ops III map Der Eisendrache, where the Primis crew can use these to make travelling around Griffin Castle and the rocket launch area near it easier. In Super Smash Bros. Nikolai summons a Wundersphere pad beneath him, which shoots him straight up at a high speed. This leaves him in a pseudo-helpless state.

Down Special: Guard of Fafnir is a shield that can be built by the Primis crew in Call of Duty: Black Ops III's Gorod Krovi map. Essentially serving as this map's counterpart to the Rocket Shield or Zombie Shield, the Guard of Fafnir features a distinctly draconic design and can even release a burst of green flames. In Super Smash Bros. this attack acts differently depending on whether the special move button is tapped or held down. If merely tapped Nikolai will release a burst of green flames that deals a fair amount of damage and knockback in the immediate vicinity in front of him, while holding the special move button will have Nikolai hold the shield out in front of him to reflect projectiles that hit it.

Final Smash: Dragon Strike is perhaps the main Wonder Weapon for the map Gorod Krovi from Black Ops III. Making use of the dragons born from the research efforts of Group 935 and Division 9, the Dragon Strike issues a command to the giant beasts to destroy a specific area using their incredibly hot fire breath. In Super Smash Bros. Nikolai uses the Dragon Strike to call upon a dragon, who flies into the background and releases a torrent of flames across a wide area around Nikolai's general vicinity. While the fire deals massive damage to those hit by it, it does not cause knockback on its own. The only part of the attack that does deal knockback comes at the end of the attack, which sees the dragon step into the stage's limits and roar.

Alternate Costumes
Miscellaneous
Nikolai's entrance animation has him step out of one of the blue portals that are created by the Summoning Key.

Nikolai's taunt sees him pull out a bottle of Juggernog and chug it quickly before throwing the bottle onto the ground, shattering it.

Nikolai's victory theme is a direct rip of the short song that plays once the player gets a Game Over on the map Gorod Krovi from Call of Duty: Black Ops III.

Red-youtube-logo-icon-8
Victory theme

Nikolai's victory animations are as follows: Nikolai pumps a KRM-262 shotgun as he says "Comrades! Today is glorious new day!" before holding his shotgun down by his side; a small whelp flies around Nikolai's head before perching on his arm, after which Nikolai then pets the baby dragon's chin; and Nikolai chugs a bottle of Juggernog before wiping his mouth and saying "Blech! Taste of perk still disgusting."

JSSB Halo symbol
Jake's Super Smash Bros. character name - Noble Six
JSSB Halo symbol
Default Noble 6
SPARTAN-B312, better known by the name Noble Six, was a SPARTAN-III commando who served as part of the special squadron known as NOBLE Team. By the time of Halo: Reach, Noble Six had gained notoriety as a lone wolf killer, whose superior used him as "his own private grim reaper", after having been recruited immediately after receiving training by the UNSC. After participating as a test pilot for the development of Sabre-class vehicles, Six was assigned to NOBLE Team just in time for the squad to make contact with Covenant forces on the planet Reach. During his tenure as part of NOBLE, Six fought against the Covenant in an event that would come to be known as the Fall of Reach; his noble actions during these fights allowed the cruiser UNSC Pillar of Autumn passage off Reach, making him directly responsible for the successful defeat of the Covenant Empire over 30 years later at the hands of the SPARTAN known as Master Chief, who had been on-board the Pillar of Autumn at this time.

The player had the ability to customize Noble Six's appearance and gender in Halo: Reach, though the character's Super Smash Bros. appearance only uses the default armour set and identifies the character as male.

JSSB character logo - Halo
First appearance:
Halo: Reach (2010)
Special Attacks
Neutral Special: Fragmentation Grenades, or more specifically M9 High-Explosive Dual-Purpose grenades, are one of the most notable pieces of equipment issued to members of the SPARTAN-III program by the UNSC. Highly volatile handheld explosives, Fragmentation grenades, or Frags, explode a short period of time after the pin has been pulled from it. In Super Smash Bros. Noble Six will pull out a Frag and immediately throw it forwards, though the angle at which he throws it can be adjusted by tilting the control stick as the special attack button is pressed. Should the grenade hit another fighter after being thrown, the target will take a very little amount of damage, and the grenade will bounce off them; the Frag only explodes after the predetermined amount of time has passed or should it be hit by a fire-based attack.

Side Special: Magnum, or the M6G Personal Defense Weapon System, is the seventh model of the M6 series of semi-automatic firearms developed by the UNSC. The Magnum is the main sidearm used by members of the SPARTAN-III program in Halo 3 and Halo: Reach, and in the latter the weapon is very similar to the M6D from Halo: Combat Evolved. An all-around useful weapon, the Magnum is actually fairly strong especially should the player shoot their enemies in the head or use it against opponents' vehicles. In Super Smash Bros. Noble Siu will pull out the M6G and fire a bullet forwards; he can fire four bullets in a succession before needing to reload the gun.

Up Special: Jet Pack is one of the seven available Armor Abilities present within Halo: Reach. When the Jet Pack ability is equipped by Noble Six in the campaign, or any SPARTAN in the game's multiplayer, they equip a Series 12 Single Operator Lift Apparatus that allows them to travel into the sky and maneuver around to some degree; the Sangheili Elites instead use Antigravity packs, though these act the same way. When the Jet Pack is equipped in Super Smash Bros. holding the special move button will propel Noble Six upwards, and pressing the standard attack button will see him fire his MA37 Individual Combat Weapon System assault rifle forwards he does so. The Jet Pack can only be used for a limited amount of time, and should it be used completely Six will then enter a pseudo-helpless state where he can still fire his weapon but not perform any other attack.

Down Special: Armor Lock, like Jet Pack, is one of the seven Armor Abilities the player can equip in Halo: Reach. Armor Lock is described as an amplifier of the energy shield that SPARTAN-III armour sets contain. In Reach, Armor Lock has the player release a small EMP burst upon deactivating the ability, either once the ability is manually deactivated or after five seconds of continual use; the ability's use timer also decreases as the player takes damage. In Super Smash Bros. Noble Six punches the ground in the same manner as they do in Reach, and will continue to do so until the player stops holding the button, or after a short period of time. Like in Reach, the Armor Lock's Smash Bros. counterpart releases an EMP burst that pushes away and lightly damages anyone close enough to Noble Six once it deactivates. Physical attacks will break through the Armor Lock, though energy-based projectiles will increase the radius and power of the EMP blast it releases after deactivation; while the Armor Lock's strength is increased by energy-based projectiles, Noble Six still takes the normal amount of damage from these attacks.

Final Smash: Spartan Laser, or the M6 Grindell/Galilean Nonlinear Rifle, is an anti-vehicle weapon developed by the UNSC. A battery-powered rifle, the Spartan Laser directs a concentrated beam of energy upon being charged up that can devastate vehicles or single enemies. In Super Smash Bros. Noble Six will fire the Spartan Laser upon gaining his Final Smash, which, although a thin beam, travels the entire length of the stage to deal massive damage and knockback to any who touch it. The Spartan Laser in Smash Bros. does not need to be charged up before firing it, unlike its Halo series equivalent.

Alternate Costumes
Miscellaneous
Noble Six's entrance animation has him disembark from the passenger seat of a M12 Force Application Vehicle (Warthog). Another random member of NOBLE Team - Noble One (Carter-A259), Noble Two (Catherine-B320), Noble Three (Jun-A266), Noble Four (Emile-A239), or Noble Five (Jorge-052) - can be seen in the driver's seat, and will drive the vehicle away after Six jumps off.

Noble Six's taunt sees him simply reload his MA37 Individual Combat Weapon System assault rifle

Noble Six's victory theme is a more bombastic remix of an excerpt of the Halo: Reach main theme. Instead of the announcer claiming "The winner is: Noble Six" as with every other character, Jeff Steitzer, the announcer of Halo: Reach, instead says "Game Over" just as he does in the multiplayer matches of that game.

Red-youtube-logo-icon-8
Victory theme

Noble Six's victory animations are as follows: Noble Six climbs onto a M274 Ultra-Light All-Terrain Vehicle (Mongoose) looks up into the air; Noble Six fires his assault rifle off-screen, then throws a Fragmentation grenade in the same direction; and Noble Six carries a large flag (either red or blue-coloured) from the Capture the Flag mode of Halo: Reach and runs around in a circle.

JSSB Pikmin symbol
Jake's Super Smash Bros. character name - Olimar
JSSB Pikmin symbol
Olimar Hey Pikmin (opaque helmet)
Captain Olimar is a veteran spaceman who hails from the planet Hocotate, and the first person to discover the species of plant-like creatures native to an uncharted planet referred to only as PNF-404. Captain Olimar is employed by an interstellar cargo company known as Hocotate Freight, and it was during one of his missions for his profession that he crash-landed upon this planet. He named the Pikmin species, with whom he needed to team up with in order to repair his spaceship, the S.S. Dolphin, so he could return home before the power of his life support system ran out. Olimar fights alongside Pikmin, whom he can pluck from the ground via his neutral special move. These Pikmin creatures all have unique attributes, and he uses them as both allies and weapons in battle.
JSSB character logo - Pikmin
First appearance:
Pikmin (2001)
Special Attacks
Neutral Special: Pikmin Pluck is a maneuver that Captain Olimar can perform. Much as its name describes, Olimar plucks a Pikmin from the ground, and it will join in line behind him. Olimar can have up to three Pikmin out alongside him at a time, and will always pluck them in the same order: red → yellow → blue → white → purple. Each Pikmin type has different attributes, and their strength will increase the longer they remain alive; they can be defeated by attacks and have a limited number of HP. As Olimar plucks them from the ground, this move can not be used when airborne.

Side Special: Pikmin Throw is an attack that sees Olimar grab the Pikmin directly behind him and toss it forwards quickly. Once thrown at an opponent, all Pikmin barring Purple Pikmin will latch onto foes and wail on them to deal damage over time that does not cause their target to flinch. As these Pikmin act as projectiles, they can be reflected back at Olimar, and they will also damage him in the same way they would anyone else. Uniquely, this is the attack that Kirby copies should he inhale Olimar, as he will quickly pluck a Pikmin before throwing it; this is due to the fact that Olimar's neutral special move would be useless to Kirby on its own.

Up Special: Winged Pikmin are a pink-coloured species of Pikmin that first appeared in Pikmin 3. As their name implies, Winged Pikmin are more bug-like then the other types of Pikmin, with large blue eyes and translucent wings. When this "attack" is used, Olimar will summon three Winged Pikmin to carry him upwards a fair distance. The distance that Olimar travels upwards is decreased should he have more Pikmin in tow.

Down Special: Pikmin Order is a technique that sees Olimar blow into the whistle installed into his helmet, creating a rainbow-like design around him as he does so. Doing this will retrieve any Pikmin that may be away from Olimar, and can even save those that may be falling or are about to be defeated. If no Pikmin is out of line, performing Pikmin Order will instead order his Pikmin by colour, with the Pikmin taking the same order as they are plucked (red → yellow → blue → white → purple).

Final Smash: End of Day is an attack based on Olimar's actions once a day ends in the Pikmin series: as dangerous creatures will begin to hunt during the night, Olimar must blast off and remain in the planet's atmosphere in order to remain safe. Likewise in Super Smash Bros., Olimar will blast off in the Hocotate Ship, and the screen will show a starry sky as monsters attack all fighters (unless they are high-enough off the ground; in most cases, fighters must be off the screen in order to avoid it). Though this attack is powerful as it damages all fighters, the move only deals knockback as Olimar crashes down to the ground, his spaceship exploding as he does so. This explosion is relatively small, though quite powerful. Unlike in the Pikmin series, those in-line behind Olimar will remain safe after he blasts off, though those that were not are instantly defeated once Olimar blasts off.

Alternate Costumes
Miscellaneous
Olimar's entrance animation sees him step out of his ship from Pikmin 2, the Hocotate Ship, which then blasts off. As the countdown occurs, Olimar quickly plucks three Pikmin.

Olimar's taunt sees him blow his whistle and point forwards dramatically. Should he have any Pikmin alongside him, they will also jump up and down a few times.

Olimar's victory theme is a remix of part of Pikmin's title screen theme.

Red-youtube-logo-icon-8
Victory theme

Olimar's victory poses are as follows: Olimar quickly plucks three Pikmin from the ground and throws them upwards as he does so, only for them to crash down and knock him into the ground; Olimar stands still and rocks side to side as three Pikmin joyfully bounce around him; and a group of Pikmin all toss Olimar up and down a few times, before three Winged Pikmin pluck him out of the air.

SSB Ni no Kuni Series
Jake's Super Smash Bros. character name - Oliver
SSB Ni no Kuni Series
Ni no Kuni Oliver Drippy
Oliver is a thirteen year-old boy who hails from Motorville and the main protagonist of Ni no Kuni: Dominion of the Dark Djinn and its PlayStation 3 remake Ni no Kuni: Wrath of the White Witch. A courageous boy who possesses an extraordinary amount of determination, Oliver travels to another world with the help of a fairy named Drippy after his mother dies. Believing that assisting his mother's otherworldly soulmate, the Great Sage Alicia, would bring her back to life, Oliver sets out on a quest to defeat the Dark Djinn Shadar, obtaining the historical tome known as the Wizard's Companion, the ability to fight alongside Familiars, and a plethora of powerful spells during his travels across Drippy's fantastical world.
JSSB character logo - Ni no Kuni
First appearance:
Ni no Kuni: Dominion of the Dark Djinn (2010)
Special Attacks
Down Special: Form Familiar is a spell given to Oliver by Old Father Oak after travelling to the wise tree in the depths of the Deep Dark Woods. Form Familiar allows the user to look into their hearts and summon forth a Familiar - when Oliver uses this spell, he creates a Mite. In Super Smash Bros. Oliver can use Form Familiar to call upon this Mite. Oliver and the Mite specialize in different attacking strategies: Oliver possesses strong magical spells though his physical strength is weak, while Mite possesses great physical strength and high speed though little range. Like in Ni no Kuni Mite can only be out on the stage for a short period of time and the player will switch back to controlling Oliver once this time has passed and must wait a short period of time before Mite can be controlled again; the player can also perform this move again at any time to switch between Oliver and Mite on the fly.

Neutral Special: Fireball is one of the first three spells Oliver obtains after meeting with Old Father Oak, being one of the only ones remaining after Shadar tore out its many historical pages. A Battle Spell, Fireball allows its user to, aptly, shoot a fireball at their target after drawing the specific glyph. In Super Smash Bros. Oliver quickly draws this symbol in the air with his wand and shoots a fairly large fireball forwards that travels a fair distance forwards. As the Mite cannot make use of magical spells, its neutral special is instead Cut Loose. In Ni no Kuni this Trick is a quick series of rapid slashes over a fair area, though its Super Smash Bros. counterpart is minutely different. Rather, the Mite instead simply performs a quick series while remaining in place, with all but the final slash dealing quick rapid damage while the final hit launches foes.

Side Special: Ward is a magical spell that Oliver obtains throughout his journey, during the events of Ni no Kuni. A defensive spell, Ward makes use of the user's aura to create a shield capable of protecting them from the magic spells of others. In Super Smash Bros. Oliver creates a crescent-shaped shield of energy in front of him that reflects any projectile that may hit them. When controlling Mite, this attack instead becomes Petrifying Poke, a basic Trick that can be used by its metamorphosis, Mighty Mite. In Super Smash Bros. this attack takes the form of a forwards dash, the Mite's sword out-stretched. As the Mite travels forwards it will deal damage on contact with enemies, paralyzing them in place for a quick moment upon doing so.

Up Special: Levitate is a basic overworld spell that allows wizards to float above the air, allowing Oliver to avoid some traps that may be placed on the ground. The Wizard's Companion describes Levitate as only allowing a wizard to be free of gravity for a limited time, which is determined by one's magical abilities. In Super Smash Bros. this technique does act a fair bit different, with Oliver instead just blasting upwards at a high speed instead of actually hovering across the ground. Oliver must land on the ground before he can use Levitate again, but all of his other attacks can still be used afterwards. While KOing the Mite does take a stock or grant its attacker a point, it does not have any recovery move of its own and as such the player must return to controlling Oliver should they wish to do so. The Mite's up special move is instead War Cry, which temporarily increases the knockback output of the Mite's attack.

Final Smash: Astra is one of the most powerful spells that is contained within the Wizard's Companion, and as such stands out among the others as its symbol is marked with a colour scheme of black, white, and steel blue, rather than the white, black, and red of others. Oliver obtains such a spell after travelling through Ara Memoriae and the White Witch's Ivory Tower and defeated the keeper of the wand of the same name. In Ni no Kuni this spell has an incredibly long casting time, but will hit all enemies regardless of their positions. Astra tears apart the heavens to damage foes with a barrage of beams of concentrated light, dealing massive damage to the enemies hit by them. The attack appears nearly-identical in Super Smash Bros., though the casting time is significantly lower. These beams of light crash down through the entire stage in a fairly wide area around Oliver. When this attack is used, the player will automatically switch back to Oliver should they be controlling the Mite, and the timer for which the Familiar can be used is fully refilled.

Alternate Costumes

While not present in his artwork, the Mite summoned by Oliver also changes its colour scheme depending on the costume chosen.

Miscellaneous
Oliver's entrance animation has him appear out of a light blue circle of magic, as if using the Travel spell.

Oliver's taunt sees him raise his wand in the air with a cheer, shouting "neato" as he does. If the player is controlling Mite it will do the same motion with its sword three times in rapid succession, making cheerful noises while doing so.

Oliver's victory theme is a direct rip of the Ni no Kuni: Wrath of the White Witch battle victory theme. It will play on loop until the screen is exited.

Red-youtube-logo-icon-8
Victory theme

Oliver's victory animations are as follows: Oliver draws the symbol for the Healing Touch spell in the air before it disappears a moment later, causing Oliver to bask in a green glow, and the boy sighs; Oliver uses the Levitate spell to fly in the air, spinning above the ground and waving his wand with an enthusiastic "we did it" cheer; and Drippy dances around Oliver's feet, saying "Great job there, mun!"

JSSB Metroid symbol
Jake's Super Smash Bros. character name - Omega Metroid
JSSB Metroid symbol
MSR Omega Metroid artwork
The Omega Metroid is the final stage of a normal Metroid's life cycle. Throughout Samus' expedition across the planet SR388,the bounty hunter encounters a large number of Metroids, including some that have recently matured into the Omega Metroid stage of their life. These giant creatures act as bodyguards to the Queen Metroid that gives birth to new Metroids. One Omega Metroid was later found on the BSL research station, a result of a cloned Metroid rapidly evolving having fed on a number of X-Parasites that had previously invaded the laboratories.
JSSB character logo - Metroid
First appearance:
Metroid II: Return of Samus (1991)
Special Attacks
Neutral Special: Destructive Chaw is based on one of the Omega Metroid's attacks from Metroid: Samus Returns. During Samus' battle against an Omega Metroid, the creature will occasionally lean forwards and use its mouth to bite at the bounty hunter, who can counter this attack. In Super Smash Bros. this attack acts identically to, albeit much faster than, its original counterpart. This attack's focus is on dealing damage than knockback.

Side Special: Metroid Surge is based on the Omega Metroid's sole method of attack as the final boss of Metroid Fusion, as well as one of the attacks performed by the Omega Metroids of Metroid: Samus Returns. In Fusion the Omega Metroid will simply creep towards Samus and deal massive damage to her with a simple slash from its claws, while those of Samus Returns will occasionally perform two claw or tail attacks as it slides towards Samus at a high speed. In Super Smash Bros. the Omega Metroid will slide forwards a short distance and perform a powerful downwards slash with both of its claws. The Omega Metroid's dash can be cut short should it come in contact with a foe, and this attack will also leave the creature helpless should it be airborne as well.

Up Special: Gravity Pounce is inspired by the Omega Metroid's movement patterns throughout the Metroid series, though most heavily based upon Metroid: Samus Returns. In Metroid II: The Return of Samus Omega Metroids are significantly smaller in size and will fly around the area and attack Samus from afar, while in Metroid: Samus Returns the Omega Metroids will sometimes perform powerful leaps to cross great distances in a short time. This technique in Super Smash Bros. has the Omega Metroid leap forwards at a high speed, floating a very short distance upwards as it does so. The Omega Metroid deals minor damage to foes it makes contact with while it jumps, though it will also pass through opponents and not deal a significant amount of knockback unless their target has a high damage percentage.

Down Special: Planet Breaker is a technique based upon one of the attacks performed by the Omega Metroids found in Metroid: Samus Returns. These Omega Metroids will occasionally bend down onto all our limbs and slam their tails onto the ground, causing an earthquake that damages the area around it to drop boulders fro the ceiling. In Super Smash Bros. this technique is performed identically, though instead only creates a shockwave around the Omega Metroid's tail that launches foes upwards a short distance. As it uses its tail, this attack only hits behind the Omega Metroid as well, something unusual for most attacks.

Final Smash: Omega Laser is based upon the main method of attack used by the Omega Metroids encountered in Metroid: Samus Returns. While the original Metroid II gave Omega Metroids the ability to shoot small fireballs at Samus from afar, the remake instead replaced this attack with the ability to shoot a fiery beam across the area, which it also often angles up and down. In Super Smash Bros. the Omega Metroid charges up before releasing a fairly wide beam of red energy from its maw, which crosses the entire stage and deals an incredible amount of damage and knockback to those hit by it. While the Omega Metroid fires the beam out of its mouth for a short period of time, the player can angle it upwards or downwards a fair amount.

Alternate Costumes
Miscellaneous
The Omega Metroid's entrance animation has the creature jump onto the stage from the background, raising its head upwards and roaring.

The Omega Metroid's taunt sees it lean forwards and screech loudly, raising its claws up in front of itself.

The Omega Metroid's victory theme is an intense rock remix of an excerpt of the theme that plays during the Omega Metroid boss fight of Metroid Fusion.

Red-youtube-logo-icon-8
Victory theme

The Omega Metroid's victory animations are as follows: the Omega Metroid screeches before slashing forwards twice, sliding towards the camera slightly as it does so; the Omega Metroid fires its laser first at the ground, lighting it ablaze, before it roars triumphantly; and the Omega Metroid raises its head and snaps at the air twice before releasing a small burst of fire towards the camera.

JSSB Pac-Man symbol
Jake's Super Smash Bros. character name - PAC-MAN
JSSB Pac-Man symbol
PacmanSSB4
PAC-MAN is the main protagonist of the franchise of the same name, which is one of the most well-known video game franchises due to the popularity of the original 1980 arcade game PAC-MAN. PAC-MAN himself has always been a yellow, spherical being who is often pitted against ghosts, but he's been in a number of different situations over the years. In Super Smash Bros., PAC-MAN is an amalgamation of his various appearances, while also incorporating elements of other classic Namco titles into his moveset.
JSSB character logo - PAC-MAN
First appearance:
PAC-MAN (1980)
Special Attacks
Neutral Special: Bonus Fruits were items that could be collected in the original PAC-MAN to increase the player's total point count. In both Super Smash Bros. and PAC-MAN, there were eight "Bonus Fruit" items, with two coming from previous Namco titles: Cherry, Strawberry, Orange, Apple, Melon, Galaxian Starship, Bell, and Key. When the attack is used, PAC-MAN will hold out a Bonus Fruit, which will cycle through all of them in order. When the button is pressed again, PAC-MAN will throw the selected Bonus Fruit forwards. All deal between 4%-15%, but their movements vary. The cherry, strawberry, and apple will all be thrown towards the ground and will bounce twice (cherry), thrice (strawberry), or four times (apple) before disappearing; the orange will travel in a straight line and never touch the ground; the melon will travel slowly in a slight arc; the Galaxian Starship (which comes from Galaxia) will perform a shuttle loop after being thrown before travelling straight and through any enemies; the bell (which, in this instance, comes from Mappy) will be thrown in a high arc before abruptly falling downwards through opponents, paralyzing those who it hits; and the key travels forwards at a high speed to deal the most amount of damage and knockback while also travelling through opponents.

Side Special: Power Pellet is an item from the original PAC-MAN that, when grabbed, would allow PAC-MAN the ability to temporarily defeat the ghosts that chase him. In Super Smash Bros. however, this attack works very differently: PAC-MAN summons up to five 8-bit Pac-Dots (determined by how long the special move button is held down) followed by an 8-bit Power Pellet, before traversing this line as his 8-bit sprite. While the button is held down and the Pac-Dots appear, the player can tilt the control stick to change the angle of the line.

Up Special: Trampolines are important objects that appear in the 1983 arcade game Mappy. In that game, the titular character - a policemouse named Mappy - would have to use trampolines to cross over gaps, though these trampolines had a limited number of uses. The number of uses remaining for a trampoline can be determined by looking at its colour, which changes each time Mappy bounces on it, going through the order of green, blue, yellow, then red. In Super Smash Bros., PAC-MAN summons one of these trampolines beneath him, which propels him upwards and leaves him in a pseudo-helpless state. After PAC-MAN bounces off it, the trampoline will remain on the stage for a short while afterwards, allowing for other fighters to use it. Because PAC-MAN bounces on the trampoline immediately, the trampoline can only be used by others two more times, as landing on a red trampoline will cause it to break and force the fighter(s) who used it to enter a helpless state.

Down Special: Fire Hydrants are a common obstacle that PAC-MAN must deal with in the 1984 platforming game Pac-Land. In that game, as well as Super Smash Bros., the Fire Hydrants will shoot out jets of water; in Super Smash Bros., it will do this twice and its direction will be determined by PAC-MAN's current position: if PAC-MAN is above the hydrant it will shoot water upwards but will otherwise shoot two jets simultaneously from both sides. The Fire Hydrant can be attacked and launched by other fighters, allowing it to be used as a powerful projectile attack; if used on a steep-enough incline, the Fire Hydrant will begin rolling and never spew water, making it a deadly weapon that can be difficult to avoid in these circumstances.

Final Smash: Namco Tussle is an original attack that sees PAC-MAN summon various characters from various classic Namco titles. Depending on whether PAC-MAN is on the ground or in the air, he will begin the attack by summoning either Runner from Metro-Cross or the Red Baron from Sky Kid respectively, who will travel forwards a short distance, through any opponents that they may come in contact with; these opponents will remain stunned for a moment before they are knocked into a cinematic where they are shot at by Kissy from Baraduke and the ship from Bosconian while in space, before Wonder Momo (from the game of the same name) performs a flying kick from off-screen to launch them into the fire breath of Amul from Dragon Spirit, which finally launches foes upwards. In addition to these characters, a number of characters are shown as Amul launches the opponents away, these characters being: Mappy from Mappy, Gil from Tower of Druaga, Bravoman from Bravoman, Pooka and Frygar from Dig Dug, Topcup from Libble Rabble, Tarosuke from Yōkai Dōchūki, Valkyrie from The Legend of Valkyrie, and Don-chan from Taiko no Tatsujin.

Alternate Costumes

Half of PAC-MAN's alternate costumes transform him into Ms. PAC-MAN. She plays identically to PAC-MAN, though the announcer and crowds acknowledges her as a separate character.

Miscellaneous
PAC-MAN's entrance animation sees him bounce onto the stage in his 8-bit sprite before transforming into his modern appearance and giving a thumbs up.

PAC-MAN's taunt sees him give a thumbs up gesture while he smiles and winks to the camera.

PAC-MAN's victory theme is a remix of the introductory fanfare from the original PAC-MAN game.

Red-youtube-logo-icon-8
Victory theme

PAC-MAN's victory animations are as follows: PAC-MAN, in his 8-bit sprite, bounces up and down a few times before popping into his modern appearance and giving a thumbs up while winking; PAC-MAN dashes forwards before stopping and giving a thumbs up; and PAC-MAN gives a thumbs up, summoning one of an apple, grape, melon, cherry, or strawberry.

JSSB Kid Icarus symbol
Jake's Super Smash Bros. character name - Palutena
JSSB Kid Icarus symbol
PalutenaUprising
Palutena is the Goddess of Light and a major character featured within the Kid Icarus series. Palutena is the ruler of Angel Land who commands Pit and the army of Centurions he serves as the captain of. Prior to the events of the series, Palutena ruled Skyworld alongside another, a goddess named Medusa, whom the Goddess of Light cursed and banished to the Underworld when she learned of her conspiracy to cause the humans unnecessary strife.
JSSB character logo - Kid Icarus
First appearance:
Kid Icarus (1986)
Special Attacks
Neutral Special: Autoreticle is a Power that Pit is capable of equipping in Kid Icarus Uprising. Powers are upgrades collected through the completion of various challenges or by finding them in Treasure Chests that can enhance the player's abilities, either by assisting them in various passive ways, or by being limited-use attacks. Autoreticle is one such passive Power, as it automatically focuses the player's reticle over the enemy nearest to Pit. In Super Smash Bros. Palutena locks-on to a nearby foe (indicated by a green reticle) and fires three blasts of magic from her staff in their direction. She can not lock-on to foes who are invulnerable or should there be platforms in the way, and will fail should she not lock-on to anyone.

Side Special: Goddess' Halo is an attack inspired by one of the abilities Palutena displays while under control of the Chaos Kin and fought as a boss in Chapter 20 of Kid Icarus Uprising. Palutena summons her halo symbol and sends it forwards a short distance in front of her, before it returns to her. The halo acts as a sort of distant grab attack, as an opponent who touches it will be trapped in place before the symbol explodes in a bright light to damage and knock them away.

Up Special: Warp is another Power introduced in Kid Icarus Uprising. As its name implies, Warp will send the player to a random checkpoint around the map after use, allowing them to escape potentially-fatal situations. In Super Smash Bros. Palutena simply teleports upwards, or in whichever direction the control stick is held, a fair distance before falling helpless, dealing no damage through this technique.

Down Special: Rings of Light are used by Palutena when she is fought as a boss in Kid Icarus Uprising. Like in Uprising, this attack in Super Smash Bros. serves as a counterattack - Palutena will hold her staff vertically and, should she be hit by an attack, summon a series of golden rings around her to damage nearby foes as she dodges an incoming attack. If she counters a projectile attack the rings will also reflect it back at a high speed, a unique trait among other counters.

Final Smash: Palutena Glam Blaster is a technique that Palutena can use in Chapter 3 of Kid Icarus Uprising, should the player not defeat the Hewdraw boss after a certain amount of time. Though the Super Smash Bros. attack shares its name with this technique, it is quite different in execution as a Final Smash. Palutena will call out the name of the move before stepping into the stage's background and summoning a laser to cross the entire stage horizontally where she once stood. Then she will do so again, except this time it will travel vertically through the stage instead.

Alternate Costumes

One of Palutena's alternate costumes transforms her into the imitation created by Dyntos: Pseudo-Palutena. Both the announcer and the crowd refer to her as "Pseudo-Palutena", and this costume also has a filter placed over all her voice clips.

Miscellaneous
Palutena's entrance animation sees her step out of a golden doorway, bathing in a heavenly light.

Palutena's taunt sees her flip her hair with a smile, her staff hovering in midair beside her, as she says "Ready when you are."

Palutena's victory theme is a remix of a portion of the Kid Icarus title screen theme.

Red-youtube-logo-icon-8
Victory theme

Palutena's victory animations are as follows: Palutena, floating in the air, illuminates her symbol behind her as she spins her staff and calls out "Too bad for you"; Palutena spins her staff and, floating in midair, sits upon it with a chuckle saying "Remember your place, friends"; and Palutena swings her staff around gracefully before holding it up in the air and having heavenly light bask down upon her.