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DISCLAIMER: This game is not intended to be a realistic interpretation of the Super Smash Bros. series, and it WILL include specific content that may seem strange compared to other Smash games on this site. Please take this into account before you leave your comments on the article.
Super Smash Bros. Duality, known in Japan as グレートフレイスマッシュブラザーズ：スマッシュの双対性 Great Fray Smash Brothers: Duality of Smash and formerly titled Super Smash Bros. Dark Forces, is the seventh installment of the Super Smash Bros. series and part of the Vicinity Saga.
The game received the name Duality as a homage to the importance of appreciating age-old traditions that work for the series while simultaneously shattering the boundaries that may not work as well moving forward. The game's director, Heronimbus(t∣b∣c), believes that massive revitalization of the fighters and content that Smash fans have grown accustomed to for several years will prove to be helpful for the beloved franchise in the grand scheme of things, especially in the inevitable post-Ultimate era where a lot of content will have to be cut. Thus, Duality is intended to serve as a bridge between the era of Melee, Brawl, and Smash 4 and the post-Ultimate era; almost all series veterans join a massive amount of newcomers, with several veterans gaining some major tweaks and select fourth-party characters joining the fray.
The intro begins with four lasers slicing out the four chunks of the classic Super Smash Bros. symbol, leaving a cross in the middle and setting the chunks themselves on fire, as a homage to the announcement teaser for Super Smash Bros. Ultimate. We zoom into the cross as the screen flashes white. After the white fades out, we catch a view of a massive, flowing cosmos of 0's and 1's, and a zoom in warps us to a massive coliseum not unlike the one seen at the beginning of Melee's intro.
Trophies of Mario and Sonic are dropped into the battlefield, and the two fighters are summoned in a glowing mist of binary. They glare at each other before charging for their attacks; Mario swings his cape as Sonic uses a Spin Dash and jumps over him, boosting towards him as Mario slings his hat to stop the hedgehog. Sonic leaps over the hat, and we see Cappy's eyes look up at him with shock.
We then see Samus and Fox taking on Ridley in what appears to be Frigate Orpheon. Donkey Kong and King K. Rool growl at each other over bananas, as newcomer Banjo looks at them nervously. Meanwhile, Link, Ike, Shulk, and Cloud confront the demon Ganon, who aims his trident at them with fury.
In a Pokémon stadium, Pikachu, Greninja, Incineroar, and Serperior all pop out of Pokéballs and pose for the camera, before being interrupted by Bowser, who tries to attack them as Incineroar stands his ground.
Ness and Lucas duel in Magicant, and Wario rides past them both on his motorcycle, causing them to fall off the cloud. They are caught by Captain Falcon, who is chasing down Deathborn on his F-Zero machine, the Blue Falcon.
Bayonetta and Dante fire rapidly at each other with their pistols, as Wryn sits on a couch eating popcorn.
Mama prepares a fantastic meal for Kirby, Yoshi, and Pac-Man, but King Dedede steals the food, leaving the four of them to chase after him. Isaac and Shadow cross their arms with frustration as Piranha Plant holds a trophy, laughing.
The audience cheers at a boxing ring as Little Mac and Ryu brawl, with Pauline and MC Adore performing in the background.
Shantae walks out of her lighthouse and finds Pit and Sora fending off an army of Heartless. As she joins the battle, she sees a strange darkness swarming the bayside.
Simon and Snake enter a dimly lit temple where they encounter a large sword with a bulging eye at its side. They hear stomping, and Nightmare pulls Soul Edge out of the floor and yells with rage, swinging at them with one wide slash.
We cut back to the fight with Mario and Sonic, who have noticed the expanding darkness and paused. They see an armada of Subspace gunships approaching them, with Galleom leading the way. Mario and Sonic turn to each other, not knowing what to do, until a Hawaiian teenage girl wearing a short dress decorated like a set of Hanafuda cards meets up with them. Healani smirks and pulls out trophies of the other heroes seen in the intro thus far, summoning them into battle. However, Bowser, Wario, K. Rool, Ridley, Deathborn, and Nightmare have also been summoned.
The heroes split up to fight the villains, taking turns against them. Mario and Sonic charge towards the Subspace fleet, with even more heroes like Sparkster, Inkling, the Ice Climbers, Mega Man, and Olimar arriving to help. As the other heroes take down the other villains, they follow Mario and Sonic's group and leap towards Galleom. The camera angle shifts directly in front of the group, as Healani prepares to punch the screen.
A flash of white appears, and we see a man in a black/white suit hold a pistol up to his lips, blowing on the muzzle.
"The name's Bond... James Bond."
The famous GoldenEye 007 theme plays as he turns and walks out of the shot, and a quick montage of character icons flashes by. The Super Smash Bros. Duality logo appears, the announcer calling out the title with excitement.
In terms of gameplay, Super Smash Bros. Duality remains quite similar to past installments of the series. Players use normal and special attacks to deal damage to each other, trying to knock them out of the stage. Each player has a percentage shown at the bottom of the screen, which increases with each hit they take; the higher the percentage, the greater chance they have of being KO'd.
Each character has a moveset consisting of normal attacks like punches, grabs, throws, and aerial attacks, as well as four special moves unique to said character. They also have a powerful move known as a Final Smash, which can be used after breaking a Smash Ball that appears randomly on the stage.
If items are turned on, they will spawn randomly around the battlefield, allowing players to use them to their advantage. Some items can be used to attack opponents, and others will apply certain effects to the player using them.
Compared to past installments, Duality puts an even bigger focus on interaction between players. It is the first game in the series to enable cross play; players on the Nucleo, V2, and Steam platforms can all play with each other online.
Due to the large amount of data the game takes up, there are more ways you can save your game without filling up storage. Players can now have multiple game files, which can be saved onto their console's internal storage, as well as their Cloud profile, a MicroSD card, or an amiibo figurine.
Players can also make mods for the game and share them with others.
Changes from Past Installments
Several veterans returning from Ultimate have at least one new special move replacing an older one, with some in particular getting additional battle options entirely. Multiple fighters now have Tap Specials, which can be activated by tapping the button or control stick rather than just pressing/tilting it; and Hold Specials, which are used by holding the button down. Others have also received Shield Specials, which can be used by pressing the special attack button and the shield button at the same time; naturally, the Inkling's reloading mechanic from Ultimate has been officially labelled as a Shield Special.
Dodges are now even more prominent as a means of aerial manueverability. Alongside the standard directional dodge mechanics, Duality introduces Arc Dodges, which are used by tilting the control stick in a curve while pressing the dodge button; Quick Step Dodges, which can be used while dashing; and Hopscotch Dodges, which are used by pressing the dodge button and both jump buttons together (the latter of which lets you hop) and can be used to get brief air time for aerial attacks.
Trophies return after their absence from Ultimate; however, only fighters get trophies in this game. To compensate, Spirits also make a comeback, and can be applied to any fighter Trophies for customization in the same way Stickers could in Brawl.
Transformations also return for certain characters, but this time around, they are activated via Shield Special, as opposed to a Down Special like in past games.
A wide variety of modes can be played in the game, some returning and others brand-new. The names of new modes are colored yellow on this table.
A traditional Smash battle, where up to twelve (12) players can duke it out on many stages based on several video game franchises and beyond.
Each player can choose three or five characters to use in battle, each with one stock. Unlike in the mode's debut in Ultimate, these characters can be swapped by holding down the shield button and then using a side taunt.
After using a fighter in each battle, they will unavailable for later battles. You will need to adapt your skills with multiple fighters to make it to the top.
This mode reverses the basic Smash rules; the winner is the first player to be KO'd, and the loser is the last player standing. Intentionally falling off the stage will not count as a KO, though, and you will respawn with greater knockback resistance as a penalty. Items will be constantly spawning to help players accomplish their goal in this mode.
Set up custom gimmicks for a battle. The following settings can be changed:
Game Type: You can set up a 12-Player Smash, a Squad Strike, a Smashdown, a Negative Smash, or a combination of these modes.
Stamina: Alternate settings include 300%, which makes it much easier to KO opponents; Stamina, which drops the usual percentages and applies standard HP; and Pie, which replaces percentages with a pie chart (as one player loses HP, everyone else gains more).
Size: Players can make their matches Mega or Mini size.
Head: One of three items can be worn on your head: a Flower, which adds to your damage every second; a Bunny Hood, which lets you jump much higher; or a Wing Cap, which allows you to fly around the stage.
Body: You can apply eight different effects to your characters: Metal, which increases your knockback resistance while decreasing your jump height; Clear, which makes you invisible; Tail, which lets you fall slowly; Rocket Belt (self-explanatory); Screw, which allows you to deal damage as you jump; Back Shield, which deflects projectiles coming from behind you; Super Sneakers, which increase your speed; and Super Stomp, which increases the power of your down attacks and lets you create shock waves after performing a down aerial.
Status: Curry makes your character constantly breath out fire that will damage opponents, and Reflect gives them a Frankln Badge that will deflect all projectiles.
Gravity: Gravity can be set to Light to enable high jumps and floaty controls, or Heavy to enable lower jumps and greater knockback resistance.
Speed: This time around, there are three speed levels to choose from: Half Time, Double Time, and Triple Time.
Camera: The camera can be altered to be fixed or angled, or both.
Up to sixty-four players can sign up for a tournament hosted by the first player. These tournaments can be held locally or online.
With the exception of Stadium, you can play these modes by yourself or with a co-op partner. In the case of Story Mode, multiple players can drop in depending on how many playable characters are in the level.
Story Mode: Path to Finale
The game's story mode. As the space-time continuum begins to go haywire, it's up to the Smash Bros. to find as many newcomers as possible to save their worlds. (This mode may eventualy be renamed.)
Fight through ten groups of warriors, then face off against Master Hand and Crazy Hand.
In this journey, it's you against the multiverse. Travel through various worlds where you'll be challenged by different fighters and eventually come face-to-face with Nightmare. For details, go here.
The Ultimate-style Classic Mode is now classified as its own mode, Arcade Mode, where each playable character has a path of opponents unique to them. Spirits can be found and acquired throughout the mode, and clearing their Arcade journey will allow you to unlock a hidden character.
Take on challenges that test your Smash skills, with each match granting you a reward that gets better depending on the difficulty and certain other circumstances.
In this fresh take on a series tradition, All-Star Mode, you'll search through regions on a map to take on every other fighter in the game. Each region represents a specific era, and once a region is cleared you are free to explore and look for items and Spirits to put into your inventory. At the end, you'll fight Giratina, the Legendary Pokémon from the Distortion World.
This mode opens up after you unlock all of the game's playable characters, with the exception of one...
A new spin on the Training mode from past installments. Here, you can fight a clone of your character who incorporates techniques you learn into their own fighting style. You can also command them to perform certain actions to teach them new tricks, as well as spawn in items. Mirror fighters can be shared online so other players can test their own skills on them, and you can also send them on quests to rack up rewards in any battles they enter and win.
Alternatively, you can replace your clone with another character, who will adapt based on your advantages and disadvanatges compared to their own.
Pit of 100 Trials
Inspired by the Paper Mario mode of the same name. Journey through a deep, dark pit where you will take on one hundred challenges -- one on each floor. Every tenth floor, you will fight a horde of enemies. On the 25th and 75th, you will have to make your way through a maze. On the 50th, the Fighting Glitch Team will show up and challenge you. Finally, on the 100th floor, the Dark Gaia will try to wipe you out -- defeat it for a huge reward!
Home Run Contest: See how far you can launch the Sandbox with a strong attack.
Target Smash: Choose a character and find all ten targets on a stage that is tailored to suit their skills.
Target Blast: Launch a bomb towards a wall of targets and see how many you can destroy.
Special Orders: Take care of some orders for a chance to win prizes.
Master Orders: Pay a certain amount of gold and choose one of three orders that give you different prizes depending on their difficulty.
Crazy Orders: After earning Crazy Passes in other modes, you can hand one over to Crazy Hand and enter a contest to complete as many orders as possible within the time limit.
Subspace Orders: The higher your wage of gold, the better the rewards. But you'll have to take down five fighters, each with a bounty on their head, within a certain amount of time -- or lose it all.
Core Orders: A Core Order will pit you against a powerful boss, and if you lose, they will steal some of your gold. Fortunately, you'll be able to use Spirits after a certain amount of losses, and potentially team up with a CPU fighter in further attempts. The more attempts it takes to finally beat the boss, the more rewards you'll earn as a result.
Light Orders: Each of these orders, sent to you by Galeem, will pit you against an opponent enhanced with a Spirit. Beating them will grant you said Spirit as a reward, but you must give up one of yours to enter. A Spirit for a Spirit...
Dark Orders: Dharkon will summon a squadron of intensely powered-up fighters to test your skills -- and your patience. You will not forfeit anything if you lose, and you will simply respawn and have another chance. If you quit before finishing an order, it will still be available to return to next time you enter this mode -- but your reward will be smaller as a penalty. You do not lose when you fail... you lose when you quit.
Multi-Man Smash: Test your skills against the Glitches, fighters controlled by the computer to try and take you down.
Century Smash: Fight 100 Glitches who get stronger as the battle continues.
3-Minute Smash: Try to survive against the Glitches for three minutes.
30-Second Smash: See how many Glitches you can knock out before time runs out.
Effect Smash: Each type of Glitch has its own special effect.
Rival Smash: Get more KO's than your rival to win.
Endless Smash: Just keep racking up KO's til you die!
Cruel Smash: Like Endless Smash, except the Glitches are far stronger than ever and you have a higher rate of knockback.
These modes can be played with multiple other players, but you are not obligated to do so, as you can also play them by yourself.
Make your way through a huge, mysterious island and gather as many upgrades as you can. After five minutes, you will be pitted against the other players. For more details, go here.
Light vs. Dark
Inspired by the multiplayer mode of the same name from Kid Icarus: Uprising. Players split into two teams, each having one life gauge that is depleted when a member is KO'd. Once a team's life gauge is fully depleted, the last player to be KO'd becomes an Angel, and their strength is increased greatly.
Based off the ScareScraper multiplayer mode from Luigi's Mansion: Dark Moon. Players must make their way through a tower filled with puzzles and enemies, each floor harder than the last. The final floor will have you fight Zero.
A fresh take on the Smash Tour mode from Super Smash Bros. for Wii U. At the start of every round, a stage and layout is announced, and players must search through a triangular prism temple for items and allies to use against each other in a battle on said stage at the end of the round. You'll need to devise a strategy for each battle based on the chosen stage and which allies, items, and Spirits you have available.
Set up an online lobby for friends to join and have battles with you, or join one that is already open. You can also set up a public arena that anyone can join, or allow "friends of friends" to enter.
As previously stated, the players must gather upgrades throughout an island maze within five minutes, then use them in a Smash battle.
Played on Omega-form stages only. One player is chosen as the Juggernaut, who becomes giant and metal. The goal of the Juggernaut is to keep their status until the end of a timed Smash. If another player KOs the Juggernaut, they take their status.
An action-packed sports competition where players fight to score on a special stage made specifically for this mode. Players are split into two teams; the offensive team must launch a soccer ball into the goal of the defensive team, who must use attacks to block it. A defensive player can get up close to an opponent and steal the ball, which triggers a team switch -- then, the defensive team must try and get the ball into the opposite goal.
The Stage Builder allows players to create custom stages using parts unlocked in other modes. After finishing a stage, it can be shared with other players, who can then "rip out" some parts of the stage and use it in their own. Stages can be organized in the following sizes:
Shopping Mall Nine
This department store has expanded its Unova business to the Smash world, and offers everything you want or need to improve your Smash experience, like Spirits, character costumes, CDs, and more.
Train, feed, and challenge the Spirits you've collected, building up their experience and eventually evolving them into more powerful Spirits.
All playable fighters from Super Smash Bros. Ultimate return except Marth, Chrom, Sheik, and the Mii Fighters, each being cut for the following reasons:
Marth was introduced in Melee as a means of introducing the Fire Emblem series to regions outside of Japan due to his popularity among Japanese fans at the time, but in the post-Awakening era of the series, said popularity has generally faded. In Duality, Lucina takes his place as the "poster kid" for Fire Emblem, due to the game's creator believing Marth is essentially filler at this point and just wanting to use similar fighters he naturally prefers, like Lucina herself.
Chrom, in the director's eyes, doesn't add much to the overall Smash roster aside from being "popular" and feels uninspired as a fighter, lacking the same "meat factor" that his bases, Roy and Ike, have in their attacks. He also believes he may have been a relatively late addition, since he is still shown in Robin's Final Smash, so that may be the reason for this. However, the director is considering bringing him back in a future update for the game and giving him an updated moveset.
Sheik has only appeared in a single Zelda game (specifically, Ocarina of Time), and thus the director sees her as one of the more expendable fighters in the series. Impa, a more recurring character in the series, takes her place and uses a moveset based off of hers, albeit with a few notable tweaks.
The Mii Fighters have been dropped from the roster due to the recent rise of cross-platform gaming, where Miis as characters will eventually become irrelevant. The new Wireframe Fighters were created with this in mind, and allow a much larger variety of customization options compared to Miis themselves.
Debut: Donkey Kong (July 9, 1981)
Once again, the Mushroom Kingdom's beloved defender, Mario, returns to Smash. He has all sorts of new moveset options in Duality, including his wide variety of jumps, like the Triple Jump which takes him higher with each bounce, and the Long Jump which launches him a massive horizontal distance when you quickly crouch and press the jump button while dashing. He now has two Side and Down Specials, with the traditional Cape and FLUDD serving as Tap Specials and the new Cappy toss and Star Spin attack working when the control stick is tilted normally.
Standard Special Fireball Mario launches his classic red fireball forward from his fist, and it bounces forward a couple times before disappearing. The fireball can be launched from higher ground for a more effective trajectory, and tossing one at a wall will cause it to rebound and possibly hit opponents from behind. Mario can spam his fireballs, making them a useful approach tactic to keep his enemies where he wants them.
Side Special Cappy Toss / Cape If the stick is tilted normally, Mario takes off his hat, possessed by Cappy, and swings it forward. Cappy will stay in the resulting spot for a second, allowing Mario to use him as a platform to bounce off of, and eventually come back to him. While he is spinning, Cappy will pass through opponents and deal a bit of damage. If the stick is tapped, Mario will do a full spin with his yellow cape, reflecting projectiles and flipping opponents to face the opposite direction; if used twice in midair, he will glide for a while.
Down Special Star Spin / F.L.U.D.D. If the stick is tilted normally, Mario spins around, gaining a short vertical distance as a cosmic ring forms around him. When the spin ends, his Co-Star Luma will pop out from under his hat. If the stick is tapped, Mario will pull out his FLUDD and squirt water downwards. Compared to past Smash games, he no longer has to charge the FLUDD and can shoot water for extended periods of time -- at least until it runs out, in which case the player will need to hold down the shield and special attack buttons together to reload.
Up Special Super Jump Punch He leaps into the air diagonally with his fist out, hitting opponents in his path multiple times as coins pop up with each hit. Tilting the control stick forwards or backwards just before the initial jump will aim the attack at a more horizontal or vertical angle, respectively. This move can be helpful for recovery, but can easily be edgeguarded, so Mario may need to use some of his other attacks, like the Cape or Star Spin, to block opponents from doing so.
Final Smash Fire Mario Mario uses a Fire Flower to transform into Fire Mario. All of his attacks will gain a 15% power boost for about ten seconds. Afterwards, a five second countdown will begin as a fiery aura begins to surround him; during this time frame, pressing the standard and special attack buttons together will unleash two large fireballs that will burst forward in a spiral, pushing opponents away until they burn out. If this input command is not used within the countdown, Mario will simply return to his normal form with no further chance to use the attack until the next time he gains his Final Smash.
Debut: Mario Bros. (July 14, 1983)
Luigi may be easily scared, but he can hold his own in battle just like his big brother Mario. For the most part, he is a semi-clone of his brother, but his moveset now has some additional differences to it. His aerial mobility has been enhanced, meaning he will now move faster in midair.
Standard Special Thunder Ball Luigi throws out a sphere of electricity that hovers forward in small arcs. It deals less damage than Mario's Fireball, but if it hits an opponent, they will gain a shock effect and be stunned for a couple seconds. Because the Thunder Ball doesn't bounce like Mario's Fireball, its angle of trajectory does not change when used from higher ground; however, if it hits a wall, it will bounce off of it a bit larger and stronger than before.
Side Special Green Missile Luigi will charge up in an aggressive stance and dash forward like a rocket. The longer he charges the attack, the farther and stronger it will be as a result. This time around, he can cancel out of it with a dodge at any point, and not just when the attack ends and he enters his falling state.
Down Special Polterpup Luigi summons his ghost dog, Polterpup, who swallows an opponent and holds them in for a few seconds or until the down special input is used again, in which case he spits them out in the direction he is facing, sending them flying forwards for a short distance. Polterpup can also swallow projectiles, giving Luigi an additional method of countering campers.
Up Special Luigi Jump Punch Luigi leaps up with his fist in the air, turning upside down at the attack's peak and plummeting back down. This attack isn't entirely useful for horizontal recovery on its own, but Luigi can now cancel out of it at any time with his other attacks. Thus, using it in combination with his Green Missile will greatly improve his chances of survival in the long run.
Final Smash Poltergust G-00 Luigi pulls out his Poltergust and sucks up nearby fighters, damaging them. Ghosts fly in as well, hitting foes as they get sucked in.
Debut: Super Mario Bros. (September 13, 1985)
Princess Peach Toadstool, Mario's sweetheart and ruler of the Mushroom Kingdom, returns to battle with more stuff to strut then ever before. She's gotten a few nerfs since Ultimate, but overall her moveset can still make it fairly easy for her to land back down on the stage without too much risk after being launched. She can float after jumping, greatly slowing down her descent.
Standard Special Toad Protector A standard Toad pops up out of thin air, and will grab any opponent who tries to attack Peach from in front of her, punching and jabbing at them to keep them away. However, aerial attacks will not have the same effect, and Toad will simply be knocked out until the next time Peach summons him.
Side Special Perry Strike Peach pulls out Perry, her parasol from Super Princess Peach, and lunges forward with him; the player will then have the option to keep Perry folded and deal more damage upon impact with an opponent, or open him up by pressing the special attack button again, expanding the attack's range in exchange for slightly lower damage output.
Down Special Turnip Toss Peach plucks a turnip out of the ground, and will hold onto it as an item. She can toss it at any nearby opponent for decent knockback output, but strong attacks or combos will cause her to drop it like most other items, and an opponent can steal it and use it against her. Every sixth turnip will be notably larger and can be used strategically for KOs and edgeguarding.
Up Special Parasol Power Peach once again pulls out Perry and juts him upwards, propelling herself into the air and slowly floating back down onto the stage with ease. This move can now be cancelled out with any other attacks, but taking any damage from opponents while Perry is unfolded will cause Peach to fall helplessly.
Final Smash Peach Blossom / Blistering Fury Peach's normal Final Smash causes her to perform a gentle dance, and any opponents on stage will fall asleep as peach fruits rain down from above. Peach can then eat these fruits to recover health and take some time to knock out opponents in their sleep. If she uses a Final Smash at 160% damage or higher, she pulls out the Vibe Scepter and gains the Anger vibe, stomping the ground and causing earthquakes that damage all fighters caught in the attack.
Debut: Super Mario Bros. (September 13, 1985)
Bowser, commander of the Koopa Troop, is ready for battle once more. His moveset consists of various brutal melee attacks that can cause problems for many fighters, but now he finally has a few projectiles to fight back against campers, including his axes as a side aerial.
Standard Special Fire Breath If the player taps the attack button, Bowser launches his classic fireball that travels a short distance and explodes. If the button is held down, he breathes out a stream of fire that gets shorter and weaker the longer it is active. The fire stream will regain its flare as Bowser uses his other attacks, and charging the fireball will cause him to spew out three of them at a 90-degree angle.
Side Special Flying Slam Bowser grabs an opponent and jumps in the air, slamming them into the ground. Can be useful for a "Bowsercide" attack as long as he is at an advantage in stocks or just for the sake of getting a point in a timed battle, but opponents can break out of it via button mashing (although a higher damage percent means it may not be so easy for them).
Down Special Bowser Bomb Bowser jumps up and does a ground pound, crushing anyone underneath. This attack can be quite useful for meteor smashes and Bowsercides, and he can now cancel out of it just before the portion when he drops down.
Up Special Whirling Fortress Bowser tucks into his shell and spins around, gaining air and hitting opponents multiple times before falling back down. Like Bowser Bomb, this attack can be cancelled while in the air.
Final Smash Giga Bowser Bowser transforms into Giga Bowser and moves into the background, and an aiming reticle will appear. The player can aim at any opponent(s) currently on the battlefield and have Giga Bowser deliver a massive blow to knock them out of the park.
Debut: New Super Mario Bros. (May 15, 2006)
Dry Bowser is the undead skeleton form of Bowser, created upon falling into a pit of lava. He is slightly weaker than his living counterpart, but also has a bit of a boost in speed and versatility.
Standard Special Fire Roar Dry Bowser expels a blue stream of fire from his mouth. It has a longer range and deals more damage than Bowser's Fire Breath, but shortens faster and takes longer to charge.
Side Special Koopa Klaw Dry Bowser swipes forward with his claw, sliding a bit as he does so. If he grabs an opponent, he can bite them up to five times before letting go.
Down Special Turbulent Bomb Dry Bowser does a Ground Pound. Upon landing, he creates a wind effect that blows away anyone on either side. Deals less damage and knockback than the Bowser Bomb, but covers more horizontal distance, making it useful for gimping opponents.
Up Special Flying Fortress He spins around inside his shell, gaining a lot of vertical distance. Only hits once, but launches opponents it hits.
Final Smash Giga Dry Bowser He becomes a giant and can rampage around the stage for a limited time, similar to Giga Bowser in Brawl and SSB4.
Debut: Dr. Mario (July 27, 1990)
Mario has taken on several careers over the years, and medicine is one of them. Dr. Mario's moveset has changed since Ultimate, and his special attacks now work more differently than those of his plumber alter-ego. He is generally a slower but stronger Mario, with some attacks also giving opponents a poison effect. His combo game has been improved via new projectile attacks and a quicker Super Sheet.
Standard Special Megavitamin Dr. Mario chucks a Megavitamin in front of him. Unlike Mario's Fireball, the Megavitamin will keep bouncing until it hits an opponent or falls off the stage, but it cannot bounce off of walls. If charged, Dr. Mario will instead toss a vitamin bottle, which will shatter upon landing and leave a small poison cloud that will dissipate after about 2.5 seconds.
Side Special Super Sheet He pulls out a white medical table sheet and swipes it in front of him, deflecting projectiles and reversing the direction an opponent is facing if it hits them. Unlike Mario's cape, using the Super Sheet in midair will not allow Dr. Mario to glide, but its increased speed in comparison can be helpful to gimp recoveries.
Down Special Whirl Pill Dr. Mario spins around as wind particles surround him, and he juts his fists out at the end of the attack, throwing two Megavitamins in either direction. These Megavitamins will bounce as they do with his neutral special, but they cannot bounce indefinitely and will disappear after three bounces.
Up Special Doctor's Orders Dr. Mario leaps into the air with his fist out and immediately tosses a giant Megavitamin below him, giving him an extra boost into the air as the Megavitamin shatters and leaves behind a large poison cloud. He cannot cancel out of this attack, but the end lag upon landing has been notably decreased, so he can get back in the game much faster.
Final Smash Flu Season A swarm of viruses drops down onto the stage, and if they hit any opponents, Dr. Mario will jump out of the way as the viruses deal damage, and proceed to drop a massive Megavitamin down to the stage, clearing the viruses and leaving a poison effect on said opponents -- if they somehow manage to survive the impact of the vitamin itself.
Rosalina & Luma
Debut: Super Mario Galaxy (November 1, 2007)
Rosalina is essentially the queen of the Mario universe, and she raises a family of star-shaped Lumas as her children. She brings one of these Lumas into the battlefield with her, and it serves as a disjointed hitbox, doing most of the same motions Rosalina does with her standard attacks and extending their reach so she can dish out damage from a distance without having to rely entirely on projectiles. The Luma can still take damage and disappear after taking enough hits, although this will not harm Rosalina and it will reappear in a different color after a short time.
Standard Special Luma Shot Rosalina sends her Luma off to hit the opponent. This attack can be charged for a stronger burst. Pressing the special attack button again will have Rosalina call the Luma back to her, and this time around it will also damage coming back. However, an opponent can grab the Luma like any other fighter and use pummels and throws against it.
Side Special Star Bits Rosalina fires Star Bits at enemies in different directions. The overall angle in which the Star Bits travel has been increased, so Rosalina can now damage opponents from a higher distance or hit those who are standing on a semisolid platform just above her.
Down Special Gravitational Pull With a wave of her wand, Rosalina creates a gravitational field that can pull items towards her and throw enemy projectiles behind here. This time around, it can also drag opponents in and act as a command grab, allowing her to use throws and pummels on them.
Up Special Launch Star Rosalina hops into a Launch Star that fires her back into the air. She will not be able to use most of her other attacks while she is falling back down, but she can still use Luma Shot and Gravitational Pull to dish out damage and counter enemy projectiles, or use midair dodges to gain extra distance for recovery.
Final Smash Grand Star A Grand Star appears, launching Star Bits at opponents as it sucks them in with its gravitational pull. After a while, the Grand Star will explode into a supernova and send the enemies flying.
Debut: Super Mario Sunshine (July 19, 2002)
The prince of the Koopa clan, Bowser Jr., plays differently from how he has before. Now, he uses his trusty Magic Paintbrush more often and can also morph into Shadow Mario to gain an entirely different set of special attacks. He still rides around in his Clown Car, which takes less damage than the Koopa Prince himself.
Standard Special Clown Cannon / Hammer / Goop Dart As Bowser Jr., pressing the special button will make the Clown Car spit out a cannonball, which can be charged to increase its power and speed and will drop down at the end, making it helpful for gimping if spaced out properly. When the button is tapped, he tosses a hammer that travels forward in a short arc; he can throw up to ten in rapid succession before he gets exhausted and has to wait a while to attack again, although he can still dodge enemy attacks. As Shadow Mario, he uses the Magic Paintbrush to launch a stream of goop that will slow down an opponent for five seconds, but is slow enough so that its path can be predictable.
Side Special Clown Car Dash / Telegoop As Bowser Jr., he boosts forward in his Clown Car, ramming opponents in his path. Tilting the Control Stick or pressing an attack button will cause him to perform a doughnut stunt, which deals more damage upon contact than a simple charge and can be used multiple times in midair. The Clown Car Dash can also be jump cancelled and thus lead into possible combos. As Shadow Mario, he disappears into a puddle of goop and pops out of another one farther in the direction he is facing; the teleporation, while fast, has notable end lag, and Shadow Mario can be smashed from above when he comes out of the second puddle.
Down Special Mechakoopa / Sonic Roar / Wind Spirit As Bowser Jr., pressing the special attack button will spawn a Mechakoopa, which will walk back and forth on the platform he is currently standing on until it catches an opponent or after three seconds, causing an explosion in either case. With a tap, he lets out a roar that releases supersonic waves, stunning opponents. However, this attack has high overall lag and will leave him vulnerable for a couple seconds after using it. As Shadow Mario, he launches a Wind Spirit that pushes opponents back, but it will not deal any damage and shields will ricochet the Wind Spirit back to him.
Up Special Abandon Ship! / FLUDD...? As Bowser Jr., he leaps out of the Clown Car, allowing it to explode under him as he gains massive vertical distance. This recovery can be tilted to the left or right, and Bowser Jr. can use his hammer to deal damage while he is out of the Clown Car; however, any attacks from opponents will leave him unable to use it again without landing or button mashing. As Shadow Mario, he uses a device similar to FLUDD to propel himself into the air with his fist out a la Super Jump Punch, with the trail of goop behind him dealing damage as well as his fist.
Final Smash Megaleg / Goop Cross Bowser Jr. summons Megaleg, who stomps all around the stage for ten seconds. Alternatively, Shadow Mario gets up close to the screen and paints an "X" out of goop, and any fighters caught in the cross will be launched back and forth between its edges.
Debut: Super Mario Land (April 21, 1989)
Daisy is energetic and feisty with a lion-hearted demeanor to match, and she interacts with her close friend Peach quite a bit. She has been upgraded from her Echo Fighter status with her own unique moves and a new outfit inspired by Mario Strikers to further differentiate her from Peach.
Standard Special Tokotoko Protector Instead of a Toad, a Tokotoko from Super Mario Land appears to protect Daisy.
Side Special Daisy Bomber Daisy tries to bump into an opponent with her hip. If she hits them, a flower will pop up on their head and poison them for a bit.
Down Special Superball Daisy launches a Superball, which bounces around a few times before disappearing from the battlefield. It will bounce off of walls and ceilings as well.
Up Special Mega Strike Daisy jumps upwards in an arc, kicking a soccer ball in the direction she is facing.
Final Smash Imperial Parade Daisy steps up onto a platform and is swiftly carried forward by Tokotokos before leaping off and body slamming onto any opponents in her path, proceeding to hurl them into an Angry Sun.
Debut: Super Mario Bros. (September 13, 1985)
Piranha Plants are infamous for their carnivorous appetite and feared by citizens of the Mushroom Kingdom. This one in particular is no ordinary goon, and it is not messing around. Its moveset mostly consists of melee attacks where it uses its teeth, leaves, and pot to attack, but a few projectiles help keep it balanced.
Standard Special Ptooie The Piranha Plant spits out a metal spike ball and blows on it to keep it floating as the player holds the button, then sends it flying to the left or right, depending on the direction the player tilts the control stick immediately after releasing the button. While the plant is keeping the spike ball floating, he will not continue falling in midair, and the ball can be used as an edgeguarding tool or as a means of punishing opponents who attack the plant out of move. The ball will hover up and down as the plant blows on it, and at its lowest point, it will be launched significantly farther than usual.
Side Special Poison Breath The Piranha Plant changes color to match that of a Putrid Piranha and spews a cloud of poison in front of it, dealing a high amount of damage if all hits connect. The poison cloud has no knockback but can be reflected or countered by other attacks, like Mario's Cape. The move can be charged and saved for later use, and will deal massive damage to shields.
Down Special Long Stem Strike The plant pauses briefly as it retreats into its pot or pipe, before suddenly stretching out in the direction specified by the player. This move extends the plant's hurtbox, enabling it to reach quite far and hit opponents from a great distance, thus making it a helpful edgeguarding tool. Be warned, though, as this means other fighters can also deal damage to the Piranha Plant while it is stretched out.
Up Special Piranhacopter It spins its leaves like propeller blades, hovering into the air. The plant can move to the left or right at a great speed while it flies up, making the Piranhacopter attack useful for recovery. The move's looping hits can help push opponents towards blast zones for quick KOs, but it leaves the plant's head vulnerable, and a move like the Bowser Bomb or Pac-Man's Fire Hydrant can stop the plant in its tracks.
Final Smash Petey Piranha The Piranha Plant calls Petey Piranha down to the stage, and he tries to trap opponents in his dual cages from The Subspace Emissary while hopping from side to side. The other fighters can possibly escape if the stage is large enough, but if they do end up getting caught, Petey will eventually breathe fire into both cages, then proceed to slam them into the ground below him, launching them quite far. It is possible for Petey to fall off with the fighters still in his cages, but they can get back to the stage easily if they have a strong recovery tactic and/or leftover jumps.
Debut: Yoshi's Island DS (November 13, 2006)
Bungee Piranha plants are quite the opposite of their more familiar parent species -- they reach down to snatch up their prey from above, rather than popping out of pipes to grab it from underneath. In Duality, this Bungee Piranha is an echo fighter for the classic Piranha Plant, and true to its nature, it hangs off the bottom of a floating Message Block that does most of the dashing and "jumps", giving Bungee Piranha enhanced speed and manueverability compared to its grounded counterpart.
Standard Special Inverse Ptooie The Message Block floats a bit higher, and the Bungee Piranha spits out a spike ball and breathes in and out, letting the spike ball float for a moment. Once the player releases the special attack button and tilts the control stick to either side, the plant will blow the ball in that direction, as it rapidly rolls forward for approximately 1.5 seconds. In the Bungee Piranha's case, the spike ball is capable of launching opponents diagonally if it hits them, but it will not travel as far vertically.
Side Special Poison Cloud The Bungee Piranha spews a poison cloud in front of it, dealing a large amount of damage if all hits connect. Generally, this move works the same as Piranha Plant's original variation.
Down Special Creeper Strike The Bungee Piranha hides inside the Message Block for a moment, and the player can set up to four directions with the control stick while charging the attack. Upon releasing the attack input, the plant will quickly lunge out, taking the paths the player set, similar to a Piranha Creeper. Despite this attack's increased manueverability, though, it can be more difficult to connect all of its hits on opponents.
Up Special Piranhacopter The Bungee Piranha spins its leaves like propellers, pushing itself upwards as the Message Block guides the plant. Generally similar to Piranha Plant's variation, except the Message Block can deal massive knockback if it hits an opponent, at the expense of the Bungee Piranha not having quite as many opportunities to loop its own hits.
Final Smash Naval Piranha The Bungee Piranha summons the infamous Naval Piranha, who fights in a relatively similar manner to Petey Piranha, attempting to ensnare opponents with its vines and spew poison gas onto them, eventually slamming them down on the ground.
Debut: Paper Mario (August 11, 2000)
Paper Mario is an alternate variation of Mario from a world where everything is made out of some form of paper, hence his name. But don't let that fool you -- Paper Mario's world is home to a wide variety of heroes, villains, and civilians, and a vast amount of stories about them. On his journeys he's rescued the legendary Star Spirits from Bowser's grasp, and battled many foes from a diabolical demon queen to a crazed jester with an obsession with chaos. Even so, he's still cheerful and compassionate, just like his three-dimensional counterpart.
By default, Paper Mario is one of the lightest characters in the game; he won't deal much damage normally and can be knocked back quite far, but he is also rather fast and can jump a bit higher than either Mario or Dr. Mario. His primary gimmick -- the Copy Block -- can be used to make up to four copies of himself, which stack on top of him and boost his attack power and knockback resistance. However, reaching a certain damage percentage will cause one of his copies to disappear, and the maximum amount he can create decreases by one; this number will go back up if Paper Mario heals.
Standard Special Copy Block Paper Mario uses the Copy Block to spawn a clone of himself. Up to four copies can be spawned, and each copy will stack on top of him and make him heavier, boosting his attack power by 5%. Reaching every 30% interval of damage will cause a clone to disappear and decrease the amount of clones Paper Mario can spawn by one.
Side Special Huey Paper Mario summons Huey to pour some paint in front of him. Anyone who walks over it, including Paper Mario himself, will have significantly lower traction and slide across the paint puddle. If used on a ledge, Huey can block recovery moves similar to Mario's F.L.U.D.D. from past Smash games. Any paint on the battlefield will dry up after ten seconds.
Down Special Fire Drive Hammer Paper Mario slams his hammer down, dealing a large amount of damage to opponents it hits directly and creating a stream of flames going a short distance. The hammer slam attack can be used as a meteor smash.
Up Special Plane Mario Paper Mario folds himself into a paper airplane, taking a swift loop-de-loop before flying forward. During flight, he will float downward slowly; his path can be leveled or tilted higher with the control stick, but turning too fast will put him in a helpless state.
Final Smash Ultimatd Supernova Paper Mario tosses the sticker fairy Kersti (from Sticker Star) in a short arc; if she hits an opponent, he uses Fleep to flip into a 3D form a la Super Paper Mario, and his partners from Paper Mario and its sequel The Thousand Year Door arrive with the Crystal Stars. A group of Paper Toads builds a Papercraft Mario, and Paper Mario watches from the top as Pixls Boomer, Thudley, and Cudge slam down on the opponent(s). The partners from the first two games use the Crystal Stars to blast light beams at them, striking them several times before the Papercraft Mario eventually gains a Megaflash Hurlhammer from Kersti and slams it down on the opponent, ending the Final Smash.
Debut: Luigi's Mansion (September 14, 2001)
King Boo is, obviously, the king of the Boos. His primary goal is to spread ghosts all over Mushroom World and declare himself its emperor, and he has faced off against the Mario Bros. and their allies many times in the series. King Boo is to Luigi what Bowser is to Mario, but he can also prove himself to be more fearsome and treacherous than even the Koopa King himself with his cunning intellect.
In this game, King Boo is a very floaty fighter, and after every jump comes a slow fall -- in fact, he has the slowest falling speed out of all the game's fighters, which can be useful when you need to recover. However, most of his attacks won't do very much offensively, making his projectile-focused moveset rather difficult to master. To compensate, he can spawn and absorb some of his Boo minions to make himself larger, adding to his damage output at the price of making himself an easier target.
Standard Special Azure Fireball King Boo spits out a light blue fireball that travels straight forward. It travels faster than Bowser's fireballs and creates a larger explosion radius, but you can only spawn one at a time.
Side Special Ecto Laser He fires a laser out of the jewel on his crown, racking up damage on opponents and keeping them still for up to three seconds.
Down Special Boo Summon Spawns a Boo, which will be absorbed by the king and increase his size and damage output.
Up Special Spirit Balls King Boo uses purple Spirit Balls to render himself invisible, and he will slowly hover into the air for a short while before reappearing. Useful for stealth attacks, but not quite helpful in terms of recovery.
Final Smash Portrait Master King Boo dashes forward, and if he catches an opponent, he will trap them inside a portrait and slam it into the ground, sending them to the Paranormal Dimension where they sink into a quicksand pit. Then, a spike ball will fall into the pit and crush them, snapping them out of the dimension and sending them flying.
Debut: Super Mario RPG: Legend of the Seven Stars (March 9, 1996)
♡♪!?, better known as Geno, is a Star sent by a greater entity to liberate the Mushroom World from the forces of the robotic wizard Smithy during the events of Super Mario RPG, possessing a wooden puppet to communicate with Mario and his friends. His friendly nature and strong sense of justice help boost the morale of his teammates in dark times, and he was quick to make friends with Mario upon meeting him.
Geno is among the game's most powerful fighters, but he takes greater knockback from attacks thanks to his decreased damage resistance. If certain action commands are timed right, his special attacks will deal more damage.
Standard Special Geno Beam Geno transforms his arm into a gun, and holding the attack input down will charge a rainbow laser beam. Up to three red stars will pop up in his head, designating how strong the laser will be -- if you use this attack too often, though, its damage output will decrease drastically.
Side Special Geno Whirl Geno twirls around, damaging opponents as discs of light shoot out from his sides. These energy discs deal more damage the longer they take to reach an opponent.
Down Special Geno Blast He summons star-shaped projectiles to rain down in front of him, acting as a means of stunning opponents and preventing them from finishing attacks.
Up Special Geno Boost Geno thrusts himself upwards, with the thrust being able to be angled. A red arrow will appear and the player needs to press the attack button again to get a boost. If timed perfectly, this move will slightly increase Geno's stats for 30 seconds.
Final Smash Geno Flash Geno gathers the seven Star Pieces and charges a powerful rainbow disc, with up to three red stars showing up designating the size of the disc and thus its range. If the player charges the disc all the way and presses the attack button right when it hits, the opponent will be instantly KO'd; otherwise, the disc will merely launch or meteor smash them.
Debut: Super Mario World (November 21, 1990)
Hailing from Yoshi's Island, Mario's green dinosaur companion Yoshi returns. He specializes in aerial maneuverability, being able to flutter jump as a means of recovery. His moveset relies on eggs, which act as fragile projectiles.
Standard Special Egg Lay Yoshi swallows an opponent and traps them in an egg that rolls behind him. The opponent will need to button-mash in order to escape. If no one is within his reach when he sticks out his tongue, he will lay a smaller egg and be able to toss it in a straight line or an arc.
Side Special Egg Roll Yoshi himself gets inside an egg and rolls around, gaining speed that adds to his damage output and eventually stopping after a while. The attack will need to be charged to maximize its effectiveness, but it can be cancelled out to make use of mind games.
Down Special Yoshi Slam Yoshi jumps up and slams down on the battlefield, creating damaging stars upon landing.
Up Special Egg Toss Yoshi tosses an egg above him, gaining a vertical boost. Good for recovery, but its effectiveness diminishes each time he uses it until he touches the ground.
Final Smash Yoshi Stampede Yoshi headbutts in front of him, and if he hits an opponent, a stampede of multi-colored Yoshis will trample them.
Debut: Super Mario World (November 21, 1990)
Baby Yoshis are, as their name implies, infant Yoshis that have just hatched from Yoshi Eggs. They generally can't move around very well, but they are born with special abilities that vary depending on their color. This particular Baby Yoshi is special in that it was born with all of these abilities, and uses them in battle.
Baby Yoshi is rather slow compared to some characters like Mario and can't jump very high, but his status as the game's smallest fighter makes up for it, as he can dodge attacks quite easily. His attacks are mostly a mixed bag, with some giving great knockback and some not even making a fighter flinch. As such, Baby Yoshi's moveset can be difficult to figure out how to use properly, but he could be a good choice for players looking for easy ways to waltz out of danger.
Standard Special Fire Red Baby Yoshi spews three fireballs out of his mouth, and they spread out, knocking back fighters who touch them.
Side Special Bubble Blue Baby Yoshi breathes out a large bubble that traps an opponent, giving 2% damage per second until they button-mash their way out.
Down Special Earthquake Yellow He hops up and stomps the ground, creating a small shockwave that launches fighters. In midair, this attack can be used as a meteor smash, and it is more powerful the higher Baby Yoshi is.
Up Special Blimp Magenta Baby Yoshi inflates himself, floating up into the sky. This move can be used as recovery or as a means of gaining distance for a more powerful Earthquake Yellow attack.
Final Smash Golden Glow Baby Yoshi releases a bright light, stunning opponents for eight seconds and allowing him to attack them as he pleases.
Debut: Yume Kōjō: Doki Doki Panic (July 10, 1987)
Shy Guys appeared in Super Mario Bros. 2, a western localization of Doki Doki Panic, where they served under a sinister emperor named Wart as he tried to take over Subcon, the land of dreams. In more recent Mario games, including the Yoshi spin-offs, they have become a well-known species in Mushroom World, with some working for Bowser and others running shops, trains, and more.
Standard Special Snifit Bullet Shy Guy's mask turns into a Snifit mask, and he launches a bullet of dark energy that slows down opponents.
Side Special Unnoticed Bandit Shy Guy dons a Bandit mask, dashes to the nearest opponent, and plants a tiny yellow Shy Guy on their back if they reach them. The small Shy Guy will poison them for five seconds or until they shake it off.
Down Special Zeus Guy Orb His mask morphs into that of a Zeus Guy as he charges an orb of electricity. He will then launch it in the direction determined by the player.
Up Special Fly Guy Shy Guy puts a propeller on his head and hovers a great vertical distance through the air. However, other fighters can use him as a platform in this state.
Final Smash Spear Guy Jam A tribe of Spear Guys does a dance for a giant Shy Guy statue that rises out of the ground. When the dance ends, the stage will be flooded, washing away all opponents the flood hits.
Debut: Donkey Kong (July 9, 1981)
Donkey Kong is ready to swing back into action. His strong physical attacks will have him racking up damage like a madman (or a mad-ape), and his new Coconut Gun can fire in spurts, giving him a decent projectile attack to hold back the competition.
Standard Special Giant Punch / Coconut Gun If you hold down the special attack button, Donkey Kong winds up a punch and will unleash it upon releasin the input. Pushing the normal and special attack buttons together will have him launch a coconut out of his gun, exploding when it hits something.
Side Special Headbutt Donkey Kong slams his head into an opponent, and may bury them in the ground on contact.
Down Special Hand Slap The name says it all -- Donkey Kong claps his hands together on the ground and hits anyone unfortunate enough to come between them.
Up Special Spinning Kong Donkey Kong stretches out his arms and spins around like a helicopter, hitting opponents as he travels up.
Final Smash Power Plunch Flurry Donkey Kong traps the opponent in a barrage of punches, ending with a more powerful punch with a chance of KO'ing them.
Debut: Donkey Kong Country (November 21, 1994)
Donkey Kong's close friend and ally, Diddy Kong, is back for more mischievous antics on the battlefield. He is weaker but somewhat more agile than DK, and his acrobatic skills and self-made contraptions give him a zany moveset to work with.
Standard Special Peanut Popgun Diddy Kong charges his popgun and shoots a peanut. The longer the charge, the faster and farther the peanut will fly, but overcharging the popgun will create an explosion that causes massive knockback and leaves him vulnerable.
Side Special Monkey Flip Diddy flips forward. If he reaches an opponent's face, he can beat them up or jump off of them. While flipping, he can also use a flying kick that will leave him helpless in midair.
Down Special Banana Peel Diddy whips out a banana peel and tosses it over his shoulder. The peel can be useful for traps and stage control.
Up Special Rocketbarrel Boost He powers up his Rocketbarrel pack and leaps into the air, hovering forward slowly. He can cancel out this attack with a jump or a Monkey Flip.
Final Smash Rocketbarrel Barrage Diddy slips on the Rocketbarrel and soars around the stage, firing peanuts in multiple directions for a short time.
Debut: Donkey Kong Country 2: Diddy's Kong Quest (November 20, 1995)
Dixie Kong is an active, tomboyish Kong and Diddy Kong's girlfriend. She has a passion for rock music and enjoys collecting bananas just as much as her boyfriend and Donkey Kong. She was first seen working with Diddy to free DK from Kaptain K. Rool's grasp and has gone on multiple other journeys with them since then, putting her best effort into assisting her fellow Kongs.
Dixie is Diddy's echo fighter, and borrows a few elements from DK as well. Most of her normal attacks involve her ponytail, which she swings around to slam into opponents.
Standard Special Gumball Popgun Dixie Kong charges a popgun and shoots a gumball. The longer the charge, the faster and farther the peanut will fly, but overcharging the popgun will create an explosion that causes massive knockback and leaves her vulnerable. The gumball will stick to an opponent for a few seconds, slowing them down.
Side Special Monkey Flip Dixie flips forward. If she reaches an opponent's face, she can beat them up or jump off of them. While flipping, she can also use a flying kick that will leave her helpless in midair.
Down Special Bubblegum Toss Dixie Kong throws bubblegum onto the ground, setting up a trap for fighters similar to Diddy's banana peels.
Up Special Spinning Kong Dixie Kong imitates DK's up special, only flying higher with her ponytail.
Final Smash Kong Family Buck-Buck Dixie calls Kiddy Kong and Chunky Kong into battle, playing a game of buck-buck. Chunky lands the first attack, allowing Kiddy to bounce off of her and roll into the opponents. Dixie jumps off both of them and fires multiple bumballs to hold them down before Chunky slings them to the side, launching them.
King K. Rool
Debut: Donkey Kong Country (November 21, 1994)
King K. Rool, the crazed Kremling dictator and archnemesis of the Kongs, has returned to wreak havoc. With boxing gloves, a blunderbuss, and a mechanical backpack up his arsenal, this may truly be his finest hour.
Standard Special Blunderbuss K. Rool launches a cannonball that he can suck back into his blunderbuss if an opponent knocks it back to him.
Side Special Crown Toss K.Rool tosses his prized crown in front of him, and it comes back like a magnet.
Down Special Stomach Standoff K. Rool inflates his stomach, neutralizing any damage he would receive from an attack.
Up Special Baron's Backpack K. Rool whips out his helicopter backpack and flies upwards with it, moving at a decent speed.
Final Smash Blast-O-Matic K. Rool sits inside his fortress, laughing with excitement as his Blast-O-Matic laser destroys Donkey Kong Island with his opponents trapped on the island.
Debut: Super Mario Land 2: Six Golden Coins (October 21, 1992)
Wario is a greedy, rude, aggressive fellow whose two primary goals are to get rich and prove that he is superior to Mario in every possible way. His ongoing journey to do so has taken him to several zany locations across Mushroom World and led him to found his own video game studio, WarioWare. In Super Smash Bros., he is not the one to mess with, with his brute force consistently present in his attacks. Duality gives Wario's moveset some new tweaks in line with games like the Wario Land series and Wario World.
Standard Special Chomp / Shake It! Both of these attacks serve as command grabs. Standing in front of an opponent and holding down the special attack button just before they attack will make Wario counter the attack by grabbing them and shaking them up and down rapidly, and mashing the button will extend the duration of the shake attack and deal more damage in the process. Wario can shake the opponent up to five times in a row and chain the attack into throws and pummels like a normal grab. However, if he shakes too much or too fast, he will start panting and sweating with exhaustion, leaving him vulnerable to enemy attacks. Alternatively, the player can simply tap the button a few times to make Wario bite and chew on the opponent, healing himself at the same percent as they take damage.
Side Special Hot Wario / Wario Bike If the control stick is tilted to the side, Wario will pour gasoline all over himself and light himself on fire, causing him to run around in a panic and launch anyone he rams into; however, using this attack too close to an edge can cause him to fall off, or self-destruct. Wario's tap side special has him hop onto his motorcycle and charge forward, in which case he can turn around and deal extra damage with the back tire, perform a wheelie and use a slam attack, or hop off and break the bike apart to Chomp its parts for health or throw them at opponents.
Down Special Small Wario / Flat Wario With his standard down special, Wario shrinks down into his Small Wario form for up to ten seconds, decreasing his hitbox and damage output but also allowing him to jump higher and gain better recovery. Tilting the stick down again will have him return to normal size. If the stick is tapped, Wario calls down a wrecking ball that will hit him or an opponent. Opponents will take 16℅ damage, but Wario himself will gain his Flat reaction, greatly reducing his speed and jump height while allowing him to glide around the stage upon receiving knockback. Three attacks will revert him to his normal form.
Up Special Corkscrew Puff / Wicked Wario Usually, when the up special input is used, Wario will spin-jump into the air in a ball formation before eventually puffing up his cheeks like a balloon for a slower descent. Like the Jump Punch the Mario Bros. are known for, the initial Corkscrew can be angled by tilting the stick a few frames before the jump; tilting in the direction Wario is facing will angle it horizontally, whereas tilting up will angle it vertically. While Wario is curled up, he can rebound off of nearby walls and ceilings to hit opponents from behind or below. During the Puff half of the move, entering the up special input again will cause Wario to release the air in his cheeks and fall down at a normal pace, but he will be helpless as he is falling. Additionally, as Wario fights, a meter will be shown just below his icon, shifting between colors from green to yellow, and then to red. If Wario can endure the battle for long enough, he will charge up his Wicked Wario disguise from Wario: Master of Disguise; when the arrow on the gauge is pointing to a color, Wario will glow, and quickly tapping the control stick up while pressing the attack button at this time will cause him to don his Wicked disguise and soar into the air vertically, leaving a devastating cloud of smoke and embers behind him. A green glow signifies a shorter distance and weaker smoke cloud, with the attack growing stronger at yellow and then red. Be careful, though -- taking damage will cause the meter to deplete, and some attacks can still stop Wicked Wario in his tracks if timed just right.
Final Smash Wario-Man Wario gobbles up a clove of garlic and charges forward, and if he hits an opponent in his path, he transforms into his superhero alter-ego, Wario-Man, and bombards them with several quick attacks as comic-inspired effects and onomatopoeia, eventually crashing down on top of them with his shoulder and launching them as he returns to his normal form.
Debut: WarioWare: Touched! (December 2, 2004)
You'd better learn this girl's name -- because if you're not careful, she'll brew up some real trouble for you. Ashley isn't your average girl; she lives in a haunted mansion with only her little demon assistant, Red, to accompany her. She's quite... rowdy compared to other kids, and at one point she even turned her teacher into a spoon. The reality is, though, Ashley is very lonely and just wants friends to talk about her problems with -- but when you understand she'll do ANYTHING to make a new friend, that could make things just a little more complicated...
Ashley is widely known for her strange spells, and plenty of these can be found in her moveset; she can spawn two pillars of fire on either side of her with her down smash attack, for example. However, this isn't quite the moveset you would normally expect from Ashley. Some of her features are actually inspired by Crazy Galaxy, an April Fool's tease planned out by the Arcade Bunny of Badge Arcade fame. In fact, her primary gimmick is her new guitar, Craze, which acts as a simple melee weapon at face value, but can be given some interesting damage effects when used together with her spells.
Standard Special Furious Elementals "Hocus pocus!" Ashley will charge a spell for up to 1.5 seconds, with a different elemental effect coming up for every split second charged -- Earth, Wind, and Fire. Earth inflicts the Flower status on an opponent and deals a little damage over time, while Craze glows a dark green for a moment, in which case any melee attacks where Ashley uses it can potentially bury or even plunge opponents depending on the strength of the attack and the opponent's current damage percent. Wind will pull the opponent towards Ashley as a command grab, and she can follow up with pummels, throws, etc.; Craze will glow a light blue, and can cause opponents to trip with ground attacks, or freeze them at higher percentages. Fire, interestingly enough, is actually more of an Aura attack, and casts blue flames on the opponent, making Ashley's attacks stronger on that specific opponent as Craze glows a deep crimson hue; at higher percentages, Ashley can put opponents to sleep, or even pull a straight up one-hit KO.
Side Special Pantalones Giganticus Ashley stands in place for a brief moment as she fires a magic projectile from her traditional wand. If the projectile hits an opponent, their weight will be increase by half of their usual weight, lowering their knockback and making them more vulnerable to potential combos. Be careful, because Ashley may occasionally cast the hex on herself by mistake. "Oh no, not again..."
Down Special Frightful Sight Ashley faces the player and looks downwards, her face being unseen as she looks down for approximately 1.64 seconds. If an opponent hits her while she is in this position, she will immediately face the opponent with her eyes glowing red and her hair becoming a ghastly white, scaring them into a temporary paralysis state and giving her the chance to counter them.
Up Special Groovy Levitation At the start of the move, Ashley propels herself diagonally into the air with her broom. If the up special input is used again within 0.75 seconds (designated by a silvery glow coming from Ashley's hair), she will strum with Craze as she slowly floats further through the air, with the last note creating a small blast radius that will launch nearby opponents. If the player misses the "silver moment", Ashley will simply fall down in a helpless state.
Final Smash Dark Lord Hum Gree "Dark Lord Hum Gree... I SUMMON THEE!" As Ashley casts the summoning spell, the dark lord himself will dart across the stage with his arms outstretched. If he catches any opponents, Hum Gree will drop them all into a boiling pot as he chuckles deeply, quickly proceeding the pour his new soup into his wide, gaping mouth, with the opponents falling into a black abyss and automatically losing a stock. It takes a short while to summon Hum Gree initially, though, and if you pay attention to where the portal spawns, you can easily dodge his charge attack.
Debut: WarioWare: Smooth Moves (December 2, 2006)
Penny Crygor is the granddaughter of Dr. Crygor, a famed scientist residing in Diamond City. She adores her grandfather and wants to follow his footsteps and be a great scientist one day -- but she also dreams of being a pop star. She practices with her experiments and singing talent daily, and stays focused through mishaps.
Penny is what is considered a "glass cannon" in fighting games; she can't take much damage without being launched, but her own attacks are quite powerful. She has a decent dashing speed, but her standard aerial attacks are rather weak for a lightweight. Her Crygor Cycle and Mortar & Pestle specials make up for this with their great recovery.
Standard Special Mini Missile The heart-shaped ornaments in her hair open up, firing two small homing missiles that chase the nearest opponent. Their explosion radius is small, but places a fire effect on any nearby fighters.
Side Special Crygor Cycle Penny drives a motorcycle forward a la Wario Bike. The Crygor Cycle is faster but also more fragile, and cannot turn around. It deals more damage head-on than with a wheelie, and will suck opponents towards it from behind; if they are sucked in, they will pop out smaller for a brief moment, as if they have eaten a Poison Mushroom.
Down Special Apple Manhole She opens a manhole-like portal and drops an apple into it. A similar manhole will form on the ground in front of her, and the apple will pop out and fall forward in an arc.
Up Special Mortar and Pestle Penny pulls out the Wii Remote-like Form Baton and turns it as if she is stirring a substance in a cauldron, slowly rising as she stirs. This move is easy to manage for vertical recovery, but has no way to gain horizontal distance.
Final Smash Produce Standoff Penny unsheathes a katana, and fruit falls from the sky. She slices the fruit into several pieces, sending them flying in all directions. The last fruit to fall is a giant watermelon, and Penny will aim her katana towards the nearest opponent, slicing the melon and launching them with the slices.
Debut: Wrecking Crew (June 18, 1985)
Mario and Luigi used to works as demolitionists, and their boss was none other than the brutal Foreman Spike, who attempted to take their pay for himself by setting up traps to stop them from finishing their job. He could be seen as a precursor to Wario, due to his intense rivalry with Mario himself.
Foreman Spike's moveset features elements of stage control and in some cases indirect combat, with some of his special moves summoning enemies from Wrecking Crew. His standard attacks usually have him using his hammer, which is a rather powerful weapon that is capable of meteor smashing opponents from above.
Standard Special Fireball Foreman Spike launches a fireball out of his hand, and it moves forward in a wavy pattern for three seconds or until it hits an opponent or wall. Smaller characters can crouch to dodge this fireball if timed right, but larger fighters are more susceptible to damage and may have to jump over it.
Side Special Gotchawrench Spike summons a Gotchawrench who chases the nearest opponent. They can be defeated in a single hit, but they will launch the opponent if they ram into them.
Down Special Girder Foreman Spike places a girder in front of him. This can serve as an extra platform or a means of blocking attacks, requiring three hits to break. Spike can place up to four girders on the stage at a time.
Up Special Bomb Jump He places a bomb underneath him, and it will flash for a couple seconds before glowing red and exploding. If he jumps just before the bomb detonates, he will launch into the air; if it explodes while he is still on the ground, he'll take damage. Pressing the special button again will automatically detonate the bomb, which can be useful with midair combat or recovery.
Final Smash Wrecking Mantis Foreman Spike pulls up in his wrecking ball vehicle and swings the ball into the opponent(s), launching them.
Debut: The Legend of Zelda (February 21, 1986)
Link, the legendary Hero of Time, has returned. His design is still based on Breath of the Wild, and he uses an almost perfect balance of melee attacks and projectiles, with such weapons as boomerangs, bombs, arrows, and his traditional sword at his disposal.
Standard Special Traveler's Bow Link fires two arrows using his bow, and he can pick them back up to use later.
Side Special Gale Boomerang Returning from Brawl and SSB4, the Gale Boomerang will pull opponents towards you as it comes back. It can also push away large items and bring smaller items to Link.
Down Special Remote Bomb Rune Link places down a spherical bomb that he can remotely detonate at any point on the stage. It will bounce off of opponents and walls.
Up Special Spin Attack Link places down a spherical bomb that he can remotely detonate at any point on the stage. It will bounce off of opponents and walls.
Final Smash Urbosa's Fury Link charges up an attack from his sword and slashes, releasing lightning from Urbosa's Fury that strikes all nearby opponents.
Debut: The Legend of Zelda (February 21, 1986)
Zelda, ruler of Hyrule and descendant of the divine goddess Hylia, returns to Smash. She primarily uses magic passed down to her by the deities her people praise, and she is rather good with combos in certain cases.
Standard Special Nayru's Love Zelda encases herself in a crystal shield that hits opponents and blocks attacks briefly.
Side Special Din's Fire She launches a magical fireball that can be aimed up or down, and it will explode once the attack input is released or it reaches its maximum distance.
Down Special Phantom Slash Zelda conjures a Phantom, charging its attack as it assembles, and sends it charging in the direction she is facing.
Up Special Farore's Wind Zelda warps in a specific direction to another point on the stage not far from where she was before using the move.
Final Smash Triforce of Wisdom Zelda traps opponents in a large Triforce symbol that shrinks over the next few seconds, then launches the fighters out of it.
Debut: The Legend of Zelda: The Wind Waker (December 13, 2002)
Toon Zelda is the cartoonish version of Hyrule's beloved princess. She is Zelda's echo fighter, borrowing some of her custom moves from SSB4.
Standard Special Nayru's Passion Toon Zelda drags opponents towards her before detonating the crystal shell surrounding her.
Side Special Din's Flare Compared to Din's Fire, Din's Flare travels a longer distance faster but cannot be easily angled.
Down Special Phantom Strike Deals more damage and charges twice as fast as Zelda's Phantom Slash, but has less range.
Up Special Farore's Windfall Toon Zelda can only teleport directly upward, but the second hit meteor smashes opponents.
Final Smash Triforce of Wisdom Zelda traps opponents in a large Triforce symbol that shrinks over the next few seconds, then launches the fighters out of it.
Debut: The Legend of Zelda: Ocarina of Time (November 21, 1998)
Ganondorf, the dreaded lord of darkness and tormentor of Hyrule, is back with a vengeance. With his sword as his standard weapon of choice and some new special attacks to widen the gap between his moveset and Captain Falcon's, he is more than prepared to terrorize his opponents.
Standard Special Warlock Punch Ganondorf winds up a punch powered by dark magic, blasting opponents away if it hits.
Side Special Corrupted Choke Ganondorf dashes across the stage, grabbing a nearby opponent and choking them, before throwing them down to the ground or into the air depending on which direction the player specifies.
Down Special Wizard's Foot In midair, Ganondorf brings himself down with a mighty kick, damaging anyone he hits.
Up Special Dead Man's Volley Ganondorf launches an orb of dark energy below him, propelling himself into the air. However, opponents can deflect this dark orb back to him.
Final Smash Triforce of Power Ganondorf forms a giant purple Triforce symbol on the ground, and it drags opponents into it and launches them out of the middle.
Debut: The Legend of Zelda: The Wind Waker (December 13, 2002)
The Hero of Winds is an incarnation of Link with a rather distinct appearance, notable for his stature and cat-like eyes. Like the other two veteran Links, Toon Link has gotten a few additional changes to his moveset to help him stand out more.
Standard Special Hero's Bow Toon Link pulls out his bow and fires a single arrow, and it travels at a fast pace until it collides with something.
Side Special Ice Boomerang Deals less damage than the other Link boomerangs but has a chance of freezing an opponent when they come into contact with it.
Down Special Bomb Toon Link pulls out a bomb and tosses it in front of him, and it explodes upon hitting something.
Up Special Spin Attack Toon Link, holding out the Skull Hammer, spins around in the air, ending with a midair slam attack. The Skull Hammer adds extra impact to each hit compared to the other Link spin attacks.
Final Smash The Great Sea Toon Link hops aboard the King of Red Lions on stormy waters and is dragged towards a whirlpool along with the other fighters caught in the attack. Just then, a Big Octo sprouts out from it and delivers a strike with it's tentacle, pulverizing all whom it touches.
Debut: The Legend of Zelda: Breath of the Wild (March 3, 2017)
In Duality, Zelda's incarnation from Breath of the Wild appears alongside her A Link Between Worlds counterpart to balance out series tradition with fresh experimenting. While initially jealous of her era's Link, she eventually forms a bond with him after realizing she was wrong to despise him.
Referred to as "Champion Zelda" in this game, she has trouble mastering the magic she has inherited, so she relies on the Sheikah Slate to harness the powers of the Runes. She is a quick walker but not exactly the best dasher; to compensate, she is great with ground combos and has some high-reaching jumps, especially compared to her counterpart from A Link Between Worlds.
Standard Special Stasis Rune Champion Zelda slows down time for a few seconds, allowing her to attack opponents from different directions to knock them away when the flow of time returns to normal. Depending on how strong an attack is, an opponent may be launched farther at the price of a longer charge time for the Stasis Rune.
Side Special Magnesis Rune Champion Zelda magnetically grabs onto an opponent and throws them behind her. You can only use this attack on one opponent at a time.
Down Special Remote Bomb Rune Unlike Link's Remote Bombs, Champion Zelda's are cubes, meaning they will not bounce or roll forward upon being placed. However, they can be picked up and have a larger explosion radius.
Up Special Cryonis Rune Champion Zelda creates a pillar of ice that lifts her up, freezing anyone who touches it.
Final Smash Master Cycle Zero Champion Zelda summons the Master Cycle Zero. While riding it, she can ram into opponents and use wheelies and stoppies to launch them. This move lasts for 12 seconds.
Debut: The Legend of Zelda (February 21, 1986)
Hyrule's most dreaded enemy, Ganon, has been reincarnated time and time again in several forms. One of these is his arguably more popular humanoid form named Ganondorf, but his retro "pig" form hasn't been seen in Super Smash Bros. until now. This Ganon seems to be a fusion of this classic form seen in most earlier Zelda games and the "Calamity Ganon" form introduced in Breath of the Wild, bearing the pig form's physical appearance and brute strength and Calamity Ganon's abilities.
Ganon is a heavyweight fighter within the ranks of Bowser and King Dedede, but he also retains the speed of a mediumweight like Mario. Even with his low jumps, his trident gives him a further reach, allowing him to strike airborn opponents from a distance.
Standard Special Fireblight Swarm Ganon launches a large ball of fire with his scepter, and it breaks apart into a swarm of fiery bats. The bats deal multiple hits as they push an opponent back, and vanish after twelve hits.
Side Special Windblight Curve Ganon casts a wind spell that pulls an opponent towards him, allowing him to strike them with his trident or any of his other special attacks.
Down Special Twilight Portal He places one Twilight Portal in front of him. Tilting the Control Stick left or right and holding it in that direction while determine where he will spawn the second portal, and the input can be held for one second before he teleports.
Up Special Waterblight Pillar Ganon creates a pillar of water that lifts him up, but only for a limited time. Tilting the control stick in a certain direction will carry him there.
Final Smash Thunderblight Warp Ganon rises up and warps the stage into a small orb, trapping all other fighters inside. He casts a lightning spell with his scepter, shocking the orb and significantly damaging his opponents. He then slams the orb down with his fist, shattering it and sending other fighters flying.
Debut: Metroid (August 6, 1986)
Samus Aran is a worthy opponent for even the most notorious of space criminals, and her abilities translate into Smash rather well. Her various projectiles and great mobility make her a dangerous opponent on the battlefield.
Standard Special Beam Burst / Melee Counter Samus uses the Beam Burst from Samus Returns, replacing the Charge Shot. Holding the special attack button will allow her to launch lasers in rapid fire. If used when an opponent is near, Samus will use an energy blast to parry their attacks.
Side Special Missile Samus fires a slow yet strong missile out of her laser cannon, and it homes in on the nearest opponent. If the input is tapped like you would for a Smash Attack, Samus will fire a more powerful Super Missile, which travels straight forward.
Down Special Morph Ball Samus curls up into a ball, and she can roll around and place bombs on the ground or in midair.
Up Special Screw Attack Samus curls up and jumps, gaining a crackling barrier of electricity that will deal multiple hits on an opponent.
Final Smash Gunship Samus boards her gunship and fires her Zero Laser down to the stage; she can move back and forth and aim the laser, but cannot turn around.
Debut: Metroid (August 6, 1986)
Ridley's cruel, savage nature makes him an imposing threat in the Smash world, and he's not giving up his status any time soon. He is a powerful fighter who also maintains his strength in midair, giving him enhanced maneuverability to fend off opponents with the greatest of ease.
Standard Special FireballStream Ridley breaths out a stream of fire that can also be a fireball if used sparingly.
Side Special Brute Force Ridley grabs and opponent and drags them to the opposite side of the stage.
Down Special Monster's Spear Ridley can impale opponents with the tip of his tail. If he lands it just right, the damage is immense and the opponent will fall asleep.
Up Special Pirate's Flight Ridley jets upwards with all of his might, giving him high air time.
Final Smash Hunter's End Ridley throws an opponent onto Samus's gunship and blows it up in a furious rage as a laser shoots from his mouth at the enemy.
Debut: Kirby's Dream Land (April 27, 1992)
Kirby is the defender of Dream Land, with the intention of protecting it from sinister dark entities... and, of course, getting that food back when that greedy King Dedede steals it. Like Mario, he is a balanced fighter aimed towards new players who are just getting started with Smash.
Standard Special Inhale Kirby's most iconic move: sucking up opponents and taking their powers. Upon inhaling an opponent, he can either copy their standard special or spit them out.
Side Special Hammer Flip Kirby can charge up the power of his hammer and use it at any point, flaming or not.
Down Special Stone Slam Kirby uses the Stone transformation in a variety of forms, crashing down on the ground.
Up Special Final Cutter Kirby jumps up with the help of Sir Kibble's blade, spinning around and slamming back down.
Final Smash Megaton Punch Kirby puts on his Fighter headband and jumps up into the air with his arm hitting the ground, damaging all opponents in an earthquake.
Debut: Kirby's Adventure (March 23, 1993)
Meta Knight is a mysterious masked vigilante who is always aiming to be the most powerful warrior in the universe, willing to take any necessary challenges to achieve this dream. His moveset consists of multiple stealth-y attacks that allow him to quickly take advantage of his opponents' weaknesses and dart away as soon as possible.
Standard Special Mach Tornado Meta Knight spins around, creating a small whirlwind around him. He's able to move around slightly in this state.
Side Special Drill Rush Meta Knight dashes across the stage in a drill-like formation, rapidly striking any opponent in his path.
Down Special Dimensional Cape Meta Knight flings his cape forward, disappearing into thin air before reappearing in the opposite direction.
Up Special Shuttle Loop Meta Knight flies in a loop, thrusting his sword outwards as he finishes the loop and flies higher towards the stage.
Final Smash Galaxia Darkness Meta Knight slings his cape in front of him; if he hits an opponent, he'll trap them in a pitch black void and finish them off with a single powerful slash.
Debut: Kirby Super Star Ultra (September 22, 2008)
Galacta Knight is the strongest warrior in Kirby's universe -- so strong that he was locked away by the legendary Galactic NOVA for years. When Meta Knight encountered it and wished to fight the greatest warrior so he could become stronger, Galacta Knight was released, and since then they have come face-to-face multiple times throughout the Kirby series.
Galacta Knight is an Echo Fighter based on Meta Knight, taking a lot of influence from his custom moves in SSB4. He wields a lance instead of a sword, and instead of slashing he uses jab attacks, which are more direct and thus deal more damage at specific points.
Standard Special Entangling Tornado Galacta Knight starts spinning, vacuuming opponents and launching them into the air. Unlike Meta Knight's Mach Tornado, it consists of a single stronger hit and has a bit more start-up lag.
Side Special Drill Charge Based on both of Meta Knight's alternate Drill Rush attacks in SSB4. Galacta Knight twirls horizontally in the specified direction, moving faster than Meta Knight's own Drill Rush but slightly weaker and less maneuverable. The Drill Charge can be used to break shields.
Down Special Stealth Smasher A stronger variation of Meta Knight's Dimensional Cape that covers more distance -- around half the length of Final Destination. Galacta Knight dashes in a controllable direction, dealing more damage and shattering shields at the price of being more vulnerable while moving and his next location being revealed.
Up Special Blade Coaster Galacta Knight moves in two swift loops, jabbing at opponents horizontally and gliding a large distance. This move should be used carefully on smaller stages and stages without walls, as he may fall off the edge after using it.
Final Smash Cosmic Revolution Galacta Knight creates a beam whip with his lance and swings it in front of him, yelling "Prepare yourself!" If he catches an opponent, the battle pauses for a brief moment as the stage flashes white; then, he slams them into the ground and thrusts his lance down on top of them, causing several pillars of fire to erupt from the ground and launch anyone caught within them.
Debut: Star Fox (February 21, 1993)
Fox McCloud is the confident leader of the space team known as Star Fox, inheriting the role from his deceased father James. Fox is infamous for his speedy fighting style and his quick attacks, being able to dash through opponents and reflect their projectiles back at them.
Standard Special Blaster Fox fires lasers out of his blaster.
Side Special Fox Illusion Fox dashes through opponents as afterimages of him are left behind him, disappearing shortly after they appear.
Down Special Reflector Fox uses his reflector to block attacks and projectiles, multiplying their damage output 1.2x. The reflector has its own hitbox, and will damage anyone it hits.
Up Special Fire Fox Flames surround Fox, and he yells "FIRE!" as he shoots into the sky.
Final Smash Landmaster Fox boards his Landmaster. While inside, he can ram into opponents, fire lasers, and gain a boost into the air. He'll have to be careful, though, because in Duality other fighters can damage the Landmaster, and receiving enough hits will cause it to blow up.
Debut: Star Fox 2 (September 29, 2017)
Miyu is a tomboyish lynx and a member of the Star Fox team during the events of Star Fox 2. When Andross built his floating stronghold, Astropolis, to invade the Lylat system, Miyu was one of two Cornerian Army heroines who joined Fox McCloud and his allies, the other being a girlish dog named Fay.
Miyu is Fox's echo in Dark Forces. She moves and fights in a very similar manner, and borrows some of Fox's custom moves from SSB4.
Standard Special Charge Blaster Miyu fires a single, powerful laser. It has a slow start-up time, but has good knockback and hitstun and takes less time to use in midair.
Side Special Lynx Burst She dashes forward, leaving a trail of afterimages of herself behind her. While she can't hit opponents directly with this move, she will create an explosion when she stops. The Lynx Burst can be used to stop in midair.
Down Special Big Reflector Miyu's reflector has a weaker reflection multiplier than Fox's, but also a slightly larger hitbox. When she uses the Big Reflector, it pushes enemies in close range in front of her, and pulls in enemies from the back.
Up Special Flying Lynx She launches herself in whichever direction is held. She can't deal damage with this move, but she will travel a longer distance faster.
Final Smash Walker Miyu calls in an Arwing Walker. She can use it to meteor smash opponents easily or fire powerful lasers that will launch them.
Debut: Pokémon Red and Green (February 27, 1996)
The cuddly, yet courageous mascot of the Pokémon franchise, Pikachu, brings his electrifying fighting style back into the ring of Smash. Pikachu is quick and nimble with an emphasis on hard-hitting attacks like Quick Attack and the new Iron Tail, along with a wide array of electricity-based moves. His original Side Special move, the Skull Bash, has been re-established as his new dash attack.
Standard Special Thunder Jolt Pikachu unleashes a ball of electricity that shoots downwards diagonally and bounces forward in arc formations, gradually decreasing in damage with each bounce until it eventually fades away. As long as this projectile is active, it will latch onto corners and move along walls, even ceilings, if the corner is not too sharp.
Side Special Iron Tail His tail gains a chrome coating, and he swings it towards an opponent, knocking them away if he hits them. Pikachu will gain temporary super armor just after the chrome covers his tail completely, but the move has a bit of startup lag and enemies can damage him while the chrome layer is still forming. If an opponent is between Pikachu and a wall after being hit initally, entering the side special input a few frames before his tail begins to return to normal will cause him to swing it again, making for some interesting combo potential.
Down Special Thunder Pikachu summons a lightning bolt to strike down on the stage, hitting those who come into contact with it. If the bolt hits Pikachu, an electric shockwave will surround him, dealing even more damage to opponents on either side. The lightning bolt will pass through semi-solid platforms, and can be used in midair to give Pikachu a short vertical boost -- but he will get tired for a moment if you use it more than twice in a row. It also has a sweetspot at the very middle of the bolt, which can be used to spike opponents.
Up Special Quick Attack Pikachu charges up for a split second, then quickly dashes upwards or in whichever direction the player tilts the control stick within the first few frames; then, the player can tilt the control stick in another direction, causing him to dash a second time in said direction. He will deal a bit of damage to anyone in his path as he dashes, but is left vulnerable in the beginning, middle, and end of the attack, where he pauses for a brief moment. The ability to cancel a Quick Attack, referred to as QAC'ing or quacking, returns from Brawl; if Pikachu aims the first dash straight into the ground, all ending lag will be cancelled out, allowing him to jump or drop below a semi-solid and lead into aerial attacks and the like.
Final Smash Volt Tackle Pikachu wraps himself in a large orb of electricity, dashing back and forth across the stage at great speeds. Tilting the control stick will alter the path in which Pikachu dashes, but it will not change his direction completely. At the end of the move, the orb explodes at the center of the stage, blasting away anyone nearby.
Debut: Great Detective Pikachu: Birth of a New Duo (February 3, 2016)
In the world of Pokémon, Detective Pikachu is quite a peculiar one. He may not be quite as skilled with electricity as others of his species, but he makes up for that aspect with his higher level of intelligence, which is actually on par with that of an average human. After meeting a boy named Tim Goodman, who is able to understand what he is saying and doesn't just hear it as a constant repetition of his name, he sets out on a journey to help him find his missing father and solve the case behind recent Pokémon rampages.
Detective Pikachu is a semi-clone of the classic Pikachu and essentially the Dr. Mario to his Mario, exchanging his usual electric element for attacks that pack a bigger punch, albeit with a slight increase in lag.
Standard Special Tackle Detective Pikachu pulls a page out of Jigglypuff's book with a chargeable attack similar to her own Rollout move. Holding the special attack button until a yellow aura appears around him will cause him to spring forward and knock down an opponent if he hits them, but if the player doesn't charge it all the way, he will only take a short hop forward. This short hop can be followed up with further attacks, though, so it can still be helpful in combat. Tackle can also be useful for horizontal recovery or launching enemies into a wall to lead into aerial combos, and can even be followed up with a wall jump if timed right.
Side Special Tail Whip Detective Pikachu's Tail Whip lacks the knockback factor that Pikachu's Iron Tail has, but deals multiple hits on opponents, has notably less startup lag, and is generally easier to chain into combos.
Down Special Stomp Inspired by Pikachu's Thunder Burst custom move from Smash 4. Detective Pikachu pauses for a moment before jumping up and slamming down on the ground beneath him, creating a shockwave that can deal massive damage and launch opponents. The initial jump isn't very high, making this attack more difficult to use as a meteor smash.
Up Special Quick Feet Detective Pikachu pauses briefly before leaping into any direction the player tilts the control stick just after entering the up special input. Unlike Pikachu's Quick Attack, Quick Feet will only move once, but can take Detective Pikachu much farther, and QAC'ing will cause him to bounce even higher as a result, possibly leading into some more effective aerial combos.
Final Smash Pay Day Detective Pikachu charges forward in a headbutt movement; if this attack connects with an opponent, he will then proceed to rebound off of them and knock over a massive "Tepig bank" containing all the coins he's gathered from his hard work as a detective, causing the coins to spread out and rain down on the opponent and anyone else nearby.
Debut: Pokémon Red and Green (February 27, 1996)
In every main series Pokémon game, the player takes control of a trainer whose goal is to gather Pokémon and train them to fight so they can take on their region's elites and become a Pokémon Master. This trainer in particular has brought Squirtle, Ivysaur, and Charizard into battle with her, and she can swap them out with each other, now using the - Button as the input to do so. Because of this, each Pokémon now has a new down special.
Standard Special Water Gun / Bullet Seed / Flamethrower Squirtle shoots a jet of water at an opponent. Ivysaur shoots out streams of seeds into the air, hitting those in their path. Charizard shoots out a jet of fire from his mouth.
Side Special Withdraw / Razor Leaf / Rock Smash Squirtle hides in his shell and jets forwards, spinning around and hitting opponents until he pops out. Ivysaur tosses a leaf in whatever direction he's facing, striking foes. Charizard pulls out a rock and smashes it with his head.
Down Special Aqua Tail / Solar Beam / Fire Spin Squirtle slams his tail into the ground, damaging anyone he splashes and creating a water puddle that can trip opponents who walk across it; the puddle will dry after a few seconds. Ivysaur creates a mini-Sun that rises above him, stunning opponents facing him. Charizard surrounds himself in a whirlwind of flames as he spins around.
Up Special Waterfall / Vine Whip / Fly Squirtle has a waterfall appear underneath him, shooting him into the air. Ivysaur's vines pop out of the flower on its back and propel him upwards, attaching to a nearby ledge and whacking enemies.
Final Smash Triple Finish All three Pokémon evolve into Blastoise, Venusaur, and Mega Charizard X and unleash a concentrated beam of elemental power at foes, consisting of Grass, Fire, and Water. As the text box at the bottom of the screen says, "It's super effective!"
Debut: Pokémon Ruby and Sapphire (November 21, 2002)
The Hoenn Trainer is an echo fighter of Kanto's Pokémon Trainer, and her type/evolution combinations are swapped around, having access to Torchic, Marshtomp, and Sceptile. Torchic is weaker but also much faster than Charizard, Marshtomp is stronger and easier to control than Squirtle, and Sceptile has better aerial game than Ivysaur.
Standard Special Flamethrower / Water Gun / Bullet Seed Torchic, Marshtomp, and Sceptile's neutral specials are quite similar to Charizard, Squirtle, and Ivysaur's (respectively), except Torchic's is weaker but lasts longer, Marshtomp's is stronger but has a bit of start-up lag, and Sceptile's has a slower pace but deals more knockback.
Side Special Fire Blast / Muddy Water / Leaf Storm Torchic forms a fireball above him and launches it at a downward angle. Marshtomp uses a river of muddy water to slide forward. Sceptile sends multiple razor-sharp leaves forward to hit opponents.
Down Special Fire Spin / Mud-Slap / Solar Beam Torchic surrounds himself in a small whirlwind of flames as he spins around. Marshtomp slaps his hands into the ground, creating a puddle of mud that will slow down opponents. Sceptile creates a mini-Sun that rises above him, stunning opponents facing him.
Up Special Feather Dance / Waterfall / Aerial Ace Torchic flutters rapidly and hovers vertically, proceeding to spin and gain a boost. Marshtomp has a waterfall appear underneath him, shooting him into the air. Sceptile shoots into the air and glides forward slowly.
Final Smash Triple Finish All three Pokémon evolve into Blaziken, Swampert, and Mega Sceptile and unleash a concentrated beam of elemental power at foes, consisting of Grass, Fire, and Water. As the text box at the bottom of the screen says, "It's super effective!"
Debut: Pokémon X and Y (October 12, 2013)
The Ninja Pokémon, Greninja, makes another splash in the Smash Bros. scene. Greninja is fast and agile, hopping around with great speed and sneaking up on his foes. Many of his moves are about evading an opponent before coming back and striking them down.
Standard Special Water Shruiken Greninja is able to toss a large water shuriken at foes while also being able to charge its size and power.
Side Special Shadow Sneak Greninja's shadow moves a short distance, prompting Greninja to teleport to it himself.
Down Special Substitute Greninja vanishes into thin air, leaving a single Substitute Doll behind before striking the opponent from behind.
Up Special Hydro Pump Greninja launches himself upwards with two blasts of water from its hands, hitting whatever's below them.
Final Smash Secret Ninja Attack Greninja launches an opponent into the air in front of the moon and rapidly attacks them from multiple angles, sending them crashing back to the stage below.
Debut: Pokémon Sun and Moon (November 18, 2016)
When fans said Smash needed a wrestler, they were given Incineroar, the mighty Heel Pokémon, and he'll be sticking around for Duality. While rather slow, Incineroar boasts powerful throws and massively strong attacks compared to most of the other playable Pokémon.
Standard Special Darkest Lariat Incineroar spins around rapidly, functioning similar to a grounded Spinning Kong.
Side Special Ring of Fire Incineroar grabs an opponent and slams them into a wrestling ring rope, and they are launched back towards him. Pressing the special attack button early will initiate a back body drop where he throws the opponent behind him; a late press will cause him to fail the move; and nailing the timing will unleash a Lariat attack.
Down Special Revenge A counterattack that deals weak damage and knockback, but also powers up Incineroar's next attack.
Up Special Cross Chop Incineroar leaps forward at an angle, then drops back down. This move can be helpful as recovery and a strong midair attack, but can easily punish you with a self-destruct if not used properly.
Final Smash Max Malicious Moonsault Incineroar uses his Z-Move, where he traps the opponent in a boxing ring and pummels them before slamming down from above and causing an explosion.
Debut: Pokémon Black and White (September 18, 2010)
Serperior, the Regal Pokémon, is the fully evolved form of Snivy, the Unova region's native grass starter Pokémon. She is quite different from the other fighters in Duality due to her utter lack of arms and legs, but this actually gives her plenty of unique benefits. Serperior's standard attacks have a strange irregular hitbox that warps as she slithers and curves around, making it hard to predict where they'll land. She is one of the game's fastest fighters, coming close to the likes of Sonic and Captain Falcon, but most of her recovery tactics leave a lot to be desired.
Standard Special Eye Lock Serperior glares at the opponent in front of her, dealing a little damage and stunning them for a few seconds.
Side Special Vine Whip She whips her tail in front of or behind it. This attack can launch stationary opponents or trip moving fighters.
Down Special Gastro Acid Serperior spits a poison dart on the ground in front of her, and any fighters who touch the acid puddle will gain a poison effect briefly. The attack can be used to edgeguard against opponents, but only from a distance.
Up Special Leaf Tornado She wraps herself in a whirlwind of leaves that lift her into the air. The leaves act as disjointed hitboxes and some may float sideways away from Serperior. This move has balanced vertical and horizontal distance.
Final Smash Giga Drain Serperior reaches forward with her tail, and pulls an opponent towards her if it makes contact with them. While the opponent is wrapped up, Serperior squeezes tighter and sucks energy out of them, rapidly increasing their damage percent and leaving them sleepy once the Final Smash ends.
Debut: Pokémon Sword and Shield (November 15, 2019)
Corviknights are massive raven-like Pokémon native to the Galar region. They are coated with dark armor not unlike that of a black knight, and they strike fear into other Pokémon with a cold stare and ear-piercing shriek. On the other hand, their size makes them quite profitable for the Galar Taxi business, which employs them to give citizens a lift from town to town so they can get where they need to be rather quickly.
Like Greninja and Incineroar before it, Corviknight in Dualty is set up with the intention of making it feel like a fighter, and not necessarily making it feel like a Pokémon. As such, its moveset pulls a lot from medieval combat and the behavior patterns of its real-world inspirations, as well as the fellow bird Pokémon from Alola, Decidueye. Its wings act as its dual "swords", with each blade having its own hitbox and enabling multiple hits when possible.
Standard Special Warning Glare Corviknight swiftly turns its head behind it. If an opponent is within its line of sight, its eyes will glow red and it will release its familiar shriek, with the sound waves stunning the opponent. If there is no one behind it, Corviknight will turn back to face its previous direction to check for fighters there, with the move simply ending at that point if it still cannot find anyone. The Warning Glare has a bit of endlag, and another fighter can attack from behind Corviknight to interrupt the move.
Side Special Chokehold Blades / Imperial Flare Corviknight bursts in the specified direction, with its next attack depending on whether it comes into contact with an opponent during this boost. If it does, it will ensnare them in its sharp wings and proceed to throw them above its head and slam them down behind it. If not, Corviknight will pause for a moment and release a circular wave of plasma that extends about a third of the distance of Final Destination. In the case of the Chokehold Blades, it is possible for the captured fighter to escape the attack, like all grabs. The Imperial Flare has a notable amount of start-up lag, so it's best to make sure you are at a reasonable enough distance from opponents while the move starts up, lest they interrupt the attack and stun Corviknight for a brief moment.
Down Special Early Bird Corviknight drops down diagonally and attempts to catch an opponent. If it misses, it will simply slide forward, but if the hit connects, Corviknight will throw them above its head and fire an array of sword-like feathers.
Up Special Soaring Stance If used on the ground, Corviknight will take a short hop and float a short distance forwards. If used in midair, it will spread its wings out and begin to glide, covering a large distance and being quite helpful for horizontal recovery. If you tilt the control stick while continuing to hold the special attack button after initiating the Soaring Stance, Corviknight's path can be angled up or down.
Final Smash Corviknight Roost Corviknight swiftly drops from above. If the hit connects with an opponent, several other Corviknights will fly by, clawing at them and tossing them around with each hit dealing damage, including impact against a wall or platform due to a throw.
Debut: Earthbound (August 27, 1994)
Ness is an ordinary boy from the small town of Onett with a secret: he has surprisingly powerful psychic abilities. These abilities come in handy in the world of Smash, as the attacks of both him and his party members make up the bulk of his moveset. He is extremely versatile with a good range of close and long ranging fighting abilities to boot.
Standard Special PK Fire Ness fires a bolt of lightning out of his fingertips, exploding into a small flame upon landing.
Side Special PK Flash Ness creates a ball of light that travels slightly above his head. He can charge it up, the explosion being bigger depending on the charge.
Down Special PSI Magnet Ness creates a field of energy around him which can absorb any projectile thrown his way, healing him in the process.
Up Special PK Thunder Ness shoots out a ball of electricity that can travel behind him and hit him, launching him across the stage or up into the air.
Final Smash PK Starstorm Ness calls upon Paula and Poo and summons a flurry of shooting stars to rain down upon the stage. The stars get slightly faster as the attack continues, going in multiple different directions before the barrage ends.
Debut: Rhythm Heaven Fever (July 21, 2011)
MC Adore is the leader of the "Love Posse" hip-hop group, and her goal is to bring rap and love together in ways no other musician has dared to imagine. She's gathered up fellow musicians and flirters from the Rhythm Heaven universe to prove that love really is the most powerful feeling in the world.
When you time MC Adore's attacks alongside the rhythm of the song currently playing on stage, you fill up her Love Gauge shown below her icon. As it fills up, her special attacks, focusing on the lines of her Love Rap, become more passionate, boosting her attack and defense power.
Standard Special All About You! MC Adore puts one hand on her hip and uses a "come here" gesture with the other hand. She will telepathically pull the opponent she is facing towards her, bringing them a certain distance depending on how full her Love Gauge is.
Side Special Fo' Sho'! She snaps her fingers, commanding her two male associates to lift her up and carry her swiftly in the specified direction, throwing her into an opponent upon releasing the attack input.
Down Special Into You! She does a trust fall, landing on any opponents below her. If her Love Gauge is low or empty, she will take a little damage; however, as you fill it up, some frogs from "Frog Hop" will catch her and flip her over, allowing her to continue hitting opponents. This move can be cancelled with a jump or any midair attack.
Up Special Crazy Into You! The monkeys from "Fan Club" will pick her up and throw her into the air. The higher the Love Gauge is, the higher she will go.
Final Smash Dazzling Queen MC Adore tosses an ice cube tray forward. If it hits an opponent, she will bring them into a stage with a live performance starring herself and some special guests -- The Dazzles. Matching up button presses with the rhythm will hype up the crowd, and at the end of the performance the opponent caught on stage will be trampled by MC Adore's fans, then returning to the battlefield and being blasted away.
Debut: Sonic the Hedgehog (June 23, 1991)
Sonic the Hedgehog, the one and only Blue Blur and Mario's old rival, isn't leaving the battle any time soon. Cocky, fun-loving, easy-going, and always willing to fight for what's right, he's ready to crack down on his opponents with the super speed he's known for. His speedy playstyle requires lightning-fast reflexes to master, but once you've learned the nooks and crannies of his moveset, you'll be racking up quick combos in no time at all.
Standard Special Homing Attack Sonic curls up into a ball and locks onto the nearest opponent, bouncing off of them with a spin attack.
Side Special Sonic Boost Sonic swiftly propels himself forward, ramming through anything in his way. This move can be powered up through combos and strong attacks, and a light blue aura lets you know when it is fully charged.
Down Special Spin Dash Pressing the special attack button repeatedly while holding the down button will charge the Spin Dash, and releasing the input will cause Sonic to roll back and forth across the stage, bumping into opponents as he moves along.
Up Special Spring Jump A spring appears underneath Sonic and launches him into the air. It will disappear after a brief moment or two more uses.
Final Smash Super Sonic Sonic uses the seven Chaos Emeralds to transform into Super Sonic, and darts around the stage knocking opponents away from him.
Debut: Pac-Man (May 22, 1980)
Pac-Man comes from one of the most well-known video games in history, which first landed in arcades in 1980 and made steps to influence the development of other early gaming icons like Mario and Donkey Kong, helping to set up the gaming industry for generations to come. In Duality, his moveset has been changed up for easier control, with some new moves being pulled from the Pac-Man World series, including his Butt Bounce, which acts as his new down aerial and allows him to bounce up to three times and release a shockwave after the third bounce.
Standard Special Bonus Fruit Pac-Man holds his hand out and cycles through eight objects -- a cherry, a strawberry, an orange, an apple, a melon, a Galaxian, a bell, and finally a key. Each has their own unique effects, so it can help to figure out which one is right for the current situation. The cherry bounces twice before disappearing; the strawberry bounces three times; the orange moves in a straight line for half the distance of the platform on Final Destination; the apple moves in a strong downwards angle and bounces four times, helpful for edgeguarding; the melon travels in a slight arc slowly, helping for approach tactics and allowing Pac-Man to run up and grab it before it lands; the Galaxian takes some shuttle loops through enemies until it leaves the stage or hits a wall (the latter case will cause it to drop as an item); the bell moves upwards in a high arc before suddenly pausing, dropping down, and bouncing forward thrice, with each hit paralyzing any opponents in its path; and the key boosts forward at an intense speed, dealing massive damage and knockback to enemies. All Bonus Fruit will remain on the stage for three seconds before disappearing, allowing Pac-Man (or an opponent) to pick them up and use them again as often as the player desires, but only one Bonus Fruit can be available on the battlefield at a time.
Side Special Rev Roll Pac-Man repeatedly dusts his feet along the ground rapidly, charging up a powerful rolling attack that is capable of knocking opponents far. Holding the button down will charge up the attack further, and after three seconds, it will reach its maximum speed. Bumping into a wall while using the Rev Roll will cause Pac-Man to bounce off with his "jump" animation, allowing him to use his other attacks like usual.
Down Special LOOK! / Fire Hydrant Tilting the control stick down while holding the special attack button will cause Pac-Man to take on a form reminiscent of his more recent design in media like Pac-Man Party, complete with the blue eyes, as a comic book-esque speech balloon displaying the word "LOOK!" pops up above his head; tilting to the side will cause him to run in the specified direction, fumbling as he rams into and passes through opponents, dealing slight diagonal knockback as he moves along. He will stop at edges so he doesn't fall off, but he will be left vulnerable to any attacks. His down tap special causes him to enter his Pac-Land form, donning a fedora with a white feather with his overall design resembling that of Hanna-Barbera's Pac-Man cartoon, as he drops a fire hydrant below him. The fire hydrant can be used as a meteor smash from above, or as a powerful projectile from the top of a steep incline, and once it lands, it will shoot water from the top or from both sides, depending on Pac-Man's relative position. After taking at least 13% damage from attacks, the hydrant will be launched in the direction of the last attack it took, with a comparable angle and speed to said attack, knocking back anyone it comes into contact with.
Up Special Pac-Dot Chain / Pac-Jump With an upwards tilt, Pac-Man will spawn a chain of Pac-Dots above him and morph into his classic "ball" form as he moves through the chain and eats the Pac-Dots, thereby gaining super armor and hitting anyone in the path of said chain. The direction of the Pac-Dot chain can be altered with the control stick, and the move is quite useful for recovery overall; however, if Pac-Man gets hit before the chain is complete, the large red Pac-Dot at the beginning will drop and can be used as a projectile item, with all the normal Pac-Dots after it becoming food items and healing 1% damage each. With a tap, Pac-Man will spawn a blue trampoline below him and bounce off of it in his ball form; he can bounce off the trampoline two more times (represented by a change of color to yellow, then red) before it breaks and leaves him helpless, with each extra bounce taking him higher. Other fighters can use the trampoline as well, but their available bounces will not affect Pac-Man's; they can also damage the trampoline with any attacks and possibly destroy it in the process. Pac-Man's chomp after bouncing off can deal a bit of damage to enemies until the jump reaches its highest point.
Final Smash Super Pac-Man Pac-Man tosses a massive Power Pellet in front of him, and if it hits an opponent, he pauses and shifts from his Pac-Man World design to his more recent Pac-Man Party design, then to his Hanna-Barbera/Pac-Land appearance, and finally morphs into a large version of his classic Pac-Man sprite before dashing into the Power Pellet and eating it. Afterwards, he will immediately start boosting in a straight line around the stage, with the player being able to alter his path as he munches on opponents, launching them and gaining a red tint after a short time to deal even more damage, and eventually slowing down before returning to his standard form.
Debut: Crash Bandicoot (September 9, 1996)
Back when the PlayStation was just getting started in the console industry, Crash Bandicoot was created as a mascot to compete the likes of Mario and Sonic. In-universe, he is a mutant created by the mad scientist Dr. Neo Cortex, who sought to create an entire army of mutants for world domination. But Crash broke free, and to this day continues to foil Cortex's plans, despite his notably lower attention span compared to others of his kind.
Crash is a relatively simple fighter in Duality, with his attacks being rather easy to learn and use for the most part. However, as you spend more time with his moveset, you'll slowly, yet surely realize that he has some interesting tactics to offer underneath his seemingly standard moves. His dash attack, a quick slide across the ground, can be cancelled into a jump at any time, leading into potential aerial combos and increased aerial distance. His close companion, Aku Aku, helps him out with some of his attacks; his jab has them both bouncing a Wumpa fruit between each other and the opponent, with the last hit bursting the fruit and leaving its juice on the opponent, creating an effect in which they have an increased chance of tripping. Crash's throws all have a follow-up attack where Aku-Aku rams them and knocks them back.
Standard Special Spin Attack Crash unleashes his iconic Spin Attack, which can be spammed, although its damage output will decrease the longer he uses it. If used in midair, Crash will hover slowly and can move in either direction as a means of horizontal recovery. If you use the slide attack, then jump and follow it up with the spin, the momentum from the slide attack will take Crash far.
Side Special Polar Rush / Wumpa Bazooka Crash's hold side special will have him whistle for a small polar bear, who will come out of a time hole and dash in the direction he is facing. Crash can ride on Polar in a similar fashion to Villager's Gyroid, but he can also take damage and be stunned, like Duck Hunt's Wild Gunmen. In either case, Polar will knock opponents back a bit if he runs into them. Continuing to hold B during the Polar Rush will make them go faster, but if you're not careful, Crash could fall off a ledge and self-destruct. For his tap side special, Crash will pull out a golden bazooka, and the player can aim at any angle in front of him and press the special attack button to launch Wumpa fruit. Crash will be left completely open to enemy attacks while he has the bazooka out, but he can put it back at any time by pressing the side special input again or using a dodge or shield.
Down Special Crates Crash will immediately drop a crate below him. Usually, it will be a crate with a question mark on it, and if it ends up being broken by an opponent -- including any projectiles they might use -- they will be stunned for a brief moment. Every third crate will be a TNT crate that will start a three-second timer if hit, exploding at the end and knocking back anyone nearby, including Crash himself. Every tenth crate will end up being a Nitro crate that will immediately combust and launch anyone unfortunate enough to be nearby. There can be up to three crates on stage at a time, and fighters on the battlefield can pick up a crate and use it as a form of projectile item. Memorizing the pattern of the crates that spawn can be quite rewarding in the long run, with the move opening up potential for... "N. Sane" traps and combos.
Up Special Warp Orb Crash's Warp Orb is unique in that it warps him directly to the point where he was standing before he made his next move leading into the usage of the orb. The Warp Orb requires a couple seconds to charge up for the warp, and will only take Crash to the last point where he was standing completely still in an idle position. If off stage, Crash will continue to fall at the same pace regardless of when he pulls out the Warp Orb, so there is still a chance he could lose a stock.
Final Smash Raining Crates! GREAT ...but you missed some boxes. Crash takes a Time Crate and attempts to hit an opponent with it by throwing it. If the hit connects, the opponent will suddenly be slowed down, and crates will come raining down on them, with a massive purple Infinity Crate slamming down at the end and exploding in a large batch of Wumpa fruit, which can be eaten as food items for a slight boost in health.
Banjo & Kazooie
Debut: Diddy Kong Racing (November 21, 1997)
The famed bear and bird duo return to Smash to get jiggy with it! From their early days as racers alongside Diddy Kong to their eventual return to form within the leagues of Samus, Fox, and others, Banjo & Kazooie have brought the skills they've learned from battles against the ghastly witch Gruntilda and her allies and will be putting them to good use. They've gained some major buffs this time around, with some new abilities different from those in Ultimate, so take advantage of those when you can. Their new feature, Split Up, allows Banjo and Kazooie to move freely as separate characters.
Standard Special Breegull Blaster / Pack Whack Kazooie shoots an egg out of her mouth, which can hit opponents. It won't deal a lot of damage, but it will make the enemy flinch once it hits them. Holding down the special attack button instead of pressing it will cause Banjo to immediately pick up Kazooie, holding her by the neck as she fires an onslaught of eggs. The overall lag of this move has notably decreased since Ultimate, and the firing rate of the eggs is higher. Additionally, Banjo can cancel out of rapid fire mode right away by using any of his other attacks. While split up, Banjo gains a different neutral special, in which he will swing his backpack around him, hitting opponents on either side and decreasing his fall speed for a brief moment.
Side Special Banjo-Pilot Replacing Wonder Wing from Ultimate, Banjo-Pilot puts Banjo & Kazooie in a small plane, allowing them to burst forward while inside of it. The plane's path can be angled up or down with the control stick, with the propeller at the front dealing multiple hits of damage as the plane itself moves on. The plane will take less damage than Banjo & Kazooie themselves, like Bowser Jr.'s Clown Car, but taking enough damage from enemy attacks will cause it to crash, leaving the duo virtually helpless until they land -- however, they can use dodges to gain extra distance for recovery. This special move will not change when Banjo & Kazooie are split up, since they each have their own individual plane.
Down Special Split Up Kazooie leaps out of Banjo's backpack and can move around on her own. While the Split Up mechanic is in effect, using Banjo & Kazooie's Shield Special, Stop-N-Swop, will allow the player to switch between the two characters, opening up additional moves for Kazooie. While split up, Kazooie is notably more nimble and Banjo becomes lighter, but they still share the same damage percentage and Kazooie is more vulnerable to attacks overall. Using the Down Special input again will have Kazooie return to Banjo's backpack.
Up Special Shock Spring Jump / Pack Jump / Leg Spring While together, Banjo & Kazooie will launch off a Shock Spring, with the bounce going higher depending on how long the attack is charged. They will not be rendered helpless, and can instantly follow up the recovery with their other moves. While split up, Banjo will not be able to bounce into the air, but he will swing his backpack to push himself up, essentially gaining an extra jump; Kazooie, on the other hand, will be able to propel herself much higher at the expense of being virtually helpless until landing -- unless she uses a dodge, in which case she will flap her wings go farther than usual.
Final Smash The Mighty Jinjonator Banjo & Kazooie summon a giant Jinjo Statue, and if it hits anyone as it comes out of the ground, the Mighty Jinjonator will unleash a flurry of attacks on the opponent(s), finishing them off with a final blow that can KO at medium percentages.
Debut: Shantae (June 2, 2002)
Shantae is a Half-Genie who got her powers from her mother; as such, she shows great prowess in magic, being able to shift into several forms via dancing. Spunky, energetic, and passionate, she defends her home village of Scuttle Town from the cunning pirate Risky Boots, the raging Techno Baron, and any threats to the town... although she may make a few mistakes in the process.
Shantae is a very agile character, being able to string her attacks together in quick combos and dodge attacks deftly. She is a medium-lightweight fighter, generally being able to handle most attacks but also getting knocked far by more powerful attacks. She uses a scimitar for some of her standard attacks a la Pirate's Curse, and her Dancer Form, which can be activated with her Shield Special, doubles her attack power in exchange for greater knockback. Her neutral special, Transform, gives her the ability to morph into one of three animals, limiting her moveset capabilities but giving her a boost in certain statistics until she transforms back into her standard form.
Standard Special Transform While holding the special attack button, pressing up, down, or left/right will cause Shantae to transform into a Harpy, Elephant, or Monkey, respectively. The Harpy gains a boost in attack power and aerial mobility; the Elephant gives her a slam attack and increased knockback output on opponents at the expense of a notable drop in speed; and the Monkey grants her a quick dash attck and a boost of speed, allowing her to cling to walls, in exchange for higher knockback from opponents' attacks. In any case, using Shantae's other specials will cause her to morph back to normal.
Side Special Dryad Groove Shantae briefly transforms into the tree-like Dryad and charges an attack using oranges. The attack can be charged for up to two seconds; quickly releasing the attack input after using it will cause her to launch a single orange towards the opponent, dropping to the ground upon impact or after about 1.65 seconds in the air and allowing Shantae (or any nearby opponent) to pick it up as a food item for healing. About one second of charging will spawn three oranges, dealing multiple hits to the opponent. A full charge will make Shantae launch an explosive orange that acts as a bomb.
Down Special Pike Balls Shantae can charge for up to three seconds, with each second granting her one Pike Ball. They will act as a sort of shield similar to Mega Man's Leaf Shield, and although they can not be shot forward like said leaves, they deal a decent amount of knockback damage and using any transformations will retain the Pike Balls.
Up Special Cannon Jump Using a cannon, Shantae shoots cannonballs below her, propelling herself into the air while simultaneously being able to stop opponents in their tracks. This attack is very useful as both vertical recovery and an edgeguarding tactic, but Shantae can only shoot up to three cannonballs before ending up helpless and falling right back down. The first and second cannonballs can lead directly into additional attacks, but the cannon will not reset until she lands.
Final Smash Dance Through the Danger Shantae does a slow dance as exotic music begins to play, and creates a force field that blocks projectiles and puts opponents within its reach into a trance, slowing them down and lowering their jump height. Timing button presses to the rhythm of the music increases the force field's range, and as the music ends, the barrier shatters, launching opponents away from Shantae.
Debut: The Legend of Dark Witch (August 6, 2014)
Zizou Olympia, a goddess whose primary task is to keep the balance of magic, was sent down to Earth by her sister to track down Princess Riva of Rasil, who had stolen all the Syega -- crystals that allow humans to harness magic -- from the Old Islands, in hopes of weakening the nation and ruling the world. After defeating her, she continued to fight for the balance of magic against the empire of Germa and other villains.
Zizou is rather simple to control, having straightforward movements with no slipping and sliding and not being too fast or slow. However, her jumps are a bit short compared to most other fighters, and her falling speed is notably faster. She has two unique abilities: her Liner Shot, which upgrades as she dishes out damage, but goes back down when she takes hits; and her powerful Revenge Magic attack, Hyper Dark Arm, which can be used by tapping the control stick sideways if she has taken at least 80% damage. The Capacity Meter serves as her passive ability, and decreases as she uses her special attacks and encourages the player to balance them out with standard attacks like tilts, aerials, and grabs.
Standard Special Liner Shot Zizou launches a burst of magical energy in the direction she is facing. As she lands more hits on opponents, the Liner Shot will upgrade into two shots, then three, and finally three red shots that deal massive knockback. However, these shots become weaker the more she uses them, and taking damage herself will cause them to downgrade.
Side Special Comet / Hyper Dark Arm Zizou fires an energy burst that moves in a wave-like fashion. If she has taken at least 80% damage, tapping the control stick to the side while using the special input will have her use her Revenge Magic and launch several arrows of energy at the opponent.
Down Special Bound Ring Zizou tosses a Bound Ring, an attack learned from the information broker Blad. The ring splits into two more rings that zoom forward, and eventually split into three, with the middle rings flying towards the opponent's position.
Up Special Upper Tornado A move learned from Stoj the fairy. Zizou spawns a small tornado underneath her, and it launches her upwards as it pulls opponents and does the same to them, giving her an opportunity to use aerials against them while they are in midair.
Final Smash Unlimited Zizou Based off her boss battle in Riva's story, Unlimited Zizou has the magic goddess create multiple bubbles that pop and spawn circular formations of spikes that surround the opponent(s) and zoom into them, sending them flying.
Debut: My Neighbor was a Teenage Robot! (January 5, 1999)
XJ-9 is a robot built by Dr. Nora Wakeman to defend Earth from a wide array of aliens, monsters, and natural disasters, but she desires to live the life of a human teenager. Adopting the name Jenny, she made close friends with brothers Brad and Tuck Carbuncle while also working against the schemes of Vexus, the ruler of an alien empire seeking intergalactic conquest. Jenny is kind and resourceful, but can also be a bit naïve because she is still adapting to the human culture while also having to balance it out with her hero duty. Now, she has arrived in the Super Smash Bros. universe in search of the source of a mysterious energy she encountered in her own world.
As a fighter, Jenny can be quite useful in multiple areas. Her top dashing speed exceeds even Sonic's, and her attacks could perhaps be among the most powerful within the playable roster of Dark Forces, with greatly increased agility and endurance compared to most other fighters in the game. Despite this, however, she is still not without some notable weaknesses, because using specific attacks too often can cause a battery icon shown next to her mugshot to lose a bar, slowing her down and weakening her defense and recovery tactics. Jenny's battery has four bars, and completely running out of energy can leave her wide open to any opponents and whatever attacks they might pull off. She'll never completely stop moving, though, so as long as the player can balance out everything Jenny has to offer as well as their own skills in the battlefield, they can retain their chances of coming out on top -- and possibly make them even greater.
Standard Special Fists of Fury / Shiva Swords A simple press of the special attack button will bring out Jenny's giant Fists of Fury, increasing her damage output at the expense of more start-up lag and an increased rate of battery loss. Punching a wall will cause her to bounce off for a boost of aerial mobility. Another press will revert her fists to normal status. If the player holds the button down, Jenny will sprout four extra arms and form silver spinning blades as she slowly hovers forward until the player lets go.
Side Special Extendo-Grab Jenny reaches out about half the distance of Final Destination with her extendable arms and attempts to catch an opponent. This move has notable start-up lag, but coming into contact with the opponent will trigger a command grab that can be followed up with throws, pummels, and any other attacks, with Jenny's arms still extended and enabling continued attacks from a distance as they return to their standard position. If Jenny takes a hit while her arms are reaching out (including from above the arms themselves), they will droop, and it will take a moment for them to return depending on how long they have extended. The move can be cancelled by using the side special input again.
Down Special Jenny Decoy Jenny takes a quick hop and spawns a rubber decoy of herself where she was initially standing, with Jenny herself still attached to it. The decoy can take up to 15% damage before deflating, and it can be used to trick opponents when they are coming close for an attack. However, opponents can deal damage to Jenny's extended arm while it is attached to the decoy, and it will deplete her battery power a bit faster.
Up Special Drill Hair Charge Jenny's pigtails curl up into a large drill on her head as she propels herself into the air diagonally. The drill deals multiple hits and has a sweetspot at the tip, but can only be used once, and Jenny will simply fall if she takes damage at any point besides the drill itself.
Final Smash Turbine Hair Jenny's pigtails morph into massive turbines that don't deal damage, but will push opponents far away rather quickly if they are caught in her path. Like the Inkling's Killer Wail, the turbine hair can be aimed at any diagonal. Opponents can escape the turbine with any recovery tactics they might have, but Jenny can aim at a full 180 degrees.
Debut: Little Witch Academia (March 2, 2013)
Sucy Manbavaran is a young witch from Southeast Asia who attends the Luna Nova Magical Academy with her friends Atsuko Kagari and Lotte Jansson, in hopes of improving her capabilities in witchcraft. She has enhanced skills with brewing potions and often uses poisonous mushrooms as he primary ingredients. Although she comes off as apathetic, sarcastic, and in some cases creepy, she holds her friends in high regard and practices yoga and meditation so she can relax in bad situations.
Sucy's moveset can be very difficult and risky to get a grip on, with most of her special attacks damaging herself or putting her in some kind of trouble if the player is not careful. Once mastered, though, Sucy becomes a projectile powerhouse; it all comes down to the timing and arrangement of your button presses.
Standard Special Explosion Potion Sucy pulls out a glass bottle containing an explosive potion, and the player can set the arc she will throw it. The higher and wider the arc, the larger the explosion radius will be, but be careful -- Sucy will take damage from the explosion if it is too close.
Side Special Poison Gas Potion She slings a bottle of poison in front of her. If she manages to hit an opponent, they'll gain the poison effect; if not, she'll end up hitting herself with it and get the same effect.
Down Special Transformation Spell Holding down the down special input concentrates the spell, and after two seconds Sucy will transform herself into a mouse and can escape several attacks briefly thanks to her size -- even smaller than Baby Yoshi. If she is interrupted, though, she'll end up with mouse traits and her attacks will be notably weaker for a short time.
Up Special Pyro Booster Broom Sucy starts floating forward on her broom and pours a potion on it that propels her forward. She then takes a swift curve into the air, and holding the input will take her higher faster. Go too fast, though, and she'll fall off in a helpless state.
Final Smash Cockatrice Sucy tries to ensnare a nearby opponent in vines. If she succeeds, she yells out "Kutchu katela flala", and the serpentine chicken beast Cockatrice stomps towards her. She then pushes the trapped fighter to face it, and the Cockatrice petrifies them with its poisonous breath and crushes the stone, instantly KO'ing them as it turns away.
Debut: Amazing Fantasy #15 (August 10, 1962)
Peter Parker didn't know what to expect when he was bitten by a radioactive spider and gained its proportionate abilities, but he's learned one thing for sure: with great power comes great responsibility. After the death of his beloved Uncle Ben, he vowed to protect the innocent civilians of New York City without killing anyone, going under the now-famous identity, Spider-Man. Although he has caused some damage and trouble around town, he always does whatever he can to fix it for the greater good.
In Duality, Spider-Man is primarily inspired by his appearance in his PlayStation 4 video game of the same name. He is easily one of the game's most agile fighters, having great aerial mobility with his combo-oriented moveset and web slinging skills. His mobility can be helpful for dodging attacks from campers, although larger brawlers can easily stop him in his tracks and pummel him.
Standard Special Web Shooter Spider-Man launches a web from the device on his wrist. Tapping the special attack button will have him fire a single web shot that can be used to trap opponents and slow them down, while holding it will launch a longer string that he can use to swing into opponents, pull himself back onto the stage after falling off, or latch onto nearby enemies and items. The webs have many possible uses, and learning their ins and outs will help you dominate the battlefield.
Side Special Charge Jump Holding the side special input will charge a meter showing below his icon, and releasing it will have him launch forward in the direction he is facing. The Charge Jump can be chained into web moves and aerial attacks, and Spider-Man can continue to use these jumps for as long as his jump meter lasts.
Down Special Spider Sense If timed right, Spider-Man will quickly block an enemy attack, stunning them and allowing him to freely attack them.
Up Special Suspension Matrix Spider-Man places a Suspension Matrix that launches him upwards. He can use this gadget to gain extra aerial distance or even against opponents so he can kick them around in the air.
Final Smash Maximum Spider Pulled from the Marvel vs. Capcom series, Spider-Man's Final Smash has him trap nearby opponents in a massive web ball and punch and kick them in rapid succession.
Wireframe Fighters are the spiritual successors to the Mii Fighters from SSB4 and Ultimate, designed as an adaptation to platforms that do not use Mii characters in an attempt to make custom characters more universal for cross-platform play. They carry over most of the original features, but have a few additions of their own to make them stand out. Wireframe creation is also more expansive compared to Mii Fighter creation, but also more streamlined in that you do not need to use create another Wireframe for each possible fighter class, and the classes can be accessed right away on the character select screen.
When you create a Wireframe, you will be able to choose from three possible gender options: Male, Female, and Neutral. From there, you can customize the Wireframe's height, weight, and body proportions, or select a model preset based on a particular character to expand on. If you choose to do so, you can also go beyond the normal Wireframe physical appearance and add skin/fur, clothes, etc.. Eye, hair/fur, and skin colors can be customized as well. (Note that you cannot make your Wireframe naked, as their undergarments are shown by default when you get past the classic wireframe.)
Personality traits are categorized under elements, which not only determine your Wireframe's quotes throughout the game, but also the attacks they use in battle. The game's Elemental Personalities, based on most of the Pokémon types, are as follows:
Fire: Furious, instinctive, vengeful
Wind: Wise, calm, thoughtful
Water: Sarcastic, mocking, witty
Electric: Arrogant, smug, condescending
Ground: Serious, realistic, intelligent
Poison: Harsh, rude, ill-tempered
Fighting: Resistant, determined, rebel
Rock: Blunt, straightforward, earnest
Psychic: Manipulative, liar, controlling
Ice: Relaxed, laidback, "go with the flow"
Ghost: Sneaky, trickster, "plan ahead"
Grass: Shy, nervous, easily scared
Fairy: Compassionate, polite, honest
Dark: Brutal, sinister, cruel
In Super Smash Bros. Duality, each stage has five layout settings:
Normal, which keeps the stage in its original format, gimmicks and all (unless gimmicks are switched off);
Big, a larger version of the stage with more platforms and more space for up to 12 players;
Alpha, a Battlefield-based layout set up with a single large platform and three semi-solid platforms above it, forming a small triangle;
Gamma, a layout based on Meta Crystal from the original Super Smash Bros., with a smaller main platform and a single semi-solid platform above it;
and Omega, with only one large platform to fight on and nothing else, based on Final Destination.
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Super Happy Tree
Princess Peach's Castle
Donut Plains Yoshi's Island (Melee)
Fountain of Dreams
Subcon Falls Mushroom Kingdom II
Port Town Aero Drive
New Pork City
Shadow Moses Island
Green Hill Zone
Unova Pokémon League
Mute City SNES
Reset Bomb Forest
Mushroom Kingdom U
Garden of Hope
Town and City
Wii Fit Studio
Super Mario Maker
Umbra Clock Tower
New Donk City Hall
Great Plateau Tower
The Hanafuda Coliseum is an arena consisting of giant Hanafuda cards, built by ancient peoples of the World of Trophies over several years so they could host early fighting tournaments that served as the building blocks for modern Smash Fighter culture. This stage consists of a wide platform made out of said cards, stretching out to the furthest horizontal points of the stage, meaning there are no edges to fall off of... unless you're unfortunate enough to fall through a hole formed when one of the cards rises out of the ground.
Meta Crystal appeared in the original Super Smash Bros. game for Nintendo 64, and players encountered Metal Mario here in Classic Mode. Now, for the first time ever in Smash history, players can choose to fight on this stage whenever they want.
Meta Crystal is smaller than most stages, with a sort of wavy bridge serving as the main platform and a semi-solid lantern above it. Due to its small size, it can be a lot easier to knock opponents off the edge.
Neo Bowser City
When Bowser took over back in Super Mario Excursion, Neo Bowser City became the capital of Mushroom World and his primary base of operations. Battles on this stage take place in Bowser's neon castle, where players fight on two stone pillars and a large, silver hovering platform in between them. Occasionally, a Blarrg will jump out of the lava beneath the silver platform and crush it, forcing fighters to balance on the pillars.
The Almighty Firelord Bowser - Super Mario Excursion
Marina Stadium is Mushroom World's most popular tennis court, located near the Kingdom of Bask. Players compete on the Hard, Clay, and Grass courts found inside the stadium, and some matches take place at night for a dazzling experience.
During battles on this stage, a Koopa Troopa and a Paratroopa will be competing in a singles match. They will hit the tennis ball back and forth, dealing damage to anyone it hits. The ground will shift between the Hard, Clay, and Grass courts every once in a while; the ball will bounce higher and deal more damage on the Hard court, move a bit more slowly on the Clay court, and move faster but deal less damage on the Grass court.
After a long journey alongside Baby Mario, Yoshi finally arrived at Bowser's Castle, where Kamek the Magikoopa cast a spell on the Koopa prince to transform him into a giant monster for a last battle against them.
This stage takes place on a Final Destination-like platform as Baby Bowser stomps towards it, spewing fireballs that will launch fighters if they hit them. Debris will occasionally fall as he stomps, creating holes in the floor that you can fall through. Once Baby Bowser gets close enough, he will smash his hands on the floor and try to hit the fighters; you can keep him away by catching and throwing giant eggs carried by Baron von Zeppelins floating around the stage.
Moonlit Grotto is an underground dungeon on Crescent Island. On this stage you'll mostly fight inside the dungeon in the present time; this part of the stage is shown as a dimly-lit open room, and moths will sometimes swarm the area, dealing slight damage to fighters with every touch. When you hear the Tune of Ages playing on a harp, that's when you'll be warped into a much more dangerous area -- the Sea of No Return in the past, where a flood will cover the tomb and you must keep your feet on the small platform in the middle lest you get sucked up by whirlpools and raging currents. A reprise of the Tune of Ages will send you back to the present Moonlit Grotto.
Lavender Town is a town in Kanto that was widely known as a final resting place for deceased Pokémon before being upgraded with modern technology and a radio tower. The ghosts of these dead Pokémon began haunting Lavender Town when Team Rocket disturbed them... but now that construction after the fact has led to the destruction of their graves... they're not done yet...
In Duality, Lavender Town is essentially a blend of its modern infrastructure in later games and its ominous aesthetic from the original Gen 1 titles. Fighters have their battles on the roof of the radio tower, which can be destroyed via interference from attacks, causing them to fall down to the control room where they will slowly take damage from a ghostly mist. In this case, players will have to stay in the air or risk greater knockback from even the slightest of attacks.
Flat Zone 3
Flat Zone 3 features an entirely new ensemble of Game & Watch games that fighters transition through in matches on the stage.
Vermin takes place in a garden, and moles will pop out of the ground, launching fighters if they touch them.
Parachute puts fighters on a boat surrounded by by an ocean. Falling in the ocean will cause you to be bitten by a shark, launching you vertically.
Egg brings you to a hen house at a farm, where you must dodge the falling eggs as well as an anthropomorphic fox who tries to catch them.
Turtle Bridge requires fighters to balance on a line of five turtles at a river, and touching the water will cause them to take damage. A turtle may dive underwater to catch fish swimming by.
Fire Attack takes you to an Indian fort, where you will need to dodge firesticks thrown down by Indian chiefs.
This stage has players battle on the cube-shaped home menu of the Nintendo Gamecube. Gravity is altered so fighters can walk all around the cube, and jumping off the edge of one side will cause them to fall down to the adjacent side. As such, it can be hard to knock opponents off the cube downwards, requiring you to launch them upwards to KO them.
Tilted Towers is just one of several locations on Fortnite's huge Battle Royale map. It is an urban complex renowned for the high rarity of its loot, but it is also very dangerous because several players head straight for said loot after dropping off the Battle Bus, resulting in devastating gunfights. This intensity is expressed in this stage, where computer-controlled Fortnite players will rush into the towers, either on foot or by glider, and fire at any fighters in the battlefield. There are three chests scattered throughout the building, and if any of them starts glowing gold, you can open it and gain items from it.
This stage takes place on the rooftops of Studiopolis, a TV/movie studio city owned by Dr. Robotnik. Characters can bounce on Bumpers, teleport to the stage's "background" via satellite (a la Jungle Hijinx), and leap between the rotating platforms.
At one point in Mega Man 11, the titular hero Mega Man travels to an old stone temple which is being rebuilt into a secret base by Dr. Wily's forces and guarded by one of his several Robot Masters, Block Man. This stage takes place just outside the fortress, with a large stone platform, two conveyor belts on either side, and a semi-solid platform above. Block Man himself acts as a stage boss, morphing into his giant form via Power Gear and swiping across the stone platform to send stones flying at fighters. You can hit him in the large red button on his chest, and dealing enough damage will cause him to collapse.
In Pac-Man World 2, Pac-Man went on a journey to Ghost Island to defeat Spooky, a ghost lord who sought to eradicate the Pac-People and rule the world. On his quest, he bounced on trampolines in the jungle, skated down frozen rivers, and leaped over pits of magma to gather the five Golden Fruit, which held Spooky in his prison underneath their tree.
Pac-World is an auto-scrolling stage, taking fighters throughout the various regions of Pac-Land, including the Pac-Dot Pond, the B-Doing Woods, Avalanche Alley, and Magma Opus, before eventually crossing the ocean and arriving on Ghost Island. Each region has their own obstacles to avoid.
Scuttle Town is a fishing port town and home of Shantae and her friends. Shantae works here as the town's Guardian Genie, and lives in her personal lighthouse just off the coast. Over time, Scuttle Town has faced many types of disaster, usually ending with buildings burning and Shantae being fired from her hero position until she can once again prove herself worthy.
Scuttle Town is a large stage on par with New Pork City and Palutena's Temple. Battles take place in the town square, where fighters can navigate the Dance Parlor, the Relic Hunter Expo Hall, and the imperial palace's throne room in the middle via semi-solid platforms. Shantae's lighthouse can be seen in the distance, and when you see explosions on the bridge leading to it, it is a sign that Risky Boots's pirate fleet has arrived. When this happens, cannon balls are launched at random points on the stage (revealed by aiming reticles).
Once caught, this energized orb allows you to use your character's Final Smash, a powerful move that can deal tons of damage. In Duality, it will hover towards the character with the highest damage percentage so as to give them a better chance at winning. Watch out, though -- other players can still steal the ball.
This item can be used to summon a random character to join you in battle. These assistants may place certain effects on opponents or just straight up attack them.
Players can throw a Pokéball anywhere (except off the stage) to summon a Pokémon who will help them out. Throwing a Pokéball at an opponent will deal damage.
Touching this mushroom makes you larger for a limited time. You can deal more damage, but you will be a much easier target.
It looks kind of like a Super Mushroom, but looks can be deceiving. This mushroom will cause you to shrink and become a bit weaker. However, it will also allow you to avoid attacks more easily, so use your size to your advantage!
Grab this item to zoom into the air before crashing down at another location. The impact can deal plenty of damage.
Normally, these chickens are harmless, but once attacked, they will get angry and swarm around the character who attacked them.
For a limited time, a character who picks this up will gain a spin jump attack that will deal damage to anyone they touch in rapid hits.
These boxes can be opened with attacks, and will grant you a special item depending on the icon it displays.
The Super Sneakers will increase your speed for a limited time.
The Energy Shield will block damage, but will only take ten hits before dissolving.
The Flame Shield will block all fire-based attacks, but dissolve upon five hits or an electric/water attack. If you press the top action button plus left or right in midair, you will get a short boost in the specified direction.
The Lightning Shield blocks electric attacks and will dissolve once you take eight hits or a fire/water attack. You'll also get an extra jump, which can be useful for vertical recovery.
The Water Shield blocks water attacks, but not fire/electric attacks. Your down smash will be replaced with a sort of bounce attack. This shield dissolves after three hits.
Image and Name
Image and Name
When summoned, an 8-Bit Lakitu appears and starts dropping Spiny Eggs, which hatch into Spinies that start walking around the stage. Coming into contact with a Spiny will cause mild knockback.
Dashes up to each player on stage except the one who summoned him, and attacks them with a barrage of rapid punches.
Funky rides in on his surfboard, bringing a massive wave with him. Anyone who gets caught in the wave will be knocked back and enter a helpless state.
Infinite essentially does what Shadow did as an assist in past games. When summoned, he slows down every character in the battlefield except the character who summoned him. This lasts for ten seconds.
He takes your opponents and puts them in a pot, stirring up the contents to make batches of food for you to heal with as your opponents are launched out.
The invaders begin to move side to side as they hover down, dealing damage and knockback to anyone who comes into contact with them. They can, however, be destroyed with attacks and pronectiles.
Several glowing green mushrooms pop up all over the stage, and the iconic Centipede crawls on screen, bumping into them. Hitting it in the head will defeat it instantly, but hitting any other part will split it into two parts. The mushrooms can be broken down as well, and occasionally a Spider will hop around.
She turns you invisible, making you invulnerable to opponents' attacks and able to pass through them, and steals an item for you if any other fighter has one.
Monita hovers up to the top of the screen as pegs pop up in open spaces on the stage. She will drop pixellated coins from above, and they will bounce off the pegs and hit fighters as they go down.
When summoned, Bill Rizer loads his machine gun and begins shooting in all directions as he somersaults in the air.
Resistance Calls are this game's Smash Taunts, succeeding Codec Conversations and Palutena's Guidance from past installments. They can be activated by Sonic on an unknown stage.
Development for Duality began around the same time as Ultimate, and they initially had the shared goal of bringing together all veterans and retaining as much content from past games as possible while also bringing in some new features. This was purely coincidental, though, and the director of Duality has taken some steps to further differentiate it from Ultimate.