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Scheming Plans 3rd Logo
Scheming Plans is an author appeal strategy fighting project created by Hoola-Z Productions for the Nintendo Switch and Golden System Z consoles. This game features an unique fighting style, as well as an expansive Storymode and other enjoyable modes for players young and old. Characters from all different media are preparing to battle to become the scheming champion!

Scheming Plans Directory
Gameplay Modes Story Roster
Maps Challenges Scheme Cards Music


Scheming Plans, as mentioned above, is a strategy fighting game. This game combines fighting with a set of challenges that resemble Mario Party minigames. Battles require quite a bit of strategy, and they take a while, because each turn, all the fighters will perform a challenge. In these battles, everyone has stamina, with a varying amount per fighter, with the average being 200HeartMKH.

At the start of the battle, the fighters will enter the map, each in their own corner. After everyone starts, a random challenge will then begin. Challenges decide how many spaces each person will get to move on the map. Challenges take all the players to a new scene where they must reach a certain point or complete a certain task to earn spaces. Once everyone has completed the challenge to some extent, the fighters will be returned to the map. After this, each player will receive the option to move. Players can move up to as many allotted spaces as they earned in the four cardinal directions. If two players land on the same space, they will face off in a one-on-one challenge, where the winner will leap onto and squish the opponent, doing good damage to them (the exact amount will depend on the fighter).

After everyone has moved, each fighter also gets to use a scheme on the battle map. The order is determined in the descending order of spaces earned per player. Schemes can effect the user and/or other players around the board. After everyone uses a scheme, another challenge will begin.

A certain fighter has three distinct schemes that can be used, though they are only able to use one per turn. Schemes can perform a variety of uses, from attacking opponents to teleporting the user somewhere on the map to healing themselves or a teammate. When fighters use a scheme, a certain process might be done that will award the attacker with a "weak", "okay", "good", "great", or "perfect". This rating is called the perfection scale. The closer the attacker does to performing a perfect, the more useful the scheme will be. Depending on the rating on the perfection scale from each scheme, a super scheme meter will charge. The super scheme is an extra scheme that will great damage to opponents once fully charged and used, but it cannot be upgraded, as discussed below. Schemes can never be used two turns in a row, and usually require multiple turns to recharge (depending on their rating on the perfection scale).

The Perfection Scale
This will cause there to be differences in damage and other details in schemes to hit opponents depending on how well the scheme is used. Small messages will also be displayed depending on how well the attacker does.
Weak Perfection Scale Icon SP
Weak is the worst an attacker can perform.
Okay Perfection Scale Icon SP
Okay is the second worst an attacker can perform.
Good Perfection Scale Icon SP
Good is the average an attacker can perform.
Great Perfection Scale Icon SP
Great is the second best an attacker can perform.
Perfect Perfection Scale Icon SP
Perfect is the best an attacker can perform.

Some fighters add a special gimmick in addition to the schemes. Gimmicks are quite unique and vary in purpose. One example of a gimmick is The Smooze's gradual growth throughout the battle, increasing his hitbox and spaces he occupies.

Through winning challenges, squishing opponents, and defeating opponents, fighters can earn coins. Coins can be acquired to boost their schemes at any time during a battle (for that battle only). Boosts will increase the use of the boosted scheme in some way. Super schemes cannot be boosted. When landing on shop spaces, fighters can also purchase items, discussed below. Any coins not used in the battle will be carried over to be used in the game shop or any other time coins may be needed outside of a battle.

A more complex addition that was added in later versions of the game featured unique coins. So each fighter's coin count bar, which displays their amount of coins in that scheme battle, has a different coin appearance, customized to match that fighter's own appearance. Sometimes, coins that appear are specifically customized for a fighter in the battle and thus can only be picked up by that fighter. An even amount of customized coins will drop for each fighter at a time. After scheme battles, these customized coins will act as regular coins and will be add to the coin count. But, in the game shop, occasionally purchasable selections will appear that require a certain amount of certain customizable coins to be purchased.

Items can be collected in battles, although they can be set off. Items are placed randomly around the map in item boxes. If a fighter runs into an item box, they will receive a random item that corresponds to their overall rank in the battle. The item can be held as long as desired, and can be used during a turn alongside a scheme. Items are just as random in their ability as schemes themselves. Two items cannot be held at once.

There are a couple shop spaces on each map. The shop space is a special space where anyone who lands on it can spend coins to buy a certain item out of a selection of a few items. If a player does not have enough coins for any of the items, they will be turned down. If the buyer already has an item, they have an option for purchasing the item for twice as much to replace their previous item.

These battles feature an elimination format, seeing how the winner is the last fighter standing. Each fighter has a designated amount of stamina, and by getting schemed upon, getting hit by items, and being squished in a battle, fighters will lose stamina in that battle. Once a fighter has lost all their stamina, they will turn into a ghost and be eliminated from the battle. At this point, the ghost can wander around the map and watch the players and challenges. The last fighter standing wins the battle.

There is one last extra addition to fighting that has not been mentioned: sways. A sway will occur once each time after a player (or computer player) has been eliminated. Sways will affect the remaining players, such as teaming certain fighters up (so they cannot attack each other) or switching up the earned spaces every challenge. The sway will last until another player is eliminated, where a different sway will occur (or none and the previous sway is removed). So only one sway will be active at a time. The total list of sways can be viewed in the respective sway section.

Players can use taunts at any time on the map. There are three taunts each fighter can display. Taunts, as their name implies, do not do anything, they are simply just for design purposes. After a player wins, the scene changes to the winner's fighter performing one of their three victory animations with the opponents in the background watching and clapping.

Team is also an optional feature where up to 4 players can be on a team together. This features only slight altercations in the rules, with the team with the last player(s) standing the winning team.


  • Story: As an invisible force connects many characters' worlds, the whole universe could implode under all this pressure. Join all the fighters to find the secret of their universes, and disconnect their worlds to save the universe. This story allows the player to play as all the characters as they traverse through the story. Explore multiple worlds, defeat bosses and save the universe.
  • Free Play: Free Play allows one to eight players to play together and play a scheme battle with CPU's at their customized desires. Unlocked fighters and stages are available to the players. With plenty of customizations available, there are tons of combinations of battles. Players can also play challenges for fun or for extra practice.
  • Scheme Cards: Scheme Cards are a special mode that resemble spirits from Super Smash Bros. Ultimate. Scheme Cards are special cards that can be unlocked by playing in specific battles. Scheme Cards designate certain uses that can be used in battles to boost the user. Scheme Cards can even be used in certain battles online.
  • Missions: Missions are special games featuring special properties. The player may be set to play as a certain fighter against certain opponents, or a certain map may be set with certain item and challenges, etc. Missions can award new maps, music, scheme cards, and coins upon completion.
  • Bonus Modes: Bonus Modes are special modes that have extremely special requirements. While only two bonus modes, both of which include characters from various series, have been available since the release of the game, several more are to be added over time. The bonus modes can be viewed below. Bonus Modes vary in what they may give.
    • Monster Hunter: Not to be confused with the Monster Hunter franchise, Monster Hunter allows players to play as their favorite schemer and play a scheme battle against with "boss-like" creatures hailing from other series. These bosses are much harder than the bosses in the Story, and, as bosses, they feature special challenges in between turns of the scheme battle against the boss.
    • Challenge Bash: Players along with CPU's can face off in playing challenges in special sets. There are different ways fighters can play these challenges, whether it be just first to a certain number of wins or an elimination game where the loser each challenge is eliminated. Challenges are chosen randomly or by the loser in these bashes.
    • Scheme Battalion: Take on all of the fighters in group fights in this game in order of their canon debut. Play by yourself, or play with others who have predetermined fighters depending on the first player's fighter. See the order of fighting opponents and the predetermine partners in the respective Scheme Battalion section.
    • Potionous Battles: While Potionous Battles may appear as regular scheme battles at first, after the first turn, several different potions will appear all over the map. To activate the potion, players can walk into that potion to gain the effects of it. Players cannot tell what the potion can do from its appearance, but the potion's effect may be helpful or hurtful to the player. More potions are continually spawning around the map as the game continues. Sways will not appear in this mode.
  • Extra: Extra allows players to browse miscellaneous features to their heart's content, whether it be music, challenge records, or the information journal. Other features this extra section offers is video capturing, tips, and other records. The information journal is where players can learn about all their favorite character, maps, and scheme cards.
  • Online: Online allows players from all around the world to face each other in a scheme battle or specific challenges. Certain desired rules can be set, and each player has their own online rank for competitive battles. There are also for fun battles that are, well, just for fun! Tournaments in the form of a bracket are also available.


Scheming Plans highly revolves around the story. When Princess Peach discovers a mysterious force that binds many worlds together and threatens to tear the whole universe apart, there is only one choice: to unite and save the universe. The schemers must traverse multiple universes as they defeat enemies and complete puzzles to save the universe from this mysterious force.

Travel through the mysterious realm, which connects all the worlds together but it itself is imploding. Mario and the other schemers must come out of the comfort of their worlds and come and save the universe from tearing apart.

Storymode Gameplay

The story features the player playing through scheme battles, some with extra tasks they must perform, such as grabbing something somewhere on the map before they complete the scheme battle.

The gameplay features the schemers continuing through the worlds, whether in the realm or in individual worlds. Players can only choose one fighter to play as at a time on the map, but they can change any time other than mid-battle or mid-cutscene or dialogue. Schemers are continually unlocked throughout the story.

The level format is set up in a format similar to the New Super Mario Bros. series. Levels can only be challenged if they have been unlocked and are accessible. If the levels aren't unlocked, players cannot enter them, if the levels aren't accessible, then the player cannot even reach them to enter them.

Each level is a scheme battle, all of which vary in degree throughout the story. They gradually become harder as the story progresses, but as mentioned above, certain scheme battles have certain conditions, which may make the levels tougher than the average difficulty at certain parts of the story. Throughout the story, there are different boss levels that take place on exclusive maps that cannot be played otherwise.

In certain sections, players will watch cutscenes and then fight a required scheme battle. So, the story would continue with a cutscene, then a battle, then a cutscene again, etc.


I welcome you, my friend, to a scheming adventure of a lifetime.

The universe before was peaceful and beautifully repetitive. All the realms lived in complete harmony, and were mostly in unawareness of each other. They continued on with their daily tasks, and always managed to return to their normal duties if evil did strike.

But now, something intensely chaotic is occurring. The being at the center of all the universes stirs, but none know why. Why is this such a terrible thing? Well, you may have already noticed - frightful earthquakes, glorious meteor showers, and the upcoming implosion of your realm.

I would like to warn you about this terrible and upcoming tragedy, and there is only one way to break the upcoming event. To stop this horrible occurrence, you must traverse across your kingdom to the hidden entrance to the center of the universe - the place where all the realms are connected. You must find help from other realms, but make it quick and speedily find what is wrong with the being at the center of the universe.

Your friend,

This strange letter was sent to many different characters across many different universes, though they did not know that there could be so many copies of this letter. They seem to all react a different way, some simply ignoring the letter while others take initiative immediately. But one thing is for sure though, one way or another, they will meet to stop this mysterious problem of the being at the center of the universe. Speaking of which, who is "_~_~_~_"?

While the full story can be viewed here, below is a small excerpt from the beginning of the introduction.

The princess of the Mushroom Kingdom resides in her own realm. She herself is taking a stroll with guards outside of her garden, slowly reading and reacting to her new letter. This letter is unlike anything she has received and she believes it is true, as it is one of the most creative letters she has ever heard, if it was false.
She immediately decided to alert Mario of this strange message. But when she arrived, she found Mario reading the exact same letter, and he was quite puzzled by it. Peach explained how she interpreted the letter and they came to the conclusion that this letter was alarmingly true. So, they preceded to continue to the royal library, where they could find the entrance from the Mushroom Kingdom to the center of the universe.


This massive roster contains characters from plenty of varying series. Some characters are quite minor in their respective series, but they have been brought to the light in this game. Click on the character's icon to be taken to their bio, overview of their schemes, and miscellaneous information.

Mario SPPeach SPDonkey Kong SPLink SPYoshi SPSamus SPKirby SPMarth SPTwintelle SPIsabelle SPChibi Robo SPSonic SPShantae SPPom Pom SPBowie SP

Luigi SPBowser SPRosalina SPToadette SPTiny Kong SPZelda SPGanondorf SPUrbosa SPMeta Knight SPSusie SPCaptain Falcon SPRobine SPCorrine SPByleth SPPalutena SPOlimar SPCallie SPMarie SPOctostamp SPNinjara SPDimentio SPMimi SPUndodog SPTabuu SPYuri Kozukata SPBlaze SPBayonetta SPCereza SPQbby SPHornet SPRabbid Peach SPSpawny SPMadeline SPSteve SPAlex SPDrowned SPOm Nom SPBlue SPPeashooter &amp; Sunflower SPHoola SPBlipsqueak SPSnoopy SPLucy SPPinkie Pie SPFluttershy SPThe Smooze SPBubbles SPPeppa Pig SPDaphne SPMinion SPSam Sparks SPWall-E SPEve SPLilo &amp; Stitch SPVanellope SPCoraline SPFelicity SPBunea SPAlec SPJanka SPGlenn SPSkimp the Shrimp &amp; Yung Bae SPClaricat SP

Mario SPPeach SPLuigi SPBowser SPRosalina SPToadette SPDonkey Kong SPTiny Kong SPLink SPZelda SPGanondorf SPUrbosa SPYoshi SPSamus SPKirby SPMeta Knight SPSusie SPCaptain Falcon SPMarth SPRobine SPCorrine SPByleth SPPalutena SPOlimar SPCallie SPMarie SPOctostamp SPTwintelle SPNinjara SPDimentio SPMimi SPUndodog SPTabuu SPIsabelle SPYuri Kozukata SPChibi Robo SPSonic SPBlaze SPBayonetta SPCereza SPShantae SPQbby SPHornet SPRabbid Peach SPSpawny SPMadeline SPSteve SPAlex SPDrowned SPOm Nom SPBlue SPPeashooter &amp; Sunflower SPPom Pom SPHoola SPBlipsqueak SPSnoopy SPLucy SPPinkie Pie SPFluttershy SPThe Smooze SPBubbles SPPeppa Pig SPDaphne SPMinion SPSam Sparks SPWall-E SPEve SPLilo &amp; Stitch SPVanellope SPCoraline SPFelicity SPBowie SPBunea SPAlec SPJanka SPGlenn SPSkimp the Shrimp &amp; Yung Bae SPClaricat SP

Starting Fighters
Fighter Information
Mario Blank SP

Super Mario Logo a

Debut: Mario Bros. (1983)

Mario is the mighty hero of the Mushroom Kingdom who has traveled on countless adventures to rescue Princess Peach from Bowser's clutches. Mario is a former plumber who seems to be Italian. He has befriended many allies through various games, including Princess Daisy, the Toads, Mayor Pauline, Princess Rosalina, Yoshi, and many others. Mario has also been easily identified by his red cap and attire, but he does have a younger brother named Luigi, who commonly accompanies him on his quests.

Mario's statistics are very balanced. He is consistently balanced throughout his attacks, as well as his defense. Mario's schemes are balanced between offensive and defensive. Mario himself is neither especially powerful nor especially defensive, but he can involve a greater strategy that is even hard for veterans to master. Mario has no gimmick.

Scheme 1: Poison Mushroom
Mario tosses a poison mushroom a space in front of him. Mario chooses an opponent he wants the poison mushroom to hit and the poison mushroom will move three spaces each turn toward them. The poison mushroom always takes the most direct route, disappearing if it hits an opponent in its way, doing slight damage the one hit. When the poison mushroom catches up to the opponent, it will hit them, doing good damage. If the targeted opponent dies, the poison mushroom stays posing as an obstacle.

Scheme 2: Coins Galore
Mario tosses coins in the spaces surrounding him. This does damage to any opponents in those spaces, but most importantly, whoever collects one of these coins (Mario or anyone else) by touching them will gain 25 coins to their coin count. If the coins land on opponents, the coins will disappear, but the opponents will not collect these coins.

Scheme 3: Ground Pound Boost
Mario will strike a pose and then start glowing a shade of yellow. He then continues to fight normally. But he continues glowing for the next four turns, which can be renewed by using this scheme repeatedly. While he is boosted by this scheme, rather than squishing opponents, he does a whopping three times as much damage as he normally does with a grand ground pound. Any time he is boosted, Mario will ground pound rather than squish.

Super Scheme: Mega Mushroom
Mario eats a mega mushroom and becomes giant, growing to 3x3 spaces. He cannot use this move if he cannot grow to 3x3 spaces. For the next two turns, he will remain giant, so he can only move into 3x3 areas. But anyone he comes in contact with will be automatically squished, taking a lot of damage.

  • Taunts:
    • Mario leaps around and pokes his head above his cap.
    • His cap reveals Cappy. Cappy then takes a brief look around to both sides.
    • Mario leaps into the air hoisting his left fist upward shouting "Let's-a-Go!"
  • Stamina: 200HeartMKH
  • Squish Power: 15HeartMKH
  • Special Team Names:
  • Signature Map: Delfino Plaza
  • Signature Music Track: Super Mario Bros. ground theme
  • Victory Theme: Mario's victory theme is a flourished remix of the level completion them from Super Mario Bros.
  • Victory Animations:
    • Mario will leap out of a pipe screaming "Hiya!" before angrily smiling at his defeated opponents.
    • Mario quickly eats a fire flower and lets out a radiating red glow before striking a pose.
    • Mario takes his cap off and waves his hand up in the air.

Peach Blank SP

Super Mario Logo a

Debut: Super Mario Bros. (1985)

Peach, previously known as Princess Toadstool, is the ruler of the Mushroom Kingdom. Like most royalty, she lives in a castle. But she is constantly being captured by Bowser to become a damsel-in-distress. Peach is always rescued by Mario, who is sometimes accompanied by help. Peach's sassy cousin, Daisy, is also the princess of Sarasaland. Princess Peach is commonly affiliated with hearts as well. She also had to save Mario once when he was captured by Bowser.

Peach is mainly a defensive fighter. She has an incredible run speed, for running in a dress at least. Peach also has a floaty jump where she can slightly float down when dropping from a jump. Her downside, though, is that her offensive powerful is terrible. Her squish is one of the worse in the game, and her schemes also aren't very powerful. A good strategy with her is to let other fighters battle out, and join the battle as Peach in the end.

Scheme 1: Vibe Scepter
Peach pulls out the vibe scepter from behind her and starts spinning around with it extended from her arms. Any opponents in the 5x5 area next to her get hit by this attack and get launched into the air. This attack does mediocre damage.

Scheme 2: Toad Guard
Peach calls out a toad next to her. The toad is only out for one turn, but if anyone hits them the next turn, toad will let out a powerful projectile that launches in the direction of the attacker. The first opponent this projectile hits will take good damage. If she is not hit in the first turn, she will pull toad back behind her.

Scheme 3: Float
Peach leaps into the air and floats. Peach will float for the next two turns, making her immune to projectile attacks. Peach can attack while using this unique move. But, this is one of the few schemes that requires two turns to recharge.

Super Scheme: Koopaling Cake
Peach tosses a replica of the Koopaling cake from New Super Mario Bros. Wii in front of her in a 5x5 area. This scheme does damage to anyone it lands on, and it disables them from using a scheme their next turn, showing for a good offensive-defensive scheme.

  • Taunts:
    • Peach pulls out her parasol and twirls it around above her head.
    • Peach winks and points to the 4th wall saying "Uh-huh!"
    • Peach reveals her left shoe from her dress and looks at it as if something is wrong.
  • Stamina: 210HeartMKH
  • Squish Power: 6HeartMKH
  • Special Team Names:
  • Signature Map: Peach's Castle
  • Signature Music Track: Slide
  • Victory Theme: Peach's victory theme is a flourished remix of the level completion them from Super Mario Bros.
  • Victory Animations:
    • Peach twirls around with her hands extended and then strikes a pose.
    • Peach makes three large kicks forward and then makes a disturbed face showing her determination.
    • Peach bounces up and down extending her fists in the air, changing between each fist between each jump.

Donkey Kong Blank
Donkey Kong

Donkey kong logo

Debut: Donkey Kong (1981)

Donkey Kong is Mario's original nemesis when he captured Mario's girlfriend Pauline, then called "Lady". After the game, Donkey Kong returned to the jungle with his Kong Clan. He is the physical and capable leader of the Kong Clan, but Cranky Kong is still in charge otherwise. Donkey Kong has a nephew named Diddy Kong and has a friend named Funky Kong. He continues to use his iconic barrels, as well as swinging on vines, defeating enemies, and saving his forest in his multiple adventures.

Donkey Kong is a very powerful fighter, one of the most powerful in his roster. He has a small hitbox for his schemes, but they all do good damage. Donkey Kong doesn't have good defense though and actually is slightly slower and heavier in challenges, making him less mobile on the map. Since his schemes have a small hitbox and he isn't very mobile, he can be a very hard-to-use fighter.

Scheme 1: DK Barrel
Donkey Kong tosses a barrel forward, resembling the barrel from his series and Super Mario Sluggers. The barrel rolls forward, and the first opponent or obstacle it hits while take good damage and knockback. The barrel then explodes upon impact, doing good damage.

Scheme 2: Big Punch
Donkey Kong can charge up a punch for one turn. This punch does incredible damage at max charge as it takes so long to charge. Donkey Kong can hold this punch at max charge as long as he wants. This attack is near identical to his neutral special in the Super Smash Bros. series.

Scheme 3: Banana
Donkey Kong quickly eats a banana, healing him by 5HeartMKH and leaving it on the ground one space behind him. Anyone who hits this banana, which is hard to see on the map, will slip and lose the rest of their movement and take slight damage.

Super Scheme: DK Punch-Out
Donkey Kong gains his boxing gloves from his appearance in Punch Out!! and starts punching forward rapidly. His large fists cover a large hitbox, specifically 3x5 spaces. This attack does massive damage, but it does slightly less damage the farther hit opponents are away.

  • Taunts:
    • Donkey Kong flips around a couple times after leaping into the air.
    • Donkey Kong lets out a small burp before chuckling lightly.
    • Donkey Kong makes his "I don't know" face from Super Smash Bros. Ultimate as well as holding up his hands.
  • Stamina: 205HeartMKH
  • Squish Power: 20HeartMKH
  • Special Team Names:
  • Signature Map: Donkey Kong's Treehouse
  • Signature Music Track: DK Rap
  • Victory Theme: Donkey Kong's victory theme is a remix of the theme from Donkey Kong Country and it's successors when a kong beats King K. Rool.
  • Victory Animations:
    • Donkey Kong puts his hands together and waves them up in the air from side to side.
    • Donkey Kong peaks over his shoulder as Diddy Kong appears there.
    • The scene enters with Donkey Kong carrying a DK barrel over his head. He then smashes it down in front of him.


Yoshi Logo

Debut: Super Mario World (1990)

Yoshi is Mario's most faithful companion. Yoshi allows Mario and his friends to ride on his back while Yoshi does all the work of jumping and crushing and eating enemies. Yoshi soon gained his own series where he defeats Baby Bowser as he journeys alongside adorable allies, including Poochy. He meets many unique enemies throughout his series. Yoshi also eats fruit to create power-ups and for other uses.

Yoshi is a quick fighter who isn't that powerful. He leans quite defensive also, as he has long-ranged attacks. Yoshi has a flutter jump, so in jumping challenges, he is slightly easier to use. On a different note, Yoshi is quite an expressive fighter with several aesthetic designs around him as he attacks and taunts.

Scheme 1: Yoshi Egg
Yoshi tosses one of his eggs forward. He can choose which opponent he wants to aim this egg at. Once he tosses it, it will fly across the map with a rainbow following it toward the targeted opponent. Since it can go all the way across the map, this egg doesn't perform much damage.

Scheme 2: Ground Pound
Yoshi leaps high up into the air and slams back down with a grand ground pound. This attack covers a 5x5 area. If anyone is right below him on his same space, they will receive good damage, and the damage is slightly reduced the farther away opponents are in the 5x5 hitbox.

Scheme 3: Tongue
Yoshi sticks his tongue out in the four spaces in front of him. The first opponents he catches in his tongue will be pulled into his mouth and shaken around for a bit before being spit back to where they started. Not only does this do mediocre damage to the hit opponent, but it also reduces their attack power for the next turn, specifically by 25%.

Super Scheme: Yoshi Kart
Yoshi hops into a kart from the Mario Kart series. He can then start driving around the map for 30 spaces, stopping on the final space he lands on. His kart will do good damage to opponents he hits.

  • Taunts:
    • Yoshi swings his hand above his head creating a small rainbow which disappears after a second.
    • Yoshi looks under his rear end.
    • Yoshi tosses an egg high up into the air, flipping it around, and catching it.
  • Stamina: 200HeartMKH
  • Squish Power: 6HeartMKH
  • Special Team Names:
  • Signature Map: Yoshi Valley
  • Signature Music Track:
  • Victory Theme: Yoshi's victory theme is a flourished, orchestrated remix of the title music of Yoshi's Story, significantly sped up.
  • Victory Animations:
    • Yoshi sticks his tongue out and turns around and sticks his tongue the other way before striking a pose.
    • Yoshi twirls around, but ends his victory animation with his back to the 4th wall.
    • Yoshi eats a Dash Pepper before running all around the screen in a frenzy. Despite the time limit on this item, he will continue to run around for as long as waited for in the victory screen.

Samus Blank

Metroid Logo 2

Debut: Metroid (1986)

Samus is a bounty hunter who was orphaned and raised by the Chozo. Donning her power suit, she left her first occupation of serving Galactic Federation to become a solo bounty hunter. She has performed several quests through the galaxy that have saved the universe, including exterminating the Phazon species. When not in her power suit, Samus becomes Zero Suit Samus.

Samus has good defense with her power suit. If she takes too much damage, though, her long-ranged projectile attacks using her power suit are very weakened. Samus, as stated in the previous sentence, does have a few long-ranged attacks as well as some short ranged attacks. They aren't very powerful and her squish is very weak.

Scheme 1: Missile
Samus holds out her arm, launching a large missile out of her power suit. This missile will move straight, but it can slightly bend toward opponents in it's path. Since the missile has such a large range, it doesn't perform very much damage.

Scheme 2: Bomb
Samus launches a bomb high into the air after choosing an opponent to hit. This attack doesn't do anything immediately, but the next turn, the bomb falls onto the chosen opponent. The bomb does mediocre damage, and Samus can still perform another scheme after the bomb lands.

Scheme 3: Baby's Cry
Samus lets out a distress signal, identical to the one entitled "Baby's Cry" seen in Metroid: Other M. This attracts attention and pushes opponents a few spaces away from her, doing very slight damage to them.

Super Scheme: Zero Laser
Samus releases a giant laser forward covering all five spaces in front of her to the end of the map, doing great damage to anyone caught in the laser. This attack pushes Samus back one space, so be warned.

  • Taunts:
    • Samus swings her arm around before returning to fighting position.
    • Samus takes off her helmet, but she makes an alarmed face and proceeds to put the helmet back on.
    • Samus checks various parts of her power suit.
  • Stamina: 230HeartMKH
  • Squish Power: 7HeartMKH
  • Special Team Names:
  • Signature Map: Brinstar
  • Signature Music Track:
  • Victory Theme: Samus's victory theme is a flourished remix of the theme that plays in her series when she obtains a new power-up or addition to her Power Suit or when she defeats Ridley or Kraid.
  • Victory Animations:
    • Samus charges up a laser before turning around as if she heard some strange noise.
    • Samus takes off her helmet and looks up to the stars with a relieved look.
    • The scene opens with Samus in her Zero Suit and she performs a series of quick kicks and stretches.

Kirby Blank

Kirby Logo

Debut: Kirby's Dream Land (1992)

Kirby is a large pink puffball who dwells in Dream Land on the Planet Popstar. Kirby defends his land from various enemies using his magnificent oral abilities which can give him other abilities, such as fire Kirby, ice Kirby, and leaf Kirby by eating certain items. Kirby has saved his universe many times. He is even featured in his own anime TV series.

Kirby is a very mobile fighter, being great for agile challenges. Kirby is a balanced fighter otherwise, as his attacks do vary greatly, some being powerful and short-ranged and some being weaker and long-ranged. Kirby also has a unique attack that is inspired by his neutral special in the Super Smash Bros. series

Scheme 1: Copy Ability
Kirby opens his mouth and sucks in any opponent nearby in front of him. Whoever he sucks in will take slight damage, and Kirby has a choice to decide whose first scheme he wants to copy. After he copies their ability, that scheme replaces this attack. Kirby can get rid of the ability at any time, but all the stats from that scheme will come over to this attack.

Scheme 2: Sword Kirby
Kirby gains the sword ability as he pulls out a sword. Kirby will hold the sword as long as he is not near an opponents, charging the sword having it become more powerful. When an opponent is in any four spaces around him, he will swing the sword at them, doing damage with the damage dealt according to how long he has been charging this attack. After the first turn, Kirby can use another scheme while charging this move. Scheme 3: Fire Kirby
Kirby gains the fire ability and gains a burning headdress. Kirby then breathes a large mass of fire around him, doing good damage to anyone in the surrounding area.

Super Scheme: Hypernova
Kirby gains his hypernova ability from Kirby Triple Deluxe. This scheme turns him giant, and he starts glowing with a rainbow theme. He sucks in the whole stage and spits it all out, doing good damage to everyone on the map.

  • Taunts:
    • Kirby bounces around performing a flip.
    • Kirby swings him self around a performs a kick, with a "Hyah!" This is a taunt, it doesn't perform any damage.
    • Kirby flies upward and hits the ground quickly.
  • Stamina: 180HeartMKH
  • Squish Power: 18HeartMKH
  • Special Team Names:
  • Signature Map: Fountain of Dreams
  • Signature Music Track:
  • Victory Theme: Kirby's victory theme is a cover of the short recurring theme that plays when Kirby completes a stage or defeats a boss.
  • Victory Animations:
    • Kirby walks around searching for something in the bushes but quickly gives him sitting down on the ground.
    • Kirby performs a series of flips before striking a pose.
    • Kirby enters the scene with his ice ability and breathes a wintery storm of ice.

Marth Blank

Fire Emblem logo

Debut: Fire Emblem: Shadow Dragon and the Blade of Light (1991)

Marth is the prince of Altea, where he always puts the needs of his people first. In the first game in the series, players followed his quest throughout the War of Shadow to defeat the dragon-emperor Medeus. Soon after this adventure, his companion conquered Altea, declaring Marth a traitor. Finally, Marth reconquered and united Altea, becoming the legendary Hero-King. Marth is one of the very few characters who has the Lord class in the Fire Emblem series.

Marth is a mobile yet powerful fighter. His sword combos can do good damage to opponents, and he is good for mobility challenges. Marth's defense is not at all terrible, but it's not very good. Marth also has a unique scheme that increases his mobility even more.

Scheme 1: Quick Blade
In the 3x3 area in front of him, Marth slashes his blade forward. Anyone hit by Marth will receive his several blows from his sword and take good damage. Hit opponents will also be slightly knocked back.

Scheme 2: Mobility Boost
Marth strikes a pose and starts glowing a radiant blue. For the next three turns, whatever amount of spaces he earns in challenges doubles, allowing him to go twice as far on the map. Marth can still use a scheme on the second and third turns of this boost though.

Scheme 3: Cut Sword
Marth pulls his sword back in charging and then pushes his sword forward with a flash of light. Any opponents in the four spaces in front of him that he slams his sword into take critical damage and will also be disabled from using a scheme their next turn.

Super Scheme: Critical Hit
Marth holds his sword above him, then lunges forward until he hits an obstacle or an opponent. If he hits an opponents, he performs critical damage to them, as well as knocking them away, performing extra damage.

  • Taunts:
    • Marth swings his sword forward twice and says something indistinguishable.
    • Marth turns his head to the side, trying to hide his face.
    • Marth holds up his sword as it emits light from the tip.
  • Stamina: 200HeartMKH
  • Squish Power: 16HeartMKH
  • Special Team Names:
  • Signature Map: Millennium Court
  • Signature Music Track:
  • Victory Theme: Marth's victory theme is an orchestral, sped-up cover of several bars of the Fire Emblem Theme
  • Victory Animations:
    • Marth sheathes his sword and holds his sword aloft saying, "I live to fight again".
    • Marth performs his cut sword attack before striking a pose.
    • Marth notices a gun on the ground and looks at it with curiosity.

Twintelle Full


Debut: ARMS (2017)

Twintelle is a fighter in the fighting game ARMS. While she started out as a "labmate" with Ribbon Girl, she quickly moved to her current career of acting. She is the only ARMS fighter who uses her hair to attack, and ARMS scientists are still trying to get a hold of some specimen of it. Twintelle is a very rounded character who wears tight clothes and has a distinguished French accent.

Twintelle is large fighter who has mediocre mobility, but she has the unique ability of ARMS. She can switch out her three main arms at any moment - chilla, parasol, and thunderbird - and switching does not even count as a scheme. Each arm has a different boost about it. The chilla does ice damage to hit opponents and it is slightly more powerful than the others. Parasol does actual knockback to hit opponents, and it pushes back hit opponents slightly. Thunderbird has the longest range of the three. With this special ability, her schemes are long-ranged.

Scheme 1: ARMS Extension
Twintelle reaches her ARMS in front of her. These ARMS can travel up to ten spaces, and she can slightly aim them left or right. The ARMS will stop if they come in contact with an obstacle or opponent. If an opponent is hit, they will receive mediocre damage.

Scheme 2: ARMS Grab
Twintelle reaches her ARMS forward, and this attack functions similar in process to the previous scheme. But, the first opponent she comes in contact with, rather than punching theme, will be latched on to, and Twintelle will pull herself toward them, dealing them a series of punches once she reaches them. After these punches, she leaps to the space in front of them, also transporting herself from this move.

Scheme 3: Actress Aura
Twintelle leaps up in the air and starts emitting a yellow aura. She remains like this for two turns, and the second turn allows her to use her ARMS Extension and ARMS Grab while she still performs this move. During this time, any projectiles coming at her will be held in front of her, and at the end of the second turn, she reroutes any of those projectiles to return and hit the attacker.

Super Scheme: Rush
Twintelle gains rush and starts releasing a fury of punches in a large area in front of her. While each individual punch doesn't perform much damage to opponents, the overall attack does plenty of damage to any opponents caught up in this attack.

  • Taunts:
    • Twintelle swings her hair around and says, "Fantastique!"
    • Twintelle hovers in the air, making the illusion that she is sitting on her hair as if it creates a chair.
    • Twintelle releases a light chuckle as she holds her hand to her mouth.
  • Stamina: 205HeartMKH
  • Squish Power: 12HeartMKH
  • Special Team Names:
  • Signature Map: Cinema Deux
  • Signature Music Track:
  • Victory Theme: Twintelle's victory theme is a remixed and brightened version of her theme.
  • Victory Animations:
    • Twintelle blows a quick kiss before saying, "Victoire!"
    • Twintelle floats in the air while drinking some tea as she comments, "Delicious!"
    • Twintelle looks away and reveals a small smile from the side of her head.

Isabelle Blank

Animal Crossing Logo

Debut: Animal Crossing: New Leaf (2012)

Isabelle is a yellow dog who assists the player as assistant mayor in Animal Crossing: New Leaf. She is always kind to everyone she meets, but in spite of that, she hates confrontation and is quite clumsy. Isabelle is determined to create a bigger and better town, including performing several Public Works Projects. She also changes her clothing depending on the season and event.

Isabelle is a great mobile fighter, and her attacks lean more defensive. She is great for team battles, especially with more offensive teammates, but when playing without teams, she needs to be careful to strike at the proper time where she will probably not be attacked after performing her scheme.

Scheme 1: Pocketing
Isabelle stretches before holding a pose for the next full turn. During this turn, she will grab the first projectile that comes at her, rendering it useless. If she doesn't catch anything that turn, she will return to normal. If she does grab one, she can use this same scheme next time to throw the projectile forward, and then she can use this scheme again, returning to get ready to pocket a projectile.

Scheme 2: Fishing Rod
Isabelle takes out a large fishing rod. She can then aim for anyone in the 4x4 area around her. Whoever she chooses, she will launch her fishing rod at and grab them. Once she grabs them, she will pull them toward her and smash them against the ground, launching them back to where they started this attack.

Scheme 3: Door to Somewhere
A door spawns next to Isabelle and she quickly goes inside. A second after that, a door will spawn across the map and she comes out of that door and ends on the space the door took her. This scheme will teleport her across the map, which can prove useful in many different situations.

Super Scheme: Town Hall
Isabelle will slam everyone in a 3x3 area next to her with a giant hammer. If she hits anyone in that area, she will spawn Tom, Timmy, and Tommy Nook to build a town hall in that same area for a few seconds before it explodes and blows opponents away, doing great damage to them.

  • Taunts:
    • Isabelle waves her hands while looking toward the screen.
    • Isabelle claps while facing the screen.
    • Isabelle performs a brief small dance and then performs a jump while looking toward the screen.
  • Stamina: 220HeartMKH
  • Squish Power: 7HeartMKH
  • Special Team Names:
  • Signature Map: Animal Crossing
  • Signature Music Track:
  • Victory Theme: Isabelle's victory theme is a remix of the first "Phrase" of the original Animal Crossing theme for the Nintendo 64 and GameCube.
  • Victory Animations:
    • Isabelle waves twice with her arms closed.
    • A door appears and Isabelle walks out of it before striking a pose with her hands on her hips.
    • Isabelle dusts herself off before smiling at the camera victoriously.

Chibi robo smash bros style render by nibroc rock-d9ak4np-0

Chibi Robo! Plug into Adventure logo DSSB

Debut: Chibi-Robo! Plug Into Adventure! (2006)

Chibi-Robo is a small hand-sized robot that performs various tasks throughout the series of the same name. Chibi-Robo runs on watts and carries their cord around so they can recharge through outlets. They have performed various tasks, which include doing household chores, growing flowers, and collecting and taking pictures of NostalJunk.

Chibi-Robo is an incredibly light fighter, as well as a small fighter, who appears smaller in most challenges as well as on the map. Being so small, this helps them in challenges, making them a more mobile fighter. Their schemes aren't very powerful, but they do have a large range.

Scheme 1: Chibi-Blaster
Chibi-Robo pulls out a Chibi-Blaster and shoots a small blast of sonic energy. This projectile is a piercing laser that covers a 3x5 area, and it can hit up to three opponents from one attack. On the other hand, this attack doesn't perform much damage to hit opponents.

Scheme 2: Squirt-Gun
Chibi-Robo shoots out of his Squirt-Gun. The gun shoots out a large bubble that moves forward, covering a 3x3 area. The bubble will explode upon impact, doing mediocre damage to the hit opponents and makes them lose 40% of their coins. If the bubble reaches the edge of the map or a wall, it will explode.

Scheme 3: Telly Vision
Telly Vision appears next to Chibi-Robo hovering in the air. He strikes a pose and creates a small glow around them. This scheme will boost Chibi-Robo's mobility for the next two challenges. By increasing their mobility, it will make the challenges easier for them as well as increasing their allotted spaces by 25%. After those two turns, Chibi-Robo must wait another two turns before using this scheme again.

Super Scheme: Plug In
A large outlet appears next to Chibi-Robo and they plug themselves into it. By plugging themselves in, Chibi-Robo will send out an electrical shock that performs good damage to anyone in the surrounding 5x5 area. After this, Chibi-Robo's attack power for the next turn will also be boosted.

  • Taunts:
    • A flower quickly grows next to Chibi-Robo and it disappears just as quickly.
    • Chibi-Robo flips their cord around them, performing a series of jumps over and around the cord.
    • Chibi-Robo stands perfectly skill in his signature pose for this game.
  • Stamina: 195HeartMKH
  • Squish Power: 13HeartMKH
  • Special Team Names:
  • Signature Map: The Living Room
  • Signature Music Track:
  • Victory Theme: Chibi-Robo's victory theme is a flourished remix of Night Play.
  • Victory Animations:
    • Chibi-Robo enters the screen as Super Chibi-Robo before quickly returning to his original form and striking a pose.
    • Chibi-Robo performs a series of dance moves with Telly Vision, who is hovering directly next to them.
    • Chibi-Robo walks forward and trips and falls on his cord.

Sonic SSBUltimate

Sonic Logo

Debut: Sonic the Hedgehog (1991)

Sonic is a heroic hedgehog who has a short temper and a cocky attitude. Despite this, he has embarked on countless adventures through many trials, space, and even time. In these adventures, he met countless allies who have helped him defeat the various enemies he had to face, including his arch-nemesis, Dr. Eggman. His greatest strength is running at supersonic speed, thus where he gets his name "Sonic".

Having so much speed, is obvious Sonic has good mobility. In fact, he gains one more space per turn than allotted in the challenge for that turn. Sonic harnesses mostly physical attacks, so all of his attacks are short-ranged, but it's worth it with such great mobility. His attacks are mediocre and power.

Scheme 1: Spin Attack
Sonic rolls up and performs a spin attack in the surrounding 3x3 area. Anyone in that area will be launched up into the air with mediocre damage. After using this attack, Sonic will end in the space left to where he started. Sonic can also continually use this scheme.

Scheme 2: Triple Punch
Sonic punches forward thrice in the 2x3 area in front of him. This attack is quite powerful, and it launches opponents back a couple spaces who are hit by this scheme. Sonic can also continually use this scheme, but it may not prove useful if opponents are fleeing from him.

Scheme 3: Flying Kick
The player chooses an opponent in the 7x7 area in front of him. After the aimed opponent is chosen, Sonic will leap into the air and dive toward the opponent, kicking them from the air once he reaches them. Sonic will end the move the space to the right of where the hit opponent is.

Super Scheme: Super Sonic
Sonic transforms into Super Sonic and starts flying around the map at incredible speed. Performing good damage to anyone in the specific five full rows, which are the row he is in as well as the two rows above and the two rows below him. After delivering good damage, he returns to where is started.

Sonic's coin icon is a ring icon instead, but they both serve the same purpose.

  • Taunts:
    • Sonic performs a backflip and strikes a pose.
    • Sonic punches forward, just in his space, performing no damage to opponents.
    • Sonic fixes his glove and points forward, attracting the attention of any other nearby characters.
  • Stamina: 180HeartMKH
  • Squish Power: 17HeartMKH
  • Special Team Names:
  • Signature Map:
  • Signature Music Track:
  • Victory Theme: Sonic's victory theme is ripped directly from Sonic the Hedgehog (2006), which itself is an orchestrated remix of the tune that plays when a character has passed an Act in Sonic the Hedgehog 3, although the ending is slightly abridged.
  • Victory Animations:
    • Sonic performs his spin attack until he gets close to the camera, at which he returns to his normal position and strikes a pose saying, "Piece of cake!"
    • Sonic leaps up into the air and falls back down to the ground before striking a pose.
    • Sonic gives a thumbs up and says, "That was almost too easy!"

Shantae Blank

Shantae Logo

Debut: Shantae (2002)

Shantae is a half-genie from Scuttle Town who has been charged with protecting her homeland. In addition to being a half-genie, she is also a belly dancer. Shantae lives in a lighthouse, where she can spot incoming dangers by sea to defend Scuttle Town. She constantly is defending the town from Risky Boots, her arch-nemesis. She also has the ability to transform into different things, though mostly animals.

Shantae has mediocre mobility, and is overall a quite balanced fighter. Her power is slightly above average, but her schemes vary so much and are so unique, that is hard to describe them collectively as a whole. Shantae is a tough fighter to use, requiring a great amount of strategy by experienced players.

Scheme 1: Hair Whip
Shantae rears her head back, and then quickly whips her long purple ponytail forward at the closest opponent in the surrounding 5x5 area. She cannot use this move if anyone is in this area. This attack is one of the schemes that performs good damage as well as knockback.

Scheme 2: Monkey Transformation
Shantae will transform into a monkey and will not be able to transform back until the third turn after she uses this scheme. She is a monkey throughout the challenges during this time, having boosted mobility. She attacks anyone in the nine spaces around during this entire time, even if she is just walking past. She cannot use any other scheme during this time though.

Scheme 3: Belly Dance
Shantae begins to perform a belly dance for a few seconds before she magically teleports across the stage. Where she teleports to will be random, but she will most likely not be teleported to a dangerous situation.

Super Scheme: Lighthouse
The ground will start to rumble until suddenly, a giant lighthouse begins to rise out of the ground under Shantae, taking up the ground below her and the surrounding 5x5 area. Anyone in this area will be pushed to the top of the lighthouse, and then knocked off with great damage and some knockback.

  • Taunts:
    • Shantae performs a brief belly dance, but it doesn't perform any use.
    • Shantae shades her eyes with her hand and begins looking from side to side around her.
    • Shantae becomes angry and stomps her left foot on the ground repeatedly.
  • Stamina: 200HeartMKH
  • Squish Power: 19HeartMKH
  • Special Team Names:
  • Signature Map:
  • Signature Music Track:
  • Victory Theme: Shantae's victory theme is a portion of the title theme from Shantae Half-Genie Hero.
  • Victory Animations:
    • Shantae dances around excitedly and thrusts her right fist into the air.
    • Shantae shakes from side to side and strikes a pose similar to her Shantae: Pirate's Curse pose
    • Shantae flips her ponytail behind her and strikes a pose.

Pom Pom Blank
Pom Pom

My Singing Monsters logo

Debut: My Singing Monsters (2011)

Pom Pom is a humanoid monster from the world of monsters. She is a basic natural monster with the elements of earth, snow, and air. She wears pompoms on her hands and has become one of the most popular monsters throughout the series. Pom Pom also observes a diet of pink foods, and is often confused with the Hoola.

Pom Pom is a mobile fighter with physical attacks. As her game never required her to have attacking skills, she mostly uses physical attacks in conjunction with small powers from her elements of earth, snow, and air. Pom Pom's attack power varies overall, similar to Shantae.

Scheme 1: Cheer Twist
Pom Pom leaps into the air with her arms extended shouting, "Hey!" Her arms only extend to the 3x3 area around her, but it does good damage. Pom Pom can actually choose to use this for her scheme for the turn midway in between her movement.

Scheme 2: Snowy Burst
Pom Pom waves her pompom in the air and a gust of snow starts to blow in the area around her. This will perform slight damage to anyone in that area, but it is a large area. It takes her a couple turns before she can reuse this scheme.

Scheme 3: Wind Armor
A small semi-transparent tornado encompasses her, lasting for the current turn and the next. This tornado acts as armor and protects her from all attacks during this time, and it also reflects projectiles. She can only use this scheme every once in a while though.

Super Scheme: Rock Pound
Pom Pom gains an angered face as she holds her arms up in the air. Suddenly a large fist made of rocks will appear above her. She can then choose for the fist to smash anyone in the surrounding 17x17 area, performing intense damage to whoever she chooses. She can also hit multiple opponents, as the rock fist takes up a 3x3 area when attacking.

  • Taunts:
    • Pom Pom puts her left arm on her hip and shakes the other arm around while shouting, "Yippite-Yay!"
    • Pom Pom claps her pompoms together excitedly.
    • Pom Pom performs a cheer over a few seconds. She expands over a large area with this taunt, but it doesn't affect opponents.
  • Stamina: 220HeartMKH
  • Squish Power: 14HeartMKH
  • Special Team Names:
  • Signature Map:
  • Signature Music Track:
  • Victory Theme: Pom Pom's victory theme is an instrumental portion of her part on the Earth Island].
  • Victory Animations:
    • Pom Pom leaps up into the air and strikes a pose saying, "C'mon, let's go!"
    • Pom Pom kicks her left leg upward and performs a brief karate move.
    • Pom Pom balances two large plates fully covered in various pink foods before dropping them and becoming horrified.


BowieQuest New Logo

Debut: BowieQuest (1995)

Bowie is a heroic teddy bear who has saved Western Village from various enemies, including his arch-nemesis, Endal the Monkey. While he is stuffed and light, he wears a classic cowboy outfit, which includes a lasso. Bowie has a compassionate personality, despite his stern look, and is close to his family as well. His love for family keeps him always determined to keep them safe from Endal.

Bowie is a light fighter, receiving one space more in knockback than other fighters from all attacks that grant knockback. Bowie's attacks are long-ranged and powerful, but he isn't very mobile through challenges, despite his agile traits. Bowie can keep away from scheming opponents, but still attack them using his lasso and badge shurikens.

Scheme 1: Lasso Slash
Bowie strikes a pose before whipping his lasso forward in a large hitbox. This deals some knockback to opponents in the 3x4 area in front of him, as well as dealing some knockback. This is a basic attacking scheme that can be used continuously, several turns in a row.

Scheme 2: Badge Shurikens
Bowie tosses a few sheriff badges around him, performing a couple tricks. After a second, though, he tosses four of them in the four cardinal directions. These shurikens will deal good damage to the first opponent each person hits, and this attack has a large hitbox.

Scheme 3: Bull Horns
Bowie gains a pair of bull horns and begins rushing straight forward in the desired direction. He will plough straight through any opponents in his way, launching them up in the air with some damage. This scheme will not end until Bowie rams into a wall, at which time the scheme ends and he takes 3HeartMKH damage.

Super Scheme: Power Whip
Bowie takes out his supreme power whip and slashes it forward in a large hitbox. Any opponents hit by this attack with receive good damage after being knocked into the air. Bowie himself will be pushed back one space.

  • Taunts:
    • Bowie performs a series of tricks involving his rope.
    • His cowboy hat will fall over his eyes before he flicks it back into position.
    • Bowie kicks a small stone forward.
  • Stamina: 195HeartMKH
  • Squish Power: 9HeartMKH
  • Special Team Names:
  • Signature Map:
  • Signature Music Track:
  • Victory Theme: Bowie's victory theme is a remixed and flourished portion of the main theme of BowieQuest, No Regrets.
  • Victory Animations:
    • Bowie will float onto the ground with angel's wings before striking a pose.
    • Bowie enters the victory animation screen with Anna, Smith, and Paul as they all celebrate his victory together.
    • Bowie performs a series of ninja kicks and punches.

Unlockable Fighters
Fighter Information

Do you want to see one of your fanon characters in Scheming Plans? If so, then you're welcome to request one of your characters in the comments and they may be added!


Maps must cover quite a large area with a great many spaces, as up to 20 schemers can be on each map competing. All the maps are either original Scheming Plans maps, or maps that originate from a series that is either contributing fighters or characters for scheme cards. Maps all have different attributes, a different layout and different and unique action spaces. Each fighter also has their own signature map.

Each map has five to fifteen main music tracks that will play by default (with different chances for each). Players can actually set any song in Scheming Plans to play for any stage. If the player is playing as the character whose signature stage is being played on, that character's signature music track, which will always be one of the default music tracks for that stage, will also be playing.

Map Description

Delfino Plaza SP

Debut: Super Mario Sunshine (2002)

Delfino Plaza is the main hub of Super Mario Sunshine, and is an island near the Mushroom Kingdom. At the foot of Corona Mountain, Delfino Plaza is a lovely vacation community inhabited by Piantas. After Super Mario Sunshine, several Mario Kart tracks appear on this island, such as Peach Beach (GCN), Coconut Mall (Wii), and Sunshine Airport (8).
This stage may be a surprising stage as the main map for the Mario series, but the island still has several tricks up its sleeve. This map is mostly open and easy to hit opponents with projectiles, but some parts branch off into small alleys, some of which are only one space wide. Several shops are also spread around.

Peach&#039;s Castle SP

Debut: Super Mario 64 (1996)

Peach's Castle, the grand castle of the princess of the Mushroom Kingdom, is a popular castle that has had several different depictions. The two most prevalent - Super Mario 64 and Super Mario Odyssey - feature a large pink and white castle surrounded by the cliché moat. There's usually a town, commonly entitled Toad Town, in proximity of the castle.
This map takes place inside the castle, and thus is a smaller than average stage. Peach's Castle takes its depiction from Super Mario Odyssey, so the map only takes place in one large room. The castle takes characters up and down a couple floors, but straight projectiles can be shot upward and downward. There are always coins near Princess's Peach's throne also.

Donkey Kong Treehouse SP

Debut: Donkey Kong Country (1994)

Donkey Kong's Treehouse is the main home of Donkey Kong and Diddy Kong, and also where the whole of the Kongs stash their bananas. The treehouse is furnished by several pictures, a hammock, and even a TV. Backgrounds of Donkey Kong games commonly feature this treehouse also.
This map not only takes place inside the treehouse, but also some of the surrounding area. Player can climb up and down the ladder (once they are in the proper spaces for scaling it) by using just one space. If a player does not have an extra space to jump off the ladder, they will stay on, preventing any opponents from climbing the ladder as well. Diddy Kong runs a small store in the treehouse.

Hyrule SP

Debut: The Legend of Zelda (1987)

Hyrule stands as the home of Link, Zelda, and the majority of the Legend of Zelda series. Hyrule is a large and expansive kingdom and is ruled by the royal family. The kingdom has taken different incarnations, and each of the games has shed some light on the history of the great city.
The stage of Hyrule, though a kingdom, focuses on the main city in the center of the kingdom. This village is a large collection of buildings as well as an open square in the top left corner. A large stone road runs through the middle of the stage. Carts have been left all around the stage to act as obstacles. There are plenty of civilians cheering on, and Hyrule Castle can be seen in the background.

Yoshi Valley SP

Debut: Mario Kart 64 (1996)

Yoshi Valley is a famous (and debatably one of the most puzzling) Mario Kart tracks. Originally debuting in Mario Kart 64, this track immediately splits up into a series of different directions, which all take different routes and different times. After all the paths return back to a single path, a loopy road takes players back to the beginning, but not before coming in contact with a giant spinning Yoshi egg.
In Scheming Plans, players can only wander through the maze section. All the paths are still available, except the cannon route, which has been removed. Bats are in the caves, and will perform slight damage if a player remains in a cave for more than four turns.

Brinstar SP

Debut: Metroid (1987)

Brinstar is the iconic first room of the whole Metroid series. Brinstar is the first room in the three of its appearance, and it stands are one of the most simple locations to traverse. Brinstar is divided into three main sections: Old Brinstar, Upper Brinstar, and Lower Brinstar. Space pirates on Zebes mainly use this area as a base.
Brinstar takes an overall simple layout, as all of its previous appearances have been in 2D games. A very unique aspect about this stage is the change in location. The stage switches between the three areas of Brinstar, though this only effects the background, as well as the shop destinations.

Fountain of Dreams SP

Debut: Kirby's Adventure (1993)

Fountain of Dreams is a giant mystical fountain located on Planet Popstar. This special fountain is powered by the star rod. Not only does this place provide an incredible scene, but it also grants favorable dreams to residence of the planet. The Fountain of Dreams has appeared in various Kirby series games in addition to being a stage in the Super Smash Bros. series.
The Fountain of Dreams is a very unique stage. Fighters are able to walk and fight 180 degrees around the fountain. This stage has one shop right in the middle of the stage. A special aspect to the stage is the ability for fighters to fall off the edge. When attacked near the edge with knockback, a player may be launched off the map. They will be reset in their spawning point with only half of their HeartMKH.

Millennium Court SP

Debut: Fire Emblem: Shadow Dragon and the Blade of Light (1997)

Millennium Court is in the center of the capital city of Archanea, one of the main destinations of the Fire Emblem series. Millennium Court is the massive capital palace of the nation. The Court also contains a castle town. A legend states that the court has stood for over a millennium, just like the monarchy.
While the inside of the court is unknown, the stage takes place around the sides of the Millennium Court. Players can also venture into certain parts of the palace. The area also boasts several shops, sometimes where players can find a rare item. Various onlookers local to the area are commonly seen watching the battle.

Cinema Deux SP

Debut: ARMS (2017)

Cinema Deux is the home stage of Twintelle in the fighting game ARMS. This fantastique movie theatre is surrounded by high-end cars and a fancy courtyard. It spreads out in front of the theatre in the shape of a quarter-circle. Various Easter eggs represent small tidbits of Hollywood throughout the stage, including stars on the sidewalk. There are also some luxury cars around the lot.
This stage takes place in the parking lot, valet, and courtyard of the theatre, the inside of which remains unknown. The cars around the lot can act as shields, though cars can be displaced and pushed if they receive enough hits. The fans and crowd around the stage burst with activity. HP Juice to heal the players will occasionally appear at random places around the map for 3 turns at a time.

Animal Crossing SP

Debut: Animal Crossing: New Leaf (2012)

Animal Crossing, or more specifically the Town Hall, is the village in which the players lives in the Animal Crossing series. The villages can vary in tree, hill, house, etc. placement throughout each one. The Town Hall, the main destination in more recent Animal Crossing games, is the home of Isabelle.
This is one of the smallest stages, taking place in the area surrounding the Town Hall. There is a random placement of trees and a river in each stage. Tom Nook runs a store, which is also randomly placed somewhere in the stage. As in the Mario Kart stage of the same name, the seasons change each time played.

The Living Room SP

Debut: Chibi-Robo! (2005)

The Living Room is the main room in the Sandersons' house. Chibi-Robo's Chibi House is located in this room. This room contains a trash can, Mr. Prongs, and connections to several other rooms. Eventually, they fight the boss Queen Spydor on the ceiling of this room.
All fighters are miniaturized for this stage. Various members of the life-sized Sandersons can be seen in the background at different points in the battle. Doorways to other rooms are black and cannot be accessed. Players also cannot walk onto the circular carpet in the middle of the room, so they must walk around.


Similar to minigames in the Mario Party series, these "sub-games" take place each turn to determine how many spaces everyone will move the following turn. On most challenges, all the schemers are playing at the same time, although some have them going in smaller groups. Challenges vary greatly and have certain thresholds determining the amount of spaces won. While the average amount of spaces won is 5-6 spaces, some challenges have a greater or lower average. In scheme battles, the challenge is determined randomly, but challenges can be played free will in free play.

There are six main types of challenges: Collection, Endurance, Survival, Elimination, Memory, and Luck. Collection challenges are challenges that require all the players to collect something. Endurance challenges are challenges that usually require continuous button mashing. Survival requires continuing from dying, falling, etc. from something, the winner being the last one standing. Elimination is the small category and, like Survival, has the winner being the last on standing. But, in elimination, the players are eliminated one by one. Memory challenges require memorization while luck challenges, as the name implies, requires luck, whether partial luck or complete luck, to win.


A sway will occur once each time after a player (or computer player) has been eliminated. Sways will totally affect the remaining players, such as teaming certain fighters up or switching up the earned spaces every challenge. The sway will last until another player is eliminated, where a different sway will occur (or none and the previous sway is removed). So only one sway will be active at a time. The total list of sways can be viewed below.


Bosses are special enemies fought in the Story that have a large amount of stamina and have special attacks. Bosses vary quite a bit, and they come from many different series. There is no especial requirement for a character to be a boss, in fact, characters that have been protagonists can even impose as bosses in this game. Bosses are always fought on unique stages that cannot be played otherwise.

Monster Hunter Bosses

Monster Hunter Bosses are special bosses fought in the Monster Hunter mode. They are much tougher than the normal bosses, and they also have more stamina. Unlike regular bosses, these bosses are fought on playable stages, usually stages that work to that boss' advantage.


Items are additions to scheme battles that can be obtained through buying them in shop spaces and picking up an item box on specific spaces. Each item grants a different boost to the user. Two items cannot be held at the same time. Items may be unique to Scheming Plans, or they could be derived from contributing series. The full list of items can be viewed below.

Customized Coins


Game Shop

The game shop contains a selection of ten various purchasable options. These choices change three times daily. To buy these selections, players can use coins collected from scheme battles and other rewards. The options to purchase things can range from scheme cards to even new music tracks. If everything has been purchased, the recharge on the items will be reduced to one hour, granted that more than one hour remain before the final item is purchased.

Scheme Cards

Scheme Cards are collectible cards that are represented by a character, usually from a series that has contributed fighters. Scheme Cards are similar to Spirits in Super Smash Bros. Ultimate.

Scheme Cards are equipped to have a certain fighter with certain additions and criteria. Scheme Cards always have the same additions and criteria, they are all different. They can be used in smash battles or online in a certain mode.

Scheme Cards are unlocked in the Scheme Mode. You can equip your own scheme card, or choose your own fighter, but at the lack of a scheme card. A scheme card actually boosts your overall stats as well, so it's a disadvantage to be fighting someone with a scheme card while you don't have a scheme card.

There are five types of Scheme Cards: Weak, Mediocre, Average, Powerful, and Legendary. The five types (arranged from least powerful to most powerful) simply just boost your power, making you slightly more powerful. Legendary Scheme Cards are usually much harder to collect in Scheme Card battles than the other types.

Scheme Card Battles

Scheme Card Battles vary greatly. Sometimes, you have an ally, but most of the time, you are alone against one or more opponents on the same team. Scheme Card Battles sometimes are timed, while others aren't. Scheme Card Battles for each card are listed under the table for the description of each Scheme Card.

View all the scheme cards and the scheme card battles here.

Mission Mode

Mission Mode takes players on a minor adventure to complete several levels of scheme battles that have certain conditions and even contain unique opponents. Continue on through levels becoming hard as the game advances and win the scheme battles. Sometimes players must play as a specific fighter. There are seven mission mode worlds, which drastically gain in difficulty as they progress. There are several types of missions, some of which may even be boss battles, most of which are individually present in each of the worlds.

Bonus Modes

Scheming Plans offers a fun selection of bonus modes. These bonus modes have all different types of entertainment to enjoy from playing a boss rush to play special battles where players will use potions as opposed to schemes, they are all meant solely for player enjoyment. Though, they can be played with friends and they can unlock certain rewards.

Bonus modes always allow the player to choose whichever unlocked fighter they desire. Then, the player will continue through the selected bonus mode. Some of the bonus modes may not even mainly use common maps as the main system of play.

Monster Hunter

Not to be confused with the Monster Hunter franchise, this mode allows players to play as any schemer and continue through a large boss rush. There is a large list of bosses available for this mode, and the rotation will change every time. Please note that there are different bosses for the main story than in this mode. Special challenges are also in this mode.

Monster Hunter brings the player's selected character onto a large map which has spaces to enter levels. Each level contains a different exclusive boss. There are a few more bosses than levels, and so there is a rotation for which bosses are in the Monster Hunter and which level they will appear. After a certain character has complete a Monster Hunter mode, they will receive a star visible in the character select screen.

Challenge Bash

Challenge Bash is a collection of all the challenges. In this mode, players can play through the collection of all available challenges during scheme battles. Whether you want to just simply play them for fun, or you want to see who can win the most, this is an enjoyable mode. Players can play a special elimination mode online where the loser of each challenge is eliminated, and the winner gets to opportunity to choose the next challenge, with the winner of the final challenge declared the winner.

Scheme Battalion

Scheme Battalion is a special uniquely long scheme battle that takes the players against every other character in the game. Inspired by All-Star in Super Smash Bros. Ultimate, the players will face each character in order of their canon debut. When playing with two players, the second player's character will be predetermined by the first player's character. Below players can view each character's predetermined partner as well as their stage that they will always use for Scheme Battalion and the order in which opponents are fought. Please note that the player will not face the character they are playing as.

Potinonous Battles

Potionous battles are special battles that seem to be a regular scheme battle at first. But after the first turn, potions will appear all over the map. By walking into the potion, a player (or CPU) will receive the ability of the potion, which could be either good or bad. Sways do not appear in this mode, as several potions have a similar or contradicting use to several sways. Potionous battles are also occasionally used by scheme card battles.


Vitalities are the Scheming Plans version of achievements. Vitalities can be earned by performing various tasks. The obtained vitalities can be viewed in the Vitality Chamber, but the vitalities that have not been unlocked yet are not shown. Players are not shared the solution to unlocking the vitalities, as they offer big rewards when players achieve them. By achieving vitalities, players can even unlock new characters and stages.

Vitalities are constantly being added throughout updates of the game, and can be unlocked usually through the new modes being offered in major updates. Vitalities do not affect the player's status online, but friends can view each other's earned vitalities. The complete list of vitalities (as well as their corresponding rewards) can be viewed below.

Unlocking Content

With the majority of the game being unlockable content, there are a grand variety of unlocking criteria. Whether it be unlocking characters, maps, challenges, or sways, each one will usually have a unique unlocking criteria. The full list of unlocking criteria can be viewed here.

Information Journal

The Information Journal is a special place where you can look to discover the backgrounds and playstyles of your favorite characters in this game! Look through descriptions of the fighters, the scheme card characters, the stages and more. Check out the handy tips this book offers for each fighter and stage to claim your victory.


Scheming Plans offers a large variety of music from plenty of different series. Most songs are from series with characters and/or maps, though this is not necessary. All music is available to be used on each map, though the music will default to music from that map's series. Music can also just be listened to for the fun it. All music (as well as links to the soundtracks) can be viewed below.


Online fighting is available. With this mode, you can play with other people from around the world with your favorite schemers! Desired time, items, and stages can be chosen in preferences and your choices will then be matched up with others who have similar choices in their preferences. So, you will mainly be playing with other players who enjoy the same type of battle. The stage is randomly chosen, but most of the time, the stage that has the most desires of the competing players is chosen.

Online Rank

Online rank is an important aspect to online play. Online rank will change who you play with, with the lower ranked players facing off against other lower ranked players. Online ranks also determine where you will be placed in matches and tournaments. At the end of the month, top ranked players will receive grand rewards, but only 1000 players can remain in the top rank of X.

Nika World DLC




  • This is the first original fighting game created by Hoola-Z Productions.
  • After a little while the gameplay was the object of a major overhaul, leading to the current gameplay. Previously, the gameplay featured battles without challenges, spaces, and moving, but rather, featured a battle similar to first-person shooter games.
  • If two players are playing as the same character, the characters will be surrounded in faint, but still distinguishable, auras determined by each character's player count.
  • Cut characters include Max Brass, Hypno-Shroom, and Wubbzy. All but the last were cut late in the game's development.
  • Mission Mode was inspired by the Missions from Mario Kart DS.
  • Despite all three fighters being "avatar characters" with both genders, Robine and Corrine are default female, and Byleth is default male.


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