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Super Mario Battle is a fighting game created by Hoola-Z Productions. It is set to release for the Nintendo Switch and Golden System Z in 2025. The gameplay is highly based off of Super Smash Bros.. Everything, though, is from the Mario franchise. This game features several new gimmicks and replacements for a slightly more simple experience, but still sophisticated enough to be enjoyable the more the player advances in skill.
As mentioned above, the gameplay is very similar to the Smash Bros. series. This is the walkthrough of a regular battle in the Smash series.
When you start, you choose the stage or your fighter (whichever one is set first), and then choose the other. Once you click start, a screen pops up showing the fighters and stage(s). It will then go to the battle scene, showing the entrance of multiple fighters. The announcer counts down: 3, 2, 1, go! You can start moving and attacking once he says go.
Use simple punching attacks, which for most fighters, just punches forward. Ground attacks are more useful attack and they can be used up or down, the hitbox and power depend on the fighter. Also use smash attacks, which are more powerful than the two former, but they need to be charged, and can be charged more. The fighter using the smash attack also needs to recover a bit. Smash attacks have a wide range of recovery time and hitbox size, depending on the fighter. There are also special attacks, that have a lot of variety. Each fighter has four special moves, neutral special, side special, up special, and down special. Several fighters shoot projectiles with special moves. Finally, when you receive a smash ball or it is charged up in the smash meter, use the final smash. The final smash is an extremely powerful attack. Some final smashes are far ranged, some require an opponent next to them when they use it, and some are even totally different from both those options!
If you are playing time, your goal is to get the most points before the timer ends. If you KO someone, you get a point, if you are KO'ed, you will lose a point. Or if you self-destruct, you will lose two points. If two or more players are tied at end, it activates sudden death. It redoes the battle with only the fighters tying in 1st place, both have a handicap of 300%, while the screen is also shrinking in. The last one standing wins. If you are playing stock, then you have a set amount of lives, and your goal is to be the last one standing. Once the winner is determined, it goes to a scene with the winner performing their victory pose with the loses clapping. After this, you can then view everyone's stats throughout the battle.
The following are the main differences in this game:
The graphics are more similar to Ultimate, more cartoonish. The fighters from Smash have new artwork fitting the Mario series (Donkey Kong, Yoshi, and Wario series fighters are here too).
Battle cards can be set on from the settings for a battle. Every minute, or two minutes, the time can be set, cards will appear for every player on their icon. This may boost or decrease. The players in the winning half get weakened, while the players in the bottom half (or majority of odd numbers) get boosted. See Battle Cards for details.
There are now types of characters, with both different strengths and weaknesses, they are listed below in characters.
The main battle mode is now stamina. In this mode, you have a set amount of health and it lowers down until none is left, stock can still be player with this. Time and stand-a-lone stock are still available in regular battle though.
There are three types of specials added along with the Neutral, Side, Up, and Down Specials. Unique Specials have special attributes and can be totally unique with different properties. Micro Specials are powerful specials that represent a slightly less powerful final smash from Super Smash Bros. Micro Specials vary widely and can be obtained through a smash bar when it is fully charged through being hit. Super Specials are obtained by gaining the Super Star, similar to the Smash Ball in the Super Smash Bros. series. Super Specials allow the character who obtained it to activate a cutscene by hitting opponents with a certain attack. Super Specials resemble the final smashes that resemble final smashes with cutscenes in Super Smash Bros.
There are no longer alternate costumes for characters, other than Bowser Jr., who can change into the Koopalings. Certain characters can be customized to certain colors. 2 players can still play as the same character, but the names will differ rather than just the name of the character. For example, when two players are playing as Mario, the names would read: "Mario 1" and "Mario 2".
Mushroom Kingdom Run is the Classic Mode version in this game. The Mushroom Kingdom Run is very similar, but slightly different than Classic Mode. This is explained below in Mushroom Kingdom Run.
With battle, you can play just a normal battle with customizable choices with CPUs or nearby players. There are many several ways to play, such as simply playing a normal battle. You can also play a Customizable Smash were you can set certain criteria, other than the few criteria to be chosen in a regular battle. Smashdown, renamed Breakdown, is returning from the Super Smash Bros. Series, in this mode you play a series of battles, but every time a fighter is played, they are not playable anymore. The player with the most wins at the end (when every fighter has ended) wins.
The Flurries have attacked the Mushroom Kingdom, and it is up to Mario and everyone in the Mushroom Kingdom to defend it from ultimate destruction from these invaders. Continue through the Storymode, recruiting countless fighters to help you on your quest to defeat the Flurries. Even posing a threat to Bowser, he is willing to join you to help ward off these Flurries. You can view more in the Storymode section.
The challenges section allow you to play in a battle with certain criteria, like the characters in most challenges are pre-chosen. By completing these challenges, you can unlock certain rewards, such as Paper-Cuts. View the details in the Challenges section.
Paper-Cuts are what happened when the Flurries left the Mushroom Kingdom, releasing a big bang. Every character was flattened and turned into Paper, leaving everyone trapped in simply paper, unable to escape. After completing the main Storymode, you can access the modes, including a second Storymode called Cut into Paper, where you can unlock Paper-Cuts. There is also the Paper-Cut book, which is similar to the Spirit Board in Super Smash Bros. Ultimate. In the Paper-Cut book, you can flip through the book and see Paper-Cuts you want to fight individually.
To release Paper-Cuts you must fight a battle with a character called a puppet fighter, which is simply a normal character who has been captured to fight in these Paper-Cuts.
Once you have unlocked a Paper-Cut, you can create a Paper-Cut team, which give you different abilities. There are Primary Paper-Cuts that lead your spirit team, they have a Power that increases your power. There are three types of Primary Paper-Cuts, Attack, Jump, and Special. When using attack, it works best against special, when using special, it works best against jump, and when using jump, it works best against attack.
Support Paper-Cuts slightly boost your power and give you specific abilities. They take up slots, they take up 1, 2, or 3. Primary Paper-Cuts have 1, 2, or 3 slots to place Support Paper-Cuts.
More details can be viewed in the Paper-Cut section.
There are several other ways to play in the Other section. This includes Minigames, which are similar to challenges, except they have settings that can only be played in this mode, such as playing as Flurries or playing in cars. You can view all Minigames in the Minigames section.
Also, in the Other section, you can toggle characters' level for battle. You can purchase DLC characters, and you can go to the shop that allows you to buy extra stages and shops for free play mode. You can also purchase other guns and other weapons for characters.
In the online mode, you can play online with other people, with default rules chosen. There are also online tournaments and events that can be played, view the events in the Events section.
Chaos breaks in the Mushroom Kingdom as the Flurries invade from another dimension. None know where they come from, but all know their skill in battle. They have conquered many kingdoms, destroying them to the ground. All hope seems lost when they enter a kingdom, even the kingdoms with the greatest warriors. Mario will need to prove himself to be the greatest of all to be able to ward off these creatures. But he can't do it alone, he needs help from many of those he has met on the journey.
Mario progresses through many places, similar to how he does on his normal quests, in levels. He must battle many Flurries and other enemies that he may not be so familiar with, but he must get through to the base that the Flurries immediately set up in the Mushroom Kingdom.
Mario is not the only person playable on this adventure, though. Along the way, Mario meets many of his past friends and foes who are desperate to rid of these Flurries, even to the point of joining him on the quest. Once another character is unlocked, you can play as them instead of Mario. Please note that even though the Paper-Cuts are a new feature, they are not used in this Storymode.
After completing the Storymode, players can play through it again to earn prizes such as music and Paper Cuts.
As Mario progresses through the Mushroom Kingdom to defeat the Flurries, he passes through countless worlds. Each world has a different layout and a different theme. The complete list of worlds follow.
This world is set on the great plains of the Mushroom Kingdom. There is not much here, but it is the center of the Mushroom Kingdom. This is where Peach's Castle, the start of the Storymode, is located. When progressing through here, Mario meets many of his friends who he has met throughout his previous adventures in the Mushroom Kingdom.
This area has not been invaded by the Flurries too much yet, but they are still enough to be a hassle in this kingdom. When playing through this world, the player will receive a tutorial that gives them the fighting basics for the rest of the Storymode. At the end of this world, the player will encounter their first boss, the Giant Flurry.
The Mushroom Plains features eight levels, one of the littlest amounts of levels in a world. As this is the first world, and the first few levels serve as a tutorial, most of the levels are easy, and the two medium levels are on the easy side of medium levels. Giant Flurry is also quite an easy boss.
Layout Levels Legend: Easy Level Medium Level Hard Level Expert Level Boss Level
Caves of the Underground
This world is set underground. Mario has needed to come down here to get past a great wall that blocks the Mushroom Plains off from the Abandoned Desert. There are many tunnels and twists in this set of caves underground. Many mining toads can be seen down here, but many creatures are also hiding down here from the Flurries, who attacked their homes. Some places here are quite peaceful, but Flurries still lurk down here, so watch out.
There are many directions to take here, and there are an extra amount of levels. Mario must reach the end of the world to fight (TBA) and escape through his castle to the surface - into the small desert of the Mushroom Kingdom.
The Caves of the Underground is a somewhat complicated layout, especially for being the second world. The levels split into two paths, then three, then to another three levels, one which is a dead end. These levels are not too hard, the center levels in the sections divided into three levels are slightly harder because they divide into two other levels, and not just one other level.
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After escaping the Caves of the Underground, Mario continues to Abandoned Desert. But this desert is anything but abandoned. The Flurries have set up a base here, so this desert is full of them. They may not be very protected, but Flurries can be disastrous when they attack in hoards. Mario needs the help of several of his quest-accompaniers to get past this area.
Once he passes the fortress, he will pass onto the beach of Swirling Sea. He needs to get past several hoards of Flurries, though, before he can even reach the Fortress. Prepare for some fights in this world.
Abandoned Desert has a very small amount of levels. There is one division in the levels for a choice, but other than that, it's just a straight path to the boss fight. The levels here aren't too hard either.
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Mario passes the fortress and reaches the beach of the Swirling Sea. He must pass this sea to get to Velvet Isles. There is one problem though - there is no way of crossing. But almost as soon as he arrives, a ship approaches. A figure appears driving the ship and he realizes that Captain Syrup is directing this ship. Captain Syrup is looking for the help to defeat the Flurries across the sea.
Mario continues through the levels in this world through Captain Syrup's ship. Many of the levels take place on the ship against attacking Flurries. But be careful of the swirling hole though in the middle of the sea.
Swirling Sea is a drastically tougher world than the previous world. There are only a few more levels, but the levels are much tougher. Swirling Sea divides into a few paths. The middle path gives players another choice between two levels, so that middle level is tougher than the side levels.
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This set of isles is Mario's next destination before he reaches the Deep Dark Jungle. This set of isles has always been a popular place for vacations, but it has turned into a refugee ground for many to escape the Flurries.
Mario travels across these several isles, big and small, to reach the beach. But there are Flurries on several isles before reaching the jungle. Many different sub-species of Flurries lurk under the many trees under the largest Leóla Isle.
Once Mario reaches the final isle, commonly referred to as the Golden Isle, he finds a great horde of Flurries following a great creature. Many of the Flurries bounce on top of this creature, but as it approaches, it is easily recognizable as Burt the Bashful. Mario must defeat Burt the Bashful, who is accompanied by numerous Flurries, before he can arrive at the mainland.
The Velvet Isles are just a large connection of islands. Players can make one big circle in these levels, so they need to be careful. This is a tough world to play through. The levels may not be very hard, but there are a lot of levels.
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Deep Dark Jungle
Mario reaches the mainland to enter the Deep Dark Jungle. Rumor has it that in at the other side of the jungle is a great haunted mansion. Mario must progress through the jungle to make it to Bowser's Castle, which is said to be right near the mansion. The plants get thick near the middle of the forest though.
When Mario reaches the center of the jungle, he discovers that the Kong Clan resides here. After briefly catching up with Donkey Kong, the kongs tell Mario about how the Flurries have been highly bothering them, and have been taking some of their bananas. They all wanted to join him, despite Donkey Kong disproving of Cranky Kong's presence on this adventure. King K. Rool also appeared with Kritters to tell about how he has already been greatly bothered by the Flurries.
Deep Dark Jungle doesn't have many levels, but some of those levels are very tough levels. There is a small cutscene in this world where Mario meets up with Donkey Kong, but then Mario can continue on his way.
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After passing the jungle, Mario reaches the spoken-of Haunted Mansion. This is a giant building, but despite it's majestic structure, it is overgrown and luminescence can be seen on the inside.
Mario enters the mansion and immediately sees boos and peepas floating about. But they are all accompanied by Flurries. When Mario enters, the doors slam shut, and there is no escape. Mario decides his only way of escape is to reach the top. Mario is challenged by Flurries and puzzles through the mansion, but he eventually reaches the top.
From there, he faces King Boo and Queen Peepa in the uppermost loft.
Haunted Mansion is divided up into three levels. The first floor is a simple set of five levels, two in each direction from the beginning point. On floor two, there are three in each direction before reaching the middle point, which reaches to the loft. The levels range greatly in difficulty.
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Mario exits through the roof of the Haunted Mansion and goes to Bowser's Castle. But before he gets to Bowser's Castle, the Broodals' airship approaches him and challenge him to a fight. Bowser quickly approaches along with Bowser Jr., and Bowser shouts at the Broodals, "Wait! We need his help to defeat those annoying Flurries, as much as I hate to admit it."
Bowser leads Mario and the others through the castle toward the rainbow bridge to High-Cloud Park. But along the way they encounter multiple sets of Flurries for multiple battles. Eventually, though, they reach the rainbow bridge.
Bowser's Castle is a short world with only six required levels. One level does allow for four different levels, but other than that, this is quite a simple world. These levels are tough though.
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Mario scales the rainbow bridge and reaches High-Cloud Park. Another popular vacation destination, this park is on top of the clouds. But now it is partly abandoned from the attack of the Flurries, some were still trying to fight back against them though.
Mario has to join the fight in this world to get to the mysterious power star that Luigi notices at the other end of the park when they first entered the world. Mario continuously goes through attacks against the Flurries, and he finally reaches the end, but he is abruptly interrupted by Motley Bossblob.
Worlds are starting to get shorter, but the levels are starting to get drastically tougher. Cloud-High Park does have tough paths to follow on the map, so it may take some trial and error to find the pathways.
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Mario hops onto the power star, and it starts to fly off into the sky. Mario becomes nervous, but he is flown to a place that he recognizes. He hops off the star when he is over the land. "Mario, Mario, thank you for coming," a voice said. "These purple creatures have been attacking out starship." Mario then approaches the voice and sees Rosalina, indeed, he is on the Comet Observatory.
Rosalina tasks Mario with defeating the Flurries, but not before joining him first. Mario travels around the Comet Observatory defeating Flurries and other enemies and bosses from Super Mario Galaxy 1 and 2.
After defeating the Flurries, Rosalina says that they need to go to Subcon, but the Comet Observatory can't go there, because of needed fixes caused by the Flurries. Just then, Starship Mario approaches with Lubba captaining, this expands the other half of the world that will lead him to Subcon on a totally different starship.
The Comet Observatory is the complete opposite to the two previous worlds. This world has more levels, but they are slightly easier than the two previous worlds. Mario makes his way around the Comet Observatory on the first part of map. Starship Mario, the second part of the map doesn't have many levels, but these are slightly tougher than the ones in the Comet Observatory.
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World of Dreams
Mario reaches Subcon, casually called the World of Dreams. This place is exactly how he remembered it in Super Mario Bros. 2. He passes through the world and finds Wart, his old nemesis back in this world.
He later finds Starlow and Prince Dreambert who are vacationing here, Dreambert saying, "The name appealed to me." Starlow explains to him that he heard a rumor that the Flurries have set up their base directly past New Donk City and Splitz's Castle. They lead Mario through the World of Dreams, battling against many Flurries. Eventually they reach the entrance to New Donk City, a teleportation to a building in the middle of the city.
World of Dreams has a variety of levels that have many different aspects to them. This world is the first world that doesn't teach any new tricks to the player as they progress in the Storymode. These levels also start to reach the peak of difficulty.
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New Donk City
Mario comes through the incredible teleportation building, putting him in an alleyway in New Donk City. Pauline is standing in the same place she was in Super Mario Odyssey to begin with. After Mario approaches her after facing a couple of sets of Flurries, she explains to him that New Donk City has been facing attacks against the Flurries, and as mayor, it was her job to deal with it.
She asks Mario for his help, and she joins him on his journey to defeat the Flurries. She said they must reach the other side of the city to get to Splitz's Castle, the final destination before they reach Flurry Base.
Pauline battles with Mario through the Metro Kingdom, and they meet a few other iconic characters along the way. But before they exit New Donk City, the Mechawiggler stampedes in...
New Donk City has the average amount of levels. But these levels are high above the average in difficulty. New Donk City levels are suggested for expert players, are there are still two worlds to go!
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Mario approaches Splitz's Castle and finds the Flower Sky-Train at the base of the cliff of the castle. At the top, Mario finds Discardil desperately fighting hoards of Flurries. Discardil shouts, "What are you doing here!?" Peach appears and says, "We're here to help." After they defeat this great hoard of Flurries, Discardil takes them into the castle, saying that Splitz wants to see them.
Discardil leads them into the castle, they go together to Splitz. Splitz says to Mario and his friends, "I haven't wanted your help, but I must admit I need you help with the Flurries." Splitz, Tuneette, and Discardil join them all, and they set off together to Flurry Base.
But before they reach there, they must face terrible hoards of Flurries. Because this castle is the Flurries' gate to the Mushroom Kingdom, is swarms with them. This is the only world without a boss.
Splitz's Castle has some of the toughest levels in the game, second only to the levels in the final world. There may not be many levels in this world, but players have to play their best to complete this world.
Layout Levels Legend: Easy Level Medium Level Hard Level Expert Level Boss Level
The final world, as the name implies, is the home of the Flurries in the Mushroom Kingdom. If Mario can destroy this base, then he will frighten them off to return to their own dimension. With all his friends, Mario will face hoards and hoards of Flurries, and eventually they face General Flurry, the leader of the Mushroom Kingdom Flurries.
Before he can even reach the base, he will have to overcome the great moat of poison. White fish swim in these waters, these fish can definitely hurt you. There is a bridge across these waters, but it is guarded by many Flurries.
Mario comes face to face with General Flurry, but prevails in a bitter struggle with the general and many high ranking assistant Flurries. Mario sends all the Flurries to their home dimension, saving the Mushroom Kingdom from the reckless Flurries.
Flurry Base is the ultimate challenge. This world has tons of levels, and there are plenty of traps along the way that aren't even seen on the map above. These levels require impeccable skill and skill to reach General Flurry and save the Mushroom Kingdom.
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Bosses are major enemies that are fought at the end of each world and at some other times as well. Bosses are fought at the end of each world in the main Storymode to continue to the next world. Some of the bosses are Flurries, but some can be recognized as old returning bosses that have new twists! Bosses get harder as the game continues, and all the bosses can be viewed (in order of being fought) below.
This Flurry mutated into a giant form. This Flurry's attacks are much more powerful than most Flurries, and this Flurry leads several other Flurries, who follow his moves, in his boss fight. This is Giant Flurry's debut appearance, and he is simply a boss, but he is the first boss, leaving an iconic mark.
Giant Flurry breathes a giant cloud of poison forward. This attack does good damage to anyone in this cloud, similar to Piranha Plant's side special. This cloud lasts for a couple seconds before disappearing.
Giant Flurry calls a couple Flurries to fight for him as he slightly heals. This is an unpleasant move when fighting him, as this move recovers him a slight amount of damage, but he uses it constantly. This attack does leave him vulnerable if he is reached though.
Giant Flurry swings smaller clouds the size of regular Flurries around him as he proceeds to move to the opposite side of the battlefield. These clouds to a surprisingly large amount of damage and knockback for being clouds, but they don't have a large hitbox and can easily be avoided.
Giant Flurry gains to fists to the side of him that are made up of clouds. He then punches these at his opponent, covering a large hitbox, and dealing good damage, but not much knockback. He rarely uses this move, though. This attack is based off of Bouldergeist gaining his fists in his boss fight.
This Flurry leads a great horde of Flurries. He doesn't do any attacks himself, but he calls Flurries to perform collaborative attacks. Be careful, he will keep calling more and more Flurries until he is defeated. This is his debut appearance. In his boss fight, he follows a common pattern of calling in more Flurries, who can attack for him.
As stated above, he doesn't attack Mario directly, but he calls in other Flurries to fight and perform collaborative attacks. Mario must make a chase to defeat this new boss.
Mainly, he just calls in a set of four Flurries at one time. He calls these Flurries in front of him from the side he is closer too. They also knock Mario out of the way is he is hit by them.
Flurry Lieutenant orders the Flurries to create a tower, piling on top of each other. They then all shoot a giant cloud of poison. This has mostly a vertical hitbox, and it doesn't go that far. This attack has a poison effect, but it soon disperses.
Flurry Lieutenant orders the called Flurries to create a wall and roof around Mario, not allowing him to escape. Flurries hop around in the background as they then quickly move to the foreground to attack Mario in this small rectangle. Mario must use great agility as these Flurries hope from the foreground, and then back to the background.
Flurry Lieutenant orders the called Flurries to make a triangular structure as they float around. If they physically hit Mario, they will knock him away and do damage to him. Mario must work to simply avoid this tower of Flurries.
Flurry Lieutenant orders a free-for-all from his Flurries as he flees away from Mario. Indeed, this is Mario's best opportunity to attack the lieutenant, but catching him is the hard issue.
Gooper Blooper is an oversized Blooper with incredibly massive tentacles. He first appeared in Super Mario Sunshine as a boss and appeared in several Mario spinoffs as a boss following. He is quite an iconic character who attacks mainly with his tentacles and ink.
Gooper Blooper resides on a huge stage as he sits in the middle. He can be hit from all over (other than his tentacles) but he takes less damage from each attack than normal.
Gooper Blooper swipes one of his giant tentacles to the side along the ground. Since he is in the middle, he can only swipe one of his tentacles on one side. So, he usually just swipes it in on the side Mario is on. As there is a large hitbox but it is easy to avoid, it does good damage and knockback.
Gooper Blooper shoots a giant batch of ink out from under him. This covers the screen slightly more than the Blooper item in the Mario Kart series covers the screen. This attack does no damage but it cannot be avoided and it lasts a bit on the screen.
Gooper Blooper lifts a tentacle high up above Mario that can barely be jumped over. Gooper Blooper then slams down the tentacle on Mario. This has a narrow time slot where it can avoided. This attack does good damage and knockback, but he doesn't use this attack often.
Gooper Blooper hops into the background and is invulnerable from attack during this time. He then shoots an ink ball at Mario which homes in on him, but can be avoided. Only if he is hit, the screen will be covered for a short time in ink. Then he repeatedly pokes tentacles at Mario from the back, this lasts a few seconds before he hops back to the battlefield. The tentacles in this attack don't do much damage each, but damage can rack up quickly if Mario is hit repeatedly.
Burt the Bashful
Burt the Bashful is one of the most iconic bosses in the Yoshi series. Burt the Bashful is a giant Burt who obnoxiously bounces around hurting Yoshi. Burt the Bashful has appeared as the first boss in most Yoshi games. Burt has been slightly shrunken in this game.
Burt the Bashful hops up high into the air and slams back down to the ground. During this attack he is invincible. He also buries Mario if he lands on him, doing great damage, but very little knockback, even in the air.
Burt the Ball in a shrunken form appears above Burt the Bashful's head. He then launches Burt the Ball away toward Mario. Mostly, if it hits him, Mario is just launched far back taking very little damage.
Burt the Bashful has two minions that are smaller versions of him hop around. These don't do any damage if they hit Mario, but they knock him around. They are mostly just a nuisance.
A whistle appears in Burt the Bashful's mouth. He whistles and a pile of yarn balls is dropped onto his head from the top of the screen. He then launches all the yarn balls forward, toward Mario, and tosses the basket away. Each individual yarn ball does little damage, but collectively they can do a lot of damage.
Bugaboom is a giant green mandibug who has the ability to fly. He flies around a giant tree as a boss in Super Mario Galaxy, and the sequel, Super Mario Galaxy 2. He shoots bombs out of his rear as he flips around trying to hide the weak spot on his back.
Bugaboom is always flying around the stage. He can do damage to Mario simply by hitting him physically, but he is a small boss and doesn't have a large physical hitbox. Unlike other bosses, rather than just hitting him, Mario must attack his weak spot on his back, and Bugaboom has three phases.
Phase 1: Unlike in his home games, Bugaboom is flying from stage 1 rather than just stomping around. So in this stage, Bugaboom simply flies around the stage rapidly, only doing physical damage, and he doesn't have any unique attacks.
Phase 2: In this stage, Bugaboom starts shooting bombs out of his rear. These bombs are not bob-ombs, these bombs sit still on the ground for a second before exploding. He releases a bomb every 3 to 5 seconds.
Phase 3: In his final stage, Bugaboom turns red and gains a great amount of speed as he flies. HIs physical attacks do much more damage, and he releases bombs more often. Additionally, he is flipping around while he is flying, making it hard to time attacks on his back.
King Boo, along with being a playable fighter, is the main boss of the Luigi's Mansion series. He has appeared in several Mario spinoffs as well. King Boo is the great leader of the Boos who "paired-up" with Queen Peepa.
King Boo, while being a regular character, is a boss who has health, like normal. His attacks that he uses are 3 of his specials and 2 other attacks. King Boo is also enlarged for his boss battle, so he has a bigger hitbox and he is more powerful.
King Boo will disappear for a couple seconds. He will not be able to move while using this move, but he can't be interrupted. He is invulnerable to all attacks during this time, but after using this attack his stats are weakened.
King Boo licks forward in a large area. If his tongue hits Mario, he will be stunned before being knocked away. This attack does good damage, but King Boo never combos with a second move after the first stun.
King Boo starts spinning rapidly. Even though he is a ghost, he generates great amounts of wind that push Mario away and off the stage. Mario must do everything he can to avoid this attack, as it can spell disaster. King Boo will also deal damage to Mario if he touches him.
King Boo hides his face in his hands. When Mario tries to attack him though, King Boo counters with amazing speed and power. This attack is very powerful, but to avoid it, Mario just needs to refrain from attacking for a couple seconds.
King Boo flies to the background as he gains the Dark Gem. He then shoots several balls of dark matter at Mario. Obviously, King Boo is invulnerable when using this attack. Each ball of dark matter homes in on Mario, and they each do good damage.
Queen Peepa is one of Splitz's most loyal minions who became King Boo's girlfriend at first sight. She defends him with all her heart, fighting Mario and his friends once they defeat him. She is a peepa as opposed to a boo and she is immune to light as long as it is not multi-colored.
Queen Peepa is another playable fighter who is a boss in this game. She is also enlarged and has health.
Queen Peepa twirls around and laughs maniacally. She then begins twirling again, rapidly moving around the stage. She knocks back Mario if she hits him. Although, she lets out giant waves of wind, pushing anyone back that is hit by this wind.
A gem slowly grows above her head. It glows a neon pink as it slowly spins. She then hurls the giant gem at Mario, it performs good damage and it has a large hitbox, because of the gem's size. The gem slightly homes in on Mario if he is far enough away, but normally she just aims it at him.
Queen Peepa calls several lines of Peepas. They quickly appear in different patterns and fly toward her Mario. She flees backward, as this attack lessens her power and leaves her vulnerable to attack. Mario needs to avoid the Peepas, who do physical damage, and reach Queen Peepa to attack her. About 5 lanes of Peepas appear, all in different patterns.
Queen Peepa lets out a giant scream. This will most likely push Mario out to the edges of the screen. Mario must be quite far away not to be affected (or receive the slight damage of) this move.
Shadow Bowser is a recreation of Bowser by the Flurries. How he was created is still unknown, but the Flurries now harness him to their control. This Bowser has moves similar to Bowser, but instead of fiery effect, some of his attacks have more of a poison effect.
Motley Bossblob is a jester who first appeared in Super Mario 3D World. But to all's surprise, he quickly turned into a giant metal creature. After a bit though, all of his metal turned into gelatinous blobs. Mario in that game quickly defeated him, as Motley was a mid-boss.
Motley Bossblob will turn into his giant form and begin stomping around the stage. After a few seconds, he will return to his normal form. If he stomps Mario, he buries him into the ground doing good damage. When releasing to his normal form, he releases his little gelatinous blobs everywhere.
Motley Bossblob, in his jester form, shoots a couple magical projectiles at Mario. The projectiles home in on him, and they both do good damage and knockback if they hit him.
Motley Bossblob turns into his giant metal form and hops to the background. He then tosses a gelatinous blob one-by-one forward to Mario. He throws about 15 total, while Motley is invincible, leaving Mario only to avoid these blobs. But the blobs do very little damage.
Dino Piranha is the iconic first boss of Super Mario Galaxy and Super Mario Galaxy 2. He is a giant bipedal Piranha Plant, similar to Petey Piranha. He hatches fresh out of his egg to quickly be knocked out by Mario. Dino Piranha also has a fiery version. He uses his tail and fire to attack in this game.
The stage takes place around a large circle that flips around 180 degrees. Be careful in tracking yourself when you go upside down. Dino Piranha will be chasing you most of the time. Like Bugaboom, Dino Piranha also is fought in phases, but Dino Piranha has four phases, rather than Bugaboom's three.
Phase 1: In this phase, Dino Piranha in his egg. Mario must attack his tail with a smash attack to hit it up against the egg and break it. Mario can make it up above Dino Piranha with the help of his up special. Also, Dino Piranha is not chasing Mario in this stage, so he can take his time.
Phase 2: After Mario smashes this piranha's egg, the Dino Piranha takes notice of Mario. He follows after Mario, and now Dino Piranha does damage to Mario by simply touching him. It is still not to much of a challenge to attack his tail again though.
Phase 3: In his third phase, Dino Piranha starts rampaging at Mario. Dino Piranha does slightly more damage as he homes in with more power on Mario. Mario can still manage to smash attack him though, moving on to his final phase.
Phase 4: In his final phase, Dino Piranha ignites, turning into Fiery Dino Piranha. Fiery Dino Piranha is completely on fire, doing much more damage if he touches Mario than his previous phases. Mario can only smash Dino Piranha for the last time in the brief intervals that Dino Piranha loses his fire effect.
Mouser is a humanoid mouse with glasses who Mario fought in Subcon in Super Mario Bros. 2. Mouser is not a major boss at all, but he has been iconic, making appearances in the show and other places. In this game, he uses bombs and other fiendish weapons from Super Mario Bros. 2 to fight.
Mouser's main attack consist of him tossing bombs at Mario. Unlike in his game, the bombs cannot be hurled back at himself. Mouser is not affected by the bombs, which have a large range and do a lot of damage. He will be tossing out these bombs rapidly, and the bombs increase in power as his health decreases.
Mouser hurls himself at Mario. This attack does a lot of damage to Mario, but if Mario can somehow dodge Mouser's full-body hurl, he gets a chance to get a hit at recovering Mouser.
Mouser starts repeatedly leaping high into the air and ground pounding. Mouser is invincible during this move, but he doesn't use it often. This attack also does good damage to Mario, but it also buries him.
Mechawiggler is a boss the Broodals set up in the Metro Kingdom to stop Mario from ruining Bowser and Peach's wedding Super Mario Odyssey. The Mechawiggler resembles a wiggler, but as his name implies, he is a robot, and he is quite oversized for a wiggler. He climbs all around the buildings spawning black holes and climbing all over the map to attack.
To be defeated, all eight of mechawiggler's plasmatic balls on his back must be destroyed. They all have good health, making this quite a tough boss to overcome.
Mechawiggler is in an electric phase where he in invincible to physical attack, and he can do damage to Mario simply by knocking into him. Mechawiggler will also travel around portals to other parts of the stage in this attack, making it unpredictable sometimes.
Mechawiggler creates a giant ball of plasma from his rear plasmatic ball and hurls it at Mario. This ball does incredible initial damage, and it also has a poison effect. This ball, although it has a large range, does not home in on Mario.
General Flurry is the final boss of the game who leads the Flurries in the Mushroom Kingdom. As he is a final boss, he is indefinitely the hardest boss. He has two phases. In the first, he is fought one-on-one, and in the second, he calls hordes of Flurries to help him defeat Mario.
Now for the roster, the base roster is quite large with a total of 84 characters. Each has different movement, different attacks, etc. There are 12 starting characters, and 72 unlockable characters, as well as downloadable characters.
All-Around characters have balanced statistics.
Powerful characters perform extra damage from their attacks.
Mobile characters have great move speed.
Grab characters have great grabs and throws.
Defensive characters have great defensive power.
Tricky characters are good at avoiding attacks and have unique attacks.
Fighters are also divided into 4 other parts. These parts are Heroes, Allies, Villains, and Enemies. While nothing differs them, it simply divides characters into more categories. Heroes represent the main one-of-a-kind heroes of in the Mario series, while allies are those who aided Mario and the other heroes in the quests, usually including a species. Villains are one-of-a-kind characters who are villains, notably Bowser, and enemies are the common enemies and Bowser's other minions who play less of a leading role.
These characters can be accessed and played in normal battles and the storymode from the beginning. There are 12 starting fighters.
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.
In this game, Mario is a balanced character. All of his attacks do mediocre damage, and he sets the standard for the average. But don't underestimate him though, he can still have good strategies for more advances skills, including wall jumping. Many of his specials take him through different power-ups he has had through his numerous adventures.
Mario's forward smash attack features him punching forward. While this has never been directly used in a Mario game, it is taken from the Super Smash Bros. Series. Mario punches hit fist forward in a mediocre sized area. This attack does good knockback, but it doesn't perform that much damage.
Mario's up smash attack features him tossing three coins upward. This is a new attack from the Super Smash Bros. series. In this attack, Mario tosses three coins quickly up into the air consecutively. This attack has a good hitbox, but it doesn't perform much knockback or damage, but it doesn't take him long to recover from the move. These coins, unlike the item, can not be taken or received.
Mario's down special features him kicking his legs out. He doesn't kick his legs out at the same time, rather, he kicks his right leg out, then his left. He kicks his legs in a sweeping formation, so he is left vulnerable from above him. These do good damage, but they have a small hitbox, and they still don't do much knockback.
Neutral Special: Fireball Mario transforms into Fire Mario for a brief second and tosses a fireball forward. This fireball bounces at low and almost hovers in the air. This will slightly stun opponents if hit, but it will only give them very little damage. Mario can continually shoot fireballs, but it leaves him vulnerable behind him.
Side Special: Cappy Toss Mario gains Cappy a tosses him forward. This doesn't do much damage to hit opponents, but it knocks them away. Mario is left vulnerable the brief second he tosses Cappy. But he can hold Cappie in place, knocking away and hitting anyone that he touches. He can also move Cappy around for a short time before Cappy returns. If Mario gets too far away though, Cappy will return to Mario making a similar noise when the same scenario happens in Super Mario Odyssey.
Up Special: Block A block appears a little above a one jump distance above Mario. Mario will then jump up and hit the block, releasing a coin. Anyone that Mario hits while doing this move will take damage, and anyone hit by the coin that appears above the block will be slightly damaged and knocked away. After using this move though, Mario falls helplessly to the ground.
Down Special: F.L.U.D.D. Mario takes out F.L.U.D.D. from nowhere and charges him up. Mario can charge him up for 2 seconds, or choose to shoot water from him immediately. F.L.U.D.D.'s water, depending on how charged it is will become more powerful, will push away opponents. While this doesn't do any damage, it covers a large area and it is a good move for keeping opponents away.
Unique Special: Triple Coin Mario takes out a set of three coins and tosses them forward, similar to his up special. These coins go far, while they all go different lengths, and they are all released from Mario's clutches at the same time. These coins don't do that much damage or knockback though, and they can't be used continuously, is it takes Mario a second to recover after using this move.
Minor Special: Mega Mushroom Mario gains a mega mushroom and stomps around the screen for a period of 5 seconds. He goes from background to foreground, and cannot be controlled by the player. He will tend to follow the character in the lead, similar to a CPU. Anyone he hits will take good damage and receive good knockback. After this move ends, he returns to the spot he first used this attack.
Super Special: Jumpman Mario turns into Jumpman and goes flying forward in a little ways. If he is on the ground, he will continue to the edge of the platform, otherwise he will go a long distance, leaving himself vulnerable to killing himself if he starts this move to close to the edge. If he hits anyone, the hit opponent(s) will be placed into a cutscene where, as Jumpman, he grabs them and hurls them into a barrel from the original Donkey Kong game. After this cutscene, the hit opponent(s) will be sent with great knockback and great damage.
Mario's home stage is 1-1.
In Mario's entrance he hops onto the screen and tosses Cappy, who quickly returns to him. This attack resembles his side taunt from Super Smash Bros. Ultimate.
Mario three taunts are as follows:
Mario flips and performs his signature pose from Super Mario Odyssey.
Mario tosses Cappy who points ahead as Mario looks on with confusion.
Mario eats a Mushroom and jumps.
Mario's three victory animations are as follows:
His victory theme is _______.
When Mario jumps a second time in the air, the brief badge from Super Mario's Split Kingdoms that Nimvesa gave him to double jump will appear on his chest.
Luigi is Mario's uncourageous younger brother. Luigi dons similar attire to his brother, but he wears green instead of red. Luigi highly respects and looks up to his older brother. Luigi has also joined Mario on several of his adventures, but he never led his own adventure for a while. He once won a mansion in a lottery he didn't enter, and it turned out that the mansion he received was haunted by ghosts named Boos under their leader, King Boo. Luigi also had his own year, the Year of Luigi, taking place during 2013.
In this game, Luigi is a defensive character. Luigi tends to have far-ranged attacks, including long ranged attacks. But, most of Luigi's attacks do below-average damage. Luigi, as you would think from his type, is one of the most defensive fighters in the game, with his shield lasting longer than most other fighters. Luigi has some attacks for close-ranged combat though.
In Luigi's forward smash attack, Luigi will chop his hand, which is in a position similar to breaking a block in karate, forward. This attack has a large hitbox, but it doesn't do much damage. This attack has great knockback though.
Luigi's up smash attack features him swinging his arm through the air. With a long arm, this attack has a large hitbox. Similar to his other smash attacks, this attack does good knockback, but not much damage to hit opponents.
In Luigi's down special, he will kick his legs out at the same time. This attack doesn't have a large hitbox, but it does more damage than his other smash attacks, and it still does good knockback.
Neutral Special: Iceball Luigi transforms into Ice Mario for a brief second and tosses an iceball forward. This iceball hovers in the air and goes a fair distance before disppearing. This doesn't stun opponents, but it gives them a little damage. This attacks will actually freeze opponents if the hit opponent is at or over 100% damage. luigi can continually shoot iceballs, but it leaves him vulnerable behind him.
Side Special: Hide Luigi partly curls into a ball while still standing. This leaves him vulnerable for a split-second before a ghost pops out in front of him out of thin air. The ghost performs good damage and knockback to anyone in front. This ghost has a mediocre hitbox. The attack also has a small hitbox behind Luigi as well.
Up Special: ? Block A ? block appears and Luigi jumps up toward it. This block is a good height above him, giving him a boost of altitude when he uses this attack, but it leaves him helpless until he touches ground after using the move. Anyone he hits when he is jumping up will take slight damage. If items are on, Luigi will occasionally release a weak item out of the ? block.
Down Special: Mini Poultergeist Luigi takes out a smaller version of the Poultergeist 5000. A burst of air springs out of this poultergeist. This air does no damage to anyone it hits, but in a large area, it will push opponents away.
Unique Special: Jump and Hover When Luigi equips this attack, his defense will be slightly weakened. But during this time, he will hover slightly during this second jump. This charge lasts for 10 seconds. After this, he must wait 20 seconds before he can use this attack again.
Minor Special: Poultergeist 5000 Luigi takes out his Poultergeist and sucks up everything nearby, opponents and items. This lasts a few seconds, afterward, he spits everyone/everything he grabbed away. This attack is a slightly weakened version of his attack in Super Smash Bros. Ultimate.
Super Special: Painting A giant painting appears next to Luigi. Any opponents within this painting will be transferred into a cutscene where you can see a full shot of Luigi's Mansion with silhouettes of Luigi chasing the hit opponents through the windows, until you suddenly hear a crash. All hit opponents are then transferred back to the battle, and they are launched.
Luigi's home stage is Luigi's Mansion.
In Luigi's entrance, he will come out from a green mist. He then lifts his Poultergeist 5000 from behind him and then strikes a pose.
Luigi's three taunts are as follows:
Luigi trembles in fear as he looks upward to the way he faces. He is not looking at anything particular though.
Luigi hides his face behind in his hands, then takes them away revealing a surprised face. This is similar to the young childhood game Peek-a-Boo.
Luigi spins around and falls over.
Luigi's three victory animations are as follows:
His victory theme is _______.
Princess 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.
In this game, Peach is a grab character. Peach has very powerful grabs and throws, as she has the addition of a toad guard to her grabs and throws. She also has powerful knockback with a couple of her moves, despite her light weight and in her inability to deal much damage to opponents. This allows her to be slightly defensive also, but she has no long range attacks. She also has vibes and Perry from Super Princess Peach.
Peach takes out a pan from behind her and swings it forward. This smash attack has a small hitbox, but it does good knockback, and mediocre damage. She will also rarely pull out a tennis racket instead, which does less knockback, but more damage. This attack is taken directly out of the Super Smash Bros. series.
Peach takes out Perry and swings him upward, twitching him back and forth four times. This does mediocre damage and mediocre knockback, and it has a good hitbox. If an opponent is hit by one swing, they will be launched away before they are hit by the next swing though. So this covers four different swings of time.
Peach extends her dress outward and twirls around rapidly. This attack has a slight gravitational effect and it catches any who hits it until the end of the move, where she launches them far away. This doesn't do much damage unless an opponent is caught in this attack for the whole move. This attack also leaves her vulnerable from above.
Neutral Special: Vibes Peach gains a vibe, which she can quickly choose. She can use each vibe once every life she has. Each vibe lasts 10 seconds, and then she can immediately use another. Joy gives her the ability to float in the air. She can attack while floating, and she will stay at the same altitude. With Rage, all her attacks gain a slight fiery effect, applying slightly more damage to hit opponents, and causing slightly more knockback. With Gloom, she becomes slightly less powerful, but her shield health and run speed are highly increased. With Calm, she will restore 1.5% every second she is not moving... at all.
Side Special: Peach Smack Peach launches forward with her butt extended in front of her. This attack performs incredible knockback to hit opponents, but not especially much damage. If she does not hit anyone, though, it takes a second for her to recover after using this move.
Up Special: Perry Peach flies vertically into the air with Perry above her. Perry catches anyone caught in him, then launches them out once they gain max altitude. This does good damage and knockback, and gives her good altitude. This also causes her to float to the ground slowly, unless she chooses to fall quickly. It is also harder for her to grab onto ledges with him.
Down Special: Guard Toad Peach takes out a guard toad for a split second. Anyone who attacks her with her toad extended will be countered by the toad with a blast of seemingly a projectile coming from his mouth.
Unique Special: Vibe Scepter Note: This attack can only be used when she has a vibe equipped, otherwise, this acts like a normal side smash attack. She swings the Vibe Scepter forward, doing slight damage and knockback to whoever she hits in her small hitbox. This then gives the hit opponent the opposite effect of any vibe she has equipped at the time for the next 15 seconds.
Minor Special: Peach Heart Peach spawns a heart to the side of her that will slowly launch out projectiles. The heart will explode after five seconds, doing damage to anyone nearby. But Peach can still move freely when using this attack, so if Peach dies while using it, it will explode immediately.
Super Special: Toad Guards Peach sends two toad guards flying far to her sides horizontally. These have a large hitbox. Anyone hit by these toads will be placed in a cutscene where several toad guards are beating them up with spears in front of Peach's Castle. She looks on from a balcony with an stern approving look. After a few seconds, the cutscene ends and the hit opponents are launched away.
Peach's home stage is Peach's Castle.
In Peach's entrance, she twirls onto the stage and waves with one hand and holds Perry in another. She then winks and then puts Perry behind her, allowing her to fight.
Peach's three taunts are as follows:
One of her guard toads pops out behind her, and Peach shakes her head after making a look of surprise of seeing him pop out at the wrong time.
Peach makes her pose of the state of her being calm in Super Princess Peach.
Peach waves her hand in the air and winks.
Peach's three victory animations are as follows:
Her victory theme is _______. When she gains her metal outfit, she gains a tint that resembles Pink Gold Peach.
The Toads are the main subject of the Mushroom Kingdom and Princess Peach, although he no longer serves as her steward. Many of them try to be loyal and tough, but they always lack in courage. One exception though, Captain Toad is the brave leader of the Toad Brigade who has gone on a couple adventures. Toadette is the female of a Toad, but she is usually portrayed as a unique character. Toads have been playable a few port Mario games, including Super Mario Bros. 2 and Super Mario 3D World.
In this game, Toad is a mobile character. Toad is a very quick character, but he is still light, making him easy to launch. His power is slightly greater than most other characters his weight though. Toad has various moves from games he has appeared in, including the dash and ground pound. Despite his lack of courage, he is a terrible defensive character and his shield breaks very easily.
Toad lifts up his foot and kicks forward with the sole of his foot. This has a mediocre size of a hitbox, and does good damage. This also has good knockback. This attack resembles the 90 degree leg kick in karate.
Toad waves his fist high upward, allowing for a large hitbox. This doesn't do much damage or knockback. Toad swings his fist back and forth for two hits. So this gives the opportunity to hit more opponents and deal more damage to opponents.
Toad kicks out his feet. This has a very small hitbox, but it sends hit opponents at a devastating angle with good knockback, but not much damage. Toad kicks his left leg out first, then he kicks out his right leg.
Neutral Special: Strength Toad picks up the nearest opponent in a small area. He then hurls them away, doing good damage and launching them far. This attack takes him a second to recover though, leaving him vulnerable.
Side Special: Dash Toad dashes forward at amazing speed. This knocks away anyone he hits. This doesn't do much damage or knockback. But because he can cover such a large area, he can hit several opponents. Be careful though, if Toad does not turn around before he reaches an edge, he will go flailing off the edge.
Up Special: Wall Jump Two walls appear next to Toad. These walls knock away opponents in the area they take up. Toad then wall jumps back and forth between these two walls, giving him good altitude.
Down Special: Ground Pound Toad jumps up into the air and smashes down in a small area the size of his body. This does good knockback, but not much damage. If this attack is used in the air, he will simply just ground pound without jumping up again.
Unique Special: Mini Mushroom Toad turns small for up to 15 seconds, he can return to normal size any time during this time. This allows him to jump higher and quicker, climb up vertical walls if he is already at a run, and allows him to get a bigger boost on jumping on opponents. He barely does any damage at this stage though. Once he has used this attack, it takes 15 seconds before he can use it again.
Minor Special: Toad Scramble 5 Toads come sprawling horizontally across the screen. These Toads slightly launch anyone they hit, so they cover a large area. They don't do much damage or knockback, though, because there is such a large hitbox.
Super Special: Toad Kart A kart drives forward in a small targeted area next to him. Anyone that is hit is taken to a cutscene where he is driving in Toad Turnpike, and he knocks into the hit opponents, sending them flying out of the cutscene. This is highly based off of Captain Falcon's final smash in Super Smash Bros. Ultimate.
Toad's home stage is Mushroom Kingdom.
In Toad's entrance, he pops out from the background and holding his arms in the air for a second says, "Woo-hoo!"
Toad's three taunts are as follows:
Toad twirls around quickly and says, "Yeah!"
Toad jumps and then flips in the air, he then lands back and strikes a quick pose.
Toad looks around aimlessly for a couple seconds.
Toad's three victory animations are as follows:
His victory theme is _______.
Bowser is the great king of the koopas. He leads his might army of koopas for one main purpose - to capture and keep Princess Peach. He always manages to capture the princess, but keeping her is the hard part. Mario always defeats Bowser and his koopa minions to rescue Princess Peach. Bowser has taken drastic measures to secure the princess, but he always fails. He even captured Mario before capturing Peach once, to get him out of the way, but he learned that she wasn't as weak as he thought she was.
In this game, Bowser is a powerful character. Bowser is one of the heaviest fighters in the game, alongside Donkey Kong and Funky Kong. Bowser has several long range attacks, and even a grab special. He is very hard to launch and his attacks do great damage and knockback. But his defense his awful, he even takes extra damage from ice attacks. His aerial moves also aren't very powerful. Most of his special attacks are taken from Super Smash Bros. Ultimate and Super Smash Bros. Emerald.
Bowser slams his whole body forward. This attack does incredible damage and knockback, but it takes him a second to recover after using this move. When getting up from this move, though, he slashes forward with his claw, hitting anyone that is directly in front of him.
Bowser slashes his left claw up, doing good damage to hit opponents. This doesn't have much knockback though. This leaves a slight flaming claw mark for a second, that simply appears for decorative purposes.
Bowser slashes his claws to the right, then to the left. He doesn't do this simultaneously, allowing for escape on the left if this attack is predicted. But if a hit is landed, this attack does good damage and knockback on either side.
Neutral Special: Fire Breath Bowser breathes a patch of fire in front of him. If anyone is caught in it they will be stuck in it and slowly be pushed back. They might be pushed out eventually. Bowser will slowly lose his fire breath, but it can be charged by simply not using this move again for a while.
Side Special: Flying Slam He grabs forward in a large area. If Bowser does grabs an opponent, he will jump up into the air in them and slam them back down to the ground. He can also sacrificially KO himself with them, but depending on the character, they may be able recover if they can escape his grab just in time.
Up Special: Whirling Fortress Bowser curls up in his shell and twirls rapidly. This doesn't give him much altitude though. If he hits someone, he will catch them in it until the end of the move. This move slightly pushes opponents away, slightly reducing the chance of a catch.
Down Special: Koopa Cart Bowser hops into his koopa cart and flies directly upward. He then smashes down in this koopa cart, sending hit opponents flying. If he is already in the air, he will the just hop in the koopa cart in the air and crash down. This attack is identical to his down special in Super Smash Bros. Ultimate.
Unique Special: Giant Fireball Bowser tosses a giant fireball forward. This is similar to Mario's fireball, but it does more damage and has a greater hitbox. Bowser's fireball is much slower and easier to avoid though, and it takes him a second to recover.
Minor Special: Giant Bowser Bowser turns giant into a similar form as in Super Mario Galaxy 2. Bowser hops into the background and a giant circle appears in the front of the screen. Bowser can then choose when to punch his fist in this compacted circle, or he will immediately punch after 5 seconds. This attack does great damage and knockback.
Super Special: Axe Over Lava Bowser rampages forward in a small area very quickly. Anyone he hits will be taken to a cutscene where the hit opponents are standing on the bridge in the final boss fight in Super Mario Bros. The camera then switches to Bowser, who is standing next to the axe to cut down the bridge. Bowser then laughs manically and triggers the axe to cut down the bridge, sending the opponents into the lava, then hurling out of the cutscene.
Bowser's home stage is Bowser's Castle.
In Bowser's entrance, he steps out from the background in a mist of fire, and roars with his head extended upward.
Bowser's three taunts are as follows:
Bowser extends his head upward and roars. He also breathes a bit of fire when doing this, but it doesn't do damage to opponents.
Bowser strikes his signature pose from Super Smash Bros. for 3DS/Wii U for a second.
Bowser sees a goomba next to him, picks him up and tosses the goomba behind him.
Bowser's three victory animations are as follows:
His victory theme is _______.
Koopa Troopas are one of the most iconic enemies in the Mario series. He is one of the original enemies in Bowser's koopa troop. Koopa Troopas are bipedal turtle-like creatures who vary between green and red shells. They are the one of the enemies that has appeared in every 2D Mario platformer. Mario fans have a trick for deciphering the Koopa Troopas patterns, green-shelled ones walk off ledges, and red-shelled ones turn around once they reach a ledge. In more recent games, Koopa Troopas lose their shell when hit.
In this game, Koopa Troopa is a mobile character. Koopa Troopa is one of the fastest characters, as when he moves, he curls into his shell, which drastically increases his speed. Koopa Troopa mostly uses physical attacks with his shell, allowing for quicker attacks. Most of his attacks are more powerful than knockback that these attacks have. He also climbs into his shell to jump, so he doesn't jump very high. As he is always in his shell, his defense is increased while he is in it.
Koopa Troopa hops to the side in his shell, he then quickly returns to place. This attack occurs in a split second, not counting charging, but it still does good damage to hit opponents. This is a very small hitbox, as his shell is so small.
Koopa Troopa bundles up in his shell and rises upward. He then spins rapidly in place, catching anyone this move until it's end. This highly resembles Sonic's up smash attack in Super Smash Bros. Ultimate.
Koopa Troopa swings around to both sides. Note that he is not in his shell though. He holds his hand out, ever so increasing the small hitbox. This attack does good damage and knockback though.
Neutral Special: Red Shell Koopa Troopa tosses a red shell, which acts similar to how it appears in the Mario Kart series. The red shell does not home in on opponents to much though, it simply curves toward them. Otherwise, the shell just moves straight forward.
Side Special: Koopa Shell Dash Koopa Troopa curls into his shell and rams forward. He moves forward a little ways without being able to stop until he hits someone or until the move ends after a second or two. This doesn't do much damage or knockback. This attack highly resembles Squirtle's side special in Super Smash Bros. Ultimate.
Up Special: Whirling Shell Koopa Troopa curls up in his shell and twirls rapidly. This gives him good altitude, but he doesn't do much damage to hit opponents. If he hits someone, though, he will catch them in it until the end of the move.
Down Special: Blowout Koopa Troopa spins rapidly, he is immune from attack when using this move, but it takes him a second to recover. This attack pushes anyone nearby out from the wind he generates when using this move, ridding himself of nearby opponents.
Unique Special: Quad Pedal Koopa Koopa Troopa steps down onto four legs and rampages forward. He then headbutts the first person he hits, doing mediocre damage and knockback. He can end this move whenever he wants by mashing the button hard enough, unless this attack is max-charged. He will also fall of ledges, as he is a green koopa-troopa.
Minor Special: Ninja Koopa Koopa Troopa rapidly slides forward. Anyone he hits will be taken to the top of the screen. Koopa Troopa then knocks the opponent, who stays in place, several times back and forth with his shell rapidly, doing great damage. After a second, he launches them at a 90 degree angle to the side with mediocre knockback. The ending to this minor special is based off of Meta Knight's final smash in Super Smash Bros. Ultimate.
Super Special: Triple Up Koopa Troopa rapidly slides forward with the same intro as his minor special. Anyone he hits will be taken to a cutscene where he and two other koopas are constantly battering the hit opponents similar to his minor special as well. This move does much more damage and knockback, though, once the cutscene is ended.
Koopa Troopa's home stage is Koopa Beach.
In Koopa Troopa's entrance, he bounces on invisible platforms up to the stage in his shell. He then pops out of his shell and strikes a pose.
Koopa Troopas's three taunts are as follows:
Koopa Troopa curls into his shell and bounces up and down a few times before returning out of his shell.
Koopa Troopa feels around behind him as if trying to find something.
Koopa Troopa points upward and in the background a bird similar to the bird in Super Mario Odyssey can be seen.
Koopa Troopa's three victory animations are as follows:
His victory theme is _______.
Shy Guys are a very popular enemy from the Mario series that has also appeared in the Yoshi and Captain Toad series. Shy Guys are a small enemy that wears red clothes and a big white mask with a mouth and a couple eyeholes. Despite their names, Shy Guys actually approach Mario (or Yoshi or Captain Toad) and dive at him to attack. Shy Guys come in multiple colors and have many sub-species, including the Shy Guy Bandit.
In this game, Shy Guy is a defensive character. Shy Guy is defensive and has good shielding and good recovery, but his attacks are mostly close-ranged and physical and his attacks don't do much damage. He is also quiet speedy, especially when he is dashing. He dashes quite unusually fast. Shy Guy has a great counter as well, which causes great knockback. Also, if he creates a perfect shield, he also strikes a quick (not very powerful) blow in front of him.
Shy Guy flops down onto the ground quickly. This smash attack can be charged unusually quick, but it doesn't do much damage or knockback. While it looks like it would take him a second to recover as he is face-down on the ground, he recovers from this move very quickly. This is a nice quick move, especially for a smash attack.
Shy Guy rises up as far as he can and falls over. This attack covers a large are, as it also covers him to his front as well. This attack does mediocre damage and knockback. He is on the ground in this attack again, but he again stands back up quickly.
Shy Guy punches his tiny feet out to his side. This attack has a very small range, but it performs great knockback. It doesn't do much damage, but it charges up for more damage quickly.
Neutral Special: Yarn Ball Shy Guy kicks a small yarn ball forward. This travels at an angle similar to the soccer ball item in Super Smash Bros. Ultimate. It doesn't do much damage or knockback, but sometimes he kicks a large yarn ball forward instead, which highly increases damage dealt to hit opponents. He can continuously use this attack as long as the previous yarn ball has disappeared.
Side Special: Dash Shy Guy dashes forward and falls over. This is exactly like his dash attack, but he receives super armor from two attacks while running. This attack doesn't perform as much damage or knockback, but he recovers faster than in his dash move.
Up Special: Balloon Shy Guy gains a balloon on his back and floats upward. He can control how high he goes, similar to Villager and Isabelle's up specials in Super Smash Bros. Ultimate. He only has one balloon, and if an opponent attacks and pops it, Shy Guy falls helplessly to the ground.
Down Special: Shy Counter Shy Guy strikes a pose for a split-second. Anyone that hits him during this quick split-second while receive a great blow with great power and knockback. This attack is quick, but it's worth the time if he blows a hint.
Unique Special: Toss Himself Shy Guy somehow tosses himself forward. He launches himself reasonably far doing great damage to hit opponents. But it takes him a short bit to recover from this move.
Minor Special: Shy Guy Attack Shy Guy dashes forward, going back and forth on the ground several times. Anyone he hits will take slight damage. He can slightly move himself when dashing up or down, and this attack lasts 7 seconds.
Super Special: Shy Guy Karts Shy Guy launches forward in a kart. Anyone he hits while be knocked into a cutscene where he and other Shy Guys are driving around Mario Circuit. They then knock away anyone they hit, launching them out of the cutscene. This references their role he and the other Shy Guys have in the Super Smash Bros. series.
Shy Guy's home stage is Yoshi's Island.
In Shy Guy's entrance, he flips around from his back after appearing on the screen from nothing. He then strikes a pose quickly, and returns to his position ready to fight.
Shy Guy's three taunts are as follows:
Shy Guy curls up in a ball and cries quickly before popping back up as if nothing happened.
Shy Guy kicks his leg forward before striking a pose and then returning to fighting position.
Shy Guy hugs himself in fear and looks behind him into the background.
Shy Guy's three victory animations are as follows:
His victory theme is _______.
Princess Daisy is Princess Peach's sassy cousin. Daisy is the princess of Sarasaland who was once captured by an alien named Tatanga. Daisy was soon rescued by Mario, who took a break from rescuing Peach, and returned to her castle. Daisy more recently has been featured as a tomboy. Daisy is great at sports and has appeared in almost every Mario spinoff for a while now.
In this game, Daisy is a balanced character. To match her tomboyish personality, her offense is better than her defense. Daisy has very balanced attacks, some being more powerful than others, but her defense isn't great for a balanced character. Some of Daisy's attacks have some sports relation, so sometimes she may simply hit a golf or tennis ball, but sometimes she throw a basketball forward. Otherwise, Daisy is a semi-echo of Peach, as she has some similar special attacks.
Daisy takes out a golf club from behind her and swings it forward. This smash attack has a small hitbox, but it does good knockback, and mediocre damage. She will also rarely pull out a tennis racket instead, which does less knockback, but more damage. This attack is taken directly out of the Super Smash Bros. series.
Daisy puts her hands together and she quickly karate chop them directly upward as high as she can. A small orange glow encompasses her hands while she is attacking. This attack does good damage, but not much knockback.
Daisy extends her dress outward and twirls around rapidly. This attack has a slight gravitational effect and it catches any who hits it until the end of the move, where she launches them far away. This doesn't do much damage unless an opponent is caught in this attack for the whole move. This attack also leaves her vulnerable from above.
Neutral Special: Ball Daisy takes out either a golf club or a tennis racket. Daisy then swings whichever of the two she has forward with its respective ball, a golf ball or tennis ball. The golf club has slightly worse damage and knockback, but it has a greater hitbox. The tennis ball does more damage, as it launches forward, than the golf ball. The golf ball has a 60% chance of occurring, while the tennis ball has a 40% chance.
Side Special: Daisy Smack Daisy launches forward with her butt extended in front of her. This attack performs incredible knockback to hit opponents, but not especially much damage. If she does not hit anyone, though, it takes a second for her to recover after using this move.
Up Special: Parasol Daisy flies vertically into the air with a parasol above her. The parasol catches anyone caught in it, then launches them out once they gain max altitude. This does good damage and knockback, and gives her good altitude. This also causes her to float to the ground slowly, unless she chooses to fall quickly. It is also harder for her to grab onto ledges with it.
Down Special: Blue Toad Daisy takes out a blue toad for a split second. Anyone who attacks her with her toad extended will be countered by the toad with a blast of seemingly a projectile coming from his mouth.
Unique Special: Basketball Daisy takes out a basketball from behind her and quickly charges it up to hurl it forward. She doesn't have to charge it, but the more she charges it, the greater the range and knockback the basketball has. This basketball always does the same damage, and its always a pretty good amount of damage.
Minor Special: Daisy Flower Daisy spawns a flower to the side of her that will slowly launch out projectiles. The flower will explode after five seconds, doing damage to anyone nearby. But Daisy can still move freely when using this attack, so if Daisy dies while using it, it will explode immediately.
Super Special: Tatanga & Pagosu Daisy zooms forward with her arm extended. Anyone she hits will be shot into a cutscene. All the hit opponents fall onto the ground on a plain with Daisy looking on from afar. Suddenly, the opponents are sucked up into Tatanga's ship, struggling to escape. Tatanga gives Daisy a thumbs-up from his spaceship, Pagosu. Daisy returns his signal, and looks at the screen and strikes a pose. All the hit opponents are then launched from the cutscene.
Daisy's home stage is Sarasaland.
In Daisy's entrance, she enters under an arch of daisies holding a tennis racket. She then strikes a pose with her racket, and tucks the racket away behind her.
Daisy's three taunts are as follows:
Daisy strikes a pose as if she is thinking and mumbles, "Hmmmm," but she soon returns to normal position.
Daisy does a fancy maneuver with her tennis racket, throwing it in the air and catching it. The tennis racket does nothing if nears or touches anyone though.
Daisy waves her hand as if saying goodbye to someone. But she is cheerful and saying "HaHa!" This taunt resembles Zelda's down taunt in Super Smash Bros. Ultimate.
Daisy's three victory animations are as follows:
Her victory theme is _______.
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, crushing enemies, and eating enemies. Yoshi soon gained his own series where he defeats Baby Bowser with Kamek as he journeys alongside fun allies, including Poochy. He meets many unique enemies throughout his series. Yoshi also eats fruit to create power-ups and for other uses.
In this game, Yoshi is a balanced character. If at all, he would be slightly more speedy than anything else. His offense isn't great, but his defense is much better, and his mobility is the best of the three. But these differences are so minor, he is placed in the balanced category. Yoshi has a mediocre hitbox but his up special doesn't really give him much altitude. Instead, his second jump in the air is a flutter jump which gives him plenty of extra height.
Yoshi rears his head back, pulling it to the ground. He then releases his quickly forward. This has a mediocrely-sized hitbox, being able to hit slightly above him too, and this attack also has good knockback. But it doesn't perform as much damage as would normally correspond to the amount of knockback in this attack.
Yoshi tosses a yarn ball directly vertical. This has a large hitbox but it doesn't do much damage to hit opponents. This attack also doesn't have much knockback, and this attack also takes him a second to recover from this move, leaving him vulnerable as he waits to catch his yarn ball.
Yoshi knocks his head out rapidly to both sides. This attack has a mediocre hitbox on both sides, but it doesn't do much damage or knockback. He recovers quickly from this move, immediately letting him dodge from incoming attacks.
Neutral Special: Yarn Ball Yoshi takes out a ball of yarn and holds it and aims it in a similar position to this position in Yoshi's Wooly World. He can then aim this yarn ball up or down quickly and then throw it in his aimed direction. This attack doesn't do much damage or knockback, but it bounces off opponents, allowing for multiple hits per throw. The yarn ball disappears after not moving for a couple seconds, though, allowing for Yoshi to throw another yarn ball.
Side Special: Dash Pepper Yoshi eats a dash pepper and gains a red-orange colors as he dashes rapidly around the screen. This attack is surprisingly controllable though. This attack has good damage and knockback to hit opponents, but it takes him a second to recover after a few seconds of him losing this move. Be careful, he can go zooming off of the stage. Yoshi cannot end the move by himself, it wears off after a few seconds.
Up Special: Blimp Fruit Yoshi quickly eats a blimp fruit and gains his blimp form. In his blimp form, he turns aqua and becomes a big balloon in size, taking up a good area. Yoshi then rises up a good altitude before losing this ability. This attack doesn't do any damage to opponents, other than obstructing their path back to the stage.
Down Special: Egg Lay Yoshi extends his tongue in a small area. This attack does a good amount of damage if he catches someone. But if he catches someone, he will release them from his rear in an egg. The caught opponent must quickly escape before he receives too much damage through the egg. This is a grab attack, so it cannot be countered.
Unique Special: Bonus Flutter Jump Yoshi performs a great flutter jump in the air, giving him great altitude. He can use this in the air, and it gives him more altitude than his up special. This is also advantageous over his up special as he can grab onto ledges easier with this attack. But with this attack, he doesn't throw a projectile and it cannot be used continuously as in his up special.
Minor Special: Mega Eggdozer Yoshi tosses a great Mega Eggdozer forward. This attack does good damage and knockback to hit opponents as this egg follows a zig-zaging path to the end of the screen. Yoshi is invincible during this attack.
Super Special: Stampede! Yoshi rapidly dashes forward. Anyone he hits in this large area will be launched into a cutscene. In this cutscene, the hit opponents are thrown on the ground as a great horde of Yoshis come stampeding over the hit opponents. They are then taken back to the battlefield, where the hit opponents are then launched.
Yoshi's home stage is Crafted World.
In Yoshi's entrance, he twirls around from his back after appearing in that position. He then holds his hand up, making a peace sign.
Yoshi's three taunts are as follows:
Yoshi makes a small flutter jump and then returns to the ground and quickly recovers.
Yoshi hops up and down twice while saying, "Yoshi! Yoshi!"
Yoshi looks down and droops, making his signature pose when he is disappointed.
Yoshi's three victory animations are as follows:
His victory theme is _______.
Wario is Mario's enemy who serves as his nemesis. Most of his appearances in the Mario series feature him as an anti-hero. Wario is partners with Waluigi. But he had more success than Waluigi, as Wario gained the Wario Land and WarioWare series, featuring a microgame making company. He is quite greedy, and in his debut appearance he sought to take over Mario's castle. Through his microgame company, he introduced several iconic characters such as Mona, Jimmy T., Kat & Ana, Dr. Crygor, 9-Volt, Dribble & Spitz, and Orbulon.
In this game, Wario is a powerful character. Many of his attacks do intense damage to opponents, but he is very big and heavy. So, while he is hard to launch, he is also slower and falls quicker in the air. Wario uses several attacks from his own Wario series, not using any attacks from his appearances in the Mario series. Most of Wario's attacks also have a large hitbox. Unlike in the Super Smash Bros. series, he dons his normal outfit that actually appeared in the Mario series.
Wario punches forward with his great fist. This attack has a great hitbox, as hit fist grows larger as he makes this attack. This attack also has incredible damage and knockback, but this attack is slow and it leaves Wario vulnerable from behind. It also takes Wario a second to recover.
Wario swings his fist above his head quickly. Similar to his side smash attack, his fist grows in size throughout this attack, doing good damage and knockback to hit opponents. This attack is also much quicker than his side special. But many attacks from above can break this attack, damaging Wario.
Wario spins himself around in a turtle-like position on the ground. Spinning around quite quickly, he deals good damage and knockback to anyone he hits in his mediocre hitbox from this attack.
Neutral Special: Piggy Bank Wario takes out a piggy bank and smashes it on the ground. This represents his incentive greed through him breaking the bank for more money. This piggy bank unfortunately holds no money, but it does good damage to anyone in the small hitbox of this attack. Wario cannot throw another piggy bank until twelve seconds after he smashed the previous piggy bank.
Side Special: Jewel Wario tosses a large jewel forward. Realizing what he has done, Wario chases after the large jewel, which continuously bounces forward. The player can then control how quickly Wario runs. Wario will stop chasing the jewel if it bounces off the stage, but it is a flat stage, Wario will not stop until he catches the jewel, so be careful. It takes fifteen seconds until Wario can toss another jewel.
Up Special: Wario Shake Wario performs a series of maneuvers that boost him in altitude. With all his physical labor in this attack, it does good damage to opponents that he hits along his boost upward.
Down Special: Music Box Wario holds the music box in Super Mario Bros. 3 above his head. He holds the music box above him for six seconds, leaving himself vulnerable to long range attacks. But anyone who is near him will be put to sleep, allowing Wario to use his critical attack unique special on them. This attack can be used to have a similar strategy to Jigglypuff's up special in the Super Smash Bros. series.
Unique Special: Royal Fart Wario lets out an incredible release of inner-body gas from his rear end. This attack charges itself, and cannot be used until max charge, taking approximately eighteen seconds. This attack has an incredible hitbox, and it does good damage and knockback. In fact, this attack is counted as a critical hit.
Minor Special: Kat & Ana Wario calls Kat & Anna to start rapidly flying from side to side across the screen. This acts similar to Sonic's final smash from Super Smash Bros. Ultimate. Kat & Ana do slightly less damage, though. After hitting opponents for a few seconds, Kat & Ana high five and disappear.
Super Special: Wario Bike Wario gains his bike outfit and rushes forward. Anyone he hits will be transferred to a cutscene where Wario, still dressed in his biker outfit, is riding his motorcycle. Wario then smashes into the hit opponents, doing good damage. They are then taking back to the battle, launching the hit opponents far away.
Wario's home stage is WarioWare.
In Wario's entrance, he hops onto the stage almost skipping. Wario then turns around and slaps his rear end, taunting his opponents.
Wario's three taunts are as follows:
Wario laughs and eats a piece of garlic.
Wario accidentally releases a small fart, and then he says, "Uh-oh, hahaha!"
Wario spins around and points at himself saying, "Haha, Wario time!"
Wario's three victory animations are as follows:
His victory theme is _______.
Donkey Kong, not to be confused with the original Donkey Kong, in the game of the same name, is the main protagonist of the Donkey Kong series, a spinoff of the Mario series. Donkey Kong is the physical leader of the Kong clan, being the largest and strongest ape of the tribe. Through his series, he has defeated maniacal beasts consisting of King K. Rool, the leader of the Kremlings, and Lord Fredrik. Donkey Kong has met several other kongs like his nephew, Diddy Kong, and others such as Dixie Kong, Tiny Kong, Kiddy Kong, Cranky Kong, and more! Donkey Kong has also appeared in several other Mario series spinoffs.
In this game, Donkey Kong is a powerful character. He is the heaviest fighter in the game, not to be confused with the most powerful fighter. Donkey Kong takes significantly less knockback than other fighters, and most of his attack have a great hitbox. While he is large, his attacks only do slightly above average damage. Donkey Kong's defense is also very weak, and his shield will break quickly.
Donkey Kong punches his incredibly massive fist forward. This attack has a large hitbox, and it does great damage and knockback. But this attack takes him a second to recover, leaving him vulnerable to attacks of those who managed to dodge the initial punch.
Donkey Kong kicks his feet up into the air. He twists around when doing this move, so it takes him a second to recover after this move. This attack doesn't have such a large hitbox due to the fact that he is only swinging his leg into the air, but this attack still does good damage and knockback.
Donkey Kong kicks his legs out to both sides simultaneously. This is a slow move, but it has a large hitbox. When using this move, he can only be hit by aerial attacks or projectiles. This attack has a slight chance to bury hit opponents into the ground.
Neutral Special: Giant Punch Donkey Kong charges up a punch with his fist. He must plan ahead so that he is not hit by incoming attackers. Once at full charge, Donkey Kong can move as much as he wants before using this move. This attack does incredible damage and knockback in its large hitbox.
Side Special: DK Barrel Donkey Kong tosses a large barrel with the DK symbol on it. This DK Barrel rolls until the end of the stage, after it falls off the stage into the abyss, or after it hits an opponents. This barrel does good damage to the hit opponents. Donkey Kong can toss another barrel as soon as the previous barrel disappears.
Up Special: DK Twirl Donkey Kong rapidly spins around with his arms extended, giving him a propeller-like ability. This doesn't give Donkey Kong much altitude, but he can aim this slightly diagonal. This attack also does good damage to opponents it hits. This attack is almost identical to Donkey Kong's up special in Super Smash Bros. Ultimate.
Down Special: Bury Donkey Kong smashes his fist down in a small area. This attack has a small hitbox, but it does good damage and it knocks hit opponent(s) into the ground. This is a good combo move to be used in conjunction with his neutral special.
Unique Special: Floor Pound Donkey Kong pounds on the floor, similar to his down special in the Super Smash Bros. series. This attack creates a ripple effect in a small area, kicking up rocks, and doing damage to opponents. This attack does mediocre damage and knockback and continues his move for a few seconds. It also takes him a second to recover from the move.
Minor Special: Multi-Punch Donkey Kong starts punching forward rapidly. This attack does good damage to anyone caught in it, but it does not require someone hit to activate it. Some unlucky player might be hurled into this punch before it ends. After many hits, although some might have just hit the air, Donkey Kong will end the attack.
Super Special: Final Bash Donkey Kong whirls forward. Anyone he hits will be knocked into a cutscene where the background is black and white. Donkey Kong then comes hurling in from the air, and he smashes the opponents away. This attack does incredible damage and knockback, especially for being just one smash.
Donkey Kong's home stage is DK Jungle.
In Donkey Kong's entrance, he will smash out of a DK barrel and then make his signature pose from Super Smash Bros. Ultimate.
Donkey Kong's three taunts are as follows:
Donkey Kong balances on one foot while making a struggling face.
Donkey Kong smashes his foot against the ground sending a small shockwave forward. All of the attack aspects of this taunt are simply in the background.
Donkey Kong shrugs and makes an awkward but unique face.
Donkey Kong's three victory animations are as follows:
His victory theme is _______.
Waluigi is a popular character in the Mario franchise who only appears in Mario spinoffs, being portrayed as Wario's partner and Luigi's purple rival. Waluigi is quite an athletic and competitive person having incredible limbs from his long legs. Many fans desire Waluigi to appear in the main Mario series, and even the Super Smash Bros. series as a playable fighter, but alas, this has not happened yet.
In this game, Waluigi is a defensive character. Waluigi is also partly tricky, but his defense is so perfect due to his agility that he is categorized as a defensive fighter. As said before, Waluigi is agile, but he still has good attack power, but he doesn't do much knockback through most of his attacks. When playing as him, players are reminded of his role of assist trophy in the Super Smash Bros series.
Waluigi punches his two giant fists to the side as he turns horizontal. Not only does he do damage to those he punches, but he also does damage to anyone hit by his legs when he flings them up into the air when using this move. This attack doesn't do much damage or knockback though.
Waluigi waves a tennis racket up in the air. This does mediocre damage and knockback, but it has virtually no recovery for Waluigi after he uses this move. So Waluigi will quickly return to fighting position.
Waluigi kicks his two legs out simultaneously to the side. Due to their incredible length, this attack has a large hitbox, and it does good knockback, but not as much damage as expected from this move. This move requires a small recovery.
Neutral Special: Tennis Ball Waluigi serves a tennis ball, similar to Daisy's neutral special. It takes him a short time before he hits the ball, so he can be hit during this short time. But the ball flies forward at a blazing speed, doing good damage and knockback to whoever it hits. After using this move, Waluigi tucks his tennis racket away, making a second of recovery time. He can hit another tennis ball once the previous one has disappeared.
Side Special: Racket Twirl Waluigi twirls his racket around him as he himself twirls to the side. This is a good recovery move from off the edge, but it can still do good damage to hit opponents due to him flinging around his racket savagely. Waluigi will fall helplessly after using this move, so be careful around ledges.
Up Special: Hop, Twist, Dance Waluigi places a rose in his mouth as he dances upward, giving him good altitude. When using this move, he knocks away anyone that he hits, giving them good damage and knockback.
Down Special: Waluigi Cheater Waluigi strikes a pose for a brief second. Anyone who hits Waluigi during this time will receive a powerful blow from Waluigi's tennis racket. After he is hit, Waluigi will magically appear behind the attacker and deal the powerful blow with his racket.
Unique Special: Waluigi Kart Waluigi races forward in a kart, an abnormally large kart. Waluigi will go whirling off the platform if he is not stopped in time, but he can be stopped at any time, hoping out of the kart. This attack does good damage and knockback to whoever it hits, but it takes Waluigi a second to recover after hoping out of the kart.
Minor Special: Waluigi Time! Waluigi will dash forward, anyone he hits will be rapid-fire hit several other times in a comic-esque manor. After a few seconds of performing good damage to hit opponents, he will launch them away with a great kick from his long leg.
Super Special: Showtime! Waluigi will (once again) dash forward. Anyone he hits will be knocked into a cutscene where Waluigi dances in front of an audience as the hit opponents watch on in confusion. After a few seconds, Waluigi will point to the hit opponents, who are standing off to the side, and a giant anvil crushes the hit opponents. The cutscene will end, smashing down or burying the opponents.
Waluigi's home stage is Marina Stadium
In Waluigi's entrance, Waluigi will twist around and point at the fourth wall with a rose in his mouth. Waluigi then takes the rose out of his mouth, ready to fight.
Waluigi's three taunts are as follows:
Waluigi will point at the fourth wall and say, "Waluigi Time!"
Waluigi will toss his tennis racket into the air while it spins around in a fancy manor, ending in him catching the racket.
Waluigi will smash his fist into the ground with anger in his eyes.
Waluigi's three victory animations are as follows:
His victory theme is _______.
These characters must be unlocked. There are various unlocking criteria, like playing a designated amount of battles, finding them in the story mode, etc.
Cranky Kong is one of the central characters in the Kong clan and the original Donkey Kong, who first appeared in the classic game Donkey Kong. Cranky Kong is Donkey Kong's father. But living all these years, Cranky Kong is now a senior who requires a cane and speaks in an older style. His wife is deceased, so he has taken adventures with the Kong clan against the numerous villains they have faced. Cranky Kong is sometimes seen in a chair as a feeble old Kong, but other times, he is just as nimble and speedy as the other Kongs.
In this game, Cranky Kong is a grab character. Cranky Kong is a heavy fighter and thus hard to launch, but most of his attacks aren't very powerful. Cranky Kong has an incredible grab, and his shielding is also above average. Several of Cranky Kong's attacks are long ranged, allowing for good defense. Cranky Kong is basically the closest fighter you can get to being balanced, without actually being balanced. In this game, he is agile, rather than frail as he is sometimes portrayed.
Cranky Kong swings his cane forward. His cane is long, which creates a large hitbox. It requires a short recovery time from Cranky Kong, but this attack does good damage and knockback to hit opponents.
Cranky Kong swings his cane up above his head. Because of the weight of the cane, Cranky Kong cannot raise it up that high, which make a smaller hitbox despite the size of the cane. This attack does mediocre damage and knockback to hit opponents.
Cranky Kong kicks his foot facing forward up in the air. His foot doesn't go up that high, so it is categorized as his down smash attack. This attack doesn't have a large hitbox. But hit opponents will take good damage and be sent directly up at a devastating angle.
Neutral Special: Potion Cranky Kong gains his Professor Cranky Kong outfit. He then tosses a potion forward. This potion can only be used once every thirty seconds, but the potion will poison a small part of the ground for five seconds. Anyone who walks through the poisoned grounded will be poisoned, giving them continuous damage for a short time.
Side Special: Expresso Cranky Kong rides his pet ostrich, Expresso, forward. As an ostrich, Expresso will run quickly, doing good damage to hit opponents. Expresso will not stop running, even if he comes to a ledge, unless Cranky Kong stops him.
Up Special: Cane Lift Cranky Kong lifts himself up in the air using his cane as a propeller. This attack does slight damage to anyone that touches his cane above him, but it still gives Cranky Kong a great amount of altitude. But after this move ends, Cranky Kong falls helplessly to the ground.
Down Special: Fire Cranky Kong spawns the fire from the original Donkey Kong game in front of him. The fire moves around for a bit, doing good damage and knockback to hit opponents. Cranky Kong can move freely, but the more he moves, the slower the fire will move. The fire will disappear after ten seconds, allowing him to spawn another shortly after.
Unique Special: Rocking Chair Cranky Kong hastily takes out his rocking chair and sits in it. If Cranky Kong is left idol when using this move, he will heal a slight bit, but if he is attacked, he will most likely not be able to recover in time and his attack will be interrupted and stopped.
Minor Special: Cane Boomerang Cranky Kong's cane transforms into many times its normal size. Cranky Kong then hops into the background and tosses the giant cane forward, which acts like a boomerang. The giant cane reaches the foreground where all opponents are fighting. Anyone who is hit by the cane will take great damage and knockback. Once the cane returns to him, Cranky Kong hops back into the foreground to fight.
Super Special: Going Original Cranky Kong transforms into Donkey Kong quickly and dashes forward. Anyone he hits will be taken to a cutscene, where he, as Donkey Kong, crushes the hit opponents with a giant barrel. The hit opponents are then launched out of the cutscene having received massive damage.
Cranky Kong can be unlocked by surviving to 250% damage on a regular time battle as Donkey Kong, without a handicap.
Cranky Kong's home stage is 25m.
In Cranky Kong's entrance, he will smash out of a DK barrel and then scratch his head in confusion.
Cranky Kong's three taunts are as follows:
Cranky Kong becomes dizzy and sits down for a couple seconds before standing back up.
Cranky Kong lifts his cane up in the air and smiling says, "Yeah!" in an old and scraggly voice. His position resembles Inkling's similar taunt in Super Smash Bros. Ultimate.
Cranky Kong smashes his cane against the ground and grunts. This taunt doesn't do any damage as normal.
Cranky Kong's three victory animations are as follows:
His victory theme is _______.
Cranky Kong can reach edges slightly easier because of how he uses his cane to grab the ledge from afar.
Pauline is Mario's ex-girlfriend who Donkey Kong took in the original game of the same name. In that game, she was known simply as the "Lady". After making a long absence, she reappeared in Super Mario Odyssey, being the mayor of New Donk City. She, as the mayor, asked Mario for a few favors in New Donk City. She later burst out during the festival in her singing voice and in a stunning dress. Pauline sang a couple of songs including Jump Up, Super Star! and Break Free (Lead the Way).
In this game, Pauline is a mobile character, following her type in Mario Tennis Aces. Pauline takes her attacks from both of her major appearances, in Donkey Kong and Super Mario Odyssey. Pauline is very speedy, and her defense and shielding is slightly above average, but most of her attacks aren't very powerful. Pauline also has a slightly floaty jump, despite being in an almost skin-tight dress. Her moveset is also based off of her moveset in Super Smash Bros. Emerald.
Pauline swings her handbag forward, which probably isn't a smart choice seeing how she previously lost it. The handbag sparkles as it smashes into opponents in its large hitbox. This attack does mediocre damage and knockback, but this attack breaks shields abnormally quickly.
Pauline waves her fedora up in the air. As it is so light, it doesn't do much damage or knockback, but her recovery is so short, that it proves good as an attack for keeping opponents away from her.
Pauline kicks her two feet out, but not simultaneously. She doesn't reach her feet out that far, but this is a quickly move that doesn't take much recovery. As this is such as quick move, this attack doesn't do much damage or knockback.
Neutral Special: Pop Singer Pauline starts singing for a total of two and a half seconds. Midway through singing, she launches an extremely powerful sound wave forward. The projectile disappears if it does not hit an opponent after moving forward for a short time.
Side Special: Hat Toss Pauline tosses her forward, which flies around in a circle and returns to her, reminiscent of how Cappy acted in Super Mario Odyssey. This attack does slight damage and knockback to hit opponents, but it keeps them away at least.
Up Special: Microphone Leap Pauline places her microphone stand under her, and leaps up off of it. She gets launched up quite high, and does very slight damage if she hits anyone on her way up. Anyone hit by the microphone stand, which falls after she jumps off it, takes damage too.
Down Special: Handbag Item Pauline takes out her handbag and pulls an item out of it. She can pull out a lipstick, which slightly increases her defense a little bit. She can pull out a mirror, which slightly decreases the damage taken from behind her. She can finally pull out keys, which increase her attack power. She can only pull each of these things out once every time she is alive. She can return to pull something out after she has respawned after dying. The order she pulls out these items are random.
Unique Special: Classic Outfit Pauline flips around and changes into her classic outfit from Donkey Kong. Anyone who is next to her takes slight damage. This attack also reflects rolling projectile. The Classic Outfit lasts for a second before she flips back into her regular form. This resembles Zelda's neutral special from the Super Smash Bros. series.
Minor Special: Jump Up, Super Star! Pauline teleports to the middle of the stage and becomes giant. She can then aim where she wants to shoot sound waves at opponents. She will stay giant for seven seconds, and can shoot one or two sound waves per second. The damage dealt to an opponent depends how close they are to the center of the sound wave and how far away they are from Pauline. While this attack is being performed, Pauline is singing Jump Up, Super Star!
Super Special: Break Free (Lead the Way) Pauline dashes forward as Break Free (Lead the Way) plays. Anyone she hits will be taken to a cutscene where a giant moon rock from Super Mario Odyssey crashes into the hit opponents, smashing them out of the cutscene. The hit opponents are then launched, receiving great damage and knockback.
Pauline can be unlocked by having a player win on the New Donk City stage five times.
Pauline's home stage is New Donk City.
In Pauline's entrance, she will enter with her microphone and say, "Yeah!" and then she tucks her microphone behind her.
Pauline's three taunts are as follows:
Pauline twirls around and tosses her hat forward, which quickly regenerates onto her head.
Pauline starts singing with her microphone in front of her. Her song is indistinguishable, but music notes (that don't perform any damage) come out from her.
Pauline hops high up into the air, and perfectly sticks the landing.
Pauline's three victory animations are as follows:
Her victory theme is _______.
Koopa Paratroopas are Koopa Troopas with wings, giving them the ability to fly. Koopa Paratroopas, similar to their wingless counterparts, aren't a very offensive enemy in the main series, usually flying in a straight line or pattern. Koopa Paratroopas also have green and red shells, but the color of the shell does not affect the actions of Koopa Paratroopas. After being hit once in the New Super Mario Bros. series, they lose their wings and ability to fly, turning into normal Koopa Troopas.
In this game, Koopa Paratroopa is a tricky character. Koopa Paratroopa is slightly above average in speed and defense, but his attacks aren't very powerful. He is determined as tricky because he has the ability to fly, so he is always hovering, giving him a slight altitude boost over other characters who are standing next to him. Koopa Paratroopa has attack slightly similar to Koopa Troopa, but he uses aerial specials rather than ground specials.
Koopa Paratroopa hops to the side in his shell, he then quickly returns to place. This attack occurs in a split second, not counting charging, but it still does good damage to hit opponents. This is a very small hitbox, as his shell is so small.
Koopa Paratroopa bundles up in his shell and flies upward. He then spins rapidly in place, catching anyone this move until it's end. This highly resembles Sonic's up smash attack in Super Smash Bros. Ultimate, but this attack takes place in the air.
Koopa Paratroopa swings around to both sides. Note that he is not in his shell though. He holds his hand out, ever so increasing the small hitbox. This attack does good damage and knockback though.
Neutral Special: Green Shell Koopa Paratroopa tosses a green shell forward. This green shell acts exactly like the item. But since Koopa Paratroopa is in the air, the shell will fall to the ground while it is zooming forward. The shell does good damage and knockback, but it takes Koopa Paratroopa a second to recover.
Side Special: Koopa Shell Dash Koopa Paratroopa curls into his shell and rams forward in the air. He moves forward a little ways without being able to stop until he hits someone or until the move ends after a second or two. This doesn't do much damage or knockback. This attack highly resembles Squirtle's side special in Super Smash Bros. Ultimate, although this attack is in the air and Koopa Paratroopa will continue straight rather than fall of the edge.
Up Special: Aerial Flip Koopa Paratroopa flies vertically upward, doing slight damage to anyone that is in his way. He does a flip midair, but he still receives good altitude from this move. He will fall to the ground vulnerable after using this move, but he will quickly recover into the air.
Down Special: Blowout Koopa Paratroopa spins rapidly, he is immune from attack when using this move, but it takes him a second to recover after this move finishes. This attack pushes anyone nearby out from the wind he generates when using this move, ridding himself of nearby opponents.
Unique Special: Cloud Koopa Paratroopa spawns a cloud in front of him. This cloud hides him from projectiles, which just go straight in front of the cloud, avoiding Koopa Paratroopa. He can hold this up as many times as he wants, but he cannot attack when using this move, and he takes a second to recover after this move ends.
Minor Special: Ninja Paratroopa Koopa Paratroopa rapidly slides forward. Anyone he hits will be taken to the top of the screen. Koopa Paratroopa then knocks the opponent, who stays in place, several times back and forth with his shell rapidly, doing great damage. After a second, he launches them at a 90 degree angle to the side with mediocre knockback. The ending to this minor special is based off of Meta Knight's final smash in Super Smash Bros. Ultimate.
Super Special: Triple Up Koopa Paratroopa rapidly slides forward with the same intro as his minor special. Anyone he hits will be taken to a cutscene where he and two other paratroopas are constantly battering the hit opponents similar to his minor special as well. This move does much more damage and knockback, though, once the cutscene is ended.
Koopa Paratroopa can be unlocked by playing as Koopa Troopa twenty times.
Koopa Paratroopa's home stage is Mushroom Heights.
In Koopa Paratroopa's entrance, he twirls around in his shell on the ground and then flies into the air and performing a flip.
Koopa Paratroopa's three taunts are as follows:
Koopa Paratroopa performs a full flip in the air and strikes a pose.
Koopa Paratroopa flies into the background and then back. He is invincible when he is in the background, but this taunt takes abnormally long.
Koopa Paratroopa strikes a pose while making his signature Koopa Paratroopa sound.
Koopa Paratroopa's three victory animations are as follows:
His victory theme is _______.
Hammer Bros are a special, head-type, of Koopa Troopas. Hammer Bros usually hop around throwing hammers at Mario. In 2D platformers, Hammer Bros hop up and down multiple levels of platforms. Hammer Bros are very common enemies, appearing in almost every Mario game, and even being playable in some of them. Hammer Bros set off of a popular chain of other "Bros", including Sledge Bro, Fire Bro, Boomerang Bro, and Ice Bro.
In this game, Hammer Bro is a defensive character. Hammer Bro is rather heavy, but since most of his attacks are long ranged and not very powerful, he has good defense and shielding. As said above, several of his attacks don't do much damage or knockback. He sometimes uses physical attacks, similar to Koopa Troopa, but he is much slower than him.
Hammer Bro swings his hammer forward. This attack does incredible knockback, but it doesn't do much damage. Hammer Bro's hammer isn't that big, so this attack doesn't have a good range. To perform such great knockback, Hammer Bro has to swing his hammer with a lot of force. In fact, Hammer Bro uses so much force in this attack that he spins himself around once, which counts as a recovery.
Hammer Bro swings his hammer above him. Similar to his side smash attack, his hammer has a small hitbox. This attack does both mediocre knockback and damage, and Hammer Bro requires almost no recovery.
Hammer Bro swings a hammer at an angle aimed to his feet to both sides. He smashes on his right side, then to his left. This sends hit opponents at a devastating angle, and it does mediocre damage as well.
Neutral Special: Hammer Toss Hammer Bro performs his iconic attack from the New Super Mario Bros. series. The angle that this hammer curves at is similar to Simon's neutral special from Super Smash Bros. Ultimate. This hammer is much quicker though, and it does less damage and knockback. But Hammer Bro quickly recovers from this attack.
Side Special: Hammer Bro Dash Hammer Bro curls into his shell and rams forward. He moves forward a little ways without being able to stop until he hits someone or until the move ends after a second or two. This doesn't do much damage or knockback. This attack highly resembles Squirtle's side special in Super Smash Bros. Ultimate.
Up Special: Hammer Bro Leap Hammer Bro makes a large leap as if jumping up two levels of platforms in the New Super Mario Bros. series. He does slight knockback and damage to anyone he hits will he leaps directly vertical. This attack gives him good altitude, but it takes him a second to recover if he lands on the ground (rather than grabbing onto a ledge).
Down Special: Hammer Twirl Hammer Bro twirls around in his shell, but this differs him his down smash attack simply because he holds out a hammer, increasing his hitbox. The hammer also does more damage and knockback to opponents. But now it takes Hammer Bro longer to recover.
Unique Special: Sledge Bro Transformation Hammer Bro quickly eats a mushroom (this attack isn't created by simply just the mushroom item). Hammer Bro then transforms into Sledge Bro for a short amount of time, the exact time depends on how much damage he takes as Sledge Bro. All of his attacks also increase in power, and if he lands on the ground after his up special, he shakes the ground, stunning opponents on the ground for a brief moment. After using this attack though, his stats are weakened the same amount of time Sledge Bro was activated.
Minor Special: Hammer Time Hammer Bro throws a barrage of hammers that expand outward in a cone shape, resembling of Wii Fit Trainer's final smash in Super Smash Bros. for 3DS/Wii U. Each hammer does slight damage and knockback to hit opponents. He tosses 30 hammers before stopping and returning to the ground.
Super Special: Hammer Smash Hammer Bro curls in his shell and spins rapidly forward. Anyone he hits will be taken to a cutscene where he, as Sledge Bro, carries an absolutely massive hammer. He then crushes the opponents with the hammer, smashing them out of the cutscene. Hammer Bro then transforms back into Hammer Bro before returning to fighting.
Hammer Bro can be unlocked by winning as Koopa Troopa ten times.
Hammer Bro's home stage is Grass Grass Plains.
In Hammer Bro's entrance, he bounces onto the battlefield in his shell, he then swings around with his hammer in hand.
Hammer Bro's three taunts are as follows:
Hammer Bro tosses a hammer into the background which travels in an arc as Hammer Bro watches.
Hammer Bro curls around in his shell and spins around rapidly.
Hammer Bro holds up his hammer and makes his iconic Hammer Bro noise.
Hammer Bro's three victory animations are as follows:
His victory theme is _______.
Piranha Plant is a basic enemy who debuted in the first Super Mario Bros. game. Other than being a recurring enemy in the Mario series, no one expected more of this stationary plant in a pot. There are several sub-species of Piranha Plants, and they vary greatly. But one day, Nintendo decided to put this plant into the Super Smash Bros. series, having legs below his pot. After Fire Piranha Plant became a playable character in Mario Tennis Aces, it was clear that Piranha Plant will become a recurring playable character. Just for clarification, Piranha Plant is a "she".
In this game, Piranha Plant is a grab character. Same as in the Super Smash Bros. series, Piranha Plant walks with legs under his pot. Piranha Plant if mediocrely powerful, but his grab is extra powerful because he bites with his mouth. Piranha Plant is not very fast though, even though he was quick in Super Smash Bros. Ultimate. Piranha Plant has mostly the same moveset with a couple editions.
Piranha Plant swings the main part of her "head" forward. This attack does good damage and knockback, and it is quick, but it takes Piranha Plant an abnormally long time to charge it up. This attack also swings Piranha Plant's head around, wasting more time.
Piranha Plant rises out of her pot exposing his stem more and more. She then sets back inside her pot. This attack does good knockback to opponents above her, but it doesn't do as much damage.
Piranha Plant swings her pipe around her. This attack doesn't do much damage or knockback, but it doesn't take much recovery time and is a quick attack.
Neutral Special: Ptooie Piranha Plant shoots a ball out of her mouth above her. Piranha Plant can push it up and down with her breath. The longer she charges this ball, the farther it will go. Anyone hit by this attack will receive massive damage and knockback. This is a reference to the sub-species of Piranha Plant of the same name of the attack.
Side Special: Fireball Piranha Plant turns red and breathes a fireball forward. This fireball is slow moving and disappears when it touches the ground. But this attack does good damage and knockback if the fireball hits an opponent. It takes her a second to recover, and she can shoot another fireball when the previous fireball disappears.
Up Special: Piranhacopter Piranha Plant twirls her leaves around her quickly, propelling herself into the air like a helicopter. She catches anyone she touches in this attack, doing slight damage to them. This attack does give her good altitude.
Down Special: Poison Breath Piranha Plant charges up a poison breath within her mouth. After a few seconds of being left vulnerable, Piranha Plant can move freely while this move is charged. She can choose to breath it in the small area in front of her. Anyone who steps into the poison breath, which lasts for a few seconds, will receive continuous damage, this attack can rack up 40% damage in just a few seconds.
Unique Special: Long-Stem Strike Piranha Plant retreats into her pot, so only her "head" is exposed. Piranha Plant will then charge up with super armor. After a few seconds of charging, she rapidly extends her stem forward, biting opponents she hits. This attack does good damage and knockback, but when she is lengthened she can be hit.
Minor Special: Triple Bite Piranha Plant hops form the foreground into the 4th wall. Piranha Plant then bites three large holes in the screen. These holes act as black holes, sucking anyone nearby in, and doing slight damage to them before launching them away.
Super Special: Spiky Piranha Plant Piranha Plant dashes forward, knocking anyone she hits into a cutscene. In the cutscene, Piranha Plant transforms into a giant Spiky Piranha Plant and smashes down onto the hit opponents, doing good damage to them and knocking them away.
Piranha Plant can be unlocked by winning three times each as every fighter in this game that also appeared in Super Smash Bros. Ultimate.
Piranha Plant's home stage is Bob-omb Battlefield.
In Piranha Plant's entrance, she walks onto the battlefield without any plant part of her exposed. She then pops out of her pipe, ready to fight.
Piranha Plant's three taunts are as follows:
Piranha Plant twirls around several times quickly, but then becomes dizzy for a split-second.
Piranha Plant elongates her stem, creating a taunt similar to her unique special, but this taunt does no damage.
Piranha Plant sways back and forth and then hops as if performing a quick dance.
Piranha Plant's three victory animations are as follows:
Her victory theme is _______.
Lakitu is a common enemy throughout the Mario series. Basically, he sits on a cloud throwing Spinies. Mario and his friends can defeat him and claim his cloud to gain a helpful boost for themselves, but Lakitu is always forgotten as a minor enemy. Lakitu's species is very popular in the Mario kart series, appearing as a common referee and a playable racer in the latter games. This Lakitu is on a cloud though.
In this game, Lakitu is a mobile character. Lakitu hovers above the ground in his cloud, but he functions the same as any other fighter with only two jumps available. Since he does hover above the ground, he is immune to low projectiles when he is just standing normally. Lakitu is a light fighter who has great mobility, easily determinable from his cloud and small stature.
Lakitu swings a spiny unhatched from his shell forward. This attack does great knockback, but not much damage to hit opponents. Lakitu quickly recovers from this attack, making for a quick-use attack.
Lakitu swings an unhatched spiny above his head several times. This attack has a large hitbox, but it barely does much damage or knockback. Lakitu can be seen tossing the unhatched spiny behind him after using this attack, as if allowing for it to incubate.
Lakitu quickly descends his cloud to the ground and swings an unhatched spiny to both of his sides. While this attack has a large hitbox, it is quite powerful and it has a quick recovery time.
Neutral Special: Spiny Toss Lakitu swings a spiny shell behind him before tossing it forward. When the shell reaches the ground, a spiny emerges and starts walking around the stage for five seconds, doing slight damage to anyone he touches. After this spiny disappears, Lakitu can toss another just a second later.
Side Special: Recording Lakitu Lakitu pulls out a camera and takes a picture, stunning anyone who is in the slight area in front of him. While this attack does no damage or knockback, it allows for plenty of opportunity to attack after this attack ends. This attack also has a mediocre recovery time from Lakitu.
Up Special: Cloud Leap Lakitu leaps from his cloud and after gaining a great amount of altitude, starts tumbling helplessly to the ground. When falling, he can swing a spiny shell to both sides of him, doing good damage and knockback to opponents this hits. As soon as he touches the ground, he recovers in his cloud.
Down Special: Rise & Fall Lakitu slowly rises in altitude, pushing anyone harmlessly out of the way. Lakitu then smashes down onto the ground from his cloud. This does good damage to any opponents hit by this attack. It takes a moment for Lakitu to recover from this move though, allowing just enough time for an opponent to approach and attack.
Unique Special: Spiny Shell Helmet Lakitu takes out a spiny shell and puts it on as a helmet, resembling how Mario wears it in Super Mario Maker 2. While wearing this, Lakitu is completely immune to attacks from above, as well as doing slight damage to anyone who touches the spikes on his head. Lakitu can have this on as long as he wants, but it slightly decreases his power and speed the longer he has this cap on. After having the helmet off for twice as long as he had it on, his stats are fully regenerated.
Minor Special: Thunder Cloud Lakitu's cloud turns a dark blue as it starts radiating with electricity. Lakitu starts rushing around the stage, spewing lightning at opponents. This lightning does good damage to hit opponents. The lightning is not controlled by the player, it tends to aim toward the leading opponents.
Super Special: Spiny Cannon Lakitu's cloud grows rapidly to a large size. Any opponents who this cloud encompasses will be taken to a cutscene where Lakitu hops onto a seat next to a cannon and launches a giant spiny shell at them, doing massive damage to them and knocking them out of the scene.
Lakitu can be unlocked by winning 5 online matches.
Lakitu's home stage is Cloudtop Cruise.
In Lakitu's entrance, he leans forward as he enters the stage on his cloud, appearing with an angered face.
Lakitu's three taunts are as follows:
Lakitu tosses a spiny into the distance before returning as if nothing happened.
Lakitu does a couple flips in the air from his cloud.
Lakitu pulls out a camera before realizing it's not on, and quickly stuff it back into his cloud.
Lakitu's three victory animations are as follows:
His victory theme is _______.
Blooper is a popular Mario series enemy who has appeared in almost every Mario game, as well as many spin-offs. Blooper is a squid who follows Mario around in underwater levels. Blooper, such as in his appearance in Super Mario Maker, floats in the air, even above the water. Blooper, in Mario's spin-offs, has been portrayed very differently, whether hovering, dragging and walking around the ground, or generating water below him to float upon. Blooper has also become a popular item in the Mario Kart series that covers opponents' screens with ink.
In this game, Blooper is a tricky character. Blooper is quite agile and has great mobility, but he hovers slightly above the ground all the time. Blooper has some interesting special attacks, and he has good defense. Most of his attacks are meant to cover a large hitbox, so he isn't very powerful overall. Blooper's attacks that use ink will slightly cover hit opponents in black ink, slowing them down and making them take more damage from attacks.
Blooper flings his whole body forward. This covers a large area and does good knockback to hit opponents. But this attack doesn't do much damage and it takes Blooper a second to recover from this move. The player has to decide if the pros out way the cons in this situation.
Blooper spits a spray of ink above himself. This attack only does a slight amount of damage to hit opponents, but it covers them plenty in ink. This attack has a small hitbox as well.
Blooper swings himself low to his left side then to his right. This attack has a large hitbox, and it does good knockback, but it takes him a second to recover and it doesn't perform much damage, similar to his side special.
Neutral Special: Inky Spew Blooper charges up a large batch of ink within his mouth. After Blooper charges up for a second, he can hold his charge for as long as desired. When Blooper decides to spit out his ink, he sprays his ink in a large area forward, pushing any opponents hit by this ink backwards, as well as covering them in it. This attack does no damage to hit opponents.
Side Special: Flying Dive Blooper turns horizontal in the air and twirls around before zooming forward. This attack does good damage to anyone he headbutts when flying forward. After a split-second, Blooper recovers and returns to hit normal position after using this move.
Up Special: Twirl Blooper twirls around a couple times, doing slight damage to any he touches, before launching himself straight into the air. Anyone he rams into to on the way up receives mediocre damage and knockback. After reaching full altitude, he twirls vulnerably and helplessly to the ground.
Down Special: Ink Fountain Blooper stays upright as he launches a fountain of ink around him. This covers opponents nearby in ink, doing no damage to them. Blooper can hold this as long as he wants, but his defense is weakened, weakening even more at certain intervals of time.
Unique Special: Blooper Babies A set of four Blooper Babies appear behind Blooper. He releases them out in a circle, extending to the edge of the screen where they disappear. As they expand farther and farther away, they expand farther and farther apart from each other. If a baby blooper hits an opponent, it does slight damage and knockback to them. Blooper can launch another set of Blooper Babies after the previous set disappears.
Minor Special: Ink Blast Blooper creates a large tornado made of ink. The ink tornado smashes around the screen, doing good damage to anyone it hits. This attack lasts for eight seconds before disappearing.
Super Special: Ink Flood Blooper dashes forward, knocking anyone he hits into a cutscene. In this cutscene, Blooper floods a room all the hit opponents are in with ink. Blooper then grows giant and shakes away the opponent and ink-filled box. After shaking for a few seconds, the cutscene then returns to the battle with the hit opponents covered in ink and with a great more amount of damage.
Blooper can be unlocked by winning 25 matches as floating fighters.
Blooper's home stage is Sea Sea Land.
In Blooper's entrance, he twirls in from the background using a similar design from his side special.
Blooper's three taunts are as follows:
Blooper sprays some ink into the air and then catches it in his mouth in a series of gestures.
Blooper notices that a Blooper Baby is poking her head out behind him. He quickly stuffs her back behind him.
Blooper flies high into the air and then slowly descends slowly to the ground. This taunt does not perform any damage to opponents.
Blooper's three victory animations are as follows:
His victory theme is _______.
While Goomba, one of the most iconic enemies in the Mario series, couldn't make it into thie game alone, he is accompanied by two other Goomba sub-species, the Galoomba and Goombrat. Each of these Goombas have different details to them, and they have similar differences in this game. These three Goombas are one of the two trios in the base roster.
In this game, Goomba Trio is a balanced character. The Goomba Trio only has one Goomba attacking and smashing at a time, while the other two follow behind in the background and do nothing. By using their unique special, players can switch between these three Goombas, and they all share health, so be careful. Goomba is the most powerful of the three, but he is the lightest and easiest to launch. Galoomba is the most defensive of the three, and he is the heaviest and hardest to launch. Goombrat is a unique Goomba that cannot deliberately walk off the edge.
The active Goomba leaps forward in a small area and lands on his face. While this attack has an abnormally long recovery time, it is powerful and it does good knockback.
The active Goomba jumps up to a small altitude. This attack does medicore damage and knockback, but the Goomba recovers much faster than in his side special. This attack also has a good sized hitbox.
The active Goomba lowers his head and swings it to both sides, starting with the right, then moving to the left. The Goomba will spin himself out for a second, doing a bit of extra knockback to anyone who hits him during this time.
Neutral Special: Goomba Kick The active Goomba kicks his small leg forward after a two second charge, doing great damage and knockback to whoever it hits. This attack has such a small hitbox, it is very unlikely this kick will hit an opponent.
Side Special: Rush Headbutt The active Goomba rushes forward, and will continue rushing forward until stopped by the player or when he approaches an opponent. When he approaches an opponent, he headbutts them, launching them away with good damage and knockback. Goombrat will stop at the edge of the stage, while the other two will go rushing off.
Up Special: Triple Leap The active Goomba leaps up, and then follows up with two more leaps. This attack gives him good altitude, and it does slight damage and knockback to whoever he hits when leaping up. After using this attack, Goomba will fall helplessly to the ground.
Down Special: Goomba Twirl The active Goomba twirls on his head several times, doing slight damage to opponents who are touched by him when spinning. He will also slightly push out anyone near by with a small repellant wind. The Goomba will quickly get up after twirling around for three seconds.
Unique Special: Goomba Switch The active Goomba hops into the background and is replaced by the next Goomba in line. This attack gives them a brief moment of invincibility. The order of Goomba switches is: Goomba to Galoomba, Galoomba to Goombrat, and Goombrat to Goomba.
Minor Special: Giant Goombas All three Goombas leap forward and turn giant. They start playfully rampaging randomly around the screen, doing good damage to anyone they touch. The ground is no hinderance to these Goombas, they just rampage everywhere passing straight through the ground and such.
Super Special: Buzzy Beetle Shell The active Goomba kicks a large Buzzy Beetle shell forward. Anyone hit by this shell will receive good damage and will be taken to a cutscene. In this cutscene, hit opponents will be barraged by three other giant Buzzy Beetles kicked by all three of the Goombas. After this, hit opponents will be knocked out of the cutscene with great damage.
Goomba Trio can be unlocked by completing Bowser's Mushroom Kingdom Run.
Goomba Trio's home stage is Donut Plains.
In Goomba Trio's entrance, all three Goombas hop into the stage while the two inactive Goombas continue to leap back into the background.
Goomba Trio's three taunts are as follows:
The active Goomba leaps onto his head and smiles with joy at having a mixed illusion of reality.
All three Goombas leap from foreground to background twice. When they are in the background, this taunt will make them invincible for that brief period.
The active Goomba looks up and then looks down, and finally returns to battle position.
Goomba Trio's three victory animations are as follows:
Their victory theme is _______.
Dry Bones is a Koopa Troopa brought back from the grave. Dry Bones is a common enemy in the Super Mario series, but he is near-invincible and can almost never be totally defeated. Dry Bones could be stomped by Mario to fall to the ground and lie for a few seconds before they recover. Dry Bones originally threw bones at Mario, but they have evolved out of that idea. Dry Bones has also become a popular character in the Mario spin-offs, such as Mario Kart and the Mario sports series.
In this game, Dry Bones is a grab character. Dry Bones harnesses his shell not unlike Koopa Troopa. Dry Bones has great defense and his grabbing and throwing is quite impressive. But on the other hand, Dry Bones is not very powerful nor does he ever perform much knockback. Dry Bones has an unusually low jump, so just overall be careful with this unique fighter.
Dry Bones waves a bone forward. While this attack doesn't perform much damage or knockback, it keeps opponents away and it has a quick recovery time with Dry Bones. This is a helpful attack to use on the edge as it has a large hitbox.
Dry Bones waves a bone above him. This covers the exact same strategy as his side smash attack. But this attack has a smaller hitbox and is slightly more powerful.
Dry Bones waves his bone down below him in the front. This is one of the few down smash attacks that only hits opponents who are in front of them. This attack performs mediocre damage and knockback, but it has a small hitbox.
Neutral Special: Bone Dry Bones takes out a bone and pulls it back, leaving him vulnerable to attacks. He then throws which hurls until it hits an opponent, doing slight damage and knockback. After the bone disappears from reaching a wall, opponent, or the edge of the stage, Dry Bones can throw another.
Side Special: Dry Shell Dash Dry Bones curls into his shell and rams forward. He moves forward a little ways without being able to stop until he hits someone or until the move ends after a second or two. This doesn't do much damage or knockback. This attack highly resembles Squirtle's side special in Super Smash Bros. Ultimate.
Up Special: Dry Leap Dry Bones leaps up into the air, giving him mediocre altitude. But he does damage to anyone he hits on his way up, or anyone who is nearby when he leaps or lands from this jump.
Down Special: Spin Attack Dry Bones spins rapidly, he is immune from attack when using this move (not projectiles), but it takes him a second to recover after this move finishes. This attack pushes anyone nearby out from the wind he generates when using this move, ridding himself of nearby opponents.
Unique Special: Invincibility Dry Bones falls to the ground as if crushed by Mario and friends in the New Super Mario Bros. series. He automatically gets himself up after five seconds. During this time when he is on the ground, he is completely invincible from all attacks. But after this invulnerability, he has slightly decreased defense.
Minor Special: Grand Ground Pound Dry Bones leaps high into the air and performs an incredible ground pound. This shakes the entire screen, does good damage and knockback to anyone nearby and on the ground, and slightly pushes back all other opponents in the air.
Super Special: Multi-Purpose Bone Dry Bones holds a bone in his hands as it grows to massive proportions. He then throws it forward, making it act like a boomerang. Anyone this "bone boomerang" hits will be taken to a cutscene where Dry Bones holds the same giant bone aloft as he swings it at them like a baseball bat. After being stricken, the hit opponents are sent flying out of the cutscene.
Dry Bones can be unlocked by defeating Koopa Paratroopa and Dry Bowser fifteen times collectively.
Dry Bones's home stage is Cog Tower.
In Dry Bones's entrance, Dry Bones walks onto the stage with a bone in hand before quickly tucking it away.
Dry Bones's three taunts are as follows:
Dry Bones makes an annoyed sound as he holds a bone above his head, as if about to throw it.
Dry Bones falls to the ground and then quickly gets back up.
Dry Bones looks around and then looks down at his feet.
Dry Bones's three victory animations are as follows:
His victory theme is _______.
Boom Boom is the classic mid-boss of the New Super Mario Bros. series. Boom Boom is a large Koopa with grand fists. He is a very simple boss in most games, usually just running around in a repeating pattern. Boom Boom later gained a female counterpart who is named Pom Pom. He makes many common appearances in the Super Mario Bros. series, and is becoming a common playable character throughout the series.
In this game, Boom Boom is a powerful character. Boom Boom isn't as heavy as some of the other powerful fighters, but he still is just as powerful. He has longer recoveries than a lot of other fighters though, and so he is suggested for more experienced players who can use his long recovery time to their advantage. Boom Boom has a slow walk, but he has a quite a fast run.
Boom Boom pulls his fist back before launching it forward with intense power. This attack has a large hitbox, and it does good damage and knockback to hit opponents. But opponents get plenty of warning before he uses this move, and he takes a bit to recovery.
Boom punches his large fist upward. This attack has a medicore-sized hitbox, but it does mediocre damage and knockback. He has less recovery from this attack than with his side special.
Boom Boom punches his two large fists out to both sides. This attack has a very large recovery time and it has a mediocre hitbox. But, this attack does great damage and knockback to hit opponents.
Neutral Special: Grand Punch Boom Boom pulls his fist back, charging up an extremely powerful punch. After charging for a couple seconds, Boom Boom then smashes his fist forward, performing a critical hit to anyone he hits in the small hitbox. Boom Boom has a short recovery from this intense attack though.
Side Special: Mad Dash Boom Boom will begin rushing forward similar to how he performs in recent New Super Mario Bros. series games. Boom Boom will do slight damage and knockback to anyone he hits by this attack. This attack will end the player ends this attack or if an opponent jumps on him. If he is jumped on, Boom Boom will take a second to recover.
Up Special: Boom Boom Propeller Boom Boom will rotate his arms around him rapidly as he propels himself into the air. While this attack doesn't give him much altitude, he does perform slight damage to anyone he touches as well as catching them in this attack. Boom Boom can slightly aim himself diagonally from this move.
Down Special: Cannon Boom Boom struggles to get a cannon above his head as it shoots at a diagonal angle. This attack has a long recovery, and he can be hit the whole time he is shooting. The cannonball may be small, but it does great damage to anyone it hits. If this attack is spammed, Boom Boom will not put the cannon away again.
Unique Special: Invisibility Boom Boom will transform himself invisible for a short time. This will make him invisible to opponents but it might make it tougher for the player to seem him as well. Boom Boom can hold this attack for up to five seconds, or this can be cancelled before then. After reappearing, he must wait eight seconds before reusing this attack.
Minor Special: Spiteful Strike Boom Boom will take a tennis racket and smack a large tennis ball forward. The tennis ball is small and it travels at an awkward angle, but the tennis ball will perform a grand critical hit to any opponents it hits.
Super Special: Grand Punch Boom Boom will launch himself forward. Anyone he hits will be knocked into a cutscene. The more opponents he penetrates, the farther he will go. In the cutscene, Boom Boom will perform a sequence of punches following up with a grand punch that does incredible damage to hit opponents, launching them all out of the cutscene.
Boom Boom's home stage is Bullet Bill Brigade.
In Boom Boom's entrance, he will come rampaging onto the stage with his arms extended before striking a brief pose.
Boom Boom's three taunts are as follows:
Boom Boom flexes with a series of grunts.
Boom Boom slams his fist into the ground before shaking it out, trying to rid of the pain. This taunt gives him no damage though.
Boom Boom looks up before putting his finger on his chin as he comes up with an idea.
Boom Boom's three victory animations are as follows:
His victory theme is _______.
Over time, many DLC characters are added to this game. Each DLC character also has their own home stage, and once received, they act exactly like any other character. Once they are received, they can be played in the Storymode once 15 characters have been unlocked there. They can be played in Cut into Paper once 25 characters have been unlocked there.
These DLC's are added to the game for free. They appear one month at a time. They can be unlocked by playing an online battle after they have been released, or they are given to you at the end of the month they were released. This system is based on the system for the same purpose used in Mario Tennis Aces.
These DLC fighters are released in purchasable DLC packs. Once the DLC pack is purchased, they are released to players who have purchased them, but only one character from that DLC pack is released per month. Every month, the character is automatically unlocked, rather than having to play an online battle.
Paper-Cuts are cards created from characters around the Mushroom Kingdom after the Flash occurred. Paper-Cuts function identical to spirits in Super Smash Bros. Ultimate with puppet fighters and all. Paper-Cuts can be unlocked in multiple ways listed in the following.
By obtaining the designated Paper-Cuts throughout the Cut into Paper journey.
By finding them in the Paper-Cuts Deck.
By trading them with other users.
View the full list of Paper-Cuts here. Paper-Cuts, unlike spirits in Super Smash Bros. Ultimate, cannot be equipped in battles outside of the Cut into Paper Storymode. Outside of the Storymode, they are used for online trading and collective purposes only.
Cut into Paper
After the Flash occurs in the Mushroom Kingdom, all the inhabitants are transformed into paper, specifically Paper-Cuts. Join Mario, the only survivor of this tragedy, in freeing all the characters from their two-dimensional prisons before the invaders that follow the Flash arrive. View the full Storymode here.
In the Paper-Cut Deck, five cards are dealt out every hour that can be fought to be unlocked. The deal is completely random. If you spend more than three attempts, all being losses, to get the Paper-Cut, then you will lose the Paper-Cut. After all five Paper-Cuts have been defeated or lost, then players must wait until the hour has ended before five more Paper-Cuts are re-dealt.
Paper-Cuts can be traded through online with other users from around the world. Paper-Cuts must be a mutual agreement, and sometimes players need to have a certain amount of previous Paper-Cuts before he/she can receive a certain Paper-Cuts through a trade.
Stages are the place in which you battle in this game. The stages have many different layouts, and some have specials additions, including springs and ? blocks. Some stages transform around to different settings on a moving platform, so the layout will be changing constantly. Each character has their own stage, entitled their home stage. Their home stage is where you will fight them when facing them in a challenge battle, where you unlock them. All stages are starting and can be played in regular battles from the beginning. Each stage has a default music track, but any music track can be set before the battle. The list of stages follows.
Small stages are stages that are smaller than medium in size.
Medium stages are stages that have average size.
Large stages are stages that are larger than medium in size.
Moving stages are stages that move around a designated area, sometimes changing the layout of the stage.
Transforming stages are stages that totally transform into a different area, which usually changes the layout of the stage.
Donkey Kong is the iconic first stage of the classic game Donkey Kong. Most believe that Mario was rescuing Peach from Donkey Kong's clutches, but that is completely wrong. The hero of this story was Jumpman who was rescuing Pauline from Cranky Kong's, Donkey Kong's father, clutches. This stage is a known stage appearing in a few of Nintendo's other series, including the Super Smash Bros. series.
This stage has a series of platforms like as seen in the picture. Barrels are not being thrown by Donkey Kong (now known as Cranky Kong) as rapidly as in the original game, rather, he throws them every 5 to 10 seconds, and they do great knockback, so be careful. Occasionally, fire will appear on a given platform and slowly move around, knocking away any characters they hit. While the platforms are jumping distance apart, there are still ladders to get from level to level of the platforms. Donkey Kong also does great damage to anyone that touches him, but he stays stationary.
1-1 is the iconic first level of the original game Super Mario Bros. This level has become very popular and has been made into several remakes, including the Mushroomy Kingdom stage in the Super Smash Bros. series. This was a very simple stage in the first game consisting of blocks, common enemies, and pipes.
This stage, similar to Mushroomy Kingdom in the Super Smash Bros. series, moves through the level. The stage is exactly like the original in Super Mario Bros., except the enemies have disappeared and pipes cannot be entered. Upon reaching the flagpole, the stage restarts at the beginning of the level.
No one can have a game with Mario without having the iconic Mushroom Kingdom in the game. The Mushroom Kingdom is ruled by Peach, who rules over the Toads. But the Mushroom Kingdom has other creatures such as Yoshis, Piranha Plants, and more. The Mushroom Kingdom is always a peaceful kingdom, other than when Bowser occasionally personally attack it.
This stage slightly resembles the Mushroom Kingdom stage in the Super Smash Bros. series in the sense that both are divided into two sides. This stage is slightly bigger though. On the left side are a couple pipes jetting off of the ground, making several obstructions. There are a couple moving platforms over the giant death gap in the middle of the two sides. On the second side is the iconic stairs, flagpole, and fortress (which itself is in the background) from the original Super Mario Bros. Both sides offer a walk-off KO.
Grass Grass Plains, while never called by name, is the broad plateau of grasslands outside of Peach's Castle in the Mushroom Kingdom. In each New Super Mario Bros. game, Grass Grass Plains is represented differently, sometimes even being called something different (ex. Acorn Plains in New Super Mario Bros. U). Grass Grass Plains is always the first world, usually having a level in every category but ghost house and airship.
This large stage features a walk-off KO on both sides. The stage is flat on the left, but on the right it features a ledge and ground that is slightly above the ground on the left. On the right, there are three floors of block platforms, similar to the platforms Hammer Bros jump between. On the left, there is a long stationary platform that can be jumped through, but it cannot be traveled through when going down.
Bowser's Castle is the scariest place in the Mushroom Kingdom. The castle seems to move, as it appears in different places throughout the various series and spinoffs. Bowser's Castle burns with fire, lava, and various enemies. Bowser's Castle is one of the three iconic tracks of Mario Kart games as well, having a version in almost every single Mario Kart game.
This stage resembles the entrance into the Bowser's Castle in the track by the same name in Mario Kart 7. There are three platforms, with lava on the bottom of the stage. The two larger ones are on the bottom and they are almost right next to each other. Fairly high above the two platforms on the bottom is a slightly smaller platform.
Sarasaland is a neighboring kingdom to the Mushroom Kingdom ruled by Peach's cousin, Princess Daisy. Sarasaland, in its debut appearance, is divided up into four kingdoms, the Birabuto, Muda, Easton, and Chai Kingdoms. Sarasaland hasn't made any other appearances other than a couple other cameos. Some stages in Mario spinoffs might also take place in Sarasaland as well.
This stage transforms through the four different kingdoms, staying on each stage for about 45 - 60 seconds. The first kingdom, the Birabuto Kingdom, is flat with a walk-off KO, but one half is higher than the other half of the ground, creating a ledge. The Muda Kingdom precariously takes place in the sky with several floating platforms that are detached from each other. The Easton Kingdom takes place on a long platform, although it is not a walk-off KO, with several Moai-resembling statues acting as an obstacle. The final kingdom, the Chai Kingdom, takes place on a temple structure, that has pyramid sides and then is flat on the top.
Donut Plains is the second world in Super Mario World, having eleven levels. Being the second world, Donut Plains wasn't very tough. This world later became a track in the Mario Kart series. In Super Mario Kart, it had not one, not two, but a whopping three tracks that all had a similar theme but a different layout.
This is a very small stage that is mainly just a single platform. The only specialty about this stage is that there are visuals of Super Mario World in the background, such as the map, the classic Mario and Yoshi, and some miscellaneous enemies from the game. Otherwise, this is a just a completely basic stage.
Koopa Beach is a peaceful beach that has several Koopa Troopas and other enemies. It has appeared as a track in several Mario Karts, and it has had different level versions in multiple 3D Mario platformers. Sometimes portrayed as sunset in the evening, this stage can have an incredibly beautiful background. The water in this stage is usually seen as endless.
This stage first of all has a detailed addition, it changes the background from morning to noon to evening to night depending on what time it is on the player's Golden System Z. The stage takes place on a sand island in the water. The sand island is flat with curved sides, and on both sides it an equal amount of water, and availability for "swim-off" KO, but it is possibly to drown in these waters too, so be careful.
Yoshi's Island is the home of the first Yoshi game, which also partly was a sequel to Super Mario World. Yoshi's Island is not the home of Yoshi, rather, it is the home of Shy Guy, as they are a popular enemy in the Yoshi series, and they were the main enemy in this game. Yoshi's Island first appeared in the prequel, Super Mario World, but it became the main focus of the sequel.
Yoshi's Island takes place on a long, but still small, floating platform with mountains in the background. The stage is flat along the platform, but there is a layer of palm trees above the ground which make another ground that acts as a platform that can be passed through, but still stood on. This stage is very small, and it is not a suggested stage for 8 player battles.
Debut: Super Mario 64 - 1996
Home of Peach
Default Theme: Slide
Peach's Castle sits in the middle of the Mushroom Kingdom and, as the name implies, is where Princess Peach resides and rules her kingdom. Her castle has appeared in a couple Mario platformers, allowing Mario to climb all over the castle, around the moat and on the roof. Her castle is quite small on the inside though.
This stage takes place directly outside her castle in this castle's debut appearance. It is a flat stage, and has walk-off KO, but there is a the bridge in the middle leading over the water. So there is an indentation and railing in the stage that can cause hinderance. But this stage is otherwise quite simple without any incoming hazards.
Bob-omb Battlefield is the iconic first world of the first 3D Mario game: Super Mario 64. Bob-omb Battlefield is a broad open area swarming with enemies, having a large hill in a corner. Despite the name, there are not many bob-ombs in this area. This area also first introduces the dog-like creature Chain Chomp, but he doesn't play much of a role in this area.
This stage takes place on and near the large hill in the middle. Only the bottom of the hill is seen on the left side, allowing for a walk-off KO. The right side is completely flat, but there is a ledge. There are no hazards in this stage, as there are no enemies in this destination of the level in the game.
DK Jungle (short for Donkey Kong Jungle) is the home of the Kong clan named after their leader, Donkey Kong. DK Jungle has appeared in several different Mario spinoffs and in the Donkey Kong series, but it is almost portrayed differently, implying that it is quite expansive. It is difficult to describe DK Jungle as a whole because of all the differences throughout its many different depictions.
The DK Jungle stage in this game takes on a part of the racetrack in Mario Kart 7/8/8 Deluxe. This stage takes place on the three platforms that lead to the entrance to the temple. These platforms are standalone structures that are slightly far apart. They are completely covered in gold, and each platform is a small size, but it is overall a medium-sized stage.
Luigi's Mansion is a mansion Luigi won in a lottery he didn't enter. When he went to explore his new mansion, Luigi discovered that this mansion was haunted by countless ghosts led by King Boo. This mansion is surrounded by a paranormal-looking lawn, with glowing grass. Luigi used his Poultergeist to defeat King Boo in the top floor of this mansion.
This stage takes place on the lawn outside of the mansion. It is a completely flat stage that has a walk-off KO. Occasionally, ghosts will pop out from the ground, grabbing nearby characters and performing various attacks on them. Other than the ghosts, this stage is completely flat and hazardless.
WarioWare (sometimes called WarioWare Inc.) is the home of the WarioWare series. In this unique series, the player tries himself at several minigames each one featuring a different character. While the WarioWare building is not seen that much throughout the series, it became a stage in the Super Smash Bros. series, creating a look for the place.
This stage is exactly like the same stage (which is entitled WarioWare Inc.) in Super Smash Bros. Ultimate. There is a platform (that doesn't go from edge to edge) with two floating platforms on each side, one above the other. But soon the screen will change and tell all the players to attempt to perform one of 11 actions. Anyone who completes the action after a few seconds will become metal or giant after the stage returns back to the normal hub.
Sea Sea Land is another place never called by name in the New Super Mario Bros. series that has never been referred to by name. Sea Sea Land is a small set of islands, where in the water, Bloopers remain in hordes. Many secret levels have taken place below Sea Sea, such as Acorn Plains-Blooper in New Super Mario Bros. U. Sea Sea Land also lays the home of giant urchins that sit on the water.
Sea Sea Land is a stage with two islands on each respective side. Players can only perform walk-off KOs when passing through the water. In the middle are two lifts that carry fighters across the troubled waters in the middle. In those "troubled waters" are two giant urchins that do great damage to anyone who touches them. Be careful, sometimes a geyser of water can shoot up the giant urchins to where players on the lifts will be hit. Bloopers also sometimes leap out of the water, doing slight damage and knockback to whoever they hit.
Cog Tower is a special stage in the New Super Mario Bros. series that usually has a version in the mid-castle of World 1. These levels are made up for crushing platforms that require players to make well-timed jumps that test their skills quite early in the game. These levels usually feature Dry Bones and their first appearance in that game.
Cog Tower is quite an interesting stage in this game. On the right side is a flat platform with a block. While in the middle is a large cog that can crush players, doing great damage to them if they're not careful. On the right side is an empty area with one isolated platform. This design is displayed similarly in the image above.
Mushroom Heights is a level in New Super Mario Bros. U, acting as level 1-4 (Acorn Plains-4). This is the only athletic stage in Acorn Plains, as well as the first in the game. This stage mostly features moving mushroom platforms and piranha plants ,large and small. Balloon Baby Yoshis are introduced right before this level, intending for them to be used in this level; Goombrats are also introduced in this level.
This stage takes place on four mushroom platforms. In the middle there are two large pink platforms, one above the other, that stay stationary. The higher mushroom is smaller. On the two sides are two smaller teal platforms that bop up and down. Occasionally, a large piranha plant will spawn on one of the platforms, biting for a few seconds before disappearing. The piranha plant can do damage and knockback.
Bullet Bill Brigade is a level from Super Mario 3D World, specifically the final level of world 2. This level featured an autoscroll format, as well as featuring several tanks to impose as obstacles and Bullet Bills and Blocksteppers. This level featured Boom Boom as the final boss.
This stage takes players through the entire level from Super Mario 3D World with the enemies imposing as damaging obstacles. Cannon boxes are not available, unlike in the original level. Blocksteppers can pose as an annoying threat when they spread in pandemonium. Once this stage reaches the end of the level - the pipe leading to the boss fight against Boom Boom - the background goes black before quickly returning to the beginning of the stage and repeating the progess.
Cloudtop Cruise is a popular race track in Mario Kart 8 and Mario Kart 8 Deluxe that features players driving high through the air on clouds and airships. There are vines strangely all over the place, maybe as a reference to the Jack and the Beanstalk folk tale. Cloudtop Cruise is the first race in the Special Cup in both appearances.
Cloudtop Cruise is a large stage with drivers (toads, yoshis, shy guys, and koopa troopas) driving around and posing as a threat to fighters, launching them up in the air if they are hit. This stage takes place with fighters on a the vine platform right after the start. While there is no walk-off KO, this platform is very large, allowing for plenty of space for players to escape the hazardous drivers.
New Donk City, part of the Metro Kingdom, is one of the iconic destinations of Super Mario Odyssey. New Donk City is a large modern city, which is led by Pauline as the mayor. The main building of New Donk City Hall was originally invaded by the Mechawiggler, placed by the Broodals, at night when it was raining. New Donk City has many different places to it, including a park.
This stage always takes place during the day. The whole stage takes place on a platform, similar to the New Donk City Hall stage in Super Smash Bros. Ultimate. But unlike New Donk City Hall, this platform takes the fighters all around New Donk City. The stage starts at the park, and continues through the streets and allies to New Donk City Hall. The platform then continues to the isolated building, then back to the park. The whole stage takes place on the platform.
Marina Stadium is the first starter stage in the Nintendo Switch Mario Tennis series platformer, Mario Tennis Aces. Marina Stadium is the basic stadium that switches between day and night. This stadium is completely normal in the stage, and was originally the only playable tennis court available in online tournaments.
Marina Stadium switches between day and night (with a short time appearing as evening). But the change in time does not affect the gameplay. The stage is flat with a walk-off KO, but occasionally Mario and Luigi in their tennis outfits will rally a tennis ball back and forth for a short amount of time. The tennis ball stops when it hits an opponents, doing mediocre damage to the hit player.
Crafted World is the destination of the newly released Yoshi's Crafted World. This game was meant to have a more childish texture with mostly everything based off of crafts from elementary school. This place is sprawling with enemies after Kamek stole the Sundream Stone. Yoshi, after undergoing many adventures and defeating many bosses, reached Kamek and defeated him, returning the Sundream Stone to its rightful home.
This is another stage with a walk off KO, but one of the sides of the stage is slightly slanted up. Occasionally, crafted enemies and bosses will arrive posing as a hazard to the fighters. High above the ground is a small floating cloud platform that sways back and forth as if a slight wind blows through.
A new unlockable function entitled Stage Split allows the stage to be divided right down the middle, one half dedicated to one stage, the other half dedicated to another stage. Everything that happens to the stage will occur to only that stage’s half, but all fighters can move seamlessly between the two halves of the stage. These combinations can allow for some crazy circumstances.
DLC stages are stages that are released with DLC characters, whether free or paid. They are released to be played immediately alongside the DLC character. The stage released alongside that character is that character's home stage. The full list of DLC stages is below.
Exclusive stages are stages that cannot be played in regular battles and are only played in certain parts of the Storymode or events.
Turn the tide in battles with items. Items are an optionable feature that add objects that can be used for many different things. Items widely vary in use, type, range and more. Items can be turned on, and then the items that would like to appear in battle can be turned on and off. For example, Super Star can be turned on, and Bob-omb can be turned off. Once an item is collected from an item box, enemy box (distinguishable from the upside-down question mark), or battle card, it will continue into the collector's one item slot where they can then use the item at any time. Only one item can be held at a time. The item will take up the slot as long as the ability is still being used. Although not distinctly marked as an item, the Minor Special will take up the item slot as well.
The Mushroom is the most iconic item in the Mario series. It gives Mario the ability to transform into Super Mario, which usually just makes him bigger. In this game, similar to the Super Smash Bros. series, the mushroom makes the retriever giant, boosting their stats. The effect lasts for about ten seconds, then they return to normal size.
The Super Star is another very iconic item in the Mario series. This rare item turns Mario invincible into Super Star Mario. In this game, the Super Star floats around the screen similar to the Smash Ball in the Super Smash Bros. series. The Super Star must take a specific amount of damage, and whoever breaks it receives their Super Special. The Super Star takes up the item slot until the Super Special is used.
The Poison Mushroom is a classic Mario item that damages Mario rather than assisting him. In this game, the Poison Mushroom moves quickly and is slightly larger than a Mushroom, but otherwise, it acts exactly like a Mushroom. The Poison Mushroom shrinks the user for 10 seconds. This item is a hassle, as it just blocks up the item slot.
The Bob-omb is a mix between an item and an enemy, being portrayed as both in its various appearances. The Bob-omb is a bomb that will walk around a bit before exploding. In this game, the Bob-omb sits on the ground, then it starts walking around a bit, then it explodes itself. The Bob-omb can be picked up into the item slot and thrown when it is at its first stage as well.
The Fire Flower has given Mario the ability to shoot fireballs since the original game Super Mario Bros. The Fire Flower is the most common type of flower, as well as the most well known. In this game, the Fire Flower gives the user the ability to shoot fireballs instead of their neutral special as long as they hold it in their item slot. Please note that these fireballs are more powerful than Mario's, so this item is almost always a useful attack replacement. The Fire Flower can shoot twenty fireballs before disappearing.
The Ice Flower is the polar opposite of the Fire Flower and a popular item in the New Super Mario Bros. series. This item gives Mario the ability to shoot iceballs, which freeze opponents rather than (usually) killing them. In this game, the Ice Flower acts almost identical to the Fire Flower, except this flower allows the user to shoot iceballs instead of fireballs. Iceballs are a bit slower than fireballs, but they have a chance of freezing hit opponents.
The Tanooki Leaf is a popular item introduced in Super Mario 3D Land. This unique item gave Mario the ability to hover and swing his tail around him. After appearing in the Super Smash Bros. series, this item could not possibly be absent in this game. So, in this game, the Tanooki Leaf gives the user Tanooki ears and a tail, allowing them to hover and swing their tail around instead of their neutral special as long as the Tanooki Leaf is in their item slot.
The Propeller Mushroom is an unique item introduced in New Super Mario Bros. Wii. This item gave Mario a boost in altitude when desired, but then he floated slowly and vulnerably down to the ground. In this game, the Propeller Mushroom does the exact same thing and can be used once in the air, even if the up special or side special has been used. The Propeller Mushroom gives the user a propeller hat, and this will do slight damage to opponents above the user when they are flying upward granted that this item is still in their item slot.
The Super Acorn is a giant acorn which acts as an item. Introduced in New Super Mario Bros. U, it gave the user the ability to slowly glide down, stick to walls, and even gain a slight boost in altitude. In this game, the Super Acorn gives the player the acorn suit and it gives them the three abilities as stated above as long as they have the Super Acorn in their item slot.
The Metal Mushroom is a rare item that doesn't appear much in the Super Mario series, but it played a dominant role in Super Mario 64. The Metal Mushroom simply turns Mario to metal (who later became a distinct Metal Mario). In this game, when a player grabs the Metal Mushroom, they are turned to metal. When turned to metal, a player's received knockback is highly lessened, but the user falls quickly.
The Gold Flower is a similar item to the Metal Mushroom, although this item is even rarer, only appearing in a couple games. The Gold Flower turned Mario, not surprisingly, into gold (see Gold Mario). Being gold, Mario could toss gold fireballs, which have a unique property. Despite Luigi turning into Silver Luigi in another game, everyone turns to gold in this game. When turned to gold, the user has their knockback highly increased, and their received knockback slightly reduced for a short time.
The Mega Mushroom is an original Mario item that appeared early in the series. The Mega Mushroom is an abnormally large orange and red mushroom that turns Mario giant when he touches it. In this game, the Mega Mushroom still makes the user giant, even more giant than the normal Mushroom, heavily increasing all of their overall statistics for a short time.
The Mini Mushroom is another New Super Mario Bros. series item that turns Mario tiny when he hits this abnormally small blue mushroom. Later in the series, being tiny allowed Mario to walk up vertical walls. In this game, this is a punishment item that turns the user tiny. While being tiny reduces the user's receive hitbox, it overall reduces their statistics for a short time.
The Cannon Box is an accessory-type item that was first introduced in Super Mario 3D World. The Cannon Box could be grabbed by Mario to appear as a head accessory that is constantly shooting cannonballs in a short range at a steady pace. The Cannon Box functions exactly the same in this game, appearing on the user's head, and making them shoot cannonballs (which do mediocre damage) in a small range as long as this item is held in their item slot.
The Double Cherry is an abnormally large cherry that functions as an item in Super Mario 3D World. With this item, Mario could create a clone of himself that followed exactly what he did. He could create a new clone with each Double Cherry he found. In this game, the player who first touches the Double Cherry receives a clone of himself who follows every move of the main fighter, including doing damage to opponents by hitting them. After the clone receives 30%, the clone disappears. Double Cherries can make battles quite hectic when used in hordes battles. But because the Double Cherry takes up an item slot, only one clone is allowed per fighter.
The Launch Star is the main means of transportation for Mario in Super Mario Galaxy and Super Mario Galaxy 2. The Launch Star shoots Mario far away from where he started, usually to a galaxy or a planet. In this game, the Launch Star can be held and thrown when pleased. Once thrown, the Launch Star will float a slight bit of the ground and spin around slowly. Anyone hit into the launch star will be launched far away the Launch Star is facing. This item is exactly the same as it appeared in Super Smash Bros. Ultimate.
This item is, as distinguishable from the name, a large heart. This item has appeared in several games and served as a replacement for the normal Mushroom. In this game though, the Mushroom and Heart have totally different uses. The Heart slightly heals the user when they play this item. The heart usually restores not 5% health, but 5% of the current damage they have.
The P Switch is an item in the main Mario series that turns coins into blocks and vice versa, or it can generate blue coins, or sometimes even both. The P Switch was a commonly used item in the hit game Super Mario Maker, where this item was used for tricky situations in levels. In this game, the P Switch generates blue coins all around the map, and these coins boost the players that grab them's attack power a bit for a short time. The P Switch isn't specifically helpful for the user of the P Switch, but they can still use this item to their advantage.
Truly no Mario game would be complete without the iconic 1-Up Mushroom. The 1-Up Mushroom has present in more Mario games than almost any item, third only to the Mushroom and Super Star. The 1-Up Mushroom is a distinguishable green mushroom that acts exactly like the normal mushroom, but it gives Mario an extra life instead of just getting bigger or an extra health. In this game, 1-Up Mushrooms heal 50% of your damage, reducing your damage to 0% if the receiver's damage is below 50%. The 1-Up Mushroom can be held as long as desired before being used to heal.
The Banana Peel is a popular item in the Donkey Kong Country and Mario Kart series. This item functions similar to how it functions in the Mario Kart series and Super Smash Bros. series. This item is placed on the ground and trips over fighters who step on it, wasting previous time. This item can be picked up and thrown times, and it will disappear after thirty seconds, or after it has been tripped over four times.
The Green Shell is what certain Koopa Troopas reside in. But in the Mario Kart series, these shells took on a whole different role where racers where hurling around these shells to try and hurt one another. Green shells are available in this game for the same purpose, and they are very powerful, dealing great damage and knockback. In addition to being able to be picked up and hurled, they can be kicked, and they bounce off of walls.
Red Shells are rarer versions of Green Shells that come from red Koopa Troopas. These shells are just a powerful as their common counterparts, but they specifically can be thrown in the air and on the ground to home in on opponents, even in the air! These shells cannot bounce off walls though, they explode upon impact.
Blue Shells are very special types of shells from the Mario Kart series. In that series, they fly straight to the racer in first place and bomb them. In this game, similar to in the Super Smash Bros. series, this shell flies to the leading fighter and hovers over them, following them everywhere, for eight seconds. After these eight seconds, it bombs them doing good damage and knockback.
Lightning is a special item in the Mario Kart series that shrinks all the opponents of the user. In this game, Lightning has a similar function, although this item is not limited to trailing players. The lightning will slowly float down to the ground from the sky. The first fighter to touch this will electrocute all opposing fighters, shrinking them in size and decreasing their attack power. After five seconds, everyone will return to normal.
Boomerang Flowers are a rare item in the Super Mario series, although it has made a couple of appearances in the Mario Kart series. The flower allows the user to throw boomerangs forward, which can prove helpful in different situations. In this game, the Boomerang Flower allows you to toss a boomerang thrice. The boomerang doesn't perform much damage upon impact, but it has twice the opportunity to hit opponents.
Enemy Allies are a special type of item that summons an enemy appearing an a previous Mario game to assist the player (or team) who summoned it. There are a bountiful amount of enemies that can be summoned, and they each help in different ways. They are distinguishable from normal items by the upside-down question mark, and each one also takes up an item slot. The full list of the summonable enemy allies are below.
Battle Cards are a unique item that can be turned on or off as a whole. Battle Cards will be added every minute or two (the exact time can be set), and one is handed out to each character in the battle. The Battle Cards grant different abilities, with the more advantageous Battle Cards being given to the characters who are in last, or closer to last.
The Battle Cards do not take up an item slot, as they are dealt out automatically, they appear next to the character's icon on the right rather than the item slot, which is displayed on the left. So their boosts (or weakenings) can be seen the whole time until the next set of Battle Cards is handed out. Once a new set of Battle Cards has been dealt out, the ability of the previous Battle Cards will end. Battle Cards are not handed out from the beginning, if they are set on, they are handed out after the first minute, then in intervals from there. Below is the full list of Battle Cards that can be handed out.
Item Distribution by Approximate Place
Items are randomized depending on what place the player who grabbed the item's place is in. Below is the full list of the item distributions by the (approximate) place of fighters during battle.
Mushroom Kingdom Run
Mushroom Kingdom Run is this game's version of Super Smash Bros.'s Classic Mode. This version is different in various ways though. For one, there is no theme, opponents are chosen randomly to fight, and there are now 7 rounds and a boss, who has actually been pre-chosen for each fighter. A fighter only has a certain amount of time to defeat the opponents. Below is the list of characters, and the bosses that apply to them in Mushroom Kingdom Run.
Once a fighter has completed Mushroom Kingdom Run, the route they played is saved for Mushroom Kingdom Dash, an alternate version of this mode. Only a fighter completes Mushroom Kingdom Run, they can play Mushroom Kingdom Dash with the same route as they completed Mushroom Kingdom Run. But in Mushroom Kingdom Dash, the opponents are harder and there is less time.
Challenges are fun ways to play and earn rewards such as coins for the shop and weaker Paper-Cuts. In these challenges, you play a normal battle with set conditions, such as certain characters, certain items, certain transformations, etc. All challenges can be played from the beginning, and the harder the challenge, the greater the reward. Each challenges also has an easy, medium, and hard level, which is self-explanatory. Below is the complete list of challenges.
Defend the Princess!
Bowser has once again attacked the Mushroom Kingdom, but now Mario has warning of the attack. Defend Peach from Bowser, without letting Peach be KO'ed.
vs. Defeat Bowser, but don't let him defeat you or Peach! Allies: Minions: None! Stage:
Bowser smashes Mario away and he waves goodbye sarcastically. Mario and Peach then proceed to perform a small Irish jig together.
The shop is the destination where you can purchase items such as boosters, new music tracks, and even Paper-Cuts for coins. Coins can be obtained by playing battles, completing a Mushroom Kingdom Run, completing challenges, and more. There are five slots in the shop for items that can be bought, and three more that can be purchased for a premium amount of coins. Once an item has been bought, it takes 6-8 hours for the slot to regenerate some item.
Replacing alternate colors from the Super Smash Bros. series, customizations are unlockable features that can be added to playable characters. Customizations can be set through the customizations section on the menu. Customizations can be unlocked by purchasing them in the shop, completing Mushroom Kingdom Run or challenges, or reaching a certain threshold in an online event. When set, customizations are always used for that character they are set on, the only way to change this is to return to the menu. All customizations are of a totally different character. For example, Bowser Jr.'s customizations feature the Koopalings throughout his different customizations.
There are two types of customizations: customizations for appearance purposes, and customizations for appearance purposes and attack differences. Customizations for appearance purposes only differ in appearance, and nothing else changes about that character. Customizations for appearance purposes and attack differences not only differ in appearance, but these customizations actually change the character's attack.
Not all characters have customizations; some characters have one customization, while others have several. Following is the complete list of customizations.
Online events are special periods where players can play against each other online for rewards, such as Paper Cuts, Customizations, and sometimes even new fighters and stages. Online events are usually a weekend long, and the rules will remain the same throughout the whole tournament. By winning, players will fill up their meter which remains only for that tournament (and resets by the next tournament). At the end of the tournament, depending on which threshold they reached in their own meter, players will earn a reward.
Announcements to reveal content is returning from the Super Smash Bros. Series. Super Mario Battle (Hoola) consists of several announcements, but not all content is being revealed through these announcements. In fact, 20 characters were left a mystery until the publication of the game, as it was deemed "impractical" to stuff all the character announcements in just a few announcement trailers. View the full list of announcements here.
Amiibos are also compatible with Super Mario Battle (Hoola). By tapping an Amiibo (one that is compatible with this game) to the Golden System Z port, an ability is unlocked. Each compatible Amiibo offers a different ability. The full list of compatible Amiibos and their ability is below.
Shortly after the release of the game, an announcement revealed that Super Mario Battle (Hoola) was to have paid DLC consisting of five packages of multiple characters, stages, music tracks, and Paper-Cuts. A DLC package, once purchased, will give the purchasers a character, stage, music tracks, and some Paper-Cuts every month until each character in that DLC pack has been released.
Music is not as centrally-themed in Super Mario Battle (Hoola) as in the Super Smash Bros. Series. While there is still an abundance of music tracks and they can still all be listened to in the Music section, they cannot be set into playlists. All music tracks can be set for every stage by rarity as desired, but different stages have different default music tracks that are set. Certain music tracks must be unlocked. The full list of music tracks can be viewed here.