Spooks' Total Drama Fanfics Wiki
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AiAi is a carefree monkey who is deeply obsessed with bananas. The main hero of the Super Monkey Ball series, AiAi, often with his family and friends, likes to partake in challenges that involve trapping himself within a gashapon ball and clearing challenging momentum-based stages. He has, on multiple occasions and with the help of his friends, also had to save his home and its neighbouring kingdoms from a number of different threats, the most notable of which was when the evil Dr. Bad Boon attempted to rob all of the monkeys of their bananas.
First appearance:
Monkey Ball (2001)
Special Attacks
Down Special: "Monkey Ball" is the name given to the main object featured within the Super Monkey Ball series, it being the gashapon balls that the monkeys trap themselves in. In Super Smash Bros., using this move will see AiAi either summon this ball around himself, or have it disappear. While he is less mobile in the air while within the Monkey Ball, AiAi is faster and more powerful on the ground.

Neutral Special: Monkey Fight is a recurring Party Game from the series, which serves as a competitive battle royale. In this game mode, the monkeys must use the large fist attached to the front of their Monkey Ball in order to launch fighters off the sides of the stage in a manner not unlike the combat featured within the Super Smash Bros. series. In Super Smash Bros., this move sees AiAi's ball sprout this arm and punch forwards quickly (or, should he not be within the Monkey Ball, he will instead use a device quite similar in appearance to an Ultra Hand) to knock away foes. The attack can be used rapidly in succession by tapping the button, though the range, damage, and knockback this attack deals when uncharged is minimal; when fully charged, the attack has quite a large range and is incredibly powerful.

Side Special: Monkey Bowling is a Party Game that first appeared in Super Monkey Ball. As its name implies, this Party Game is a version of bowling, with the monkeys using themselves as the ball. In Super Smash Bros., AiAi will charge forwards at a high speed, the distance and damage dealt increasing should the move be charged up by holding down the special attack button. Humorously, the sound of bowling pins falling can be heard should AiAi bowl over an opponent using this attack.

Up Special: Monkey Target is one of the Super Monkey Ball series' most popular Party Games. In Monkey Target, the player must glide onto a target floating on an ocean, and they gain points depending on the areas they land in; what makes this difficult is that fog or bombs and spiked balls may be placed to hinder the monkeys' approach. In Super Smash Bros., either AiAi's Monkey Ball unfolds into a pair of wings or his backpack sprouts two long banana-shaped wings before the monkey is propelled at a relatively high speed in a diagonal-upwards direction. When in the Monkey Ball, AiAi travels a much shorter distance but deals damage to those he comes in contact with, and will travel a much further distance yet deal no damage should he be outside of it.

Final Smash: Monkey Roulette is based off the roulette found in the Monkey Target party game, which determines which obstacles (if any) will be present during that player's turn. In Super Monkey Ball, the player could land on a blank space (no obstacles), fog, spiked balls, bombs, or a combination of all three; in Super Smash Bros., the fog has been omitted. When used, AiAi will hold up the roulette above its head as it spins, though no matter what it lands on initially AiAi will shake it until the clicker points to a section with both spiked balls and bombs. These two items will drop from the sky, the bombs dealing damage as they land on the ground while the spiked balls remain on the ground for a moment to deal damage to those who touch them (even AiAi can be damaged by the latter should he be knocked into them, though he can run into them on his own without taking damage.) The spiked balls will remain on the stage for a short period of time before disappearing.

Alternate Costumes

Half of AiAi's alternate costumes transform him into his wife, MeeMee. The two play identically to one another though the announcer and crowds acknowledge them as separate characters.

Miscellaneous
AiAi's entrance animation sees him, in his Monkey Ball, fall from the sky as he spins around. The Monkey Ball shatters upon impact to reveal a dazed AiAi who slaps his cheeks before standing up.

AiAi's taunt sees him take out a banana and squish the peel in a way that launches the banana out and into his mouth. He then places the peel on his head. The peel will remain on his head for a short time, but will eventually fall off and disappear as he moves around.

AiAi's victory theme is a remix of the 'Super Score' fanfare from the Monkey Flight 2 mode of Super Monkey Ball 2.

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AiAi's victory poses are as follows: AiAi, in his ball, runs around in a circle before getting dizzy and losing his balance, rolling along the ball's interior as it rolls; AiAi sits in a pile of bananas and waves his arms happily, a banana in each one; and AiAi runs through the goal from the Super Monkey Ball series, confetti flying around him as he cheers.

Aisya is the main protagonist of the 2007 tactical role-playing game ASH: Archaic Sealed Heat. Aisya is the crown princess of Milinear, and wishes to understand the power of an ancient flame created by the Fire Snake that turns those burnt by it to ash but does not kill them. Twelve years prior to setting out on a journey to learn more about this creature, her parents, the king and queen of Milinear, were murdered, and she was raised by her bodyguard and the head of Milinear's militant force, Bullnequ. She has the power to take the negative emotions of others - hatred, sorrow, regret, etc. - into her own heart, and this power will also revive those who have been turned to ash by the Fire Snake.
First appearance:
ASH: Archaic Sealed Heat (2007)
Special Attacks
Neutral Special: Aquara is a spell that the Black Mage class is capable of learning in ASH: Archaic Sealed Heat. This water-based spell, learned at level 11, can be used both on the map and in-battle to damage multiple opponents at once. In Super Smash Bros., Aisya fires a fairly-large bubble of water forwards with her weapon. While the attack is fairly weak on its own, Aquara has the unique property to be able to trap an incoming projectile within it, which increases the amount of damage it deals when it explodes after travelling a set distance or when it hits a fighter or wall.

Side Special: Double Attack is a status attack that can be learned at level 10 by members of the Longsword class. This spell grants the user a 30% chance of attacking with a normal attack twice in one turn. In Super Smash Bros. Aisya instead performs two different attacks with her sword - the first attack is a quick forwards slash that stuns opponents to keep them in place, which she follows up with a slower downwards swing that spikes airborne foes.

Up Special: Windra is a magical spell that can be learned at level 13 by members of the Black Mage class. This spell is a wind-based attack that acts near-identically to the Aquara spell, albeit with different elemental properties - the spell can be used both in-battle or on the map to damage multiple foes in one turn. In Super Smash Bros., despite the ASH counterpart of Windra being based on the same move Aisya uses for her standard special move, the two attacks are largely unrelated, as Windra takes the form of a spinning attack with her sword that also sees Aisya surround herself with golden waves of energy to carry herself upwards before entering a helpless state.

Down Special: Speed Aura is a status-based spell that can be used by the Thief class in ASH: Archaic Sealed Heat. This spell raises the user's speed by 50 points, or by 100 points should the player maximize their proficiency in the move. Speed Aura, in Super Smash Bros., acts much in the same way, increasing Aisya's movement speed and jump height for a limited period of time - this is indicated by a golden glow around her feet.

Final Smash: Spread Attack is a status spell that members of the Longsword class begin the game with. Despite being one of the base spells, Spread Attack is a fairly strong spell that grants the user a 30% chance of hitting all enemies when a normal attack is used in battle. In Super Smash Bros., the Spread Attack is a much different attack that instead sees Aisya summon her party members from ASH: Archaic Sealed Heat - namely her father-figure Bullnequ, Captain Dan of Sumnelthia's army, the strong magical child Emu, a member of the Iron Legion's military from the future named Cootrolan, Princess Maritie of Aceshin, the mysterious freelancer Jeekawen, and Maritie's mother Queen Aceshin XV. The attack begins with Aisya, alone, rushing forwards across the stage. Any opponent that she hits is then launched into a cinematic where Aisya and her party members all assault the foes with both physical and magical attacks, before they are knocked out of the cinematic and launched away.

Alternate Costumes
Miscellaneous
Aisya's entrance animation sees her appear out of a burst of fire, with one flame coiling upwards towards the sky in a serpentine way.

Aisya's taunt sees her swing her sword up towards the sky, fire burning up around her feet.

Aisya's victory theme is an intense, acoustic guitar-based remix of Aisya's Tears, a shorter theme from ASH: Archaic Sealed Heat.

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Aisya's victory animations are as follows: Aisya swings her sword downwards before bashing with her shield towards her left; Aisya swings her sword close-up to the camera before quickly dashing and standing back-to-back with Bullnequ, both with their hands on their weapons; and Aisya fires her rifle towards the sky, and a fiery aura surrounds her and coils up with the rifle.

Akiho Senomiya is the main heroine of the third instalment in the Science Adventure series of visual novel titles, Robotics;Notes. The childhood friend of playable character Kaito Yashio, Akiho serves as the president of Tanegashima High School's Robot Research Club, and dreams of completing the "Let's Build a Life-Sized Gunvarrel" Project that began when her elder sister founded the club. Akiho fights alongside the small hobby robot Tanegashimachine, which was created by her sister and her friends to participate in the robot combat tournament Robo 1.
First appearance:
Robotics;Notes (2012)
Special Attacks
Neutral Special: Skal is Akiho Senomiya's favourite brand of soda, which she and Kaito often purchase from Mizuka Irei's corner store. In Super Smash Bros., Akiho throws a plastic bottle of Skal forwards, which explodes to let loose its contents as it hits the ground. Both the bottle and the soda it releases deal damage, which the former dealing more knockback.

Side Special: "Tanegashi Accel Impaaaaaact!", as named by Akiho, is the signature attack of the Tanegashimachine. The Tanegashimachine has wheels attached to its backside so, when knocked over, it can propel itself forwards at a high speed to tackle foes. In Super Smash Bros., Akiho will sit the Tanegashimachine down and it will propel itself forwards at a high speed, and only stop as it travels a certain distance. The attack can be charged up to increase the distance Tanegashimachine travels and the speed it begins moving at.

Up Special: Gunvarrel Ankh Striker is the signature finishing move of Gunvarrel, the "Giant Robot of Justice" piloted by the main protagonist of the Gunvarrel in-universe anime series. Gunvarrel Ankh Striker sees the rocket thrusters on Gunvarrel's wrists activate to allow him to perform a powerful uppercut attack. Akiho tries to mimic this attack, by charging up before performing a very powerful, uppercut that stalls her in midair and causes her to rise a very short amount. Tanegashimachine also performs this attack, jumping up higher than Akiho but dealing very little damage.

Down Special: Monopoles, or magnetic monopoles, are a hypothetical elementary particle that actually makes an appearance in Robotics;Notes. As its name implies, monopoles are magnets that have only one of a north pole or south pole. In Robotics;Notes, monopoles are used to power the Robot Research Club's Gunvarrel replia. In Super Smash Bros., Akiho ducks down and a monopole falls down from the sky down in front of her, meteor smashing those it hits who are aerial while creating a shockwave as it lands to knock away nearby foes.

Final Smash: Gunvarrel is the titular character of the fictional Gunvarrel anime series present in the world of Robotics;Notes and the greater Science Adventure series. Gunvarrel is a giant "Robot of Justice" piloted by a character named Genki Dotou. For her Final Smash, Akiho summons the life-sized Gunvarrel replica built by her Robot Research Club, with a cut-in of Kaito as he gets ready to pilot the mech. The Gunvarrel replica has two pile drivers attached to its arms, which Kaito will shoot at the stage, following where Akiho moves (though it does not hurt her should she be hit).

Alternate Costumes
Miscellaneous
Akiho's entrance animation sees her slide onto the stage while pointing at the sky as she stands on a black rolling office chair, which she kicks away as she jumps off.

Akiho's taunt sees her perform a spin (donning a pair of glasses as she does so) before pointing at the sky and shouting "Don't give up! This isn't over!"

Akiho's victory theme is a remix of a portion of the theme "Energetic Force" from Robotics;Notes.

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Akiho's three victory animations are as follows: Akiho performs a spin before posing in a manner with one hand up in the air in front of her; Akiho and Kaito perform a high five in the same manner as to how they do so on the cover art for Robotics;Notes; and Akiho and Tanegashimachine perform the same pose, with Akiho throwing a peace sign towards the camera and Tanegashimachine just sticking his arm out forwards.

Alexandra Roivas is an American woman studying abstract mathematics and number theory at an unnamed Washington university. She travels to her grandfather's estate on Rhode Island after learning that he had been killed in an unknown way, and begins her own investigation two weeks after. The main protagonist of the 2002 GameCube horror title Eternal Darkness: Sanity's Requiem, Alexandra uses the titular Tome of Eternal Darkness to experience the long-running war against darkness through the eyes of those who had the Tome in their possession at that time, learning how to use Magick and about the darkness that possessed the Roman centurion Pious Augustus.
First appearance:
Eternal Darkness: Sanity's Requiem (2002)
Special Attacks
Neutral Special: Damage Field is a Magick spell that can be performed by those wielding the Tome of Eternal Darkness, by combining the Bankorok and Redgormor runes. In Eternal Darkness, the spell would create a field that damages all foes within a certain radius. Similarly, in Super Smash Bros., Alexandra creates a ball of energy around herself, which damages those who touch it. It will explode a moment later to knock away any foe within the vicinity.

Side Special: Shield is a Magick spell from Eternal Darkness. Those who wield the Tome of Eternal Darkness can combine the runes Bankorok and Santak in order to summon a ball of light that protects the user from attacks. In Super Smash Bros., this ball of light will spin around Alexandra very quickly. The ball of light deals damage to any who touch it, and it is also capable of reflecting projectiles.

Up Special: Magickal Attack is a Magick spell that wielders of the Tome of Eternal Darkness can perform by combining the Antorbok and Redgormor runes. In Eternal Darkness, the Magickal Attack spell is a powerful attack that hops from foe to foe in a chain attack. In Super Smash Bros., Alexandra uses the Tome of Eternal Darkness by creating a ball of light underneath her, which explodes to launch her upwards a short distance. While not great for recovery, it deals massive damage and can meteor smash foes.

Down Special: Summon Trapper is a Magick spell in Eternal Darkness and one of the three summon-based spells that wielders of the Tome of Eternal Darkness can use. The spell, as its name suggests, summons a Trapper, which, in Eternal Darkness, is a creature capable of transporting others into the Trapper Dimension. In Super Smash Bros., the Trapper will instead dash forwards at a high speed before disappearing, damaging any in its way. If used in the air, the Trapper will instead travel downwards and along the ground a shorter distance before disappearing.

Final Smash: Summon Horror is a Magick spell in Eternal Darkness. In Eternal Darkness, the spell, which can be used by combining the Tier, Aretak, and Pargon and one of the Ancients' alignments (Chattur'gha, Xel'lotath, or Ulyaoth). In Super Smash Bros., Alex will summon a Horror of one of the Chattur'gha, Xel'lotath, or Ulyaoth alignments, which will run around the stage, swiping their claws or stomping the ground to create electrical charges. Alex is still capable of running around and attacking foes as normal while the Horror is on the stage, and it will remain for a limited amount of time.

Alternate Costumes
Miscellaneous
Alexandra's entrance animation sees her wander in from the background with a flashlight in one hand.

Alexandra's taunt sees her flip through the Tome of Eternal Darkness and mutter the name of one of various runes. These runes can be: "Bankorok", "Tier", "Narokath", "Nethlek", "Antorbok", "Magormor", "Redgormor", "Aretak", "Santak", and "Pargon".

Alexandra's victory theme is a direct rip of an excerpt of "The Last Hope" from Eternal Darkness: Sanity's Requiem.

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Alexandra's victory poses are as follows: Alexandra will close the Tome of Eternal Darkness in a dramatic way, before sighing and looking up with a smile; Alex will accidentally summon a Mantorok Zombie, before shooting it with her rifle quickly; and Alex will shake her flashlight after it shorts out.

Alph is an engineer and one of the three crew members who works aboard the S.S. Drake. During the events of Pikmin 3, Alph and his crewmates, Brittany and Charlie, travel to the assumed-uninhabited planet of PNF-404 with the intent of finding a new stable food source for the population of the planet Koppai. Though not the captain of the S.S. Drake, which his grandfather designed, Alph is a very optimistic engineer and the second-youngest of 15 children. Alph fights alongside Pikmin, whom he can pluck from the ground via his neutral special move.

Alph is an Echo Fighter of Olimar, though he only utilizes Rock Pikmin in battle. Rock Pikmin are essentially identical to Olimar's Purple Pikmin, though are heavier and slower, making them easier to lose track of. Despite these cons, they deal a significant amount of damage and have a significant amount of HP.

First appearance:
Pikmin 3 (2013)
Special Attacks
Neutral Special: Rock Pikmin Pluck is a maneuver that Alph can perform. Pikmin appear to grow out of seeds, and they must be plucked from the ground in order to move about or risk being eaten by their many predators. The move acts identically to Olimar's version of the move, and can be used to summon up to three Pikmin allies, though Alph will only pluck up Rock Pikmin instead the rainbow of Pikmin colours that the veteran spaceman does. Because of the Rock Pikmin's weight, Alph also takes more time to pluck a Rock Pikmin than Olimar does.

Side Special: Rock Pikmin Throw is an attack that sees Alph pick up the Rock Pikmin at the front of the line and throw it forwards. Due to the Rock Pikmin's weight the Pikmin do not fly very far, though Alph can toss them off ledges to meteor smash foes below him. The damage and knockback dealt by the thrown Rock Pikmin is significant, though Alph is unable to throw a Rock Pikmin should they be too far away from him.

Up Special: Winged Pikmin are a pink-coloured species of Pikmin that first appeared in Pikmin 3. As their name implies, Winged Pikmin are more bug-like then the other types of Pikmin, with large blue eyes and translucent wings. This attack acts identically to Olimar's special move of the same name - Alph summons two Winged Pikmin to carry him upwards a fair distance. Unlike Olimar, who carries his Pikmin with him as the move is used, Alph abandons his Rock Pikmin as the Winged Pikmin carry him off.

Down Special: Rock Pikmin Call is a technique that sees Alph blow into the whistle installed into his helmet, creating a rainbow-like design around him as he does so. Doing this will retrieve any Rock Pikmin that may be far away from Alph, and can even save those that may be falling off the stage.

Final Smash: End of Day is an attack based on the actions of the playable captains throughout the Pikmin series: the nocturnal creatures of PNF-404 will target Alph and his Pikmin should they remain on the ground, thus forcing them to board their ship and fly into the atmosphere to stay safe during the night. In Super Smash Bros., Alph will summon the S.S. Drake and quickly board it, flying up and away for a short time, with the camera panning up to a starry sky as monsters attack the fighters that remain in the battlefield. Though the monsters deal damage to all foes - barring those that manage to get high-enough to avoid them - the attack doesn't deal any knockback, and thus can't actually KO foes, until the S.S. Drake begins its descent, as it will explode as it crashes back into the ground. Whatever Rock Pikmin were directly behind Alph will remain safe during the attack, though if any happened to be far away from Alph when his Final Smash is activated they will be instantly KO'd once the S.S. Drake blasts off.

Alternate Costumes
Miscellaneous
Alph's entrance animation sees him step out of the S.S. Drake, which then blasts off. As the countdown occurs, Alph will slowly pluck a Rock Pikmin.

Alph's taunt sees him tap his helmet thrice, before he blows his whistle.

Alph's victory theme is a remix of the "good" version of the End of Day theme from Pikmin 3.

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Alph's victory poses are as follows: Alph tries to pluck a Rock Pikmin from the ground but fails to do so, instead falling backwards with a roll; Alph tosses a wrench from one hand to the other, eventually failing to catch it and causing it to crash into a Rock Pikmin that idly watches him, the wrench comically bending in half as it does so; and Alph blows into his whistle and points upwards, three Rock Pikmin looking at him confused as he does so.

Amy Rose is the self-proclaimed girlfriend of the titular protagonist of the Sonic the Hedgehog series. Amy often shows herself as a kind and fairly girly individual, though has also been described as a tomboy due to her immense strength and aggressive tendencies. Amy is easily able to befriend others and is a kind-hearted optomist, so despite her obsessive crush on Sonic, her entire life does not revolve solely around trying to gain his interest. Amy wields a large (and heavy) mallet known as the Piko Piko Hammer, which she is capable of wielding with ease.
First appearance:
Sonic the Hedgehog CD (1993)
Special Attacks
Neutral Special: Homing Attack is a technique that many characters in the Sonic the Hedgehog series can perform, and Amy is no exception, who first uses the technique in the multiplayer mode of Sonic Adventure 2. In Super Smash Bros. the move acts the same way as in the three-dimensional Sonic the Hedgehog titles: Amy will target the nearest enemy (marked with a reticle), spin into a ball, and rush towards them. While the move also acts as Sonic's neutral special move, Amy's version of the attack has different properties to the Blue Blur's. Amy can not travel as far as Sonic can during the attack, however she does attack with a powerful smash with her Piko Piko Hammer that allows her to deal more damage and knockback in comparison.

Side Special: Propeller Hammer is an attack that Amy can perform in Sonic Heroes, which allows her to temporarily hover through the air. Much like in the aforementioned title, in Super Smash Bros. Amy swings her hammer out around her in a circle. Unlike in Sonic Heroes Amy will not move into the air when it is used, though, when performed mid-air, Amy will be temporarily unaffected by gravity during the move's use, hovering as she performs it. Propeller Hammer leaves Amy helpless when used in the air, but regardless of where it is used Amy can be moved in either a forwards or backwards direction as she spins her hammer around her.

Up Special: Hammer Jump is a technique that Amy has used throughout the Sonic the Hedgehog series, first appearing in Sonic Adventure. The attack sees Amy slam her hammer into the ground, which launches her high into the air with a trail of hearts following behind her. Its mid-air counterpart, Mid-Air Hammer Jump, from Sonic Advance 3 acts the same way, though Amy does not need to hit the ground to launch herself upwards. This attack works the same way in Super Smash Bros., and leaves Amy in a pseudo-helpless state upon launching upwards.

Down Special: Rose Typhoon is Amy's special Soul Surge skill that she can perform in the multiplayer mode of Sonic and the Black Knight. The move sees Amy jump into the air before slamming her hammer into the ground, creating a pink shockwave in a radius around her. In Super Smash Bros. the move acts differently but retains several ideas from its original counterpart. The attack instead sees Amy swing her hammer overhead into the ground, creating a detonation of pink energy when her hammer comes in contact with something.

Final Smash: Hyper Tornado Hammer is a special attack based upon two techniques that Amy has shown to be able to perform in the Sonic the Hedgehog series, namely the Tornado Hammer from Sonic Heroes and the Hyper Mode state from Sonic the Fighters. Hyper Mode is a universal ability that all characters have in the aforementioned fighting game, which temporarily boosts their attack power and speed at the cost of defence after harnessing the power of the Chaos Emeralds. Tornado Hammer is a weaker projectile attack that sees Amy create a pink tornado, which she knocks towards enemies with her hammer to stun them. For her Super Smash Bros. Final Smash, Amy combines these two abilities: Amy harnesses the power of the Chaos Emeralds (which fly around her from off-screen) to power up, gaining a white glow. She then creates an extraordinarily large tornado, launching it across the stage to deal damage to all foes. This tornado traps foes as it moves across the stage, dealing damage to all foes as they are beaten by the winds.

Alternate Costumes
Miscellaneous
Amy's entrance animation sees her bounce in from off-screen in a similar way to a Spin Dash, before taking out her hammer and spinning it around out to her side.

Amy's taunt sees her plant the Piko Piko Hammer's head flat against the ground and pose with one hand on its handle, the other pumped up in front of her face, and, facing sideways, her foot closer to the hammer tucked upwards. She does all this with a smile, before saying "leave it to me!"

Amy's victory theme is a pop-styled remix of the opening of the Seaside Hill theme from Sonic Heroes.

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Amy's victory poses are as follows: Amy jumps high into the air, raising her arms above her head, before landing in a crouch and flashing a peace sign towards the camera; Amy tosses her Piko Piko Hammer into the air and looks back and forth, asking "I wonder if Sonic saw that?" as she catches it; and Amy slams her Piko Piko Hammer into the ground before giving a thumbs up with a wink.

Rick, Kine, and Coo - collectively referred to as the Animal Friends - are three allies of Kirby who appear in Kirby's Dream Land 2. Rick the hamster, Kine the fish, and Coo the owl can be found in sacks hidden around levels, and assist Kirby by powering up his Copy Abilities in certain ways. Like with their appearance in Kirby: Star Allies, Rick, Kine, and Coo all appear as one character, with Rick being the "main" character that the player controls, while Kine and Coo replace him for certain moves as well as when in the water and air, respectively.
First appearance:
Kirby's Dream Land 2 (1995)
Special Attacks
Neutral Special: Spark is an electrical Copy Ability that first appeared in Kirby's Adventure. When Kirby has this ability, Spark allows him to surround his body with sparks of electricity to zap nearby enemies. When this move is used on the ground in Super Smash Bros. Rick will fire a short beam of electricity forwards from his mouth, which decreases in length as the special move button is held down. When the move is used in the air by Coo, the special attack is instead Cutter. In the Kirby series, Cutter allows Kirby to throw boomerang-like projectiles that sprout from his hat. In Super Smash Bros. Coo throws three razor-sharp feathers forwards a fair distance, which does not cause enemies to flinch and thus allows Coo to damage foes who are in a helpless state without causing them to revert to their normal state.

Side Special: Stone is a Copy Ability that, in the Kirby series, allows Kirby to transform into a stone, granting him temporary invulnerability. In Super Smash Bros. and Kirby's Dream Land 2, Rick curls up into a ball and rolls forwards a far distance, and in the former he will bounce back into his normal form after hitting an enemy or wall, and will enter a helpless state should a platform not be beneath him. When in the air, Coo will instead perform Burning, which, like in Kirby's Dream Land 2, sees him become engulfed in flames as he dives forwards in a downwards direction. Like Rick, Coo will bounce off an enemy or a platform, and will enter a helpless state should this occur when in midair. Additionally, Rick and Coo will cease their movement should they not make contact with anything after a short period of time, also entering a helpless state then.

Up Special: Parasol is a recurring Copy Ability in the Kirby series, first appearing as one of the original power-ups in Kirby's Adventure. Parasol was originally introduced as a defensive ability, where Kirby can use a red and white-striped parasol to slow his descent or hold it out as a shield. In Kirby's Dream Land 2, Rick and Coo appear to use this Copy Ability in similar ways from a glance, but are fairly different in practice. Despite this, both of them perform the move in an identical way in Super Smash Bros., with the move based upon how Coo used it originally: Rick or Coo will summon a parasol and spin upwards, dealing damage to any they hit from below as they spin upwards a fair distance. The parasol will not automatically close after they fly upwards: Rick and Coo will keep the parasol open until they land on the ground, slowing their descent. While the parasol is held open as they are falling the player can forcibly close it by pressing down on the control stick, though this will force them into a helpless state; this will also happen should they get hit by an attack.

Down Special: Needle is a Copy Ability introduced in Kirby's Adventure. Like Parasol, Needle is a Copy Ability introduced to act as both a defensive and offensive power-up for Kirby, as he can sprout retractable spines that extend off his hat to deal damage to any enemy around him. In Kirby's Dream Land 2 Rick and Coo use spikes as weapons to assist Kirby whenever he should have the Needle ability: Rick would grow spines off his back to make his backside invulnerable to attacks while also damaging any enemy that runs into him, while Coo would hold a Kirby below him who extends spikes downwards while the two fly through the air. The attack works in the same way for Rick in Super Smash Bros., while Coo will hold a Gordo beneath him as he dives straight downwards.

Final Smash: "Dream Friends" is a term that refers to the playable characters in Kirby: Star Allies that are essentially not Kirby nor any enemy character from the game. These characters all hail from previous Kirby titles, and include the likes of Rick, Kine, and Coo, Marx, Daroach, Magolor, and Gooey. In Kirby: Star Allies, all Dream Friends can be recruited by using the Dream Rod that exists inside of a Dream Palace, though some need to be downloaded as they were released post-launch in free game updates. In Super Smash Bros. Rick, Coo, and Kine will all appear together and hold out the Dream Rod and fire a beam of stars forwards. Any foe who touches this beam will be sent into a cinematic, where a number of Dream Friends from Star Allies attack the foes one-after-another: Bandana Waddle Dee will dash through them and pierce them with his spear, Daroach uses the Triple Star to send three large star-shaped projectiles at them, and Susie will fire at them with a Haltmann Works Company energy blaster before Rick, Coo, and Kine all just fall from the sky and land on them, knocking them away.

Alternate Costumes
Miscellaneous
The Animal Friends' entrance animation sees him escape from a sack that is already on the stage. Rick is the character that the player controls while on the ground, so he is the only one that has an entrance animation.

The Animal Friends' taunt sees him look around with his head tilted upwards as he sniffs around. As taunts can not be performed when in the air or in water, Coo and Kine do not have taunts.

The Animal Friends' victory theme is a shortened acoustic remix of the opening of Coo's theme from Kirby's Dream Land 2.

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The Animal Friends' victory animations are as follows: Rick, Kine, and Coo bounce around before Rick and Coo high-five and Kine simply flops alongside them; Coo lands on Rick's head, while Kine bounces up and down around them; and Rick spins around before posing with his arms in the air, as Kine and Coo jump out from behind him performing similar poses.

Apollo Justice is a defence attorney employed by Phoenix Wright as one of his employees at the Wright Anything Agency. Apollo first debuted as the main protagonist of the fourth Ace Attorney title, Apollo Justice: Ace Attorney. During the events of Apollo Justice, the titular character, a rookie defence attorney, works to clear veteran defence attorney Phoenix Wright of murder, and forms a bond with him as he becomes his mentor and employer. Apollo grew up in the Kingdom of Khura'in, which he eventually returns to after the dismantling of the Defence Culpability Act that punished any defence attorney who obtained a "guilty" verdict to start the kingdom's only law firm.

Apollo is an Echo Fighter of Phoenix, playing almost identically but having some different actions and being slightly faster due to his shorter height.

First appearance:
Apollo Justice: Ace Attorney (2007)
Special Attacks
Neutral Special: "Take That!" is one of the many cartoon-like speech bubbles that make an appearance in the Ace Attorney series, being one of the three (alongside "Hold It!" and "Objection!") to appear in the series' first entry. When presenting evidence during trial segments, the player character will often yell "Take That!" to signify the player has made the correct choice. In Super Smash Bros., Apollo will point forwards dramatically as the speech bubble containing "Take That!" appears in front of him. Both the pointing action and the speech bubble deal daage and launch foes. Additionally, upon using Apollo's down special move, Examine, "Take That!" turns into Present, which sees Apollo discard any collected evidence by throwing a suitcase forwards, which grows larger depending on how many items have been collected.

Side Special: Shah'do is a small Tibetan Mastiff dog owned by Ahlbi Ur'gaid, a character that appears in Phoenix Wright: Ace Attorney - Spirit of Justice. In Super Smash Bros., Apollo humorously throws Shah'do forwards, who deals damage to those he hits. Unlike Phoenix's similar side special move, Shah'do dives forwards while being thrown, yapping as he does so, regardless of whether the move is used in the air or on the ground.

Up Special: A Sneeze is an involuntary reaction caused by irritation to the inside of one's nostril(s). In the first case of Trials and Tribulations, Phoenix Wright is depicted as being quite ill, and as such sneezes many times during his appearance in said chapter. Despite himself never being shown sick in the Ace Attorney series, in Super Smash Bros. Apollo has a particularly violent sneeze that propels him a short distance upwards. The sneeze, which produces jagged action lines, deals damage to those around him and can also reflect physical projectiles.

Down Special: Examine is one of the main commands players can use while in the Investigation phase of Ace Attorney games; this action must be used to look around the surroundings to gather evidence or look at particularly interesting items. In Super Smash Bros., Apollo quickly crouches down and scrounges about before holding out a random item (this item can be a number of different things, including his cell phone, an Ace of Spades with a bloodstain on it, Trucy's magical undergarments, and his attorney's badge). Apollo can carry up to three items; if used again, he will crouch down but not find anything. The player can discard this evidence with the Present attack.

Final Smash: Verdicts are handed out by the presiding judge at the end of each Ace Attorney trial, signifying the end of the chapter. Apollo himself has never earned a "Guilty" verdict in court, always managing to prove his client innocent (at least, out of those shown in the series proper). In Super Smash Bros., Apollo Justice yells out "Objection!" (accompanied by the speech bubble) while dramatically pointing forwards. Should a fighter be hit by his "Objection!" speech bubble, they will be thrown into a mini cinematic in which a parody of the giant judge from his boss' nightmare in Phoenix Wright: Ace Attorney: Justice For All (though instead utilizing the Judge present in the Khura'inese trials) will slam his large gavel into the ground, flattening whatever fighters Apollo previously knocked into this cinematic, launching them away and dealing massive damage.

Alternate Costumes
Miscellaneous
Apollo's entrance animation sees him hurriedly run onto the stage, before he stands up straight and fixes his tie.

Apollo's taunt sees him tuck both of his arms in towards his chest as he shouts out "I'm fine!"

Apollo's victory theme is a remix of the opening of his theme, "Apollo Justice ~ A New Chapter of Trials! 2016", from Phoenix Wright: Ace Attorney - Spirit of Justice.

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Apollo's victory animations are as follows: Apollo fixes his tie before yelling "Objection!", complete with a speech bubble; Trucy Wright jumps up and down while Apollo Justice smiles to the camera, fiddling with his bracelet; and Apollo sighs, staring at the camera wearily as Trucy trips over and spills a large stack of papers behind him.

Arle Nadja is the main protagonist of the Madō Monogatari series of role-playing games, but is possibly far more well-known as the mascot of the Puyo Puyo puzzle games. Arle is a cheerful (yet sometimes snarky) and hygienic young girl who acts as the straight man within the Puyo Puyo cast. Arle has a notable aptitude for magic, and has been able to perform incredibly powerful skills ever since she was in kindergarten; though strong, she has a limit on the amount of power she can expend and over-exerting herself will cause her fingers to bleed. She holds a particularly strong relationship with the yellow creature named Carbuncle, and has stated on several occasions that she would be devastated if he disappeared. Arle is the love interest of Satan though she does not reciprocate his feelings and often appears to be oblivious to "girly things" and the idea of being in a relationship.
First appearance:
Madō Monogatari 1-2-3 (1990)
Special Attacks
Down Special: Diacute is a spell in the Madō Monogatari series. It is a buff spell, that increases the strength of Arle's next spell. In Super Smash Bros. this technique acts similarly, powering up the rest of Arle's special moves and often changing how they work in certain ways.

Neutral Special: Ice Storm is one of the eight combat skills that Arle can use against enemies in Madō Monogatari I. One of the elemental spells, Ice Storm sees Arle summon four spikes of energy that form into dagger-like icicles, which then rush and stab her enemy to freeze them solid. In Super Smash Bros. this ability has been changed, instead seeing Arle summon a series of small icicles forwards down towards the ground in front of her to deal minor damage and potentially freeze enemies. When powered up by Diacute, Arle will shoot a large icicle down at the ground, which will detonate upon contact with an enemy or the ground to deal more damage while also increasing the likelihood of freezing opponents.

Side Special: Carbuncle is a small yellow creature who, like Arle, appears to contain a strong magical power. He was introduced in Madō Monogatari II as the pet of Satan, and he intended to gift the yellow creature to the woman who would be his fiance - upon his defeat at the hands of Arle, Carbuncle joins the young woman as her companion, and thus Satan believes Arle to be his destined wife. Carbuncle displays a number of different abilities throughout the Madō Monogatari and Puyo Puyo series, and one of his most prominent sees him shoot forwards to pierce through enemies. This same attack serves as Arle's side special move in Super Smash Bros. and the player can hold down the special attack button to charge up the distance that Carbuncle flies. When powered up by Diacute, Carbuncle will instead fire a laser from his forehead back towards Arle as he flies away from her that also deals damage (albeit less damage than taking a direct hit from Carbuncle) to foes. Regardless, once Carbuncle is shot forwards he will linger on the stage for a short moment; if he is attacked during this cooldown period, he can be defeated causing Arle to need to wait in order to summon him again.

Up Special: Puyo Trampoline is a technique that makes use of the eponymous Puyo creatures of the Puyo Puyo series. The Puyo first appeared in the Madō Monogatari as basic enemies, with each of the different colours having different properties, strengths, and weaknesses. In the Puyo Puyo series the Puyos appear as the puzzle pieces that characters use to fight against each other, appearing to fill a similar role as the Tetrominos from the Tetris series. In Super Smash Bros. Arle summons a Puyo beneath her and bounces off of it, flying upwards a fair distance before state where she can use any of her moves barring her up special move again. The Puyo she summons can be red, purple, yellow, blue, or green, though they all act the same; it will remain behind for a short moment as well, allowing any other fighter to use it in the same way. When powered up by Diacute, Arle will bounce the same distance upwards but summon three Puyos of the same colour, which will then explode to deal damage, thus also eliminating the possibility of other fighters using the Puyo as well.

Final Smash: Heaven Ray is a spell that Arle performs in Puyo Puyo Fever upon reaching a combo of 10 consecutive Puyo eliminations. The short animation that plays sees Arle fire a beam of light up into the air, joined by Carbuncle who similarly fires a thinner beam as well. In Super Smash Bros. Arle performs the same animation, firing a laser of light into the air (dealing damage) and off the top of the screen. After a short moment, a series of five lasers (all thinner) will then crash down from off the top of the screen in the area around Arle, detonating as they hit the ground around her.

Alternate Costumes
Miscellaneous
Arle's entrance animation sees her teleport onto the stage while jumping, pointing to sky, before landing with a flourish.

Arle's taunt sees her spin around before pointing towards the camera with both arms as if casting a spell, releasing a dim glow from in-between her hands.

Arle's victory theme is a light and poppy remix of the victory theme for the original Puyo Puyo game for the Sega Genesis.

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Arle's victory animations are as follows: Arle spins around before showing a peace sign towards the camera; Carbuncle runs up to Arle and jumps into her arms, and the girl spins around with him in her arms before smiling to the camera; and Arle, with Carbuncle on her back, performs a small dance before posing in a manner identical to how she does in a piece of artwork released for Puyo Puyo Fever 2.

Ashley is a young witch girl who makes frequent appearances as an employee of the titular company of the WarioWare series. Ashley, and her small demon servant Red, live alone in a large haunted mansion, but frequently travel around Diamond City and the world in order to train their magical powers. Despite having Red by her side almost all the time, Ashley herself is fairly lonely, as her parents live far away in her hometown, and she relies on most of the other WarioWare employees for company, albeit on rare occasions.
First appearance:
WarioWare: Touched! (2004)
Special Attacks
Neutral Special: Vortex of Chaos is an attack that sees Ashley hold her wand in the air to create a tornado of dark energy that whips around her at a high speed for a short moment, damaging all those nearby while also absorbing energy-based projectiles. The attack itself is not based on any ability Ashley is shown to be able to perform in the WarioWare series, instead being inspired by the "Ashley Meets Halloween" webcomic. If Red is not around Ashley when she attempts to use it, she will instead hold her stuffed rabbit up in the air by mistake, and spin herself around in an attempt to attack, but only deal very minimal damage to those who actually run into her.

Side Special: Shadow Blast is yet another attack not based directly on another move Ashley has not explicitly demonstrated in the WarioWare series, but again is based on another ability she has shown to be able to perform. In Game & Wario Ashley is shown capable of firing blasts of magic from her hand in her minigame, though in Super Smash Bros. she once again uses her wand. When the move is activated, Ashley holds out her wand and fires a pulse of dark energy that extends out in a conical fashion away from her, dealing more damage and knockback to those closer to the witch. If Ashley attempts to use this move without Red, she will instead pull out a lollipop and hold it out in front of her for a moment before putting it away, not dealing any damage.

Up Special: Broomsticks are a common item used by witches, and is used by Ashley herself prominently throughout her minigame in Game & Wario. In the Ashley minigame of Game & Wario, the player must control Ashley as she flies horizontally through levels on her broomstick, and fire purple orbs to destroy obstacles in her path. In Super Smash Bros., Ashley summons her broomstick and dashes upwards at an angle a short distance, while encasing herself in a magical aura that deals damage to those she hits. This is Ashley's only special move that can still be used should Red be KO'd, though Ashley is unable to project a magical aura due to his absence and will thus travel through opponents instead of damaging them.

Down Special: Trident Charge is an attack that is actually based around Red's signature trident weapon, which is said to be part of his body. Appearing in front of Ashley, Red holds out his Trident as Ashley launches them forwards a fair distance with a blast of magic. The attack damages fighters both in front of and behind Ashley and Red, as coming in contact with Red's trident will deal damage, as will Ashley's initial blast of magic. If used in the air, Ashley will instead propel them at a downwards angle, though they will continue to move forwards a short distance should they land on the ground during its duration. Should Red not be around when Ashley tries to use the attack, she will instead propel herself a short distance forwards both in the air and on the ground with a weak magical blast; while the attack normally leaves Ashley and Red helpless should they be airborne at the move's end, Ashley can use this multiple times in the air as a weak horizontal recovery.

Final Smash: Ashley's Star Revolution is the name of the collection of songs that plays during the "Ashley" minigame in Game & Wario, on which this Final Smash is based. Once used, Ashley will summon her broom and cross the entire length of the screen, trapping any she hits inside of cookie-like prisons. Once she reaches the other side of the screen, a short cinematic plays out where Ashley uses her wand to summon a stream of purple orbs to destroy the cookies she trapped her opponents in, which launches them away once the battle resumes shortly thereafter.

Alternate Costumes
Miscellaneous
Ashley's entrance animation sees her fly in on her broomstick, waving her wand around, before it stops and gracefully steps off it, the wand turning back into Red as she does so.

Ashley's taunt sees Red perch himself on Ashley's shoulder, and he raises his pitchfork while making a sound resembling a growl.

Ashley's victory theme is a remix of an excerpt of her (instrumental) theme song from WarioWare: Touched!, dubbed "Ashley's Song".

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Ashley's victory poses are as follows: Ashley flies in on her broom, before stopping and allowing Red to shift back into his normal form; Red transforms into a number of different objects (Link's Master Sword, a Splattershot, and a frying pan) before turning back into his normal form and falling to the ground dizzy; and Ashley hums along with her theme song as she sits reading a book and munching on a cookie, with Red laying down next to her asleep while cuddling Ashley's stuffed bunny.

Baby Mario is the infant form of the heroic plumber Mario, and one of the main protagonist of the Yoshi franchise. In Super Mario World 2: Yoshi's Island, a group of Yoshis finds Baby Mario after the stork carrying him and his brother were attacked by Baby Bowser, and introduces how Mario came to use the Yoshis as steeds. Despite being an infant, Baby Mario is incredibly athletic, as shown when he competes in various sporting events such as tennis, baseball, and kart racing, often alongside his adult form.
First appearance:
Super Mario World 2: Yoshi's Island (1995)
Special Attacks
Neutral Special: Smash Egg is a Bros. Item in Mario & Luigi: Partners in Time. One of the ten special moves that Baby Mario, Baby Luigi, and their adult forms work together to perform, Smash Egg sees the Marios and Luigis kick these star-spotted eggs at their enemies as it bounces around the arena. In Super Smash Bros. Baby Mario uses his hammer to hit a Yoshi Egg in front of him. The Yoshi Egg will bounce forwards across the ground twice, doing so at odd angles - first it bounces upwards, and then it will bounce forwards.

Side Special: Superstar Mario is a form that Baby Mario can take on in a number of different Yoshi games. First appearing in Super Mario World 2: Yoshi's Island, once Baby Mario touches a Super Star he will don a cape and be able to run at speeds high enough to run up walls or along ceilings. In Super Smash Bros. Baby Mario dons this same cape when the side special move is used, dashing forwards at a high speed to damage enemies as he dashes through them. When in the air, Superstar Mario defies gravity, and will enter a unique helpless state afterwards where he uses his cape to descend at a slower speed.

Up Special: Bubbles are small clouds of gases encased by a thin, and spherical, layer of liquid. Bubbles make rather prominent appearances within the Yoshi series, holding a variety of items like 1-UPs, or being used by enemies to bounce Yoshi and the baby that rides on his back away. Perhaps its most prominent use is whenever Yoshi takes damage from an enemy: Baby Mario encases himself within a bubble and floats in the air, making it easy for Baby Bowser's flying Toady minions to come in and kidnap him. In Super Smash Bros. Baby Mario will enter a bubble and fly upwards slowly. He can ascend almost indefinitely, and the player can pop the bubble to have Baby Mario enter a helpless state at any time. While an incredible vertical recovery option, Baby Mario is also incredibly defenceless, and being hit by any attack will cause the bubble to pop and force Baby Mario into a helpless state as well.

Down Special: Hammers, specifically large silver-headed mallets with wooden handles, are a weapon used by Baby Mario (as well as his brother) in Mario & Luigi: Partners in Time. After the two babies sneak their way into the Shroob's Vim Factory, they free the two enslaved L33T HAMM3R BROZ. who give them their weapons in return and teach them how to wield them. These Hammers can be used both in the overworld and in battle, and it is particularly useful against spiked enemies that can not be jumped upon. In Super Smash Bros. Baby Mario will hold the large Hammer above his head before swinging it down into the ground to bury opponents. The attack can be charged up to deal more damage to the enemy in front of him, though if charged too much Baby Mario will fall backwards and drop his hammer.

Final Smash: Pocket Chomp is a Bros. Item in Mario & Luigi: Partners in Time. The Pocket Chomp item is a small capsule that holds within it a small Chain Chomp. When the item is used, the Chain Chomp will break out of the capsule and chase one of the adult Mario Bros. as their baby form rides atop it. With the baby's attack button, the player can have them use their mallet and hit the hit the Chain Chomp, which only makes it angrier and increases the damage it deals. In Super Smash Bros. Baby Mario releases a Chain Chomp from its capsule, and it will bounce around the stage chomping wildly as the infant rides atop it. The player is in control of the Chain Chomp's movements, and pressing any attack button will see Baby Mario hit it with his hammer to make it charge forwards angrily. The Chain Chomp will remain on the stage for a short period of time before bucking Baby Mario off its back and bouncing into the background. Like in Partners in Time it is possible for a female Chain Chomp (with a bow and large eyelashes) to appear instead of a regular one, though unlike in that game it is purely an aesthetic difference.

Alternate Costumes

Half of Baby Mario's alternate costumes replace him with his brother, Baby Luigi. Aside from using different voice clips and being acknowledged as separate by the announcer and crowd, they are identical.

Miscellaneous
Baby Mario's entrance animation sees him fall down onto the stage in a bubble, which pops a short distance above the ground.

Baby Mario's taunt sees him jump up into the air and wave wildly, landing clumsily and falling onto his backside.

Dr. Mario's victory theme is a cheerful playtime remix of the opening of the Mario & Luigi: Partners in Time victory theme.

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Baby Mario's victory poses are as follows: Baby Mario sits on the ground eating a cookie before looking up and happily giggling; Baby Mario jumps into the air, one fist in the air, before landing and flashing the peace sign towards the camera, saying "Oh yeah! Baby Mario win!"; and Baby Mario slams his hammer into the ground, but it gets stuck and he can't lift it back up and comically flies backwards from it as he tries.

Bad Box Art Mega Man is a large, middle-aged man clad in a yellow and blue jumpsuit that is based off the off-brand design of the series' main protagonist featured on the North American box art of the original Mega Man title. Bad Box Art Mega Man, also named "US Mega Man" or simply "Mega Man", works as a Digger, excavating ancient relics to learn about the past civilizations of the world. Despite his large and overweight appearance, Mega Man is a surprisingly-athletic man who possesses an incredibly strong sense of justice and acts incredibly polite to those around him. In Street Fighter × Tekken Bad Box Art Mega Man is sent by Roll to investigate an alien cube that landed in Antarctica, wielding a small handheld pistol he dubs the "Mega Buster".

Bad Box Art Mega Man is essentially a joke character. While an Echo Fighter of Mega Man, his large frame makes him a much easier target to hit, though is surprisingly faster than Mega Man and packs more of a punch with his far-wackier attacks. Bad Box Art Mega Man also borrows some attacks from Samus, Captain Falcon, King K. Rool, and Ryu.

First appearance:
Mega Man ZX Advent (2007)
Special Attacks
Neutral Special: Ice Slasher is the main weapon of Ice Man, which Mega Man can acquire in Mega Man upon its owner's defeat. Ice Slasher is a piercing projectile attack that is said to freeze foes with temperatures dipping past 200 degrees below zero. Unlike in Mega Man, the Ice Slasher weapon in Super Smash Bros. borrows a number of elements from Mega Man's neutral special move Metal Blade, such as Bad Box Art Mega Man being able to throw the weapon in eight directions instead of straight-forwards as in its original title. Compared to Mega Man's Metal Blade, Ice Slasher deals slightly less damage but will freeze opponents if hit at a close-enough distance, though does travel a fair further distance. Additionally, unlike Metal Blade, Ice Slasher will disappear upon hitting the ground instead of ricocheting off it or sticking in it.

Side Special: Charge Kick is the technique that Mega Man obtains from Charge Man after that Robot Master's defeat in Mega Man 5. In Super Smash Bros., the side special move is very similar in every way to Mega Man's side special move of the same name: Bad Box Art Mega Man will slide forwards quickly, ignoring gravity by travelling forwards while sliding across the air. Unlike Mega Man's side special move, Bad Box Art Mega Man does not travel as far but deals far more damage as he will only hit foes a single time instead of dragging them along with him.

Up Special: Mega Upper is a technique that Mega Man is shown capable of performing in many of the fighting games he appears in, and Bad Box Art Mega Man can use this attack in his Street Fighter × Tekken appearance. Mega Upper is essentially a very powerful uppercut attack that does not see Mega Man travel far upwards but does deal a significant amount of damage at the start of the attack. Compared to Mega Man's attack of the same name, Bad Box Art Mega Man comically jumps up a much further distance, and does so at a faster speed, while dealing the same amount of damage throughout the attack. Unlike Mega Man however, Bad Box Art Mega Man does fall helpless after use, whereas the Blue Bomber only enters a pseudo-helpless state.

Down Special: Rolling Cutter is the weapon utilized against the Blue Bomber by Cut Man in Mega Man. This bladed weapon made of Ceratanium, in its original title, hovers in front of Mega Man and can be thrown forwards with the press of a single button; its appearance in Super Smash Bros. has been modified slightly due to it being based on Mega Man's down special move Fire Storm. When used, Bad Box Art Mega Man will summon three of these blades (albeit at a smaller size) which will then float around Bad Box Mega Man. Like Mega Man's Fire Storm, the blades Rolling Cutter will damage foes on contact or absorb projectiles, disappearing upon contact with either, to act as a shield. By using the move again while these blades are out, Bad Box Art Mega Man will throw the Rolling Cutters in front of him; while Fire Storm spins like a wheel across the stage, the blades of Rolling Cutter instead fly in three directions forwards (up, down, and forwards), with the downwards and upwards-travelling blades disappearing should they have been defeated.

Final Smash: Black Hole Bomb and Thunder Beam are two weapons that first appeared as the weapons of Galaxy Man and Elec Man in Mega Man 9 and Mega Man, respectively. The attack is essentially identical to Mega Man's Final Smash (Black Hole Bomb and Atomic Fire) in Super Smash Bros. - Bad Box Art Mega Man fires a small bomb forwards that explodes into a large black hole that drags in nearby fighters before launching fighters away with a powerful beam attack - with the difference being that Bad Box Art Mega Man's beam attack is lighting-based instead of fire-based.

Alternate Costumes
Miscellaneous
Bad Box Art Mega Man's entrance animation sees him warp onto the stage in a yellow light, not unlike Mega Man, before he scratches his stomach with his pistol.

Bad Box Art Mega Man's taunt sees him crouch down and perform a flex with the arm he carries his pistol with.

Bad Box Art Mega Man's victory theme is a techno remix of an excerpt of his theme song from Street Fighter × Tekken

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Bad Box Art Mega Man's victory poses are as follows: Bad Box Art Mega Man fires his pistol into the air while jumping forwards in a manner identical to his artwork from Street Fighter × Tekken; Bad Box Art Mega Man teleports in a manner not unlike his entrance animation before posing identically to how he appeared on the North American Mega Man box art; and Bad Box Art Mega Man pumps himself up before holding his pistol up across his chest as he flashes a charismatic smile towards the camera.

Bald Bull is a thirty-six year-old boxer who hails from Istanbul, Turkey. Standing at 6' 2" (189cm) and weighing in at 298lbs (135kg), The Reckless Bald Bull is one of the most intimidating WVBA fighters, and even tries to force his opponents to back down even before a fight. Bald Bull is, barring Little Mac, the most recurring character in the Punch-Out!! series, yet has only amassed a total of four losses by the time of the series' entry on the Wii. Despite his reputation as a wildly aggressive boxer, with his signature Bull Charge attack, Bald Bull's appearance as Mask X in the 1985 NES title Arm Wrestling shows that he also possesses a silly personality.

Bald Bull is an Echo Fighter of Little Mac. Bald Bull's larger frame makes him easier to hit, and he moves much slower as well, though he is more capable in the air than the shorter boxer to compensate.

First appearance:
Punch-Out!! (1984)
Special Attacks
Neutral Special: Bull Charge is Bald Bull's trademark ability in the Punch-Out!! series, and its Super Smash Bros. appearance changes it slightly to make it more similar to Little Mac's neutral special move Straight Lunge. In the Punch-Out!! titles, Bald Bull will back up into the ropes before running at his opponent and performing an uppercut that knocks Little Mac down into the ring no matter the amount of health he has. In Super Smash Bros. Bald Bull will charge up before running forwards (even through the air), before performing a powerful uppercut. The uppercut deals a significant amount of knockback and damage, though Bald Bull will also deal damage to foes he comes in contact with as he runs forwards. The attack can be charged up to increase the distance he travels, though at full charge the move has a longer cooldown period; he will enter a helpless state should he be airborne at the end of the attack.

Side Special: Bull's Haymaker is Bald Bull's side special move, based upon Little Mac's Jolt Haymaker attack. While Little Mac jumps forwards and performs a punch as he flies through the air, Bald Bull instead kicks off the ground (or air) to launch himself forwards head-first, headbutting an enemy he meets in midair. Bald Bull's trajectory can not be controlled and the amount of force in his jump can not be controlled; as he does not halt at a ledge, he may fly out into the open, entering a helpless state as he does so.

Up Special: Triple Uppercut is Bald Bull's main recovery option, which sees the Turkish boxer punch upwards three times as he flies upwards. Though it looks very similar to Little Mac's Rising Uppercut attack, the attack acts fairly differently: Bald Bull only deals damage with the three punches, dealing more damage overall than Little Mac, but travelling a shorter distance and entering a pseudo-helpless state afterwards.

Down Special: Taurus Counter is a counterattack move based upon Little Mac's down special move, Slip Counter. Bald Bull will take a defensive stance, and if hit by an attack he will dodge before performing a powerful haymaker punch forwards. The amount of frames that allow Bald Bull to counter attacks decreases as the move is used more times in a row.

Final Smash: Ultimate Bull Charge is the only one of Bald Bull's attacks that is not based directly on one of Little Mac's, though is similar to his Final Smash in Super Smash Bros. Ultimate. Bald Bull's Final Smash sees him dash forwards a far distance, head first, performing a powerful flurry of punches on the first opponent he hits. After this flurry of punches, he will then perform an upwards swing with his head to knock his enemy upwards and away.

Alternate Costumes
Miscellaneous
Bald Bull's entrance animation sees him onto the stage, before ferociously roaring towards the screen.

Bald Bull's taunt sees his body gain a reddish tint and he angrily snorts steam out of his nose as he punches his fists together.

Bald Bull's victory theme is an excerpt of his theme song from the Wii instalment of the Punch-Out!! series.

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Bald Bull's victory animations are as follows: Bald Bull swings a championship belt over his shoulder before punching his fists together twice happily; Bald Bull, facing away from the screen, turns around revealing him to be wearing his mask from Arm Wresting, and he comically points at his face; and Bald Bull performs his same taunt from the NES title, performing two headbutts followed by two punches with his right hand and finishing with an uppercut with his left hand.

Banjo and Kazooie are two best friends who live together in a small house at the base of Spiral Mountain. In the Banjo-Kazooie series, the two must work together, with the help of the mole named Bottles and the mystical shaman Mumbo Jumbo, to take down the wicked witch Gruntilda Winkybunion, whose plans constantly aim to disrupt their peaceful existence, from attempting to steal the beauty of Banjo's younger sister, Tooty, to trying to prevent Banjo and Kazooie from ever meeting.
First appearance:
Diddy Kong Racing (1997)
Banjo-Kazooie (1998)
Special Attacks
Neutral Special: Egg Firing is one of the most-basic techniques that Banjo and Kazooie can perform in the Banjo-Kazooie series, which Bottles teaches the duo in the first the two visit upon entering Grunty's Lair: Mumbo's Mountain. In Banjo-Kazooie Banjo crouches down so that Kazooie can fire an egg straight forwards over his head, and in Banjo-Tooie a more-strategic version of this ability, called Breegull Blaster, saw Banjo hold Kazooie like a rifle, allowing her to shoot eggs at a rapid pace. Like in Banjo-Kazooie, the Super Smash Bros. incarnation of this ability sees Banjo crouch down and Kazooie fire an egg forwards a short distance. Though the eggs are fairly weak and do not travel incredibly far, tapping the special move button will allow for up to three eggs to be shot out in rapid succession.

Side Special: Rat-a-tap Rat is one of the most-basic, yet fairly powerful, abilities that Banjo and Kazooie learn from Bottles in Banjo-Kazooie. Rat-a-tap Rat, which Bottle teaches the bird and bear duo in their home turf of Spiral Mountain, sees Banjo duck his head before Kazooie stretches her neck over Banjo and pecks forward three times. The move acts identically in Super Smash Bros., with Kazooie's third peck dealing more knockback and damage over the first two.

Up Special: Shock Spring Jump is a technique that can be performed by Kazooie in both Banjo-Kazooie and Banjo-Tooie. Utilizing the Shock Spring Pads present throughout the different worlds, Kazooie rotates herself to carry Banjo on her back, and uses her legs to spring up into the air. In Super Smash Bros., Kazooie does just this in order to launch the two into the air and through any foes above them. When on the ground, Kazooie will launch the two higher into the air than should the move be used on the ground, and in either case Banjo and Kazooie enter a pseudo-helpless state once they travel upwards high enough.

Down Special: Beak Bayonet is a technique that Kazooie can perform in the Breegull Blaster areas of Banjo-Tooie. With Kazooie being carried much like a rifle in these specific areas, the ability sees Kazooie lunge forwards to deal damage to close-ranged foes. In Super Smash Bros., Banjo quickly takes Kazooie out of his backpack and the two dash forwards with Banjo using her much like a spear. The Beak Bayonet attack can only be performed when on the ground, as a different attack, Beak Buster, is performed in the air. Beak Buster is a very powerful and very useful ability that Banjo and Kazooie learn from Bottles in Mumbo's Mountain, the first world of Banjo-Kazooie. Somewhat humorously, the ability sees Banjo flip upside-down into the air, before Kazooie pops out of his backpack and the two drill into the ground, the breegull's beak smashing into the ground. This attack is nearly-identical in Super Smash Bros., and the attack drills through opponents allowing the bear and bird to pass through foes.

Final Smash: Grenade Eggs are one of the eight types of Eggs that Kazooie can use throughout the Banjo-Kazooie series. Though described as Grenade "Eggs", the design of them are essentially large grenades with the pin missing. As their name suggest, these eggs explode on contact with anything, and deal massive damage to enemies or obstacles. In Super Smash Bros., Banjo pulls Kazooie out of his backpack and holds her like a rifle, in the same way he would while performing the Breegull Blaster ability. After a short moment, Kazooie will begin to fire a stream of Grenade Eggs, and the player can tilt the control stick to have Banjo aim Kazooie up or down as she fires. After a short duration, Kazooie will fire an extra large Grenade Egg to create a much larger explosion before she returns into his pack.

Alternate Costumes
Miscellaneous
Banjo & Kazooie's entrance animation sees Banjo be teleported onto the stage in a shower of golden lights, akin to the warping animation from Banjo-Kazooie.

Banjo & Kazooie's taunt sees Kazooie come out of Banjo's backpack and tap his head with her beak three times, before Banjo angrily looks up at her.

Banjo & Kazooie's victory theme is a remix of the fanfare that would play whenever Banjo and Kazooie obtain a Jiggy in Banjo-Kazooie.

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Banjo and Kazooie's victory poses are as follows: Banjo happily chuckles his "guh-huh" before Kazooie pops out of his backpack and taps his head three times, to which Banjo responds by clonking her on the head with his fist; Kazooie happily waves her head around before firing three blue eggs into the air, as Banjo strums a banjo; and Kazooie waves around the wrench from Banjo-Kazooie: Nuts & Bolts, and pulls their basic trolley vehicle from the game towards them, which Banjo backflips over.

SSB Mario Series
SSB Mario Series
Blue Bowser is a member of the same Koopa sub-species as Bowser is, though his identity and relationship to Bowser is unknown. Appearing exclusively in the Famicom Disk System version of Super Mario Bros.: The Lost Levels, Blue Bowser initially appears in World 8-4 and later again in World 9-3. Original documents claimed this mysterious Blue Bowser to be brother of the Koopa King, though 2015's Encyclopedia Super Mario Bros. claims otherwise, stating that nothing is known about this strange beast. Some believe him to be just another Fake Bowser created by Bowser's magic, though defeating him with fireballs reveals that he is not just another member of the Koopa Troop disguised as their king. Interestingly, a Fake Blue Bowser also appears in Super Mario Bros.: The Lost Levels, appearing in World D-4; this Fake Blue Bowser turns into a Spiny when defeated by fireballs, clearly showing that Blue Bowser is a separate entity to Bowser, and to the Fake Bowsers.
First appearance:
Super Mario Bros.: The Lost Levels (1986)
Special Attacks
Neutral Special: Fire Blast is based on Bowser's well-known ability to shoot fire from his mouth; Blue Bowser is also shown to possess this skill. In Super Smash Bros., Blue Bowser fires a small arrow of fire from his mouth, which travels quite far before disappearing. However, while it has decent range, it travels relatively slowly, and shorter fighters can even duck underneath it.

Side Special: Hammer Throw is one of Blue Bowser and Bowser's attacks in Super Mario Bros.: The Lost Levels. Similar to how the Hammer Bro. enemy from that game attacks by throwing hammers upwards while jumping, Blue Bowser (and Bowser) will throw a number of hammers in an arc at Mario. In Super Smash Bros., Blue Bowser will throw three. Should the special attack button be held down, Blue Bowser will throw them higher and in a wider arc; if simply tapped, he will weakly lob them. The damage dealt by these hammers is not dependant on how far they fly.

Up Special: Axe Slice, while not an attack Blue Bowser (or, for that matter, Bowser) has been shown to perform in the Super Mario series, it is based off the technique that Mario can use to defeat the Koopa King's doppelgänger. In Super Mario Bros. and Super Mario Bros.: The Lost Levels, Mario must touch an axe located behind Bowser (or Blue Bowser) in order to destroy the bridge and knock the Koopa into a pool of lava. In Super Smash Bros., Blue Bowser uses this same axe to perform a powerful uppercut-like attack, which sends him soaring upwards a short distance while also dealing great damage to those nearby. If the special attack button is pressed again while Blue Bowser is airborne, he will slam downwards into the ground.

Down Special: Spiny Bomb, is yet another attack that isn't inherently based on an action performed by Blue Bowser in Super Mario Bros.: The Lost Levels, though again, does take inspiration from that game; the Fake Blue Bowser that appears in World D-4 of Super Mario Bros.: The Lost Levels is revealed to be a Spiny should it be defeated by Fire Mario's fireballs. In Super Smash Bros., Blue Bowser will throw a Spiny Egg downwards, which, unlike actual Spiny Eggs, explodes to propel Blue Bowser a short distance upwards. In the air, this Spiny Egg will fall downwards and only explode should it come in contact with a foe or a platform.

Final Smash: Game Over is an event that occurs in most video games should the player run out of extra lives and be defeated once more; in Super Mario Bros. and The Lost Levels, Mario would be defeated if he fell into a either bottomless pit or a pit of lava, or if an enemy were to hit him while he was Small Mario. If he were to be defeated once more with no extra lives remaining, a black screen with the words "GAME OVER" would appear and the player would be returned to the title screen. In Super Smash Bros., Blue Bowser will pull out an axe and chop forwards. Any foe that he hits will be knocked into a cinematic where they will appear stunned and sitting on a bridge that Blue Bowser destroys with his axe, sending them into a pit of lava which deals damage to them and sends them flying upwards. As Blue Bowser cuts the bridge down, the Game Over fanfare from Super Mario Bros. will play as the words "GAME OVER" appear above the bridge and those on it.

Alternate Costumes
Miscellaneous
Blue Bowser's entrance animation sees him stomp out of a small fortress which collapses as he exits it.

Blue Bowser's taunt sees him take out a magic wand and spin it in the air in a circle.

Blue Bowser's victory theme is a rock remix of the fanfare that played in Super Mario Bros. when Mario got a Game Over.

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Blue Bowser's victory poses are as follows: Blue Bowser slams his axe into the ground before crossing his arms and laughs; Blue Bowser stomps the ground, causing embers to flare up around him as he turns his back to the player; and Blue Bowser punts a Spiny Egg off the right-side of the screen before laughing evilly.

SSB Mario Series
SSB Mario Series
Bowser is the king of the Koopas, leader of the Koopa Troop, and the main antagonist of the Super Mario franchise. A large beast, Bowser often attempts to kidnap the Mushroom Kingdom's ruler: Princess Peach; the subject of why has varied over the years, but more often than not, Bowser seems to be infatuated (or, at the very least, harbour a crush on) the Mushroom Kingdom's princess. Despite his cruel attitude, and his willingness to do anything to achieve his goals, Bowser has also shown a soft spot for his foes in the Mario & Luigi and Paper Mario franchises; in both series, Bowser usually takes the role of an anti-hero or minor antagonist, with only the newer entries in each series really using him as the main antagonist. In these games, he is also shown to be somewhat of a nincompoop, and is often played up as comic relief.
First appearance:
Super Mario Bros. (1985)
Special Attacks
Neutral Special: Fire Breath is Bowser's trademark attack, first shown off in Super Mario Bros. and since in most of his appearance. Bowser spews a stream of fire from his mouth, which deals damage and juggles foes that touch it. The player can hold down the special attack button to keep the stream going, but over time Bowser's Fire Breath will wane in length and eventually fizzle out.

Side Special: Sliding Haymaker is an attack that Bowser can use in Mario & Luigi: Bowser's Inside Story. In Bowser's Inside Story, the player must repeatedly press the punch button while holding one direction on the control pad; doing so will cause Bowser to fly forwards and perform a powerful punch that can destroy large boulders. Similarly, in Super Smash Bros., Bowser will slide forwards and perform an overhead punch, which will meteor smash airborne foes and spike those on the ground. While powerful, it does have quite a bit of startup and ending lag. While sliding, the player can cancel the attack by performing Bowser's down special move.

Up Special: Whirling Fortress, while not an attack Bowser has used in the Mario series proper, originates from the Koopa Troopa's (and Koopalings') ability to hide within their shells when stomped upon. In Super Mario Bros. 3, the Koopalings will duck into their shells once they take damage, and jump great distances in order to move about their battleground. In Super Smash Bros., Bowser hides in his shell and spins at a hihh speed, travelling a short distance upwards as he does. Those who touch him take damage, with those he hits from beneath taking exceptionally more knockback and damage than those who come in contact with him anywhere else.

Down Special: Spike Ball is an ability Bowser is shown to possess in Mario & Luigi: Bowser's Inside Story. In that game, Bowser can roll himself up into his shield to take the appearance of a large spiked ball. In Super Smash Bros., Bowser will transform into this ball and, depending on whether he is in the air or on the ground, this attack will act differently. In the air, Bowser will fall downwards at a high speed, spiking those downwards and burying those who may be on the ground. When used on the ground the attack can be charged, allowing Bowser to roll forwards at a high speed, the distance increasing as the attack is charged up. Bowser will always stop at a ledge unless the attack is started while he stands at the edge of a platform.

Final Smash: The Koopa Clown Car is a flying vehicle Bowser operates in a number of different games, beginning with Super Mario World. A large white carriage with a clown's smiling face painted on the front, Bowser often uses this vehicle as way to transport himself and one or two other characters (often Peach). In Super Smash Bros., Bowser will summon the Koopa Clown Car, and the player will then be able to control Bowser as he flies around the stage. Pressing the standard attack button will cause Bowser to throw a small Mechakoopa out of the cockpit, which will wander back and fourth quickly and explode after a moment. Pressing the special attack button will cause Bowser to retreat into his Koopa Clown Car and turn it upside-down to release a Big Steely, which deals massive damage to those hit, but can also be rolled around by projectile attacks or ledges. Only two Big Steelies can be summoned during the entire usage of Bowser's Final Smash, and only one may be on the stage at once. This attack lasts for a limited time, before the Koopa Clown Car will frown and explode, leaving Bowser in a helpless state.

Alternate Costumes

Bowser has several alternate costumes based upon his appearance in DiC Entertainment's Super Mario animated series. Just as in these series, the crowd and announcer refer to Bowser as "King Koopa", and these costumes also use different voice clips.

Miscellaneous
Bowser's entrance animation sees him lower himself down in the Koopa Clown Car and jump out, embers flaring around him as he lands.

Bowser's taunt sees him face the screen as he crosses his arms and taps his foot impatiently three times.

Bowser's victory theme is a rock remix of the fanfare that played in Super Mario Bros. when Bowser was defeated.

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Bowser's victory poses are as follows: Bowser crosses his arms and laughs menacingly before pumping his arm; Bowser breathes fire in an arc above his head as he stomps his foot with a scowl; and Bowser initially appears with his arms crossed before his face loosens into a grin and he hops up and down from one foot to the other while raising the his arms above his head.

SSB Mario Series
SSB Mario Series
Bowser Jr. is one of the main antagonists of the Super Mario series, and the second-in-command of Bowser's army. As Bowser's sole son, Bowser Jr. has as much say when it comes to the Koopa Troop's actions, and he often tries to defeat his foes without his father's help so that he can impress him. Bowser Jr. first appeared when Princess Peach and Mario were vacationing on Isle Delfino, and he kidnapped the former after being told that she was his mother. He rides around in his Junior Clown Car, a small flying mech that sports a clown's face on the front and hovers over the ground.
First appearance:
Super Mario Sunshine (2002)
Special Attacks
Neutral Special: Clown Cannon sees the Junior Clown Car open its mouth to reveal a cannon, and fire a small cannonball forwards, which succumbs to gravity and will fall to the ground after a short while. This attack can be charged up to increase the distance, and therefore damage, that the attack deals. The cannonball's appearance is very similar to those that are fired by the cannons often placed around Bowser's many airships.

Side Special: Clown Kart Dash is an attack that sees the Junior Clown Car sprout vehicles as it drops to the ground, essentially transforming into a kart from the Mario Kart series. After gaining wheels, Bowser Jr. charges forwards at a high speed, and will continue to do so as long as the special attack button is held down; once it is let go of, the Junior Clown Car will perform a spin to knock away foes, and return to its normal hovering state.

Up Special: "Abandon Ship!" is a warning call, often sounded as a warning that a ship, be it an aerial or aquatic-based one, is sinking. In the case of Bowser Jr.'s up special move, Bowser Jr. launches upwards and enters a unique pseudo-helpless state in which he wields a small hammer, abandoning the Junior Clown Car and leaving it to explode. Once Bowser Jr. lands on the ground, another Junior Clown Car will appear.

Down Special: Mechakoopas are a recurring type of enemy from the Mario series that, as its name implies, is a robotic unit of Bowser's Koopa Troop. When the move is activated, the Junior Clown Car lets a small Mechakoopa out of a hatch on its underside, and the small robot will wander forwards, and turn around when it reaches a ledge. After a short period of time the Mechakoopa will explode, though both Bowser Jr. and his foes can pick it up and throw it around to cause it to do so prematurely.

Final Smash: Megaleg is a giant mechanical beast commanded by Bowser Jr. in Super Mario Galaxy, in which it appears as a boss in the mission "Bowser Jr.'s Robot Reactor". Megaleg is a large three-legged creature with a head that appears to be based on the mask of a Snifit. Like a Snifit, the cannon-like nozzle that acts as Megaleg's mouth can fire projectiles - in this case explosive Bullet Bills. In Super Smash Bros. Bowser Jr. flies off the top of the screen, and Megaleg appears a short moment later. Megaleg then proceeds to fire a barrage of five Bullet Bills that lock on to Bowser Jr.'s enemies, exploding when they get close enough to deal massive damage. While Megaleg fires its Bullet Bills too, the player can move the giant left and right slowly, creating shockwaves as it stomps across the ground that can bury nearby enemies. After it fires its Bullet Bills, Megaleg jumps up off the screen, and Bowser Jr. returns.

Alternate Costumes

Instead of having two special alternate costumes like all other characters, Bowser Jr. instead has each of the seven Koopalings as "special" costumes to replace them: in order these are Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, Iggy Koopa, Roy Koopa, Lemmy Koopa, and Ludwig von Koopa. Each of the Koopalings has their own unique voice clips, announcer calls, and crowd chants, but play identically to Bowser Jr. in every way. Though, in the Mario series some of the Koopalings have proportions that may be different from Bowser Jr.'s, in Super Smash Bros. their proportions have been altered slightly as to keep Bowser Jr.'s hitboxes the same.

Miscellaneous
Bowser Jr.'s entrance animation sees his Junior Clown Car, apparently empty, fly onto the stage, before Jr. pops out and makes an intimidating face towards the camera.

Bowser Jr.'s taunt sees him cross his arms and stand on the ridge of the Junior Clown Car, as he chuckles menacingly.

Bowser Jr.'s victory theme is a remix of the opening part of the "Enter Bowser Jr.!" theme from Super Mario Galaxy.

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Bowser Jr.'s victory poses are as follows: Bowser Jr. jumps out of his Junior Clown Car, performs a flip in midair, and lands with his hands on his hips as he chuckles menacingly; the Junior Clown Car, in kart mode, performs three donuts, as Bowser Jr. waves around his hammer; and Bowser Jr., searching around the Junior Clown Car, throws out two hammers and a Goomba before posing with his Magic Paintbrush.

Callie is one half of Inkopolis' most popular idol duo, the Squid Sisters, and one of the hosts of the Inkopolis News program that aired in Splatoon. She is much more cheerful than her cousin, Marie, though the two get along with few faults in their relationship - namely, they never seem to be able to agree when it comes to which side to choose for a Splatfest. Callie's career began when she and her cousin won a Youth Folk-Singing Contest as children, and the two cousins worked together to expand their influence from that sole win. Callie's also a member of the Squidbeak Splatoon formed by her grandfather Cap'n Cuttlefish, and goes by the name of Agent 1 when undercover.
First appearance:
Splatoon (2015)
Special Attacks
Neutral Special: Suction Bombs are a Sub Weapon attached to a number of different weapons in both Splatoon and Splatoon 2. As its name implies, the Suction Bomb will stick to any surface and explode after a few moments, covering the nearby area in ink. In Super Smash Bros., Callie will throw the Suction Bomb forwards, and it will stick to the floor of any platform or a wall. After a second it will explode and release ink, which damages foes on contact, but only the initial explosion will cause knockback.

Side Special: Hero Roller is a Roller-type weapon used by Agent 1 during her exploits with the Squidbeak Splatoon in Octo Valley. The attack in Super Smash Bros. acts differently depending on whether the button is pressed or held down. When the button is held down, Callie will roll the Hero Roller along the ground and the player can move her forwards or backwards to deal damage and potentially trap foes against it. If the attack is used in the air, Callie will wave the Hero Roller to send a wave of ink forwards that deals less damage but acts as a projectile attack instead.

Up Special: Splashdown is a Special Weapon from Splatoon 2 that can be activated in multiplayer should the player be on the ground, or while they are performing a Super Jump to one of their teammates. The Splashdown technique, as its name implies, is a jumping maneuver that sees the Inkling release an explosion of ink around them when they hit the ground. In Super Smash Bros. this attack works similarly, with Callie jumping up a distance before rushing downwards and causing an explosion when she hits the ground. If the special attack button is held down instead of pressed Callie will perform a higher jump at the beginning, though the damage-dealing Splashdown will be smaller and weaker. The ink she releases when she hits the ground mainly deals damage, and knockback is dealt to those she directly lands on.

Down Special: Curling Bomb is a Sub Weapon type introduced in Splatoon 2 that is set with a fair number of weapons. It is a versatile little bomb that travels along the ground, leaving a path of ink in its wake, before exploding after it travels a set distance. Similarly, in Super Smash Bros. the bomb will travel forwards and explode after being out for a short period of time, or when it hits an opponent. Just like in Splatoon 2, if the Curling Bomb comes in contact with a wall, it will bounce off it and travel in the direction it came from instead of exploding.

Final Smash: Killer Wail is a Special Weapon in Splatoon that, when used, releases a loud sound that paints the area in front of it in ink and disintegrates any Inkling that hears it. In Super Smash Bros. this attack is actually fairly unique as it doesn't deal damage to foes; instead, the attack deals an insane amount of knockback to any foe that is in the cone of noise it releases. The Killer Wail will not activate the second the special attack button is pressed however, and Callie is able to adjust its angle upwards or downwards before the Killer Wail's wail is released.

Alternate Costumes
Miscellaneous
Callie's entrance animation sees her rise up from a pink puddle of ink.

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

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

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Callie's three victory animations are as follows: Callie rolls her hands around each other before jumping up, throwing her hands over her head, and landing in her signature Squid Sisters pose; Callie mimics one of the dance moves she performs in Splatoon - she puts her hands on her elbows and tilts her arms up and down a few times before putting her hands on her cheeks as she smiles and raises one of her legs; and Callie spins around before she poses as she did while under the control of the Octarians in Splatoon 2, pointing three of her fingers upwards on one hand that is crossed over her head and pointing downwards beneath her torso with the other.

Captain Falcon is a character from the F-Zero series of high-speed action racing games. The pilot of the speed-focused F-Zero machine known as the Blue Falcon, Douglas Jay Falcon hails from Port Town, and is an accomplished pilot and bounty hunter. Because of his legacy as one of the most well-known F-Zero pilots and a fierce bounty hunter, Falcon lives on a secluded archipelago where he keeps watch for those wishing to get their revenge on him. During an F-Zero Grand Prix, Captain Falcon was caught up in an accident and hospitalized, where his DNA was stolen and used to create a clone of him dubbed Blood Falcon, who appears as one of his alternate costumes in Super Smash Bros..
First appearance:
F-Zero (1990)
Special Attacks
Neutral Special: Falcon Punch is Captain Falcon's trademark technique, though he has only demonstrated it once within the F-Zero series: Captain Falcon uses his Falcon Punch in the F-Zero: GP Legend animated series in order to defeat Black Shadow and keep him trapped within the explosion of a reactor. In Super Smash Bros., Captain Falcon performs a slow, albeit incredibly powerful, punch that also encases his arm in a crimson flame that takes the shape of a bird.

Side Special: Raptor Boost is an attack that sees Captain Falcon pause for a moment before dashing forwards quickly, performing a fiery uppercut should he make contact with a foe. If Captain Falcon does not come in contact with an opponent, he will instead perform a weaker downwards swing before he falls helpless; he will not fall helpless if he does hit a foe.

Up Special: Falcon Dive is a special move that sees Captain Falcon jump with his fist extended above his head and engulfed in flames. If he makes contact with an opponent, he will latch onto them before bouncing off and causing an explosion. If Captain Falcon misses an opponent, he will simply enter a helpless state, something which he does not do otherwise.

Down Special: Falcon Kick sees Captain Falcon perform a strong kick that engulfs his leg in flames. Depending on whether the attack is used on the ground or in the air Captain Falcon will travel at a different angle: if on the ground Captain Falcon will travel straight across the ground, but will instead travel at a downwards angle when used in the air; he will also fall helpless should he be airborne after its use. If Captain Falcon uses a Falcon Kick into a wall, he will bounce upwards before entering a helpless state, allowing this to be used as a recovery of sorts.

Final Smash: Blue Falcon is Captain Falcon's F-Zero machine of choice, and one of the most-balanced vehicles for use within the series. Serving as the most recognizable machine from the F-Zero series, Captain Falcon summons it from the foreground of the stage to cross through into the background right beside him. If the Blue Falcon comes in contact with any foe, they will be launched into a cinematic which sees them get run over, and launched away, by the Blue Falcon and its pilot.

Alternate Costumes

One of Captain Falcon's alternate costumes transforms him into Rick Wheeler, the main protagonist of the F-Zero: GP Legend animated series. While the announcer refers to him as "Rick" instead of "Captain Falcon" and he has his own unique voice clips, the crowd still uses performs a "Falcon Punch!" chant when supporting him.

Miscellaneous
Captain Falcon's entrance animation sees him drive onto the stage in the Blue Falcon, and perform a vault over the lip of the cockpit before it speeds off.

Captain Falcon's taunt sees him perform a salute towards the screen as he says "Show me your moves!"

Captain Falcon's victory theme is an electric guitar remix of the fanfare that plays at the end of a race in F-Zero GX.

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Captain Falcon's victory animations are as follows: the Blue Falcon speeds onto the screen and the hatch opens to reveal Captain Falcon, who performs a salute; Captain Falcon performs a fiery kick before landing in a crouching position; and Captain Falcon salutes before turning away, putting one hand on his holstered pistol.

Captain Syrup is the greedy captain of the Black Sugar Gang and a number of ships the pirate gang command. She serves as Wario's primary rival and the main antagonist of the Wario Land series, opposing Wario by trying to obtain whatever treasure he desires before he can. Though she's Wario's most prominent rival, she has also aided his trek through the Shake Dimension by selling him items and maps.
First appearance:
Super Mario Land 3: Wario Land (1994)
Special Attacks
Neutral Special: Mega Bomb is, as its name perfectly describes, a large bomb, based upon the one Captain Syrup uses to destroy Wario's castle after her defeat in Wario Land: Super Mario Land 3. When the button is pressed, Captain Syrup will pull out a large bomb and throw it a small distance forwards, and it will explode should it hit a foe in mid-air, or after a few seconds on the ground. If the button is held, Captain Syrup will instead just pull it out and carry it around, allowing it to be thrown like an item, though it has a short time limit and will explode even if she is carrying it.

Side Special: "Mecha Kuri" is the Japanese name of one of Captain Syrup's robot minions from Wario Land II. This robotic Goomba-esque creature, seemingly based off the appearance of the Giant Spear Man, was piloted by Syrup while she remained in a floating carriage above him. In Super Smash Bros. Captain Syrup will summon the Mecha Kuri, who will quickly dash forwards before swinging his rake-like weapon upwards. Though a powerful attack, it can also be easily dodged as the Mecha Kuri will only travel a set distance (or to the edge of a platform), and Captain Syrup, who controls him via remote control, can not move as he is active.

Up Special: Teacraft is the name given to Captain Syrup's unnamed transforming aircraft she pilots throughout Wario Land II. It is a small jet-propelled device with a platform loosely designed after a teacup. In Super Smash Bros., Syrup will summon this Teacraft and ride it upwards a short distance before it disappears, leaving her in a pseudo-helpless state. If other foes are close enough to Syrup when she uses it, they too can ride on the Teacraft when it is summoned; the device can also be broken by attacks, and Captain Syrup will begin to fall helpless if it is.

Down Special: Pirate Gooms are members of Captain Syrup's Black Sugar Gang, and three of such creatures act as her sidekicks throughout Wario Land II. They are small brown creatures, which resemble Goombas to some extent, that carry long spears. In Super Smash Bros., Captain Syrup will point forwards and a Pirate Goom will hop out from behind her and prod its spear as it does. If a Pirate Goom misses a foe at first, it may wander around for a short period of time afterwards and prod at any foe that comes near it, and it can be attacked to rid it of its spear, allowing it to be thrown as an item at foes to deal very minor damage. Only one Pirate Goom may be on-screen at once.

Final Smash: The Genie of the Lamp aids Captain Syrup during the final battle of Wario Land: Super Mario Land III, though is not expressly affiliated with her and only assists her because she released him from his lamp. In Wario Land, Captain Syrup and the Genie fly through the sky in the final battle, raining fireballs down upon Wario. Similarly in Super Smash Bros., she will summon the Genie from his lamp and ride on his shoulder as he flies around the screen. While he flies around under the player's control, pressing any attack button will allow him to fire a small fireball forwards, which will explode into the shape of a larger star after it flies a short distance.

Alternate Costumes
Miscellaneous
Captain Syrup's entrance animation sees her be carried onto the stage by Bobo, the guardian of her ship from earlier Wario Land titles, the SS Tea Cup.

Captain Syrup's taunt sees her flip a golden coin upwards with a simple flick of her fingers as she laughs.

Captain Syrup's victory theme is an orchestral remix of the beginning of the boss battle theme from Wario Land: Super Mario Land 3.

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Captain Syrup's three victory animations are as follows: Captain Syrup laughs as she pulls her hand out of a large sack, with many gold coins spilling from her palm back into the bag and around her; Captain Syrup checks a map with a smile as two Pirate Gooms jump up and down on both sides of her; and she grooms the feathers of the large guardian of the SS Tea Cup, Bobo, with a slight look of annoyance on her face.

SSB Mario Series
SSB Mario Series
Captain Toad claims to be an intrepid adventure, who travels across the cosmos alongside the Toad Brigade in search of treasure. In reality, the main protagonist of Captain Toad: Treasure Tracker is a somewhat-cowardly little Toad who simply enjoys the thrill of adventure. In the aforementioned title, Captain Toad sets off across the Mushroom Kingdom in search of the large bird Wingo, who had kidnapped Toadette and the Power Star she had found.
First appearance:
Super Mario Galaxy (2007)
Special Attacks
Neutral Special: Cannon Box is an item from Super Mario 3D World. It is a block that Mario, Luigi, Peach, or Toad could wear that would continually shoot cannonballs forwards, though the wearer would lose it upon getting hit. In Super Smash Bros., Captain Toad will quickly equip and de-equip it, firing a single cannonball in the short amount of time he wears it. When used in the air, it can be used multiple times, slowing him down slightly each time it is used.

Side Special: Boomerang Flower is a recurring power-up that first debuted in Super Mario 3D Land, which gives the user the apparel of a Boomerang Bro. and the ability to throw a large boomerang just like that enemy can. In Super Smash Bros., Captain Toad will throw this massive boomerang forwards, and it will travel forwards a set distance before returning to him. While it will return at a high speed should it hit a foe, it is also capable of bringing items to Captain Toad from afar.

Up Special: Propeller Box is a box that has made a number of appearances in the Mario series ever since it debuted in Super Mario 3D Land. Based upon the Propeller Mushroom from New Super Mario Bros. Wii, the Propeller Box allows the user to spin high into the air. In Super Smash Bros., Captain Toad will quickly equip his blue Propeller Box from Super Mario 3D World and travel a high distance upwards. After travelling upwards, Captain Toad will then enter a unique helpless state where he is unable to attack but the Propeller Box slows his descent and allows him to move left and right with ease. He will lose the Propeller Box when he touches the ground.

Down Special: Goomba's Shoe, or the Kuribo's Shoe, is a large green boot with a wind-up key attached to the back which has made several appearances within the Super Mario series. As its name implies, it is a shoe which Goombas are sometimes seen within, allowing them to take revenge on Mario by stomping on him. In Super Smash Bros., Captain Toad will jump into the air and equip the Goomba's Shoe, slamming down at a high speed to meteor smash those beneath him and bury those he lands on. There is also a small chance Captain Toad will instead equip the Goomba's Stiletto from Super Mario Maker, which functions identically and is just an aesthetic difference.

Final Smash: Mega Mushrooms are a larger type of Mushroom power-up that debuted in New Super Mario Bros. and allowed the user to grow to an immense size and crush all obstacles in their path; even Warp Pipes. In Super Smash Bros., Captain Toad pulls out a Mega Mushroom and grows to a large size. He is unable to attack while giant, but he is still able to jump, and he deals damage just by touching foes. Captain Toad can also bury foes by jumping atop them, or slam airborne foes into the ground by doing the same.

Alternate Costumes

Half of Captain Toad's alternate recolour costumes transform him into Toad, and the announcer and crowds refer to him as such. Despite Captain Toad's special alternate costumes being based off of outfits Toad wore, they are still referred to as "Captain Toad".

Miscellaneous
Captain Toad's entrance animation sees him dig up from underground using the Super Pickax from Captain Toad: Treasure Tracker.

Captain Toad's taunt sees him take out a Goomba Mask and put it on, before looking both left and right and throwing it off.

Captain Toad's victory theme is a slight remix of the victory fanfare from Captain Toad: Treasure Tracker.

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Captain Toad's three victory animations are as follows: Captain Toad jumps up and angrily throws a peace sign towards the camera; Captain Toad, sitting, waves happily at the camera; and Captain Toad dances around while shaking a couple of orange maracas.

Chibi-Robo is the central character in a series of self-titled adventure games developed by Skip Ltd. Chibi Robo is a silver robot created by a company named Citrusoft that stands at a height of 10 centimetres and is programmed to ensure the happiness of its owners. Chibi-Robo are designed to assist in the completion of household chores, and they themselves come with a small house of their own, a Chibi-House, in which they can recharge. In the first entry of the Chibi-Robo! series one of these robots is owned by the Sandersons family, who was purchased as a replacement for their older Giga Robo assistant.
First appearance:
Chibi-Robo! Plug Into Adventure! (2005)
Special Attacks
Neutral Special: Chibi-Blaster is a piece of equipment that appears in Chibi-Robo! Plug Into Adventure! as one of the upgrades that Chibi-Robo can purchase from the Chibi-PC. Much like in Chibi-Robo!, when he sues the move in Super Smash Bros. Chibi-Robo will equip the weapon on his arm and fire a blast of energy forwards. It can be charged up, increasing its size and the damage and knockback it deals.

Side Special: Zip Lash is the titular technique and the focus of Chibi-Robo! Zip Lash, a 2D platforming game that deviates from the gameplay formula of the other games in the series. In Zip Lash, the technique of the same name sees Chibi-Robo lash out his power chord to deal damage to foes and grapple to faraway locations. In Super Smash Bros. it acts the same way, glowing blue to deal electrical damage to foes the plug actually hits. Unlike Chibi-Robo's normal grab, this attack allows for tether recovery.

Up Special: Chibi-Copter is a type of upgrade that the Chibi-PC offers to Chibi-Robo units in Chibi-Robo! Plug Into Adventure! The Chibi-Copter is a small yellow propeller that allows Chibi-Robo to slow his descent or hover slightly above the ground. In Super Smash Bros. Chibi-Robo pulls out the Chibi-Copter and travel upwards a fair distance slowly. The spinning blades deal damage to those that touch them, and Chibi-Robo will enter a pseudo-helpless state once he lets go of the equipment.

Down Special: Squirter is a tool that Chibi-Robo takes from Jenny Sanderson's doctor toy set. A syringe-like object, the Squirter allows Chibi-Robo to clean objects with a blast of water. The Squirter is one of the most recurring tools in the series, appearing in Chibi-Robo! Plug Into Adventure, Chibi-Robo! Park Patrol, and Welcome Home, Chibi-Robo! In Super Smash Bros. Chibi-Robo will fire a stream of water, its strength increasing as the move is charged up. The stream of water does not deal damage, but does push foes around.

Final Smash: Super Chibi-Robo is a form that Chibi-Robo can take on in Chibi-Robo! Zip Lash once the Chibi-Robo amiibo is scanned. Super Chibi-Robo is golden, and has increased speed and Zip Lash length. In Super Smash Bros., Super Chibi-Robo is larger than Chibi-Robo normally is, and the player can control Super Chibi-Robo. This form has all the same attacks as Chibi-Robo normally would, but are much more powerful, and Super Chibi-Robo does not flinch from attacks.

Alternate Costumes
Miscellaneous
Chibi-Robo's entrance animation sees it walk out of its Chibi-House.

Chibi-Robo's taunt sees it place its power chord on its head as it balances on one foot with its arms outstretched. After a moment, it will wave its arms and lose its balance.

Chibi-Robo's victory theme is a techno remix of the "Celebration" fanfare from Chibi-Robo! Plug Into Adventure!

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Chibi-Robo's victory poses are as follows: Chibi-Robo scrubs the ground with a toothbrush, cleaning the ground before looking up towards the camera; Telly dances around Chibi-Robo as the small robot jumps up and down; and Chibi-Robo's legs appear out of a mug, and it kicks around trying to get free before Telly pushes the cup over to free it.

Cloud Strife is the main protagonist of the 1997 PlayStation role-playing game FINAL FANTASY VII. Cloud is an egotistical young man who hails from a small town named Nibelheim, who travelled to the city of Midgar in order to join the militant group SOLDIER. Unable to actually join this group's ranks, he instead becomes a common infantryman, though one who earns special treatment due to his skills with a sword.
First appearance:
FINAL FANTASY VII (1997)
Special Attacks
Down Special: Limit Charge is a technique that Cloud Strife can use in order to charge up his Limit Gauge. When filled, the Limit Gauge powers up one single use of one of any of Cloud's special moves in addition to increasing his movement speed. When the special attack button is held down, the Limit Gauge is charged up as Cloud holds his sword out horizontally in front of him. When fully charged, Cloud's down special move changes into an attack known as "Finishing Touch". Finishing Touch sees Cloud perform a horizontal spin attack to deal massive knockback but only 1% damage to foes that are hit by it.

Neutral Special: Blade Beam is a recurring technique from the FINAL FANTASY series, first appearing as one of Cloud's Limit Break attacks in FINAL FANTASY VII. In Super Smash Bros., like in FINAL FANTASY, Cloud performs a downwards slash to send forwards a green crescent-shape projectile forwards. When the Limit Gauge is filled, the Blade Beam is blue and slightly larger, and travels further at a faster speed.

Side Special: Cross Slash is a technique that, should the initial use come in contact with an opponent, can be used three times in rapid succession. The Cross Slash attack sees Cloud slash once with his sword, and again twice more should the button be tapped. Cloud's three slash attacks form a stylized version of the kanji character (wicked), with the final slash being the one to knock foes away. When Limit Break is activated, Cloud will slash three times to create a larger version of the character 凶, creating it even should the first slash not come in contact with a foe. Unlike most other attacks, the 凶 character does not flip horizontally depending on which direction Cloud faces, meaning that the attack has different hitboxes depending on this.

Up Special: Climhazzard is the name of one of Cloud's Limit Break attacks from FINAL FANTASY VII, though the attack in Super Smash Bros. is fairly different from its FINAL FANTASY incarnation. When the initial attack is used, Cloud will jump up a fairly high distance, holding his sword out straight in-front as he does so. If the button is pressed while Cloud is jumping he will stop his ascent and perform a downwards slash before entering a helpless state. When the Limit Gauge is filled, Cloud's sword unleashes a blue energy as he jumps (as opposed to the pink one it releases normally), and he jumps a much higher distance by default.

Final Smash: Omnislash is the final Limit Break attack Cloud is capable of learning in FINAL FANTASY VII, and one of the FINAL FANTASY series' most-recurring and powerful attacks. When the special attack button is pressed, a text box will appear at the top of the screen reading "Omnislash", and Cloud will charge a long distance forwards at a high speed. When he comes in contact with an opponent, he will send them up to the top of the screen and slash them as his sword glows a bright light with each contact with an opponent. Once he slashes an opponent fifteen times, he will charge up and perform one final attack that sends his target down to the ground in a mighty explosion. When the attack is first initiated Cloud will shout "This ends here!" though if his Limit Gauge is filled he will instead shout "Your luck's run out!"

Alternate Costumes
Miscellaneous
Cloud's entrance animation sees him fall from the sky and catch his Buster Sword with a flourish.

Cloud's taunt sees him place the Buster Sword on his back and clasp his hands together, creating a green glow around him. This references the spellcasting animation from FINAL FANTASY VII, complete with the original sound effect.

Cloud's victory theme is a remix of the FINAL FANTASY VII battle victory theme. While the theme begins with a special flourish, the rest of the song plays on loop until the screen is exited.

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Cloud's victory poses are as follows: Cloud twirls his sword with one hand in front of him before placing it on his back as he says "No hard feelings"; Cloud performs Sword Beam then, with a flourish, spins around and places his sword on his back; and Cloud dashes forwards and performs a slash before holding his sword out in front of him, stating "You cannot defeat me."

Cofagrigus, the Coffin Pokémon, is a Ghost-type Pokémon and the evolution of Yamask. Cofagrigus are Pokémon that, at first glance, appear to be living coffins, and the fact that they often live in tombs and ruins often causes grave robbers and thieves to mistake them as such. They feed their body with golden nuggets, its torso itself too is made of solid gold. It is said that grave robbers that try to pillage a Cofagrigus, mistaking it to be a true coffin, are swallowed and transformed into mummies as their life force is drained.
First appearance:
Pokémon Black and White Versions (2010)
Special Attacks
Neutral Special: Dark Pulse is a special Dark-type attack that first appeared in Pokémon Diamond and Pearl Versions. Dark Pulse is a damaging attack that has a chance of causing those hit by it to flinch. In Super Smash Bros. Cofagrigus releases a pulse of dark energy that increases in strength the more damage the Ghost-type Pokémon has taken. The pulse, with Cofagrigus at its centre, damages those once and launches foes upwards. As Cofagrigus takes damage the pulse will reach further and the knockback output increases, with the pulse's full strength being attained once Cofagrigus reaches 120%.

Side Special: Scary Face is a Normal-type move introduced in the Generation II Pokémon titles. As of Pokémon Black and White Versions, Scary Face is a move that lowers the target's speed stat and possesses an accuracy stat of 100%. Because of its classification as a status move, Scary Face does not deal any damage. In Super Smash Bros. Cofagrigus reels back and a large scowling face made of energy appears in front of it for a quick moment. This deals little damage but paralyzes any foe it touches in place for a moment as well, leaving them open to attack.

Up Special: Will-O-Wisp is a Fire-type move from the Generation III titles Pokémon Ruby and Sapphire Versions, and is often associated with Ghost-type Pokémon due to its more-mysterious nature. Releasing "sinister" blue (or purple) flames, this fire travel towards the user's target to burn them. In Super Smash Bros. Cofagrigus releases three small purple orbs in a single direction, before disappearing. The three orbs then explode in succession, with Cofagrigus appearing following the last one, implying Cofagrigus travelled through the flames themselves. Each of the Will-O-Wisp flames deals damage upon detonation, and when they are touched before then.

Down Special: Destiny Bond is a status Ghost-type move from the Pokémon series, which first appeared in the Generation II titles Pokémon Gold and Silver Versions (although it appeared within the Trading Card Game prior on the Gastly card of the Base Set). Destiny Bond is a very unique attack, as should the user faint on the same turn as this move is used, the Pokémon that defeated them will also faint right afterwards. In Super Smash Bros. this attack doesn't act in the same way, though is inspired by its counterpart within the Pokémon series. Cofagrigus reaches forwards with its long arms and, should it ensnare an opponent, it will pull them close to its body and pulse with a purple energy. For a short period of time afterwards, its target will take damage whenever Cofagrigus does, though they will only take 3/4 the amount of damage as Cofagrigus and no knockback. This effect is signified by a purple glow on both Cofagrigus and its target, and as such only one enemy can be afflicted at a time. Additionally, for a short period of time after its effects end, Destiny Bond will fail should it be used and act as a normal grab; once recharged, Cofagrigus will let off a white shine.

Final Smash: Soul Sacrifice is an original attack, loosely based upon Gengar's Burst Attack, Shadow Drop, from Pokkén Tournament. Once the special attack button is pressed, Cofagrigus will reach its four arms out forwards a fair distance, and pull any fighter it touches towards them before sucking them into its coffin-like body. A short cinematic plays where the camera zooms into Cofagrigus' body, showing ghastly faces and a giant Cofagrigus, before those who were sucked into its torso are thrown away as the cinematic ends.

Alternate Costumes
Miscellaneous
Cofagrigus' entrance animation sees two purple, flaming orbs appear from a Poké Ball, before they explode to show Cofagrigus.

Cofagrigus' taunt sees it disappear into a shadow on the ground, reappearing as a shadowy figure with glowing red eyes that shine for a moment before returning into the ground and becoming Cofagrigus.

Cofagrigus' victory theme is a gothic, violin-based remix of the opening of the Relic Castle theme from Pokémon Black and White Versions.

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Cofagrigus' three victory animations are as follows: Cofagrigus spins around, revealing the inside of its torso as its back is to the camera, and a ghoulish shadow emerges and travels up into the sky before Cofagrigus closes itself; Cofagrigus bounces back and forth before retracting its face and limbs to mimic the appearance of a coffin, and falling to the ground; and Cofagrigus creates four Will-O-Wisp orbs around its body, before grabbing them with each of its hands and crushing them.

Comal is the main protagonist of the Japan-only Game Boy adventure game Kaeru no Tame ni Kane wa Naru, though his name can be decided by the player. The young heir to the Sablé Kingdom's throne, Prince Comal travels to the Mille-Feuille Kingdom alongside Prince Richard of the Custard Kingdom in a race to save Princess Tiramisu from the Geronian Army led by King Delarin. During his quest, Prince Comal, as well as Prince Richard and a variety of others, get curses placed on them that transform them into frogs and other small creatures.
First appearance:
Kaeru no Tame Ni Kane wa Naru (1992)
Special Attacks
Neutral Special: Wasabi, or Japanese horseradish, is a plant that is commonly made into a paste and served with a variety of different sushi dishes. The paste this plant can be made into has a spicy taste that, unlike some foods such as chili peppers, stimulates through the nose instead of through the mouth. In Kaeru no Tame ni Kane wa Naru, Prince Comal can throw spicy wasabi at enemies to burn them. Much like in that game, in Super Smash Bros. the prince throws a ball of green paste at foes to deal minor flame damage.

Side Special: Tongue Grab is a technique that sees Prince Comal transform into a frog temporarily and use his now-much longer tongue to grab opponents from afar. This is not inspired from a technique he can perform in Kaeru no Tame ni Kane wa Naru, but instead based on an ability frogs themselves use to grab their insect food.

Up Special: Frog Jump sees Prince Comal transform into his frog form and use his new agility to perform a high jump. As he performs a high jump, the prince whips his tongue out while he jumps upwards, dealing damage to foes that are hit by that and that alone.

Down Special: Venom Snap is a technique sees Prince Comal transform into a small snake. The attack sees the prince transforms into a snake and dives forwards at a quick speed and chomping down once he travels a set distance, dealing light damage and stunning them, but poisoning the foe to damage them over time.

Final Smash: Bell's Toll, based on the official English title of Kaeru no Tame ni Kane wa Naru, "The Frog for Whom the Bell Tolls", is a technique that is purely of original creation for Super Smash Bros.. When the attack is initiated, Prince Comal will dash forwards a fair distance with his sword outstretched. Any foe hit by the prince will send them into a quick cinematic where the prince knocks the foes into a large bell, which rings and causes the shockwaves created by the bell to stun them and keep them in place so that the prince can attack the foes with a flurry of sword strikes, with a final thrust attack finally being the one to launch the foes.

Alternate Costumes
Miscellaneous
Comal's entrance animation sees him hop onto the stage from the background as a frog, before transforming into his human form in a comical puff of smoke.

Comal's taunt sees him raise his sword into the air, a glint shining off it, before he sheathes it again.

Comal's victory theme is an orchestral remix of the victory theme from Kaeru no Tame ni Kane wa Naru.

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Comal's victory poses are as follows: the prince drinks a bottle of Recovery Wine, wiping his mouth off before showing a smile to the camera; the prince writes in his diary, which in Kaeru no Tame ni Kane wa Naru was used to save the game, before looking towards the camera, embarrassed, and throwing the book over his shoulder; and the prince holds his sword up in the air, before he transforms into a snake and his sword gets stuck in the ground beside him.

David Blazing, better known by the name Crazy Dave, is the most prominent character within the Plants vs. Zombies franchise. Crazy Dave acts as the narrator for the series, and apparently an avid gardener as he is the greatest ally of the Plants. Dave runs a small shop out of the back of his car, Crazy Dave's Twiddydinkies, that sells upgrades for the plant seeds that the player can use to battle Dr. Zomboss' chaotic army of Zombies. As his nickname suggests, Crazy Dave is not the sanest of individuals, speaking in gibberish growls and grunts; despite this, he is not unintelligent, and is an avid inventor.
First appearance:
Plants vs. Zombies (2009)
Special Attacks
Neutral Special: Peashooter is the first type of Plant made available to the player in the Plants vs. Zombies series. Costing only 100 Sun points to plant, the Peashooter is the most basic of units that can be planted within the player's garden. The Peashooter will attack incoming Zombies by firing a single pea forwards down the lane it is planted in. Because of its status as the default Plant, it is among the weakest in the series. In Super Smash Bros. the neutral special move acts differently depending on how the attack button is pressed. If merely tapped, or should he be airborne, Crazy Dave will take out a smaller, potted Peashooter - a Pea Cannon from Plants vs. Zombies: Garden Warfare - and hold it in his hand, allowing it to fire a single pea forwards a fair distance; if the attack button is tapped, Crazy Dave will do the same but the Pea Cannon will instead fire three peas in rapid succession. If the special attack button is held down, Crazy Dave will instead plant a Peashooter in the ground, allowing it to continually fire peas forwards for a short time. Should the Peashooter be planted on the ground, another one can not be planted; though Crazy Dave can still make use of a Pea Cannon. The planted Peashooter will remain on the stage for a short period of time, though Crazy Dave's opponents can attack the plant to defeat it.

Side Special: Lawn Mowers are a type of machine that uses several revolving blades to cut grass to an even height. Within the Plants vs. Zombies series Lawn Mowers are used as the last line of defence for the player, with one residing at the end of each row. Should a zombie reach the mower, it will crash down the line and defeat any enemy in its path, only stopping once it reaches the end or falls into a pool. In Super Smash Bros. Crazy Dave calls upon a Lawn Mower, and it will fly forwards across the ground a fair distance. The lawn mower will deal continuous (albeit little) damage to any opponent it comes in contact with, trapping them against the mower. The mower will explode should it hit a wall, or should it fall off a high-enough ledge. The mower will also run out of gas after travelling for a fair period of time and will simply stop and disappear should this happen.

Up Special: Spring Bean is a Plant introduced in Plants vs. Zombies 2, being the fourth Plant the player unlocks in the game's second world, Pirate Seas. The Spring Bean launches any Zombie that steps onto it back one space or into a nearby pool, though will fall asleep temporarily upon doing so. In Super Smash Bros. Crazy Dave summons one and uses it like a trampoline to launch himself straight upwards. The Spring Bean will fall to the ground after bouncing Crazy Dave, and will remain on the stage for a very short period of time afterwards to allow others to make use of its springing power as well.

Down Special: Potato Mines are explosive Plants that the player can make use of within the Plants vs. Zombies series. Though they must arm themselves upon being planted, the Potato Mine will detonate once a Zombie steps on it to deal an incredible amount of damage to any Zombie within its explosion radius; this explosion is strong enough to defeat regular Browncoat Zombies. In Super Smash Bros. Crazy Dave digs a hole in the ground and places a Potato Mine within it. Like in Plants vs. Zombies it must arm itself upon being planted, but once it has it will detonate once anything (except Crazy Dave) steps upon it. Only one Potato Mine can be on the stage at once, and Crazy Dave can not place another one until it has exploded.

Final Smash: Tactical Cuke is a recurring Plant that first appeared in Plants vs. Zombies: Garden Warfare and again later in Plants vs. Zombies Heroes. In its debut appearance, the Tactical Cuke appeared as the Plants' last resort weapon, and must be protected by that team at the end of the Gardens & Graveyards map Main Street while the opposing Zombies attempt to disarm it. In Heroes, the Tactical Cuke is a super-rare Plant that instantly defeats all grounded Zombies upon being played, detonating as it lands into a giant green mushroom cloud. The Tactical Cuke's appearance in Super Smash Bros. is based on the latter game's, and substantially smaller than its Garden Warfare incarnation. Upon being used, Crazy Dave will summon the Tactical Cuke and it will blast off, the camera following it as it travels up off the screen, before it turns around and falls back to the ground, detonating in a large explosion around where Crazy Dave was standing when the move was used. Crazy Dave hides behind a Wall-Nut as the Tactical Cuke flies off, waiting out its detonation.

Alternate Costumes
Miscellaneous
Crazy Dave's entrance animation has his sprite from Plants vs. Zombies 2 appear on the screen, as he babbles on nonsense, before the sprite turns around and jumps onto the stage proper, transforming into his 3D model in the process.

Crazy Dave's taunt sees him babble his nonsensical gibberish, as a 2D speech bubble appears beside him that reads his catchphrase: "BECAUSE I'M CRAAAAAAAZY!"

Crazy Dave's victory theme is a more up-beat, and slightly sped up, version of the opening of the main theme of the Plants vs. Zombies series. The more militaristic tone used by Crazy Dave's victory theme makes it more similar to the version of the theme used in Plants vs. Zombies: Garden Warfare.

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Crazy Dave's victory animations are as follows: Crazy Dave is about to bite into a taco when a Chomper sprouts from the ground and snatches it from his hand with a crude smile; Crazy Dave laughs as he swings around the pan he wears atop his head, before putting it back on and crossing his arms; and Crazy Dave points forwards and babbles nonsense as a Peashooter fires into the sky three times, the peas exploding to create fireworks.

SSB Mario Series
SSB Mario Series
Daisy is the princess of the desert kingdom of Sarasaland, which serves as the main setting of the 1989 Game Boy game Super Mario Land. Contrary to the more regal Princess Peach, Daisy is an athletic tomboy with a love of sports and competition, and as such participates alongside Mario and Luigi in most of the Mushroom Kingdom's sports activities; though despite these personality differences she gets along extremely well with Peach and even has had the same experience of being kidnapped, though in Daisy's case she was held captive by the alien Tatanga.
First appearance:
Super Mario Land (1989)
Special Attacks
Neutral Special: Flower Ball is Daisy's Special Ball pitch in both Mario Superstar Baseball and Mario Super Sluggers. The special pitch sees Daisy throw a baseball that becomes hidden in a tornado of yellow flower petals. In Super Smash Bros. Daisy instead throws a Superball from Super Mario Land, though the same tornado of flower petals flies around it as the ball moves. While the Superball itself will travel through foes, the petals will disperse after hitting one.

Side Special: Kab-ombs are a sub-species of Bob-omb that first appeared in New Super Mario Bros. Unlike the more common Bob-ombs, the Kab-omb's fuse can be lit by fire, causing it to run around at a high speed before exploding into fireworks. In terms of Daisy's special move, she throws a Kab-omb upwards a short distance before hitting it forwards with her tennis racket. The Kab-omb will explode should it hit a foe, but if it does not and instead hits the ground then it will bounce straight-upwards a short distance before exploding.

Up Special: Ultra Smash is the titular gameplay mechanic introduced into Mario Tennis: Ultra Smash. The shot is a more powerful Jump Flat that becomes available when the opponent fumbles their return. In Super Smash Bros., Daisy jumps upwards and performs a powerful downwards smash shot with her tennis racket, knocking a tennis ball with an orange glow downwards that spikes the first foe it hits.

Down Special: Crystal Smash! is Daisy's Super Ability in Mario Strikers Charged. In that game, she punches the ground to summon a ring of orange crystals from the ground around her, knocking away all nearby players. In Super Smash Bros. this ability works somewhat differently: Daisy instead stomps the ground to summon a single crystal from the ground in front of her, which acts as a wall to block attacks while also dealing damage as it rises upwards. Only one such crystal can be on stage at once, as it will remain for a short time afterwards or until broken by an attack.

Final Smash: The Sky Pop is a small yellow plane piloted by Mario in the final level of Super Mario Land. This plane is capable of firing an unlimited amount of missiles, which is the only way Mario can defeat this level's enemies. For Daisy's Final Smash, she summons the Sky Pop and boards it, and the player can control her as she flies around and, by pressing either the standard or special attack, can fire missiles forwards. This lasts for a temporary amount of time before she ejects upwards and the plane explodes.

Alternate Costumes
Miscellaneous
Daisy's entrance animation sees her bounce down onto the stage, a flurry of petals dancing around her.

Daisy's taunt sees her stretch, one arm over her head and one on her hip as she bends to her left twice, before standing up straight and shouting "Yeah!"

Daisy's victory theme is an electronica remix of the fanfare that played in Super Mario Land when a level was completed.

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Daisy's victory poses are as follows: Daisy spins around with her arms outstretched, petals dancing around her, before she stops and winks to the camera while saying "Easy!" cheerfully; Daisy snaps her finger and says "Aw yeah! I win!" while flower petals blow around her feet; and Daisy throws her tennis racket up into the air, spins around, and catches it with a flourish as she laughs.

Dark Pit is a clone of Pit born from the Mirror of Truth just as it was being destroyed. Due to the mirror fracturing as he was created, Dark Pit is an imperfect clone of Pit, instead being a free agent who embodies many of the traits Pit does not openly display. While Dark Pit's creation was planned by Pandora, who aimed to use him to defeat Pit, he instead goes rogue and becomes a rival, and sometimes tentative ally, to his original counterpart; should Pit be defeated, Dark Pit would vanish as well because of their connection. During the final battle against Hades in Kid Icarus Uprising, Dark Pit uses the Lightning Chariot to save Pit, who had been trapped within the Lord of the Underworld's chest and forced to face off against his heart. After this final battle, Dark Pit eventually went on to join Viridi as an officer in her army, the Forces of Nature.
First appearance:
Kid Icarus Uprising (2012)
Special Attacks
Neutral Special: Viridi Palm is a weapon from Kid Icarus Uprising that is said to appear when one pledges their loyalty to the Goddess of Nature. In Uprising, the weapon is unlocked by collecting five unique Palm weapons, a challenge in Viridi's Treasure Hunt, and can be used by Pit at his leisure afterwards. The weapon, like all Palms, harnesses the user's life force, allowing them to fire orbs of energy that can home in on nearby foes. In Super Smash Bros., Dark Pit uses the Viridi Palm to fire a large pink and green burst of energy forwards. Depending on Dark Pit's current damage percentage, the attack changes in several ways: at lower percentages the blast he fires is larger and deals more damage though has long ending lag and must charge before use, while at higher percentages it can be shot further and at a rapid pace though the blasts are smaller and deal less damage.

Side Special: Tiger Claws are the most-basic type of Claws weapon in Kid Icarus Uprising. Tiger Claws act as the default for the Claws weapons, offering little in the way of unique traits that other Claws don't also grant. Nonetheless, the Tiger Claws are fairly powerful weapons that developed primarily for melee combat, and increase the user's speed significantly when equipped. In Super Smash Bros., Dark Pit equips the Tiger Claws and, as the special attack button is tapped, will frantically swipe with them a number of times. If the special attack button is held down instead of tapped or pressed, Dark Pit will dash forwards a short distance before performing two powerful slash attacks that launch opponents straight forwards or, when Dark Pit is airborne, straight downwards.

Up Special: Power of Flight is one of the most recurring mechanics in the Kid Icarus series, though is formally introduced and primarily utilized in Kid Icarus Uprising. While Pit is often the one to be temporarily granted this power by Palutena, Dark Pit has also been granted the ability on occasion as well. After defeating Pandora, he absorbs part of her power and can fly indefinitely, although he later loses this power and again must rely on Palutena or another god to grant him the ability again. In Super Smash Bros. it is Viridi who grants him this ability, as evident by the green glow his wings get. When the move is activated, Dark Pit dashes upwards (or in whatever direction the control stick is held) forwards. This move is identical to Pit's in every way barring Viridi's green glow.

Down Special: Virus is a Power that can be equipped in Kid Icarus Uprising. Only usable within Together Mode once a specific challenge in Hades's Treasure Hunt is completed, Virus causes all nearby foes to receive significant debuffs for a short amount of time, decreasing their movement speed and also halving their current health. In Super Smash Bros. this Power works similarly, but not identically: the area in a very small radius around Dark Pit explodes in a blue light, which decreases the movement speed, damage output, and jump height of all those who touch it (barring Dark Pit) for a limited time. The move will decrease in power should Dark Pit use the move several times in a short period of time.

Final Smash: Dark Pit Staff is, as implied by its name, Dark Pit's signature weapon (yet not his most-used weapon) that can also be obtained by Pit in Kid Icarus Uprising. Though called a "staff", the Dark Pit Staff can fire bursts of energy that deal massive damage the further the target is away from the user, and the speed at which these blasts travel is also much faster than the projectiles of most other weapons. In Super Smash Bros., Dark Pit fires a powerful blast that travels the length of the screen from the Dark Pit Staff, which deals massive damage and knockback to all those who are hit by it. Like in Uprising, the further away someone who is hit by it is from Dark Pit, the more damage and knockback they will take.

Alternate Costumes
Miscellaneous
Dark Pit's entrance animation sees him jump out of the Lightning Chariot, which barrels through from the background into the foreground.

Dark Pit's taunt sees him hold out his fist and scowl angrily, shouting "Who wants some!?"

Dark Pit's victory theme is a slight remix of a portion of his theme from Kid Icarus Uprising.

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Dark Pit's victory animations are as follows: Dark Pit fires a blast from the Dark Pit Staff to his left before utilizing Viridi's Power of Flight to blast off; Dark Pit looks at the Viridi Palm on his hand and shakes his head, complaining "I can't believe she made me use this thing"; and Dark Pit shouts "Is that it?" after he slashes with the Tiger Claws three times.

Dark Samus is a major recurring antagonist that appears throughout the Metroid Prime sub-series of the Metroid franchise. Dark Samus was born from the fusion between the destabilized Metroid Prime and Samus' own Phazon Suit, using the bit of Samus' DNA left within the suit to reconstruct itself into a carbon-copy of her. Dark Samus' sole prerogative is to absorb and redistribute Phazon, a radioactive superorganism that mutates any living creature capable of surviving contact with it and the aim to seize control of a planet's ecosystem.

Dark Samus is an Echo Fighter of Samus, sharing all of her special attacks. Dark Samus has a handful of unique attributes and standard attacks, notably using Phazon in place of some of kicks or punches.

First appearance:
Metroid Prime (2002)
Special Attacks
Neutral Special: Charge Beam is the main form of attack that Samus Aran can perform within her Power Suit, and as such Dark Samus is also capable of performing said attack. Utilizing her suit's Arm Cannon, Samus can charge up a blast of energy before firing it to significantly damage foes. In Super Smash Bros., Dark Samus can do just this, and even store the attack's charge for later use. Compared to Samus' attack of the same name, Dark Samus' shot can grow slightly larger and as such deal more damage, though it takes longer to charge as a result. Due to the energy also being Phazon, the move also has darkness aesthetic effects as opposed to electric.

Side Special: Missiles are projectile weapons that have made appearances in every game of the Metroid series, and often act as Samus' most powerful basic attack. Unlike Samus' special attack of the same name, Dark Samus only launches one type of missile, and while it is slightly more powerful than Samus' large missile, Dark Samus' hesitates a moment after being fired before travelling straight forwards a short distance at a high speed.

Up Special: Warping is a technique that Dark Samus appears to use to traverse short distances throughout the Metroid Prime series, and is the only one of Dark Samus' special attacks in Super Smash Bros. that she does not share with Samus. In Super Smash Bros., Dark Samus simply teleports a short distance in whatever direction the control stick is pointed, dealing no damage to foes but also travelling a further distance than Samus does with her Screw Attack.

Down Special: Bombs a common type of weapon utilized by Samus throughout the Metroid series, often through her Morph Ball form. In Super Smash Bros. Dark Samus transforms into her own Morph Ball form and drops a small bomb in a way identical to Samus, though her bomb has several different properties and Dark Samus can not place a large number in rapid succession. Compared to Samus' Bomb attack, Dark Samus' is larger and as such has a larger explosion radius, though the delay between Dark Samus dropping the bomb and it detonating is significantly longer than that of Samus' attack.

Final Smash: Dark Echoes are beings that Dark Samus is shown capable of spawning during her fights in the Metroid Prime series, and act as doppelgängers of the Phazon being. In Super Smash Bros., Dark Samus' Final Smash acts nearly identically to Samus' Final Smash, Annihilator Beam, though with distinct differences. While Samus fires one single large beam from her Arm Cannon that can be aimed up and down, Dark Samus summons two Dark Echoes and together the three shoot out beams of Phazon from their cannons which, while significantly thinner, can be aimed at a faster rate.

Alternate Costumes
Miscellaneous
Dark Samus' entrance animation sees her teleport onto the stage, a large tentacle of Phazon unwrapping around her as she appears.

Dark Samus' taunt sees her release a small, thin tentacle of Phazon from her Arm Cannon as she raises said arm into the air above her, the tentacle wrapping around it before disappearing.

Dark Samus' victory theme is an aggressive remix of Samus' own victory theme, with elements of Dark Samus' battle theme from Metroid Prime 2: Echoes implemented into it.

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Dark Samus' victory poses are as follows: Dark Samus summons a Dark Echo and the two spin around each other while flying upwards before kicking towards the ground and combining upon impact; Dark Samus charges up with Phazon, letting loose a cry towards the sky as she does; and Dark Samus aims her Arm Cannon towards the ground and large Phazon tentacles erupt around her.

Deoxys, the DNA Pokémon, is a Psychic-type Mythical Pokémon that first appeared in Pokémon Ruby and Sapphire Versions. Deoxys is a hyper-intelligent Pokémon who was created when an extraterrestrial virus was exposed to a laser beam. The crystalline organ embedded in its chest appears to be Deoxys' brain, and from that it is capable of firing lasers. Though a creature of alien origin, Deoxys has a place in both Hoenn's Regional Pokédex as well as the National Pokédex - #211 in the former, and #386 in the latter.
First appearance:
Pokémon Ruby and Sapphire Versions (2002)
Special Attacks
Down Special: Forme Switch is a move that takes advantage of Deoxys' special ability to change its Forme. Deoxys' Forme alters the way its special attacks work, in addition to altering Deoxys' overall damage, knockback, and defensive capabilities. When used, Deoxys will cycle through its Formes in the order of Normal → Speed → Attack → Defense, and back to Normal. Speed Forme increases Deoxys' movement speed and jump height while decreasing its attack and knockback output; Attack Forme increases Deoxys' damage output and weight while decreasing its speed; and Defense Forme decreases Deoxys' attack output and movement speed but increases its weight and makes its shield larger.

Neutral Special: Shadow Ball, in the Pokémon series, is a Special Ghost-type attack introduced in the second generation of Pokémon titles; in Pokémon Sun and Moon, Deoxys can only learn Shadow Ball via TM. In Super Smash Bros., Deoxys will throw a purple orb of energy forwards, which disappears when it hits a wall or a fighter, damaging the latter and launching them as it does hit them. Depending on Deoxys' Forme, the way Shadow Ball acts changes. In Normal Forme, Deoxys can charge it up to increase the distance it travels, the size of it, and the amount of damage it deals by holding down the special attack button; in Speed Forme, Deoxys can not charge it up but instead throw up to three smaller Shadow Balls in rapid succession, which travel the same distance as a fully-charged Normal Forme Shadow Ball; in Attack Forme the attack can be charged up but only the amount of damage the Shadow Ball deals is increased, as it will always remain the size of a basic Normal Forme Shadow Ball; and in Defense Forme the Shadow Ball will always be at its largest size but move a much shorter distance at a slow speed, also dragging along any foe in its path before dissipating to launch them away.

Side Special: Deoxys' side special move completely changes depending on its current Forme to take advantage of that Forme's different attributes. In Normal Forme, Deoxys' side special move is Zen Headbutt, which sees it dash forwards in a drill-like manner as a pink glow surrounds it, dealing damage to all those it may come across during its travel; in Speed Forme Deoxys' side special move is Extreme Speed, which sees Deoxys dash forwards (the distance it does so can be charged by holding the special attack button) at a high speed, performing a powerful slash with its arms at the end of its travel; in Attack Forme it is Superpower which sees Deoxys intertwine its arms to perform a powerful punching attack, which can be used three times in rapid succession to form a punch-punch-uppercut combo; and in Defense Forme is is Mirror Coat, a shield that surrounds Deoxys to reflect all physical-based projectiles and absorb energy-based ones.

Up Special: Teleport is a Psychic-type move that debuted in Pokémon Red and Blue Versions. As its name explains, Teleport simply sees the user teleport away; when in Wild Pokémon battles or when adventuring caves, using this move will teleport the player either out of the battle or back to the cave's entrance. In Super Smash Bros., this move sees Deoxys teleport a short distance away. Much like Deoxys' other special moves Teleport does change depending on its current Forme, though the differences are minute. Normal Forme Deoxys will simply teleport a short distance in whichever distance the control stick is tilted, though it will not deal any damage to foes; Speed Forme Deoxys travels a further distance at a high speed, but Deoxys will always teleport in an upwards-diagonal direction, with the control stick only determining whether Deoxys moves left or right; Attack Forme Deoxys will travel a shorter distance but deal damage as it reappears; and Defense Forme Deoxys will travel a distance in-between that that Attack and Normal Forme Deoxys travels and push away all those nearby when it reappears.

Final Smash: Psycho Boost is a Psychic-type attack in the Pokémon series that can be learned exclusively by Deoxys. In the Pokémon anime series the move is often portrayed as Deoxys creating an orb of highly-condensed energy that it will fire at the opponent, and this serves as its main inspiration for its Super Smash Bros. appearance. Deoxys will hold its tentacles above its head and form a large ball of energy above it. This orb will damage those that touch it, and once large enough Deoxys will then slam it into the ground beneath it to cause a massive explosion to deal even more damage and blow all nearby foes away. Once Psycho Boost has been used, Deoxys will revert back to its Normal Forme, and will be unable to change into another Forme for a short period of time afterwards.

Alternate Costumes
Miscellaneous
Deoxys' entrance animation sees a glowing meteor crash from the sky, before it appears from behind the smoke releasing from around the meteor.

Deoxys' taunt sees it quickly shift into one of its other three Formes (Attack Forme, Defence Forme, or Speed Forme) as the jewel in its chest glows. If Deoxys is currently in one of his other Formes, he will instead shift into his normal Forme for a second.

Deoxys' victory theme is a remix of the opening part of the theme that plays in Pokémon Omega Ruby and Alpha Sapphire when the player fights Deoxys. In particular, it is the part of the beginning bracketed by the three chimes.

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Deoxys' victory poses are as follows: Deoxys (Attack Forme) fires an orb of rainbow energy as it flies around, before landing and changing back into Normal Forme; Deoxys teleports in, spinning its tentacles around each other; and Deoxys shifts through its other Formes (Attack, Defense, and Speed Forme) quickly as the jewel in its chest glows bright.

Diddy Kong is the deuteragonist of the Donkey Kong franchise. This young chimp is the best friend (sometimes said to be his nephew instead) of Donkey Kong, who often joins him on his adventures to take down whatever may be threatening their peace. While Donkey Kong is known for his brute strength, Diddy Kong instead must rely on a number of different gadgets, including his Peanut Popgun and Rocketbarrel Pack, and his various acrobatic techniques. Diddy Kong has gone on a number of adventures without his larger friend, including travelling to the island owned by the parents of his old friend Timber the Tiger to participate in a racing tournament to rid the island of the evil Wizpig.
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong Country (1994)
Special Attacks
Neutral Special: Peanut Popgun is Diddy Kong's most well-known item, which has been used by him in a number of titles ever since its debut in Donkey Kong 64. In Super Smash Bros., Diddy Kong pulls out his Peanut Popgun and fires a small peanut forwards. The attack can be charged up to increase the distance it flies and the damage it deals, but charging it too long will cause the popgun to explode in Diddy's face, causing a small amount of damage to him.

Side Special: Chimpy Charge was an ability that Diddy Kong could learn from Cranky Kong in Donkey Kong 64, and the attack differs in performance depending on whether it is used in the air or on the ground. When in the air, Diddy Kong will fly forwards at a high speed, and bounce up off the first foe he flies into, otherwise he will fall helpless. On the ground, Diddy Kong kicks of the ground and flies forwards head-first, but will latch on to a foe he runs into and kick them away.

Up Special: Rocketbarrel Boost is a recurring ability that Diddy Kong has been able to use ever since his Rocketbarrel Pack debuted in Donkey Kong 64. Whether in the air or on the ground, Diddy Kong will put on his Rocketbarrel Pack and fly upwards at a high speed, the speed and distance he does so increasing as the button is held down before take-off. Additionally, while Diddy Kong can fly quite a distance with his Rocketbarrel Pack, charging the attack too long will cause his jetpack to implode and fly off his back. If the Rocketbarrel Pack explodes, Diddy will fall helpless without moving upwards at all, but he will fall helpless after he flies upwards no matter what.

Down Special: Banana Peels are a by-product of Diddy Kong's favourite fruit (or berry): the banana. Diddy Kong, much like Donkey Kong and the other Kongs on DK Island, loves bananas, but he will not hesitate to just throw his banana peel away once he's done eating. In Super Smash Bros., Diddy Kong will take a banana peel out from behind his back and throw it upwards in a small arc behind him; it will then sit on the ground and act as a normal item afterwards. Up to two banana peels can be on the stage at once, though this doesn't count banana peels that can be spawned randomly should they be allowed to via Item Selection.

Final Smash: Guitar Gazump is a powerful attack that Diddy Kong could learn in Donkey Kong 64, which instantly defeated all normal foes around him. In Super Smash Bros., Diddy Kong pulls out his golden electric guitar from Donkey Kong 64 and strums it a few times before firing a laser of golden energy that takes the appearance of a musical staff. As Diddy Kong strums, the laser can be angled upwards or downwards, and Diddy Kong slams the guitar in the ground to cause an electric shockwave around him once the attack is completed.

Alternate Costumes
Miscellaneous
Diddy Kong's entrance animation sees him burst out of a DD Barrel, clapping with his hands over his head twice as he jumps out, bouncing from foot to foot.

Diddy Kong's taunt sees him perform a handstand and clap his feet together twice.

Diddy Kong's victory theme is a remix of the first part of the Diddy Kong Racing title screen theme.

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Diddy's victory poses are as follows: Diddy Kong, sitting down playing a Nintendo 3DS, looks up and smiles while giving a large thumbs up; Diddy Kong juggles three balls and his hat a number of times before he fumbles them and trips forwards, his hat landing on his head; and Diddy Kong holds a beatbox over his shoulder while wearing sunglasses and his hat backwards, and waves his hand up in down before it short-circuits and explodes in his face comically.

Dixie Kong is one of the main protagonists of the Donkey Kong series, first appearing as one of the stars of Donkey Kong Country 2: Diddy's Kong Quest and later starring in Donkey Kong Country 3: Dixie Kong's Double Trouble!. Dixie is the girlfriend of Diddy Kong, whose primary character trait is her large ponytail which she can use as an extra appendage. Though not the series' first female character, that being Candy Kong, she was the first to be playable and remains the most recurring female character in the Donkey Kong series.
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong Country 2: Diddy's Kong Quest (1995)
Special Attacks
Neutral Special: Gumball Popgun is Dixie Kong's counterpart to Diddy Kong's Peanut Popgun, which first appeared in Donkey Kong Country: Tropical Freeze. Much as its name implies, the Gumball Popgun fires small pink gumballs at opponents. In Super Smash Bros., Dixie fires a small pink gumball forwards quickly. Though the gumball is small and deals little damage, Dixie can fire it up to three times in rapid succession, and, should all three hit a foe at a close range, will cause opponents' movement speeds to slow slightly temporarily. Unlike Diddy Kong's Peanut Popgun attack, Dixie's gumball projectiles can bounce off solid surfaces and ricochet around.

Side Special: Ponytail Pluck is not necessarily a named ability Dixie has used in the Donkey Kong series, but is based upon Dixie Kong's use of her ponytail. The Ponytail Pluck attack sees Dixie Kong swing her ponytail forwards, and snatch a foe should they be in front of her. After clenching them within her ponytail, dealing some damage, she will throw them down towards the ground with a strong slam.

Up Special: Helicopter Spin is one of Dixie Kong's most notable and recurring techniques present since her debut appearance in Donkey Kong Country 2. Helicopter Spin sees Dixie Kong spin her ponytail around at a high speed to propel her upwards a short distance. Somewhat like how the move is used in Donkey Kong Country: Tropical Freeze, Dixie Kong spins her ponytail to launch herself upwards a fair distance, though the attack does not deal any damage to nearby foes. The move does not leave Dixie in a helpless state, only a pseudo-helpless one, allowing her to attack as she descends.

Down Special: Shockwave Attack is an ability that all five playable characters of Donkey Kong 64 can perform; though Dixie is not present in that game, her sister, Tiny Kong, is one such playable character. In the aforementioned game, Tiny Kong spins her twin ponytails to create a purple shockwave around her that defeats all nearby foes. In Super Smash Bros., Dixie spins around and her ponytail flies outwards as she does so, and she releases a short purple pulse that deals massive knockback but little damage as she does so. Hitting Dixie directly as she performs this attack deals much more damage but much less knockback.

Final Smash: "Double Trouble!" is the subtitle of Donkey Kong Country 3, the third game in the original Donkey Kong Country trilogy in which Dixie Kong stars alongside her cousin Kiddy Kong. Once her Final Smash is used in Super Smash Bros., Dixie Kong pulls out a DK Barrel and slams it down at the ground, releasing Kiddy Kong. Kiddy Kong then picks up Dixie Kong and throws her forwards, and she will bounce around the screen, off any platform and the blast lines, dealing massive damage to those she hits, before eventually being caught by Kiddy Kong.

Alternate Costumes
Miscellaneous
Dixie Kong's entrance animation sees her burst out of a DX Barrel, hovering with her ponytail for a moment and gently touching down.

Dixie Kong's taunt sees her throw a small gumball upwards and blow a large pink bubble from it, which carries her up slightly off the ground before popping.

Dixie Kong's victory theme is a sped-up, and shortened, jazz remix of the Dixie Beat theme from Donkey Kong Country 3.

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Dixie Kong's victory poses are as follows: Dixie Kong plays along with her victory theme on an electric guitar, which she strums with her hand and her ponytail simultaneously; Dixie Kong jumps on top of a barrel, then bounces off it with her ponytail, does a front flip in midair, and lands in a crouching position; and Kiddy Kong picks Dixie Kong upwards, holding her above his head and raising her up and down as she cheers happily.

DJ Candy "Supergroove" is one of the most recurring characters in Electonic Arts' MySims series, appearing in every game except the Nintendo DS and mobile versions of the first entry in the series. Throughout the series, DJ Candy is a girl with a great passion for music, always partying and making the most of her life. In most games of the MySims series DJ Candy runs her own nightclub named Club Candy, though in MySims Kingdom she instead owns her own island named Candypalooza. In MySims SkyHeroes she serves of the leader of the Gal Force 4, working with Evelyn Gray and Silvia to find a fourth member to their trio and live up to their name.
First appearance:
MySims (2007)
Special Attacks
Neutral Special: Bubble Blowing is an activity that some Sims perform in MySims while sitting down on a chair. In Super Smash Bros. DJ Candy simply pulls out a bubble wand and blows a stream of bubbles. While these projectiles do not travel a far distance or deal much damage, they can juggle fighters as the multiple bubbles pop and can also serve as a type of shield.

Side Special: Record Breaker is a technique that sees Candy make use of large record vinyls. Throughout the MySims series, DJ Candy is often shown to juggle these discs, happily doing so to pass the time while she isn't DJing. In Super Smash Bros. DJ Candy simply throws one record vinyl forwards as if a frisbee, travelling through multiple opponents.

Up Special: Glow Away is a technique that sees DJ Candy utilize glow sticks, objects she, and her roadies Zack and Sapphire, are often associated with throughout all of their MySims appearances. Zack in particular makes it his goal to develop glow sticks that never stop illuminating, thus reducing the amount of them thrown out after parties. In Super Smash Bros. DJ Candy takes out two glow sticks and spins them around in her hands above her head, and does so at a fast enough speed that these act as propellers that carry her up into the air. DJ Candy will fly straight-upwards a fair distance before their glow stops and she falls helpless.

Down Special: Dance-Off is an activity that Fun-loving Sims can begin in MySims. The activity simply sees the Sim place down a radio before dancing around it, and up to two other Sims can join them in a dancing competition. In Super Smash Bros. DJ Candy will simply place a radio down on the ground, which, after a short moment, will release a small shockwave that forces any nearby enemies to perform their taunt, essentially allowing DJ Candy to get in a free attack; before the radio releases this shockwave it can be attacked by anyone, even DJ Candy, to cause it to explode and instead deal minor damage to anyone besides the one who damaged it. When used in the air, the radio will instead fall downwards and explode on impact with the ground or another fighter.

Final Smash: Turntables are an object that appears in several MySims games. In the first MySims title DJ Candy tasks the player with designing a set of turntables for her using six 8-Ball and fourteen Clown Fish essences, and the object reappears in all subsequent games except MySims SkyHeroes. In Super Smash Bros. DJ Candy summons a turntable in front of herself, and begins spinning the vinyls as she DJ's. This releases a number of essences from MySims and MySims Kingdom (namely musical notes, spades, diamonds, 8-Balls, and sapphires), which bounce out of her turntables and act as explosives, detonating after bouncing onto platforms or off walls. These explosions increase in power over time, concluding with DJ Candy's turntable itself detonating.

Alternate Costumes

Half of DJ Candy's alternate costumes consist of her jumpsuit from MySims SkyHeroes instead of her original design from MySims and the rest of the series. This has no bearing on gameplay and is simply an aesthetic change.

Miscellaneous
DJ Candy's entrance animation sees her parachute onto the stage, spinning glowsticks as she does.

DJ Candy's taunt sees her perform a short dance, moving her arms in a wave-like movement before performing a series of crisscross-like movements with her legs, ending with a proud crossing of her arms.

DJ Candy's victory theme is a more-upbeat version of the beginning of the Club Candy theme from MySims Agents.

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DJ Candy's three victory animations are as follows: DJ Candy spins her glow sticks while bopping her head, before throwing them up into the air and catching them; DJ Candy performs the same dance as her taunt, except she ends by performing a spin on the spot and a handstand; and DJ Candy pretends to DJ on a non-existent turntable before spinning around and punching forwards.

Doc Louis is a major character from the Punch-Out!! series. A former heavyweight boxer, Doc Louis now serves as trainer to the up-and-coming lightweight Little Mac, and has passed down his unique Star Punch to his trainee. Much of Doc Louis' past as a boxer is shrouded in mystery as he's now more in to confectioneries, but it's implied that he had a rivalry with Bald Bull in the past. Though he's let himself go as of late, Doc Louis still tries to keep his moves in check, and will also go biking from time to time.
First appearance:
Mike Tyson's Punch-Out!! (1987)
Special Attacks
Neutral Special: Star Punch is a powerful attack created by Doc Louis and passed down to Little Mac. In Punch-Out!! for the Wii, the Star Punch must be earned by punching a foe at certain moments. In both Punch-Out!! and Super Smash Bros., Star Punch is a powerful attack that drains those hit of their stamina; in Super Smash Bros., Doc Louis' Star Punch has little range but dramatically increases in knockback depending on the amount of damage Doc Louis currently has.

Side Special: Bicycles are a type of self-powered pedal-driven vehicles which consists of two large wheels connected by a thin metal frame. In the Punch-Out!! series, a recognizable sight is Doc Louis riding a bicycle ahead of a jogging Little Mac at the side of a river overlooked by the Statue of Liberty. In Super Smash Bros., Doc Louis will summon a bike and pedal forwards. If airborne, Doc Louis will instead just bounce forwards, but if on the ground the player will be able to control Doc Louis' movements, and he can turn around. Whether in the air or on the ground, pressing the special move button again will allow Doc Louis to jump off it.

Up Special: Uppercut is a vertical punch often used in boxing in which the performer punches upwards towards their opponent's chin. Doc Louis performs an uppercut when he fights against Little Mac in Doc Louis's Punch Out!!, but the attack is much different in Super Smash Bros.. In Super Smash Bros., Doc Louis jumps upwards a short distance while he performs an uppercut, dealing massive damage when the move is initiated.

Down Special: Shuffle Counter is a type of counterattack based upon one of the moves Doc Louis uses against Mac in Doc Louis's Punch Out!!. In that game, Doc Louis may perform a shuffle followed up by either a jab or a hook. In Super Smash Bros., Doc Louis will shuffle and, if attacked, he will counter with a hook that knocks away foes.

Final Smash: Training is Doc Louis' profession; he is the trainer of Little Mac. Doc Louis summons a large red punching bag in front of him, which he punches several times - both his punches and the swinging punching bag deal damage - before he performs a downwards hook that knocks the punching bag off its hook and forwards an exceptional distance which deals massive damage to those who are hit by it.

Alternate Costumes
Miscellaneous
Doc Louis' entrance animation sees him ride his bicycle onto the stage, then slowly climb off it with a sigh.

Doc Louis' taunt sees him pull out a chocolate bar and devour it in a single bite.

Doc Louis' victory theme is a remix of the theme that plays in both the NES and Wii instalments of the Punch-Out!! series whenever Little Mac defeats an opponent.

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Doc Louis' victory animations are as follows: Doc Louis wipes his forehead with a towel that he then drapes over his shoulder before flexing and saying "Learned your lesson yet?"; Doc Louis chomps down one chocolate bar, which covers his mouth in chocolate. He then takes his towel and wipes first his mouth then his forehead, smearing the latter with chocolate; and Doc Louis claps twice, wipes his forehead, and says "Join My Nintendo today, Mac!"

Donkey Kong is the titular main protagonist of the Donkey Kong series, as well as an anti-hero in the Mario vs. Donkey Kong and Super Mario series. Originally debuting in the game of the same name, Donkey Kong was the main antagonist who scaled countless levels of scaffolding to avoid the carpenter pursuing him to rescue his girlfriend from the clutches of the ape. He would later go on to become the protagonist of his own series starting with Donkey Kong Country, where he travelled across Donkey Kong Island with the goal of reclaiming his Banana Hoard from the dastardly King K. Rool. Since then, he, and the other members of the Kong family, have gone on numerous other adventures and faced countless foes- such as the Lord Fredrik of the Snowmads, Tiki Tong of the Tiki Tak Tribe, and the Ghastly King.
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong (1981)
Special Attacks
Neutral Special: Primate Punch is an attack that can be used by Chunky Kong, one of the playable characters of Donkey Kong 64 that shares a similar build to Donkey Kong. Also known as Sandwichium Knucklus, in Donkey Kong 64 it is one of the most powerful special moves that any of the Kong characters can learn. In Super Smash Bros., while less powerful, Donkey Kong can charge up the move, which heavily increases its power.

Side Special: Sound Wave Attack is an attack that can be performed by Donkey Kong in the Nintendo GameCube game Donkey Kong: Jungle Beat. As that game used the DK Bongos peripheral, the player needed to clap to get DK to perform it- itself a powerful clap attack. In Super Smash Bros., like in Jungle Beat, Donkey Kong claps his hands together in front of him, creating a small sound wave that damages nearby foes. Donkey Kong can also deal massive damage to a foe by hitting them directly with the clap.

Up Special: Barrel Blast is a technique that can be performed in the racing game Donkey Kong Barrel Blast. In that game, players would race around while wearing jetpacks powered by beating the two bongos attached to either side. In Super Smash Bros., Donkey Kong will briefly summon this jetpack and launch himself forwards in an upwards direction, barrelling down all in his way.

Down Special: Coconut Shooter is Donkey Kong's projectile weapon from Donkey Kong 64. As its name implies, it is a gun capable of firing coconuts at foes. In Super Smash Bros., Donkey Kong simply uses this gun to fire a coconut forwards, which will crack and disappear should it hit a foe or another platform.

Final Smash: Donkey Konga was a rhythm game released for the Nintendo GameCube in 2003. Released alongside a new controller dubbed the "DK Bongos" (which, appropriately, were two bongs designed after barrels), the game saw Donkey Kong (and the player) having to beat these bongos in time with various songs. In Super Smash Bros., Donkey Kong pulls out these bongos to attack foes with a small shockwave that can be increased in size (and power) but pressing the special or standard attack buttons in time to an excerpt of the "DK Island Swing" theme that has appeared throughout the Donkey Kong Country series; with a small timeline appearing above him to aid the player with their timing.

Alternate Costumes
Miscellaneous
Donkey Kong's entrance animation sees him bursting out of a DK Barrel, before flexing both of his arms as he smiles at the screen.

Donkey Kong's taunt sees him take out a banana and eat it, peel and all.

Donkey Kong's victory theme is a cover of the fanfare that plays in the Donkey Kong Country titles whenever Donkey Kong (or any other playable character) defeats a boss or completes a Bonus Game.

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Donkey Kong's victory animations are as follows: Donkey Kong jumps from foot to foot while beating his chest; Donkey Kong eats a banana and throws its peel into the air, which lands on his head and causes Donkey Kong to look at it quizzically; and Donkey Kong gives a thumbs up with his left hand, then his right hand, before bowing to the left, then right- referencing part of his dance from the DK Rap opening of Donkey Kong 64.

Donkey Kong Jr. is the father of the current Donkey Kong and the son of Cranky Kong. In his debt title, in which he stars, Junior must work to rescue his father from Mario, who has locked the ape in a cage after he saved his girlfriend, Pauline, from him. Prior to the success of Donkey Kong Country, Junior made appearances in a number of Mario spin-off titles, including Super Mario Kart and the Nintendo 64 Mario Tennis, though would eventually be phased out in favour of Diddy Kong.
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong Jr. (1982)
Special Attacks
Neutral Special: Primate Punch Jr. is Donkey Kong's neutral special move in Super Smash Bros., and while Junior isn't a clone of Donkey Kong, the two do share this attack. Borrowed from Chunky Kong, Donkey Kong Jr. winds his arm in circular motions before punching forwards, the amount of damage dealt increasing should the move be charged up by holding the special move button. Compared to Donkey Kong's Primate Punch attack, it is weaker and can not be charged up as long, though Junior punches faster.

Side Special: Vine Snares are traps made by hunters in order to catch prey. Though more commonly made with rope, a snare will loop around a part of an animal that enters it, before stringing them up over the support. In Donkey Kong Jr., though the snare part of the attack is absent, Donkey Kong Jr. must make his way up to the top of the stage by climbing up vines. In Super Smash Bros. Junior uses a vine like a lasso, throwing it forwards a fair distance to grab a foe from afar, before throwing them away as he spins 180 degrees. This special attack can also be used by Junior to tether recover.

Up Special: Nitpickers are small birds, apparently tamed by Mario, that appear in Donkey Kong Jr. as enemies. In Donkey Kong Jr. they will fly straight forwards once Mario releases, and will also drop an egg once they reach the end of the screen and turn around. In Super Smash Bros. Junior summons a Nitpicker, which, like the Snapjaw, uses its redesign from the Mario vs. Donkey Kong titles, who grabs Junior's back and carries him upwards a short distance. After flying a set distance, the Nitpicker will automatically drop Junior, who will enter a helpless state, and disappear. If the special attack button is pressed while Junior is being carried however he will jump off the bird of his own will, entering a pseudo-helpless state instead. The Nitpicker will carry Junior straight upwards, though this can be angled by tilting the control stick.

Down Special: Snapjaws are a type of enemy present in Donkey Kong Jr., sent by Mario to hinder Junior's attempts at freeing his father. Snapjaws appear to be mechanical in nature, fashioned after crocodile heads, and they travel across the ground before climbing down, and back up, one of the vines Junior may be climbing. In Super Smash Bros. Junior sends out a Snapjaw, which uses its redesign from the Mario vs. Donkey Kong series (but will be coloured blue or red instead of green, much like in Donkey Kong Jr.), which travels forwards a short distance snapping its jaws before disappearing. Snapjaws will also travel up or down vertical surfaces they encounter.

Final Smash: Donkey Kong Jr. Math was the third entry in the Donkey Kong series, and a launch title for the Nintendo Entertainment System. Essentially reusing the code and graphics of Donkey Kong Jr., Donkey Kong Jr. Math was an educational platforming game where Junior would need to answer the mathematical problems given to him, collecting the needed numbers that are scattered around the level. In Super Smash Bros., Junior's Final Smash is a parody of this game, likely due to the game's negative reception. The attack simply sees Junior hold up a sign, much like his father would in the two-player mode of Donkey Kong Jr. Math, before numbers and other mathematical symbols begin to rain from the sky, dealing damage to all those that touch them. Junior will freak out for a moment as the numbers begin to fall, though will quickly regain his composure, and the player will be able to move about and attack for the rest of the Final Smash's duration.

Alternate Costumes

Credit to Nibroc-Rock for making the Donkey Kong Jr. render.

Miscellaneous
Donkey Kong Jr.'s entrance animation sees him climb down a vine, which, unlike most other elements from Donkey Kong Jr. that appear in his moveset, appears as its sprite from the aforementioned title.

Donkey Kong Jr.'s taunt sees him pull out a large golden key and hold it above his head as he smiles, before he puts it away.

Donkey Kong Jr.'s victory theme begins as a direct port of the Donkey Kong Jr. title screen fanfare, before it quickly transitions into a more upbeat remix of the same song.

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Donkey Kong Jr.'s victory animations are as follows: Junior swings from off the right-side of the screen on a vine, performing a front flip as he jumps off but landing clumsily; Junior slaps the ground with his hands as he happily hops up and down; and Junior holds up a key with one hand, and points towards the camera with the other as he chuckles.

SSB Mario Series
SSB Mario Series
Dr. Luigi is a major recurring character in the Dr. Mario series. Dr. Luigi works alongside his brother and Nurse Toadstool to eradicate the Viruses that plague the Mushroom Kingdom, working in the virus research lab at the kingdom's foremost medical centre, Mushroom Kingdom Hospital. Dr. Luigi first appeared in the 2013 title of the same name, where he discovered three new types of Viruses.

Dr. Luigi is an Echo Fighter of Dr. Mario. While the two share all of the same moves, Dr. Luigi has some of Luigi's unique properties - such as a higher jump height, faster running speed, and lower traction - to differentiate him from Dr. Mario.

First appearance:
Dr. Luigi (2013)
Special Attacks
Neutral Special: Megavitamins are a major element of the Dr. Mario series of puzzle games. The Megavitamins were developed at the Mushroom Kingdom Hospital to combat the highly-contagious Viruses that plague the Mushroom Kingdom. Dr. Luigi uses types of Megavitamins separated from those that Dr. Mario uses (being pink, cyan, or yellow in colour) to combat the new types of Viruses he encounters. In Super Smash Bros. Dr. Luigi throws an L-shaped package of two smaller Megavitamins forwards in a manner not unlike how Dr. Mario performs his neutral special move. Unlike Dr. Mario's Megavitamins, Dr. Luigi's Megavitamins have very different properties, acting as a boomerang of sorts but travelling through opponents instead of dragging them as it moves.

Side Special: Ambulances are a type of vehicle used as transportation for medical patients. Though ambulances have not actually appeared in the Dr. Mario series (or the Mario series proper), Dr. Mario does drive one in a piece of artwork for Super Mario Print World. In Super Smash Bros. an ambulance will appear around Dr. Luigi, and he will drive it forwards to deal massive damage and knockback to any foe he runs into. Aside from a slight aesthetic difference, Dr. Luigi's attack is identical to Dr. Mario's side special move.

Up Special: "Miracle Cure" is the seventh entry in the Dr. Mario series, and the first in which Dr. Mario and Dr. Luigi appear together. Much like Dr. Mario's special move of the same name, Dr. Luigi's up special move is not based on the game of the same name, but rather a piece of artwork for Super Mario Print World that depicts Dr. Mario with a vial of strange purple liquid. Like Dr. Mario, for his up special move Dr. Luigi pulls out a comically-large syringe filled with liquid and releases it downwards, propelling him him upwards. Compared to Dr. Mario's special move, Dr. Luigi does not travel as high upwards, but the liquid (which is orange in colour as opposed to purple) deals slightly more damage to foes.

Down Special: Viruses are the sole enemy type in the Dr. Mario series. While most games in the series feature red, blue, and yellow Viruses, Dr. Luigi introduced new Viruses to act as Dr. Luigi's main rivals: the cyan Dizzy, the pink Confused, and the yellow Drowsy. In Super Smash Bros. Luigi throws a (larger) Virus forwards, which will latch on to a foe that it hits to deal damage to them over time. As Dr. Luigi throws the Viruses that debuted in Dr. Luigi (as opposed to those from Dr. Mario), the Viruses have slightly-different properties compared to Chill, Fever, and Weird: Dr. Luigi does not throw the Viruses as far, though they do all deal more damage to foes. In addition, the Viruses all act identically, attacking with no elemental properties.

Final Smash: Dr. Luigi is the sixth entry in the Dr. Mario series of puzzle games, releasing on the Wii U as part of The Year of Luigi (succeeding Luigi's Mansion: Dark Moon, Mario & Luigi: Dream Team, and New Super Luigi U as part of Luigi's 30th anniversary celebration). The gameplay of Dr. Luigi is identical to the other entries in the Dr. Mario series, being a tile-dropping puzzle game akin to Tetris or Puyo Puyo where the player must line up Megavitamins of a certain colour in order to clear areas and rid the jar of Viruses. In Super Smash Bros. Luigi points up towards the sky and summons a rain of giant Megavitamins, which fall down through the stage and explode once an enemy makes contact with them. Dr. Luigi's Final Smash is identical to Dr. Mario's in every way besides aesthetics, as Dr. Luigi uses different colours of Megavitamins.

Alternate Costumes
Miscellaneous
Dr. Luigi's entrance animation sees him already on the stage, appear from behind a wall of small Megavitamins that he accidentally knocks down, and looks down at the pile of capsules in shock as they disappear.

Dr. Luigi's taunt sees him pat his pockets in shock before finding an L-shaped packet of Megavitamins in one of them and taking it out, sighing in relief.

Dr. Luigi's victory theme is a Marambá remix of the opening of the victory theme from Dr. Luigi.

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Dr. Luigi's victory poses are as follows: the three Viruses jump around Dr. Luigi, who cowers in fear at them, hugging a Megavitamin to his chest; Dr. Luigi holds up his stethoscope and looks around, holding it outstretched in front of him; and Dr. Luigi looks at a clipboard, taps it, before flashing a thumbs up towards the camera.

SSB Mario Series
SSB Mario Series
Dr. Mario is the main protagonist of the Dr. Mario series of puzzle games. Dr. Mario is essentially just the name that Mario takes while operating on patients infected by various Viruses, using the power of Megavitamins to cure their strange diseases. Dr. Mario works alongside Dr. Luigi and Nurse Toadstool in the virus research lab at the Mushroom Kingdom Hospital, the kingdom's foremost medical centre dedicated to complete eradication of the colourful Viruses.
First appearance:
Dr. Mario (1990)
Special Attacks
Neutral Special: Megavitamins are the main focus of gameplay within the Dr. Mario series, acting as the element around which the puzzle gameplay is based. The Megavitamins developed by Dr. Mario are pills that are composed of two halves, with each half often being a separate colour - a capsule's half can be red, blue, or yellow, with a Megavitamin being any combination of the three or a solid colour. Though the Dr. Mario series shows these capsules to be small enough so that many can be fit in a glass jar, counted only though a magnifying glass, the Megavitamins in Super Smash Bros. are based on their appearance in artwork for the first Dr. Mario game, with each pill being long enough to extend out of Dr. Mario's open hand. In Super Smash Bros. Dr. Mario will throw a pill forwards, and it will travel forwards a slow distance as it spins through the air, dealing damage multiple times as it drags foes along with it.

Side Special: Ambulances are a type of vehicle used by medical professionals to transport patients to a medical centre and sometimes provide assistance to them in the back of the vehicle; for this reason, ambulances and (despite them often not being the ones inside the vehicles) doctors are commonly associated with one another. Ambulances have never appeared in the Mario series proper, though a piece of artwork for Super Mario Print World depicts Dr. Mario driving such a car. In Super Smash Bros. Dr. Mario will summon an ambulance and drive it forwards a short distance, dealing massive damage and knockback to a foe he runs through, though the attack has a long period of ending lag as he performs a turn while braking, dealing the most amount of damage and knockback during this time.

Up Special: "Miracle Cure" is the subtitle of the seventh entry in the Dr. Mario series. Dr. Mario: Miracle Cure was released for the Nintendo 3DS and was the final Mario title where Satoru Iwata was credited as executive producer prior to his death in July 2015. Despite sharing its name with this downloadable game, Dr. Mario up special move in Super Smash Bros. has no other connection to this game. Instead, the technique is loosely based on a piece of artwork for Super Mario Print World that depicts the titular character holding a vial of bubbling purple liquid: Dr. Mario pulls out a comically-large syringe filled with this purple liquid and releases it downwards, which propels him upwards. The purple liquid deals some minor amount of damage, but does push them a fair distance away.

Down Special: Viruses are the main antagonists of the Dr. Mario series. Most games in the Dr. Mario series feature three types of Virus: the blue Chill, the red Fever, and the yellow Weird. In the puzzle games all of these Viruses act the same, though are said to cause those infected by them to feel extreme cold, feel extreme heat, or randomly transform into different shapes, respectively. In Super Smash Bros. Dr. Mario throws forwards a (very large) Virus, who will latch on to the first enemy in its path. The colour of the Virus that Dr. Mario throws is random, though they all mainly act the same. The sole difference between each Virus is that they all deal different types of elemental effects as they "infect" the foe they latch on to: blue deals icy damage, red deals fire damage, and yellow deals electrical damage.

Final Smash: Dr. Mario is a series of puzzle games that first released on the Nintendo Entertainment System and Game Boy with Dr. Mario in 1990. This puzzle game series is similar to other tile-dropping video game series, such as Tetris and Puyo Puyo, as it sees the player needing to line-up items (in this case, Megavitamins) of one colour to cause them to disappear and take any Virus trapped in the pile along with them. In Super Smash Bros. Dr. Mario points upwards and giant Megavitamins will begin to fall from the sky, through the entire stage, which explode in the same way they do in the Dr. Mario series should they hit a foe, causing them to be launched away. These Megavitamins will fall for a short period of time, and Dr. Mario can move around and attack foes while they do, potentially knocking enemies into their line of movement.

Alternate Costumes
Miscellaneous
Dr. Mario's entrance animation sees him already on the stage, appear from behind a wall of Megavitamins that quickly disappear.

Dr. Mario's taunt sees him toss a Megavitamin up into the air, and angrily snatch it out of the air as it falls down near his face.

Dr. Mario's victory theme is a techno remix of the opening of the victory theme from Dr. Mario 64.

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Dr. Mario's victory poses are as follows: Dr. Mario juggles three Megavitamins in the air, before catching them in his arms; Dr. Mario throws two Megavitamins, one to his left and one to his right, before pointing up into the air; and Dr. Mario examines a bubbling purple liquid in a thin beaker, which lets out a small poof that causes him to flinch.

SSB Mario Series
SSB Mario Series
Dry Bowser is the living skeleton of the Koopa King, Bowser, whose skin was burned off after Mario destroyed the bridge he was on and dropped him into lava. is a member of the same Koopa sub-species as Bowser is, though his identity and relationship to Bowser is unknown. Throughout New Super Mario Bros. Bowser Jr. is left in charge of the Koopa Troop after Bowser becomes a skeleton, and it is only once the red-clad plumber reaches the final castle in World 8 that Bowser's new fireproof form is revealed. Bowser has since assumed this form upon his defeat in several other titles, and Dry Bowser has also appeared as a character separate from Bowser in a number of Mario spin-off titles starting with Mario Kart Wii.

Dry Bowser is a unique Echo Fighter in that he is designed to bridge the gaps between Bowser and Blue Bowser. His moveset consists of a selection of these two fighters' attacks, and is classified as Blue Bowser's Echo Fighter due to him having more of his attacks than Bowser's.

First appearance:
New Super Mario Bros. (2006)
Special Attacks
Neutral Special: Fire Blast is based upon Blue Bowser's neutral special move, itself inspired by the small fiery projectiles that Bowser shoots across the screen in the castle levels of Super Mario Bros. The attack acts identically to Blue Bowser's special move: Dry Bowser fires a small arrow of fire from his mouth that travels a fair distance forwards. Mimicking its appearance in Super Mario 3D Land, Dry Bowser's fire breath is a blue colour.

Side Special: Sliding Haymaker is one of Bowser's main attacks in Mario & Luigi: Bowser's Inside Story, with this attack, also Bowser's side special move, based upon the attack's use in the overworld. When used outside of battle, Bowser will slide forwards and over short gaps, as he punches. Dry Bowser performs this move in the same way as Bowser does for his side special move: sliding forwards and performing a downwards punch that can spike foes. Compared to Bowser, Dry Bowser slides forwards a slightly further distance at a slightly faster speed but the attack deals less damage.

Up Special: Axe Slice is Blue Bowser's up special move, and uses the same axe that Mario does in Super Mario Bros. to cut the wooden bridge that the Koopa King resides on in the castle levels. Dry Bowser's up special move is identical to Blue Bowser's: he performs an uppercut-like attack using this axe as he moves upwards, and pressing the special move button again will cause Dry Bowser to slam down into the ground.

Down Special: Spike Ball is a defensive maneuver that Bowser can perform in Mario & Luigi: Bowser's Inside Story, rolling up into his spiked shell to take the appearance of a spiked ball. In Super Smash Bros., Dry Bowser's attack is based on Bowser's down special move and acts in a very similar way: upon rolling into a ball, Dry Bowser will roll forwards at a high speed and the attack can be charged up to increase the distance he travels. Additionally, when used in the air, Dry Bowser will slam downwards at a high speed.

Final Smash: Game Over is an event that occurs when the player runs out of extra lives in most video games. In Super Mario Bros. and The Lost Levels, which Blue Bowser's Final Smash is based on (and Dry Bowser copies), a Game Over is represented by the screen turning black as the words "Game Over" appear in its centre. Dry Bowser's Final Smash is essentially identical to Blue Bowser's: Dry Bowser pulls out an axe and chops forwards, knocking any foe he hits into a cinematic that sees him destroy a bridge with the stunned foes sitting on them, dropping them into lava as the Game Over fanfare from Super Mario Bros. plays and the Super Mario Bros. Game Over screen is mimicked.

Alternate Costumes
Miscellaneous
Dry Bowser's entrance animation sees him stomp out of a small fortress which collapses as he exits it.

Dry Bowser's taunt sees him spins around in a circle before clawing towards the screen twice.

Dry Bowser's victory theme is an electric guitar-based remix of the opening part of the theme that plays when facing a boss at the end of a castle level in New Super Mario Bros. for the Nintendo DS.

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Dry Bowser's victory poses are as follows: Dry Bowser leans forwards as he lets out a powerful roar, raising his skyward-facing claws to the sky as he does; Dry Bowser breathes a stream of blue fire towards the sky before laughing and stomping forwards; and Dry Bowser stomps forwards before crumbling to the ground into a pile of bones.

"Duck Hunt", as a fighter, is a trio of three characters: the dog and a duck from Duck Hunt, and a player from off-screen who wields the NES Zapper. This is fitting, as Duck Hunt utilizes elements from several NES games that utilized the NES Zapper peripheral, from Hogan's Alley to Wild Gunman. The name "Duck Hunt" stems from the NES game of the same name, in which the player must shoot ducks from out of the sky so they can be picked up by a dog; Duck Hunt is the most recognizable title to use the NES Zapper.

For ease of reference: "Duck Hunt" in this profile typically refers to the dog, as the duck is almost always prominently perched on his head.

First appearance:
Duck Hunt (1984)
Special Attacks
Neutral Special: Trick Shot is Duck Hunt's neutral special move, and is based on the game mode of the same name from Hogan's Alley. In Hogan's Alley, the player must shoot at a tin can to knock it in a small arc with the intent of fitting it into one of three openings. In Super Smash Bros. this attack basically acts the same: pressing the special attack button for the first time sees Duck Hunt kick the can out and in a small arc. Pressing the special attack button more causes the off-screen shooter to zap the can, sending it upwards once more. The player can do this several times before the can will self-destruct, or will explode should the player arc it into a foe. If the can lands on the ground, it can be attacked by foes to knock it around, though it will explode if left alone for long enough, it takes enough damage, or one of Duck Hunt's smash or charge attacks that utilize the off-screen shooter come in contact with the can.

Side Special: Clay Shooting is inspired by "Game C" in Duck Hunt, in which, instead of firing the NES Zapper at ducks, the player must shoot clay pigeons as they are shot from off-screen into the play area. In Super Smash Bros., Duck Hunt's side special move sees Duck Hunt toss a clay pigeon forwards, which will travel quite a distance and shatter upon running into a foe. If the special attack button is pressed again as the clay pigeon flies through the air, the off-screen shooter will zap it, damaging all those within the vicinity.

Up Special: Gumshoe is a game for the Nintendo Entertainment System that also utilizes the NES Zapper peripheral. A predecessor to the popular "unlimited runner" games often released on mobile devices, Gumshoe saw players having to shoot at enemies to keep the titular gumshoe - Mr. Stevenson - safe, as well as shoot at him to cause him to jump. In Super Smash Bros., pressing the special move button causes Duck Hunt to quickly summon Mr. Stevenson underneath them, who will then jump upwards. If the button is pressed more times, the player can bounce upwards up to three times, before Mr. Stevenson disappears. The NES Zapper crosshairs, like with several of Duck Hunt's smash and charge attacks, damages nearby foes when the off-screen shooter shoots at Mr. Stevenson and the Duck Hunt duo.

Down Special: Wild Gunman is a game that utilizes the NES Zapper peripheral released in 1984. The game sees the player go up in a western-style showdown against a wild gunman, and, once he yells "FIRE!", the player must fire at this cowboy before they fire at the player. In Super Smash Bros., this game itself doesn't inspire the attack; the wild gunmen themselves make appearances. Using the down special move causes Duck Hunt to summon one of the five different opponents from Wild Gunman. These gunman all have slight differences - such as 1% damage differences or reduced/increased start-up time - but they all fire their gun forwards once before disappearing. Opponents can attack the wild gunman before he fires in order to knock them away, cancelling the attack entirely.

Final Smash: To the Earth was a game for the Nintendo Entertainment System developed by Cirque Verte and published by Nintendo. The game, which was released exclusively in Europe and North America, utilized the NES Zapper peripheral and was released to average to negative reviews, due to its incredible difficulty. In Super Smash Bros., the move sees Duck Hunt summon one of the enemy ships from that game, which will fly across the screen horizontally from where Duck Hunt is when the attack was initiated. After reaching the other end of the screen, all opponents that came in contact with the ship - which deals no damage and merely freezes foes in place - are knocked into a cinematic where they are placed within the To the Earth game - riding on spaceships that are quickly destroyed by the off-screen zapper, which deals damage and knocks all of them away.

Alternate Costumes
Miscellaneous
Duck Hunt's entrance animation sees him walk in from the right while sniffing the ground before jumping behind a [pixellated] patch of grass, standing on his two hind legs, and laughing.

Duck Hunt's taunt sees him stand on his hind legs and chuckle as the duck falls off its head.

Duck Hunt's victory theme begins as a direct rip of the 8-bit theme that plays at the beginning of a new game of Duck Hunt before transitioning into a remix.

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Duck Hunt's victory poses are as follows: the dog jumps behind a patch of grass and the duck tries to land on its head as it begins to snicker, but the off-screen shooter shoots at the bird causing both of them to flinch and dodge the crosshair; Duck Hunt kicks a tin can away, which is then shot out of the air by the off-screen shooter, and the dog jumps backwards in shock; and a cowboy from Wild Gunman and a cut-out of a gangster from Hogan's Alley are both shot by the off-screen shooter and Duck Hunt, who stands in-between them, cowers on the ground with the dog's paws covering the duck's eyes.

Elma is a high-ranking member of the private military organization BLADE (Builders of the Legacy After the Destruction of Earth), and the central character of Xenoblade Chronicles X. Prior to the human race needing to evacuate Earth due to the Ganglion, Elma worked as a subordinate of the hero who saved those aboard the White Whale as the colonel of the Coalition Heavy Armor Training Unit (Skelleton Unit). After the White Whale crashed-landed on Mira and New Los Angeles was established, Elma chose to become the leader of the Reclaimers Division and navigate the dangerous alien terrain in order to reclaim the fractured pieces of the ship that brought humanity to Mira.
First appearance:
Xenoblade Chronicles X (2015)
Special Attacks
Neutral Special: Side Slash is a Battle Art from Xenoblade Chronicles X, which can be used to inflict an enemy with Fatigue. In Super Smash Bros., the attack's properties differ depending on how Elma deals damage to an opponent with it. When used, Elma will perform a close-ranged, but fairly strong and quick, attack with both of her swords. If this attack hits someone with their back turned to Elma, it will deal little damage but high knockback. If the opponent is facing Elma however, the attack will deal more damage and, while it doesn't deal any knockback to them, does decrease their movement speed and jump height for a short period of time.

Side Special: Sliding Slinger is a ranged Art from Xenoblade Chronicles X, which many Commandos that wield Dual Guns are capable of learning. Upon use, both in Xenoblade Chronicles X and Super Smash Bros., Elma will slide forwards while shooting upwards; in the latter game, both her slide and her bullets deal damage to foes. When in the air, Elma will instead slide at a slight upwards angle and shoot forwards.

Up Special: Shadowstrike is one of Elma's two Signature Arts, and one of the two Arts that she knows at he beginning of Xenoblade Chronicles X. The attack is a fairly mobile one that allows Elma to move about the battlefield while also dealing damage. In both its debut title and Super Smash Bros., the move begins with a backflip, followed by Elma propelling herself at an upwards diagonal angle followed by a downwards heel kick.

Down Special: Electric Surge is an Art that can be used by characters that wield Dual Swords in Xenoblade Chronicles X. In that game, this is a melee attack that would deal more damage to a foe depending on how low the user's HP is when it is used: the lower it is, the more damage it deals. In Super Smash Bros. this attack is very similar in terms of use, though not appearance: Elma crouches and performs a 360-degree spin quickly that has electrical properties. Like how in Xenoblade Chronicles X this attack would become more powerful the lower the user's HP is, in Super Smash Bros. this attack will deal more damage and knockback depending on how high Elma's damage percentage is.

Final Smash: Crisis Catalyst is a Skill in Xenoblade Chronicles X that members of the Full Metal Jaguar can acquire at rank 7. Crisis Catalyst increases the user's critical hit rate when the player's HP decreases below half, and its effects are doubled when the user has less than a quarter of their maximum HP remaining. In Super Smash Bros. Elma will charge up, gaining a red glow, that increases her speed, damage, and knockback output a substantial amount. Elma can use all of her special moves in addition to her standard attacks while Crisis Catalyst is active, and many of her attacks gain a fire effect to signify their increased strength. The effects of Crisis Catalyst last for a short amount of time, with the glow surrounding Elma fading over time to denote this.

Alternate Costumes
Miscellaneous
Elma's entrance animation sees the Verus Skell, in its motorcycle-like form, crash through the stage, which Elma ejects from to land in a crouching position.

Elma's taunt sees her cross her arms and mumble one of several different phrases. These phrases are:

  • "I'm good to go."
  • "Okay it's time to attack."
  • "It's not over yet."

Elma's victory theme is a more percussion-based remix of an excerpt of the MONOX theme from Xenoblade Chronicles X.

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Elma's victory animations are as follows: Elma spins her two swords before putting them away as she says "Hostiles neutralized"; Elma crouches down and rests her hand on the ground, muttering "I don't know why they even bother"; and Elma shoots her guns on either side of her, then towards the camera.

Emily Kaldwin is the Empress of the Empire of the Islands and the daughter of the late Jessamine Kaldwin. At 10 years old her mother was assassinated by the Knife of Dunwall, Daud, and she was placed at the centre of a conspiracy that attempted to take away her family's power from the throne and was kidnapped. After she was rescued by her mother's protector Corvo Attano, Emily was crowned Empress, a title she held for 15 years until a coup occurred and her throne usurped by Delilah Copperspoon.
First appearance:
Dishonored (2012)
Special Attacks
Neutral Special: Incendiary Bolts are one of the three types of crossbow ammunition that can be acquired by Corvo in Dishonored and one of the five types that Emily and Corvo can use in its sequel. Incendiary Bolts are a special type of crossbow bolt with a small canister of whale oil attached to it, which ignites to create a napalm effect when it is fired at something. In Super Smash Bros., Emily will fire an Incendiary Bolt forwards with her crossbow, the distance increasing as the special attack button is held down. Because the bolt detonates when it comes in contact with a wall, Emily can be damaged if she is too close to whatever she may hit; additionally, if the attack is charged for too long, the bolt will explode and only damage her.

Side Special: Domino is one of the supernatural abilities Emily Kaldwin acquires from The Outsider in Dishonored 2. In that game, it is a powerful ability that connects between two to four individuals together, linking the damage one takes to all of the others connected to them. Due to the nature of the ability in Dishonored, its appearance in Super Smash Bros. makes it a much different ability. While it still links together all those that are hit, Emily instead dashes forwards a fair distance, slashing with her knife at the end of her travel. In order to mimic its use in Dishonored 2, Domino causes all those who are hit by Emily's dash and swipe attack to be stunned together, and they will all take the same amount of knockback regardless of what their current damage percentage is at, based off the final foe to be hit. For instance, if Emily were to hit three different opponents with damage percentages of 2%, 33%, and 97% respectively, all of the targets will be knocked back as much as they would if they were to all be at 97%.

Up Special: Blink is an ability that Corvo is able to use in both Dishonored and Dishonored 2; though Emily is incapable of using it herself, she does have a similar ability in the form of Far Reach. Blink, in Dishonored, is essentially the ability to teleport - the player can target a wall or platform to teleport Corvo towards, marked with a white circle; this differs from Emily's Far Reach ability in that the latter is more akin to a grappling hook, and Emily is only able to target ledges and will pull herself towards it with a shadowy tendril. In Super Smash Bros., Emily's version of Blink is identical to Corvo's in Dishonored - she will teleport in the direction specified by the control stick, appearing and disappearing in a flash of white light, dealing no damage as she appears or disappears.

Down Special: Doppelgänger is one of the abilities Emily can obtain in Dishonored 2, and its appearance in Super Smash Bros. makes it more akin to how it acts when the Transposition upgrade is equipped to it. As her down special move, Emily uses her Doppelgänger ability as a sort of counterattack, using her summoned doppelgänger to create a decoy that will take an attack for her, before appearing behind the foe that attacked her and dashing into them with her Far Reach ability to knock them away and damage them.

Final Smash: Shadow Walk is a powerful ability that was gifted to Emily Kaldwin by The Outsider. One of the most unique abilities she (or Corvo, for that matter) can acquire, Shadow Walk allows Emily to transform into a small beastly creature made of smoke in order to silently creep up on her targets and take them out with a powerful attack. In Super Smash Bros., this attack is very temporary, though it acts nearly-identical to its appearance in Dishonored 2: Emily transforms into this smokey state where she can move at high speeds and jump high, performing a powerful punch with a sharp-ended tendril of smoke. This attack, while incredibly powerful, will also decrease the time remaining before Emily transforms back into her human state.

Alternate Costumes
Miscellaneous
Emily's entrance animation sees her fall from the sky while in her smoky Shadow Walk state before transforming into her human appearance while in a crouching position before standing up.

Emily's taunt sees her hold her clenched fist up to her face, showing the back of her hand towards the camera as the Mark of the Outsider on it glows blue.

Emily's victory theme is an orchestral, sped-up remix of the opening of the track "Honor For All" from the Dishonored soundtrack.

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Emily's three victory animations are as follows: Emily pulls down her mask and holds her hand with the Mark of The Outsider on it up to her face as it glows; Emily, with her mask down, pulls out The Heart ad it glows a few times before she puts it away and puts her mask up; and Emily pulls out her sword and her flintlock pistol as she crouches down and looks up and down off to the right.

Falco Lombardi is one of the main protagonists of the Star Fox series. Falco is an ace pilot, highly respected by the other members of Team Star Fox, but does often act in a brash and cocky way; though often appearing to be uncooperative, he is devoted to assisting his allies. Little is actually known about Falco's past before he joined Team Star Fox, though it is known that he is particularly close to Katt Monroe, who knew the avian as a child and fought alongside him as a member of the gang Free-As-A-Bird.
First appearance:
Star Fox (1993)
Special Attacks
Neutral Special: Sniper Rifle is a weapon that makes an appearance in the Sega-developed Nintendo GameCube title Star Fox: Assault. In that game, the Sniper Rifle can be used to combat foes from a distance, as it features a scope that allows the user to zoom in on a potential target before firing a powerful, albeit thin, laser blast towards them. In Super Smash Bros. Falco will crouch down and fire a burst from the gun, though this projectile features several unique properties. The Sniper Rifle's shot pierces through fighters close enough to Falco, and deals significant knockback to those in the same radius. As the projectile travels however, its knockback output decreases while its damage output increases. The shot can travel the entire length of a stage, and does so at a high speed, though the move has long ending lag and the projectile is incredibly thin and thus easy to dodge.

Side Special: Homing Launcher is a weapon featured in Star Fox: Assault, and is described as Falco's preferred method of combat while active in on-foot missions. The Homing Launcher is a large red rocket launcher manufactured by Space Dynamics, which has a tracking device that allows its rockets to home in on opponents. In Super Smash Bros. the homing capabilities are much weaker, as is the rocket's damage output: Falco will fire a rocket from the blaster and it will loosely fly in the direction of the nearest enemy to Falco. If the rocket flies for a long-enough period of time without coming in contact with a foe, it will simply fall to the ground and explode upon impact with an enemy or the aforementioned platform.

Up Special: Free Bird is a recovery ability based upon that used by Fox and his Echo Fighter, Fay, that is not inherently based upon any ability the characters demonstrate in the Star Fox series. Like Fox's up special move "Fire Fox", Falco's technique sees him fly upwards a fair distance at a high speed, with the direction Falco travels in being determined by the current position of the control stick. Unlike Fox and Fay's special moves, Falco is not surrounded by an elemental effect as he travels (only blue lines that can be interpreted as stylized wind effects), and flies a further distance and through opponents while dealing minimal damage.

Down Special: Sensor Bomb is a type of proximity mine featured in Star Fox: Assault. As its name implies, the Sensor Bomb reacts to individuals who pass by it, exploding should someone enter its search radius. Once triggered, the Sensor Bomb will jump into the air a short distance before detonating. This weapon acts the same in Super Smash Bros. as it did in Star Fox: Assault, though unlike in the latter title Falco is unable to set-off the bomb he placed. Falco can only have one Sensor Bomb on the stage at any given time, and it will despawn should it not be triggered for a long-enough period of time or when Falco is KO'd.

Final Smash: Arwings are a type of space combat vehicle designed by Space Dynamics for use by Team Star Fox. An Arwing can only hold a single passenger, and comes equipped with a variety of weapons and defensive gadgets that essentially allow it to be an incredibly-mobile flying tank - such inclusions include the G-Diffuser (which allows it to defy gravity and adjust its speed at a near-instantaneous speed), a cannon that fires laser beams, and an electromagnetic shield that absorbs the shock of energy projectiles. In Super Smash Bros. Falco uses an Arwing, his preferred vehicle, to deal damage to foes once he is granted his Final Smash: upon activation, a crosshair will appear a short distance in front of him before lasers are fired from the foreground into it. If enemies are hit by them, a short cinematic will play out where a Walker (an Arwing that has the ability to transform into a ground-based version wherein its wings become leg-like appendages) will dash through the stage and Falco will jump into it as it does. Any fighter hit will then appear in a cinematic where Falco, alongside Slippy, Peppy, and Miyu fly in a formation with Falco in front, and fire blasts at the targets that deal a substantial amount of damage before launching them away.

Alternate Costumes
Miscellaneous
Falco's entrance animation sees him jump out of an Arwing that flies through into the foreground, landing in a crouched position with one of his wings held upwards at an angle.

Falco's taunt sees him pull out his Homing Launcher and polish it with his wing, saying "Hold still and lemme shoot you."

Falco's victory theme is an electric guitar-based remix of the opening of the "Mission Complete" theme from Star Fox Command.

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Falco's victory poses are as follows: Falco sits on the ground with one leg out, scoping through his Sniper Rifle, which he first points off towards the right-side of the screen before moving to face the camera's lens; Falco, in a crouching position while holding his Sniper Rifle, says "Scratch one bogey" before standing up with a spin; and Falco says "Game over pal" while holding his Homing Launcher, before slinging it over his shoulder and turning it around.

Fay is the daughter of an aristocrat who aims to protect her family and her planet from Andross by enlisting in the Cornerian Army. In Star Fox 2, she and a lynx named Miyu were drafted from the Cornerian Army to temporarily join the group of bounty hunters known as Star Fox, under the orders of General Pepper himself. In battle, Fay pilots a less defensive Arwing designed to travel at high speeds.

Fay is an Echo of Fox McCloud, with all of her moves being deviations of his.

First appearance:
Star Fox 2 (2017)
Special Attacks
Neutral Special: Blasters are the weapon most commonly used by the members of Star Fox while they are present on ground-based missions. In Super Smash Bros., Fay can fire this weapon in rapid succession by tapping the special attack button. Unlike most projectile attacks, the lasers fired by the blaster don't cause enemies to flinch, even though it does deal slight damage to them. This means that Fay can damage a foe from afar in a way that they may not even fully realize they are being damaged by her.

Side Special: Fay Flash is a technique inspired by Fox's side special move, Fox Illusion. While Fox's attack sees him dash forwards and leave behind three clones, Fay Flash instead sees Fay travel a much further distance, leaving five clones in her wake. Unlike Fox Illusion however, Fay does not make the foes that she travels through while using Fay Flash flinch, instead Fay damages them slightly but they are unfazed.

Up Special: Shocker Spaniel is Fay's take on Fox's up special move, Fire Fox. Shocker Spaniel, named so in reference to her being a canine, sees Fay be encased in an electrical aura and perform a drill-like motion as she travels upwards. While many of her other special attacks focus on speed, Shocker Spaniel instead focuses on power, as Fay does not travel a fair distance upwards when the move is used (though, as the move can be charged, the distance that she can travel can vary) but instead traps foes around her as she spins before launching them at the peak of her movement.

Down Special: Reflectors are gadgets supposedly created by the Star Fox's engineer Slippy Toad. These devices create hexagonal-shaped fields of energy that reflect any projectile that hits it. Unlike Fox's use of the Reflector, Fay holds her's in her hand and spins around while it is active, creating a prism around herself for a short time. While Fox's can be used indefinitely, Fay's Reflector automatically activates and deactivates as she spins.

Final Smash: Landmasters are a ground-based tank with hovering capabilities often deployed by Star Fox when in dire ground-based situations. These large tanks come equipped with a laser cannon, and can perform a roll attack by spinning it around its axis. Fay's Landmaster is almost-identical in every way to the one Fox calls upon for his Final Smash, though there are some slight differences. In addition to Fay's Landmaster sporting teal accents instwad of blue, her Landmaster also moves at a slightly faster speed but sacrifices some of the damage she deals.

Alternate Costumes
Miscellaneous
Fay's entrance animation sees her jump out of an Arwing that flies through into the foreground, landing in a crouch before hopping up quickly with both of her arms above her head.

Fay's taunt sees her throw her blaster upwards and twirl around before catching it, giggling as it lands in her paw.

Fay's victory theme is a techno remix of an excerpt of the "Ground" theme from Star Fox 2.

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Fay's victory poses are as follows: Fay performs a backflip before shooting her blaster to both her left and right quickly; Fay spins around as electric sparks dance around her feet; and Fay points her blaster to the sky and, with a smile, fires three times in rapid succession.

Human-like beings capable of wielding weapons imbued with the powers of the Gods and Goddesses compete in the divine sports for the entertainment of those who reside in Skyworld; lacking a name, they are simply referred to as "Fighters". The Fighters are capable of many of the same feats as Pit, the captain of Palutena's guard, though as they are distinctly not angels, they are far less powerful than him, lacking the defensive and offensive prowess to take on the likes of the Underworld Army. Some sports require Fighters to be separated into the Light Team and Dark Team, though ironically the more-friendly of them often participate for the latter.
First appearance:
Kid Icarus Uprising (2012)
Special Attacks
Neutral Special: Celestial Firework is a Power from Kid Icarus Uprising, and the only one classified as a "Miscellaneous" type to have any significant use. Celestial Firework sees the user, be it Pit or a Fighter, launch a small firework high into the air to damage and knock away all nearby enemies; in team-based Together Mode matches, this can also be used to signal the user's teammates. In Super Smash Bros. the Fighter points their First Blade skywards and launches a small ball of light that travels a fair distance before exploding. When used directly next to a foe, the firework will drag an enemy along with it, knocking them away as it explodes.

Side Special: Burst Blade is a type of Blade, one of the weapon classes that Fighters can wield in Kid Icarus Uprising. Compared to the others of its type, the Burst Blade has significantly less range and is one of the weaker weapons, though the Burst Blade also fires three blasts of energy at once in a triangular pattern, thus allowing them to neutralize enemy fire easily. In Super Smash Bros. the Fighter fires the Burst Blade, releasing three small bolts of energy that fly a short distance before exploding. The blasts will also explode once they come in contact with anything solid, be it a wall or another fighter.

Up Special: Rocket Jump is a Power that appears in Kid Icarus Uprising. When this Power is used it launches Pit or a Fighter skywards "with the force of a rocket", blasting through foes as they do so. In Super Smash Bros. it acts the same way: the Fighter will straighten-out before flying upwards a fair distance at a great speed, performing a spin at the peak of their jump with a sweetspot that deals significant more knockback present at the end of the First Blade they hold.

Down Special: EZ Cannon is the most-basic type of Cannon that can be acquired in Kid Icarus Uprising. All Cannon weapons are large firearms that slow the user's movement, and most fire explosive blasts of energy capable of bouncing off of any surface; the EZ Cannon is no exception to this, and its ricocheting shots posses homing capabilities. In Super Smash Bros. the Fighter equips the EZ Cannon and fires a large blast of energy forwards which can bounce off of a single surface, but will explode upon hitting a second or another fighter. Unlike in Uprising, the EZ Cannon must be charged up for a hefty duration (by holding the special move button down) prior to firing, which can leave the Fighter open to attacks; the later part of the EZ Cannon's charge does grant the Fighter super armour that makes them less likely to flinch from attacks, though any attack prior to this will cancel the attack. Simply pressing the special move button will have the Fighter fire a weak blast of energy that acts as a close-ranged attack and deals very little damage or knockback.

Final Smash: Explosive Flame is a Power in Kid Icarus Uprising, and one of the strongest that can be used. Once activated a large explosion will occur in front of the user, the centre of the explosion laying in the ground to create a semicircular detonation that only expands over time. In Super Smash Bros. the Fighter points forwards with their First Blade, creating an explosion a short distance in front of them that expands over a short period of time, dealing massive damage to any who become trapped in it. The Fighter is immune to the effects of the Explosive Flame, and can even run around to knock their opponents into the explosion after they summon it onto the stage. As the explosion dissipates, it will launch away all foes trapped in it.

Alternate Costumes
Miscellaneous
The Fighter's entrance animation sees them warp onto the stage with their back to the camera, holding their First Blade down the length of their back.

The Fighter's taunt sees them wave their First Blade in an arc above their head, before swinging it down harshly in front of them.

The Fighter's victory theme is a direct rip of the fanfare that plays at the end of a Together Mode match in Kid Icarus Uprising.

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The Fighter's victory animations are as follows: The Fighter launches a Celestial Firework into the air, before pointing forwards with their staff; the Fighter fires a blast of energy from their First Blade before swinging it in an X-shape and draping it down their side; and the Fighter will throw their First Blade into the air, pump their fist, then catch their weapon and turn around.

Fox McCloud is the main protagonist of the Star Fox series. The leader of the series' titular team of intergalactic bounty hunters, Fox strives to live up to the reputation left by his missing father James McCloud, who was believed to have been killed after one of the former members of Star Fox, Pigma Dengar, betrayed the team. Fox carefully chose the members of his reformed Star Fox crew, adding in his two friends Slippy Toad and Falco Lombardi to the sole returning member Peppy Hare.
First appearance:
Star Fox (1993)
Special Attacks
Neutral Special: Blasters are the main weapons the members of Team Star Fox wield during ground missions. A small pistol-like gun, this blaster fires short lasers that travel a fair distance. The lasers fired from this blaster are slower, and they stun foes in place when an opponent is hit by one. Though Fox can fire the blaster in succession indefinitely, there is a slight period of cooldown between each shot.

Side Special: Fox Illusion is a technique that Fox is not actually able to perform in a Star Fox title, but may be inspired by the Arwing's ability to enter lightspeed to travel across long distances in an incredibly short amount of time. Upon pressing the side special move button combination, Fox dashes forwards at a high speed, leaving behind three illusions of himself as he moves and dealing damage to all those in his path as he does so.

Up Special: Fire Fox is a recovery ability that sees Fox being encased in fire as he dashes upwards a short distance at a relatively high speed. As Fox travels, surrounded by fire, he will drag foes along with him, before launching them away when the fire disperses and he begins to fall helpless. The direction that Fox travels in is based on the control stick's designated direction.

Down Special: Reflectors are gadgets developed by Slippy Toad that can create a hexagonal energy field that, as implied by its name, reflects any projectile that touches them. In addition, when the Reflector is initially activated it will deal slight damage to a foe should they be within the Reflector's energy field.

Final Smash: Landmasters are a recurring vehicle used by Star Fox. It is a ground-based tank with the ability to hover over the ground for short periods of time, and many are outfitted with a cannon that fires large and powerful laser projectiles. Fox summons a Landmaster, which is warped onto the stage, and the player can drive it around and deal damage by firing lasers via the special attack button. In addition, the Landmaster acts as a platform for the other fighters, meaning that Fox can fly off the top of the screen while an opponent stands atop the vehicle to KO them. When on the ground, the Landmaster can also perform a stationary roll that deals damage to those around it.

Alternate Costumes
Miscellaneous
Fox's entrance animation sees him jump out of an Arwing that flies through into the foreground, landing in a crouching position.

Fox's taunt sees him bend down slightly and lean back as he waves his hand in a beckoning gesture. As he does so, he will shout "Come on!" or "Here I come!"

Fox's victory theme is an orchestral remix of an excerpt of the Star Fox 64 main theme.

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Fox's victory poses are as follows: Fox throws his blaster into the air before catching it behind his back with a cocky smile; Fox spins his blaster in a flashy manner before placing it in his holster as he says "This is Fox. Returning to base." into his radio; and Fox points his blaster at the camera saying "Mission complete!"

Funky Kong is a major recurring character from the Donkey Kong series. A very athletic member of the Kong family, Funky primarily runs a number of different stores that Donkey Kong and his pals can purchase items or services from. His first shop was Funky's Flights (where he'd fly Donkey Kong and Diddy Kong to other areas of DK Island), followed by Funky's Flights II (which was essentially the same service), Funky's Rentals (where he'd rent out a watercraft to Dixie Kong and Kiddy Kong), Funky's Store (where the Kongs of Donkey Kong 64 could buy weapons and ammo for them), and lastly Funky's Fly 'n' Buy (which was a store that carried several different items for the use of Donkey, Diddy, Dixie, and Cranky Kong).
JSSB character logo - Donkey Kong
First appearance:
Donkey Kong Country (1994)
Special Attacks
Neutral Special: Funky Skip is based upon an ability that Funky Kong demonstrates in the Nintendo Switch version of Donkey Kong Country: Tropical Freeze. In that game's "Funky Mode", the player can control Funky Kong, who has a wide range of abilities that make the game easier for beginners. One such ability sees Funky Kong use his surfboard to skip across the surface of water. In Super Smash Bros., Funky Kong will pull out his surfboard and fly forwards a short distance as he lands down on it. When on the ground, players can continually skip forwards by timing presses of the special attack button. When in the air, Funky Kong will fly forwards a further distance but will then enter a pseudo-helpless state.

Side Special: Spinning Kong is a technique that, while originally created for Donkey Kong's use in the Nintendo 64 title Super Smash Bros., mimics Funky Kong's wild and outgoing personality. Upon pressing the special move button, Funky Kong will spin his body, with his arms outstretched, horizontally, and fly forwards a short distance as if he were a helicopter's propeller. If the player holds upwards on the control stick, Funky will instead fly upwards a very short distance before falling helpless, making it useful as both a vertical and horizontal recovery.

Up Special: Barrel Cannons are a recurring object in the Donkey Kong franchise, first appearing in Donkey Kong Country and returning in all subsequent entries of the Donkey Kong Country and Donkey Kong Land series. Barrel Cannons are, as implied by their name, wooden barrels that launch those who enter them like a cannon. Though Funky has never used a Barrel Cannon outside his playable appearances, in the first two Donkey Kong Country titles Funky Kong offers a service where he will fly the playable Kongs around the world using his half-plane, half-barrel hybrids. In Super Smash Bros. Funky Kong will summon a Barrel Cannon beneath him and it will launch him high into the air. Funky will deal damage to foes as he is fired upwards, and the Barrel Cannon will also explode after a short moment to also damage nearby fighters; the Barrel Cannon can be used by other players in the short period of time between Funky using it and its detonation.

Down Special: Surfboard Smash is, as accurately described by its name, a powerful attack that sees Funky slap the ground with his surfboard to create shockwaves in front of him. While a single use is fairly useless, multiple can be chained together by rapidly pushing the special attack button, making it a gamble should a foe wish to land on a smaller platform that is being rocked by such shockwaves. If used in the air, Funky will smash his surfboard downwards in front of him and cause foes he hits to be meteor smashed downwards, but they can not be chained together as they could be on the ground.

Final Smash: Funky's Flights, or variations thereof, is a recurring structure in the Donkey Kong series, initially appearing in Donkey Kong Country, but is also the name of a minigame in the Game Boy Advance remake of Donkey Kong Country 2: Diddy's Kong Quest, off which this Final Smash is based. Summoning the Gyrocopter, Funky Kong takes to the skies, and the player can fly him around and shoot small missiles that denote in golden explosions after travelling a short distance (or when they hit an opponent) with either the special or standard attack buttons.

Alternate Costumes
Miscellaneous
Funky Kong's entrance animation sees him bursting out of a Star Barrel with a powerful breakdancing-esque kick, followed by a thumbs up and a smile to the camera. Tawks the Parrot, who was perched on the Star Barrel prior to its destruction, gives Funky a thumbs-up as he flies away.

Funky Kong's taunt sees him perform a surfing pose, despite not being on a surfboard, as he gives a peace sign with his hand.

Funky Kong's victory theme is a cover of the fanfare that plays in the Donkey Kong Country titles whenever Donkey Kong (or any other playable character) defeats a boss or completes a Bonus Game. Though the song is the same as the one used for Donkey Kong's victory fanfare, Funky Kong's remix has a more tropical vibe to it and is distinctly different.

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Funky Kong's victory animations are as follows: Funky Kong, standing on his surfboard, performs a backflip and lands in a one-handed handstand, with the other hand showing off a thumbs up; Funky Kong snaps his fingers and holds his hand above his head before performing a somersault and landing in a surfing position; and Funky Kong runs atop a rolling barrel, which bounces off the ground and into the air before landing vertically on the ground, and Funky lands in a sitting position atop it.

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