Samus Aran is the main protagonist of the Metroid science-fiction video game series. Samus is an intergalactic human bounty hunter infused with DNA from members of both the Chozo and Metroid species. Samus is an orphan from the Earth colony of K-2L, and the sole survivor of the colony after it was destroyed by Ridley and his Space Pirates. She was later found and raised by the Chozo race, and would later go on to join the Galactic Federation to serve under Adam Malkovich; though, after his death, she would later leave to become an independent bounty hunter who would become famous for completing missions many thought to be impossible. Many of her successes are possible due to the Power Suit designed by the Chozo (Chozo Battle Suit Ver SA1-4468-VM6-P) that she wears, which can be upgraded with a variety of different beams and gadgets.
First appearance: Metroid (1986)
Neutral Special: Charge Beam is a recurring ability that Samus can obtain and use with her Power Suit in various Metroid games; with some games even having Samus being able to use it by default. The Charge Beam allows Samus to charge up the blasts she can fire from her arm blaster, allowing her to fire larger blasts that deal more damage. In Super Smash Bros., tapping the button will have Samus fire a small energy blast, while holding it will allow her to charge up her arm blaster to increase the size of it, distance it travels, and damage/knockback it deals.
Side Special: Missiles are projectile weapons that have made appearances in every game of the Metroid series. Missiles in the Metroid series are a more powerful version of the normal Charge Shot, though Samus can usually only carry a select amount, meaning players' use of the missiles must be strategic. In Super Smash Bros., Samus fires one of two missile types forwards- this is dependant on how the control stick is pushed when the move is activated: tapping the stick will release a more powerful missile that travels horizontally at a high speed, while holding the stick will release a weaker missile that can, to an extent, home in on a nearby fighter.
Up Special: Screw Attack is a recurring ability within the Metroid series. Throughout all of its appearances, including Super Smash Bros., the Screw Attack involves Samus somersaulting into the air at a high speed as energy surrounds her body, which heavily damages foes on contact. While it is great at dealing damage, the vertical movement Samus performs isn't great, making it a lackluster recovery option.
Down Special: Bombs are most commonly seen in the Metroid series as the most basic ability that Samus can use while in Morph Ball form. In Super Smash Bros., much like in the Metroid games, Samus transforms into her Morph Ball form and releases a bomb where she sits, which will promptly explode. The bombs can propel Samus upwards a very short distance upwards if she remains in Morph Ball form (as in, should the move be used in rapid succession), making it a dangerous, but effective, vertical recovery option should players get skilled enough at the timing.
Final Smash: Annihilator Beam is a Luminoth weapon that Samus can obtain within Metroid Prime 2: Echoes. In-universe, it was once wielded by the Luminoth Keybearer A-Kul, and it fires both light and dark ammo that combine to create an anti-matter substance. In Super Smash Bros., Samus will fire anti-matter energy blasts that home in on all nearby foes around her (which, somewhat ironically, deal very little damage and mainly serve to stun foes to keep them in place), before firing a powerful Disruptor beam attack in front of her to knock all foes in its path away.
Samus' victory poses are as follows: while kneeling, Samus fires several small bursts of fire from her cannon before facing the screen, turning her cannon skyward, and placing her hand on it; Samus removes her helmet and shakes her head around to release her hair, saying "Mission accomplished" as she puts her helmet under her arm; Samus puts her hand on her hip, and points her cannon at her head in a salute.
Shadow Mario is a shadowy doppelgänger of the Mushroom Kingdom's hero, Mario. Known for wielding a giant paintbrush capable of creating graffiti out of nothing, Shadow Mario is the one behind the vandalization of Isle Delfino's picturesque scenery by covering many of the major tourist attractions with deadly paint. A strange and silent character, Shadow Mario is actually the disguise of Bowser Jr., who used the power of the Magic Paintbrush he stole to ruin Mario's positive image both before and during the events of Super Mario Sunshine.
First appearance: Super Mario Sunshine (2002)
Neutral Special: Graffiti Strike is an attack that makes use of perhaps the most notable piece of graffiti present within Super Mario Sunshine: Shadow Mario's emblem, a crudely-drawn M with two dots above it. In Super Smash Bros., Shadow Mario will quickly perform a series of four quick strikes as the special move button is tapped. Each of these strikes leaves behind a strike of graffiti in the air, and all four uses of this move create Shadow Mario's signature. The graffiti Shadow Mario leaves hanging in the air will remain on stage for a moment, damaging any who touch it, before dissolving away into small orbs of paint.
Side Special: Shadow is an ability based upon one that Shadow Mario uses, albeit only under specific circumstances, in Super Mario Sunshine. In the segments where Mario must chase down Shadow Mario through the hub area of Delfino Plaza, should the player wait long enough without approaching close enough to Shadow Mario he will transform into a small blue orb and travel away from his current location. Likewise, his side special move in Super Smash Bros. sees him do the same: transforming into this same form, Shadow Mario will travel forwards a fair distance before exploding in a burst of graffiti as he returns to his normal form. Touching Shadow Mario while he takes the form of an orb will deal minor damage to fighters, while the explosion that occurs as he returns to normal deals substantially more damage and a fair bit of knockback as well.
Up Special: Particle Split is a technique based upon the animation that plays in Super Mario Sunshine whenever a character enters through one of Shadow Mario's Rainbow M graffiti portals. These portals has the character dissolve into small circular particles before they are sucked into the portal at a high speed. Shadow Mario performs a similar animation, albeit faster, when his up special move is used in Super Smash Bros., though instead of travelling into a portal he instead travels a fair distance straight upwards before returning to his normal form. As Shadow Mario's particles move upwards they will deal light damage to anyone who touches them.
Down Special: Swoopin' Stus are small octopus-like creatures made of the same toxic goop that Shadow Mario spread across Isle Delfino. Swoopin' Stus spawn endlessly from these graffiti pools in Super Mario Sunshine, and will jump towards Mario once he gets near, splatting upon impact with him or the ground. In Super Smash Bros. Shadow Mario creates a Swoopin' Stu with the wave of his paintbrush, and the enemy will wander around very slowly. Like in Sunshine, the Stu will try and tackle any enemy that gets close enough to it, and will explode upon contact with them or the ground. Shadow Mario can summon only one Swoopin' Stu at a time, and it can be 'popped' with any attack; it will still explode should it be hit by an attack, though its explosion will be weaker than should it dive towards its enemy on its own terms. The Swoopin' Stus that Shadow Mario creates can appear in red, blue, or green colours.
Final Smash: Graffiti Gauge is a technique unique to Super Smash Bros. that makes use of the heavy amount of graffiti present in Shadow Mario's game of origin, Super Mario Sunshine. Once the Final Smash is activated, Shadow Mario's eyes will begin to glow red and he'll gain a similarly-coloured aura around his body as his movement speed increases a significant amount. The player will then be able to control Shadow Mario as a version of his emblem appears on the left-side of the screen. Dealing damage during this period of time will fill up his emblem with goop, and those he hits with any of his moves will be painted in the same colour. Once time is up, all those that have been hit by attacks will be knocked into a short cinematic that increases in strength the more his emblem has been filled (and thus the more damage he dealt):
If Shadow Mario's emblem is not filled at all, and no damage was dealt, nothing will happen.
If the emblem is filled a small bit, the cinematic will show all hit characters simply fall onto a pipe covered with an Orange Juice Generator.
If the emblem is filled half-way, the cinematic will show Shadow Mario's targets will be shown getting hit by a wave of graffiti let loose by a Proto Piranha.
If the emblem is filled almost entirely filled, the cinematic will show Petey Piranha spew explosive blasts of goop into the air that rain down upon his targets.
If the emblem is completely filled, Shadow Mario's targets will be hit by a barrage of Bullet Bills fired from Mecha-Bowser.
Shadow Mario's victory animations are as follows: Shadow Mario flips onto the screen and lands in a crouching position, spinning his paintbrush on the ground around him to draw a circle of goop on the ground; Shadow Mario's eyes glow and he jumps forwards, drawing his emblem over the camera to obscure the player's vision of him; and Shadow Mario runs from the left-side of the screen off the right, then runs through the screen in the opposite direction this time carrying Peach just as he does in Super Mario Sunshine.
Shantae is the Half-Genie guardian of Scuttle Town and the main protagonist of WayForward's Shantae series. Shantae lives in a small lighthouse on the outskirts of Scuttle Town, and uses her house as a way to spot incoming ships and travellers that may pose a threat to the citizens she is supposed to protect. She is a professional belly dancer, whose dances have the power to transform her into different animal forms, or perform different magical abilities such as teleportation. Outside of her magical dances, Shantae's most prominent trait is her long hair, which she uses as a whip to defeat Risky Boots and the others that threaten her home.
First appearance: Shantae (2002)
Neutral Special: Fireball is a recurring magical skill Shantae can use in multiple titles. As its name aptly describes, the Fireball skill allows Shantae to shoot a fireball at her foes. When the special attack button is pressed, Shantae will shoot a small fireball forwards which will extinguish itself once it travels a short distance or hits a foe. It can be charged up to increase the size of the fireball and the distance it travels, as well.
Side Special: Pike Ball is a recurring magical item that Shantae has been able to use ever since the original Shantae title. Pike Balls, in most games, are spiked orbs that spin around Shantae to protect her from foes. In Super Smash Bros., Shantae summons three Pike Balls, which damage foes by exploding on touch, but can also protect Shantae from three projectiles. Shantae is capable of moving around while the Pike Balls spin around her, and she can send them flying forwards in a line by pressing the special attack again; while she is also capable of performing standard attacks while the Pike Balls spin around her, they may explode upon contact and damage Shantae slightly.
Up Special: Bat is an optional form that Shantae can learn in Shantae: Half-Genie Hero. Shantae's Bat form allows her to fly in a straight, horizontal line, though she can also shoot out ultrasonic waves to light up dark areas. In Super Smash Bros. Shantae transforms into this Bat form and flies upwards in a diagonal line for a fair distance before falling into a pseudo-helpless state.
Down Special: Transformation Dance is the main gimmick of the Shantae series, and Shantae's most well-known ability outside of attacking foes with her long hair. In Super Smash Bros., Shantae will transform into one of four animals depending on how long the button is held down. Each animal transformation has a single attack that can be performed with the standard attack button, and use the special attack button to transform back into her normal form (or wait a set period of time that differs for each form). In order, Shantae will transform into a monkey, - which allows her to move around at high speeds and jump high, but deal out minor damage with her tail - her anthropomorphic spider-esque form, - which allows her to climb up vertical surfaces for a very short amount of time, scuttle at high speeds, and spit a poison that deals more damage but no knockback at all - and elephant - which is slow and has a weak jump, but a powerful charge attack that deals massive damage and knockback to foes.
Final Smash: Storm Puff is a recurring magical spell in the Shantae series that sees the Half-Genie protagonist summon a storm cloud to defeat foes. In Super Smash Bros., Shantae summons a storm cloud over the stage, causing it to periodically fire large, and powerful, lightning bolts at the ground. The Storm Puff will remain for a limited time, and Shantae is capable of moving around and attacking foes while it is present on the stage.
Shantae's three victory animations all see her transform into different forms and perform an action based on that form's abilities. She can transform herself into her golden vase form from Shantae Half-Genie Hero ("Gemjug") and spew colourful gems as she bounces left and right happily, her pink Blobfish form from Shantae Half-Genie Hero and splash around in a comedic manner, or her Tinkerbat form from Shantae and swing a sword around her head as she hops from one foot to the other.
Princess Shokora was, long ago, the princess of an unspecified kingdom, the location of which serves as the setting of Wario Land 4. Centuries ago, Shokora had been resting within a golden pyramid before it was invaded by a being known only as the Golden Diva. The invader went on to curse Princess Shokora, transforming her into a black cat, and sealing her within the pyramid alongside her. In the modern day, the pyramid has been rediscovered, and Shokora seeks out a treasure hunter named Wario in order to assist in removing the curse placed on her. Appearing as both a black cat and a stickfigure-like entity known only as the Item Shopkeeper, Shokora helps Wario just as much as he does her, even should he only be doing so for the treasures that lie within the pyramid.
First appearance: Wario Land 4 (2001)
Neutral Special: Bugle is an item that Wario can purchase from the Item Shopkeeper in Wario Land 4. To be used at the start of a boss battle, the Bugle will release a variety of music notes that damage Wario's foe for a short time before the battle begins. In Super Smash Bros. Princess Shokora transforms into her Item Shopkeeper form as she pulls out the bugle and begins to play it. As the player holds down the special move button, the bugle will release a steady stream of music notes that travel forwards a fair distance, popping once they hit an enemy or after travelling a set distance. Shokora will return to her normal princess appearance once the special move button is no longer being pushed, or should she be attacked while playing the bugle.
Side Special: Apple Bomb is one of the items sold by the Item Shopkeeper for use against bosses in Wario Land 4. Shokora, as the Item Shopkeeper, will throw a large apple, which disguises a bomb, at the beginning of a boss fight to blow up Wario's opponent, dealing a minimal amount of damage. In Super Smash Bros. Princess Shokora will quickly transform into her Item Shopkeeper form and throw a smaller version of this apple forwards in a slight arc before returning back to her normal appearance. As it flies through the air, it will reveal the bomb hidden within it, and explode on contact with anything solid.
Up Special: Big Fist is one of the strongest items for sale at the Item Shop in Wario Land 4. For a total of ten medals, Wario can purchase the Big Fist for use against a boss. This 'item' is in actuality merely another form of Princess Shokora, as the Item Shopkeeper will transform into a giant fist and throw a punch at the boss to deal a great amount of damage before the fight even begins. In Super Smash Bros. Shokora transforms into the Big Fist and performs the same motion as she did in Wario Land 4, flying a fair distance at a 30° angle to damage foes she comes in contact with and travelling through them. Shokora will enter a helpless state after reverting back to her princess form, which she does after travelling a set distance.
Down Special: Vizorman is a seemingly inanimate humanoid creature, and one of the eight items that can be purchased in Wario Land 4. If purchased, then prior to the beginning of the boss battle the Item Shopkeeper will bring Vizorman into the boss' room to allow it to fire a laser at the enemy. In Super Smash Bros. Shokora will summon Vizorman in front of her, who will stand still for a short moment. After a pause, Vizorman will then shoot a thin pink laser from its vizor, which travels a great distance but only lasts for a second. As Shokora merely drops Vizorman att the beginning of the attack, she is free to leave it be and attack other enemies as it charges and fires its laser.
Final Smash: Black Dragon is one of the many forms that Shokora appears capable of transforming into, and is one of the "items" sold in Wario Land 4. Prior to Wario fighting a boss, the Black Dragon item will, had it been purchased beforehand, breathe a stream of fire at the enemy to deal a massive amount of damage to it. Alongside the Big Fist item, Black Dragon is one of the strongest items that can be purchased in Wario Land 4. It keeps this title in Super Smash Bros. by being Shokora's strongest attack. Upon use, Shokora will transform into the Black Dragon and roar, before beginning to spit out a stream of fairly-large fireballs at a great speed. She will spit out roughly fifteen fireballs, which travel through any solid material and will explode after travelling a set distance to deal damage to nearby enemies. The player is capable of moving the control stick to direct the angle at which Shokora shoots these fireballs as she does so as well.
Shokora's victory animations are as follows: Shokora spins around with her arms out before flying up into the sky, four cherubs surrounding her; Shokora, as the Item Shopkeeper, transforms into the Large Lips item and kisses the camera, before she transforms into her princess form and chuckles as she blushes; and Shokora merely twirls around before flashing a thumbs up towards the camera.
Sirfetch'd, the Wild Duck Pokémon, is a Fighting-type Pokémon and the evolution of the Galarian regional variant of a Farfetch'd. Sirfetch'd are a calm and cool species of Pokémon admired throughout the region of Galar for centuries for their noble natures and battle experience. The Pokémon has appeared prominently in some of its home region's art, with one of Galar's most famous paintings depicting a battle between a Sirfetch'd and an Escavalier. It uses a giant leek like a sword, making sure it is as sharp as it could possibly be at all times, and will retire from battle should the stalk wither.
First appearance: Pokémon Sword and Shield (2019)
Neutral Special: Brutal Swing is a Dark-type physical move introduced in Generation VII. True to its name, Brutal Swing sees the user violently swing its body around in order to damage enemies. This attack hits all Pokémon around it, including allies. In Super Smash Bros. Sirfetch'd swings its leek around itself as it spins around once. The move can be charged by holding the special move button down in order to cause Sirfetch'd to spin more times at a higher speed. When used in the air, Sirfetch'd's momentum will be slowed as it spins, though it will enter a pseudo-helpless state.
Side Special: Brave Bird is a powerful Flying-type move originally introduced in the Generation IV games Pokémon Diamond and Pearl Versions. A move that possesses 120 power, the Pokémon will take recoil damage should they successfully collide with their target. In Super Smash Bros. Sirfetch'd will hold its leek out in front of itself and dash forwards at a slight angle; this angle can be increased horizontally as the angle is determined by the position of the control stick. While it sees Sirfetch'd travel a fair distance, and it is equally as great in damage output. Due to the fairly significant amount of damage this attack deals, Sirfetch'd will take a small amount of recoil damage should it make contact with a foe.
Up Special: Fury Cutter is a Bug-type attack that made its first appearance in Pokémon Gold and Silver Versions. Despite its power level being stated as 40 since Pokémon Diamond and Pearl Versions, the strength of the move is doubled every time it is used successively up until its power level reaches 160. In Super Smash Bros. Sirfetch'd swings its sword three times as it flies upwards a short distance. The amount of damage dealt by Sirfetch'd's attacks similarly increases (albeit not by double the amount each time), with the first attack dealing the least amount of damage and knockback, while the final one deals the most amount of both. Sirfetch'd does not travel a great distance upwards, though the attack can be angled left and right slightly using the control stick.
Down Special: Counter is a Fighting-type move introduced in Pokémon Red and Green Versions. In its original appearance, Counter would allow the user to, as its name describes, counter attacks that are of the Normal or Fighting-type; for later titles, this was changed so that it would allow the user to counter any physical move. In Super Smash Bros. Sirfetch'd takes up a defensive position for a moment. If hit by any attack during this period of time, Sirfetch'd will parry this by swiping with its shield. While this counter does work best against close-ranged foes, due to the fact that Sirfetch'd uses its shield to retaliate an attack it will also reflect projectiles.
Final Smash: Meteor Assault is a Fighting-type move introduced in Pokémon Sword and Shield, and serves as the signature move of Sirfetch'd. Described as Sirfetch'd attacking wildly with its leek, this move has a power level of 150 but forces Sirfetch'd to take a turn of rest afterwards. In Super Smash Bros. Sirfetch'd thrusts its leek sword into the air, channelling light into its blade. The Pokémon then surrounds itself with an enormous amount of yellow energy and charges across the length of the entire screen, dealing damage to any who come in contact with the energy. A greater amount of damage is dealt to foes who are directly hit by Sirfetch'd's leek and the energy surrounding it rather than the energy surrounding its body.
Sirfetch'd's entrance animation has the Pokémon appear out of a Poké Ball before pointing its leek at the camera as it focuses.
Sirfetch'd's taunt sees it raise its leek into the air with a war cry.
Sirfetch'd's victory theme is a faster-paced remix of the theme that plays in the Stow-On-Side city in Pokémon Sword and Shield. In Pokémon Sword this city is the location of the Fighting-type gym, and the Gym Leader of such uses a Sirfetch'd in battle.
Sirfetch'd's victory animations are as follows: Sirfetch'd swings its leek sword in two diagonal slashes, before cockily looking off to the side with a huff; Sirfetch'd thrusts its sword into the ground and Sirfetch'd turns away from the weapon; and Sirfetch'd charges onto the screen with its sword pointed forwards, performing a spinning slash before it halts.
Skull Kids are human-like creatures, created from the spirits of young Hylian children that lose their way in the Lost Woods. A Skull Kid appears as a prominent antagonistic figure in The Legend of Zelda: Majora's Mask, having found the cursed Majora's Mask and donned it to obtain its power. The Skull Kid that appears under Majora's control was once great friends with the Four Giants that guard the land of Termina, and felt an intense loneliness after they entered a dormant state. Harnessing Majora's strength, this Skull Kid used magic to drag the Moon out of the planet's orbit to have it crush Termina and destroy the world. Throughout the Zelda series, Skull Kids are almost always seen with a wind instrument, be it a flute in Ocarina of Time or a horn in Twilight Princess; in Hyrule Warriors he uses an ocarina to control Tael and Tatl, his and Link's fairy companions from Majora's Mask.
First appearance: The Legend of Zelda: Ocarina of Time (1998)
Neutral Special: Flute Needle is the sole attack actually used by a Skull Kid, being used by the one in Ocarina of Time when approached by adult Link. In Ocarina of Time, this Skull Kid will fire needles at Link from afar, often three in a consecutive manner. This technique is essentially recreated to an extent in Super Smash Bros. - Skull Kid fires a needle from his flute forwards, and the button can be tapped to fire three at once. The needles deal minor damage and mainly serve to temporarily stun fighters.
Side Special: Puppets are a type of enemy in The Legend of Zelda: Twilight Princess. When Link and Midna enter the Sacred Grove, they are greeted by the Skull Kid and his puppet minions. As the Hero of Twilight and the Twilight Princess continue to chase down the Skull Kid, they are hounded by these wooden puppets, who attack them by holding their arms out as they spin around on the spot. In Super Smash Bros. Skull Kid will blow into his instrument and summon a Puppet. This Puppet will glide forwards a short distance before performing the same attack it did in Twilight Princess before disappearing. It will also perform the attack should it run into a fighter before reaching its maximum distance.
Up Special: Final Day, in name, is a reference to the fact that the events of The Legend of Zelda: Majora's Mask play out on a repeating three day cycle. At the dawn of each day a title card appears to inform the player of how much time they have left before the Moon destroys Termina, and when the player reaches the third day they are greeted with a title card that reads "Dawn of The Final Day -24 Hours Remain-". The attack itself has little reference to this event however, instead being based on Skull Kid's combo from Hyrule Warriors, which sees his fairies, Tatl and Tael, spin around to create a hurricane to drag in nearby enemies, before Skull Kid attacks them by dropping a meteor down onto them. The Super Smash Bros. technique sees Tatl and Tael spin around Skull Kid to send him a fair distance upwards, then he crashes downwards at a high speed as he temporarily transforms himself into a smaller version of the Majora's Mask Moon.
Down Special: Lanterns are small portable devices that often contain candles that allow a person to use the burning flame to see in dark areas. In The Legend of Zelda: Twilight Princess, the Skull Kid that appears in the Sacred Grove carries a small lantern that glows a pale white-blue light that allows him to see clearly in the otherwise dimly-lit forest. In Super Smash Bros. Skull Kid summons the same lantern from the aforementioned title and throws it down at the ground, creating a blue pillar of flames that remains in place for a short moment to deal damage to any foe who may wander into it before it burns out. The lantern will also detonate should it hit a wall or an enemy, and in the latter case the initial explosion of the lantern deals an additional amount of damage.
Final Smash: Majora's Wrath is the final boss of The Legend of Zelda: Majora's Mask, being the true form of the deity that resides within Majora's Mask. Majora's Wrath is a large humanoid creature that possesses extremely long tentacles that extend out of the palms of its hands. For Skull Kid's Final Smash, Majora's Mask lifts itself off of Skull Kid and throws him aside, before transforming into Majora's Wrath. Majora's Wrath then whips its tentacles forwards multiple times, extending a significant distance and dealing massive damage to foes on contact, before transforming back into Majora's Mask and returning to Skull Kid.
Skull Kid's entrance animation sees him teleport onto the screen in a multicoloured vortex, lounging in midair with his arms crossed.
Skull Kid's taunt sees him blow into his instrument, causing Tatl and Tael to fly around him quickly.
Skull Kid's victory theme is a rock remix of the opening of Saria's Song from The Legend of Zelda: Ocarina of Time, which serves as the theme for the Lost Woods and the Skull Kids in general. The remix ends with the same sound made by Skull Kid's horn from Twilight Princess.
Skull Kid's victory poses are as follows: Skull Kid hops from foot to foot as he plays his instrument, Tatl and Tael bouncing in the air beside him; Skull Kid laughs, spinning a very small version of the Termina Moon on his finger before throwing it into the sky behind him; and Skull Kid summons three Puppets around him and they clap for him as he floats in the air in a manner similar to his entrance animation.
Sonic the Hedgehog is the main titular protagonist of SEGA's flagship Sonic the Hedgehog franchise. Created to rival Nintendo's Mario, Sonic is the self-proclaimed "fastest thing alive", and is capable of travelling at supersonic speeds that essentially make him look like a blue blur, which he has been called in the past. Created to be a direct contrast to Mario, Sonic is bursting with personality. Though he is kind, he possesses an enormous ego, which at times makes him overconfident in his abilities. Also a thrill seeker, Sonic often sees each new adventure as a chance to have fun; even should the world be in danger, he will still still have fun on his adventure.
First appearance: Sonic the Hedgehog (1991)
Neutral Special: Homing Attack is one of Sonic's most famous and recurring abilities within the Sonic the Hedgehog series. The Homing Attack first appeared in Sonic Adventure, to assist players in targeting enemies in a three-dimensional world. In Super Smash Bros., Sonic travels in an arc-like shape towards the nearest fighter while spinning in a ball; coming in contact with an opponent will cause Sonic to snap back into his normal form, allowing him to transition into other attacks. Sonic will always aim towards the nearest fighter (marked with a reticle), though he can not travel indefinitely.
Side Special: Spin Attack is Sonic's main form of attack, and has appeared in most Sonic the Hedgehog games ever since the first instalment of the series- Sonic the Hedgehog. As its name implies, the Spin Attack sees Sonic rolling into a ball to travel forwards at a high speed. Similarly, in Super Smash Bros., Sonic will dash forwards in his ball form, barrelling through any opponent that may be in his way. The attack may also be charged, which increases the initial force that propels him forwards. When used in the air, Sonic's side special move is replaced by Air Boost. While very similar in execution, the Spin Attack is effected by gravity (as in, Sonic can fall should he fall off of the platform he begins to Spin Attack on), whereas the Air Boost is not. Air Boosts first appeared on Sonic Unleashed and, like in that game, serve as a form of vertical recovery, allowing Sonic to dash forwards in midair in order to reach a platform he may miss otherwise. In Super Smash Bros., Sonic will fall helpless after using the Air Boost, though the attack will drag along any foe he runs into.
Up Special: Spin Jump Stomp, while not a technique directly from the Sonic the Hedgehog series, is an attack that combines two different techniques that have made several appearances within Sonic the Hedgehog titles: the Spin Jump (from the original 1991 title Sonic the Hedgehog) and the Stomp (from Sonic Unleashed). Spin Jump is, essentially, a jump in which Sonic transforms into his ball form in order to deal damage to enemies midair; while Stomp, another attack defined near-entirely by its name alone, sees Sonic bounce downwards at a high speed in order to damage foes beneath him. In Super Smash Bros., Sonic will jump upwards a fair distance in a Spin Jump, before slamming downwards, still in this ball form, to deal damage. Should he hit the ground or another fighter, he will bounce from his ball form into his normal hedgehog form, though will become helpless.
Down Special: Sliding Attack, or simply Slide, is an ability that Sonic can perform in a number of Sonic the Hedgehog titles ever since the 2006 title Sonic the Hedgehog (though Sonic's clone, Shadow, could perform that maneuver in Shadow the Hedgehog, released prior). When used on the ground, Sonic will slide across the platform, which deals minor damage, but allows Sonic to then quickly transfer into any of his other special or standard attacks. When used in the air, Sonic will slide at a downwards angle and fall helpless after travelling a short distance.
Final Smash: Super Sonic is a form that Sonic can take on after acquiring and harnessing the power of all seven Chaos Emeralds. Changing him into a gold colour, Sonic's speed and attack power is increased tenfold in this form. Since first appearing in Sonic the Hedgehog 2, this form has made numerous other appearances in the Sonic the Hedgehog series, and is arguably Sonic's most well-known ability. In Super Smash Bros., Sonic will transform into Super Sonic for his Final Smash. For a limited time afterwards, the player is able to control Sonic, who will fly around at high speeds, dealing damage to all those he touches.
Sonic's entrance animation sees him bounce in from off-screen in a similar way to a Spin Dash, before striking a pose extremely similar to one from artwork of him from the original Sonic the Hedgehog game.
Sonic's taunt sees him place his hands on his hips and tap his left foot on the ground while looking impatiently at the player. This is a reference to his idle animation from Sonic the Hedgehog.
Sonic's victory theme is a direct rip of the mission clear fanfare from the 2006 title Sonic the Hedgehog.
Sonic's victory poses are as follows: Sonic performs a backflip before running off the left of the screen, spinning around a Goal Plate from an image of Dr. Eggman to an image of [Classic] Sonic giving a thumbs up; Sonic will backflip before showing off a Chaos Emerald and saying "That was almost too easy!"; and Sonic runs in from off-screen before screeching to a halt, giving a thumbs up saying "Sonic's the name, speed's my game!"
Sora is the main protagonist of the Kingdom Hearts series. Hailing from the Destiny Islands, as a child Sora and Riku wished to explore the universe after learning that there was more to their world then the small island they lived on. After the darkness engulfs Destiny Islands, Sora's power to wield a Keyblade awakens within him, and he uses this to combat the forces of darkness that stood against him as he attempted to reunite with his friends Riku and Kairi during the events of the series' first title.
First appearance: Kingdom Hearts (2002)
Neutral Special: Strike Raid is a recurring technique that Keyblade Wielders can perform in the Kingdom Hearts series. Debuting in the first instalment of the series, Strike Raid is an attack that sees the user throw their weapon forwards at their targeted opponent, before it bounces back to them in a boomerang-like fashion. This attack is recreated almost 1:1 in Super Smash Bros.: Sora throws his Keyblade forwards a fair distance before it returns to his hand. The Keyblade will also return to Sora after hitting a wall or one of his opponents; if Sora misses the Keyblade on its return, it will simply disappear in a flash of light and reappear in his grasp a moment later.
Side Special: Slide Dash is an ability that Sora and several other Keyblade Wielders have shown the ability to perform throughout the Kingdom Hearts series ever since the technique's debut in Kingdom Hearts Final Mix. In its debut appearance, Sora uses his Keyblade to propel himself forwards a fair distance by sliding across the ground before he attacks with a swing of his Keyblade. Slide Dash is a fairly unique technique in Super Smash Bros. as it does not deal any damage by itself and merely acts as a way to set up combos. Sora will perform Slide Dash and launch himself an incredibly-far distance forwards, halting should he get to a ledge, before stopping and allowing the player to control him as normal. Sora is totally vulnerable to damage while he slides, though possesses armour and thus can not be launched easily. When performed in the air, Sora will instead fly forwards shoulder-first a shorter distance; he must land before he can use Slide Dash again, but can perform any other attack, be it standard or special, out of it. Be it on the air or on the ground, Sora's slide can also be cancelled while it is being performed with any standard attack, special attack, or a jump.
Up Special: Aerial Slam is a technique that was first usable by Aqua, Ventus, and Terra in Kingdom Hearts: Birth by Sleep, and later by Sora and Riku in Kingdom Hearts 3D: Dream Drop Distance. Aerial Slam is a multi-hitting attack combo that gets its name from the final part of a series of Keyblade slashes: the wielder performs an upwards slash on an enemy before jumping high upwards, slashing at the user multiple times, before launching their foe into the ground. In Super Smash Bros. this technique was altered slightly: Sora performs an upwards slash as he jumps a fair distance into the air. If the player presses the special attack button at the peak of the jump then Sora will slash the air before slamming into the ground; if the player does not press the special attack button Sora will instead just crash downwards without performing an aerial attack.
Down Special: Firaga is the strongest version of the basic fire-elemental spell series that consists of Fire, Fira, and Firaga. Appearing in almost every Kingdom Hearts title, Firaga is a spell that sees the user launch a large fireball forwards that will home in on a nearby enemy. Firaga's homing ability, as well as the spell's damage output and the distance it travels, is weakened in Super Smash Bros. though the attack itself is otherwise identical: Sora will point his Keyblade forwards and launch a fireball from the tip of it. Only one fireball can be on the stage at a time.
Final Smash: Ars Arcanum is a powerful technique that Sora has demonstrated the ability to use throughout almost every game of the Kingdom Hearts series. The attack sees the user's Keyblade become engulfed with a golden glow before they perform a series of quick attacks in rapid succession. In the first Kingdom Hearts the additional attacks are essentially quick-time events, and the player only needs to select the command as soon as it becomes available in order to continue the combo of seven attacks. The version of the attack that Sora performs in Super Smash Bros. is actually nearly identical to its Kingdom Hearts 3D: Dream Drop Distance appearance: Sora performs two cross slashes followed by a spinning flurry of attacks all while midair and moving forwards, finishing by performing a downwards slash into the ground. This series of slashes is only modified for its Super Smash Bros. appearance by including a vortex effect while Sora spins forwards to drag in nearby foes; this segment has also been expanded in length slightly as well.
Sora's three victory animations are as follows: Sora throws his Keyblade up into the air and screams "Alright!" before he catches it with a spin and slams the blade into the ground, putting both of his hands on the hilt; Sora performs a breakdancing spin before jumping into the air and landing with his arms crossed; and Sora points his Keyblade towards the camera while exclaiming "My friends are my power!"
Spring Man is one of the 10 default fighters that are playable at launch in the 2017 fighting game ARMS. Spring Man is the newest entrant into the ARMS Grand Prix, and represents Spring Gym, where he trains. Spring Man, as his name implies, has spring-like arms, with several other aesthetic designs (i.e. his hair) also taking on a spring aesthetic. When not fighting or training for a fight, Spring Man can be found loafing about in his house, watching TV or eating pizzas; the latter of which is Spring Man's favourite food: he is capable of eating 12 whole pizzas in one sitting.
First appearance: ARMS (2017)
Neutral Special: ARM Punch is Spring Man's neutral special attack. After pressing the special attack button, Spring Man will fire his fist forwards at a high speed; the distance and speed it travels at can be increased by charging the attack longer. The ARM that Spring Man fires is determined by whichever ARM he currently has equipped- which can be changed via his down special move. Each ARM can be directed up or down slightly by tilting the control stick after it has been fired.
Side Special: Block Counter is a technique that takes inspiration from the blocking technique in ARMS. Spring Man will take a defensive position, and counter an attack that hits him by retaliating with a two-handed punch that meteor smashes foes downwards. The damage dealt by the attack will be decreased should Spring Man attempt, and fail, to use this attack several times in a row.
Up Special: Spring Pads are present on the Spring Stadium stage, which also acts as Spring Man's home stage in ARMS. These pads bounce anyone who jumps onto the upwards. When used, a pad will spawn underneath Spring Man, bouncing him into the air. While in the air, he is still capable of using standard aerial attacks, and will not fall helpless. The Spring Pad will remain in place for a moment after Spring Man bounces off it, allowing for others to do the same.
Down Special: ARM Switch is a technique based off the ability to switch between different combinations of ARMS in-between rounds of ARMS matches. Pressing the down special move button combination will cause Spring Man to simply change which ARM he has equipped, which effects his neutral special move. At the beginning of the match he will have the Toaster ARM equipped, which has no unique abilities. The Toaster will then change into the Boomerang ARM, which will travel in a loose semi-circle-like path, and has better maneuverability than the Toaster. The Boomerang will the change into the Tribolt ARM once the down special move is used while it is equipped; which fires three small projectiles vertically, but it can not be maneuvered as much as even the Toaster. The Tribolt will then switch back to the Toaster, resetting the cycle. Depending on Spring Man's alternate costumes, the Toaster may be replaced with Kid Cobra's Slapamander, Coolerang, and Hydra combination or Ninjara's Buff, Chakram, and Triblast combination, though they all act identically and are merely aesthetic changes.
Final Smash: Rush is a technique that can be activated in ARMS by pressing both ZR and ZL on the Joy-Cons simultaneously once the player has filled up their special attack meter. Once Rush is activated, their character is capable of punching at a rapid pace, with great damage increase. In Super Smash Bros., Spring Man will perform a powerful close-ranged flurry of punches (always with the Toaster equipped), which traps foes, before knocking them away with a two-handed punch.
Spring Man's victory animations are as follows: Spring Man punches the ground, to send himself upwards, where he poses by performing an uppercut with his left hand; Spring Man performs a backflip, bounces into the air, and then punches the air in a flexing-like motion; and Spring Man eats a slice of pizza, having to extend his arm in order to snap a gooey string of cheese, before looking at the camera and smiling with his mouth closed, but still full. The first two victory animations are Spring Man's victory poses in ARMS, and he will say one of several quotes - "Whoo! Spring!", "Woo-hoo!", "Kaboom!", "Gotta bounce!", "Yeah, baby!", or "Boi-oi-oing! Yeah!" - as he does them.
"Steve", sometimes parsed as "Steve?", is the name of the default male avatar character that the player controls in Minecraft. Very little detail is actually given about the avatar character, as they technically just exist as a blank slate to allow the player to imprint themselves (or their favourite characters) upon them - even Steve's appearance is completely customizable, and his textures completely replaced.
First appearance: Minecraft (2011)
Neutral Special: Blocks make up the world of Minecraft - almost everything in the universe is a cube. Minecraft features an extraordinary amount of blocks that can be mined using the player's fist or various tools such as a pickaxe or axe. Different tools can break certain blocks at different speeds, while others can only be collected by breaking them with certain items. As the game's name implies, Minecraft allows players to build and craft items with the blocks the player collects. In Super Smash Bros. Steve switches between which block he currently holds, which directly affects his down special move. Steve will begin a battle with dirt in his hand, which can easily be broken by any fighter. Pressing the special move button will change the block in the order of Oak Wood Plank → Cobblestone → TNT → Slime Block → back to Dirt. Oak Wood Planks are sturdier than the Dirt block, and Cobblestone is even sturdier than that; TNT will explode after a few moments after being placed; and Slime Block acts as a trampoline that bounces players upwards a fair distance. The current block that Steve is holding also appears next to his damage percentage.
Side Special: Splash Potion of Harming is one of the many types of potions that can be brewed in Minecraft. The Potion of Harming can be brewed by adding a fermented spider eye to an already-brewed Potion of Poison (which is made with a spider eye and piece of nether wart), and to make it a splash potion the player just needs to add gunpowder to it. The Splash Potion of Harming has a different effect depending on whether it is thrown at a living or undead creature - the former will take damage from it, while the latter will instead be healed by it. In Super Smash Bros. Steve will throw the Splash Potion of Harming forwards a fair distance, which explodes and acts similarly to a bomb despite not creating an explosion. Once he has thrown one he can not throw another for a limited time, as he must brew another one.
Up Special: Elytra is a piece of armour that the player can obtain starting in the 1.9 update for Minecraft. The item can only be obtained by finding it in an End City, located in the vast dimension known simply as The End. The Elytra allows the player to glide through the air once equipped in place of a chestpiece. In Super Smash Bros. Steve will don the Elytra and be thrown upwards by a gust of wind, throwing him at a steep angle. Steve will continue to wear the Elytra until he touches the ground, and it will slow his descent after he enters a pseudo-helpless state at the peak of his travel.
Down Special: Block Placing is the main gameplay technique of Minecraft. The game that Steve originates from allows you to break and obtain the various blocks that make up the world, and use them to build structures. In Super Smash Bros., Steve places the block that he has in his hand (designated via the neutral special move). Once he places a block he is unable to place the same one again until it is destroyed, and it is removed from the rotation of the neutral special move; Steve can only have up to three blocks on the stage at once, and the explosion of the TNT block will blow up any block nearby, friend's or foe's.
Final Smash: Golden Apples are a rare, edible item that one can find in the chests that spawn in a Minecraft world or create by surrounding an apple with gold ingots on a crafting grid. The Golden Apple grants the Absorption and Regeneration effects to the player that eats it - they are granted two extra hearts for the duration of its use and their health will return at a much faster rate than normally. By surrounding an apple with solid blocks of gold instead of ingots, the player can create the more-powerful "Enchanted Golden Apple" (or "Notch Apple", named after Minecraft creator Markus Persson' in-game username) which increases these effects a significant amount and for a longer duration. In Super Smash Bros. Steve will don Diamond Armour, equip a Diamond Sword, and eat a Golden Apple. The player is then able to control Steve and attack foes with his powerful Diamond Sword, with all of his attacks being replaced by simple sword swings. Steve can be attacked, though he will not take damage during the Final Smash' use and the amount of knockback he takes is decreased by an incredible amount.
Half of Steve's alternate costumes consist of his female counterpart introduced in the 1.8 update of Minecraft: Alex. The two play identically, though the crowd and announcer acknowledge them as separate characters.
Steve's entrance animation sees him break down a wall of dirt using a wooden shovel.
Steve's taunt sees him eat a piece of food. This food can be any of: bread, steak, carrot, apple, golden apple, or cookie.
Steve's victory theme is a remix of a portion of a theme from Minecraft's Battle Minigame.
Steve's victory poses are as follows: Steve places a door with his back to the camera, opens it, and closes it after walking through it; Steve uses a flint and steel tool to light a fire on the ground, before crouching down and looking over it; and Steve places a red bed onto the ground, and lays down on it.
Sukapon is the default playable character and main protagonist of Joy Mech Fight. Sukapon is a robot created by Dr. Little Emon and Dr. Ivan Walnuts to be a comedic owarai entertainer, and trained to become one in the Osaka region of Japan prior to the events of the game. After Dr. Walnuts stole seven of Sukapon's brethren and declared his intent to rule the world, Sukapon was remodelled by Dr. Emon in order to be a fighter, so that he could take down the evil robots and stop Dr. Walnuts' plan.
First appearance: Joy Mech Fight (1993)
Neutral Special: Tondeker is Sukapon's signature special move. Due to the robot's lack of limbs, Sukapon sues its large, rounded head as his main weapon. Tondeker in particular sees Sukapon perform a headbutt, which summons a fake copy of his head forwards a short distance. Though the attack can easily be avoided by ducking, it has the ability to travel through multiple foes as it always moves a set distance.
Side Special: Sukapon Roll is another one of Sukapon's special moves from Joy Mech Fight. The attack once again takes advantage of Sukapon's lack of limbs, though this time instead displays the amount of flexibility he has in his design. Sukapon's body parts create a circular shape as Sukapon rolls forwards a short distance, tackling foes. While Sukapon is rolling, if the player presses the special attack button once again he will propel himself forwards and boost a slightly further distance.
Up Special: Konaniran is an attack that Sukapon can perform in Joy Mech Fight, though the way Sukapon performs the attack differs quite differently from its original counterpart. In Joy Mech Fight, Sukapon would throw his head forwards, much like Tondeker, before the rest of his body follows in its path. In Super Smash Bros. however, Sukapon launches his head upwards a fair distance, and Sukapon's body spins in a way very similar to Sukapon Roll as his body catches up to where his head moved to.
Down Special: Sukapon Suplex is a throwing-based technique inspired by one of Sukapon's special attacks from Joy Mech Fight. Sukapon Suplex sees Sukapon perform a close-ranged grab before suplexing his opponent into the ground, burying the foe into the ground and damaging them a fair bit. When successfully performed in the air, Sukapon will spin downwards a fair distance before letting go of his opponent and entering a helpless state.
Final Smash: Joy Mech Fight is the name of the game in which Sukapon debuted. Joy Mech Fight was originally designed by Koichi Hayashida and Koichiro Eto, who met and developed the game while at a seminar hosted by Nintendo; upon the two being hired by Nintendo, the game, originally titled "Battle Battle League", was expanded upon and released as a full title for the Famicom. In Super Smash Bros., Sukapon performs a powerful version of Tondeker, firing an extra-large copy of his head a fair distance to paralyze all foes hit by it in place. After a moment, Sukapon will call upon a number of other robots from Joy Mech Fight - namely Eye, Sasuke, Flame, and Neo - and the five work together to attack the affected opponents in a quick cinematic before they are launched away.
Sukapon's victory animations are as follows: Sukapon spins around, hands above its head, before posing in a punching motion; Sukapon moves its hands around before performing a single-handed handstand; and Sukapon stands in front of a microphone, before spinning counter-clockwise.
Sylux is a powerful Bounty Hunter who possesses a deep hatred for the Galactic Federation and all those who may be associated with them. Little is actually known about Sylux or his past, other than the fact that he stole a variety of gadgets and pieces of technology from the Galactic Federation and wields it to cause chaos across the universe. Such pieces of technology include the bulky suit he wears that completely hides whatever species he may be and allows him to enter a compact form known as Lockjaw, the Shock Coil weapon he wields in battle, and the Delano 7 spaceship he uses to travel between planets. Since his first encounter with Samus, his whereabouts are officially unknown, though he has been seen following Samus after her battles on Phaaze and breaking in to a Galactic Federation research centre to cause a Metroid Egg to begin hatching.
First appearance: Metroid Prime Hunters (2004)
Neutral Special: Electric Bombs are a type of special weaponry used by Sylux against Samus in Metroid Prime Hunters. By transforming into his Lockjaw form, Sylux is shown capable of dropping small electrical bombs that are capable of creating tripwires should they not be placed far-enough apart. These tripwires can detonate when a third is placed. In Super Smash Bros. Sylux will transform into his Lockjaw form and drop an Electric Bomb on the ground. The Electric Bomb will detonate on its own after a short period of time, but placing two Electric Bombs close to each other will cause them to detonate immediately and create a larger, deadlier, explosion.
Side Special: Imperialist is a weapon in Metroid Prime Hunters that is primarily used by the Bounty Hunter named Trace. This sniper releases powerful blasts of energy with very precise targeting. These blasts deal an incredible amount of damage to foes and can even one-hit KO enemies, though it is especially useful against Sylux. In an ironic twist, Sylux makes use of this weapon for his side special move in Super Smash Bros. and fires a small blast of red energy straight forwards a far distance. The Imperialist weapon deals more damage to enemies that are closer to Sylux, but more knockback to those further away. There is a slight cooldown after Sylux uses this attack, preventing him from using it rapidly.
Up Special: Lockjaw Crash is a technique that makes use of the Lockjaw form Sylux's stolen suit allows him to transform into. This form grants Sylux incredible mobility. In Super Smash Bros. Sylux transforms into this Lockjaw form and rushes upwards at a forwards angle to deal damage to foes as he travels quickly through them. At the peak of his jump, Sylux unfolds into his normal form and crashes to the ground to damage nearby enemies via a small shockwave that he releases upon contact with it.
Down Special: Shock Coil is the name of Sylux's main weapon, a piece of technology stolen from the Galactic Federation. This device is capable of firing a beam of electricity that will increase the amount of damage it does to those hit by it the longer they make contact with the electrical beam. In Super Smash Bros. Sylux will use his Shock Coil to release a short beam of electricity for as long as the special move button is held down that will loosely point towards a fighter that may be above or below it. Just as in the Metroid Prime games, the damage dealt by the Shock Coil will increase the longer a fighter is within its range, though the weapon does not cause foes to flinch and thus it is easy to escape from. Also, unlike the Shock Coil's appearances in the Metroid Prime series, its Super Smash Bros. counterpart does not drain the life force of the enemy hit by them to heal Sylux himself.
Final Smash: Delano 7 is a prototype Delta-class Strike Fighter developed by the Galactic Federation and later stolen by Sylux to be used as his primary mode of transportation prior to and during the events of Metroid Prime Hunters. This ship possesses a remarkably strong cannon that can be remotely commanded to automatically target nearby enemies. In Super Smash Bros. this command serves as the most notable part of Sylux's Final Smash: Sylux will call the Delano 7 into the background, and the ship's cannon will automatically target enemies and fire blasts of energy in their directions. The player is free to command Sylux as normally while the Delano 7 is firing at foes as well, as it will only continue attacking for a short period of time.
Sylux's victory animations are as follows: Sylux flies into the screen in his Lockjaw form before unfolding and pointing his right arm up to the sky; Sylux slices at the screen twice with his right arm before pressing his face up towards the camera as he shakes his head; and Sylux falls from the sky, landing in a crouching position before looking straight towards the camera.
Takamaru is an apprentice samurai serving under the shogun Ietsuna Tokugawa. After an alien entity appears in Edo-era Japan, Takamaru is sent by the shogunate to investigate the lords of the four castles - Aosame Castle, Akasame Castle, Ryokusame Castle, and Momosame Castle - that came in contact with the alien being. After defeating the four castle lords, Takamaru goes on to defeat the main antagonist of The Mysterious Murasame Castle: the alien who had their soul placed within the golden Murasame statue.
First appearance: The Mysterious Murasame Castle (1986)
Neutral Special: Windmill Sword is one of the four power-ups that can be obtained from the Tanooki that follow Takamaru on his quest. Compared to Takamaru's normal throwing knives, the Windmill Swords deal the same amount of damage, though they travel the length of the entire screen. In Super Smash Bros., Takamaru charges up for a moment before throwing four Windmill Swords diagonally away from him. Unlike in The Mysterious Murasame Castle, the swords do not travel indefinitely, though they still travel a very far distance away from Takamaru, and even through other fighters. If the move is used again while swords are still moving on-screen, the active ones will disappear as new ones are summoned.
Side Special: Kesa Giri is a technique used by samurai and those who fight with katanas. A very defensive attack, Kesa Giri is used when anticipating an opponent's attack, slashing them diagonally from their right arm down to their left shoulder. In Super Smash Bros., Takamaru hesitates for a moment before slashing at a high speed, a trail of cherry blossom petals dancing from his sword as he does so. While an attack that deals a fair amount of damage but little knockback, Kesa Giri also has the ability to reflect physical projectiles if timed correctly.
Up Special: A Kabuto is a type of Japanese helmet dating back to the fifth century. In feudal Japan, samurais wore these types of helmets into battle, and they in turn became a very symbolic piece of armour for them, with many phrases being coined with reference to them. In The Mysterious Murasame Castle, Takamaru can collect a Kabuto, though here known simply as "Helmet", to grant him temporary invincibility. In Super Smash Bros., a Kabuto, or more specifically a Suji Bachi Kabuto, appears on Takamaru's head as cherry blossom petals swirl around him, lifting him up a short distance before he enters a pseudo-helpless state.
Down Special: The Invisibility Technique is an item from The Mysterious Murasame Castle, another one that Takamaru can obtain from a Tanooki. As its name implies, the Invisibility Technique makes Takamaru invisible for a very short amount of time, thus allowing him to sneak by enemies without needing to engage in combat. In Super Smash Bros., Takamaru holds his sword straight-up in front of his face and disappears, before reappearing a short distance forwards (or backwards, should the control stick be held in that direction) and performing an extremely powerful slash with his katana.
Final Smash: The Inazuma Technique (or Lightning Technique) is one of the most powerful items that can be collected in The Mysterious Murasame Castle, alongside the Invisibility Technique. Unlike the aforementioned, which is a very defensive technique, the Inazuma Technique is the opposite: once used, lightning rains down to defeat all enemies on the screen. In Super Smash Bros., Takamaru pulls a scroll out from behind him and calls out "Inazuma, ten kara no ame!" ("Lightning, rain from the heavens!") before he pierces it with his sword, and lightning bolts begin to rain down in the area around him, dealing massive damage to those who make contact with them. While the lightning continues to strike the stage (travelling through semi-soft platforms and even some specific solid platforms), Takamaru is free to move around and attack his foes, or attempt to launch them into the bolts of lightning.
Takamaru's three victory animations are as follows: Takamaru holds out his hand, and catches a cherry blossom as it flutters down into his palm; Takamaru slashes once with his katana before crouching, and muttering "Anata no tame ni" ("For you"); a Tanooki dances up from behind Takamaru, creating a fireball in its palm that it throws at Takamaru, who dodges to the raccoon's delight.
Tethu is a young Seedling and the main protagonist of Ever Oasis. After his home, and his brother, falls to the Chaos that plagues the desert wasteland, Tethu is transformed into a seed-like form and launched far away, where he meets a water spirit named Esna. Together with the water spirit, and a beetle named Khepri, Tethu creates his own Oasis, and traverses the desert in order to find people in need of a home and to complete the tasks he must in order to keep the Chaos away and keep the citizens of his Oasis happy.
First appearance: Ever Oasis (2017)
Neutral Special: Green Gale is the main technique used by those who serve as the head of their own Oases in order to clear away piles of sand and knock away Chaos. In Super Smash Bros., Tethu swings his sword and launches a small green tornado forwards, which, while it does not deal much damage, launches foes straight upwards. The attack can be charged up, increasing the size of the tornado but decreasing its movement speed and the distance it travels.
Side Special: Leaf Wall is an ability some Seedlings are capable of performing. In Ever Oasis, this ability transforms the Seedling into a large wall of leaves, which can be used to keep others safe from rolling boulders. In Super Smash Bros., this attack works a little differently: Tethu creates a wall of leaves in front of him, which can take a fixed amount of damage before it is destroyed. Tethu places this wall of leaves on the ground, and thus it can be used to hinder movement, though only one can be on-stage at a time.
Up Special: Paraflower is a technique that can be used by different Seedlings in order to reach higher, or otherwise-inaccessible areas by transforming into a seed-like form. In Super Smash Bros., Tethu doesn't transform into such a form, but does hang on as one carries him upwards. The four leaves on the seed spin around to deal damage, with only the final hit as Tethu lets go of the seed actually launching away foes.
Down Special: Pellet is a Seedling ability that allows one to transform into a ball and travel through small holes and into areas otherwise inaccessible. In Super Smash Bros., Tethu transforms into this ball form and dashes forwards at a high speed, with the player able to control whether h moves left or right once in this form, though he only deals minute damage when coming in contact with an opponent after the initial dash. By holding down the special move button, this attack can be charged up in order to increase the strength, speed, and distance of the initial dash, though this could also hinder the player as they may launch themselves off a ledge.
Final Smash: Oasis is an area that serves as a fragile refuge away from both the natural dangers of the desert world where Ever Oasis is set, as well as the malicious Chaos that aims to destroy peace. In Ever Oasis, Tethu is the leader of an Oasis, and he must work with the water spirit Esna in order to keep it well-kept. In Super Smash Bros., Tethu calls upon Esna, who rises out of a small body of water beneath him and unleash a powerful wave of energy to damage and launch away all those around them, with the glowing heart of the Oasis appearing in the background behind them as she rises from the pool.
Tethu's victory poses are as follows: Tethu hops up and down happily while Khepri flies around him; Esna, who sits in a pool of water nearby, and Tethu high-five one another, before Tethu gives a thumbs up to the player; and Tethu uses Green Gale, and it hits and knocks the camera over, so he goes to pick it up. Tethu is the only individual who has a victory pose that breaks the fourth wall and actually makes contact with the camera.
Tetra is a young girl who, orphaned as a baby, grew up on a pirate ship with her adoptive mother. Tetra's mother was the captain of her own pirate crew, and Tetra would later inherit this title after her mother passes away. Despite being the youngest member, her entire crew respects her to a great extent, and she has earned a reputation as a ruthless and bossy pirate with a brash and caring interior. Though she grew up knowing nothing about her birth family, she is the reincarnation of the Goddess Hylia, and thus the princess of Hyrule during the Era of the Great Sea.
First appearance: The Legend of Zelda: The Wind Waker (2002)
Neutral Special: Flintlock Pistol is a weapon that Tetra uses, in conjunction with a cutlass, in Hyrule Warriors Legends. This small pistol, the first appearance of any firearm in the Zelda series, is a customized weapon that fires orbs of condensed water instead of bullets. Much like in Hyrule Warriors, in Super Smash Bros. Tetra fires a small orb of water from her pistol to damage foes. While the move can not be charged up, the player can tap the special attack button to have Tetra fire three shots in rapid succession.
Side Special: Skull Hammer is an item that Link can acquire in The Legend of Zelda: The Wind Waker after defeating Forsaken Fortress' Phantom Ganon. In that game, Link could use this large heavy hammer to push down switches, and bash foes with it. In Super Smash Bros., Tetra performs a slow, but very powerful, downwards smash with this hammer, which spikes opponents downwards. Though the attack has quite a bit of ending lag, the move's high launching power makes it easy to KO foes.
Up Special: Crashing Wave is not a maneuver from the Zelda series, though, like many of Tetra's standard and smash attacks, makes use of her cutlass from Hyrule Warriors Legends. Tetra jumps up and performs an upwards slash with her cutlass, with water dispersing from it as she travels upwards. At the peak of her jump, she fires her pistol downwards to further propel herself upwards.
Down Special: Hurricane Spin is a variation of the recurring Spin Attack move that Link is capable of performing throughout the Zelda series; the Hurricane Spin in particular is a stronger variation that first appeared in The Legend of Zelda: The Wind Waker. In Super Smash Bros., simply pressing the down special move button combination will have Tetra spin around quickly with her cutlass extended and perform a stationary Spin Attack with short range. The move can be charged however to increase the duration that Tetra spins for, and the player is capable of moving Tetra left or right as she spins across the ground. In the air, Tetra's Hurricane Spin does not act like Link's Spin Attack, as instead of gaining height Tetra will instead become a drill as she spins down into the ground.
Final Smash: Light Arrows are a powerful weapon often wielded by Link or Princess Zelda during their final confrontation with Ganon, and are the second-most useful weapon used to defeat him after the Blade of Evil's Bane itself. In Super Smash Bros., Tetra pulls out a normal bow, but uses the power of the Triforce held within her to create three golden arrows of light, which she fires in rapid succession at three angles forwards. While the Light Arrow will initially paralyze and damage any foe in place that it hits, after a moment those hit will be launched away.
Tetra's victory poses are as follows: Facing away from the player, Tetra spins her cutlass around her finger before holstering it, then she turns around and winks; Tetra fires three shots from her pistol, with each hitting and shattering a pot placed around her, before she points it towards the sky and winks; and Tetra tosses a bomb up and down carelessly in her hand, and it explodes in the air after a few times.
Thanatos is the shape-shifting God of Death, and a valuable asset to the Underworld Army. Throughout the Kid Icarus series, Thanatos has continually faced off against Pit and Palutena as one of the many evil creatures under the command of Medusa. In the original Kid Icarus Thanatos, here known as Tanatos, appeared as a snake who would sprout from the giant head of Medusa, zig-zagging across the stage to act as a nuisance for Pit during the final battle. Later, in Kid Icarus: Uprising, Thanatos (who has changed his name, claiming to have added in an H "for hamazing!") first appears as the guardian of the Underworld Key needed for Pit to enter the Underworld and face off against Medusa. In his final appearance in the game, he now follows the orders of Hades, and battles Phosphora in an aerial dogfight to keep the Forces of Nature from assisting Pit's advance.
First appearance: Kid Icarus (1986)
Neutral Special: Buckscalp is a technique that, although never named as such, is taken from one of Thanatos' attacks from his Kid Icarus: Uprising boss fight. One of the many forms Thanatos takes on to combat Pit: an urn. In this form Thanatos is immune to physical attacks and shoots skulls at Pit, who must knock them back at the god in order to hurt him. In Super Smash Bros. Thanatos will transform into his urn form turned onto its side and shoot a skull from the urn's mouth. By holding down the special move button, the move can be charged up to have Thanatos instead fire three skulls in quick succession. While Thanatos himself is effected by gravity while in his urn form, the skulls are not - they will fly forwards and disappear after flying a set distance or once they hit a foe or anything else solid. Like in Uprising Thanatos is also "immune" to physical attacks while in his urn form: though he still takes damage, he will not flinch from direct attacks unless they deal enough knockback; projectiles will cause him to flinch just as they normally would however.
Side Special: Gorgon's Strike is an attack based on Thanatos' appearance in the original Kid Icarus title for the Nintendo Entertainment System. In the series' first instalment, Thanatos disguises himself as one of the snakes making up Medusa's hair, making his initial appearance a surprise to Pit. In Super Smash Bros. Thanatos repeats his original techniques from this game: transforming into a snake, Thanatos quickly zig-zags a fair distance forwards, dealing damage (and travelling through) any foe he may come in contact with.
Up Special: Cannon Doll is a technique loosely inspired by one of Thanatos' transformations in Kid Icarus: Uprising. One of Thanatos' forms that he uses during his fight against Pit is a Matryoshka doll - a type of Russian doll that contains smaller and smaller versions of itself within it. Thanatos' Nesting Doll form will do the same as a normal Matryoshka doll would as Pit attacks it, finally releasing a tiny version of Thanatos himself at the end. In Super Smash Bros. Thanatos transforms into this form and shakes quickly for a short moment before shooting a miniature Thanatos up into the air before the doll disappears. The God of Death will fly a great distance upwards at a high speed, but not damage any foe. At the peak of Thanatos' movement, he performs a flamboyant flip and returns to his normal size as he enters a helpless state.
Down Special: Trample Smash is a move that makes use of one of Thanatos' giant foot transformation from his Kid Icarus: Uprising boss battle. One of his many forms utilized in this game is a large disembodied foot, which will float around the boss arena and try to stomp down on Pit. In Super Smash Bros. Thanatos' down special move has him transform into this same green limb, albeit a smaller version of such, and perform a powerful stomp attack that buries foes beneath him. When used in the air, Thanatos will continue travelling downwards a fair distance and will eventually enter a helpless state if he does not land on the ground.
Final Smash: Demon Harpe is Thanatos' Final Smash which, like most of his other special moves, is based upon one of his Kid Icarus: Uprising transformations. One of his five forms from this game is a giant sword, and he summons large spears around himself while taking on this appearance. For his Final Smash in Super Smash Bros. Thanatos transforms into this giant sword form and swings himself downwards. If he hits an enemy, Thanatos will follow this up with a number of other quick slashes before summoning three of the spears he used in his Kid Icarus: Uprising boss battle to skewer his target and launch them away. Should Thanatos miss the initial swing, the Final Smash will fail and nothing will happen.
Thanatos' entrance animation has him teleport onto the stage in a lounging position as he floats above the ground.
Thanatos' taunt sees him transform into his Nesting Doll form and hop twice.
Thanatos' victory theme is a short excerpt of the track Boss Theme 1 from the official soundtrack of Kid Icarus: Uprising, remixed in a playful, carnival-esque style to match Thanatos' genie and clown-like design.
Thanatos' victory animations are as follows: Thanatos' Nesting Doll form will pop its lid to reveal a smaller doll, which will pop out and do the same twice before a tiny Thanatos pops out and flamboyantly waves his arms out with a chuckle; Thanatos transforms into his Nesting Doll, Urn, and Sword forms quickly before returning to normal as he laughs and says "well that was fun"; and Thanatos spins around with a laugh before waving his arms out and declares "remember: the extra H stands for 'hamazing!'"
Tiki is a recurring character from the Fire Emblem series. A member of the Manakete species, Tiki is the sole remaining member and the princess of the Divine Dragon clan. In Fire Emblem: Shadow Dragon and the Blade of Light and Mystery of the Emblem, Tiki is sealed into a deep slumber in order to protect her, and the human residents of Archanea, from the power stored within her; in Fire Emblem Awakening, Tiki acts as a priestess serving Naga, the deity-leader of the Divine Dragon dragon clan.
First appearance: Fire Emblem: Shadow Dragon and the Blade of Light (1990)
Neutral Special: Ice Breath is a recurring skill in the Fire Emblem series; one that Ice Dragons are shown to be able to use. Tiki, though not an Ice Dragon but rather a Divine one, is still capable of learning this skill in Fire Emblem: Mystery of the Emblem. In Super Smash Bros., Tiki breathes a stream of light blue fire from her mouth, which deals damage over time and will eventually freeze foes if they remain within it long enough. The attack can be kept going as long as the button is held down, though after a certain amount of time Tiki herself will become frozen for a moment, taking slight recoil damage.
Side Special: Moonbow is a skill that was introduced in the free-to-play mobile game Fire Emblem Heroes. Moonbow is a variation of the New Moon skill, and both act fairly similarly: the unit using the ability fires a giant arrow of energy forwards at their target, damaging them as if they had a reduction to their defense applied. In Super Smash Bros. this attack is the same in name and appearance, though has several major differences in how it is performed by Tiki; the size of the arrow can be increased by charging the attack, starting out small and eventually growing larger, with its size slightly affecting the arrow's movement. The small arrow, though it does not travel far, does so at a quick speed and will angle itself upwards or downwards slightly in an attempt to slightly home in on a nearby foe; the large arrow is the opposite, travelling a far distance but doing so at a slow speed. When small, the arrow will also stop once it hits a foe, but it will instead travel through multiple foes when larger. When used in the air, Tiki can fire three small arrows in rapid succession or one large arrow before entering a helpless state, though will enter a pseudo-helpless one should she have fired only one small arrow.
Up Special: Rising Flame is a skill that debuted in Fire Emblem Heroes, though its appearance in Super Smash Bros. does not resemble it in any way but name. When used, Tiki will transform into her dragon form and fly upwards in a corkscrew motion as fire dances around her. Though she does not travel high, she does deal quite a fair bit of damage to those nearby, with those around her when the move is initiated being launched a considerable distance with minor damage.
Down Special: Distant Counter is a skill from Fire Emblem Heroes that, as its name implies, allows the user to counter an opponent's attack no matter the distance between them. In Super Smash Bros., this skill differs from other counter-attacks in that it's primary purpose is to reflect other projectiles. If initiated as she is being hit, Tiki will dodge out of the way before she breathes a small fireball back in the direction of the attacker. How this differs from normal counter-attacks is that the fireball will actually grow in size, and therefore deal more damage, as it travels at a quick and steady pace, exploding as it comes in contact with a foe. If Tiki counters a melee attack the small fireball will only be enough to knock the foe away from her to give her room, but if she counters a projectile attack the larger fireball can knock the one who tried to attack her and KO them at relatively low percentages.
Final Smash: Lifetaker is a skill that debuted in Fire Emblem: Awakening, where it was associated with the Dark Knight class. In Awakening, the skill heals 50% of the unit's max health after they defeat an enemy. In Super Smash Bros., this basic idea is kept, but heavily expanded upon and made into an attack worthy of 'Final Smash' status: Tiki transforms into her dragon state and surrounds herself in dark purple flames that trap all those near-enough to her. Those trapped within her fire will take 1.25x the amount of damage Tiki had when she initiated the attack, while Tiki herself is healed by 10% multiplied by the amount of opponents she hit with her attack (thus, should she hit all of her opponents in 8-Player Smash, Tiki can recover a maximum of 70%). Once fully healed, Tiki will flap her wings to knock them away, without dealing any more damage, before transforming back into her human form.
Tiki's three victory animations are as follows: Tiki claps while jumping up and down happily; Tiki spins around with her arms out-stretched before falling over, dizzy; and Tiki holds the Shield of Seals against her chest, and smiles happily as she brandishes her angelic wings.
Timber the Tiger is one of the ten playable characters in Diddy Kong Racing. Timber's family owns an island, and after it is invaded by Wizpig while his parents are away the young tiger calls upon Diddy Kong and the rest of his friends to help him defeat the alien in his racing challenges. In the Nintendo DS remake of Diddy Kong Racing, Timber's stats are all balanced, at 3 stars each, whereas in the original Nintendo 64 title Timber's turning stat was slightly lower than his top speed and acceleration. In both versions of the game, Timber's vehicles are dark green in colour.
First appearance: Diddy Kong Racing (1997)
Neutral Special: Mini Missiles are the basic type of item acquired by hitting a single Red Balloon in Diddy Kong Racing. By running through more Red Balloons, the Missile can be upgraded into a single Homing Missile by hitting a second balloon, and into a scattershot of ten Missiles upon hitting a third. In Super Smash Bros. Timber fires a small missile forwards from the front of his kart, which will travel a short distance and detonate in a small explosion upon hitting a wall or enemy.
Side Special: Zipper Boosts are objects that appear on the racecourses throughout Diddy Kong Racing, granting the one who drives over it (or travels through it should they be in the air or on the water) a boost. By travelling through a Blue Balloon a racer can obtain a small speed boost as an item, with consecutive hits to Blue Balloons giving the user more-powerful boosts. In Super Smash Bros. Timber will blast forwards at a high speed as blue flames erupt from the exhausts of his kart, signifying that this is the second-tier boost item.
Up Special: Aileron Roll is a maneuver that can be performed in an aerial vehicle such as a plane. This technique sees the pilot of such a vehicle spin their vehicle 360 degrees while moving forwards in a way that causes the vehicle to lose no altitude or speed. In Super Smash Bros. Timber's kart will transform into a plane as he dashes at a steep upwards angle, performing an aileron roll to deal damage and knock away foes as he does so.
Down Special: Spike Mines are an item that can be obtained in Diddy Kong Racing by driving through two consecutive Green Balloons. Due to Diddy Kong Racing allowing the player to race with karts, hovercrafts, or planes, Spike Mines can be placed on the ground or in the air above water or after ramps. In Super Smash Bros. Timber will drop such a mine behind his kart, which deals damage to foes on contact with an explosion. The mine will disappear after a short period of time, and Timber can only have one mine on the stage at a time. Like in Diddy Kong Racing, a Spike Mine will float in the air.
Final Smash: Adventure Mode is the main gameplay mode of Diddy Kong Racing, where the player travels around Timber's Island, collecting Golden Balloons in order to challenge Wizpig and his hypnotized goons, and stop him from adding his island into the amusement park of usurped worlds that is Future Fun Land. In Super Smash Bros. Timber holds up a Wizpig Amulet before calling upon Tiptup, Bumper, T.T., Krunch, and Drumstick who all race through the stage's entire length while piloting karts (Tiptup and Krunch), hovercrafts (T.T.), and planes (Drumstick and Bumper), damaging any in their path as they move along. Those in kart and hovercrafts will drive straight-through the stage where Timber is, while those in planes will fly up and down at varying heights; all will travel through any platform that may be in their way, however.
Timber's victory animations are as follows: Timber uses a wrench to tighten the bolts on the tire of his vehicle, before wiping his forehead with his arm and waving with his wrench towards the screen; Timber performs a doughnut in his kart, throwing his hat into the air after he does so; and Timber holds a Red Balloon, which he lets go of and watches it fly away.
Tiny Kong is a recurring character in the Donkey Kong series, originally introduced as one of the five playable characters of Donkey Kong 64. She is the younger sister of Dixie Kong, and prior to the events of the aforementioned game was imprisoned by the Kremling Krew in Angry Aztec. Tiny is a sassy and tomboyish young child, somewhat like her sister, though is far more energetic than her sibling. She received a drastic redesign in Diddy Kong Racing DS, being aged up to a teenager thus making her name (and trademark ability to shrink to a tiny size from her debut title) an ironic one.
First appearance: Donkey Kong 64 (1999)
Neutral Special: Feather Bow is a golden crossbow and Tiny Kong's ranged weapon in Donkey Kong 64. As the crossbow's name implies, the weapon was designed by Funky Kong to fire the red feathers she collects on her adventure as projectiles. Tiny Kong uses this same weapon in Super Smash Bros. for her neutral special move, firing a feather that travels a fair distance at a slow speed. Though she can't fire the weapon at a rapid pace, two feathers can be on the screen at once.
Side Special: Monkeyport is a technique that Tiny Kong can perform in Donkey Kong 64. This ability allows her to teleport between the pads with her face on it that are placed around a level. In Super Smash Bros. the player must hold down the special attack button to place an invisible target before she simply teleports to the specified location. Holding the special move button will simply move the invisible target further out from Tiny Kong's body in a forwards direction. Tiny Kong will also automatically teleport after the invisible target moves a far-enough distance away from herself. Upon reappearing, she will appear in a flowery motif that deals damage to nearby foes.
Up Special: Ponytail Twirl is one of the abilities that Tiny Kong can gain from Cranky's potions in Donkey Kong 64. The technique is very similar to one that can be performed by Dixie Kong in all of her appearances: Tiny Kong can spin her twintails in a manner similar to a helicopter's propellers to extend her jump. In Super Smash Bros. this technique is essentially identical to her sister's up special move: spinning her twintails above her head causes her to fly upwards a fair distance without dealing damage or knockback to any foe before she enters a pseudo-helpless state.
Down Special: Mini-Monkey Counter is an attack based on Tiny Kong's signature ability - which also serves as her namesake - from Donkey Kong 64. Mini-Monkey, Kongum Smallus, is an ability that Tiny Kong is granted from one of Cranky's potions and allows her to shrink to a tiny size on command in order to access otherwise unreachable areas. In Super Smash Bros. shrinks to dodge an incoming attack, countering her opponent by growing back to her normal size as she performs a jumping uppercut attack. If she performs this counterattack on a projectile, she will instead use her saxophone as she grows big to reflect the incoming item.
Final Smash: Saxophone Slam is the attack that Tiny Kong can perform with her unique musical instrument from Donkey Kong 64 upon purchasing a saxophone from Candy Kong's shop. Like the other Kongs' musical instrument-based attacks, Saxophone Slam defeats all enemies in the near vicinity, with Tiny Kong playing her saxophone to create daisy shockwaves to do just that. In Super Smash Bros. Tiny will play her saxophone and create four large shockwaves that explode out around her body to deal damage and knockback to all those who touch them. She ends the attack by swinging her saxophone around and playing a loud note to create an even larger shockwave than the rest.
Tiny Kong's victory poses are as follows: Tiny Kong hops around on her feet before jumping into the air, spinning as she leaves the ground, and landing with her hands in the air; Tiny Kong spins into the air with her twintails, posing in midair with her arms and legs out-stretched, before landing clumsily; the camera humorously looks left and right, before looking downwards to a tiny Tiny, who waves upwards at the player.
Tom Nook is a major recurring character from the Animal Crossing series. In some of the series' earlier titles, Tom Nook was the owner of the town's main store, originally dubbed "Nook's Cranny" and eventually expanding and growing into "Nookington's Department Store" when the player shops there and supports his business. In Animal Crossing: New Leaf, Tom Nook has begun selling homes and exterior decorations at a store called "Nook's Homes", giving his nephews, Timmy and Tommy, his old store.
First appearance: Dōbutsu no Mori (2001)
Neutral Special: Pockets serve as the player's inventory in the Animal Crossing series. Surprisingly, despite being described as the player's "pocket", the inventory can hold, depending on the game, fifteen or sixteen different items in addition to their collection of letters and Bells. In Super Smash Bros., Tom Nook reaches forwards, and will snatch any projectile or item out of the air. Using the button again will cause Nook to throw the projectile in the same way that it was thrown at him, though it may disappear if it isn't used within a period of time (this is shown by a sparkle that appears at Nook's hip). If he picked up an item that was laying on the ground, he will pull it out and be able to use it as is; the only item he is unable to pick up is the Smash Ball, due to the unique way in which it is "used".
Side Special: Fishing Rods are one of the most recurring tools in the Animal Crossing series. Like in real life, fishing rods are used to catch fish, which can be sold at the store for Bells or donated to the town's museum. In Super Smash Bros., Tom Nook uses a fishing rod as a type of tether grab, throwing it out and, should he hit an opponent (and deal some minor damage to them), reel it, and thus the fighter, back towards him. It can also be used to tether recover.
Up Special: "New Leaf" is the subtitle for the fourth main title in the Animal Crossing series, originating from the phrase "turning over a new leaf"; the game's subtitle is also a reference to the symbol of the Animal Crossing series: a leaf with a small circular leaf in its top-right position. Tom Nook uses the latter, the series' symbol, in his attack, summoning a large version of it and performing an uppercut attack that sees him travel a short distance upwards.
Down Special: Bag O' Bells is a type of counterattack that sees Tom Nook utilize a bag of 1000 Bells, the currency used in the Animal Crossing series. Dodging out of the way, Tom Nook drops a heavy bag of Bells on his foe, burying them into the ground (or spiking them downwards should the move be used in the air) and dealing a fair amount of damage.
Final Smash: Debt is a major gameplay mechanic in the Animal Crossing series, always brought on by Tom Nook. The debt system serves as the only major goal in the game, as paying it off allows the player to upgrade their house. In Super Smash Bros., Tom Nook summons his two nephews, Timmy and Tommy, and together they all hold out bags before Bells rain down from the sky upon them, damaging all nearby foes.
Tom Nook's entrance animation sees him step out of a small recreation of Nook's Cranny, as it appeared in the original Animal Crossing game.
Tom Nook's taunt sees him hold out a bag of Bells, reach his paw inside, and pick out a few bells which he stares at for a moment before quickly putting them back and stuffing the bag of Bells behind is back.
Tom Nook's victory theme is a remix of the theme that plays after the player successfully pays off their debt in Animal Crossing: New Leaf.
Tom Nook's victory poses are as follows: Timmy and Tommy dance around Tom Nook as the latter watches them happily; Tom Nook throws a bag of Bells up and down, before he throws it too wildly and it hits him on the head; and Tom Nook kicks away a sign advertising Crazy Redd's store before dusting his paws off smugly.
"Toon Link" is the name given to the Link that appears in the cel-shaded titles in The Legend of Zelda series (particularly those that make up the Adult Timeline: The Wind Waker, Phantom Hourglass, and Spirit Tracks) in a number of spin-off titles to differentiate the Hero of Winds from the other Links. During the events of The Legend of Zelda: The Wind Waker, Toon Link leaves his home of Outset Island after a giant bird named the Helmaroc King kidnaps his sister, and a slew of other blonde Hylian girls, on the command of Ganondorf trying to locate Princess Zelda. Toon Link travels the Great Sea that has flooded Hyrule on a living boat known as the King of Red Lions, who is actually Hyrule's last king.
First appearance: The Legend of Zelda: The Wind Waker (2003)
Neutral Special: Hero's Bow is an item that Link can acquire in The Legend of Zelda: The Wind Waker. The bow can be picked up once Link learns the Command Medley in the Tower of Gods. Link can play a minigame where he must shoot arrows at a Fishman to relieve his body aches. In Super Smash Bros. Toon Link will fire out an arrow with the Hero's Bow, with the distance and power of the arrow determined by how much the attack is charged up beforehand.
Side Special: Sand Wand is an item from The Legend of Zelda: Spirit Tracks, where Link acquires the item by defeating three Stalfos in the Sand Temple. The Sand Wand allows Link to create blocks of sand, which can be used to trap foes and solve puzzles. The attack in Super Smash Bros. is based more on the item's use in Hyrule Warriors: when the special move is performed, Toon Link will use the Sand Wand to create a block of sand. He performs an overhead swing downwards with the rod, with the block following the wand's movements, slamming the block of sand into the ground. The block of sand will explode upon hitting the ground, with the particles of dust that fly out dealing minor damage to nearby foes as well.
Up Special: Ballad of Gales is a song that Link learns from the Wind God Cyclos during the events of The Legend of Zelda: The Wind Waker. The short song, when performed with the magical Wind Waker, allows Link to instantly be teleported to one of several islands. In Super Smash Bros., Toon Link points at the ground with the Wind Waker before pointing up to the sky as he thrown a short distance upwards by a tornado that deals damage to the foes that touch it.
Down Special: Boko Sticks are a type of wooden club that are wielded by the Bokoblins that Link faces during The Wind Waker. When Link faces off against a Bokoblin, they may drop their weapon and allow Link to wield it for himself. Though the Boko Stick is weak and flammable, it does grant him more range than his normal sword does. In Super Smash Bros. Link pulls out a Boko Stick, which acts as an item. Link has a full set of unique standard, tilt, smash, and aerials while wielding this weapon, and he can throw the stick away at will as well. Though it acts like a weapon, other fighters can not pick the Boko Stick up, and it will disappear once it stops moving.
Final Smash: Spirit Train is a legendary train used by Link and Princess Zelda during the events of The Legend of Zelda: Spirit Tracks. The Spirit Train, which was created by the Spirits of Good and entrusted to the Lokomo tribe, serves as Link's main mode of transportation throughout his adventure in New Hyrule, and can be used to travel between the five realms: the Forest, Snow, Ocean, Fire, and Sand Realms. In Super Smash Bros., Link plays the Spirit Flute to summon the Spirit Train into battle, which crashes from the left side of the stage through to the right, swerving up and down in a wavy line as it does so. Alfonzo, the royal engineer from Aboda Village, conducts the Spirit Train as it moves through the stage, and Link will wave to him as he passes by. The Spirit Train deals massive damage and knockback to the foes it touches, and the smokestack's fumes will burn any foe who manages to narrowly dodge the vehicle.
Toon Link's entrance animation sees him, dizzy, appearing out of a whirlwind and unsheathing the Master Sword.
Toon Link's taunt sees him conduct with the Wind Waker in a manner similar to how he conducts the Wind God's Aria, with a small jingle playing once he completes this. This jingle is the same as the one from The Wind Waker that plays whenever Link conducts a song correctly.
Toon Link's victory theme is a tropical remix of the opening few beats of the background music for Outset Island from The Legend of Zelda: The Wind Waker.
Toon Link's victory animations are as follows: Toon Link chases after a small black pig, who will run in an ovoid path before charging through Link's legs to topple him; Toon Link conducts with the Wind Waker, much like as he does in his taunt, as a Fairy flies around him; and Toon Link sits atop Link the obese black pig, who trots slowly before looking towards the camera, which Toon Link gives a weary smile at.
Torizo is the name of a type of creature present in the Metroid series. While Chozo Statues are commonly found throughout the galaxy, marking the presence of the once-great Chozo civilization, some are known to be alive to some extent, and many of these aid Samus Aran in various ways throughout her missions. There are other Chozo Statues that are instead villainous in nature, hindering the bounty hunter throughout her travels. These Chozo Statue enemies are known as Torizo, and three are encountered by Samus during the events of Super Metroid: the first is found in Crateria, the second is golden and located in Ridley's Hideout, and the deceased husk of another is found in Tourian, having been drained of its life by the Big Metroid.
First appearance: Super Metroid (1994)
Neutral Special: Decoy Item is based upon one of the attacks performed by the first Torizo encountered by Samus in Super Metroid. Occasionally, the Torizo will release a flurry of bombs from its beak, which heavily resemble the Item Spheres held by normal Chozo Statues. In Super Smash Bros. the Torizo will do this same act, shooting a small decoy Item Sphere from its beak that travels forwards in an arc. The trajectory of the bomb can be affected by holding down the special move button, as doing so will cause the Torizo to fire it at a straighter angle. The bomb will detonate on contact with any object or fighter.
Side Special: Chozo Blade is yet another attack based upon one of the techniques performed by the Torizo of Crateria. By swiping its claws, the Torizo can release crescent-shaped beams of energy across the battle arena. The Torizo's down special move in Super Smash Bros. is identical to this technique, with the Torizo swiping its claws downwards to damage foes on contact and also release a crescent projectile forwards a fair distance.
Up Special: Screw Attack is a recurring ability that Samus can obtain within the Metroid series, and the item guarded by the Golden Torizo in Super Metroid. In Super Smash Bros. the Torizo makes use of the item's ability, spinning along its y-axis as it curls up into a ball and flies upwards a short distance. While the Torizo ascends, the statue will deal damage to foes on contact before entering a helpless state as it begins to descend.
Down Special: Counter Claw is a technique based upon one of the innate abilities possessed by the Golden Torizo found within Ridley's Hideout. Should Samus fire a Super Missile at the Golden Torizo, it will catch the projectile and throw it back at the bounty hunter. In Super Smash Bros. the Torizo's down special move is similar, in that the statue will catch any projectile fired at it and throw it back at its foe at a higher speed. In addition, if it counters a melee attack, the Torizo will perform a powerful downwards slice with both of its claws.
Final Smash: Core-X is a large X-Parasite encountered by Samus during the events of Metroid Fusion. These parasitic entities can absorb the abilities of items, and make use of them when they take over a host. Two bosses from Metroid Fusion are based on the Torizo enemies from Super Metroid - the Elephant Bird and Nettori - and both release Core-X parasites upon defeat. In Super Smash Bros., the Torizo's statue body crumbles away to release a Core-X, which floats in place for a moment. The Core-X can then be controlled by the player, and will deal great damage and knockback to foes it makes contact with. The Core-X can fly through the air and through platforms, though the Torizo will reassemble itself around the core wherever it is when time runs out. By pressing either of the standard or special attack buttons while controlling the Core-X the creature will release a pulse of electricity to increase its area of effect.
The Torizo's entrance animation has the statue already present on the stage, in a sitting position mimicking the appearance of a normal Chozo Statue. The Torizo then stands up slowly, its colour fading from the basic grey to that chosen by the player.
The Torizo's taunt sees it sit down in as if mimicking a Chozo Statue, before standing up again. Unlike the statue's entrance animation, the Torizo does not change colour for its taunt.
The Torizo's victory theme is a direct rip of the theme that plays as the Torizo awakens in Super Metroid. This theme itself is a slight remix of the "Tension Before a Confrontation" track that precedes each boss fight in the game, with the Torizo's version removes elements of the track, plays at a slower speed, and is lower in pitch.
The Torizo's victory animations are as follows: the Torizo simply sits in a crouching position mimicking a Chozo Statue, retaining its normal colours just as in its taunt; the Torizo takes two steps forwards slowly before assuming a defensive position, raising its claws up in front of its face; and the Torizo, laying down on the ground propped up by its elbows, slowly turns its head 90° to face the camera, mimicking a Chacmool.
Tropius, the Fruit Pokémon, is a Grass/Flying-type Pokémon. Tropius is a large leafy Pokémon that grows a banana-like fruit from its chin; it is said to do this because it is its favourite food and primarily consumes them. The sweet fruit, whose flavour is said to be even sweeter when plucked from Tropius raised in the Alola region, is popular among children, and is often served with tropical meals. It also has the ability to fly by flapping its large, leafy wings.
First appearance: Pokémon Ruby and Sapphire Versions (2002)
Neutral Special: Razor Leaf is a physical Grass-type attack introduced in the first instalments of the Pokémon series. While the move's power level is only 55, Razor Leaf will hit all foes in Double Battles, or the two nearest the user in Triple and Rotation Battles. Razor Leaf, akin to its name, is detailed as the user hurling small, razor-sharp leaves at the foe. In Super Smash Bros. Tropius does just this, throwing forwards a crescent-shaped leaf-like projectile that acts as a sort of boomerang.
Side Special: Tropius' side special move differs slightly depending on whether it is used on the ground or in the air. When used on the ground it is Bulldoze, while in the air it is Aerial Ace. Both attacks act the same way - Tropius throws itself forwards a fair distance - though the properties change depending on where it is used. For instance, Bulldoze is designed more to deal damage, and buries any foe that Tropius comes in contact with as it moves a short distance; Aerial Ace is instead designed for horizontal recovery, only dealing damage at the beginning of the move, but allowing Tropius to fly forwards a further distance at a greater speed.
Up Special: Whirlwind is a Normal-type move introduced in Pokémon Red and Green Versions. This technique sees the user create a whirlwind of air that has different effects when used against another trainer's Pokémon or a Wild Pokémon; if used against the latter the battle will immediately end as the Wild Pokémon is blown away, while in the case of the former it instead switches the opponent's Pokémon out to another (random) one in their party. In Super Smash Bros. Tropius creates a whirlwind by flapping its wings. Though the attack does not carry Tropius a great distance upwards, as Tropius spins at a high speed while caught in the whirlwind he will deal a significant amount of damage to any foe that comes in contact.
Down Special: Solar Beam is a damage-dealing Grass-type attack introduced in the Generation II titled Pokémon Gold and Silver Versions. Solar Beam is often considered one of the strongest Grass-type moves, due to it taking two turns to use and having a power of 120. When the move is initially selected, the Pokémon using it will first begin to gather sunlight, and will, the next turn, unleash it in a powerful beam attack. In Super Smash Bros., Tropius will fire out a weak Solar Beam upon use, though it grows stronger in power whenever Tropius isn't using the attack. At its maximum strength, Solar Beam will travel a considerable distance, and the front of the beam (which becomes thicker the stronger it is) will be splayed out in a wall-like fashion, giving it more range than normal.
Final Smash: Leaf Storm is the Grass-type attack in the Pokémon series with the second-highest base power level, being second only to Frenzy Plant, a move that can only be learned by the fully-evolved state of each region's Grass-type Starter Pokémon. Leaf Storm, which Tropius learns at Level 61, seems to be a more-powerful version of the move Razor Leaf, as it too is described as utilizing razor-sharp leaves to damage foes. When the attack is used in Super Smash Bros., Tropius flaps its wings to create an extraordinarily large tornado of green leaves, which traps all nearby foes and deals continuous damage to them as they are hit by it. When the tornado dissipates, it does so in a small detonation, being the only time that the move can actually KO foes.
Tropius' victory poses are as follows: Tropius happily bounces its head around while cheering its name; Tropius stomps before waving its wings out, and several leaves fly out around it; and Tropius lowers its head into the ground so that several small Pokémon (Budew, Fomantis, Caterpie, and Hoppip) can grab at the fruit hanging around its neck, and it smiles gleefully as they hop around joyfully.
Tsubasa Oribe is one of the main protagonists of Tokyo Mirage Sessions ♯FE. Tsubasa Oribe is an eighteen year-old high school student who dreams of becoming an idol. This dream stems from a strange incident where an entire theatre full of people, including her older sister Ayaha Oribe, mysteriously disappeared without a trace, leaving her the sole survivor. Five years later, Tsubasa, and her friends Itsuki Aoi and Touma Akagi awaken as Mirage Masters upon being transported to the Idolasphere, and later go on to join Fortuna Entertainment to fight alongside others with high levels of Performa. Upon awakening as a Mirage Master, Tsubasa forms a bond with Caeda, a Pegasus Knight who, like Tsubasa, wields a large lance in battle.
First appearance: Tokyo Mirage Sessions ♯FE (2015)
Caeda is the Mirage that Tsubasa Oribe forms a bond with, and is based on the character of the same name who serves as the main female protagonist opposite Marth in Fire Emblem: Shadow Dragon and the Blade of Light. The Mirage Caeda becomes a sort of sisterly figure to Tsubasa Oribe as they fight together in the Idolasphere, appearing to grow closer than most other Mirages do to their Masters. In Super Smash Bros. Caeda does not fight alongside Tsubasa at all times, but rather is only active for short periods of time. Tsubasa plays identically no matter should Caeda be present or not, though the Mirage assists her master in a number of smash attacks and all of her special attacks, altering their properties in different ways. Caeda must be summoned again after Tsubasa sustains a certain amount of damage though this is an automatic process. Tsubasa will be surrounded by a green glow as Caeda is active.
Neutral Special: Skewer is a basic physical attack usable by lance wielders in battle. It is perhaps the weakest special attack usable by lance users, as its description merely states that it is a light physical attack. In Super Smash Bros. Tsubasa stabs forwards with her lance, the tip of which acts as a sweetspot that deals a significant amount of damage and knockback. When Caeda is active, this attack becomes Life Drain: Life Drain will heal Tsubasa by the same amount of damage she deals to foes she hits with the attack's normal sweetspot.
Side Special: Zandyne is the most-powerful single-target version of the wind-elemental "Zan" family of spells that appears in the Megami Tensei franchise. In Tokyo Mirage Sessions ♯FE Tsubasa is capable of using most Force (wind-elemental) skills present in the game, and this includes Zandyne. The move's appearance in Super Smash Bros. is actually based upon the appearance of many wind-based attacks in the Fire Emblem series, seeing Tsubasa send out a large green crescent-shaped projectile that acts as a type of spinning saw blade with boomerang-like movement patterns. When Caeda is present this attack becomes Excalibur, a legendary wind tome that makes a number of appearances in the Fire Emblem series. Excalibur acts similar to Zandyne, though both Tsubasa and Caeda summon blades, with the latter's being slightly larger and travelling a further distance.
Up Special: Agilao is the main name of the medium-strength fire spell in the Megami Tensei franchise, and a spell Tsubasa can use. As the second single-target stage of the "Agi" spell line, Agilao has consistently remained as one of the most basic, albeit still very useful, spells in the Megami Tensei titles. Its appearance in most titles comes in the form of a fiery pillar and in Super Smash Bros. this is no different. Tsubasa will jump straight upwards as a pillar of fire rises beneath her, with this dealing damage to foes. When Caeda is active the attack powers up to Agidyne, greatly increasing the attack's damage output and the distance Tsubasa travels but also making the pillar thinner.
Down Special: Tarukaja and Rakukaja are two status-based spells that make frequent appearances in the Megami Tensei franchise, and both are usable by Tsubasa in Tokyo Mirage Sessions ♯FE. Tarukaja increases the party's offensive capabilities for three turns, while Rakukaja instead focuses on defence. Tsubasa will use the former when Caeda is not present, buffing her damage output for a short period of time but also disabling Caeda's ability to be summoned. When Caeda is present this attack instead becomes Rakukaja, decreasing the amount of damage she takes from opponents' attacks, and thus also making it harder for Caeda to be defeated.
Final Smash: Falling Star is the Duo Art that is performed by Tsubasa and her childhood friend Itsuki Aoi in Tokyo Mirage Sessions ♯FE. In that game the attack sees Itsuki throw Tsubasa high into the air, who then slams down into the ground as if a falling star (hence the attack's name). A very similar cinematic will play in Super Smash Bros. should Tsubasa hit a foe with the initial attack performed upon pressing the special move button once she has gained the power to use her Final Smash: she will throw her lance forwards a fair distance forwards, piercing through them and trapping them in the Falling Star attack.
Tsubasa's entrance animation sees her appear out from behind a flash of light blue and green energy.
Tsubasa's taunt differs depending on whether Caeda has been summoned or not. If Caeda is not present Tsubasa will simply swing her lance in a circle before pointing it down towards the ground. If Caeda is present however, Tsubasa and her Mirage will stand back to back and point their weapons towards the sky. In both cases Tsubasa will say "Daijōbudesu" (I'm fine) as she taunts.
Tsubasa's victory theme is an instrumental version of her debut song as an idol "Feel", which she sings in Tokyo Mirage Sessions ♯FE.
Tsubasa's three victory animations are as follows: Tsubasa waves happily as she cries out "Min'na arigatō!" (Thank you everyone!); Tsubasa and Caeda spin around each other before standing back-to-back with their lances pointed down the lengths of their torsos; and Itsuki takes Tsubasa by the hand and the two spin around before Tsubasa flies up into the air.
Ukiki is a recurring enemy from the Yoshi series, first appearing in Super Mario World 2: Yoshi's Island and reappearing in most of Yoshi's later platforming titles. Ukikis are small simian creatures that attack those who trespass onto their territory with various items including watermelon seeds, Needlenoses, or rockets, making them annoying foes when in areas that are hard to reach. Perhaps their most annoying trait is their kleptomaniacal personality: in Super Mario , they would steal Mario's cap when he came near, forcing the red-clad plumber to chase after them furiously to retrieve it.
First appearance: Super Mario World 2: Yoshi's Island (1995)
Neutral Special: Seed Spit is an attack inspired by the basic Ukiki's main method of offence in Super Mario World 2: Yoshi's Island and most other games where they appear as enemies: spitting watermelon seeds at Yoshi when he draws near. In Super Smash Bros., Ukiki will take a bite out of a watermelon before spitting a stream of seeds forwards. The amount of seeds he spits at one time can be increased should the special attack button be held down. Additionally, Ukiki's mouth will remain full if not all of the seeds are released at once, meaning that he can move around and fire them in small bursts without needing to take another bite of his watermelon. When used in the air, Ukiki will remain still for a moment, causing him to lose momentum. These seeds deal little damage and are mainly used to stun opponents; interestingly, these seeds are actually fairly useful against shields, and an entire bite of watermelon can easily break a shield.
Side Special: Seedy Sally is a type of Ukiki that first appeared in Super Mario World 2: Yoshi's Island and have made regular reappearances whenever Ukikis appear as enemies. They differ from normal Ukikis in that they drop Needlenoses straight down onto Yoshi, making them incredibly annoying when in an out-of-reach area. In Super Smash Bros., this attack works differently depending on whether it is used in the air or on the ground. On the ground, Ukiki will kick the Needlenose forwards, and it will bounce twice before disappearing (or disappearing should a foe touch it), knocking those it hits away as it bounces forwards though can be reflected should a powerful projectile attack come in contact with it. In the air, Ukiki instead tosses the Needlenose straight downwards, which will spike enemies downwards or bury them if they are standing on the ground. When used in the air, this attack is perhaps Ukiki's most effective KO method.
Up Special: Poochy Pounce is an ability never before displayed by Ukiki but inspired by his appearance in Tetris Attack. In that game, a Ukiki and Poochy work together to defeat Yoshi, and will become a playable character after their defeat. Though otherwise unrelated, these two foes are Yoshi series staples, appearing fairly regularly since their debuts in Super Mario World 2: Yoshi's Island. In Super Smash Bros., Ukiki will summon Poochy, who he will then ride upon before jumping upwards. This is more effective as a horizontal recovery than a vertical one, though is also a strong way to deal damage. Poochy deals damage to any foe that touches him - he'll continue to fly forwards a short distance after Ukiki jumps off him before disappearing - and Ukiki will only enter a pseudo-helpless state after the move is complete, allowing him to continue dishing out damage with his standard aerial attacks.
Down Special: Strawberry Shortfuse is a minigame from Mario Party 6 in which Ukikis make a prominent appearance. In that minigame, players must choose from a variety of Ukiki that carry covered trays. Some of these trays carry slices of cake, while others small bombs that detonate to eliminate foes; it's a game of luck that rewards those who can consecutively choose cake over explosives. This element of luck reappears in Super Smash Bros.: Ukiki pulls out a covered tray and quickly removes its cover; this tray can either contain a piece of cake or a bomb. If the cake is revealed, Ukiki will eat it to heal back a minimal amount of health; if the bomb is revealed, Ukiki will pick it up and it can be thrown by the player within a certain amount of time. The chance of either a piece of cake or a bomb appearing is not 50/50, but rather 10/90 - it is rare to obtain a piece of cake.
Final Smash: Short Fuse is a type of Ukiki that debuted alongside Ukikis and Seedy Sallys in Super Mario World 2: Yoshi's Island - they differ from their counterparts by throwing small rockets at Yoshi when he runs underneath them. In Super Smash Bros., Ukiki blows a whistle to summon five Ukiki that hang from vines off the top of the screen, and they will continuously throw these small missiles downwards in a small area for a short amount of time, which explode when they hit a solid platform or fighter. During this time Ukiki is also free to move around and attack foes, and can knock foes into this blast zone.
Ukiki's entrance animation sees him climb down from a vine, which then recoils and swings back upwards quickly.
Ukiki's taunt sees him scratch his head before shrugging towards the camera, confused.
Despite being affiliated with the Yoshi series, Ukiki's victory theme is a remix of the fanfare that plays at the end of a minigame in Mario Party 6. This remix has a tropical feel to it, primarily using steel drums.
Ukiki's three victory animations are as follows: Ukiki scratches his head before pulling a banana out from behind him and peeling it, then looking to the camera while holding it in front of his chest; Ukiki scratches his head before jumping up and down happily; and Ukiki dribbles a Needlenose as if it were a basketball before kicking it away with a smile.
The Urban Champion is the unnamed playable character from the 1984 NES fighting game of the same name. Urban Champion is a one-on-one fighting game where the objective is to knock the other street fighter into a manhole, while also keeping mind to the characters' stamina. Flowerpots could also be dropped by onlookers from the buildings that appear in the background, and cops may also drive, after which both players will reset into starting position/ The Urban Champion character has not made any prominent appearances outside of his debut title, and his history remains unexplored.
First appearance: Urban Champion (1984)
Neutral Special: Heavy Punch is, alongside the normal Punch attack, one of the main attack options in Urban Champion. As its name implies, it is more powerful than the normal punch, though it would also drain more of the Urban Champion's stamina. In Super Smash Bros., the Heavy Punch deals more damage than the Urban Champion's standard attacks, but it is primarily used as a tool for knocking away foes, something which it excels at.
Side Special: Flowerpots could be dropped onto the street fighters in the game Urban Champion, which would temporarily stun the fighter hit and make them lose some of their stamina. In Super Smash Bros., the Urban Champion simply throws a flowerpot as his side special move, whipping it forwards. Though it doesn't travel that far, it deals a significant amount of damage, especially to shields.
Up Special: Manholes were used in place of health bars in the Urban Champion game: instead of having to deplete the opponent's health bar, the player instead had to knock their foe into an open manhole. In Super Smash Bros., the Urban Champion uses a manhole cover as a projectile attack, throwing it downwards (which somehow propels him slightly upwards). When used on the ground, the Urban Champion instead throws the manhole cover in front of him.
Down Special: Rolling was the sole evasive maneuver that players could perform in Urban Champion, though using it cost a significant amount of stamina to be used up. In Urban Champion, the player would roll backwards to dodge a foe; in Super Smash Bros. the Urban Champion does the opposite: rolling forwards in order to deal damage to the foe.
Final Smash: The Popo, or Police, could be seen as the "antagonists" of Urban Champion: whenever police sirens rang out, both players would break up their fight and return to starting position, thus resetting the match. Should time run out, they would also arrest the fighter who was furthest from their starting position. In Super Smash Bros., the Urban Champion's Final Smash has him summon a police car that barrels from one side of the screen to the other.
The Urban Champion's victory animations are as follows: the Urban Champion leans against a lamppost and whistles; the Urban Champion, wearing bandages on his face, performs a flex; and the Urban Champion waters a small flower in a flowerpot, before standing up.
Viridi is the Goddess of Nature and the leader of the Forces of Nature army that, during the events of Kid Icarus Uprising, formed a temporary truce with Palutena's Army to assist in defeating Hades and his Underworld Army once more. Viridi has a deep hatred for humanity due to their desecration of the Earth's nature, and wants to rid the planet of this species to preserve the plants and get revenge for them taking advantage of nature's resources without giving back anything. Despite this, she is not inherently evil, as she will work in favour of humanity should a big enough danger - be it Hades or the Aurum invaders - threaten the planet. After the Chaos Kin takes control of Palutena, Viridi assists Pit in the same way the Goddess of Light does; though she says this is because he is working in her same interests, it is implied that she has a soft spot for Pit.
First appearance: Kid Icarus Uprising (2012)
Neutral Special: Dipple Drop is an attack based on the one performed by the Dipple Dop enemy from Kid Icarus Uprising. The Dipple Dop is a creature that bears a vague resemblance to a pitcher plant, though instead of eating insects it instead absorbs moisture from the air. The water that a Dipple Dop absorbs can be fired out in a bomb. The Dripple Drop move from Super Smash Bros. sees Viridi point her staff forwards, shooting a bomb of water that travels a short distance forwards and will blast apart upon hitting something solid.
Side Special: Bumpety Bombs are a type of enemy that appears in Kid Icarus Uprising, and are one of the many troops that comprise Viridi's Forces of Nature. As implied by their name, Bumpety Bombs are essentially explosives that appear to be made of a stony material. They roll around on wheels towards Pit once he comes near them, exploding once they're close enough. In Super Smash Bros. Viridi summons a small Bumpety Bomb, which rolls forwards on the ground a short distance before exploding. The Bumpety Bomb will roll through other fighters, causing them to flinch, until they reach the set distance. This small Bumpety Bomb is affected by gravity, and will fall towards the ground while travelling forwards should it be used in the air.
Up Special: Sky Jump is a Power that appears in Kid Icarus Uprising. Its name perfectly describes its usage: Sky Jump propels the user high into the air, acting as an additional high jump. The basic Level 1 version of this Power allows it to be used four times in a level, though it can be upgraded up to Level 4, increasing the amount of uses by two each time it levels up (for a total of 10). In Super Smash Bros. Sky Jump essentially acts as a third jump, albeit Viridi travels a fair distance higher with this jump than her normal ones. It has all the same properties as Viridi's normal jumps, and as such Viridi can perform any action (except using Sky Jump again) after using it.
Down Special: Boom Stompers are a type of creature that Viridi treats as one of her children and a troop of the Forces of Nature. The Boom Stomper is a tall, rocky creature with cream-coloured runes marking its tower-like body and root-like limbs that it waddles around on. These enemies topple over and try and flatten Pit when he gets too close to them, emitting shockwaves as it crashes into the ground. In Super Smash Bros. Viridi summons a slightly smaller Boom Stomper in front of her, who will stand firm for a moment acting as a wall. After a moment, or should it be hit with an attack that deals enough knockback, the Boom Stomper will fall forwards and bury any foe beneath it. A Boom Stomper can be placed on a ledge and will fall over into the air, spiking foes straight downwards should they fall down onto an airborne fighter.
Final Smash: Reset Bombs are a large seed-like weapon formed within Viridi's natural, flying fortress, the Reset Bomb Depot. The Reset Bomb converts anything in its explosion radius back into its natural state, designed to negatively impact the expansion of the human race while also not damaging the environment enough to harm the other natural residents of the targeted area. In Kid Icarus Uprising Viridi drops a Reset Bomb on the human race after they begin fighting over the mythical Wish Seed during Chapter 11: Viridi, Goddess of Nature. In the following chapter, Pit has to destroy a second Reset Bomb that Viridi intends to use to harm the human race even more, with the bomb acting as a mini-boss of sorts. In Super Smash Bros. Viridi summons a Lethinium - a flower-like enemy capable of firing laser blasts, to paralyze any opponents in a small area in front of Viridi. Afterwards, assuming the Lethinium's blast hits a foe, a short cinematic will play where Viridi launches a Reset Bomb into her enemies, dealing massive damage to them but also creating a shockwave to launch away any nearby foe.
Viridi's victory animations are as follows: Viridi says "The world's better off without you!" as spins around before pointing off towards the right side of the screen; Viridi smugly fixes the vines in her hair before crossing her arms and tilting her head up with a chuckle; and Viridi raises her staff, creating a spire of pink energy around her and a tornado of leaves.
Wanda is a magical fairy, who lives within a legendary forest said to be home to a fairy of fortune. During the events of Mario & Wario, Mario, Princess Peach, and Yoshi were attacked by Wario while searching for the fairy of fortune, and it is up to Wanda to guide the three dazed heroes to Luigi, who was separated from them.
First appearance: Mario & Wario (1993)
Neutral Special: Buckets are watertight handheld carrying containers, and recurring items within the Mario franchise. The bucket's most notable appearance in a Mario title is within the title Mario & Wario. In that game, buckets were one kind of item that Wario would drop onto the heads of Mario, Yoshi, and Peach, forcing Wanda to guide them to safety. In Super Smash Bros. Wanda summons one of these same buckets with her wand and throws it forward with a twirl.
Side Special: Flip-Flop Blocks are the main type of object present within Mario & Wario. Often appearing as dotted box outlines, Wanda can use her magic to fill in these spaces or revert them to their empty forms. In Super Smash Bros. Wanda can summon the Flip-Flop Block with the first use of the move, and the block can act as a wall to protect Wanda from projectiles. By using the special move again while the block is active, the Flip-Flop Block will travel forwards a short distance, pushing fighters along with them without dealing any damage.
Up Special: Jump Blocks are small springboards that appear within levels of Mario & Wario. The springboards, as implied by their name, launch those that walk onto them up into the air and up to different levels of the stage. In Super Smash Bros. Wanda summons a Jump Block beneath her, and launches herself high into the sky and into a pseudo-helpless state.
Down Special: Bombs are small explosives. Though not present in Mario & Wario, bombs are a primary gameplay mechanic in Wario Woods; while Wanda herself is not present in that game, another, unnamed fairy does. Bombs in Wario Woods blow up adjacent enemies of the same colour. In Super Smash Bros. Wanda summons a bomb - either red or blue in colour - and drops it in front of her. The bomb is on a timer and can not be interacted with by any fighter. If Wanda summons a bomb in midair, it will slowly fall straight to the ground.
Final Smash: Bucket Storm is a technique inspired by the main events of Mario & Wario. In the plot of that game, Mario, Peach, and Yoshi get buckets and various other objects dropped onto their heads by Wario, dazing them and making it difficult to reunite with Luigi. In Super Smash Bros. Wanda waves her wand and summons a barrage of buckets, barrels, and a variety of other objects from the sky. As they hit enemies or make contact with the ground, these objects will explode on contact.
Wanda's victory animations are as follows: Wanda creates a Coin Block and taps it three times with her wand, releasing a coin each time; Wanda spins around up into the air, her wand releasing a trail of sparkles, before she poses with a cheerful smile; and Wanda waves her wand around, and a bucket falls down onto her head causing her to collapse to the ground.
Wario was designed to be an evil doppelgänger of Mario, and first appeared as the main antagonist of Super Mario Land 2: 6 Golden Coins, having taken over Mario's castle while the red-clad plumber was off venturing through Sarasaland during the events of Super Mario Land. Since then, Wario has starred in his own franchise of video games, which encompasses the platformer Wario Land games and the WarioWare minigame collection series. Wario Land sees Wario travel across the globe trying to collect as much treasure as possible to satiate his greed, often coming across supernatural beings that threaten the treasures he's after. In the WarioWare series, after learning about the success of video games, Wario opens up his own studio that develops second-long "microgames" called WarioWare, Inc., and these games often revolve around Wario and the WarioWare employees' antics around Diamond City.
First appearance: Super Mario Land 2: 6 Golden Coins (1992)
Neutral Special: Money Bags have made a number of different appearances throughout the Super Mario and Wario series, which one of its most prominent appearances being in Wario Land: Shake It!. In that game, Wario could pick up a Money Bag and shake it to release a fury of coins. In Super Smash Bros., Wario will shake a Money Bag to release coins, which deal damage to those above or near to it. The button can be tapped rapidly in order to make him shake the bag repeatedly.
Side Special: The Wario Bike is a motorcycle created for Wario by Dr. Crygor that first appeared in WarioWare, Inc.: Mega Microgame$!. The Wario Bike has since become Wario's main mode of transportation, replacing the Wario Car from Wario Land 4. In Super Smash Bros., Wario will hop onto the Wario Bike, and ride forwards; should the player push forwards then Wario will move faster, while pushing backwards will cause him to turn around. If Wario is attacked while on the bike, or hops off it, it will temporarily remain on the stage and can be picked up and thrown; though, due to being a motorcycle, is very heavy. Should it be attacked, it will be destroyed, and its wheels dropped as items that can be thrown by any fighter. Should the Wario Bike be present on the stage somewhere (having not yet been destroyed), Wario is unable to summon it again; he will need to stand beside it to use it.
Up Special: Corkscrews are a tool used to, as their name implies, unscrew corks, which are often lodged within holes to plug them up. The "corkscrew" action usually refers to a spinning motion; in Super Smash Bros., Wario performs just this, spinning as he flies upwards a short distance, ending his spin by outstretching his arms in a V-like shape.
Down Special: Shoulder Bash is one of Wario's trademark, and most well-known, attacks that has appeared in most of his platforming appearances starting with Wario Land: Super Mario Land 3. The Shoulder Bash sees Wario charge forwards with his shoulder in front of him, allowing him to bash through fighters. In Super Smash Bros., Wario will stop should he come in contact with a foe, though fighters can cancel the attack before he makes contact should they jump while he is dashing. Wario's dash lasts longer should the button be held down, though this only applies when Wario is on the ground; when airborne, Wario will always travel a set distance.
Final Smash: Wario-Man is an alter-ego donned by Wario within the WarioWare series. In its original appearance - WarioWare: Twisted! - Wario was transformed into Wario-Man after being thrown into Dr. Crygor's Gravitator. Later games would show that Wario could instead transform into Wario-Man by eating garlic (originally, this was just a green clove of garlic dubbed the "Nasty Garlic", though he has been able to transform via normal white cloves too). In Super Smash Bros., Wario will eat a piece of garlic to temporarily transform himself into Wario-Man, severely increasing his speed and damage/knockback output. Additionally, while airborne, Wario-Man can perform any of his aerial attacks in such rapid succession to allow him to fly upwards. The speed of the Wario-Bike also increases to an exponentially devastating speed that can easily cause Wario to self-destruct.
Wario's victory animations are as follows: Wario, sitting on a large golden throne, picks his nose before seeing the player and gasping in shock before flexing and smiling happily; Wario laughs happily while flashing two peace signs before making a series of mocking faces towards the camera; and Wario laughs before saying "Wario's number one!" and crossing his arms with a satisfied look on his face.
Wart is the main antagonist of Yume Kōjō: Doki Doki Panic and its western counterpart Super Mario Bros. 2. In Doki Doki Panic Wart, or Mamu as he is known in Japanese, is a creature who hails from the realm of dreams, Muu World. After taking control of the Dream Machine that the Muu people use to control the weather and grant the world's inhabitants peaceful dreams, Mamu uses it to create an army of monsters. Though the Muu people eventually seal him away using vegetables, the twins Poki and Piki tear out the final page of this story's book, freeing Mamu and causing him to drag the young children into Muu World. In Super Mario Bros. 2, Wart instead uses the Dream Machine to enter the dream world of Subcon, creating an army of monsters that Mario, Luigi, Princess Peach, and Toad - who have been brought to this world by the Subcon fairies - must defeat known as the 8 Bits. In the Satellaview follow-up to Super Mario Bros. 2, BS Super Mario USA, Wart returns to Subcon and steals all of the golden statues of Mario and his friends that had been erected after Wart's initial defeat.
First appearance: Yume Kōjō: Doki Doki Panic (1987)
Neutral Special: Bubbles are used as Wart's sole method of attack in all three of his main appearances. In Super Mario Bros. 2, BS Super Mario US, and Doki Doki Panic Wart's boss fight mainly consisted of him standing still, often spewing small bubbles from his mouth as an attack, while the Dream Machine created enemies to distract his attackers. In Super Smash Bros. Wart's neutral special move is a direct reference to this attack of his: Wart will breathe out a fairly large bubble that travels a short distance before popping. While the distance that the bubble travels is very minimal, foes or items can get trapped inside of the bubble should they make contact with it before it pops, increasing the damage it deals when it does.
Side Special: Flying Carpets are a recurring mode of transport in the Mario series and are often used by Pidgit, an enemy that debuted as one of Wart's minions in Doki Doki Panic. In most of their appearances, the flying carpets appear to be red in colour, with a small border of gold embroidered within it. While Wart has never piloted a magic carpet in any video game, one piece of artwork released for his appearance in Super Mario Bros. 2 (which also appears on the cover of the Japanese release) does depict him riding atop one. In Super Smash Bros. Wart will summon a flying carpet beneath his feet and use it to fly forwards at a high speed, barrelling through any foe that may be in his way. Additionally, as it is a "flying" carpet, Wart is unaffected by gravity during the move's use, allowing him an excellent horizontal recovery option. Wart is not invulnerable during the move's use, and should he be knocked out of it the flying carpet will remain on the stage for a moment, acting as a soft platform that anyone can use.
Up Special: Ninjis are a species of small star-shaped creatures that appear as enemies in Super Mario Bros. 2 and Doki Doki Panic, and have made infrequent appearances in the Mario series since. There exist two types of Ninjis in their debut appearances, but both are primarily known for their jumping prowess: one simply stands in one place and jumps up and down, while the other charges at the player before doing the same. In Super Smash Bros. Wart summons a Ninji, who jumps high upwards before Wart leaps off and into a pseudo-helpless state.
Down Special: Fryguy is the boss of the icy World 4 of Super Mario Bros. 2, and is a living fireball given life by Wart. In Super Mario Bros. 2, Fryguy can not be touched directly as the flames will cause damage to the player should they attempt to do so. Instead, Mario and co. must throw blocks at him from afar, while also dodging the fireballs he creates. In Super Smash Bros. Wart will summon Fryguy who will remain stationary for a short period of time and cause damage to opponents who touch him. Additionally, he will also periodically breathe out a short flame; he will do this twice before disappearing and turn to face the opposite direction should no fighter be in front of him. Wart will summon Fryguy in front of him when on the ground and below him when in the air, and Fryguy will fall to the ground before breathing out fire. Additionally, Fryguy will instantly be defeated should he land in water and projectiles (as well as water-based attacks) can extinguish him faster. Wart can only have one Fryguy out on the stage and must wait until he disappears before he can spawn another one; the cooldown period is extended slightly should Fryguy be defeated instead of disappearing on his own terms.
Final Smash: Dream Machine is the main focal point of the stories of both Doki Doki Panic and Super Mario Bros. 2, and appears in the room where Wart's boss battle is held in all of its appearances. The Dream Machine, in the stories of the aforementioned titles, was seized by Wart and used to create his army, the 8 Bits, however it only appears to spawn vegetables in its actual in-game appearances. Regardless, in Super Smash Bros., Wart will summon the Dream Machine onto the stage, which will then begin to shoot out vegetables and Bob-ombs for a short period of time before itself exploding. While the Dream Machine's creations do deal a fair bit of damage they only cover a small section of the stage, and thus Wart is capable of moving around while it is active and can attempt to knock his opponents into its area of effect.
Wart's victory poses are as follows: Wart proudly proclaims "I am the great Wart!" before crossing his arms and looking down at the camera; Wart stomps one foot forwards before shooting a single bubble up towards the sky; and Wart surfs in on a flying carpet before jumping off it and sending rubble up around him.
Wiggler is a species of caterpillar that appears in the Super Mario series as a recurring enemy. Wigglers first appear in Super Mario World, appearing in only two levels: Forest of Illusion 1 and Outrageous, one of the levels that are part of the Special Zone. Since Mario's travels through Dinosaur Land many Wigglers have since migrated to the Mushroom Kingdom, and several other nearby locales, making appearances in the New Super Mario Bros., Mario Party, and Super Mario Galaxy titles, and one even appeared as a racer in Mario Kart 7. Wigglers are easily angered, and will turn red and charge at their enemies when attacked.
First appearance: Super Mario World (1990)
Neutral Special: Mad Dash is an attack based upon the unique characteristic of Wigglers, where they turn red when jumped upon. In Super Smash Bros. the Wiggler will angrily turn red as it falls down onto all of its legs and charges forwards a great distance, dealing damage to any foe it stampedes through. As the Wiggler can not control its anger, the Wiggler will even run off a platform should it reach one before it travels its full distance.
Side Special: Turnip Grow is a technique used by a Wiggler fought by Bowser in Mario & Luigi: Bowser's Inside Story. One of this Wiggler's attacks sees it grow a giant turnip by watering the ground, at which point it summons two Leaf Guys to drop this large turnip onto the Koopa King. In Super Smash Bros. this technique is similarly two-part: on the first use Wiggler will pull out a watering can and water the ground. After a short period of time has passed, a large turnip's greens will sprout from the ground. If Wiggler walks up to this sprout and uses the special move again, Wiggler will pluck the giant turnip, which then acts like a normal item. If Wiggler is in the air when it tries planting a turnip or uses this tool off of a ledge, it will simply pull out its watering can and let loose its contents; this stream of water can lightly push enemies away. If the turnip is not plucked a short time after it grows, the vegetable will wither and disappear. Similarly, the turnip will also disappear should Wiggler be KO'd before it is plucked.
Up Special: Power Flutter is a technique that sees Wiggler metamorphose into its adult, butterfly-like form known as a Flutter. Sprouting large white wings with blue spots, this technique sees Wiggler fly upwards a short distance, using its wings to launch itself in a single burst. Its wings disappear after it travels upwards a fair distance, and Wiggler will damage foes it should fly through. Wiggler will fall helpless after its wings disappear, and the direction it flies can be directed by the control stick.
Down Special: Body Bounce is an original attack loosely based upon the body slam attacks performed by Wigglers in the Mario & Luigi series. In Super Smash Bros. this technique sees Wiggler curl up into a ball and bounce up into the air, at which point it flattens out and slams downwards. As it hits the ground, Wiggler will release a short shockwave that deals damage without causing those hit by it to flinch. If this attack is used while airborne, Wiggler will not rise at all and instead simply flatten out and fall downwards.
Final Smash: Giant Wiggler is a species of Wiggler that is found in World 7-3 of New Super Mario Bros. This enormous caterpillar is not enraged when Mario jumps on it, and it instead only carries the plumber through the level while enemies assault them. In Super Smash Bros. Wiggler grows to an enormous size before turning red with anger and charging through the entirety of the stage horizontally, returning to the spot where it began once it passes entirely off the blast line.
Wiggler's victory animations are as follows: Wiggler, wearing two blue boxing gloves, punches forwards once with one hand, then again with the opposite hand, before looking towards the screen happily; Wiggler, as a Flutter, spins around in the air before cheering happily with its arms outstretched; and Wiggler appears asleep before a Galoomba parachutes onto its head and it angrily awakens, scaring the small enemy off, before falling asleep once more.
The Wii Fit Trainer is one of the only actual characters, besides Miis, to appear in the Wii Fit series. The Wii Fit Trainer assists the player during exercises, often performing yoga poses that the player must mimic. The trainer also serves as the player's partner, encouraging them to continue their Wii Fit training.
First appearance: Wii Fit (2007)
Neutral Special: Sun Salutation is a series of yoga poses that the Wii Fit Trainer guides the player through in Wii Fit. The series begins with the player having to stretch backwards with their arms up above them, before they have to bend over with their legs straight and touch their toes, then into a pose where their legs must be bent while they reach upwards, before returning to their original position. In Super Smash Bros., the Wii Fit Trainer performs the first pose as a yellow ball of energy is created at their abdomen; as the player holds the button down this ball enlarges, allowing it to travel further and deal more damage to foes. Letting go of the special attack button causes the Wii Fit Trainer to perform the second pose, and fire the yellow ball of energy forwards. At full charge the attack heals the Wii Fit Trainer a very small amount: 2%. The Wii Fit Trainer may also say "Salute the sun!" or "Sun Salutation!" as they send the orb off.
Side Special: Header is a technique based off the Soccer Heading minigame from Wii Fit, and sees the Wii Fit Trainer summon a small green and black soccer ball and headbutt it forwards. The special attack actually consists of two components: the trainer's headbutt and the ball itself. If the special attack button is pressed once, the Wii Fit Trainer will headbutt the ball forwards, though the player can have the trainer launch the ball at different angles by pressing the button a second time before the trainer headbutts it. The ball will bounce off walls and the floor once, and being hit by the Wii Fit Trainer's headbutt directly deals slightly more damage and meteor smashes airborne foes.
Up Special: Super Hoop is a technique based off the hula-hooping aerobics activities present throughout the Wii Fit series. Summoning three hula-hoops of various colours, the Wii Fit Trainer rolls their hips in a circle, spinning the hoops around them, and travelling straight upwards a short distance while doing so. Foes that touch the hula-hoops take slight damage, and push them backwards a fair distance when hit. Should the special attack button be tapped as the move is being performed, the Wii Fit Trainer will travel a further distance upwards at a faster rate.
Down Special: Deep Breathing, or diaphragmatic breathing, is the natural form of breathing that all mammals perform when in a relaxed, or neutral, state. Such technique is often used in yoga, to help calm participants and keep their body in a relaxed state in order to ease tension. In Super Smash Bros., the Wii Fit Trainer breathes in, and a pink circle appears behind the trainer. A blue bar will quickly move around the trainer, and pressing the special attack button a second time, or letting go of it should it be held down, when the blue bar enters this pink circle will cause the move to be successful. A successful Deep Breathing heals for 2%, and increases all of the trainer's stats - walking speed, damage output, and knockback output - for a short time. In order to prevent overuse of this technique, the speed the blue bar moves at drastically decreases, speeding back up to its normal speed as the move goes unused or returning to its normal speed once the trainer is KO'd.
Final Smash: Hose Down is a minigame featured in Wii Fit U. This minigame has the player is tasked with cleaning off the dirtied Miis that try and rush towards them using a water cannon aimed via the Wii Balance Board. In Super Smash Bros., the Wii Fit Trainer temporarily summons this water cannon and they will continually fire a stream of high-pressured water that pushes foes around and deals damage as long as they are hit by it. The player can aim up and down, and pressing the special attack button will have the Wii Fit Trainer stall the cannon for a moment before firing a large bubble of water that deals more damage and actually knocks away the foe(s) it breaks on.
The Wii Fit Trainer's victory animations are as follows: the Wii Fit Trainer wipes their forehead with a light green towel that is draped around their shoulders before giving a thumbs up; the trainer performs the Tree Pose for a moment before quickly transitioning into the Warrior Pose; and the Wii Fit Trainer performs the Triangle Pose, then stands up straight and claps. The Wii Fit Trainer has a number of quotes they may say during any of these poses, and the male and female trainers have different quotes. These quotes are:
"The key is to focus on your balance."
"Work hard to tone that tummy!"
That's it, feel the burn!"
Let's tone up those legs."
"Good posture begins with a strong base."
"Let's step up the intensity!"
"Let's work on your balance."
"Feel the burn in your thighs and glutes!"
"Don't forget to exhale when exerting yourself."
"How about some deep breathing?"
"Watch your posture. Keep those glutes tucked in!"
"Tuck in those glutes!"
"Now that was a great workout!"
"Feel the stretch through your arm and leg."
"Let's work on building a strong upper body."
"Stretching your spine will help stimulate your body."
"Time to firm up your thighs and back muscles!"
"This pose strengthens the back and improves posture."
"Stabilize your upper body."
"Let's work on your coordination."
"This exercise works your core muscles."
"Keep at it every day to improve your posture!"
"Let's do some jackknife exercises!"
"Follow my lead as we do this pose together!"
"Exercise every day to tone your body!"
"That was a great workout!"
"Work towards strong, firm abs!"
"Your lower body is key for support."
"When exerting yourself, remember to keep breathing."
"Firm up those abs!"
"You're wobbling! Try to keep your balance."
"Now, let's try it together!"
"Let's get fired up!"
The Yoshis that appear in Yoshi's Woolly World differ from the Yoshis that appear in other titles because of them being made of wool; though the Yarn Yoshis of Craft Island are fundamentally the same as the fully-organic Yoshis otherwise. During the events of Yoshi's Woolly World, Bowser Jr. and Kamek turn a number of the Yarn Yoshis into Wonder Wool and scatter the spools of yarn around the various islands that are scattered around Craft Island and connected by rainbow bridges.
First appearance: Yoshi's Woolly World (2015)
Neutral Special: Yarn Ball Shot is Yoshi's main form of attack in Yoshi's Woolly World. By unravelling the enemies and scenery, Yoshi can create balls of yarn and throw them at the many hazards that stand in his way. In Super Smash Bros. Yarn Yoshi lobs a yarn ball forwards that can bounce off platforms, walls, or other fighters. By holding down the special attack button, Yarn Yoshi will throw the yarn ball at a faster speed, at a flatter angle. While the special move button is held down, the player can also angle Yarn Yoshi's throw by tilting the control stick.
Side Special: Moto Yoshi is one of the six forms Yoshi can take on via a Transformation Door in Yoshi's Woolly World. Moto Yoshi is a motorbike-like form that allows Yoshi to travel at high speeds across the land. In Super Smash Bros. Yarn Yoshi will transform into Moto Yoshi and launch himself forwards a fair distance, hopping slightly off the ground at the beginning of the move. If the control stick is tilted in the opposite direction while Yarn Yoshi is in this form (and on the ground), he will spin out to damage foes.
Up Special: Umbrella Yoshi is another one of Yoshi's six transformations in Yoshi's Woolly World. Umbrella Yoshi is a form that allows Yoshi to fly upwards, float down to the ground gently, and ride air currents. In Super Smash Bros. Yarn Yoshi transforms into Umbrella Yoshi, and flies upwards a fair distance before transforming back to normal and entering a pseudo-helpless state.
Down Special: Ground Pound is one of the most recurring attacks from the Yoshi series. As its name implies, when in the air Yoshi can pound down onto the ground to flatten any foe below him or push switches; in Yoshi's Woolly World, Yarn Yoshi transforms into a hammer-like form as he performs this move. In Super Smash Bros. the move acts the same was as it does in Yoshi's Woolly World when used in the air. When the special move is performed on the ground, Yarn Yoshi will instead transform into his hammer-like form and smash the ground in front of him.
Final Smash: Sky Pop Yoshi is yet another one of Yoshi's six transformations from Yoshi's Woolly World, this one being a plane-like form named after Mario's airplane from Super Mario Land. In Yoshi's Woolly World and Super Smash Bros. this form allows Yoshi to fly around freely and fire missiles at enemies, which can be done by pressing the normal attack button in the latter. Unique to Super Smash Bros. is Sky Pop Yoshi's ability to drop Wonder Wool mortars down onto the ground, which explode when they hit an opponent or a foe.