Master Hand vs. Polygon Man (Super Smash Brothers vs. PlayStation All-Stars Battle Royale)

 

"People who feel the need to control others, don’t have control over themselves." - Unknown


Master Hand, the master of all creation from Super Smash Bros.


Polygon Man, the rejected mascot and overlord of PlayStation All Stars Battle Royale.


Nintendo and PlayStation have been some of the biggest dogs when it comes to making games these past few decades. So what happens when you take the gods of their crossover fighting games and make them and their fighters duel?

Before We Begin


This blog is very simple in the media used. The blog will ONLY FOCUS ON THE FIGHTING GAMES FOR BOTH. This means no Kirby scaling for Master Hand, no Astro Bot for Polygon Man and most importantly we will not be scaling either character to feats performed from the crossover franchise's home series. We will just be using feats from the various Smash Bros titles and PlayStation All-Stars Battle Royale. 


Shoutout to the various Smash and PlayStation All-Stars VSBW pages for scans and calcs. As well as Cryotechnics’ Miis VS Minifigures Blog.

Background

Master Hand 

“Mwa-ha-ha-haaaa!”


The worlds of Nintendo, far and wide, are some of the definitive examples of bringing fun and joy into the realm of digital entertainment. They are the company you have to thank for saving the west from the Video Game Crash of 1983, enabling the many other companies and properties we have today to even just exist. They’re the root of our modern gaming world, and with their incredible roster of heroes, villains, and general wacky characters, it only stands to reason that seeing all of these remarkable casts come together would be nothing short of genre-defining. Well, in this world, they do. As trophies, living to fight, these incredible warriors come together to pit their abilities one against another, all under the imaginative guidance of one mysterious being. This anomaly is the very personification of creation and usually the last challenge that awaits fighters, the one, the only, Master Hand.


As popular and well-known as this great big glove is, the fact of the matter is that we actually know very little about Master Hand. He hides himself largely in mystery, to the point that we don’t even know if this is the full extent of his abilities. But what we do know is that Master Hand is the creator of Super Smash Bros., and he actually cares quite a bit about his creations and enjoys monitoring their battles. Yes, while Master Hand is the final boss in a lot of cases, it wouldn’t really be true to say that he’s evil. He just greatly enjoys taking on the mightiest warriors he can come across, even if he is always holding back. In fact, Master Hand has even directly taken part in fighting against the forces of evil on a few occasions, even beating down an army of dark (or light we suppose) copies of fighters created by Galeem and Dharkon.


But while we can pretty safely put together that Master Hand is no villain and just enjoys the thrill of battle as much as any of his creations, there’s really only so much we can truly figure out about him. Have we ever truly seen the full extent of this creator’s power? Does he have any deeper motivations for creating such a grand and sprawling world as the one of Smash Bros.? Is he really just a great big glove, or is he something else entirely? The fact of the matter is we’ll probably never know, no matter how much we may speculate. But no matter who Master Hand is and what his ultimate motivations may be, we can at least be confident that the world of Smash rests (relatively) safely under the might of its creator. And whenever a fighter clears their way through the gauntlet of their adversaries, Master Hand will always be ready and waiting at their Final Destination, eager to truly put their abilities to the test.

Polygon Man

“I consider this a role-playing game. Today, you’ll be playing the part of a piñata!


Playstation. A household name creating some of the most beloved memories and games for the past three decades. May it be the ever creative LittleBigPlanet, the action packed God Of War, or the moral questions of Infamous, almost every game on Playstation consoles has brought a fulfilling experience to the people. Of course, every good brand needs a face, and Playstation was no exception. The year was 1995, the groundbreaking Playstation had finally reached North America. To help advertise this product, Sony would place a small mascot in papers advertising the console. The very first and unfortunately rejected face of the Playstation brand was the very face that hovers before us today: Polygon Man.


Unfortunately, before Polygon Man could be deemed the face of a system, he was rejected by Playstation head, Ken Kutaragi. Polygon Man would soon fade into the realm of obscurity for decades. Fast forward to the tail end of the PS3 generation, Polygon Man would be revealed to be the main villain of Playstation All Stars Battle Royale. Not much is known of Polygon Man’s actual origin within PS All Stars or what his reason is for why he brought all of these Playstation characters together to fight each other. But what we do know is that Polygon Man considers himself a god and that none have bested him before. 


From what we can gather, he does live up to what he claims, considering how much he enjoys control over others. Polygon Man also seems to possess a powerful essence called All-Star Power, or AP for short, which we see form him before his fight. This seems to be the most likely source to his godly power and how he’s gained control over many powerful fighters. At the end of the day, while not a whole lot may be known about Polygon Man, all that matters is that he’s an evil god that wants to prove his superiority to everyone in the Playstation universe. No matter which fighter it is, Polygon Man awaits at his arena to grant them a challenge.

Experience/Skill/IQ/Other

Master Hand

Truth be told, the full extent of Master Hand’s skill and capability in combat is not something we can get a complete lock on. You see, while Master Hand is someone who is fought on a frequent number of occasions throughout the Super Smash Bros. series, there’s just one ever-so-minor thing worth pointing out with these fights. He’s always holding back. Yes, even if he is the final boss most of the time, even if he is one of the greatest challenges to face in the games, that’s just Master Hand messing about and having some fun. Even Master Core we can’t say for certain is his full strength, it just might be. Well, if we’ve never seen Master Hand going all out, what can we say about his capabilities?


Taking into account what we do know, it does appear that Master Hand is an extremely skilled, devastating fighter. Master Hand stands as the final and greatest challenge that players face at the end of Classic Mode (for most fighters anyway), eclipsing the threats that are other fighters by a significant degree. In the World of Light mode, Master Hand was even capable of cleaning out an entire army of doppelgangers created by Galeem and Dharkon, all by himself and with no amplifications or backup. If taking out a whole army of fighters doesn’t convince you this hand has skills, not much will. His experience is also quite impressive as well, doing battle against so many fighters time and time again would naturally rack up quite an impressive number of battles, and Master Hand has done battle with pretty much every fighter on the roster at least once.


While slightly less known, Master Hand also appears to be rather intelligent as well. Of course, being able to create a functional universe like Master Hand did already takes some incredible knowledge, and he also generally seems to be a pretty smart fighter. He and Crazy Hand were also able to figure out how to swiftly bypass Galeem and Dharkon’s defenses with a portal and beat up their army, so he seems to be skilled in figuring out such problems and how to mess with reality however he pleases. Of course, the full extent of all of this is hard to actually quantify, given Master Hand’s full ability has never been revealed. But it is quite clear that he is one of, if not the most capable fighter in the world of Smash, and he’s been in likely hundreds of duels, testing his might against the very best of the best.

Polygon Man

Almost nothing is known about Polygon Man and his prowess and battle. However we do know has fought before the events of PSASBR and that he has not lost until the Arcade Mode showing he has some talent. Polygon Man’s main strategy is sitting back and using transformations to overwhelm his opponents from afar while his summons and corrupted fighters do the main dirty work. Polygon Man is sure of his power allowing him to be a decisive leader who can quickly handle threats to his rule. His variety of fighters and transformations allow him to keep opponents on their toes, forcing them to get creative when combating Polygon Man. 

Abilities

Master Hand

Creation

Master Hand is regarded as the ”source of creation”/”manifestation of the creative spirit” within the Smash Brothers universe. As such he can create pretty much anything he desires in battle. For example he can create spikes by dragging his finger across the ground. For a more extreme example, Master Hand created the Peach’s Castle stage with just a snap of his fingers (shown above).

Flight

Master Hand is a perpetually levitating hand in a constant state of flight. However, he can boost his flight speed via hand-slot rocket propulsion.

Finger Bullets

The Fraudulent One and Fraudkima ain't got shit on these finger guns. By making the shape of finger guns Master Hand’s can shoot bullets from his fingers.

Fire Manipulation 

Master Hand can create a ball of fire that he crushes in his hands. This ball then breaks apart and sends the pieces onto the stage to scorch foes. Master Hand can also set enemies on fire by kicking them with his fingers.

Electricity Manipulation

Master Hand can control electricity to shock his enemies. Usually this is manifested in the form of orbs that can home in on enemies. Electricity can also be found inside most of Master Core’s forms.

 Finger Drill

Master Hand can bury foes in the ground, making it impossible for them to move.

Icy Wind

By waving himself up and down, Master Hand can create a large gust of wind that moves enemies back. On higher difficulties, Master Hand can form a blizzard that shoots ice blocks.

Energy Manipulation

Master Hand can fire energy based attacks such as his famous Laser Nails. He can also throw balls of energy out that he uses to play ping pong with Crazy Hand.

Sleeper Grab

When it’s past your bedtime he forces you to go to bed by crushing you.

Snapper

With a snap of his fingers, Master Hand can inflict a stun on you. 

Duplication

In either Classic Mode or Master Orders, you can challenge a “horde”, essentially multiples of the same character created by Master Hand.

Size Manipulation

Master Hand can change the size of combatants in Master Orders. This can be done at mini or mega sizes. He can also do this in Classic Mode.

Speed Manipulation

Master Hand is able to change the speed of combatants in Master Orders.

Weight Manipulation

Master Hand can affect the weight of any fighter he desires. This includes making them lighter or heavier

Launch Rate Manipulation

As shown above Master Hand can affect the launch rate of combatants in Master Orders. Launch rate determines how far a fighter will be knocked back after being hit. This can also be targeted as shown above

Damage Manipulation

Master Hand can cause automatic damage to someone while sending them into Master Orders.

Teleportation

Master Hand can instantly move from one place to another. He can even teleport others as shown in Master Orders, teleporting any chosen character into a battlefield of his creation.

Regeneration

Looking at the above GIF one may be confused how Master Hand getting exploded into nothingness counts for regeneration. However if you cut to the next scene he’s clearly alive and freed from Galeem’s control, meaning he must have regenerated from getting turned into nothing.

Spatial Manipulation

In World of Light, Master Hand can create a crack in space that leads to Galeem and Dharkon. This becomes a full on hole in space people can travel through when given the help of Crazy Hand.

Polygon Man 

Flight

He’s a floating head. Not much else to say.

Body Control/Polygon Physiology

Due to the fact Polygon Man is just a bunch of polygons stuck together he can rearrange his make up at any given moment. This unique control over his body allows Polygon Man to change too and from many different forms. This also means he can even function when pieces of his head are broken off.

Reality Warping

While not directly stated, it’s clear Polygon Man caused the merging of many universes. This allowed elements from these worlds to be warped together for PSASBR’s stage transitions. For example, Polygon Man caused a whole city from Metal Gear to merge with Franzea which is shown above. 

Summoning

At a moment's notice, Polygon Man can summon Polygonal All-Stars to his side.

Power Bestowal

Polygon Man’s core is capable of powering up anyone who defeats him with an immense power boost. This boost also applies to vehicles that an All Star is making contact with.

Corruption

Polygon Man is capable of turning those he defeats into Polygonal All Stars under his full control.

Arsenal

Master Hand

Iron Balls

He's got balls to huck and balls to chuck.

Discs

Boomerang-like discs that hit foes on the way forward and back.

Platforms

Master Hand can create small platforms that carry the opponent into the blast zone.

Paint Balls

And you thought he was out of balls…


Master Hand can summon and throw large blobs of paint that explode when they hit the ground. These balls cover the target in paint meaning they take more damage and they become partially blinded.

Reflective Panels

Master Hand can create a series of small panels before shooting a laser that bounces off of them.

Smash Items

While you may not associate items with Master Hand due to his boss fights not having them appear, items can appear during Master Orders. Since these scenarios are controlled and devised by Master Hand he must have put the items into the battle and at minimum his summons can use the items. He can also give fighters items to start the battle with.


Smash Ball

The Smash ball needs no introduction. It’s an energy like ball that once hit enough times ingraines itself into the last person who hitted it and gave them they’re Final Smashes.

Dragoon

Three items are scattered across the battlefield, once all of the items are picked up they’re formed into the Dragoon and crash into the opponents off stage.

Daybreak

Similarly obtained like Dragoon, Daybreak once put together fires a massive laser directed towards the foe.

Containers (and many items similar to it)

Containers like Barrels, Crates, Grass, Party balls and Rolling crates all hold items inside and will drop them if broken. Unfortunately, This can backfire and will be blown up by bombs being inside!

Capsules

Capsules are usually found in the crates themselves, They blow up when opened, that's basically it.

Bomber

A living bomb that lives to blow itself up, Once held by someone it’ll create a gigantic explosion. Although the bomb can blow up by themselves if they fall off a platform.

Blast Box

An explosive crate that blows up, no way.

Fraud Smash Ball


It’s an very obviously fake ass Smash ball that’s fucking stupid.

Sandbag

A punching bag that punched really hard gives the abuser a capsule, something that can be used as an explosive. The sandbag is also alive so...

Maxim Tomatoes


Tomatoes that fully heal you to full health.

Heart Container

Hearts that replenish your health to max… Like a…. Like a tomato…..

Fairy Bottle

It heals someone who has taken more than 100% of damage.

Healing Sprout

The Item slowly heals whoever picked it up. It can be transferred to another person through contact.

Healing Field

The item creates a healing field (No way) onto the ground. Whoever stands on it slowly heals.

Mushroom

Touching it makes you giant and increases the user's attack power.

Toxic Mushroom

Kinned to in real life mushroom. These mushrooms make you smaller like a little bitch.

Super Star

Star’s work how they normally work and make you invincible…. Say that again?

Warp Star

Shoots right up, then back down for a brutal attack. The user can aim where the star goes.

Metal Box

Turns the user into metal (No way). Light attacks done won’t make the user flinch and tougher to kill.

Bunny Hood

Despite not being a hood at all, The hood boosts your speed and jumps GREATLY.

Superspicy Curry

A dish so spicy you’ll constantly have fire shot out of your mouth.

Timer

The item slows everyone down except for the user, unless it backfires which then slows you down too.

Lightning

When grab it’ll make the other combatants shrink down-expect when it backfires.

Bullet Bill

You turn into the real bullet bill and charge forward right through everyone.

Beam Sword

Any strong attacks from this hot blade will make the blade longer. Might be a hellraiser reference???

Star Rod

Side smash attacks and side tilts from the user will fire stars.

Home-Run Bat

Use a side smash to send your foes flying! It’s hard to land but has a lot of attack power to it.

Hammer

Once you start, You can never stop swinging away, landing instant kills. Unless it backfires and the head comes off lmao.

Golden Hammer

You do the exact same thing over and over and over and over and over again, jumping makes you float for a bit, too!

Lip’s Stick

When hit by it, an energy sapping flower blooms onto your head, slowly sucking your life away!

Fire Bar

An item with a long reach but gets shorter the more hits you land with it.

Ore Club

Swinging creates an incredibly strong attack. Side smashes adds a whirlwind effect.

Killing Edge

The sword glows when land, damage and launch will be doubled.

Death’s Scythe

A tilt or a smash attack will brutally KO foes who have high damage instantly.

Ray Gun

Fast moving shots that can knock foes backwards and into the air. Land more blows to really be more annoying.

Fire Flower

Bathe your foes in the heat of the fire flower! The inferno bath doesn’t last long though.

Super Scope

Fire quickly or hold the trigger for it to charge up a powerful shot!

Gust Bellows

This item is picked up and fires annoying ass strong wind.

Steel Diver

Give it a second and it’ll fire at high speeds.

Drill

Fire this to send a drill across the stage and push off poor fools who get in the firing range! Throw the base too if you feel like an even bigger dick!

Banana Gun

The inside of the Banana becomes a bullet in one shot. The item becomes a banana peel after it gets thrown onto the ground for someone to slip on.

Rage Blaster

Every damage done to you makes this gun stronger with its rage blasts. 

Ramblin’s Evil Mushroom

Hit opponents with evil spores and a mushroom will grow and reverse the movement of others 

Staff

An weapon that fires a laser that would deal more damage if the foe is farther away

Bob-Omb

The bomb packs a serious blast. Left alone and it tends to get bored walking around….

Motion-Sensor Bomb

You can read, I hope.

Green Shell

A shell you grab and throw causing it to rapidly spin towards the foe, the shell also has a red shell variant.

Bumper

A bumper is placed in the air or onto the ground, when touched it'll… well… bounce them away like a bumper. A variant also exists called the flipper..

Freezie

It slides across the ground. When thrown, anyone hit will be frozen in ice for a while.

Mr. Saturn

Throwing him won’t do much damage, but the damage will instead annihilate any shields he hits.

Gooey Bomb

When stuck to something or someone. It sticks onto that area until it blows up… Until you rub it onto someone else.

Smart Bomb

Bomb that creates an explosion hurting anyone caught in the blast. Unless it backfires and decides not to work.

Deku Nut


A little nut that dazes fighters on the ground and launches those who are in the air.

Smoke Ball

This item will roll when thrown to the ground or stick to people. The Smoke makes it hard to see the battle.

Pitfall

Creates a hidden pitfall, trapping anyone who steps in it.

Hothead

When hit, the fireball grows. It moves around the area. Rapidly. Grows bigger when fire and electricity lands on them.

Unira

Spikes will pop out after being placed. It sticks to walls, too!

Soccer Ball

One good kick and watch the ball burst into flames! You can’t pick it up via it being a foul.

Bombchu

This zippy bomb crawls across the floor and ceilings. It’ll go off when it hits someone or the fuse runs out.

X-Bomb


The Blast is an X.

Hocotate Bomb


Not actually a bomb, It’s just a ship that flies into the air and crashes down instantly on poor people who got in its way.

POW Block

Hit or throw the block to cause a shockwave across the ground and launch everyone into the air! Can only be used three times.

Spiny Shell

Or the “Blue Shell” is thrown and seeks out a combatant, then slams down and explodes!

Boomerang

It’s a boomerang.

Beetle

This item is thrown towards someone and will grab you and drag you into the kill zone. The higher the damage the harder it is to break out.

Cucco

It’s a chicken! If you attack it, the entire flock of chickens will jump you, chipping damage onto you. 

Beehive

A Swarm of bees will emerge and surround a fighter dealing damage onto them bit by bit.

Killer Eye

It’s a Turret.

Boss Galaga

Basically acts like the Beetle but if it wasn’t annoying and sucked.

Beastball

Throw it, and it’ll disappear in the air then reappear near someone, covered in flames.

Black Hole

No way… 

Franklin’s Badge

Wearing this will reflect all projectile attacks from foes.

Screw Attack

Picking it up will be able to do screw attacks when you jump without ending.

Back Shield

Picking it up and you’ll be protected from the back. High amounts of damage will destroy it.

Super Leaf

Jumping and holding that jump while wearing this makes you hover with the help of the tail.

Rocket Belt

Not a belt but instead a jetpack! It’ll refuel automatically on the ground.

Super Launch Star

Create a star-shaped gate and it’ll launch anyone who steps in it.

Special Flag


Hold this high into the air and you’ll gain +1 stock.

Fan

Comically large fan that’s insanely weak but has high attack speed along with being well at trapping opponents and breaking shields.

Parasol

An Umbrella that travels extremely far when thrown and drifts slowly forward. It sucks though so whatever.

Cracker Launcher

Ignoring the very funny name, The weapon fires fireworks which bounce off the walls and explode on impact with the floors or onto someone.

Spring

It’s a jump pad, you bounce on it to gain height.

Team Healer

Team Healer cannot heal the user who picks it up but instead can only heal teammates. It can also hit other opponents.

Barrel Cannon

Rare and quickly vanishes, It’s a heavy throwing item you can throw, You can get trapped inside and fire out of it.

Assist Trophies

These are being given to Master Hand for the exact same reason as the smash items, Despite Master hand never being shown to use these summons himself.

Hammer Bro


These annoying dicks jump in the air throwing hammers at you.

Lakitu and Spinnies


The Lakitu drops spinnies from the sky to the ground as he flies left and right.

Chain Chomp


It Jumps and takes massive chomps out of people but is chained to a stake.

Thwomp

Hovers above you and if you walk underneath he drops downwards and crushes you between his weight. 

Waluigi

See! He got an invite! He stomps on you and can kick you very hard or hit you with his tennis racket! Very awesome moveset thanks Mr. Sakurai!

Flies and Hand

Fly swatter lore

Klaptrap

Little gremlin lunges across the screen and latches to foes.

Tingle

Randomly activates strange effects and random items. Unfortunately when he spawns It backfires as Assist Trophies take longer to spawn back.

Ghirahim

Attacks with sword and throwing knives and teleports. But he can still be KO’d. 

Midna

Using her long hair, she grabs foes and throws them while dealing darkness damage.

Skull Kid

Skull kid is a little shit so he decides to flip the screen, reverse all movement and make everyone invisible.

The Moon

THE MOON HAUNTS YOU BY CRASHING DOWN AND DEALING MASSIVE DAMAGE.

Metroid

Latches onto the fighter and sucks away your life slowly, but can be shaken off.

Mother Brain


She uses her trademark laser attack when summoned and has Rinka enemies guarding her. Can be slayed.

Dark Samus

Despite being an echo fighter to Samus, Dark Samus was able to be summoned by the assist trophy (going to have a lot of characters like that). Dark Samus rapidly fires gunfire and blasts of Phazon.

Knuckle Joe

Delivering a series of Jabs to unlucky combatants who get in his path and finishes with a smash punch or an uppercut attack named rising break.

Chef Kawasaki

Puts the enemy in a pot, cooking them up.

Nightmare

Makes the screen go black temporarily.

Andross

Appears in the back and fires cereal towards you.

Krystal

Wanders around and freezes foes with her staff.

Jeff (the killer)

Fires five 5 homing rockets (4 small 1 large) towards opponents.

Starman

Teleports around and fires bolts of lightning, can be SMAAAAAAAAAAAASHED off stage

Samurai Goroh

Swings his sword around while haunting enemies down.

Lyn

The screen goes black as Lyn focuses and then dramatically appears in front of foes with a powerful slash focused on the nearest opponent.

Tiki

Turns into a dragon and attacks those with fire power,

Black Knight

Walks around slowly, attacking any nearby enemies with his sword. Appears to be very resistant to most attacks.

Magnus

Leaps around and swings his club, He can be flinched when attacked and killed.

Phosphora

Bolts around quickly and shoots lightning bolts. She can be flinched and killed too.

Kat & Ana

Both twins fly in different paths slashing at anybody in front of them, but always cross in the same spot.

Ashley

Creates a cloud which basically drugs you (Not cool Ashley).

Grey Fox

Runs around and swings his blade, Can reflect projectiles.

Shadow the Hedgehog

Using Chaos Control, Shadow slows down time for 7 seconds which affects everyone except for the tamer. In ultimate, after 7 seconds are up. All foes affected are then frozen for 3 seconds.

Knuckles


Buries himself underground before rising up with a furious uppercut! Can combo with punches, or do an homing attack similar to Sonic’s entire moveset.

Burrowing Snagret

Emerges from the ground and pecks at opponents wildly, then hides underground before reappearing at another location in a loop.

Mr. Resetti

Might be the funniest assist here because he just starts yapping, if you decide to hit him he fucking blows up.

Kapp’n

Drives a bus across the stage. Any troopers he makes contact with will be trapped, dragging them towards hell.

Isabelle

She heals the one who summoned her by throwing fruit towards them, if she has shit aim other fighters can pick it up and heal themselves. She can be stunned…. Man it’d be so awesome if she threw hands….

Elec Man

Unlike his free will, Elec Man moves freely and attacks characters with his thunder beam, Can be killed like the bum he is.

Zero

Zero attacks with his Z-Saber, and uses special techniques acquired from mavericks.

Wily’s Capsule

Wily warps around the arena and fires elemental projectiles. 

Little Mac

Runs and jumps (Bad idea Mac) attacking with jabs and “powerful” uppercuts. Little Mac would kinda be fire to see as a fighter lowkey.

The Pac-Man Ghosts

The four ghosts make their way across the stage, moving in a pattern akin to a maze while pushing and hurting opponents.

Riki

Using different arts, including Happy Happy, Bedtime, You Can Do It, Roly-Poly, Freezinate, and Yoink.

Guile

Guile crouches in place and fires Sonic Booms and any physical attacks towards him. Intercepts nearby enemies with a Flash Kick. 

Rodin

Attacks with big arms and attacks mirroring Bayonetta’s moves. Before leaving, he spawns a random item and throws it towards the summoner.

The Squid Sisters

They perform a concert live in the middle of the fight. And the camera loves it so much it kills you by zooming in

Alucard

Wields his blade and attacks with it. He can also transform into a bat and fly to another portion of the arena.

Spring Man

Jumps around and attacks with elongated punches. He can also rush you down with his pummels.

Nintendog

Get blind sided by how cute this dog is. It’s so cute it becomes a kaiju and blocks the screen!

Color TV- Game 15

So you know what Pong is right?

Sheriff

Ignores the laws of gravity and shoots at opponents with a pistol. Can be killed.

Devil

He moves the screen really poorly.

Excitebike

Multiple racers will fall down and run over literally anyone from any side of the arena.

Takamaru


Throws his pinwheel knife around opponents racking up damage. Can be ko’d though.

Infantry and Tanks

The entire US force spawns in to gun down the fighter. It follows who summoned them.

Prince of Sable

He gets a cloud of dust to trap you, before turning into a frog and a snake. Can be killed. 

Sukapon

Throws his head at people, throwing said people or tossing himself.

Saki Amamiya

Slashes and guns you down.

Helirin

Literally a platform dawg he is USELESS.

Isaac

Moves you off stage with his own Master hands.

Starfy

Spins and hurts people.

Barbara

She plays the guitar creating shockwaves (She isn’t universal) but it has lesser range then the Konga beats lmao.

Dr. Kawashima

Flings numbers foes that can be attacked and knocked, When they add up to 10 or more they explode causing damage to foes near it.

Jill

The drill item if it fucking sucked.

Ray MK lll

Files around and shoots missiles or green bullets.

Vince

Vince doodles various drawings to block a player's view and damage them.

Nikki

She too also doodles but instead of blocking you, she creates obstacles on the stage.

Dillon

Rolls around the stage including a quick charge. Can be killed like many other roaming assists.

Arcade Bunny

Summons a claw and tries to drag fighters to the top of the screen.

Bomberman

Literally just plays Bomberman, he can even get hurt by his own bombs.

Akira

Runs around and attacks foes with many various martial arts.

Rathalos

Rathalos swoops in and unleashes many fire attacks, such as fireballs and even stunning foes with his powerful roar!

Yuri Kozukata

She pulls a camera out of her pockets and takes photographs of spirits roaming the stage. The spirits are you and if you get a picture taken you will be stunned and poisoned.

Shovel Knight

Shovel Knight runs and jumps around with his shovel to bounce off many obstacles, He can also dig and fling dirt and buried items at foes. This can also mean he can bury you alive!

Dr. Wright

Wright spawns buildings to rise out of the ground. This damages opponents who are standing in the area of the building. Occasionally makes a massive skyscraper that deals even more damage.

Pokeballs


Abomasnow

Uses Blizzard and Ice Punch!

Abra

Uses his most iconic move, Teleport.

Arceus

Fucks over Gravity.

Articuno

This majestic ice bird will stand in place and use icy wind and freeze any foes in place. 

Beedrill

A swarm of beedrills spawn off screen then rush the foes down with take down.

Bellossom

Uses Sweet scent and makes foes tired (that isn’t how it works in game though…..)

Bewear

Bewear just wants a hug, so if he gets close they’ll hit you with a devastating brutal swing.

Blastoise

Blastoise will stay in place and fire Hydro Pumps in front of him.

Bonsly

Bonsly uses tackle.

Celebi

Does nothing.

Chansey

Will hand over eggs that can act as explosions.

Charizard

Charizard uses flamethrower and makes sure to get both sides of the field by tilting his head left to right.

Chespin

Plants seed bombs.

Chikorita

Throws razor leaves at foes and stays stationary.

Clefairy

Clefairy uses metronome and uses every move from the original 64 pokemons (Flamethrower, Hydro Pump, Take Down, Pay day, Rock Throw, Jump kick, Smog, Softboild, Splash, Swift, Body Slam and Fly)


In Melee she can only use 4 moves (Gust, Fire spin, Waterfall or Self Destruction)

Cyndaquil

Cyndaquil flips over uses it back to use Flamethrower

Darkrai

Puts foes to sleep with Dark void. 

Dedenne

Fires a powerful discharge.

Deoxys

Fire a powerful Hyper beam and stay stationary.

Ditto

Transforms into the opponent.

Electrode

Suicide Bombing.

Entei

Stomps on to the ground for a large mountain of fire to spin around him.

Alohan Exeggutor

Basically a building you can climb.

Fennekin

Incinerates foes with a spit of fire.

Fletchling

Pecks and tackles foes.

Gardevoir

Reflects projectiles thrown at her with a force field surrounding her.

Genesect

Fires a Techno blast. Doing four small fires of energy before finishing it off with a full force laser.

Giratina

Turns left and right to fire a gust of his dragon breath.

Gogoat

Uses Take Down to- take down combatants while using his Leech horn.

Goldeen

Splashes around.

Groudon

Stays still and use overheat. Fucking sucks.

Gulpin

Vore.

Hitmonlee

Does a jump kick towards an opponent.

Ho-Oh

Ho-Oh flies into the background and uses his sacred fires in the middle to burn foes.

Inkay

Makes his opps trip (Not cool Inkay get back in the locker).

Jirachi

We see the fit Jirachi.

Keldeo

Annoying ass piece of shit named “Keldeo” enlarges his horn to create a sacred blade and swings it around.

Koffing/Weezing

Grouping them together because they do the same thing of Smogging foes. 

Kyogre 

All this hydro pumping but can’t even beat Chaos without the creation trio he can’t even scale to…

Kyurem

QUICK! KYUREM USE ICY WIND!!!! “KYUREEEEEEEEEEEM” and that’s how it works.

Latios and Latias

Uses Steel Wing and dashes across the stage together.

Lugia

Flies into the background and uses its Aeroblast attack.

Lunala

Lunala teleports into the background and fires its Moongeist Beam.

Manaphy

Manaphy swaps the bodies of two players.

Marill

Marill runs around and tackles their opponent, dealing minimal damage.

Marshadow

Marshadow uses Spectral Thief, where they go into a shadow, stunning the opponent, then it appears next to their opponent and punches them.

Meloetta

Meloetta fires two Echoed Voice projectiles that ricochet around the stage. 

Meowth

Meowth fires Pay Day at a rapid rate.

Metagross

Metagross stomps the ground, burying their opponent into it or launching them into the air.

Mew

This very rare Pokemon appears to spawn in an item like a CD and flies away.

Mimikyu

Mimikyu grabs their opponent with a dark hand and drags their opponent underneath their cloth, dealing damage to them. If over 100%, it instantly kills them.

Moltres

Moltres flies around for a few seconds and anyone who touches them will receive fire damage.

Munchlax

Munchlax wanders around the stage and eats items.

Onix

Onix makes boulders fall onto the stage.

Oshawott

Oshawott surfs around the stage and any opponent caught in it gets dragged along with them.

Palkia

Palkia uses Spacial Rend, which temporarily turns the camera upside down.

Piplup

Piplup surfs around the stage and any opponent caught in it gets dragged along with them.

Porygon2

Porygon2 tackles their opponent, dealing good launch damage.

Pyukumuku

Pyukumuku hits the opponent with their fist if they’re close to them. The player that summoned them can pick it up and throw it around like an item.

Alolan Raichu

Alolan Raichu surfs around the stage, zapping their opponents that get caught in it.

Raikou

Raikou generates a current of electricity that forms around themselves, damaging anyone that comes close to it.

Scizor

In Melee, Scizor uses Metal Claw, running forward for a short while and hitting the opponent with it. In Ultimate, Scizor slashes his opponent multiple times with his claws.

Snivy

Snivy spams their Razor Leaf attack.

Snorlax

Snorlax jumps into the air and comes back down more massive, delivering damage to anyone that’s near him.

Solgaleo

Solgaleo uses Sunsteel Strikes, where he dashes towards his opponent in a beam of flame.

Spewpa

Spewpa uses Stun Spore, which temporarily paralyzes any opponent caught in it.

Starmie

Starmie flies towards a nearby opponent and spams star-shaped projectiles at them.

Staryu

Staryu flies towards a nearby opponent and spams star-shaped projectiles at them.

Suicune

Suicune uses Blizzard as its attack, where they are surrounded by a cloud of icy wind.

Swirlix

Swirlix uses a pink cloud that slows down time around opponents near it.

Tapu Koko

Tapu Koko uses Discharge and Electric Terrain, where it unleashes a large net of electricity around itself, dealing damage to their opponents.

Togedemaru

Togedemaru uses Zing Zap, where they surround themselves in an electric field that causes damage to opponents.

Togepi

Togepi uses one of five attacks, which can cause either flower status, freezing, sleep, burying, or disorientation.

Torchic

Torchic surrounds themselves in fire, delivering damage to anyone that gets close to it.

Unown

Unown creates duplicates of themselves that swarm around a part of the stage.

Venusaur

Venusaur uses Earthquake, where they shake the ground and deal damage to the opponents near them.

Victini

Victini uses Victory Star, which grants their summoner a temporary immunity to knockback.

Vulpix

Vulpix shoots a pillar of fire.

Alolan Vulpix

Alolan Vulpix shoots a pillar of ice.

Weavile

Weavile dashes around a part of the stage, any opponent caught in it will be stunned.

Weezing

Weezing has smogs of gas come out of its holes, which deals damage to the opponent.

Wobbuffet

Wobbuffet remains immobile, but they deal knockback damage to opponents that hit it.

Xerneas

Xerneas uses Geomancy, which causes every player's attacks to have increased knockback.

Zapdos

Zapdos discharges electricity and sparks surround it, which harms players near it.

Zoroark

Zoroark teleports behind its opponent and slashes them, sending them into the air, where he slashes them multiple times before slamming them to the ground.


Stickers



Arm Attack

Increases the damage of punches, slaps, pokes, and elbows

Leg Attack

Increases the damage of kick, knee, and stomps.

Arm and Leg Attack

Increases the damage of those above.

Head Attack

Increases the damage of headbutt attacks.

Body Attack

Increases the damage of full body attacks.

Spin Attack

Increases the damage of spinning attacks.

Tail Attack

Increases the damage of attacks done by the tail.

Bite Attack

Increases the damage of biting attacks.

Slash Attack

Increases the damage of slashing attacks.

Weapon Attack

Increases the damage of weapon attacks.

Throwing Attack

Increases the damage of throws, objects and people.

Flame Attack

Increases the damage of fire attacks.

Electric Attack

Increases the damage of electric attacks.

Freezing Attack

Increases the damage of freezing attacks.

Water Attack

Increases the damage of water attacks.

Grass Attack

Increases the damage of grass based attacks.

Energy Attack

Increases the damage of energy based projectiles like Fox’s gun

Magic

Increases the damage of magical based attacks.

PK

Increases the damage of PK abilities.

Aura

Increases aura based attacks damage from fighters like Lucario.

Pikmin

Increases Pikmin damage.

Darkness

Increases darkness based attacks.

Explosion

Increases explosion attacks.

Direct

Increases direct attacks damage (Good luck knowing what brawl considers direct)

Indirect

Increases indirect damage like Snake’s explosives.

Equipment

Master Hand can grant his fighters equipment as a reward for completing Master Orders. Equipment is a form of stat buff the fighter can use as a way to get ahead of the competition. There are three types of stat buffs that can be enhanced through equipment, Attack, Defense, and Speed. But equipment can also assign fighters with preloaded items as they go into the fight.


Sprinter

Increased Running Speed.

Stroller

Decreased Running Speed.

Glider

Increased Aerial Movement.

Antiglide

Decreased Aerial Movement.

Leaper

Improved Jump.

Antileap

Weakened Jump.

Hi-Jump

Improved Ground Jumps.

Lo-Jump

Decreased Ground Jumps.

Double Jump Boost

Improved Double Jump.

Double Jump Drag

Weakened Double Jump.

Thistle Jump

Floaty Jumps.

Anchor Jump

Heavy Jumps.

Speed Walker

Increased Walk Speed.

Meanderer

Decreased Walk Speed.

Lingering Edge

Hang on to the edge of stages for twice as long.

Hasty Edge

Hang on to the edge of stages for half as long.

Gluey Edge

Easier Edge Grabs.

Tough Edge

Harder Edge Grabs.

Hard Breaker

Improved Braking Ability.

Perfect Shield Helper

Easy Perfect Shield.

Imperfect Shield

No Perfect Shield.

Shield Regenerator

Improved Shield Regeneration.

Shield Degenerator

Weakened Shield Regeneration.

Air Defender

Improved Aerial Defense.

Air Piñata

Weakened Aerial Defense.

Nimble Dodger

Improved Dodge Ability.

Dodgy Dodger

Weakened Dodge Ability.

Smooth Lander

Reduced Landing Impact.

Crash Lander

Increased Landing Impact.

Quick Smasher

Quick Smash Attacks.

Hyper Smasher

Hyper Smash Attacks.

Air Attacker

Improved Air Attacks.

Air Pushover

Weakened Air Attacks.

Meteor Master

Improved Meteor Effect.

Desperate Attacker

Improved Attack in a Crisis.

Desperate Defender

Improved Defense in a Crisis.

Desperate Speedster

Improved Speed in a Crisis.

Desperate Specialist

Powered Up in a Crisis.

Desperate Immortal

Invincibility in a Crisis.

Unharmed Attacker

Improved Attack at 0% Damage.

Unharmed Speedster

Improved Speed at 0% Damage.

Unharmed Speed Demon

Improved Attack and Speed at 0% Damage.

Trade-Off Attacker

Improved Trade-Off Attack.

Trade-Off Defender

Improved Trade-Off Defense.

Trade-Off Speedster

Improved Trade-Off Speed.

All-Around Trade-Off

Improved Trade-Off Ability.

Moon Launcher

Improved Launch Ability.

Vampire

Health Steal.

No-Flinch Charger

No-Flinch Charge Smashes.

Critical Hitter

Critical Hit Capability.

Insult To Injury

Prone Damage Dealer.

First Striker

First Strike Advantage.

Countdown

Improved Launch During 5 Second Countdown.

Speed Crasher

Damage Opponents While Running.

Shield Exploder

Explosive Perfect Shield

Shield Healer

Health Resorting Shield.

Shield Reflector

Mirror Shield.

Escape Artist

Improved Escapability.

Item Hurler

Throw Stronger Items.

Item Lobber

Weakened Item Throws.

Item Hitter

Battering Item Boost.

Item Pitcher

Throwing Item Boost.

Item Shooter

Projectile Item Boost.

Quick Batter

Faster Bat Swing.

Star Rod

Star Rod Equipped.

Lip’s Stick

Lip’s Stick Equipped.

Super Scope

Super Scope Equipped.

Ray Gun

Ray Gun Equipped.

Fire Flower

Fire Flower Equipped.

Beam Sword

Beam Sword Equipped.

Home Run Bat

Home Run Bat Equipped.

Bob-omb

Bob-omb Equipped.

Mr. Saturn

Mr. Saturn Equipped.

Food Lover

Increased Healing From Food.

Picky Eater

Decreased Healing From Food.

Crouch Healer

Heal While Crouching.

Caloric Attacker

Improved Attack After Eating.

Caloric Speedster

Improved Speed After Eating.

Caloric Defender

Improved Defense After Eating.

Caloric Powerhouse

Power Up After Eating.

KO Healer

KOs Heal Damage.

Caloric Immortal

Invincibility After Eating.

Auto-Healer

Auto-Heal Capability.

Smash Ball Attractor

Smash Ball Gravitation Towards The Player.

Pity Final Smasher

Respawn Final Smash.

Smash Ball Clinger

Smash Ball Retention.

Super Final Smasher

Powered Up Final Smash.

Final Smash Healer

Healing Final Smash.

Double Final Smasher

Chance of a Double Final Smash.

Sudden Death Gambler

Chance of less damage during Sudden Death.

Safe Respawner

Extended Respawn Invincibility.

Risky Respawner

No Respawn Invincibility.


Polygon Man

PSASBR Items

Baumusu's Axe

A strong melee weapon that’ll spin the foe around and launch them. If spun too many times that opponent will become dizzy.

Boots of Hermes

The boots make the user much faster, and fall much slower. In addition, when air dodging, The user can air dash! Unfortunately any action during the air dash halts it.

Dohvat Laser Designator

Can fire lasers and bombs but it can only be used four times.

Fusion Bomb

When thrown, It splits into multiple balls that ricochet and explode. 

Gravity Shield

It’s a shield that can defend an All-Star from the strongest of attacks. It can even block Supers at the cost of breaking it.

Great Mighty Scythe

When used in the air, It’ll make tornadoes

And blows foes away and swaps opponents movement for a short while. When attacking on the ground the scythe won’t make tornadoes, but if it hits someone they’ll gain a random effect.

Hedgehog Grenade

It’s basically a mine that blows needles everywhere when people come close to it. If hit they’ll be stunned for 10 seconds!

Killer Bees

Bees with lasers attack opponents near them. However, they don’t attack unless the user is attacking.

Leech Beam





This little shit will sap AP from anyone it targets and give it to the user. Closer they are, the faster it sucks them dry.

Railgun

It’s a railgun.

Medusa’s Gaze 

A large range item and that turns foes to stone.

Murder of Crows

With the name it has, it’s no wonder that flocks of crow will be sent out directly where the user is facing. This reverses the fighters movements.

Nanotech Crates

The name is a lie. It sends AP out lmao

Razor Claws

It can do a combo on the ground

Sonic Rifts

When thrown at a player, It will temporarily stun them.

Rocket Launcher

https://en.wikipedia.org/wiki/Rocket_launcher

I want you to have this

Sackbot

Sackbot loves you alot, so he’ll jump onto you and hug you quite a bit of an adorable baby! But that huge slows you down, what a little bugger.

Spear of Destiny

While slow on the ground, The Spear of Destiny has incredible range as a melee weapon! When hit the opponent either flies up or blows up

Sturgeon

Mfs hit you with a comically large fish and slap you around with it, funniest shit i’ve seen since Rappterverse


Forms

Master Hand

Master Giant

When Master Hand is brought to his core, he turns into many forms. The first of which is Master Giant, a large being capable of creating plus shaped energy explosions, large shockwaves, electrical orbs capable of sucking up players and revolving balls

Master Beast

A more frantic form of Master Hand that uses a flurry of bites, jumps and spikes to overwhelm the enemy. It can also call down lightning in an attempt to electrocute its foes.

Master Edges

Master Hand takes the form of 5 swords to cut opponents down to size. It can also summon energy orbs varying in movement, size and number.

Master Shadow

A form that turns Master Hand into his opponent. This clone has an identical moveset to the original and knows how to use these moves effectively. The clone also starts off bigger than the original fighter and shrinks as it takes damage.

Master Fortress

Only fought when Master Hand is at his toughest, Master Fortress is an entire domain that the player must physically step into. Of course, taking town Master Fortress isn’t easy, as it’s filled with foes who can fire lasers, Spider-like enemies that can stab you, sword-wielding foes, and even a chamber filled with an acid-like substance. Oh, don’t forget the exploding black aura. 


The Master Fortress has multiple cores inside that you must damage. Significant enough damage will cause it to explode, likely causing the terrain to shift, and you being thrown out of the fortress. 

Master Core

The true form of Master Hand, a defenceless core that you must hit over and over to kill. If not, the core will self-destruct and fire off waves that will instantly kill the opponent. To defend itself, the Core creates many forms out of a black mass called Swarm which the fighter must defeat. 

Polygon Man

Hades

One of the big bads from God of War. Polygon Man turns into Hades and smashes the ground with his chains, creating two fire streams that meet in between the two chains.

The Hydra

Another monster from God Of War. Polygon Man uses this form to slam the Hydra’s central head onto the stage and swing the other heads to the side

The Negativitron

Originally hailing from LittleBigPlanet is the Negativitron. By turning into this large vacuum, Polygon Man attempts to suck up his opponents before spitting them out. It can also fire beams of energy as shown above.

Patapon

Here from their titular game, the Patapon are a group of small creatures wielding spears. They throw these spears at their enemy to rack up damage quickly.

Goliath

Goliath is a large mech that originally was used by Specter from Ape Escape. Polygon Man can transform into this robot to fire missiles and detach its hands for rocket propelled claps.

Iron Maiden

Serving as a boss in Twisted Metal, Polygon Man can become the Iron Maiden, shooting head shape missiles and fire blasts.

Satan

Despite not having a playable character in game, Polygon Man can become Resistance 3’s Satan. With this form, he can spit green acid that damages fighters who stand in it.

Turbo Cannons

Hailing from Jak II, the form of the Turbo Cannons allow Polygon Man to shoot dual energy beams.

Summons

Master Hand

The Smash Fighters

EVERYONE IS HERE! LITERALLY! 


In the Smash games we see that Master Hand is capable of summoning anyone in the roster to aid him in battle. He created the original roster, can clone and summon everyone for Master Orders and is heavily implied in Ultimate to summon/control characters from its roster (so everyone) like Mewtwo in Pikachu’s route


Characters in Smash each have a few universal constants as fighters. They all have at least two jumps and the ability to create a small bubble around them that blocks damage (though these shields are susceptible to being grabbed out of or broken under too much damage). Fighters also have a “Final Smash” or powerful move they can do. Usually this requires the item known as the Smash Ball but they can also get this move through the Final Smash Meter.

Mario

Jab

A three hit combo that starts with a punch and then ends with two kicks.

Side Tilt

Mario does a middle kick to space out his opponent.

Up Tilt

An uppercut to hit enemies upward.

Down Tilt

A low sweep to send opponents slightly upwards, making them easy to combo.

Dash Attack

Mario slides into his foes for high speed damage.

Neutral Air

Mario does a mid-air kick that somehow counts as a hitbox for his whole body.

Forward Air 

FORWARD AERIAL is used to strike foes out of the sky. If it connects in a sweet spot the overhead punch will “spike” opponents down like a volleyball.

Back Air

A backwards kick with both legs to keep enemies at bay.

Up Air

Mario performs a kick in an arc above him to keep his opponent in the sky.

Down Air

Mario spins his whole body around to knock away nearby enemies.

Get Up Attack

A 360 degree leg sweep.

Side Smash

Mario creates a strong explosion of fire in his hand to kick away enemies.

Up Smash

A strong headbutt in an upward arc.

Down Smash

Mario gets in his DDR bag and break dances to attack any poor soul caught in his sick moves.

Neutral Special

  1. Fireball: Mario launched a fireball from his hand. It bounces across the stage until it hits someone or dissipates.

  2. Fast Fireball: Throws a faster, but weaker fireball straight ahead.

  3. Fire Orb: Throws a big fireball that’s slow, but does a lot of hits.

Side Special

  1. Cape: Pulls out a cape that deflects any projectile coming Mario’s way. If an enemy is hit by the attack they will be turned to face the opposite direction.

  2. Shocking Cape: Pulls out a cape that zaps opponents, but doesn’t reflect projectiles.

  3. Gust Cape: Pulls out a cape that creates a gust of wind that can push opponents.

Up Special

  1. Super Jump Punch: A rising uppercut that propels Mario upwards and strikes enemies multiple times.

  2. Super Jump: Mario jumps higher, but does no damage.

  3. Explosive Punch: Mario’s punch is more explosive, but doesn’t go higher.

Down Special

  1. F.L.U.D.D.: Mario spins around damaging anyone caught in this tornado. If it connects properly on its final hit the move can spike/Mario begins to charge up F.L.U.D.D. before spewing out water. This water knocks any enemy hit a far distance away with minimal damage.

  2. Scalding F.L.U.D.D.: Shoots hot water at a short distance that can burn the opponent.

  3. High-Pressure F.L.U.D.D.: Takes a while to charge, but the blast is longer.

Forward Throw

Chucks the opponent forward.

Back Throw

Spins the enemy around, hitting anyone in the area before launching them backwards.

Up Throw

Tosses the foe upwards.

Down Throw

Smashes the enemy into the ground causing them to be launched upwards a small amount.

Final Smash

Mario hits the enemy with a slow moving giant fireball.

Donkey Kong

Jab

A strong two hit combo to knock away foes.

Side Tilt

Donkey Kong gives his opponent a good slap.

Up Tilt

A hand slap in an arc over his head.

Down Tilt

Donkey Kong uses his arm to sweep his opponents down.

Dash Attack

DK rolls out to damage enemies.

Neutral Air

A 180 spin in the air for maximum coverage.

Forward Air

An overhead club with the ability to spike foes down if it lands properly.

Back Air

Donkey Kong extends his leg back to push back his opponent.

Up Air

An upwards headbutt.

Down Air

A downward punch that spiked down enemies.

Get Up Attack

Two claps, one back and one forward.

Side Smash

A powerful clap for high knockback.

Up Smash

A powerful clap but upward.

Down Smash

DK slams his fists on both sides of himself that are capable of burying enemies in the ground.

Neutral Special

  1. Giant Punch: Donkey Kong begins charging up a powerful punch that he can store until he’s ready to release the strong attack.

  2. Lightning Punch: Charges up faster and does electrical damage.

  3. Storm Punch: A punch that doesn’t do a lot of damage, but pushes opponents back with a gust of wind.

Side Special

  1. Headbutt: A headbutt that buries enemies in the ground.

  2. Jumping Headbutt: Jumps up before headbutting, but the bury lasts shorter.

  3. Stubborn Headbutt: A slower, more powerful headbutt that won’t be interrupted by attacks.

Up Special

  1. Spinning Kong: Donkey Kong spins his arms around like a helicopter to gain upwards momentum or if he uses the move on the ground, spin while moving left or right.

  2. Chopper Kong: Spins higher into the air, but deals no damage.

  3. Kong Cyclone: Sucks opponents in as DK spins.

Down Special

  1. Hand Slap: DK smashes the ground creating shockwaves that knock enemies around for as long as DK continues to slam. In the air he does two downwards slaps that can spike the enemy.

  2. Focused Slap: The slaps have smaller shockwaves, but opponents will be stunned for a short while.

  3. Hot Slap: The slaps create flame pillars.

Forward Throw

Donkey Kong slings the enemy onto his shoulder and carries them around. In this time frame DK can walk around and jump once along with his throws being changed. If the enemy is held he will chuck them forward and up at high velocity.

Back Throw

Donkey Kong grabs his foe and whips his arm back, launching them with it.

Up Throw

Donkey Kong performs a 180 turn before chucking his enemy into the air. If the opponent is being carried DK will forgo the turn and just launch them up.

Down Throw

Donkey Kong grabs his opponent before giving them a high to low slam. If the foe is being carried DK will instead squeeze them until they burst out of his arms flying forward.

Final Smash

Donkey Kong unleashes a flurry of rapid fire punches before ending the combo with an uppercut.


In Brawl, Donkey Kong pulls out his bongos, using the beats to cause shockwaves in the area.

Link



Jab

A trio of slashes that are aimed forwards.

Side Tilt

A direct downwards forward slash to the ground.

Up Tilt

A quick arching upwards sword swing.

Down Tilt

A slash along the ground in front of Link.

Dash Attack

Link rushes forwards and leaps with a swing of the Master Sword to deal impressive damage.

Neutral Air

One quick kick that covers a lot of range to knock foes away.

Forward Air

A set of swings with the Master Sword in front of Link to deal damage.

Back Air

A pair of backwards kicks, it covers a decent amount of range.

Up Air

Link attacks directly upwards with the Master Sword, dealing significant damage to anybody caught above him.

Down Air

Link drops down with his sword below him, slicing anybody he makes contact with. Also works as a Meteor Smash if connected properly.

Get Up Attack

A pair of slashes to the sides as Link gets up.

Side Smash

A pair of forwards attacks with the Master Sword, the first to set up, and the second to launch enemies away. If Link has 0% health, he fires a blade beam.

Up Smash

This one is a trio of upwards arching slashes, with the first two locking adversaries into the chain while the last one launches them.

Down Smash

Link does a pair of slashes to the sides around him.

Neutral Special

  1. Hero’s Bow: Link pulls out his bow, where he can fire chargeable arrows.

  2. Power Bow: Shorter range arrows that deal a stronger blow if charged more.

  3. Quickfire Bow: Rapid fire arrows that can hit multiple enemies.

In Ultimate, Link can pick up his arrow after firing it and can use it again to fire two arrows.

Side Special

  1. Gale Boomerang: In Brawl and Smash 4, Link throws a boomerang that emits a Tornado that hits opponents and brings opponents toward you on its way back.

  2. Boomerang: Link throws a boomerang that tracks him upon its return arc.

  3. Ripping Boomerang: A short-range boomerang that goes through multiple opponents, dealing multiple hits.

Up Special

  1. Spin Attack: Link does a spinning slash with his sword, striking all enemies who are next to him. If in the air, Link will ascend, with the final swing being directed upward.

  2. Shocking Spin: A spin that is strong and electrical, but can’t go sideways.

  3. Whirling Leap: Makes Link go higher into the air, but doesn’t do damage.

Down Special

  1. Bomb: Link pulls out a bomb that explodes upon contact or when the fuse runs out.

  2. Giant Bomb: Link pulls out a bigger bomb that has a bigger kaboom.

  3. Meteor Bomb: Link pulls out a bomb with a shorter fuse that has a meteor effect on airborne opponents.

In Ultimate, Link pulls out a bomb with the Sheikah Slate. This bomb can be thrown around and activated to detonate manually whenever Link pleases, giving it plenty of utility. 

Forward throw

Link gives the opponent a front kick.

Back Throw

Link gives the opponent a side kick.

Up Throw

Link lifts the opponent up and slashes them with the master sword.

Down Throw

Link puts the opponent on the ground and performs a devastating elbow drop.

Final Smash

In Brawl and Smash 4, Link uses the Triforce of Courage to seal his opponents in a Triforce construct as he slashes them multiple times before finishing them off.


In Ultimate, Link fires an Ancient Arrow, dealing enormous damage to anybody who is caught by it and launching them away.

Samus


Jab

Samus does a straight punch followed by an overhead club with her cannon arm.

Side Tilt

A kick forward.

Up Tilt

Samus does a high to low  kick capable of spiking enemies.

Down Tilt

Creates a low to the ground explosion using her cannon.

Dash Attack

A running shoulder bash.

Neutral Air

A kick forward that sweeps around into a backwards kick.

Forward Air

Samus creates a stream of small explosions from her cannon harming anyone in front of her.

Back Air

An aerial kick behind her.

Up Air

An upward facing drill kick.

Down Air

Samus swings her cannon arm in an arc below her, spiking anyone hit by the attack.

Get Up Attack

A low kick forward and a backhand with the cannon arm on the opposite side.

Side Smash

Samus extends her cannon arm in front of her before making a powerful explosion.

Up Smash

Samus creates a stream of explosions in a rainbow shape above her.

Down Smash

A surprisingly strong 360 degree leg sweep.

Neutral Special

  1. Charge shot: Samus charges up a ball of energy before firing it out. The longer it’s charged the stronger, faster, bigger, and more range the attack has. 

  2. Dense charge shot: A more powerful charge shot but it takes longer to charge, longer to recover, and it's slower.

  3. Melee charge shot: A powerful close range shot, used best uncharged and point blank with the opponent.

Side Special

  1. Missile: Samus fires one of two missiles forward. A slow homing missile and a fast straight shot missile.

  2. Relentless Missile: Samus fires two missiles that can lock onto opponents.

  3. Turbo Missile: Samus fires one missile that locks onto an opponent and another that launches lightning fast.

Up Special

  1. Screw Attack: Samus curls up into a ball and becomes the move that inspired Death Battle’s original channel name. Samus ascends upwards while shocking any foe in her way.

  2. Screw Rush: A stronger Screw Attack but it launches directly up.

  3. Apex Screw Attack: It does more damage and knockback but only hits twice.

Down Special

  1. Bomb: Samus curls into a ball while doing a slight hop. She also drops a small bomb onto the ground which quickly explodes

  2. Slip Bomb: A slightly less damaging bomb but trips up grounded opponents.

  3. Mega Bomb: A bomb that causes a bigger explosion and does more damage but takes twice as long to go off and Samus can only launch one.

Forward Throw

Samus shoots out a plasma whip that tethers to ledges and grabs opponents from afar. Samus then chucks the opponent forward.

Back Throw

Samus whips around to throw the enemy backwards.

Up Throw

Samus aims up and fires the opponent out of her cannon.

Down Throw

Slams the enemy into the ground.

Final Smash

A big laser that pulls hit enemies inwards for massive multi-hit damage. The attack can also be angled up or down.

Miscellaneous

Samus has a unique roll where she curls into a ball for further distance, but slower movement. In Brawl, Samus’s Final Smash turned her into Zero Suit Samus after the laser finishes firing, giving her a totally new moveset.

Dark Samus


Echo

All of the moves are the same as Samus minus a few things. Dark Samus is floatier and hovers off the ground meaning low angled attacks are less likely to hit them. Then their explosion attacks are all electric instead of fiery. They don’t have Samus’s unique roll and finally their charge shots/missiles go at different angles.

Yoshi



Jab

Two straightforward kicks.

Side Tilt

A tail swipe that knocks enemies upwards.

Up Tilt

Honestly the same thing as forward tilt but it hits a larger area.

Down Tilt

A low to the ground tail swing.

Dash Attack

A kick while jumping forward.

Neutral Air

An aerial kick that counts Yoshi as the entire hitbox.

Forward Air

A high to low headbutt capable of spiking enemies.

Back Air

Two rapid behind the back tail swipes.

Up Air

An upwards tail attack in an arc.

Down Air

Rapid fire kicks underneath Yoshi.

Get Up Attack

360 degree tail attack.

Side Smash

A strong forward headbutt.

Up Smash

A backflip kick above Yoshi.

Down Smash

Two low hitting tail swipes with immense power.

Neutral Special

  1. Egg lay: Yoshi sticks out his tongue eating the opponent. He then poops them out as an egg which is unable to do anything until the enemy breaks out.

  2. Lick: Yoshi licks the opponent.

  3. Egg launch: It does more damage and he can launch the eggs away.

Side Special

  1. Egg Roll: Yoshi turns into an egg and begins rolling around the stage swiftly dealing strong damage and knockback to anyone caught in his way.

  2. Heavy Egg Roll: The egg is slower but does more damage and has more armor.

  3. Light Egg Roll: The egg is faster but weaker and takes less damage to break.

Up Special

  1. Egg Throw: Yoshi tosses an egg out as a projectile. If done in the air the egg throw allows him to gain a small amount of height.

  2. High jump: Jump good. Yoshi doesn’t lay an egg for this.

  3. Timed Egg Throw: Yoshi tosses an egg that blows up.

Down Special

  1. Yoshi Bomb: Yoshi jumps into the air before performing a ground pound.

  2. Star Bomb: A band name and when Yoshi hits the ground he produces larger stars.

  3. Crusher Bomb: Yoshi hits the ground harder, doing more damage.

Forward Throw

Yoshi uses his tongue to slightly increase his grab range. This allows Yoshi to easily enemies and chew them up before spitting them out. With the forward throw he spits them forward…

Back Throw

Back throw he turns around and spits them out backwards…

Up Throw

Up throw spits them upwards…

Down Throw

And down throw spits them into the ground hitting them back up.

Final Smash

In Brawl and Smash 4, Yoshi grows wings to fly around the stage, as well as shooting fireballs from his mouth to deliver damage.


In Ultimate, Yoshi tackles the opponent taking them into a canyon where a bunch of Yoshi’s run in and crush them.

Miscellaneous

Yoshi’s second jump in the air is a flutter jump that goes significantly higher than his jump on the ground. Yoshi’s shield turns him into an egg where you cannot see how close the shield is to breaking.

Kirby


Jab

Two punches followed by a barrage of punches.

Side Tilt

A short ranged kick forward.

Up Tilt

A low to high kick using Kirby’s back foot.

Down Tilt

A short low to the ground kick.

Dash Attack

In 64, Kirby ran towards his opponents and did a belly flop.


In Brawl and Smash 4, Kirby did a breakdance attack as he dashed towards his opponents.


In Melee and Ultimate, Kirby becomes a flaming ball and dashes forward.

Neutral Air

Kirby spins around in the air hitting anyone around them.

Forward Air

Kirby does a few kicks forward.

Back Air

A kick with both feet behind Kirby.

Up Air

An upwards kick that goes in an arc above Kirby.

Down Air

A downwards multi-hit drill kick.

Get Up Attack

Kirby does one kick in front of himself and one behind.

Side Smash

Kirby does a kick forward that also moves him forward.

Up Smash

Kirby performs a powerful backflip kick.

Down Smash

Kirby does a split before spinning around to hit opponents on either side of him.

Neutral Special

  1. Inhale: Kirby begins to suck in anything in front of him. This includes projectiles and enemies which he can spit back out to deal damage. However, Kirby can also copy a fighter they have inhaled, taking their neutral special for his own.

  2. Ice Breath: Kirby breathes cold air to freeze opponents.

  3. Jumping Inhale: Kirby leaps forward and inhales the opponent, but spitting them out won’t do damage.

Side Special

  1. Hammer Flip: Kirby charges up a swing with a mallet as he shuffles around the stage. Once charged enough the mallet will set itself on fire for more damage.

  2. Hammer Bash: A hammer swing that sends Kirby’s opponents upwards. It’s powerful, but can’t be charged.

  3. Giant Hammer: Kirby charges up a bigger hammer, it’s slower, but does a lot of damage.

Up Special

  1. Final Cutter: Kirby pulls out a sword and does a slash while moving upwards. He will then fall down while still holding out the sword, spiking anyone hit by it. Once Kirby lands the sword will fire a fast moving energy wave to deal extra damage.

  2. Wave Cutter: Kirby jumps high into the air, and slams down, sending rocks flying.

  3. Upper Cutter: Kirby strikes upwards, but doesn’t attack back down.

Down Special

  1. Stone: Kirby becomes a randomized heavy object, barreling towards the ground at high speeds and crushing enemies beneath him.

  2. Grounded Stone: Takes longer to transform, but it buries opponents.

  3. Meteor Stone: Has a meteor effect on opponents while falling, but takes longer to transform back.

Forward Throw

Kirby does a front flip while holding onto the opponent before slamming them to the ground.

Back Throw

Kirby does a backflip while latching the opponent before hitting the ground and knocking the enemy away.

Up Throw

Kirby jumps high into the sky while grabbing the enemy, slamming them down in a powerful explosion.

Down Throw

Kirby brings the foe to the floor before stepping on them a bunch of times followed by knocking them upwards.

Final Smash

Kirby pulls out a sword quote “waaaaay bigger than he is”. If he connects the first swing he will hit anyone caught by the attack with a rapid flurry of sword slashes.


In Brawl, he uses a cooking pot to suck in enemies and items, cooking them.

Miscellaneous

Kirby is lighter and much floatier than most fighters along with having 6 jumps instead of the usual two.

Fox




Jab

Two punches followed by a flurry of kicks. 

Side Tilt

A swift kick forward.

Up Tilt

A low to high kick behind Fox.

Down Tilt

A fast, low to the ground tail swipe.

Dash Attack

A kick using Fox’s forward momentum.

Neutral Air

An aerial kick that turns Fox’s entire body into a hit box.

Forward Air

A flurry of rapid fire kicks.

Back Air

A quick kick to behind

Up Air

Two aerial kicks towards the sky.

Down Air

A multi-hitting drill kick.

Get Up Attack

A kick forward and a kick backwards.

Side Smash

A front flip kick carrying a lot of power.

Up Smash

A kick in a front to back arc above Fox.

Down Smash

Fox does the splits hitting enemies behind and in front.

Neutral Special

  1. Blaster: Fox shoots a laser from his blaster doing small damage.

  2. Impact Blaster: Slower lasers that do more damage.

  3. Charge Blaster: Charges up a slower, but more powerful laser.

Side Special

  1. Fox Illusion: Fox does a high speed dash forward knocking up any opponent caught in its path.

  2. Fox Burst: The Dash deals no damage, but causes an explosion when you stop.

  3. Wolf Flash: Similar to Wolf’s side special, Fox dashes into the air at an angle, the hits sending the opponent downwards.

Up Special

  1. Fire Fox: Fox charges himself up with fire before rocketing in a chosen direction.

  2. Flying Fox: Travels higher, but does no damage.

  3. Twisting Fox: Fox spins to pull opponents in and hits them multiple times in the air.

Down Special

  1. Reflector: Fox puts up a reflector capable of bouncing projectiles away.

  2. Big Reflector: A larger reflector that doesn’t power up reflected projectiles.

  3. Amplifying Reflector: The reflector takes longer to activate, but sends projectiles back with double the speed and power.

Forward Throw

A punch that knocks away grabbed enemies.

Back Throw

Fox throws his foe up and behind shooting them with his blaster for extra damage.

Up Throw

A one handed toss upwards followed by a blaster shot.

Down Throw

A downwards throw capped off with a laser shot.

Final Smash

In Brawl and Smash 4, Fox gets into his Landmaster tank. A giant tank that takes up a majority of the stage. In it, Fox can fire lasers from its cannon and can do barrel rolls to damage opponents. that get onto the landmaster. The landmaster also has jets to lift it up into the air.


In Ultimate, Fox summons his crew from Team Star Fox. Fox gets into his ship before calling out for his crew to fly into a targeted spot, running into anyone in their way.

Pikachu


Jab

Pikachu headbutts its opponent. This can be done once or as a rapid jab attack.

Side Tilt

A two-legged kick charged with electricity..

Up Tilt

An upwards tail swipe in an arc above Pikachu.

Down Tilt

A small tail sweep to knock the foe off their feet.

Dash Attack

A short tackle forward.

Neutral Air

Pikachu surrounds its body in electricity for a multi hit shock.

Forward Air

Electricity sparks from the top of Pikachu’s head as they spin forward to zap enemies in front of itself.

Back Air

Pikachu spins behind itself rapidly for multi hitting aerial damage.

Up Air

An upwards tail swipe performed mid-air.

Down Air

A downwards electrical headbutt towards that can spike if landed properly.

Get Up Attack

A tail swipe and headbutt in opposite directions.

Side Smash

Pikachu launches powerful blasts of electricity a short distance forward.

Up Smash

A strong upwards tail strike.

Down Smash

An electrical spin that catches and shocks any foes caught in its path.

Neutral Special

  1. Thunder Jolt: Pikachu fires a small electricity jolt that travels across the stage. The bolt jumps around in an arc and can even scale walls as it moves.

  2. Thunder Wave: The jolt paralyzes foes, but does less damage.

  3. Thunder Shock: The jolt travels horizontally, but triggers a small blast as it disappears.

Side Special

  1. Skull Bash: Pikachu charges up a powerful headbutt before launching itself forward at high speeds.

  2. Shocking Skull Bash: A flying headbutt that deals multiple hits, with the last one having added launch power.

  3. Heavy Skull Bash: A flying headbutt that dives sideways, but it deals more damage if it hits near the start of the attack.

Up Special

  1. Quick Attack: A quick burst of speed in any direction that can be quickly followed by another dash.

  2. Meteor Quick Attack: A quick attack with a meteor effect.

  3. Quick Feet: Only moves once, but Pikachu goes farther.

Down Special

  1. Thunder: Pikachu summons a cloud above itself before releasing a thunderbolt that travels down and hits him. If an enemy is hit by the bolt during its travel to Pikachu they will be zapped for damage. If hit towards the bottom of the cloud the bolt will even spike the opponent.

  2. Thunder Burst: An electrical burst that sends Pikachu’s opponents flying.

  3. Distant Thunder: The thundercloud appears higher up, but the bolt deals more damage near the cloud.

Forward Throw

Zaps the grabbed foe with electricity before flinging them forward.

Back Throw

Pikachu rolls backwards with the enemy in his grasp. It then throws the opponent  backwards.

Up Throw

An upward throw followed by a headbutt to knock the enemy higher.

Down Throw

Brings the enemy to the ground before hitting them with a butt slam

Final Smash

Pikachu charges forward, causing any enemy hit by him to be caught in a tackle where Pikachu rapidly runs through the targets, zapping and shocking them with the electricity 

Luigi



Jab

Two punches followed by a butt bash.

Side Tilt

A quick kick forward.

Up Tilt

An uppercut that starts from the front and goes up.

Down Tilt

A fast, highly spammable low kick.

Dash Attack

Luigi runs forward while flailing his arms around, hurting anyone in his path in the process.

Neutral Air

A whole body kick.

Forward Air

A frontal chop.

Back Air

A backwards dropkick.

Up Air

A backflip kick that hits above Luigi.

Down Air

A downwards spin kick capable of spiking enemies.

Get Up Attack

A low to the ground 360 degree leg sweep.

Side Smash

A quick yet powerful forward strike.

Up Smash

A headbutt above Luigi in an arc.

Down Smash

Luigi does a strong low leg sweep all around his body.

Neutral Special

  1. Fireball: Luigi creates a slow moving, green floating fireball to scorch foes.

  2. Bouncing Fireball: Luigi throws a fireball that bounces like Mario’s, but gradually decreases in power.

  3. Iceball: Luigi throws a slow moving iceball that can freeze foes at the right amount of damage.

Side Special

  1. Green Missile: Luigi charges himself up before sending himself fiery head first at the enemy. Once released this rocket-like attack is capable of being a misfire. Which makes the attack faster and stronger.

  2. Floating Missile: Luigi charges himself quickly as he flies sideways, but it doesn’t do a lot of damage.

  3. Quick Missile: Luigi flies faster and farther than normal, sliding across the ground if he doesn't hit anyone.

Up Special

  1. Super Jump Punch: Luigi does an uppercut sending him high into the air. If Luigi hits someone as he is beginning his ascent they will take a large amount of fire damage. Otherwise the attack does very little damage and knockback.

  2. Fiery Jump Punch: Luigi gets a bigger critical hit window, but he doesn’t jump as high.

  3. Burial Header: Luigi can bury opponents on the way down, but doesn’t do any critical hits on the way up.

Down Special

  1. Luigi Cyclone: Luigi creates a vortex around him. With this cyclone he can keep himself aloft in the air and suck in enemies for multi-hit damage.

  2. Mach Cyclone: A spin that pushes opponents, and can rise far, but with minimal sideways movement.

  3. Clothesline Cyclone: A slow spin that sends opponents flying sideways.

Forward Throw

Luigi uses his Poltergust’s plunger to grab the enemy from far away. Luigi then slams the opponent on the ground in front of them.

Back Throw

It’s like the forward throw but backwards.

Up Throw

Luigi chucks the enemy upwards with the Poltergust.

Down Throw

Luigi brings the enemy to the ground before butt slamming on them.

Final Smash

In Brawl, Luigi uses Negative Zone, where a large void surrounds him as he dances. In it, he’s invincible as random status effects happen to the fighters, like time slow, uncontrollable taunting, sleepiness, and flower damage.


In Smash 4 and Ultimate, Luigi pulls out his Poltergust G-00 and sucks anyone nearby in, shooting them out after a few moments. 

Miscellaneous

Luigi has a really funny taunt where he scuffs his shoe on the ground. If this hits it automatically spikes the enemy even if they are on the ground.

Ness


Jab

He sends out two punches.

Side Tilt

He performs a roundhouse kick.

Up Tilt

He jumps and attacks with psi spark.

Down Tilt

SHIN KICK!

Dash Attack

He sends out three psi sparks while performing a double palm attack.

Neutral Air

He jumps and covers himself in PSI Energy.

Forward Air

He jumps forward and sends a bunch of PSI Sparks.

Back Air

A Dropkick that sends out PSI Sparks.

Up Air

By moving his fingers in an ark he generates PSI Sprinkles.

Down Air

He twirls and kicks the air, sending PSI Sparks from his feet.

Get Up Attack

He kicks the opponent before getting up.

Side Smash

He pulls out his bat and uses it, allowing him to reflect projectiles.

Up Smash

He sends his Yo-Yo around the world.

Down Smash

He uses his Yo-Yo to walk the dog.

Neutral Special

  1. PK Flash: He uses PK Flash to cause an explosion and harm opponents.

  2. Rising PK Flash: A PK Flash that rises higher, but is less powerful.

  3. PK Freeze: Just like Lucas’s own PK Freeze, it freezes the opponent when it hits.

Side Special

  1. PK Fire: Everyone’s least favorite move to play against. Ness casts a bolt of fire that upon contact, will continuously burn anyone caught on it.

  2. PK Bonfire: The bolt doesn’t travel far, but the flame pillar stays around longer.

  3. PK Fire Burst: A bolt that releases a single flame, but knocks opponents farther.

Up Special

  1. PK Thunder: He sends PK Thunder that can launch himself or opponents. 

  2. Lasting PK Thunder: PK Thunder deals multiple hits and doesn’t disappear, but it deals less damage.

  3. Rolling PK Thunder: A more powerful PK Thunder, but it moves more slowly.

Down Special

  1. PSI Magnet: He uses PSI Magnet to absorb energy based projectiles.

  2. PSI Vacuum: Pulls in opponents, and deals damage, but does not absorb projectiles.

  3. Forward PSI Magnet: The field appears in front of Ness, which both launches foes and absorbs projectiles.

Forward Throw

Ness uses psychokinesis to toss the opponent with a spin.

Back Throw

Ness uses psychokinesis to toss the opponent behind himself.

Up Throw

Ness uses his psychokinesis to toss the opponent upwards.

Down Throw

Ness tosses the opponent to the ground and uses PK Fire to burn the opponent.

Final Smash

By summoning Poo and Paula he can use PK Starstorm. This summons a barrage of meteors down at his opponents. He learned this from Poo so he can use it alone.

Captain Falcon


Jab 

Captain Falcon punches forward for 3 a hit hit combo ending in a knee or he does a rapid jab.

Side Tilt

A quick frontal kick.

Up Tilt

A high to low kick capable of spiking enemies to the ground.

Down Tilt

A low hitting leg sweep.

Dash Attack

A shoulder charge forward.

Neutral Air

Two straight forward kicks

Forward Air

The infamous Falcon Knee. What is usually a weak knee attack that does minimal damage becomes extremely damaging if you hit the sweet spot.

Back Air

A short ranged aerial backhand.

Up Air

A front to back kick in an ark above Captain Falcon.

Down Air

Falcon pushes down with both of his legs to spike opponents offstage.

Get Up Attack

Falcon swings his feet around like a helicopter.

Side Smash

A strong backwards first strike.

Up Smash

To, powerful kicks aimed high to catch mid-air foes.

Down Smash

Performs two kicks, one in front and one behind. Walk up slowly for optimal results.

Neutral Special

  1. Falcon Punch: FALCON PAAAAWWWWWNNNNNCH!!!

  2. Falcon Dash Punch: Captain Falcon dashes forward and does a slightly weaker Falcon Punch.

  3. Mighty Falcon Punch: A Falcon Punch that has more buildup, but does way more damage.

Side Special

  1. Raptor Boost: Captain Falcon zips forward with a fist of fire capable of uppercutting any enemy in his path.

  2. Heavy Raptor Boost: A Raptor Boost that’s slow, but more difficult to interrupt.

  3. Wind-Up Raptor Boost: Captain Falcon charges up a Raptor Boost that goes faster.

Up Special

  1. Falcon Dive: Captain Falcon propels himself upward with fire. If anyone is in the way of Falcon as he goes up he will latch onto them and burn them before jumping off of the target.

  2. Falcon Strike: Jumps higher, but doesn’t grab opponents. 

  3. Explosive Falcon Dive: Doesn’t jump as high, but is more powerful.

Down Special

  1. Falcon Kick: Falcon goes flying forward with feet of fire. If this is done in the air he will instead kick towards the ground.

  2. Falcon Kick Fury: A Falcon Kick that hits multiple times and can launch opponents.

  3. Lightning Falcon Kick: An electrical Falcon Kick that goes right through enemies.

Forward Throw

A swift gut punch after a grab.

Back Throw

Grabs and kicks the enemy backwards

Up Throw

Grabs the enemy before uppercutting them upwards.

Down Throw

Slams the opponent downwards causing them to bounce up slightly.

Final Smash

Captain Falcon hits his enemies onto a raceway before running them over with the Blue Falcon.

Jigglypuff


Jab

Two quick punches.

Side Tilt

A forward kick.

Up Tilt

An upwards kick behind Jigglypuff.

Down Tilt

A low to the ground quick.

Dash Attack

Jigglypuff throws her round body forward for a tackle.

Neutral Air

Another kick that covers the characters whole body.

Forward Air

An aerial two-legged drop kick

Back Air

A behind the back spin kick.

Up Air

An arm swipe in an arc above Jigglypuff.

Down Air

A drill kick that’s hit below Jigglypuff multiple times.

Get Up Attack

A front and back kick.

Side Smash

Jigglypuff kicks forward with enough force to move her a little.

Up Smash

A headbutt in an arc above Jigglypuff.

Down Smash

A split kick that hits on both sides.

Neutral Special

  1. Rollout: Jigglypuff begins to spin around before releasing her built up speed to roll across the stage at high speeds. This damages any foe caught in its way.

  2. Relentless Rollout: The rolling that keeps going even after hitting enemies.

  3. Raging Rollout: The rolling can’t be turned around, but when fully charged, it does a lot of damage.

Side Special

  1. Pound: Jigglypuff does a powerful punch that sends herself forward and enemies hit upwards.

  2. Sideways Pound: Opponents get launched sideways.

  3. Pound Blitz: Jigglypuff slides across the ground and hits the opponent multiple times.

Up Special

  1. Sing: Jigglypuff begins to sing a melody so boring it puts whoever is close enough to hear it to sleep.

  2. Hyper Voice: A tune that sends the opponent backwards.

  3. Spinphony: A tune that spins enemies around where they stand.

Down Special

  1. Rest: By taking a nap Jigglypuff can somehow turn itself into a hit box that deals massive damage and knockback to anyone hit by it. Jigglypuff will be forced to sleep for a few seconds before waking up to fight again.

  2. Leaping Rest: Jigglypuffs jumps up as she rests.

  3. Wakie Wakie: A short nap that makes Jigglypuff explode when she wakes up.

Forward Throw

Jigglypuff expands its body to knock away the opponent.

Back Throw

Jigglypuff supposes the target sending them flying backwards.

Up Throw

A graceful spin throw causing the enemy is tossed into the air at high speeds.

Down Throw

Jigglypuff slams the enemy to the ground before rolling over them a few times until they are launched up.

Final Smash

Jigglypuff begins to grow and expand its body taking up most of any stage. It will then expand one more time knocking away anyone hit by the sudden growth before Jigglypuff returns to normal size.

Miscellaneous

Jigglypuff is significantly more floaty and lightweight than the rest of the cast. So while it may not have good air speed it can stay in the air for a while. This is helped further by the fact Jigglypuff has an abnormal 6 jumps.

Peach


Jab

Two front facing slaps.

Side Tilt

Peach kicks her opponent into the air.

Up Tilt

Peach creates a heart above her that damages enemies hit by it.

Down Tilt

Peach sweeps the ground with her dress.

Dash Attack

Peach runs forward with sparkle and heart effects.

Neutral Air

Peach spins around in a circle hurting anyone nearby.

Forward Air

Peach takes off her crown and swings it down with magic sparkles.

Back Air

Peach slams her behind into the opponent.

Up Air

Peach waves her hands above her head, creating two rainbows.

Down Air

Peach sends 6 rapid kicks down at the opponent.

Get Up Attack

Peach spins around before getting up.

Side Smash

Peach uses a frying pan, golf club, and a tennis racket to cook, serve, and sink their opponent off stage.

Up Smash

Peach uses a ribbon above her head to harm the opponent with the heart created by it.

Down Smash

Peach does a spinkick.

Neutral Special

  1. Toad: Peach pulls out Toad who blocks an attack for her, spraying spores onto the opponent.

  2. Sleepy Toad: A counter that puts opponents to sleep.

  3. Grumpy Toad: Toad doesn’t counterattack, but it releases spores that deal some damage.

Side Special

  1. Peach Bomber: Peach uses the Peach Bomber to launch herself into the opponent, which causes a heart explosion.

  2. Flower Bomber: A Peach Bomber that once hit, causes a flower status effect on her opponents. 

  3. Flying Peach Bomber: A Peach Bomber that is harder to land, but is more powerful.

Up Special

  1. Peach Parasol: Peach jumps up and glides down with her parasol.

  2. Parasol High Jump: Peach jumps into the air quickly, but doesn’t use her parasol.

  3. Light Parasol: The jump isn’t high, but the parasol’s opening lifts Peach a bit higher.

Down Special

  1. Vegetable: Peach digs into the ground and lifts a turnip easier than luigi could. She can also pull out a bob-omb or a Mr Saturn.

  2. Light Veggie: Aslow flying veggie from the ground, but it can only be used so many times in a row.

  3. Heavy Veggie: A veggie that doesn’t travel far, but does more damage.

Forward Throw

Toad comes in and headbutts the opponent.

Back Throw

Peach uses her behind to knock the opponent back. Toad is present too I guess.

Up Throw

Peach places the opponent above her and strikes upwards. Toad aura farms.

Down Throw

Peach puts the opponent on the ground and toad headbutts them, knocking them back.

Final Smash

Peach puts the enemy to sleep and then spawns a bunch of peaches so that she can regain her health

Miscellaneous

Peach is capable of floating in the air allowing her to travel horizontally without losing any height. Peach can also perform aerials while floating.

Daisy


Echo

Being an Echo fighter, Daisy has the same moveset as Peach, right down to having the same final smash. Only instead of Peaches, it’s Daisies. 

Bowser


Jab

Throws his palm out and then follows up with a punch.

Side Tilt

Delivers a powerful punch towards the enemy.

Up Tilt

Swipes his hand up in the air to to hit the opponent while they are still in the air.

Down Tilt

Bowser swipes his claws on the ground twice to hit enemies.

Dash Attack

Does a slide to kick enemies right in the face.

Neutral Air

Turns his body 360° while in the air to hit enemies.

Forward Air

Swipes his claw downward to either hit or spike an enemy off stage.

Back Air

Whilst in the air Bowser delivers a dropkick to any adjacent opponents in the air.

Up Air

Swings his head around hitting the enemy.

Down Air

Goes into his shell before dropping down and hitting a player with his spiky shell and depending on how Xcore you are you could possibly pull off a suicide move killing the enemy and yourself with a spike.

Get Up Attack

Bowser swings his arms around hitting anyone who dares try to attack him while he gets up.

Side Smash

Dropkicks forward for insane knockback and damage.

Up Smash

Gets on all fours before jumping into the air hitting any opponents who are nearby.

Down Smash

Slashes enemies in both directions.

Neutral Special

  1. Fire Breath: Bowser spews a stream of fire from his mouth to scorch foes.

  2. Fire Shot: Bowser shoots out a fireball.

  3. Fire Roar: A more powerful version of Fire Breath, but takes longer to recharge.

Side Special

  1. Flying Slam: Grabs the enemy and then jumps into the air and then body slams them to the ground.

  2. Dash Slam: Bowser dashes towards the enemy and grabs them, but the jump isn’t as high.

  3. Dash Slash: Bowser slashes his opponent, dealing high launch power.

Up Special

  1. Whirling Fortress: Goes into his shell before spinning around on the ground. Any players next to him will be caught in a tornado of pain.

  2. Flying Fortress: Bowser goes higher, but deals no damage.

  3. Sliding Fortress: Bowser spin slides across the ground, it has less vertical range.

Down Special

  1. Bowser Bomb: Bowser jumps up into the air and then sits on the opponent.

  2. Turbulent Bomb: Bowser pushes back his opponents with a gust of wind when landing.

  3. Slip Bomb: Bowser shakes the ground upon landing, making his opponents fall over.

Forward Throw

Bowser puts the opponent between his horns and rocks his head forward, launching the opponents like a slingshot.

Back Throw

Bowser grabs the opponent, tossing them with one hand.

Up Throw

Bowser tosses the opponent up, he then gets into his shell and spins with its spikes, impaling the opponents.

Down Throw

Bowser puts the opponent on the ground and falls down on them, using his size and weight for massive damage.

Final Smash

Turns into Giga Bowser before locking in on a target and punching them off the map

Ice Climbers


Jab

Both Ice Climbers smack their opponents with their hammers twice, one from right then to the left

Side Tilt

Both Ice Climbers swipe their hammers to the left

Up Tilt

Both Ice Climbers raise their hammers and spin them around

Down Tilt

Both Ice Climbers swipe their hammers to the left on the ground

Dash Attack

Both Ice Climbers swing their hammers vertically while running

Neutral Air

The Ice Climbers spin in the air with their hammer

Forward Air

Both Ice Climbers smack the hammers forward, causing a potential spike

Back Air

The Ice Climbers spin their hammers and turn around to their backside

Up Air

The Ice Climbers swing their hammers overhead

Down Air

Both Ice Climbers fall at a fast rate while having their hammers smackdown when they hit the ground

Get Up Attack

As they get up, both Ice Climbers swing their hammers both directions on the ground

Side Smash

Both Ice Climbers lift their hammers overhead and smack them to the ground

Up Smash

Both Ice Climbers swing their hammers overhead

Down Smash

Nana and Popo swing their hammers on opposite directions

Neutral Special

Both Ice Climbers pull out a small bit of ice and smack it forward to make it slide to their opponents

Side Special

Both Ice Climbers spin around forward in an icy whirlwind with their hammers out

Up Special

Popo throws Nana up with a tether and as Nana flies up, Popo flies up as well bounded by the tether

Down Special

Both Ice Climbers shoot a wave of ice out of their palms

Forward Throw

Popo grabs the opponent and smacks them with a headbutt (or Nana and Popo can wobble their opponent infinitely). Once they are done Popo smacks their opponent with a hammer as they fly forward

Back Throw

Popo throws their opponent backwards as they hit the ground

Up Throw

Popo lifts their opponent above them and hits them with his hammer

Down Throw

Popo lifts their opponent overhead and throws them down on the floor

Final Smash

The Ice Climbers both summon a glacier that occupies most of the stage space and can be controlled from left to right. It may even freeze the opponent.

Sheik


Jab

He uses his knives in an inward knife hand strike to attack the opponent.

Side Tilt

He performs a roundhouse kick.

Up Tilt

He does a stretch Kick followed by an axe kick.

Down Tilt

He performs a leg sweep.

Dash Attack

He launches himself at the opponent with an outward fanning knife hand strike.

Neutral Air

He does a flying kick.

Forward Air

He does a lunging attack with a downward arching arcing knife hand attack.

Back Air

He does a sidekick.

Up Air

He does a corkscrew flying kick then a thrust kick.

Down Air

He does a downward falling kick.

Get Up Attack

He does a kip-up followed by a scorpion kick

Side Smash

He does a roundhouse kick followed up by a jumping spinning kick.

Up Smash

He raises her arms up and swings them downwards, performing an outward fanning knife strike attack.

Down Smash

He starts up a windmill to use it for a butterfly kick.

Neutral Special

  1. Needle Storm: He launches 6 needles into the opponent.

  2. Penetrating Needles: Throws needles that go through enemies, but he can only throw 3 needles.

  3. Paralyzing Needles: Throws needles that deal less damage and take longer to charge, but they paralyze opponents.

Side Special

  1. Burst Grenade: He throws a grenade attached to a tripwire.

  2. Gravity Grenade: Has a smaller explosion radius, but opponents hit by the blast will be knocked towards Sheik.

  3. Skimming Grenade: Sheik throws a small, bouncing grenade. The longer it takes to explode, the less damage it deals.


In Melee and Brawl, Sheik brings out a chain whip that can be dangled around to deal damage.

Up Special

  1. Vanish: He uses a deku nut to create smoke and seemingly teleport away.

  2. Gale: An ultra swift teleport that goes faster, but deals no damage.

  3. Abyss: A stealthy leap that has a meteor effect.

Down Special

  1. Bouncing Fish: He performs a 360° Tengkong Pantui Cepu.

  2. Jellyfish: Sheik flips higher and slams downwards with their heel, they then bounce straight up after hitting.

  3. Pisces: Sheik flips lower and kicks, which bounces them forward.

Forward Throw

Sheik shoulders their opponent forward.

Back Throw

Sheik kicks his opponent in the opposite direction.

Up Throw

Sheik kicks their opponent upwards using both feet.

Down Throw

Sheik slams his opponent onto the ground and drops their leg down to kick them.

Final Smash

In Brawl and Smash 4, Sheik fires a light arrow, which pierces through multiple foes, instantly killing them.

In Ultimate, he launches forward and anyone in contact is in a barrage of punches, kicks, and slashes.

Miscellaneous

He is a female!?

She can turn into Zelda in Melee and Brawl.

Zelda


Jab 

She sends out magic bursts from her palms.

Side Tilt

She uses magic to perform an outward hand strike.

Up Tilt

She uses magic in an overhead arch to hurt opponents.

Down Tilt

She does a kneeling kick.

Dash Attack

A double palm thrust with magic.

Neutral Air

She spins with magic around her.

Forward Air

She infuses her kick with magic.

Back Air

The same thing as the forward air but backwards.

Up Air

She creates an explosion above her.

Down Air

She stomps down with electric magic.

Get Up Attack

She kicks forwards and backwards.

Side Smash

A palm thrust with magic energy.

Up Smash

She waves her arms with magical energy.

Down Smash

She does a spinning roundhouse kick.

Neutral Special

  1. Nayru’s Love: Nayru's Love creates a blue crystal around her that protects her from damage.

  2. Nayru’s Rejection: Instead of hitting opponents, it spins them around.

  3. Nayru’s Passion: Pulls opponents in and does fire damage, but it doesn’t reflect projectiles.

Side Special

  1. Din’s Fire: She shoots Din’s fireball at the opponents causing an explosion.

  2. Din’s Flare: It travels farther, but can’t be aimed up or down.

  3. Din’s Blaze: A steady fireball that floats in the air for a bit and explodes.

Up Special

  1. Farore’s Wind: She uses Farore's wind to teleport upwards.

  2. Farore’s Squall: Teleporting doesn’t deal damage, but a gust of wind pushes opponents away.

  3. Farore’s Windfall: Teleports Zelda upwards, and foes hit when reappearing are meteor smashed.

Down Special

  1. Phantom Slash: She summons a phantom knight to slash the opponent.

  2. Phantom Breaker: The Phantom travels a set distance and breaks shields.

  3. Phantom Strike: The summoned Phantom strikes harder, but doesn’t move forward as much.

Forward Throw

Using her magic, Zelda throws her opponent forward.

Back Throw

Using her magic, Zelda throws her opponent to the opposite side.

Up Throw

Using her magic, Zelda throws her opponent upward.

Down Throw

Using her magic, Zelda throws her opponent to the ground and uses fire magic on them to deal multiple hits.

Final Smash

In Brawl and Smash 4, Zelda fires a light arrow, which pierces through multiple foes, instantly killing them.

In Ultimate, she uses the triforce of wisdom to create a blackhole-like force that sucks in the opponents and has the ability to kill them.

Miscellaneous

She can turn into Sheik in Melee and Brawl.

Dr. Mario


Jab

A pair of punches followed by a kick.

Side Tilt

Doctor Mario kicks forwards, with surprisingly good range.

Up Tilt

An upwards punch, like Mario’s, for obvious reasons.

Down Tilt

A downwards sweeping kick.

Dash Attack

Doctor Mario rushes forwards with a sliding kick. A bit slow, but armed with a decent amount of power.

Neutral Air

A stationary kick position to knock foes away.

Forward Air

Basically the same as Mario’s forward aerial, but this one doesn’t come with a Meteor Smash. It does come with really good knockback, however, so it can still take stocks more than you would think.

Back Air

A backwards sweeping kick with both legs. Good edgeguarding tool.

Up Air

An upwards flip kick to hit airborne foes.

Down Air

Doctor Mario performs a powerful downwards kick stomp, Meteor Smashing anybody stupid enough to be underneath him to their demise. Or a trip to the doctor’s office.

Get Up Attack

A pair of punches to the side as he gets back up.

Side Smash

Doctor Mario unleashes a powerful surge of electricity from his hand that blasts enemies away, somehow. Doctors don’t actually have electric powers, but Mario doesn’t care.

Up Smash

A strong upwards headbutt attack with more range than you would expect it to have.

Down Smash

A sweeping breakdancing-like kick that covers both sides.

Neutral Special

  1. Megavitamins: Doctor Mario tosses forwards a Megavitamin or two, or more depending on how much you spam this move. Megavitamins don’t kill viruses in this game like they usually do, but they do deal a pretty good amount of damage, and their unorthodox bouncing pattern can make them a bit trickier to read or reflect compared to most projectiles.

  2. Fast Capsule: Fires a capsule that isn’t as strong, but easier to use repeatedly. 

  3. Mega Capsule: Throws a large, but slow moving capsule that deals more damage to the opponents.

Side Special

  1. Super Sheet: Doctor Mario sweeps upwards with a doctor’s coat. Somehow this works and can reflect projectiles away or flip opponents around, because doctors are overpowered. It isn’t really good for airborne movement like Mario’s Cape, though, but it comes with better range to make up for that.

  2. Shocking Sheet: Launches foes with an electrically charged sheet, but it can’t reflect projectiles.

  3. Breezy Sheet: The sheet swipes a gale of wind that damages foes, as well as pushing them back.

Up Special

  1. Super Jump Punch: An upwards jump punch, just like Mario’s. Its height is not as impressive, but it is dramatically more powerful on the initial strike and can KO if done right.

  2. Super Jump: A slow jump that travels higher, but does no damage.

  3. Ol’ One-Two: A burning uppercut that doesn’t travel as high, but does more damage.

Down Special

  1. Dr. Tornado: Doctor Mario spins around like a medical tornado and knocks enemies away. This can even be used to fly around a little bit and move some.

  2. Soaring Tornado: A rapid spin that creates wind and launches foes.

  3. Clothesline Tornado: A slow spin that launches opponents higher.

Forward Throw

Dr. Mario swings his opponent forward.

Back Throw

Dr. Mario picks up his opponent and throws them over his head to the opposite side.

Up Throw

Dr. Mario throws his opponent upwards.

Down Throw

Dr. Mario throws his opponent to the ground, making them bounce into the air.

Final Smash

A huge wave of really giant Megavitamins. Guaranteed to kill any and all cases of the common cold, flu, bronchitis, pneumonia, stomach bugs, food poisoning, measles, and chicken pox. Probably even more stuff. Also guaranteed to deal huge damage to your enemies and potentially KO them!

Pichu


Jab

It performs a headbutt.

Side Tilt

It puts itself on its upper paws and kicks forwards.

Up Tilt

It swipes its tail in an arch above itself.

Down Tilt

It swipes its tail in front of itself.

Dash Attack

It launches itself with a headbutt.

Neutral Air

It performs an aerial somersault.

Forward Air

It performs a barrel roll.

Back Air

It does electric spins.

Up Air

It flicks its tail above itself

Down Air

It does a downward barrel roll.

Get Up Attack

It does a full spin then gets up.

Side Smash

It sends a jolt of electricity from its cheeks.

Up Smash

It does an upward headbutt.

Down Smash

It spins around sending out electricity.

Neutral Special

It sends a thundering jolt of electricity.

Side Special

It launches itself forward, bashing its skull into the opponent.

Up Special

It uses agility to launch itself up.

Down Special

It summons a thundercloud, sending lightning down on itself and the opponent.

Forward Throw

Pichu zaps their opponent forward.

Back Throw

Pichu rolls around and throws his opponent to the opposite side.

Up Throw

Pichu headbutts their opponent upwards.

Back Throw

Pichu jumps and stomps their opponent while they're on the ground.

Final Smash

It turns into a ball of electricity, running around and damaging opponents. 

Miscellaneous

Its electric attacks harm it.

Falco


Jab

Falco chops to the right, then to the left, then spins around and hits their opponent with a whirlwind of chops.

Side Tilt

Falco does a quick kick forward.

Up Tilt

Falco chops overhead with both hands back to back.

Down Tilt

Falco uses his tail to sweep underneath his opponent.

Dash Attack

Falco does a jump kick as he runs forward.

Neutral Air

Falco spins in the air delivering a couple of chops.

Forward Air

Falco spins his whole body forward, hitting his opponent with his head a few times.

Back Air

Falco delivers a kick backwards.

Up Air

Falco does an overhead kick with a front flip.

Down Air

Falco spins around with his foot forward to the ground.

Get Up Attack

As Falco gets up, he does two kicks from left to right.

Side Smash

Falco puts both of his hands overhead as he swipes them both down, doing two chops at once.

Up Smash

Falco does an overhead kick with both his feet.

Down Smash

Falco does the splits, delivering kicks to both sides.

Neutral Special

  1. Blaster: Falco pulls out his blaster and shoots a single laser that makes the opponent flinch.

  2. Explosive Blaster: Fires a shot that’s slower, but explodes upon impact.

  3. Burst Blaser: Fires faster shots, but the power and range of the lasers are decreased.

Side Special

  1. Falco Phantasm: Falco does a high speed dash forward, hitting his opponent, though it doesn’t get as far as Fox does.

  2. Falco Phase: Falco can’t be hit during the dash, but can’t harm his opponents.

  3. Falco Charge: A shorter dash that hits much harder.

Up Special

  1. Fire Bird: Falco ignites his body on fire and dashes into the air, delivering fiery damage to his opponent on contact.

  2. Fast Fire Bird: A Fire Bird that dashes instantly, but doesn’t go as far.

  3. Distant Fire Bird: Takes longer to charge, but hits enemies harder.

Down Special

  1. Reflector: Falco kicks his reflector forward and catches it as it comes back, reflecting any projectiles during that time or hitting their opponent to do some quick damage.

  2. Accele-Reflector: reflects when moving forward, but gets sent back stronger.

  3. Reflector Void: A reflector that destroys projectiles and the reflector itself does more damage.

Forward Throw

Falco does a chop forward, making his opponents fly that way.

Back Throw

Falco throws his opponents backwards, firing a laser shot from his blaster.

Up Throw

Falco throws his opponents up into the air and fires a shot from his blaster upwards.

Down Throw

Falco slams his opponent down to the ground and shoots a laser at them while down.

Final Smash

In Brawl and Smash 4, Falco gets into his Landmaster tank. A giant tank that takes up a majority of the stage. In it, Falco can fire lasers from its cannon and can do barrel rolls to damage opponents. that get onto the landmaster. The landmaster also has jets to lift it up into the air.


In Ultimate, Falco summons his crew from Team Star Fox. Falco gets into his ship and flies alongside them. But unlike Fox, Falco flies ahead and shows off, doing barrel rolls as he fires lasers to his opponent and wiping them out. 

Miscellaneous

Falco has the highest jump distance of any character.

Marth


Jab

A quick sword slash that combos into itself.

Side Tilt

A low to high forwards sword slash.

Up Tilt

A front to back sword swing that goes over Marth.

Down Tilt

A low angled sword poke.

Dash Attack

A sword attack as Marth slides forward.

Neutral Air

Marth does two 180 degree sword swings with the forward swing angled down and the backswing angled up.

Forward Air

An aerial high to low sword slash.

Back Air

Marth quickly turns to slash any foe behind him.

Up Air

An upwards sword slash.

Down Air

A sword attack in a downwards arc capable of spiking enemies.

Get Up Attack

Two sword attacks starting with the back and then the front.

Side Smash

A strong high to low sword slash.

Up Smash

Marth thrusts his sword upwards stabbing any enemy who dares to be above him.

Down Smash

Two low sword swings starting from the direction Marth is facing before swinging behind himself.

Neutral Special

  1. Shield Breaker: Marth thrusts his sword forward with immense force capable of easily busting shields.

  2. Storm Thrust: Marth thrusts his sword forward, creating a gust of wind that knocks opponents back.

  3. Dashing Assault: Thrusts while dashing forward, dealing less damage than normal.

Side Special

  1. Dancing Blade: Marth does a series of sword attacks that catches his opponents in multiple hits. Each sword attack can be different based on the direction Marth desires being slashes that hit upwards, forwards or downwards.

  2. Effortless Blade: The combo type can’t be changed, but Marth waits longer between attacks.

  3. Heavy Blade: Each strike is stronger and has more launch power, but it can be difficult to pull off a combo.

Up Special

  1. Dolphin Slash: In the blink of an eye Marth rises up with a powerful sword slash.

  2. Crescent Slash: Rises in an arc while attacking, and deals more damage at the midpoint, but it doesn’t go as high.

  3. Dolphin Jump: A high jump, but deals no damage.

Down Special

  1. Counter: Marth gets into a counter stance, countering any melee attack he is hit with during this timeframe.

  2. Easy Counter: Marth’s counter stance lasts longer, but the attack power is lower.

  3. Iai Counter: A counter that knocks opponents behind Marth. It’s faster, but it does less damage.

Forward Throw

As the master of chain grabs Marth is good at keeping close with foes. That is until he knocks them away with an elbow bash.

Back Throw

Marth trips the opponent, sending them at a low angle backwards.

Up Throw

Marth yeets the enemy into the sky.

Down Throw

Marth chucks the opponent to the ground with enough of an impact to send them upwards. 

Final Smash

Marth dashes forward to deliver a powerful sword strike.

Miscellaneous

Marth deals more damage when he hits the enemy with the tip of his sword.

Lucina


Echo

Being an echo, all of Lucina’s moves are similar to Marth’s. She even has the same custom moves as Marth in Smash 4. But she has a bit more of a balanced type approach with them.

Young Link


Jab

Young Link does two slashes with his sword and then does a flurry of slashes.

Side Tilt

Young Link does an overhead slice.

Up Tilt

Young Link swipes his sword upwards.

Down Tilt

Young Link sweeps his sword on the ground.

Dash Attack

Young Link does a running slice with his sword.

Neutral Air

Young Link does a jump kick.

Forward Air

Young Link does two sword swipes in the air.

Back Air

Young Link does two backwards roundhouse kicks.

Up Air

Young Link thrusts his sword upwards.

Down Air

Young Link thrusts his sword downwards.

Get Up Attack

As Young Link gets up, he does two sword slices from left to right.

Side Smash

Young Link charges up and does two massive sword slices.

Up Smash

Young Link does three overhead sword slices upwards.

Down Smash

Young Link does two massive sword slices from left to right.

Neutral Special

Young Link shoots a fire arrow.

Side Special

Young Link throws a boomerang.

Up Special

Young Link does a spin attack with his sword that can be charged on the ground, as well as help him recover back onto the stage.

Down Special

Young Link throws a bomb.

Forward Throw

Young Link kicks away his opponent forward.

Back Throw

Young Link kicks away his opponent in the opposite direction.

Up Throw

Young Link slashes his sword upwards, making his opponent go up.

Down Throw

Young Link puts his opponent down on the ground and elbow drops them, making them bounce upwards.

Final Smash

Young Link uses the Triforce of Courage to seal his opponents in a Triforce construct as he slashes them multiple times before finishing them off.

Miscellaneous

Young Link uses his hookshot to grab his opponents, as well as to grapple back onto the stage.

Ganondorf


Jab

An electrical palm strike.

Side Tilt

A strong forward kick.

Up Tilt

Ganondorf lifts his leg up causing a small vortex in front of him. He then drops his leg down for a powerful fiery leg drop.

Down Tilt

A low kick.

Dash Attack

A shoulder bash.

Neutral Air

Two aerial kicks forward.

Forward Air

An aerial overhead punch.

Back Air

A backwards backhand.

Up Air

A front to back kick above Ganondorf.

Down Air

A two legged stomp downwards that shocks and spikes the enemy.

Get Up Attack

Ganondorf spins his body around, hitting enemies on both sides of him.

Side Smash

In Melee, Brawl and Smash 4, Ganondorf performs a devastating elbow attack. 


In Ultimate, Ganondorf pulls out a sword and slams it down in front of him.

Up Smash

In Melee, Brawl, and Smash 4, Ganondorf does a giant devastating kick upwards.


In Ultimate, Ganondorf does a large front to back sword swing that arcs above him.

Down Smash

In Melee, Brawl, and Smash 4, Ganondorf does two kicks towards the ground from left to right. 


In Ultimate, Ganondorf does a low to the ground sword hilt attack that drags the opponent into a second sword attack.

Neutral Special

  1. Warlock Punch: Ganondorf readies a powerful punch that he can not be hit out of. However, take 7-10 business days to come out so if you get hit that’s on you.

  2. Warlock Blade: Ganondorf thrusts his sword forward, with the tip doing the most damage.

  3. Warlock Thrust: A faster and more explosive Warlock Punch.

Side Special

  1. Flame Choke: Ganondorf lunges forward with his arm outstretched for a grab. If done on the ground he will raise the target in the air before exploding them in a purple flame. If used in the air Ganondorf will slam the enemy into the ground with dark purple flame.

  2. Flame Wave: Dashes forward to grab the enemy and blasts them into the air.

  3. Flame Chain: Dashes forward and strikes enemies, but doesn’t grab them.

Up Special

  1. Dark Dive: Ganondorf slowly floats up with his arm out in an attempt to grab an opponent. If it lands he will charge them with purple energy that explodes sending Ganondorf upwards.

  2. Dark Fists: Ganondorf punches opponents into the air and then hits them in midair to do more damage.

  3. Dark Vault: Ganondorf jumps higher, but he can only grab at the beginning or end of his attack.

Down Special

  1. Wizard’s Foot: Ganondorf will slide foot first with dark energy. If the attack is used in the air Ganondorf will drop down with his foot filled with the same dark energy.

  2. Wizard’s Dropkick: Ganondorf jumps low into the air and does a flying kick.

  3. Wizard’s Assault: A faster flying kick that goes right through foes.

Forward Throw

Ganondorf does a gut punch after grabbing his enemy.

Back Throw

Ganondorf sends the opponent behind him with a kick.

Up Throw

Ganondorf lifts the enemy up before punching them upwards.

Down Throw

Ganondorf tosses the enemy into the floor pushing them up and out.

Final Smash

Ganondorf transforms into the large beast Ganon. First the beast stuns enemies in front him with his blades before ramming into them for massive knockback.

Mewtwo


Jab

Extends its arm to release small bursts of purple energy, if they spam it continually they’ll finish being annoying by an energy infused swipe upwards. 

Side Tilt

Swings their tail forward, shockingly strong for a tilt attack.

Up Tilt

Aura farms by using their own powers to do a backflip while spinning their tail around.

Down Tilt

Crouches and spins its tail around (Noticing a pattern?)

Dash Attack

A clean energy palm thrust that sends foes flying.

Neutral Air

Discharges electricity around himself with its limbs spread out.

Forward Air

An energy-infused swipe.

Back Air

Swings its tail behind itself

Up Air

A wide arching upwards swing of Mewtwo’s tail. Has excellent range and coverage.

Down Air

Mewtwo sends a surge of energy crashing down below him. Functions as a Meteor Smash if landed correctly.

Get Up Attack

A pair of slashes and tail swipes to the sides.

Side Smash

A powerful surge of psychic energy Mewtwo aims in front of him with both arms.

Up Smash

Thrust its arm upwards to create a purple galaxy-shaped swirl.

Down Smash

Moves its arm in a diagonal angle towards the ground of both sides and fires large bursts of energy from their fingertips.

Neutral Special

Mewtwo charges up a powerful Shadow Ball, firing it early or when fully charged at will. It then rushes forwards, dealing impressive damage to anybody caught by it.

Side Special

Mewtwo uses a field of Confusion in front of him, messing with enemy movement or reflecting enemy projectiles caught in the field.

Up Special

Mewtwo teleports somewhere else on the battlefield. This can be aimed in basically any direction.

Down Special

Mewtwo uses Disable directly in front of him. While the range is poor, anybody caught by it will be rendered dazed and stunned for a noteworthy amount of time, leaving them entirely at Mewtwo’s mercy.

Forward Throw

A barrage of small Shadow Balls hammer into the victim to launch them away.

Back Throw

Mewtwo psychically tosses a foe away behind him.

Up Throw

The enemy is spun above Mewtwo for a few rotations before being launched upwards.

Down Throw

Mewtwo tosses the enemy downwards before slapping them with his tail.

Final Smash

Mewtwo Mega Evolves into Mega Mewtwo Y, before firing off a powerful Psystrike. Anyone caught will take enormous psychic damage, before being launched away.

Roy


Jab

A set of upwards slashes that can be chained together.

Side Tilt

A forwards aimed slash that covers a wide arc.

Up Tilt

An upwards arching slash.

Down Tilt

A quick downwards slice along the floor in front of Roy.

Dash Attack

Roy rushes forwards and performs a horizontal slash directly in front of him.

Neutral Air

A pair of slashes both in front and behind Roy.

Forward Air

A wide arching downwards slash aimed in front of Roy.

Back Air

An upwards slash Roy aims behind him.

Up Air

An upwards horizontal slash above Roy.

Down Air

Roy does a powerful downwards slash below him, functioning as a Meteor Smash at the hilt.

Get Up Attack

A pair of slashes to both sides as Roy gets up.

Side Smash

A somewhat slow but very powerful forwards slash that deals more damage at the hilt.

Up Smash

Roy attacks upwards with his blade, emitting a powerful eruption in the sword that damages foes.

Down Smash

Roy slashes at both sides around him low to the floor.

Neutral Special

Roy charges his sword for an extensive period of time, before slamming it into the ground to create a terrifyingly powerful explosion. This move takes a long while to charge, but should it land at maximum charge, it will be devastating.

Side Special

Roy performs a number of quick slashes directly in front of him for a lengthy chain.

Up Special

Roy leaps into the air with his sword aflame, it can be arced somewhat to change its direction.

Down Special

Roy enters a countering stance, countering any hits he might take in this state.

Forward Throw

Roy shoulders his opponent forwards.

Back Throw

Roy trips his opponent into the opposite direction.

Up Throw

Roy throws his opponent upwards.

Back Throw

Roy slams his opponent onto the ground, making them bounce into the air.

Final Smash

Roy performs a quick slash in front of him, before unleashing a devastating explosion with his blade that sends anyone caught by it flying.

Miscellaneous

Roy’s sword comes with a unique mechanic, in that he is the opposite of Marth and Lucina. Instead of dealing more damage with the tip of his sword, Roy’s attacks instead to deal the most damage at the hilt, prioritizing extremely close quarters to deal better damage.

Chrom


Echo 

As an Echo of Roy, Chrom’s moveset is largely similar. He lacks the mechanic of dealing more damage at the hilt, and instead deals more consistent damage across his entire sword. Besides that, his up special is more akin to Ike’s, acting quite similarly to his Aether recovery move. His Final Smash is also different, rushing forwards to deliver a pair of powerful slashes to launch enemies away rather than staying in a single spot. Otherwise, Chrom’s moveset is largely the same outside of a few, minor differences here and there.

Mr. Game And Watch


Jab

He grabs a pump, sending gas at the opponent.

Side Tilt

He uses a chair to knock opponents back.

Up Tilt

He uses two flags to attack the opponent.

Down Tilt

He uses a manhole to harm the opponents, forcing it into them.

Dash Attack

He headbutts the opponent with a helmet on.

Neutral Air

He mercilessly rips fish out of their bowl home and sends them at the opponent.

Forward Air

He sends out a bomb blowing up opponents or anyone in its destructive path.

Back Air

This monster swings a turtle behind himself, harming the opponents and the poor turtle.

Up Air

He shoots a puff of air at the opponent.

Down Air

He reminds Mario and Donkey Kong of their dark past by slamming a key down at the opponent.

Get Up Attack

He swings a hammer down to knock opponents away.

Side Smash

He lights a torch and burns the opponent.

Up Smash

He puts on a diving helmet and headbutts the opponent.

Down Smash

He swings two hammers down like he smashes moles, digging the opponent into the ground.

Neutral Special

  1. Chef: He cooks up a beating, tossing a mysterious food at the opponent.

  2. XXL Chef: Flings massive food that is slower, but more powerful.

  3. Short-Order Chef: Flings mini bits of food, which have lower attack power, but farther range.

Side Special

  1. Judge: He judges the opponent and RNGesus judges Game and Watch with several effects.

1: It's a weak flinching attack.

2: It can knock people down or bring back the worst brawl mechanic, tripping.

3: It's a weak hit.

4: It's a slashing attack. With a hammer.

5: It does an electric attack.

6: It does a fire attack.

7: It summons 3 apples.

8: It freezes people.

9: Lord have mercy, it practically kills the opponent.

  1. Extreme Judge: Only 1 and 9 appear, but 9 isn’t as devastating.

  2. Chain Judge: The number shown equals the number of hits dealt.

Up Special

  1. Fire: He jumps up from two firemen launching him. He descends into the war with a parachute.

  2. Heavy Trampoline: Lower distance, but does more damage on the way up.

  3. Trampoline Launch: Launches G&W and his foes next to him into the air, but he doesn’t descend with a parachute.

Down Special

  1. Oil Panic: He grabs a bucket, filling it with whatever projectile it can. When it's full he dumps oil all over the place, instantly killing opponents and the ocean's animals.

  2. Efficient Panic: The bucket fills more quickly, but it does less damage.

  3. Panic Overload: The bucket has a smaller absorption rate, but the oil dumped is larger.

Throw

Mr. Game And Watch juggles a stock icon of their opponent and throws them in any of the four directions.

Final Smash

Transforms into a giant Octopus and makes its way across the screen, picking up any unlucky foes in its path and carrying them away.

Miscellaneous

One of Mr. Game and Watch's most defining aspects is his odd body. However, this acts as a huge advantage because it allows G&W to create Shadow Bugs. Shadow Bugs are tiny creatures capable of (even being able to make them bigger), creating small enemies, making doppelgangers (at increased sizes) and even forming the powerful boss, Duon. Duon has two sides. One with swords capable of chopping  enemies up and the other has a cannon that fires explosive blasts.

Meta Knight


Jab

Meta Knight unleashes a flurry of swings with Galaxia. Unlike pretty much all other jabs, this move can be used continuously for as long as one likes without stopping, and finishes off with a useful upwards slash.

Side Tilt

A trio of sword swings that locks foes in place before launching them away.

Up Tilt

An upwards drilling thrust with Galaxia to hit airborne enemies.

Down Tilt

Meta Knight pokes his blade forwards along the ground quickly.

Dash Attack

A swift and effective forwards kick that launches foes into the air, a good combo starter as well!

Neutral Air

Meta Knight spins around mid-air like a little blue buzzsaw, slicing anybody close with Galaxia.

Forward Air

A set of forwards aiming sword swings with excellent range.

Back Air

A trio of backwards swings in mid-air. Excellent for edgeguarding KOs if you like that sort of strategy.

Up Air

A quick horizontal slash aimed upwards.

Down Air

Same as above, but aimed downwards.

Get Up Attack

Meta Knight strikes in both directions with Galaxia before getting back up.

Side Smash

A charged and powerful slash with Galaxia, while its range isn’t great, it is rather fast and powerful.

Up Smash

A trio of upwards slashes that can catch airborne foes with ease and launch them away.

Down Smash

Meta Knight quickly slashes around both of his sides, striking low foes (or the legs of taller adversaries I guess) and knocking them away.

Neutral Special

  1. Mach Tornado: The Mach Tornado activates, where the masked knight spins around rapidly, sucking in opponents to deal a continuous stream of damage before launching them away. Meta Knight can even fly about while using this move, giving it excellent range and versatility.

  2. Entangling Tornado: Pulls enemies in to launch them upwards.

  3. Dreadful Tornado: A more powerful Mach Tornado, but the spins can’t be increased.

Side Special

  1. Drill Rush: Meta Knight uses the Drill Rush, flying forwards in a spinning motion with his blade, rushing through enemies and dragging them along to deal continuous damage.

  2. High-Speed Drill: A faster Drill Rush, but the angle can’t be changed.

  3. Shieldbreaker Drill: A Drill Rush reduced in power and distance, but breaks shields.

Up Special

  1. Shuttle Loop: Meta Knight’s wings aren’t just for show. The Shuttle Loop allows the warrior to perform an incredible upwards slice while rapidly ascending into the skies above, potentially bringing victims along and over the top blast line.

  2. Blade Coaster: Flies forwards instead of up, which makes opponents be launched at a lower angle.

  3. Lazy Shuttle Loop: Does a slow loop, and strikes hard while rising quickly.

Down Special

  1. Dimensional Cape: Tapping into the spatial properties of the Dimensional Cape, Meta Knight disappears in order to teleport to a different location. He is then able to reappear somewhere else on the map, maybe even attacking with surprisingly great power on top of that. Meta Knight is completely undamageable while this move is in use, making it an incredible option for getting around, or maybe scaring people by popping up in front of them or something.

  2. Shield Piercer: The power and distance is lower, but the attack pierces shields.

  3. Stealth Smasher: Distance travels longer, but Meta Knight is left vulnerable.

Forward Throw

Meta Knight flip kicks their opponent forward.

Back Throw

Meta Knight teleports behind his opponent and slashes them away.

Up Throw

Meta Knight lifts his opponent high into the air and slams them back down to the ground.

Down Throw

Meta Knight stomps on his opponent repeatedly.

Final Smash

In Brawl and Smash 4, Meta Knight throws his cloak over his opponents. The screen turns to black and comes back when Meta Knight performs a single devastating sword slash.


In Ultimate, Meta Knight performs Darkness Illusion. Which is a powerful attack where the masked knight creates a stream of lightning to trap opponents, before dragging them into the skies above. Then, the great warrior attacks with a barrage of clones, slicing his enemies to shreds in the dark skies and finishing them off with a powerful slash attack.

Pit


Jab

A trio of slashes with the bow, can be turned into a flurry of attacks if mashed.

Side Tilt

Pit does a horizontal slash with his blades aimed forwards.

Up Tilt

A trio of upwards kicks to hit those in front of Pit or in the air.

Down Tilt

A quick slash across the ground in front of Pit to hit low enemies.

Dash Attack

A rushing slash with Pit’s blade.

Neutral Air

A large spinning twirl with both of the Bow of Light’s blades, it deals numerous hits and lasts quite a while.

Forward Air

A forwards spinning twirl with both blades.

Back Air

A quick backwards stab with the blades, it has surprisingly good knockback power.

Up Air

An upwards spinning twirl with the blades, a very good anti-air tool.

Down Air

Pit swings one of the Bow of Light’s blades in a large downwards arc below him. It is a Meteor Smash on those caught under it.

Get Up Attack

Pit slashes at both sides while he gets back up.

Side Smash

A quick but powerful pair of direct forwards slashes with both blades, knocking foes away.

Up Smash

A trio of upwards aimed bow slashes to hit those above the angel.

Down Smash

Pit slashes at the ground on both sides with his blades.

Neutral Special

  1. Palutena’s Bow: Pit uses the Bow of Light to fire an arrow forwards. It can be charged for a while and also aimed in all sorts of directions, allowing it to hit just about anywhere with enough skill.

  2. Piercing Bow: Fires a stronger arrow that pierces through foes, even breaking shields, but the charge takes longer.

  3. Guiding Bow: The arrow can be more easily guided, but is less powerful.

Side Special

  1. Upperdash Arm: Pit rushes forwards with the Upperdash Arm, bashing anybody he rams into up to the skies above.

  2. Interception Arm: Doesn’t dash, but acts as a counter.

  3. Quickdash Arm: A faster and longer dash that continues after the uppercut, but is harder to control.


In Brawl, Pit spins Palutena’s bow around in a circular motion in front of him, hitting opponents and reflecting projectiles.

Up Special

  1. Power of Flight: Pit takes flight to the skies with the Power of Flight. It deals no damage and can only go one direction once activated, but it has incredibly good range and is a remarkable recovery tool.

  2. Striking Flight: The angle of the flight can’t be controlled, but deals more damage upon takeoff.

  3. Breezy Flight: The flight doesn’t go as far, but it creates a whirlwind that pushes enemies away.


In Brawl, Pit had the power of flight, but it only enhanced his jumps rather than send him in a specific direction.

Down Special

  1. Guardian Orbitars: Pit uses the Guardian Orbitars on both sides around him. It can block attacks, reflect projectiles, and hamper enemy movement, giving it plenty of use.

  2. Impact Orbitars: The orbitars deal damage and knockback to opponents, but don’t reflect or guard.

  3. Amplifying Orbitars: Boosts the power of the projectiles reflected, but the Orbitars will be broken more easily.


In Brawl, Pit only had one shield to reflect projectiles with instead of two.

Forward Throw

Pit slashes his opponent forwards.

Back Throw

Pit throws his opponent into the opposite direction, slamming them onto the ground while doing so.

Up Throw

Pit kicks his opponent upwards with both legs.

Down Throw

Pit places his opponent onto the ground and slashes them with Palutena’s Bow.

Final Smash

In Brawl, Pit summoned Palutena’s troops to attack his opponents while dealing with other parts of the battle. 


In Smash 4, Pit equips the Three Sacred Treasures, where he fires multiple types of projectiles at his opponents, ending with blue beams that go across the stage.


In Ultimate, Pit summons the Lightning Chariot, aims, and then launches forwards in it to ram anybody caught in the crosshairs. Deals devastating damage, but has a small area of affect.

Dark Pit



Echo

All of the moves are the same as Pit, even having the same custom moves in Smash 4, but some things are different. Dark Pit uses his electroshock for his side special and hits his opponent with an electrical attack that can also reflect projectiles. Dark Pit also has a different final smash, using his bow to deliver a devastating and quick shot that can kill the opponent almost instantly. 


Zero Suit Samus


Jab 

A three hit combo with one chop and two elbow strikes.

Side Tilt

A kick that can be angled almost anywhere in front of Samus.

Up Tilt

Samus does a handstand as she crushes foes above her between her legs.

Down Tilt

A low sweep.

Dash Attack

Samus uses her rocket boots to propel herself forward for a knee strike.

Neutral Air

Samus uses her plasma whip to do a 180 attack around herself, zapping enemies hit by the attack.

Forward Air

Two swift kicks forward.

Back Air

A strong backwards kick.

Up Air

A kick in an arc above Samus.

Down Air

Samus dives towards the ground foot first hitting anyone in her path with a spike.

Get Up Attack

A 180 kick around her body.

Side Smash

Two high damaging kicks forward. The second of which uses fire from Samus boots to deal extra damage.

Up Smash

Samus shocks enemies above her by whipping around her plasma whip.

Down Smash

Samus fires a paralyzer shot at the ground that stuns opponents for a short duration.

Neutral Special

  1. Paralyzer: Samus charges up a paralyzer blast that slowly travels forward. The longer the charge the more powerful it becomes with longer range and stun duration.

  2. Blast Shot: The blast shoots farther and faster, but it’s less powerful and won’t stun.

  3. Electromagnetic Net: The energy blast expands after being fired, but has a reduced range.

Side Special

  1. Plasma Whip: Samus whips her plasma whip forward to shock and scorch any foe hit by the attack. The whip can also grab ledges to help Samus recover to stage.

  2. Plasma Dash: A dashing strike with Samus’s gun that doesn’t use the whip.

  3. Whip Lash: Knocks opponents towards Samus with the very end of the whip, the rest does nothing.

Up Special

  1. Boost Kick: Samus uses her boots to boost upward with a flurry of kicks to anyone caught in the way.

  2. Impact Kick: Samus kicks opponents into air and finishes them with a powerful spinning kick.

  3. Lateral Kick: Samus lifts opponents into the air at an angle, and dashes forward with a spin kick.


In Brawl, Samus uses her whip to grab onto a ledge.

Down Special

  1. Flip Jump: Samus jumps in an arc using her boots. She can then use the fire from her boots to deliver a strong kick to anyone in her way. If Samus perfectly lands on an opponent in the air they are spiked down and if she perfectly lands on them while they are on the ground they are buried.

  2. Shooting Star Flip Kick: The flip itself doesn’t attack, but the descending kick does when the button is pressed again.

  3. Low Flip: A flip that doesn’t go very high, but covers a lot of ground.

Forward Throw

Samus uses her plasma whip for extra grab range. Once grabbed she will kick away the foe.

Back Throw

Samus flings the enemy behind her before kicking them further back.

Up Throw

Samus does a backflip kick that sends the opponent up.

Down Throw

Samus brings the enemy to the floor before performing a leg drop on them to hit them upwards.

Final Smash

Samus climbs on top of her ship and dawns her Power Suit to fire a massive laser from afar at anywhere she targets.

Miscellaneous

In Brawl, if Zero Suit Samus uses her Final Smash she will turn back into regular Samus.

Wario


Jab

Wario attacks with a couple of angled punches.

Side Tilt

Wario does a quick side slap forwards, batting foes away.

Up Tilt

Wario raises both of his arms into the air, slapping foes with them.

Down Tilt

Wario pokes his hand forwards towards the ground, hitting any low opponents with surprising speed.

Dash Attack

The iconic Shoulder Bash from the Wario Land games. Wario charges forwards and slams enemies with his shoulder, knocking them away with impressive power.

Neutral Air

Wario does a quick airborne spin.

Forward Air

A very brief forwards kick with Wario’s tiny little foot. While it lacks range and power, it’s pretty good for combos.

Back Air

Wario swings his whole body backwards in midair, slamming his body into anybody behind him with ease.

Up Air

Wario does an upwards clap, smacking anybody above him.

Down Air

Wario does a downwards corkscrew attack, piledriving foes beneath him.

Get Up Attack

Wario smacks foes on both sides as he gets up.

Side Smash

Wario unleashes an immensely powerful forwards punch that sends opponents flying with ease. In Brawl, his side smash was a shoulder bash.

Up Smash

Wario does a huge upwards headbutt. It has surprising range and power, making it great for dealing with airborne enemies.

Down Smash

Wario spins about on the ground with surprising speed, knocking away opponents.

Neutral Special

  1. Chomp: Wario chomps down on his prey and munches on them for a good long while. He somehow restores his health doing this, and can even eat items and some projectiles. His diet is already pretty atrocious, so it’s not like this does anything worse for him…

  2. Inhaling Chomp: Pulls enemies in for a bite, but it does less damage.

  3. Garlic Breath: Wario’s rancid breath makes enemies fall over and pass out.

Side Special

  1. Wario Bike: Created by the brilliant Doctor Crygor, the Wario Bike comes into the fray with this move. Wario can ride it all over the place, running targets over, speeding, doing wheelies, and being a general pain in the neck. Wario can also dismount the bike to throw it at people or eat it, because why not.

  2. Speeding Bike: The bike goes faster and is lighter, but does less damage and can be destroyed easier.

  3. Burying Bike: The bike is slower and heavier, but it buries opponents.

Up Special

  1. Corkscrew: Wario spins around in the air like a big yellow and purple tornado, somehow rising higher into the air with it. Not as efficient as Kat and Ana’s gliders or Ashley’s broom, but it is effective. Probably gets kind of dizzy though.

  2. Widescrew: Does less damage and range, but the angle can be changed.

  3. Corkscrew Leap: Takes longer to charge and deals no damage, but Wario goes higher.

Down Special

  1. Wario Waft: Wario’s not exactly known for his good manners, and the Wario Waft is a good example of why. This astonishingly powerful move has the microgame maker unleash his stored gas into a powerful blast, obliterating foes with ease. Absolutely vile…

  2. Rose-Scented Waft: Release gas that gives opponents the flower status effect.

  3. Quick Waft: The waft charges more quickly, but does less damage.

Forward Throw

Wario uses his butt to bash his opponent forward.

Back Throw

Wario swings his opponent around and throws them in the opposite direction.

Up Throw

Wario uses both of his hands to smack his opponent upwards.

Down Throw

Wario jumps and lands on his opponent, butt first.

Final Smash

Ladies and gentlemen, people of all ages! Behold the greatest hero of Diamond City, the one, the only, WARIO MAN!!!


Yeah, yeah, his powers are a total dud in WarioWare, shut up. You’re just jealous. Unleashing the incredible might of Nasty Garlic, Wario Man takes to the skies to put the hurting on his stupid enemies, and make them have a rotten day! He’ll pulverize everyone dumb and stinky enough to challenge him, and send them flying into orbit!


…Or Orbulon’s inconveniently timed Oinker that happens to be passing by. Whichever happens first.

Snake


Jab

Snake does two punches and a roundhouse kick.

Side Tilt

Snake delivers an attack with his knee and an overhead hammerfist.

Up Tilt

Snake does an overhead kick, doing the splits upwards.

Down Tilt

As Snake is in his army crawl position, he spin sweep kicks around on the ground.

Dash Attack

Snake does a roll on the ground that delivers damage and goes straight into his army crawl position.

Neutral Air

Snake does a series of three roundhouse kicks and one final kick upwards.

Forward Air

Snake does an overhead axe kick that can spike his opponent.

Back Air

Snake does a backwards dropkick.

Up Air

Snake does an upwards dropkick.

Down Air

Snake does a series of rapid downward kicks.

Get Up Attack

As Snake gets back up, he does sort of a light breakdance, kicking from left to right upon recovery.

Side Smash

Snake aims his rocket launcher downward and fires it onto the ground, causing a small explosion that can harm the opponent.

Up Smash

Snake takes out a mortar and shoots a rocket up into the air that explodes upon contact with the opponent or the ground.

Down Smash

In Brawl, Snake digs a claymore into the ground that explodes when Snake’s opponents touch it.


In Ultimate, Snake does two kicks to the ground from the left and right.

Neutral Special

Snake takes out a grenade and throws it.

Side Special

Snake takes out a rocket launcher and fires a nikita missile that is remote controlled and can explode upon contact.

Up Special

Snake grabs onto a Cypher and it flies any direction upwards.

Down Special

Snake arms C4 that can be stuck to any surface, including his opponent, and it explodes with a push of a button.

Forward Throw

Snake grabs his opponent from behind with a rear naked choke and does a blood choke. Snake pushes his opponent forward onto the ground as they fly forwards from the impact.

Back Throw

Snake sweeps his opponent as they fly backwards from the rear naked choke.

Up Throw

Snake then does a belly to back suplex that makes his opponent fly upwards.

Down Throw

Snake places his opponent onto the ground that leaves them open to an attack while on the floor.

Final Smash

In Brawl, Snake gets onto the ladder of a helicopter and shoots his opponents with a grenade launcher from the front of the stage.


In Ultimate, Snake throws a flare grenade as an aiming cursor locks onto his opponents and rockets get fired away to whoever is targeted.

Ike


Jab

A punch and kick followed by a sword swing.

Side Tilt

A horizontal sword slash.

Up Tilt

Ike raises the edge of his sword in the air to his enemies above him.

Down Tilt

A low angled sword attack

Dash Attack

A lunging sword slash.

Neutral Air

Ike swings his sword around his body.

Forward Air

A high to low sword slash.

Back Air

A quick sword attack behind Ike.

Up Air

An upwards sword slash in an arc.

Down Air

A powerful downwards sword swing capable of slinging opponents.

Get Up Attack

A sword sweep around Ike’s body.

Side Smash

Ike swings his sword in front of himself with a heavy slam.

Up Smash

Ike swings his sword upwards in a large area.

Down Smash

Two low to the ground sword strikes to the left and right.

Neutral Special

  1. Eruption: Ike charges his sword with blue flame. When it strikes the earth the sword causes a large spire of blue flame. If charged a good amount a second, a smaller spire of flame will appear after the initial one and the attack will do more damage. Finally at full charge Ike will create a third small spire of fire with maximum damage at the cost of his own health.

  2. Tempest: Ike’s sword strike creates a gust of wind once it hits the ground.

  3. Furious Eruption: Ike’s spire of flames covers a wider area the more it’s charged, but does more damage on himself.

Side Special

  1. Quick Draw: Ike charges up a slash. Once released the slash sends Ike rushing forward only stopping when slashing at an opponent. The longer it’s charged the further the move goes.

  2. Close Combat: A faster lunge that ends with a body blow that launches foes.

  3. Unyielding Blade: A lunge that has more super armor, but is slower and shorter.

Up Special

  1. Aether: Ike throws his sword into the air causing it to spin and hit enemies. Ike will then jump the sword before crashing back down to earth. Enemies under Ike as he falls will be spiked.

  2. Aether Drive: Ike throws his sword diagonally upwards.

  3. Aether Wave: The sword creates a shockwave once it hits the ground, but it’s less powerful.

Down Special

  1. Counter: Ike will block a melee hit before countering with a sword slash of blue flame.

  2. Paralyzing Counter: A counter that paralyzes the enemies instead of doing damage.

  3. Smash Counter: Delivers a slower, yet more powerful attack during the counter.

Forward Throw

Grabs a foe before kicking them away.

Back Throw

Ike spins the enemy behind him followed by kicking them away.

Up Throw

Does a two handed smack that hits enemies upwards.

Down Throw

Ike tosses the enemy to the ground before performing a knee drop on them.

Final Smash

Ike does a sword swing which launches multiple foes into the air. He will then hit them with multiple flaming slashes before sending them crashing down in a spiral of flame.

Squirtle


Jab

A combo of punches, kicks then finishes with a tail flip forwards.

Side Tilt

Crouches and swings its tail forwards that could be angled.

Up Tilt

Hops up and headbutts the foes.


Down Tilt

Spins and sweeps its tail forwards.

Dash Attack

Leaps forward and does a drop kick.

Neutral Air

Turns onto the side of his body and does a quick cartwheel.

Forward Air

Dropkicks while spitting water.

Back Air

Thrusts and spins around sideways moving his tail back.

Up Air

Quickly flips upwards while using its tail to hit foes.

Down Air

Thrust its tails downwards spinning in multi-hit.

Get Up Attack

Spins around.

Side Smash

Squirtle uses his iconic level up move Water Smash and spits water.

Up Smash

Squirtle creates two geysers on both of his sides.

Down Smash

Crouches down and spins on the back of his shell while spitting water.

Neutral Special

Charges up in one second for his Water gun, then spits it out lakes of water. The water does not damage or flinch but instead pushes you back.

Side Special

Squirtle withdraws into his shell and spins around and slides across the battlefield in said shell. Throughout the move Squirtle is invincible

Up Special

Squirtle creates a wave of water and slides up it like a waterfall.

Down Special

Swap between Pokemon.

Forward Throw

Squirtle bashes his opponent forward with his shell.

Back Throw

Squirtle throws his opponent to the opposite side.

Up Throw

Squirtle headbutts his opponent upwards.

Down Throw

Squirtle hops up and bashes his opponent with his shell.

Final Smash

Pokemon Trainer uses Triple Finish, with all three Pokemon coming together to attack in one powerful blast.

Ivysaur


Jab 

Ivysaur uses vines from its body to whip the opponent.

Side Tilt

Ivysaur uses its bulb and leaves as a hurricane to hurt opponents.

Up Tilt

Ivysaur performs a sick ass handstand, kicking the opponent.

Down Tilt

Ivysaur uses its vines to perform a leg sweep.

Dash Attack

Ivysaur does a sliding tackle right into the opponent.

Neutral Air

Ivysaur does a spin and hits with its leaves.

Forward Air

Ivysaur swings its vine in a dunk motion.

Back Air

Ivysaur does a mid air backflip, attacking with its vines.

Up Air

Invysaur expels a bunch of spores from his bulb, which makes Ivysaur move downwards slightly. If done in the middle of a hop, Ivysaur will not experience any downward movements.

Down Air

The same as up air but upside down.

Get Up Attack

Kicks or spins around with his vines.

Side Smash

Plants his vines into the ground before lunging forward with a headbutt.

Up Smash

Launches a blast of spores above him.

Down Smash

Ivysaur wraps his vines across the ground from both sides of himself.

Neutral Special

Ivysaur sends seeds launching from its bulb.

Side Special

Ivysaur flings a single spinning leaf across the battlefield which can hit many foes at once. 

Up Special

Ivysaur whips his foes. Can also be a tether recovery.

Down Special

Swap between Pokemon.

Forward Throw

Ivysaur restrains his opponent with his vines and bashes his body forward to hit his opponent.

Back Throw

Ivysaur throws his opponent in the opposite direction with his vines.

Up Throw

Ivysaur throws and jumps upward to hit his opponent.

Down Throw

Ivysaur throws his opponent to the ground with his vines.

Final Smash

Pokemon Trainer uses Triple Finish, with all three Pokemon coming together to attack in one powerful blast.

Charizard


Jab

A sit of claw slashes and a whack with one of Charizard’s wings.

Side Tilt

Charizard slaps foes with his tail, potentially burning them.

Up Tilt

Charizard slaps upwards with his wings, hitting foes above him.

Down Tilt

Charizard does a quick headbutt along the ground in front of him.

Dash Attack

Charizard rushes forwards and kicks ahead.

Neutral Air

A quick spinning attack that slaps foes with the dragon’s tail and wings.

Forward Air

Charizard slashes forward in mid-air with his claws.

Back Air

Charizard whips his tail backwards to deal damage.

Up Air

A large arching upwards headbutt to damage foes above.

Down Air

Charizard stomps the area beneath him, potentially acting as a Meteor Smash.

Get Up Attack

Charizard strikes to both the sides around him as he gets up.

Side Smash

A massive headbutt attack in front of the dragon. Extremely slow, but very powerful.

Up Smash

A pair of upwards slashes with Charizard’s wings.

Down Smash

Charizard stomps the ground around him and swings his wings down to hit anybody nearby.

Neutral Special

  1. Flamethrower: Charizard uses Flamethrower, dealing a steady stream of fire to anybody caught in it. Can be angled to aim better, but the flame will diminish in size the longer it is used.

  2. Fire Fang: A short range Flamethrower that does more damage.

  3. Fireball Cannon: Fireballs that travel farther, but don’t do a lot of damage.

Side Special

  1. Flare Blitz: Charizard uses Flare Blitz to rush forwards and deal heavy damage to anybody hit. He does take some recoil, though.

  2. Blast Burn: A slower, but more powerful Flare Blitz.

  3. Dragon Rush: A less powerful flare blitz that doesn’t make you take damage.

Up Special

  1. Fly: Charizard uses his wings to fly upwards in a spinning attack.

  2. Rising Cyclone: Doesn’t go as high, but it sucks opponents in.

  3. Fly High: Flight distance is increased, but does no damage.

Down Special

Pokemon Trainer switches Charizard out for Squirtle.

  1. Rock Smash: In Smash 4, Charizard smashes a giant rock, with the debris and attack itself dealing damage. The move also has Super Armor.

  2. Sinking Skull: Pounds opponents into the ground and buries them.

  3. Rock Hurl: The rock shards fly higher, but do less damage.

Forward Throw

Charizard bites his opponent and throws them forward.

Back Throw

Charizard bites his opponent and throws them in the opposite direction.

Up Throw

Charizard lifts his opponent into the air and slams them back down.

Down Throw

Charizard places his opponent onto the ground and breaths fire onto them.

Final Smash

In Smash 4, Charizard Mega Evolves into Mega Charizard X, where the big dragon is free to fly around the stage dealing heavy damage with fire and flight attacks for a limited amount of time.


In Brawl and Ultimate, Pokemon Trainer uses Triple Finish, with all three Pokemon coming together to attack in one powerful blast.

Diddy Kong


Jab

Two slaps followed by a sidekick.

Side Tilt

Two outward hand strikes at the same time.

Up Tilt

An overhead slap in an arc above Diddy Kong.

Down Tilt

A low angled clap attack.

Dash Attack

Diddy does a flip forward smacking his hands and feet into the ground for a multi-hit move.

Neutral Air

Diddy extends his limbs out and does a wheel-like spin in the air.

Forward Air

A swift drop kick.

Back Air

A quick backwards kick.

Up Air

A kick in an arc above Diddy.

Down Air

A two handed club downwards with the ability to spike enemies.

Get Up Attack

A kick on either side of Diddy Kong.

Side Smash

A strong punch into a backhand combo.

Up Smash

Diddy does 3 consecutive punches upwards sending any opponent hit by the move sky high.

Down Smash

Diddy swings himself around on the ground like a breakdancer knocking away foes on either side of him.

Neutral Special

  1. Peanut Popgun: Diddy charges up a shot from his Peanut Popgun. The longer it is charged the faster the peanut projectile will fly. If the move is charged for two long the gun will blow up in Diddy’s face which actually doesn’t hurt him, but instead any poor soul nearby.

  2. Exploding Popgun: A popgun that explodes in front of the enemies and doesn’t fire any peanuts.

  3. Jumbo Peanuts: Shoots giant peanuts that don’t travel as far, but do more damage.

Side Special

  1. Monkey Flip: Diddy flips forward towards an unsuspecting opponent. He then latches onto their face, clawing at the enemy before hitting them away.

  2. Back Flip: A backwards leap that goes into a flying forward kick.

  3. Flying Monkey Flip: A higher jump with a weaker kick, but the latch attack is stronger.

Up Special

  1. Rocketbarrel Boost: Diddy charges up his rocket barrel Jetpack before launching himself high into the air. The longer the move is charged the further and faster Diddy flies. Diddy is able to control his flight path and deals damage to anyone he crosses him during the flight. If the move hits the ground before ending the barrels will cause a powerful explosion.

  2. Rocketbarrel Attack: Hits harder than Rocketbarrel Boost, but travels less distance.

  3. Rocketbarrel Kaboom: Charges faster and steers better, but will explode if you hit the ground.

Down Special

  1. Banana Peel: Diddy tosses a banana peel behind himself. This can be left as a trap to trip enemies or Diddy can pick up the peel and throw it at others, causing them to trip by force.

  2. Shocking Banana Peel: A banana peel that paralyzes foes if stepped on.

  3. Battering Banana Peel: Throws a banana peel straight up and has more launch power.

Forward Throw

Chucks the grabbed foe forward.

Back Throw

Tosses the enemy backwards.

Up Throw

Lightly throws the opponent upwards before kicking them further up with both legs.

Down Throw

Diddy jumps up and dunks the enemy into the floor causing them to bounce upwards.

Final Smash

In Brawl and Smash 4, Diddy Kong equips his rocket barrel jetpack and flies around the stage, shooting peanuts from his popgun at his opponents. 


In Ultimate, Diddy aimlessly flies around the stage with his rocket barrel jetpack damaging anyone who gets in his way. As the move ends Diddy will target the opponent he hit the most and give them one final barrel blast. 

Lucas


Jab

Lucas does a series of three kicks.

Side Tilt

Lucas uses a small bit of his psychic energy to hit his opponent.

Up Tilt

Lucas flip kicks upward with a bit of psychic energy in it.

Down Tilt

Lucas does a sweeping trip kick.

Dash Attack

Lucas runs toward his opponent and hits them a bit with his psychic energy.

Neutral Air

Lucas spins his whole body around in the air with psychic energy emitting from him, landing a few hits on his opponent.

Forward Air

Lucas does a jump kick with some psychic energy in it.

Back Air

Lucas does sort of an aerial frontflip kick, with psychic energy in it.

Up Air

Lucas does an aerial headbutt upwards.

Down Air

Lucas does a series of stomps with psychic energy in them.

Get Up Attack

As Lucas gets back up, he does two kicks from left to right.

Side Smash

Lucas gets out a stick and swings it like a bat at his opponent.

Up Smash

Lucas charges up a large amount of psychic energy and unleashes it to do devastating damage that launches the opponent sky high.

Down Smash

Lucas charges up psychic energy into two of his fingers and fires it onto the ground multiple times.

Neutral Special

Lucas uses PK Freeze, an attack that charges up a burst of ice that can freeze the opponent. The distance travelled can be altered.

Side Special

Lucas uses PK Fire, an attack where Lucas quickly fires a small burst of fire that ignites on contact and does a small amount of damage.

Up Special

Lucas fires a ball of thunder that can be controlled. Upon contact, it performs multiple hits on the opponent or if used on himself, Lucas becomes a human projectile that delivers devastating damage.

Down Special

Lucas uses PSI Magnet, which is a field that Lucas emits in front of him that can absorb projectiles and heal him.

Forward Throw

Lucas uses some of his psychic energy to throw his opponents over him and into the direction he’s facing forward.

Back Throw

Lucas uses some of his psychic energy to throw his opponents to the opposite direction.

Up Throw

Lucas uses some of his psychic energy to throw his opponents upwards.

Down Throw

Lucas uses some of his psychic energy to throw his opponents downwards so hard, it sticks them to the ground.

Final Smash

Lucas, with Kumatora and Boney by his side, uses PK Starstorm, which rains down meteors. The trajectory of the meteors can be adjusted.

Miscellaneous

For Lucas’s grab, he uses his Snake (or Duster’s snake he took from him for this game) to grab his opponent from a distance, or grapple onto edges.

Sonic


Jab

Sonic attacks with two punches and finishes up with a kick. This can be also used to just repeatedly punch.

Side Tilt

A horse kick that can be angled. Hits opponents twice.

Up Tilt

Sonic does a 540 kick that hits the opponent twice and sends them upwards. A good combo starter.

Down Tilt

A leg sweep that sends opponents upwards.

Dash Attack

Sonic runs up and attacks opponents with a flying kick, causing diagonal knockback.

Neutral Air

Sonic spins around on the air, dealing damage to foes.

Forward Air

Sonic does a corkscrew battering ram; a multi-hit attack with his head. Great for knockback.

Back Air

A devastating hook kick, one of Sonic's most well known KO attacks because of the good damage and knockback it causes.

Up Air

A scissor kick to send opponents upwards (look out, he uses the Spring to do another!).

Down Air

A diagonal, stall-then-fall meteor smash flying kick. One of the coolest moments you'll see out of Sonic if they manage to land it.

Get Up Attack

He either spin dashes around or performs a leg sweep.

Side Smash

Sonic's iconic Wind-Up Punch, dealing impressive damage and sending opponents flying.

Up Smash

A multi-hit jumping spin attack. Great finisher!

Down Smash

In Brawl, Sonic spin dashes from left to right. 


In Ultimate, Sonic does a split kick that sends opponents sideways.

Neutral Special

  1. Homing Attack: Sonic's Homing Attack. Automatically targets a foe and attacks it with a spin attack. Depending on how long Sonic charges, the better will be the damage and knockback.

  2. Stomp: Sonic jumps up before jumping down with a meteor smash.

  3. Surprise Attack: A faster homing attack that has less range and power.

Side Special

  1. Spin Dash: The (infamous) Spin Dash, Sonic's signature move (and online Smash players’ biggest nightmare). By turning into a ball, Sonic begins charging his Spin Dash, and when unleashed, quickly rolls to foes and causes great damage. The longer the charge, the better damage and knockback.

  2. Hammer Spin Dash: Sonic hops up and then buries any opponents with his Spin Dash.

  3. Burning Spin Dash: A more powerful and fiery Spin Dash. The jumps are much lower with this version.

Up Special

  1. Spring Jump: Sonic pulls a Spring that helps him recover back to the stage. When in the air, it disappears, but if used on the ground, it will be kept there for a few seconds.

  2. Double Spring: Doesn’t go as high, but Springs are used twice in a row without landing.

  3. Springing Headbutt: Sonic headbutts his opponent as he ascends, but the spring doesn’t stay on the ground.

Down Special

  1. Spin Charge: ANOTHER SPIN DASH- I mean, the Spin Charge! It works essentially like the Spin Dash, but now you have to charge by continuously pressing the B button and instead of dealing great damage in one hit, the Spin Charge lets Sonic cause multi-hit damage that can lead to combos.

  2. Auto-Spin Charge: A Spin Charge that can be powered up by just holding the button.

  3. Gravitational Charge: Pulls in opponents, but needs more button presses to power up.

Forward Throw

Sonic kicks his opponent forward.

Back Throw

Sonics spins backwards while in the air and throws his opponent in the opposite direction.

Up Throw

Sonic uses his spikes to send his opponent upwards.

Down Throw

Sonic spin dashes on his opponent while they’re on the ground.

Final Smash

With the power of the seven Chaos Emeralds, Sonic turns into the unstoppable golden Super Sonic. Super Sonic becomes completely invulnerable to damage and can fly around the battlefield, causing massive damage to foes by making contact with them. 


In Ultimate, Super Sonic becomes infinitely worse now attacks by rapidly zapping horizontally through the screen. The transformation lasts a few seconds.

King Dedede


Jab 

A few smacks with the hammer before finishing off with several hits from a hammer twirl.

Side Tilt

A longer ranged hammer twirl.

Up Tilt

Dedede performs a headbutt to catch airborne foes.

Down Tilt

Dedede rolls forwards with surprising speed and distance.

Dash Attack

The king’s signature tackle attack, while slow, it boasts remarkable range and devastating power.

Neutral Air

Dedede poses mid-air, smacking enemies away.

Forward Air

A massive forward vertical swing of the hammer.

Back Air

A horizontal backwards swing, while its range isn’t stellar, it is surprisingly powerful.

Up Air

An upwards hammer twirl, it comes with great airborne coverage.

Down Air

The king brings his hammer crashing down on anybody stupid enough to be below him. Functions as a Meteor Smash.

Get Up Attack

Dedede does two quick kicks to the sides as he rises.

Side Smash

A nightmarishly powerful swing of the hammer that crushes all foolish enough to be in its path.

Up Smash

An arcing hammer swing with excellent range and coverage of the area around Dedede.

Down Smash

Dedede does a quick spin that sends foes around him flying, surprisingly fast.

Neutral Special

  1. Inhale: Dedede’s signature inhale. While he cannot copy powers like Kirby, the king is able to spit enemies away or into each other for surprising damage. This move can also intercept and reflect projectiles.

  2. Dedede Storm: A cyclone from Dedede’s mouth that pulls opponents in, hits them repeatedly, and launches them upwards.

  3. Taste Test: Dedede quickly inhales the opponent and spits them out instantly.

Side Special

  1. Gordo Throw: This move sees Dedede attack with an indestructible Gordo. While the Gordo can be knocked around by attacks, it is quite powerful, and Dedede can also bonk it around himself.

  2. Topspin Gordo: Throws a Gordo that’s slow, but goes faster after it bounces.

  3. Bouncing Gordo: Throws a Gordo that bounces back and forth, which lasts a while but doesn’t do as much damage.

Up Special

  1. Super Dedede Jump: The Super Dedede Jump. Dedede leaps incredibly high into the air, crashing down and crushing all below him with deadly force. This produces stars to the sides of him as well to also deal damage.

  2. Rising Dedede: Dedede’s jump does damage as it goes up, but not down.

  3. Quick Dedede Jump: Dedede quickly jumps and goes down extra fast, but doesn’t go that high or hit that hard.

Down Special

  1. Jet Hammer: The Jet Hammer is unleashed, charging up power before releasing it all in a single strike that will demolish anybody hit by it. While extremely slow and leaving Dedede wide open to attacks, he can move about while charging, and has Super Armor while swinging.

  2. Armored Jet Hammer: Charging the hammer gives Dedede super armor, but hurts Dedede more and deals less damage.

  3. Dash Jet Hammer: Pushes Dedede backwards while charging and sends them forward upon attack.

Forward Throw

King Dedede hits his opponent forward with his hammer.

Back Throw

King Dedede hits his opponent in the opposite direction with his hammer.

Up Throw

King Dedede smacks his opponent upwards with both hands.

Down Throw

King Dedede slams his opponent to the ground.

Final Smash

In Brawl, Dedede does a dance where he summons Waddle Dees, Waddle Doos, and Gordos.


In Smash 4, he sucks the opponents close, hits them with his hammer, and blows them up with a bomb.


In Ultimate, Dedede powers up into his Masked Dedede form, trapping opponents in his iconic fighting ring before unloading a barrage of missiles into the prey. He then finishes them off with a spin attack, slamming into the target and sending them flying.

Miscellaneous

Dedede has more jumps and is floatier than the average fighter. He also has a timer brooch that is branded with his face. These pins are capable of reversing transmutation, freeing fighters who are stuck as trophies after the timer is up.

Olimar


Jab

A series of punch jabs.

Side Tilt

A much more powerful punch with more range and damage.

Up Tilt

Olimar does a quick spinning jump, dealing damage to those around him.

Down Tilt

Olimar crawls forwards, dealing damage to those he runs into.

Dash Attack

Olimar does a cartwheel forwards, dealing damage to those he rams into.

Neutral Air

A quick mid-air spin that deals damage to those around him.

Forward Air

Olimar smacks enemies with a Pikmin in front of him.

Back Air

Olimar swings a Pikmin behind him in an upwards arc.

Up Air

Olimar swings a Pikmin above him to deal damage.

Down Air

Olimar slaps opponents with a Pikmin below him. Also functions as a Meteor Smash.

Get Up Attack

Olimar punches opponents to both sides around him as he gets up.

Side Smash

Olimar tosses a Pikmin in front of him to deal heavy damage.

Up Smash

Olimar tosses a Pikmin above him to deal heavy damage.

Down Smash

Olimar gives a command for a pair of Pikmin to charge forwards to the sides around him, dealing damage.

Neutral Special

  1. Pikmin Pluck: Olimar plucks a Pikmin. These can have a maximum of 3 (6 in Brawl) active at a time.

  2. Hardy Pikmin Pluck: The Pikmin have more durability, but take longer to pluck out.

  3. Explosive Pluck: Triggers an explosive when Pikmin were plucked, but they are less resilient.

Side Special

  1. Pikmin Throw: Olimar tosses a Pikmin forwards. Pikmin that hit an opponent will cling to the enemy, dealing a continuous stream of damage until they are removed in some way.

  2. Sticky Pikmin Throw: Pikmin thrown are harder to shake off, but they do less damage.

  3. Tackle Pikmin Throw: All Pikmin will slam into their opponents, but won’t stick.

Up Special

  1. Winged Pikmin: Olimar has a team of Winged Pikmin carry him around in the air. Deals no damage, but it has excellent range to get around.

  2. Winged Pikmin Jump: The Winged Pikmin pull Olimar up very quickly, pushing opponents away.

  3. Mighty Winged Pikmin: Olimar flies just as far with Pikmin as without, but doesn’t get as much distance.

Down Special

  1. Pikmin Order: Olimar blows his whistle. This gathers all Pikmin on the field back to their leader, and changes their order for attacks.

  2. Order Tackle: Recalled Pikmin will deal damage upon returning, but Olimar is left vulnerable.

  3. Dizzy Whistle: Opponents near Olimar get spun around as his Pikmin are recalled, but he’s left vulnerable.


In Brawl, Olimar uses his Pikmin like a tether to grab onto ledges.

Forward Throw

Olimar uses his Pikmin to throw his opponent forward.

Back Throw

Olimar uses his Pikmin to throw his opponent in the opposite direction.

Up Throw

Olimar uses his Pikmin to throw his opponent upward.

Down Throw

Olimar uses his Pikmin to throw his opponent to the ground.

Final Smash

The day ends, and Olimar escapes the planet on the Hocotate Ship. As night falls, a horde of hungry Bulborbs appear, ready for their midnight snack, and maul the enemies to bits as they enjoy their tasty treat. Once the Bulborbs are done and go back to bed, the day begins and the ship returns, crashing onto enemies with a huge explosion as Olimar returns to the fight.

Lucario


Jab

An overhead attack followed by a palm strike followed by a high kick.

Side Tilt

An Aura fueled palm strike.

Up Tilt

An upwards roundhouse kick.

Down Tilt

A swift leg strike.

Dash Attack

A lunging kick.

Neutral Air

Lucario extends his arms fueled with Aura to hurt enemies around him.

Forward Air

An aerial kick.

Back Air

A small burst of aura fired behind Lucario from his hand.

Up Air

A backflip kick.

Down Air

Lucario shoots two tiny Aura explosions from his hands downwards.

Get Up Attack

A leg sweep around Lucario.

Side Smash

A strong forward burst of Aura.

Up Smash

A large upwards blast of Aura.

Down Smash

Two low to the ground Aura explosions on both sides of Lucario.

Neutral Special

  1. Aura Sphere: Lucario fills a ball with Aura and charges the attack up. The attack becomes bigger and stronger as it charges and the sphere can even hit enemies before releasing. The attack also increases in power, speed and size as Lucario gains Aura.

  2. Snaring Aura Sphere: Lucario’s Aura Sphere is more slow moving, but draws opponents in and damages them.

  3. Piercing Aura Sphere: Charges a weaker Aura Sphere that passes through multiple foes.

Side Special

  1. Force Palm: Lucario attempts to grab the opponent before firing a large cone of Aura out against the foe.

  2. Advancing Force Palm: Lucario dashes forward using Force Palm.

  3. Long-Distance Force Palm: A Force Palm that has more range, but does less damage.

Up Special

  1. Extreme Speed: Lucario quickly dashes in any given direction and can curve while moving, it also ends in an attack. The distance the move travels is dependent on Lucario’s Aura.

  2. Ride The Wind: Lucario flies in the air longer, but it’s slower than Extreme Speed and does no damage.

  3. Extreme Speed Attack: Has a slow startup, but launches opponents far as the dash happens.

Down Special

  1. Double Team: Lucario enters a counter pose and if they are hit Lucario will dodge the attack and kick the opponent.

  2. Glancing Counter: Lucario strikes back with a strong punch.

  3. Stunning Double Team: A counter that can paralyze the opponent.

Forward Throw

Lucario grabs and then palm strikes the enemy away.

Back Throw

A backwards slam to knock the foe behind Lucario.

Up Throw

An Aura filled upwards fling.

Down Throw

Lucario slams the enemy into the ground, launching them up and away.

Final Smash

In Brawl, Lucario leaps into the sky as it fires a beam of Aura downwards that can be angled left or right to deal significant damage.


In Smash 4, Lucario evolves into Mega Lucario, doing maximum damage to his opponents as he runs around the stage.


In Ultimate, his Final Smash is the same as his Brawl one, only he evolves into Mega Lucario.

Miscellaneous

As Lucario takes damage he will gain “Aura”. The more aura Lucario has the stronger his moves become.

R.O.B.


Jab

R.O.B. does two jabs.

Side Tilt

R.O.B. does a hook jab.

Up Tilt

R.O.B. raises both of his arms in the air.

Down Tilt

R.O.B. thrusts both of his arms onto the ground.

Dash Attack

R.O.B. runs towards the opponent and does a double overhead attack with both of his arms.

Neutral Air

R.O.B. uses his thrusters to flip his whole body around and deliver damage with them.

Forward Air

R.O.B. does an overhead attack with both of his arms.

Back Air

R.O.B. uses his thrusters to propel himself forward and hit any opponents behind him in the air.

Up Air

R.O.B. swings both of his arms around in the air upwards, delivering multiple hits.

Down Air

R.O.B. uses his thrusters to hit his opponents below him, as well as spike them.

Get Up Attack

As R.O.B. gets up, he uses one of his arms to hit his opponents from left to right.

Side Smash

R.O.B. charges up a laser from his eyes and fires a short burst of it.

Up Smash

R.O.B. goes into a handstand and uses his thrusters to send the opponent upwards.

Down Smash

R.O.B. spins around and uses both of his arms to sweep the ground.

Neutral Special

  1. Robo Beam: R.O.B. fires a laser from his eyes. The blinking red light on his head indicates how powerful the laser will be.

  2. Wide-Angle Beam: A robo beam that can be fired at various angles, but doesn’t do as much damage.

  3. Infinite Robo Beam: The robo beam never runs out of charge, but isn’t as strong.

Side Special

  1. Arm Rotor: R.O.B. spins around and uses both of his arms to hit his opponent multiple times.

  2. Reflector Arm: A longer arm spin that reflects projectiles, but it doesn’t move R.O.B. forward.

  3. Backward Arm Rotor: R.O.B. spins opponents around while knocking them away, but it has a slow start.

Up Special

  1. Robo Burner: R.O.B. uses his thrusters to fly back onto the stage. The blue lines on his chassis is a gauge for how much fuel he has left.

  2. Robo Rocket: It quickly sends R.O.B. into the air, but it doesn’t hover.

  3. High-Speed Burner: R.O.B. flies around faster, but it burns through his fuel quickly.

Down Special

  1. Gyro: R.O.B. winds up a gyro and lets it go, making it spin around on the ground as it delivers damage to anyone who makes contact with it.

  2. Fire Gyro: The gyro is lit on fire and it deals more damage, but doesn’t travel as far.

  3. Slip Gyro: The gyro makes opponents slip instead of bouncing onto them.

Forward Throw

R.O.B. grabs his opponent and does an overhead throw that makes them fly forward.

Back Throw

R.O.B. spins to the opposite direction, throwing their opponent that way.

Up Throw

R.O.B. flies up a bit and slams their opponent back down to the ground.

Down Throw

R.O.B. bashes the opponent onto the ground multiple times and it buries them to the ground.

Final Smash

In Brawl, R.O.B. activates a spiral shaped laser that fires out of his eyes for a short time as he runs around the stage. It’s kind of the same as the Superspicy Curry item.


In Smash 4, R.O.B. activates Super Diffusion Beam, where he fires a yellow colored laser out of his eyes that splits into three directions.


In Ultimate, R.O.B. activates Guided Robo Beam, where he locks onto multiple opponents, firing multiple homing lasers at them, all while charging up one giant beam from his eyes that R.O.B. unleashes to do a devastating amount of damage. The laser beam can be adjusted up or down.

Toon Link


Jab

A pair of swipes with the Master Sword, followed by a forward stab.

Side Tilt

A downwards swing with the Master Sword.

Up Tilt

An upwards sword swing that covers a wide arc above Link.

Down Tilt

A sweeping sword swipe along the ground.

Dash Attack

A forwards slash with the Master Sword while he rushes forwards.

Neutral Air

A pair of slashes forwards and then backwards to both sides.

Forward Air

A large forwards swing with the Master Sword in the air.

Back Air

A quick backwards swipe in mid-air to hit people behind Link.

Up Air

A powerful upwards stab that deals significant damage to those above Link.

Down Air

Toon Link drops to the ground with the Master Sword below him, Meteor Smashing anyone below him to their doom.

Get Up Attack

A pair of slashes to the sides as Link gets back up.

Side Smash

A powerful upwards slash that covers a large arc in front of Link.

Up Smash

An upwards arc all around Link that covers a huge area above him with ease.

Down Smash

Link slashes to both sides around him with the Master Sword along the floor.

Neutral Special

  1. Hero’s Bow: Link uses his bow to fire off arrows. This can be charged for more distance and power, or charged indefinitely to wait for opponents to give an opening.

  2. Fire Arrow: The arrow does fire damage, but the range is reduced.

  3. Piercing Arrow: Fires an arrow at a high speed, but does less damage.

Side Special

  1. Boomerang: Link tosses his boomerang into the fray. This attack can be angled to change its trajectory.

  2. Floating Boomerang: A boomerang that moves slowly and will vanish if it hits anything on its way back.

  3. High Speed Boomerang: A boomerang that passes through fighters, but deals less damage.

Up Special

  1. Spin Attack: Link does a spin attack, trapping enemies in a tornado of slashes or even rising into the skies like a little green helicopter.

  2. Sliding Spin Attack: Slides forward while spinning, even in the air.

  3. Flying Spin Attack: A spin attack that ends with an upward slash that sends both Link and the opponent into the air.

Down Special

  1. Bomb: Link takes out a small bomb. This can be used to blast enemies, tossing it about at Link’s leisure. It does have a timer though, so be careful!

  2. Time Bomb: The bomb only explodes when the fuse runs out, it does less damage, but it launches opponents more effectively.

  3. Short-Fuse Bomb: A bigger, more powerful bomb that has a short fuse.

Forward Throw

Toon Link uses his hookshot and then uses his shoulder to bash his opponent forward.

Back Throw

Toon Link throws his opponent backwards Judo Style.

Up Throw

Toon Link slashes his opponent upwards.

Down Throw

Toon Link elbow drops his opponent.

Final Smash

Link traps his enemies in the might of the Triforce of Courage. From there, his prey is helpless to be slashed constantly with the full power of the Master Sword, before finishing them off with a powerful stab that sends them flying.

Miscellaneous

Toon Link's miniature shield is able to deflect small projectiles.

Wolf


Jab

A left forward slash, followed by a quick right handed slash. The last hit is short ranged compared to most jabs

Side Tilt

Wolf lunges forward to you with a two handed outward slash.

Up Tilt

A kick with a fast startup and high power when hit the sweet spot of Wolf’s toes and will KO earlier.

Down Tilt

Low-level quick crouching roundhouse kick. Yeah.

Dash Attack

A frontal kick propels Wolf forwards considerably, which by itself is a good burst option.

Neutral Air

A flying kick that’ll hit foes hard and knock them back.

Forward Air

The Iconic Quick slash, It’s a wide vertical, downward arcing slash that can combo into anything.

Back Air

A back kick.

Up Air

A quick overhead arcing slash.

Down Air

Two-handed slash below himself. 

Get Up Attack

He kicks really hard.

Side Smash

A slow start-up but difficult to punish arm thrust that can be relatively safe on shields.

Up Smash

Wolf quickly breakdances catching the opponent before springing upwards with a powerful scissor kick!

Down Smash

Kneeling down for a one-handed slash in front and behind of himself.

Neutral Special

Gun.

Side Special

Dashes quickly leaving purple claw marks behind him. The dash itself is weak but the final hit of the dash is the winner's hit!

Up Special

An Energy flying kick that propels Wolf in a chosen direction, though it is a pretty lame recovery option.

Down Special

Reflector similar to Fox and Falco

Forward Throw

An inward slash which is just like the inward work Tru has been doing for Doomsday Duel

Back Throw

Unlike Tru, Wolf remembers to grab his foes and throw them above him.

Up Throw

Wolf slashes his opponent upwards.

Down Throw

A spinning chokeslam which I want to do to Tru for making me do the grabs and not do it himself.

Final Smash

In Brawl, Wolf gets into his Landmaster tank. A giant tank that takes up a majority of the stage. In it, Wolf can fire lasers from its cannon and can do barrel rolls to damage opponents. that get onto the landmaster. The landmaster also has jets to lift it up into the air.


In Ultimate, he calls in his gang Star wolf to gun down the opposing foes with their ships very similar to Fox and Falco.

Villager


Jab

A series of jabs and hooks with boxing gloves.

Side Tilt

A quick swipe with an umbrella to knock foes away.

Up Tilt

Villager twirls a stick upwards, limited range but a safe, quick move.

Down Tilt

Villager plucks one of those wretched weeds that are the bane of existence for all Animal Crossing players. Somehow deals damage.

Dash Attack

Villager trips and falls while carrying a flower pot, bashing into opponents in the process.

Neutral Air

A quick midair spin that can kick enemies away.

Forward Air

Villager attacks foes with his trusty slingshot. Very small projectile, but quite fast and easy to spam.

Back Air

Another slingshot attack.

Up Air

Villager smacks enemies with turnips. The attack randomly hits with 1 to 3 turnips, with 3 being the most powerful.

Down Air

Same as the up air. Here, the turnips can potentially deal a Meteor Smash with good luck.

Get Up Attack

Swings about a stick on both sides, or possibly a kick attack, while getting up.

Side Smash

Villager drops a bowling ball in front of himself. This can be dropped down ledges for an edgeguarding tactic as well, giving it plenty of use, even if its normal range isn’t the best.

Up Smash

The Villager utilizes a Fountain Firework, dealing damage to those caught in the blast.

Down Smash

Digs a bunch of holes with the shovel. Can bury enemies caught by the attack, leaving them wide open for further damage or potentially opening them up to be finished off by a powerful attack.

Neutral Special

  1. Pocket: The Pocket mechanic from the Animal Crossing games. This allows Villager to collect and store items or projectiles, bringing them out later as one may please. Functions like a reflector, but usable whenever instead of immediately, and also for storing items.

  2. Garden: Villager can only pocket items in front of them, but opponents hit with them receive the flower status effect.

  3. Pocket Plus: Items and projectiles can be more reliably stashed, but are less effective.

Side Special

  1. Lloid Rocket: The Villager pulls out Lloid the Gyroid and uses him as a rocket, firing him forwards to deal damage. The Villager can also ride atop Lloid for transportation, dealing more damage than usual and helping with recoveries.

  2. Liftoff Lloid: Lloid is fired forward, but then goes straight up.

  3. Pushy Lloid: Lloid hits opponents multiple times before exploding.

Up Special

  1. Balloon Trip: Balloon Flight makes tribute to the Nintendo classic, Balloon Fight (or Balloon Trip if you’re cool). Using a pair of balloons, the Villager flies about, being a great recovery option with incredible range. That said, the move cannot deal damage and if both balloons are popped, you can kiss your stock goodbye.

  2. Extreme Balloon Trip: The balloons don’t rise as fast, but they cause an explosion when they burst.

  3. Balloon High Jump: The Balloon Trip rises higher and deals damage to any foes it hits.

Down Special

  1. Timber: The Villager plants a very lovely tree, grows it, and then cuts it down. This move is a lengthy process, but the tree’s damage is devastating should it connect, and it can also be used to block attacks. The axe itself is also quite powerful, so this is definitely a useful move to utilize.

  2. Timber Counter: The sprout trips opponents and the fully grown tree lands on the opponent if attacked.

  3. Super Timber: Requires more water for the tree to grow. But the tree is huge and the axe has higher launch power.

Forward Throw

Villager uses his net to throw his opponent forwards.

Back Throw

Villager uses his net to throw his opponent in the opposite direction.

Up Throw

Villager uses his net to throw his opponent upwards.

Down Throw

Villager uses his net to throw his opponent to the ground.

Final Smash

Tom Nook enters the fight to build a very nice house, fills it with all the fixings, and then it blows up, somehow. The blast can also damage opponents not caught in the initial trap, so it has plenty of ranged use.

Mega Man


Jab

The Blue Bomber fires a few shots from the Mega Buster.

Side Tilt

Same as above, but now he’s walking forwards!

Up Tilt

The Mega Upper jumps from Marvel vs. Capcom to Super Smash Brothers! It boasts little range, but incredible launching power should it connect.

Down Tilt

Mega Man’s classic slide move that debuted in Mega Man 3, and has since become a beloved staple of the series.

Dash Attack

DWN.021 Top Man - Top Spin: A forward rushing attack that sees Mega Man spinning forward to trap opponents in the spin before launching them.

Neutral Air

More Mega Buster shots, now in mid-air.

Forward Air

DWN.059 Sword Man - Flame Sword: A swift and well-ranged strike with a flaming blade, great for air coverage.

Back Air

DWN.054 Slash Man - Slash Claw: A multi-hitting strike with numerous energy claws that sends foes flying.

Up Air

DWN.010 Air Man - Air Shooter: An extremely dangerous tornado attack that pushes enemies potentially off the top of the screen, it has excellent range.

Down Air

DWN.020 Hard Man - Hard Knuckle: A powerful attack where Rock launches his fist towards those below, Meteor Smashing them to the abyss below.

Get Up Attack

Rock kicks his enemies to the sides as he rises up.

Side Smash

A powerful charge shot from the Mega Buster, it takes a while to charge but is very powerful.

Up Smash

DWN.023 Spark Man - Spark Shock: An upwards jolt of electric energy that zaps foes away.

Down Smash

DWN.043 Flame Man - Flame Blast: Rock generates two enormous blasts of fire into the ground around him, incinerating enemies with incredible power.

Neutral Special

  1. DWN.009 Metal Man - Metal Blade: The most overpowered special weapon in Mega Man 2, and the one we all use to break that game. In Smash Bros., Metal Blade returns as a useful projectile that can be fired in 8 different directions, and can also be picked up off the ground and fired again.

  2. DLN.006 Bomb Man - Hyper Bomb: Mega Man throws a bomb in an arc that explodes upon contact.

  3. DWN.024 Shadow Man - Shadow Blade: Mega Man throws a big shuriken that flies and comes back to him.

Side Special

  1. DWN.013 Crash Man - Crash Bomber: A sticky bomb that attaches to enemies for a while before exploding.

  2. DLN.005 Ice Man - Ice Slasher: Mega Man fires an ice projectile that freezes enemies.

  3. DWN.051 Burst Man - Danger Wrap: Mega Man fires an explosive projectile in a bubble that travels upwards.

Up Special

  1. Rush Coil: Mega Man’s faithful friend Rush joins the fight, allowing Rock to use the Rush Coil to reach new heights and battle in the air. Also great for reaching E-Tanks that are just out of normal reach.

  2. DWN.057 Tengu Man - Tornado Hold: A tornado fan that blows Mega Man upwards and damages enemies from below.

  3. Beat: Mega Man summons his robotic bird companion to carry him upwards.

Down Special

  1. DWN.016 Wood Man - Leaf Shield: Mega Man forms a barrier of leaves around him that can block attacks or be fired forwards as a projectile.

  2. DWN.032 Skull Man - Skull Barrier: Mega Man forms a barrier of skulls that can reflect projectiles.

  3. DWN.045 Plant Man - Plant Barrier: Mega Man forms a barrier of petals that provide good protection, but don’t travel far when fired.

Throw

DLN.004 Guts Man - Super Arm: Mega Man picks up his opponent with one hand

Final Smash

DLN.072 Galaxy Man - Black Hole Bomb: Mega Man fires the Black Hole Bomb forwards, trapping all foes caught in it with ease. From there, the heroes of the Mega Man series, X, Volnutt, EXE, Star Force, Proto Man, and Bass join Mega Man for one incredibly powerful joint charged attack, pulverizing anybody caught within it and giving a grand display of the heroes’ continued fight for everlasting peace.

Wii Fit Trainer


Jab

Does three stretches capable of damaging foes. The first stretch includes a kick that hits behind Wii Fit Trainer.

Side Tilt

Extends her arm out to attack opponents.

Up Tilt

Extends an arm up to deal damage.

Down Tilt

Wii for stretches their back while lying down, using their knees to knock away enemies.

Dash Attack

Lunges forward while stretching.

Neutral Air

Stretches their arms and legs, touching them together. This move can hit twice, one for the initial stretch and one for the convergence.

Forward Air

Extends one arm up and one foot down.  The hitbox of the foot is capable of spiking opponents.

Back Air

Kicks both legs backwards.

Up Air

Does a small stretch above themself in a small arc.

Down Air

Kicks both legs down. If this move hits ima sweet spot it is capable of spiking.

Get Up Attack

Wii Fit Trainer sweeps their legs around themself.

Side Smash

Hits a powerful stretch that moves their arm outwards for strong knockback.

Up Smash

Wii Fit clasps their hands, stretching upwards to launch anyone over them.

Down Smash

Wii Fit gets on their knees doing a low arm stretch forward and a leg stretch backwards.

Neutral Special

  1. Sun Salutation: Wii Fit Trainer creates a ball of light that they begin to charge up becoming bigger and stronger. If this move is fully charged it will heal Wii Fit on release.

  2. Enriched Sun Salutation: The ball of light condenses while charging, but it won’t heal Wii Fit upon release.

  3. Sweeping Sun Salutation: The ball of light travels slowly, but hits the opponents multiple times.

Side Special

  1. Header: Wii Fit kicks up a soccer ball before head butting it as a fast moving projectile.

  2. Huge Header: Wii Fit hits a larger ball that goes slower and is less powerful, but the attack window is much larger.

  3. Weighted Header: Wii Fit hits a heavy ball that’s more powerful, but falls to the ground easier.

Up Special

  1. Super Hoop: Wii Fit hula hoops fast enough to begin floating in the air. The hula hoops around them do weak multi-hit damage.

  2. Jumbo Hoop: Larger hoops spin around Wii Fit and deal wider damage, but Wii Fit doesn’t go as high.

  3. Hoop Hurricane: Wii Fit pulls in opponents while rising for them to get knocked upwards.

Down Special

  1. Deep Breathing: Wii Fit Trainer takes a deep breath. If the exhale is properly timed this breath will heal Wii Fit, increase their movement speed and power them up for a short amount of time.

  2. Volatile Breathing: A deep breath that causes an explosion, though it doesn’t heal or power up Wii Fit.

  3. Steady Breathing: If successful, Wii Fit becomes briefly impossible to launch. Though it takes a while to recharge.

Forward Throw

A volleyball serve that launches the opponent away.

Back Throw

Wii Fit sets their foe behind them before jumping off them, sending the enemy away.

Up Throw

A light throw upwards followed by a push to knock the enemy up higher.

Down Throw

Wii Fit slams the enemy into the ground hard enough to send them towards the sky and backwards.

Final Smash

Wii Fit sends out a bunch of growing pose silhouettes to deal damage to enemies.

Rosalina & Luma


Jab

A set of attacks with Rosalina’s wand while the Luma jabs. This is ultimately ended with a chain of wand attacks while the Luma performs a continuous spinning attack.

Side Tilt

The Luma performs a quick forwards attack while Rosalina performs a hovering sweep kick forwards.

Up Tilt

Rosalina generates a halo of sorts above herself to damage foes, while the Luma strikes upwards.

Down Tilt

Rosalina performs a sweeping attack along the ground in front of her.

Dash Attack

Rosalina rushes forwards to deal a string of damage with cosmic energy.

Neutral Air

A pair of cosmic attacks both in front of and behind Rosalina, with the Luma doing the same.

Forward Air

Rosalina unleashes a stream of cosmic energy in a massive upwards arc in front of her. Provides remarkable range and coverage.

Back Air

A quick backwards kick or punch from both sides.

Up Air

Rosalina generates another halo attack directly above her to attack, while the Luma punches upwards.

Down Air

Rosalina creates a halo below her to deal damage, while the Luma attacks downwards. Functions as a Meteor Smash on the sweet spot.

Get Up Attack

A pair of strikes to both sides while both get up.

Side Smash

Rosalina unleashes a powerful blast of cosmic energy directly in front of her, while the Luma delivers a powerful forward punch.

Up Smash

Rosalina does an upwards headbutt laced with cosmic energy, while Luma does a quick uppercut to damage foes around them.

Down Smash

The pair attacks on both sides around them, Rosalina generating energy attacks on both sides while Luma punches.

Neutral Special

  1. Luma Shot: Charging up energy, Rosalina launches Luma forwards, dealing damage to anybody who is hit. This also allows Luma to attack from afar while Rosalina is outside of the battle.

  2. Luma Warp: Roslina warps Luma forward, while it does less damage, it’s much faster.

  3. Power Luma Shot: Rosalina spins Luma forward like a drill, while it doesn’t travel as far, it has serious power.

Side Special

  1. Star Bits: Luma fires some Star Bits at the enemy. While not very powerful, it is a good, quick attack that can stop enemy movement.

  2. Floaty Star Bit: Luma fires one slower star bit, it doesn’t go far, but helps block damage.

  3. Shooting Star Bit: Luma fires a single high powered star bit in a straight line that goes a good distance.

Up Special

  1. Launch Star: The pair launches forwards with a Launch Star. This can be angled to adjust the flight trajectory.

  2. Launch Star Plus: Sends Rosalina to the air faster, but the angle she ascends can’t be controlled.

  3. Launch Star Attack: Rosalina travels a shorter distance, but she can hit opponents. 

Down Special

  1. Gravitational Pull: Using the Star Cursor, Rosalina summons any items or projectiles around her directly to her, canceling out enemy attacks or making it easier to use items. Guaranteed to make the lives of all Ness and Lucas players a living nightmare.

  2. Catch & Release: Rosalina pulls opponents in to damage them, but can’t cancel projectiles or draw in items.

  3. Guardian Luma: Rosalina causes Luma to grow bigger to help protect her and do more damage.

Forward Throw

Rosalina throws her opponent forward with her wand.

Back Throw

Rosalina throws her opponent in the opposite direction with her wand.

Up Throw

Rosalina throws her opponent upward with her wand.

Down Throw

Rosalina throws her opponent to the ground with her wand.

Final Smash

Rosalina generates a Grand Star on the battlefield, where it unleashes a continuous stream of damage to anybody caught in it or firing off projectiles. Rosalina and Luma are free to keep acting while the Grand Star is out to potentially throw opponents into it, and the Grand Star explodes after a while to deal huge damage.

Miscellaneous

Rosalina and Luma operate with a unique team dynamic. Both sides have different attacks for inputs, Rosalina usually utilizing magic while Luma attacks directly. Lumas can be defeated, but a new one will always respawn for Rosalina shortly after.

Little Mac


Jab

A straight punch, overhead, uppercut combo that can be turned into a rapid jab that ends in an uppercut.

Side Tilt

Two straight punches.

Up Tilt

A backhand in an upwards arc.

Down Tilt

A low to the ground punch.

Dash Attack

A running overhead punch.

Neutral Air

A low angled aerial punch.

Forward Air

A low to high punch.

Back Air

An aerial backhand.

Up Air

A back to front punch above Little Mac.

Down Air

A straight downwards punch.

Get Up Attack

Punches done on both sides of Little Mac as he scrambles to his feet.

Side Smash

Little Mac puts all of his power into a strong punch.

Up Smash

A flaming uppercut.

Down Smash

A low punch that sweeps around Little Mac to hit both his front and back sides.

Neutral Special

  1. Straight Lunge: Little Mac charges up a powerful punch that does more damage the longer it’s held. Once released Little Mac will punch forward sending him across the stage for a high damage blow.

  2. Flaming Straight Lunge: Little Mac punches forwards with a flaming punch that hits enemies multiple times.

  3. Stunning Straight Lunge: A high speed punch that stuns and launches opponents at full charge.

Side Special

  1. Jolt Haymaker: A leaping punch Little Mac performs while flying forwards.

  2. Grounding Blow: Little Mac jumps high into the air to whack opponents downwards and bury them.

  3. Guard Breaker: A slower, but more powerful Jolt Haymaker that brakes shields.

Up Special

  1. Rising Uppercut: A rising, multi-hit uppercut sending Little Mac into the air (aka his worst nightmare).

  2. Tornado Uppercut: An uppercut that goes higher, but only hits opponents once.

  3. Rising Smash: Little Mac leaps up to deliver an extra powerful punch, but it doesn’t go very high.

Down Special

  1. Slip Counter: Little Mac sets up a counter where if he is attacked he will dodge the opponents blow and punish them with an uppercut.

  2. Compact Counter: A weaker counter that doesn’t launch opponents far, but makes it easier to set up more combos.

  3. Dash Counter: The window for the counter is shorter, but dashes farther during the strike.

Forward Throw

Little Mac punches his opponent forwards.

Back Throw

Little Mac punches his opponent in the opposite direction.

Up Throw

Little Mac uppercuts his opponent into the air.

Down Throw

Little Mac spikes his opponent downwards with a hammerfist.

Final Smash

Little Mac grows into Giga Mac. This form is larger and stronger than regular Little Mac. Little Mac uses this form to unleash a flurry of straight punches at any foe caught in front of him. This attack starts and ends with an uppercut.

Miscellaneous

After dealing or receiving enough damage Little Mac’s neutral special turns into K.O. Punch. This super armored uppercut is extremely fast and dangerous, not being able to be blocked or countered.

Greninja


Jab

Two forward strikes followed by either rapid water strikes or a big water explosion.

Side Tilt

A quick kick forward.

Up Tilt

An overarching tongue strike.

Down Tilt

A low angled arm sweep.

Dash Attack

A low to the ground slide kick.

Neutral Air

Greninja creates an explosion of water around itself.

Forward Air

Greninja makes a water kunai to slash forward.

Back Air

A flurry of kicks behind Greninja.

Up Air

An upwards facing drill kick.

Down Air

Greninja drops down at high speeds. If it collides with an opponent Greninja will bounce off the enemy.

Get Up Attack

A 360 degree leg sweep

Side Smash

Greninja creates a large kunai out of water and swings it forward.

Up Smash

Greninja forms a water kunai in each hand stabbing up before moving the kunai outwards

Down Smash

Two low kunai attacks on each side of Greninja.

Neutral Special

  1. Water Shuriken: Greninja forms and charges up a water shuriken. The longer the attack is charged the bigger, stronger and more times the shuriken will hit the opponent. However, smaller shuriken are faster.

  2. Stagnant Shuriken: Fires a water shuriken that hovers in place.

  3. Shifting Shuriken: Fire two types of shurikens depending if shot or charged.

Side Special

  1. Shadow Sneak: A shadow will appear on the ground and mimic Greninja’s movements. After a moment Greninja will teleport to the shadow and kick anyone close by.

  2. Shadow Strike: A slower, more powerful Shadow Sneak that delivers a more powerful attack.

  3. Shadow Dash: Greninja instantly warps a set distance.

Up Special

  1. Hydro Pump: Using high pressure water. Greninja pushes itself in any direction it wishes and if the enemy is hit with water they take small damage and are pushed away.

  2. High-Capacity Pump: Fires two jets of water for a bigger boost.

  3. Single-Shot Pump: Rockets upwards with a single short blast that travels higher, but the direction can’t be changed.

Down Special

  1. Substitute: Greninja enters a counter stance. If he is hit Greninja is replaced with a substitute while he teleports behind the enemy for a kick.

  2. Exploding Attack: Not a counterattack, but Greninja vanishes and then reappears with an explosion.

  3. Substitute Ambush: A slower, but more powerful counter.

Forward Throw

Greninja traps enemies in a whirlpool before pushing them to the side.

Back Throw

Greninja throws the enemy behind and over its head.

Up Throw

Greninja launches the foe upwards.

Down Throw

Greninja slams the enemy into the ground.

Final Smash

Greninja flips the enemy into the air with a mat. It then leaps into the air and performs a flurry of strikes against the opponent before spiking them at the ground. 


In Ultimate, Greninja transforms into Ash Greninja as he does this.

Palutena


Jab

Thrust her staff called the Palutena staff forwards which emits a blast of light. Then repeats it finished by swinging her staff up to flash bang her foes.

Side Tilt

Snaps her staff right in front of herself.

Up Tilt

Kneels and snaps her staff above her spinning it around.

Down Tilt

Kneels and spins her staff along the ground in front of her.

Dash Attack

Charges forward with her shield.

Neutral Air

Spins her staff around it and adjoins her right arm.

Forward Air

A long distance kick.

Back Air

A back hit with her shield.

Up Air

Twirls as lights form into a halo above her head.

Down Air

A downward roundhouse kick.

Get Up Attack

Swings her staff around her.

Side Smash

Flaps a pair of ethereal wings forward 

Up Smash

Raises her staff up to generate a beam of light that erupts from the ground.

Down Smash

Flaps a pair of ethereal wings downwards on both sides.

Neutral Special

  1. Autoreticle: Illuminates her staff’s orb to aim a Autoreticle above the opponent then fires three energy blasts.

  2. Explosive Flame: Creates a multi hitting explosion.

  3. Heavenly Light: Palutena surrounds herself in rays of light that damages opponents.

Side Special

  1. Reflect Barrier: Palutena casts a reflective wall that reflects projectiles and pushes her opponents.

  2. Angelic Missile: Palutena launches herself forward and collides with enemies.

  3. Super Speed: Palutena dashes headfirst into her opponents, she can also jump and attack during this.

In Ultimate, her side special is Explosive Flame.

Up Special

  1. Warp: Disappears then reappears in a chosen direction.

  2. Jump Glide: Palutena jumps into the air and slowly glides down.

  3. Rocket Jump: Palutena jumps into the air with an explosion that also damages opponents around her.

Down Special

  1. Counter: It’s a counter alright.

  2. Lightweight: Makes Palutena faster and lighter, but that makes her easier to launch.

  3. Celestial Firework: Palutena shoots a firework into the air that explodes after a short time.

In Ultimate, Palutena’s counter also doubles as a reflector.

Forward Throw

Palutena uses her magic to throw her opponent forwards.

Back Throw

Palutena uses her leg to throw her opponent in the opposite direction.

Up Throw

Palutena uses her magic to throw her opponent into the air.

Down Throw

Palutena uses her magic to throw her opponent to the ground.

Final Smash

Palutena twirls around as she opens a black hole from her staff which she’ll quickly retreat off stage. Then immediately fires a Mega Laser to burn those who were caught in the laser.

Pac-Man


Jab

A pair of punches followed by a looping kick.

Side Tilt

A forwards aimed kick.

Up Tilt

A quick, upwards aimed headbutt.

Down Tilt

Pac-Man turns into his classic form, chomping forwards along the ground.

Dash Attack

Pac-Man’s classic form appears again, chomping foes numerous times in succession as he rushes forwards. Wakka Wakka!

Neutral Air

The classic form does a quick mid-air spin, chomping foes caught in the attack.

Forward Air

A quick forwards kick that doesn’t deal too much damage, but is very quick and good for combos.

Back Air

A backwards kick with both feet that can send foes flying a good distance.

Up Air

An upwards looping kick that damages those above Pac-Man.

Down Air

A set of downwards stomps that lasts a good while to deal consistent damage.

Get Up Attack

Pac-Man does a set of kicks around him as he gets up.

Side Smash

Pac-Man calls upon the aid of Blinky, the leader of the Ghostly Gang, to deal heavy damage in front of him.

Up Smash

This upwards attack unleashes Inky, the shy member of the Ghostly Gang, dealing excellent damage and covering a good amount of area above the dot chomper.

Down Smash

Pac-Man brings in Pinky and Clyde, the strategist and goofball of the Ghostly Gang, dealing heavy damage to anyone caught by their paranormal power.

Neutral Special

  1. Bonus Fruit: Pac-Man cycles through the lineup of Bonus Fruit that he so often seeks in his maze treks. From strawberries, to apples, to even a key, each item comes with a different effect and level of power. Most of them come in different trajectories or speeds as well, such as the melon being slow but powerful. The Boss Galaxian follows a unique looping pattern, the Bell can paralyze enemies it hits, and the Key rapidly flies forwards to deal huge damage.

  2. Freaky Fruit: Pac-Man’s fruit moves in strange and unpredictable ways, even travelling farther.

  3. Lazy Fruit: Pac-Man’s fruit moves slower, but sticks around longer.

Side Special

  1. Power Pellet: Pac-Man summons a line of Pac-Dots and a Power Pellet, then chomps forwards along the line to munch on anybody caught in the path. Also really good for recoveries and the like.

  2. Distant Power Pellet: Pac-Man summons Pac-Dots that go faster and farther, but he travels slower.

  3. Enticing Power Pellet: The Pac-Dots pull his opponents closer.

Up Special

  1. Pac-Jump: Pac-Man creates a trampoline of sorts to bounce on, each bounce going higher than the last. After the third bounce though, landing on the trampoline will send anybody who touches it down to their likely doom, and other characters are capable of using the trampoline.

  2. Power Pac-Jump: The trampoline bounces Pac-Man higher, but doesn’t stick around for as long.

  3. Meteor Trampoline: The trampoline bounces Pac-Man less high, but when it’s red, it has a meteor effect, as well as burying its opponents.

Down Special

  1. Fire Hydrant: Pac-Man drops a fire hydrant onto the field. The water it fires can push enemies away with ease to help control the stage, and the hydrant can also be knocked away as a powerful projectile.

  2. On-Fire Hydrant: The fire hydrant unleashes actual fire that can harm the opponents, but it can also harm Pac-Man.

  3. Dire Hydrant: The fire hydrant explodes after a while or when it hits the ground if in the air.

Forward Throw

Pac-Man uses a beam from Galaga to grab his opponent, he then pushes them forward.

Back Throw

Pac-Man spins around and throws his opponent in the opposite direction.

Up Throw

Pac-Man throws his opponent upwards.

Down Throw

Pac-Man turns into his classic form to chomp on his opponent while on the ground.

Final Smash

Pac-Man chows down on a Power Pellet and a Super Pellet, transforming him into his classic form and making him absolutely enormous as he rushes across the screen in a loop to chomp down on anybody he catches. The attack can be angled to hit those trying to dodge, and those that are chomped can be knocked away or potentially caught again to deal more damage or KO.

Robin


Jab

Robin does two sword swipes and then either does a fiery explosion with his Arcfire Tome or does a flurry of wind blade attacks with his Elwind Tome.

Side Tilt

Robin does a sword swipe.

Up Tilt

Robin does an overhead sword swipe.

Down Tilt

Robin does a sweeping sword swipe.

Dash Attack

Robin does a low dashing sword strike.

Neutral Air

Robin does two sword swings from left to right in the air.

Forward Air

Robin does a forward sword swipe with his Levin Sword.

Back Air

Robin does a sword swipe with his Levin Sword from behind.

Up Air

Robin does an upwards sword swipe with his Levin Sword.

Down Air

Robin does a downward sword swipe with his Levin Sword that can spike his opponent.

Get Up Attack

As Robin gets back up, he does two sword swipes from left to right.

Side Smash

Robin charges up his Levin Sword and does an electrical strike with it that does a lot of damage.

Up Smash

Robin charges up his Levin Sword and throws it upwards, it spins around in the air for a bit and does electrical damage.

Down Smash

Robin charges up his Levin Sword and swings it down to the ground.

Neutral Special

  1. Thunder: Robin uses his Thunder Tome to charge up a thunder spell that has four forms as it charges up. 

The first is Thunder, which fires a small and weak thunder projectile.

The second is Elthunder, which is a small and quick projectile that does a decent amount of damage.

The third is Arcthunder, which is a red ball of thunder that travels slowly, but does a lot of damage upon contact.

The fourth and final is Thoron, which is a fully charged beam of thunder that travels across the stage, dealing a great amount of damage.

  1. Thunder+: The thunder spell is stronger, but can’t be used as many times in a row.

  2. Speed Thunder: it charges and travels faster than Thunder, but isn’t as strong.

Side Special

  1. Arcfire: Robin casts Arcfire from the Arcfire Tome, which is a fireball that travels a short distance to the ground and bursts into a small pillar of flame.

  2. Arcfire+: Arcfire causes a large explosion when it lands, but the cast is slower.

  3. Fire Wall: Arcfire becomes a giant flame pillar that can help guard against attacks.

Up Special

  1. Elwind: Robin casts Elwind from the Elwind Tome, which are two blades of wind that can propel Robin upwards and deal damage to fighters if the blades hit them.

  2. Soaring Elwind: The second Elwind sends Robin higher than the first.

  3. Gliding Elwind: The first Elwind shot sends Robin at a forward angle, then the second fires straight down.

Down Special

  1. Nosferatu: Robin casts Nosferatu, where Robin uses dark magic to drain the opponent of their health and heal Robin with it.

  2. Distant Nosferatu: A farther reaching Nosferatu, but it does less damage.

  3. Goetia: Pulls opponents in before trapping them. It doesn’t heal, but it does more damage. 

Forward Throw

Robin uses a whirling stream of magic to grab his opponent. Robin then throws them forward with it.

Back Throw

Robin throws his opponent in the opposite direction with his magic.

Up Throw

Robin throws his opponent upwards with his magic.

Down Throw

Robin throws his opponent to the floor with his magic, it makes them bounce up into the air.

Final Smash

Robin summons Chrom to dash forward and hit their opponent. Robin and Chrom then do a team attack on their opponent that involves both of them slicing up and using magic on their opponent. Robin and Chrom finish them off with a fire spell and a sword strike respectively that sends their opponent crashing to the ground. All of Robin’s Tomes and Levin Sword get fully recharged after this Final Smash.

Miscellaneous

Robin is a more magic based fighter compared to other Fire Emblem characters, but his Tomes and Levin Sword don’t last and need to be recharged after a number of uses.

Shulk


Jab

Shulk does a punch, then a kick, then an upward slice with the Monado.

Side Tilt

Shulk does a downward slice with the Monado.

Up Tilt

Shulk does an overhead swipe above him with the Monado.

Down Tilt

Shulk does a sweeping slice on the ground with the Monado.

Dash Attack

Shulk swipes the Monado horizontally as he finishes running.

Neutral Air

Shulk swipes the Monado in a moon-like motion.

Forward Air

Shulk does an overhead swipe with the Monado.

Back Air

Shulk stabs the Monado to his backside.

Up Air

Shulk stabs the Monado upwards.

Down Air

Shulk stabs the Monado downwards.

Get Up Attack

Shulk swipes the Monado from left to right as he gets up.

Side Smash

Shulk stabs the Monado forward.

Up Smash

Shulk stabs the Monado upwards.

Down Smash

Shulk spins on the ground, sweeping the Monado in a circular direction.

Neutral Special

  1. Monado Arts: Shulk uses Monado arts, which he can quickly cycle through, or choose which one to use. 

Jump enhances Shulk’s jump height. 

Speed enhances Shulk's running speed. 

Shield makes Shulk heavier, but increases his defense. 

Buster lowers knockback, allowing for more combos. 

Smash enhances Shulk’s smash attacks to do devastating damage. 

A drawback to this is that Monado arts don’t last and need some time to regenerate before use again. But Shulk can cancel them.

  1. Decisive Monado Arts: Monado arts last longer, but can’t be cancelled.

  2. Hyper Monado Arts: Monado arts are much stronger, but don’t last as long.

Side Special

  1. Back Slash: Shulk does Back Slash, leaping forward with the Monado as he slams it down to the ground.

  2. Back Slash Leap: Shulk leaps higher into the air to deliver a powerful descending slice.

  3. Back Slash Charge: Shulk leaps forward and shrugs off opponents attacks to deliver a more powerful attack.

Up Special

  1. Air Slash: Shulk does Air Slash, jumping upwards as he does a sword slash with the Monado and finishes with another slice while in the air.

  2. Advancing Air Slash: Shulk slashes upwards to launch foes, the button has to be pressed again to deliver a second strike.

  3. Mighty Air Slash: A more focused version of Air Slash that does more damage at the cost of range.

Down Special

  1. Vision: Shulk foresees his opponent about to attack him with a Vision. Shulk then counterattacks the opponent using the Monado with the damage they were going to deliver to him.

  2. Dash Vision: Counters enemies' attacks while moving past them swiftly.

  3. Power Vision: A more powerful counter that becomes less effective when used repeatedly.

Forward Throw

Shulk slices the opponent forward, propelling them in that direction.

Back Throw

Shulk throws his opponent backwards as he stabs them with the Monado.

Up Throw

Shulk throws his opponent upward and stabs them with the Monado in that direction.

Down Throw

Shulk places the opponent onto the ground and stabs them with the Monado while on the ground.

Final Smash

Shulk summons Dunban, Riki, and Fiora as they do a Chain Attack, which involves hitting them with all of their attacks as Shulk finishes them off with the Monado.

Miscellaneous

Shulk is shown to have precognition in the intro to World of Light. This allowed him to see the death of every fighter before Galeem began their attack.

Bowser Jr.


Jab

Two boxing glove punches from the Clown Car before transition into a barrage of punches that end in an uppercut.

Side Tilt

A forward fork stab.

Up Tilt

A fork attack that starts from the side before stabbing up.

Down Tilt

Freaky ahhhh Car does a low hitting multi-hit lick attack.

Dash Attack

Jr. and the Car glide forward as buzzsaws appear from the Cars mouth to chop up anyone in the way.

Neutral Air

The Clown Car spins around with boxing gloves on both sides of it.

Forward Air

The Clown Car throws at a wrecking ball to smack away foes.

Back Air

Swings the wrecking ball backwards this time.

Up Air

Jr. himself pulls out a hammer to bash anyone above him.

Down Air

A drill appears from the bottom of the Clown Car that hits enemies multiple times.

Get Up Attack

The Clown Car extends fists out on both sides of it.

Side Smash

Two drills come out of the Clown Car and hit any enemy caught in them multiple times before a powerful final hit.

Up Smash

Jr. flips the car upside down allowing the propeller blades below to chop up anyone above the Clown Car.

Down Smash

Two wrecking ball slams left and right of the Clown Car.

Neutral Special

  1. Clown Cannon: A cannonball is fired from the mouth of the Clown Car. Its speed and power is determined by how long the attack is charged.

  2. Piercing Cannon: A less powerful cannonball that can pierce through multiple fighters.

  3. Air Cannon: Blasts opponents with wind, propelling Bowser Jr. backwards while in the air.

Side Special

  1. Clown Kart Dash: Jr. activates the car's wheels and engines to ram forward at high speeds damaging any opponent in his path.

  2. Koopa Drift: While spinning after ramming forward, the kart careens forward, hitting opponents multiple times.

  3. Grounding Dash: The dash doesn’t go as far, but it buries foes.

Up Special

  1. Abandon Ship!: Bowser Jr. ejects from the Clown Car sending him upwards. As Jr falls back to the ground he can swing his hammer around to defend himself. Once he hits the ground the Clown Car will suddenly materialize.

  2. Meteor Ejection: The Clown Car gets sent crashing to the ground.

  3. Koopa Meteor: The Clown Car launches itself high into the air before it explodes, sending Jr. downwards.

Down Special

  1. Mechakoopa: The Clown Car drops a Mechakoopa on the ground. This tiny explosive will detonate after a short amount of time or when it latches onto an enemy. Jr can also grab the Mecha Koopa and throw it for an immediate explosion upon contact with anything.

  2. Impatient Mechakoopa: The Mechakoopa explodes shortly after landing.

  3. Big Mechakoopa: A larger Mechakoopa walks past enemies and then explodes.

Forward Throw

The Clown Car latches onto a target with a claw while Jr. pummels them with a toy hammer. Once it’s time to throw a boxing glove hits the opponent in the gut and launches them away.

Back Throw

The Clown Car spins around before throwing the enemy backwards.

Up Throw

The Car chucks the opponent upwards.

Down Throw

The Clown Car tosses the foe to the ground before violently drilling into them.

Final Smash

Jr. turns into Shadow Mario, and then paints the screen making it very difficult to see what you’re doing. The paint also hurts anyone who walks into it.

Duck Hunt


Jab

The Dog does two jabs with his palms and the duck does a flurry of pecks on their opponent.

Side Tilt

The Duck thrusts their beak forward for a peck.

Up Tilt

The Duck raises their wings upwards.

Down Tilt

The Duck sweep pecks their beak.

Dash Attack

The Dog runs towards the opponent and the Duck pecks their beak as they attack.

Neutral Air

The Dog spins their whole body around.

Forward Air

The Duck flies forward a bit and does a peck.

Back Air

The Duck flies backwards a bit and does a peck.

Up Air

The Duck does multiple pecks upwards in the air.

Down Air

The Dog uses The Duck to spike the opponents onto the ground.

Get Up Attack

As The Dog gets back up, The Duck does two pecks from left to right.

Side Smash

The player with the NES Zapper shoots three shots to the direction Duck Hunt is facing.

Up Smash

The player with the NES Zapper shoots three shots upwards.

Down Smash

The player with the NES Zapper shoots three shots from left to right.

Neutral Special

  1. Trick Shot: The Dog kicks a can from Hogan’s Alley that can be shot upwards by the player with the NES Zapper, the can explodes upon anyone that makes contact with it or on its own if left idle for too long.

  2. High-Explosive Shot: Kicks the can into the air more quickly and explodes as soon as it's shot.

  3. Zigzag Shot: The can moves back and forth as it’s shot.

Side Special

  1. Clay Shooting: The Dog throws a Clay Pigeon like a frisbee and the player with the NES Zapper shoots the Clay Pigeon, delivering damage to anyone who is near it.

  2. Rising Clay: The Clay Pigeon can’t be shot, but it does more damage the farther it goes.

  3. Clay Break: The Clay Pigeon is harder to shoot, but each shot does more damage.

Up Special

  1. Duck Jump: The Duck grabs The Dog and they fly upwards to recover onto the stage.

  2. Duck Jump Snag: The Duck flies a shorter distance, but The Dog bites nearby fighters.

  3. Super Duck Jump: The Duck creates gusts of wind that push the opponents aside as they fly up.

Down Special

  1. Wild Gunman: Duck Hunt summons one of the five gunmen from Wild Gunman to fire a shot at their opponent. 

  2. Quick Draw Aces: The gunmen fire quickly, but their shots don’t travel far.

  3. Mega Gunman: The gunmen are bigger and fire slower, but have very high defense.

Forward Throw

The Dog bites the opponent to grab them and they throw them forwards.

Back Throw

The Dog throws their opponent backwards after biting them.

Up Throw

The Dog kicks the opponent upwards with both feet.

Down Throw

The Dog slams their opponent onto the ground after biting them.

Final Smash

Duck Hunt summons a wave of ducks to hit their opponents, if they get caught in it, they land in front of the firing squad from Wild Gunman as they proceed to shoot them, landing shots on Duck Hunt’s opponents as well as also shooting at cardboard cutout gangsters and tin cans from Hogan's Alley.

Ryu


Jab

Ryu does three punches, his light, medium, and heavy punches in quick succession.

Side Tilt

Ryu’s light side tilt has him do a quick little kick. Ryu’s heavy side tilt has him do his collarbone breaker, which can break shields.

Up Tilt

Ryu’s light up tilt has him do an elbow jab, Ryu’s heavy up tilt has him do an upwards punch.

Down Tilt

Ryu’s light down tilt makes him do his crouching light kick, Ryu’s heavy down tilt has him doing his crouching medium kick.

Dash Attack

Ryu does a jump kick as he dashes towards his opponent

Neutral Air

Ryu does his light air kick with his knee.

Forward Air

Ryu does his heavy air kick with a jump kick.

Back Air

Ryu does his medium air kick with a backwards jump kick.

Up Air

Ryu does his heavy air punch with an upwards punch that can hit his opponent twice.

Down Air

Ryu does his medium air punch that has him punching downwards and can potentially spike the opponent.

Get Up Attack

As Ryu gets up, he does two sweeping kicks.

Side Smash

Ryu does his Joudan Sokutogeri, sending his opponents flying forwards.

Up Smash

Ryu does his crouching heavy punch, uppercutting his opponents up into the air.

Down Smash

Ryu does his crouching heavy kick, sweeping his leg around the floor. 

Neutral Special

Ryu does a Hadoken, which can be slower or faster depending on how long the button is held. But using Ryu’s iconic quarter forward command input, his Hadoken becomes even stronger. And when doing a half circle forward command input, Ryu fires a Shakunetsu Hadoken, which is basically a fiery Hadoken.

Side Special

Ryu does a Tatsumaki Senpukyaku, where he does a spinning kick that sends him forward depending on the distance with the button held. Using Ryu’s quarter back command input, his Tatsumaki Senpukyaku becomes even stronger and goes even farther

Up Special

Ryu does a Shoryuken, an uppercut that launches the opponent upward and sends Ryu upwards as well. Using the Shoryuken command input, Ryu’s Shoryuken becomes even stronger.

Down Special

Ryu does a focus attack, an attack that can absorb damage from fighters and hits them with a punch that leaves the opponent open in a crumple state. Ryu can even reverse it in the opposite direction in case his opponent dodges it and goes behind him.

Forward Throw

Ryu does his Forward Throw, which is him throwing the opponents overhead.

Back Throw

Ryu does his Back Throw, which is him throwing the opponent in the opposite direction, Judo style.

Up Throw

Ryu throws his opponent upward with an axe kick.

Down Throw

Ryu karate chops his opponent while they’re down on the ground, sending them into the air.

Final Smash

Ryu’s first Final Smash, Shinku Hadoken, is where he fires a giant Hadoken that travels across the screen and sucks the opponent in for some hits. Ryu’s second Final Smash, Shin Shoryuken, is where Ryu catches the opponent and sets them up for an even more powerful Shoryuken that launches them sky high.

Miscellaneous

Ryu has the ability to make his specials stronger using his Street Fighter command inputs.

Ken



Echo

Ken is an echo fighter of Ryu, which makes him the same as Ryu, but Ken so far has the most amount of differences to go over when it comes to all the echoes covered here. Ken’s ground speed is faster, he doesn’t have a collarbone breaker, and he does a kick upwards for his Up Air. Ken’s Forward Smash is his heavy kick. Ken’s command inputs can make him do various series of kicks. Ken’s Shoryuken is more fiery than Ryu’s and does more hits, same deal with Ken’s Tatsumaki with it having multiple hits. Ken’s back throw is the hell wheel, where he throws his opponent after rolling around with them. Ken also has two Final Smashes. The first being his Shinryuken, where he does a fiery Shoryuken up into the air that delivers multiple hits of damage. Ken’s second Final Smash is him doing his Shippu Jinraikyaku, doing a series of kicks like his Tatsumaki, until Ken goes into the air and finishes his opponent off with one last kick.


Cloud


Jab

Two kicks followed by a horizontal Buster Sword slash.

Side Tilt

A quick sword slash.

Up Tilt

An upwards sword attack in an arc.

Down Tilt

Cloud slides forward across the ground hitting anyone he passes.

Dash Attack

Cloud thrusts himself and the side of the Buster Sword forward.

Neutral Air

A close range, 360 degree sword spin.

Forward Air

Cloud swings his sword from high to low with the ability to spike.

Back Air

A low to high backwards swing.

Up Air

Cloud pushes the edge of the Buster Sword upwards.

Down Air

Cloud thrusts his sword downwards to deal damage and even spike enemies.

Get Up Attack

Swings his sword around him 180 degrees.

Side Smash

Three full power forward sword swings to send opponents flying.

Up Smash

Cloud does a back to front sword slash that starts by going below him then above him in a rainbow shape.

Down Smash

Cloud hooks the opponent with the bottom of his sword handle before stabbing them with the Buster Sword.

Neutral Special

Cloud fires out an energy wave from his sword that travels across the stage to hit enemies (going slightly further on the ground). With Limit Break the wave is faster, moves further and causes an AoE multi-hit damage field around whoever gets hit by the move.

Side Special

Cloud performs 5 sword strikes trapping anyone hit by the Buster Sword in the combo. With Limit Break the move is quicker and stronger.

Up Special

Cloud does a rising sword slash taking him high into the sky, hurting anyone hit by him. Cloud can then quickly drop downward with the Buster Sword spiking anyone hit by the move who is airborne. With Limit Break Cloud flies up higher at faster speeds.

Down Special

Cloud charges up his Limit meter at a fast pace. With Limit Break the move turns into a low damage spin that has strong upwards launch power.

Forward Throw

A drop kick that knocks away the grabbed enemy.

Back Throw

Cloud pulls the enemy behind him before kicking them away.

Up Throw

Cloud kicks the enemy twice, pushing them into the sky.

Down Throw

A chokeslam dowards that bounces the foe up and to the opposite direction of the one Cloud is facing.

Final Smash

Cloud hits the target with Omnislash, knocking the enemy into the air. He follows this up with a flurry of slashes slamming the foe back down to the ground. If Cloud is in his Advent Children costume, his final smash becomes Omnislash Ver. 5, where his fusion sword splits into multiple swords that he uses to slash the opponents in the air and back down to the ground.

Miscellaneous

Cloud has a meter called “Limit”. This meter is charged by using down special or through damaging/receiving damage. When Limit is fully charged Cloud will reach a state called “Limit Break” which makes Cloud move faster and enhances his special moves. Limit is reset after Cloud dies or uses a special move.

Corrin


Jab

Corrin does a fang stab and then two sword swipes into a flurry of dragon mouth bites.

Side Tilt

Corrin does a sword swipe.

Up Tilt

Corrin twirls and spins their sword upwards.

Down Tilt

Corrin sweeps the ground with their sword.

Dash Attack

Corrin spins their whole body towards their opponent, hitting them multiple times with her sword.

Neutral Air

Corrin slightly transforms into a dragon and swings both a fang and her sword at once in the air.

Forward Air

Corrin does a forward sword swipe in the air.

Back Air

Corrin slightly transforms into a dragon to use their wings to propel themselves forward, as well as hit any enemies behind them.

Up Air

Corrin swings their sword 180 degrees upwards.

Down Air

Corrin slightly transforms into a dragon to descend to the ground, stomping it with their feet as dragon fangs.

Get Up Attack

As Corrin gets up, she swings her sword from left to right.

Side Smash

Corrin charges up, using the buzzsaw on her sword to harm her opponents that get close to it, and then unleashes a fang that travels a long distance.

Up Smash

Corrin slightly transforms into a dragon to stab two fangs on her arms upwards.

Down Smash

Corrin slightly transforms into a dragon to stab both her sword and a foot as a fang from left to right.

Neutral Special

Corrin transforms her arm into a dragon mouth that charges up a ball of water that can be fired at the opponent. The ball of water stuns the opponent and if they are close to Corrin, her dragon arm can take a big bite out of her opponent.

Side Special

Corrin hops a short distance and transforms her arm into a fang that stabs right through her opponent to the ground. It pins her opponent and herself there and she can choose to kick forwards or backwards from it, or cancel the attack.

Up Special

Corrin slightly transforms into a dragon and flies on up with her wings. She can even do some damage to her opponent upon travelling upwards.

Down Special

Corrin does a counter that when she gets hit, she fully transforms into a dragon and does a stomp that sends the opponent flying away.

Forward Throw

Corrin slightly transforms into a dragon and stabs her opponent with a fang, making them fly forwards.

Back Throw

Corrin slightly transforms into a dragon and stabs her opponent with a fang, making them fly in the opposite direction.

Up Throw

Corrin fully transforms into a dragon and smacks her opponents into the air with her head.

Down Throw

Corrin fully transforms into a dragon and stomps her opponent, making them bounce from the floor into the air.

Final Smash

Corrin strikes the ground, then she fully transforms into a dragon and unleashes a torrential roar, which is a water tornado that her opponents get caught in and launches them away.

Bayonetta


Jab

Bayonetta throws three punches and then does a flurry of punches on her opponent. An alternate version of this is her firing her guns in three different positions, which can really rack up the damage.

Side Tilt

Bayonetta does a series of three kicks, all of which she can fire her guns with.

Up Tilt

Bayonetta does an uppercut and can fire her guns while the opponent is in the air.

Down Tilt

Bayonetta does a sweeping kick on the floor and can fire all four of her guns after the sweep.

Dash Attack

Bayonetta does a dashing punch attack that she can follow up on with a gun attack.

Neutral Air

Bayonetta does a spinning tornado kick, she can fire her guns while doing so.

Forward Air

Bayonetta does a combo of two punches and a kick, all of which she can fire her guns while doing.

Back Air

Bayonetta does a backwards kick, she can fire her guns while doing this.

Up Air

Bayonetta spins upwards and can fire her guns while spinning around.

Down Air

Bayonetta does a stomping leg kick as she descends, she can then fire her guns after the stomp.

Get Up Attack

As Bayonetta gets up, she does two kicks from the left to the right.

Side Smash

Bayonetta summons the fist of Madama Butterfly to punch her opponent, she can also fire her guns after the punch.

Up Smash

Bayonetta summons the fist of Madama Butterfly to punch her opponent into the air, she can also fire her guns after the punch.

Down Smash

Bayonetta summons the heel of Madama Butterfly to stomp her opponent.

Neutral Special

Bayonetta fires rapid supercharged bullets from her hand guns or foot guns.

Side Special

Bayonetta does a slide kick into an After Burner kick, where she sends her opponents upwards to do some air combos on them.

Up Special

Bayonetta does a rising multi hit uppercut called a Witch Twist.

Down Special

Bayonetta does a counterattack called Witch Time, where if the opponent hits her, time slows down for them, allowing Bayonetta to get multiple hits in.

Forward Throw

Bayonetta psychically grabs her opponent, she then does a shoulder thrust to push her opponent forward.

Back Throw

Bayonetta kicks her opponent to the opposite side.

Up Throw

Bayonetta kicks her opponent into the air.

Down Throw

Bayonetta lifts her foot over her head and smacks her opponent onto the floor for a bounce into the air.

Final Smash

Bayonetta slows down time completely as she racks up enough damage on her opponents to fill up a gauge to summon Gomorrah. Who bites her opponents up and it will instantly kill them if they’re at 100%.

Inkling


Jab

A punch and two kicks combo or a Splattershot rapid fire attack that covers the enemy in ink.

Side Tilt

Inkling smacks the opponent with the Splattershot.

Up Tilt

An upward front to back kick.

Down Tilt

Two low to the ground kicks.

Dash Attack

A forward charging shoulder check.

Neutral Air

Inkling does a mid-air 360 spinning kick.

Forward Air

An aerial dropkick.

Back Air

A backwards smack with the Splattershot.

Up Air

Two upward kicks in an arc.

Down Air

A strong downwards spike with the Splattershot.

Get Up Attack

Shooting an ink blast from the Splattershot on both sides of Inkling.

Side Smash

A large slash with the Splat Brush, covering the opponent ink.

Up Smash

An upward shot from a Blaster that applies ink to the enemy.

Down Smash

Inkling pulls out a Slosher covering enemies to the left and right of them in ink.

Neutral Special

Inkling begins to fire a long range stream of ink with the Splattershot. This does light damage and knockback but more importantly douses the target in ink.

Side Special

Inkling runs forward while holding out a Roller. This Roller splashes ink on the foe and can bury them in the ground leaving them vulnerable to more damage.

Up Special

The Inkling enters their squid form and performs a super jump, sending them into the sky. Enemies close by the start up of the move take light damage and knockback while being splashed with ink.

Down Special

Throws a Splat Bomb which either detonates on contact with an enemy or after a short time. This bomb can be thrown at various angles and speeds.

Forward Throw

Inkling shoots their opponent forward.

Back Throw

Inkling turns into a squid and throws their opponent in the opposite direction.

Up Throw

Inkling turns into a squid and headbutts their opponent into the air.

Down Throw

Inkling throws their opponent to the ground.

Final Smash

Places down a Killer Wail, a high-damage machine that fires sound waves that cover those in ink. 

Miscellaneous

The Inkling runs on their supply of ink. This ink is capable of being splashed onto opponents with certain moves. Foes covered in Ink will take more damage during the duration they are covered in ink. The Inkling will run out of ink eventually by using moves that require ink. Running out of ink makes these moves much weaker or even unusable so the Inkling will need to go under and refill ink often. Whenever the Inkling dashes they turn into their squid form making them much smaller and harder to hit.

Ridley


Jab 

Two claw slashes followed by rapid tail pokes or a bite.

Side Tilt

A forward tail thrust.

Up Tilt

A large upwards claw swipe.

Down Tilt

A low tail attack.

Dash Attack

A lunging forward bite.

Neutral Air

Ridley swings his tail around his body for ApE damage.

Forward Air

A few tail stabs in mid-air.

Back Air

A backwards kick in the air.

Up Air

Ridley claps his wings above him to damage aerial foes.

Down Air

Ridley drops downwards, first hitting anyone below.

Get Up Attack


Side Smash

Ridley creates a powerful close range explosion of fire from his mouth.

Up Smash

Ridley does a front flip while kicking his leg in an arc above himself.

Down Smash

Two wing slams on both sides that knock enemies into the sky.

Neutral Special

Ridley charges up a stream of plasma balls. The longer the attack charges the more plasma balls are fired with a maximum of 4.

Side Special

Ridley lunges in the chosen direction, grabbing his prey before dragging them across the stage.

Up Special

Ridley does a slight charge up before flying in any of the four cardinal directions.

Down Special

Ridley pulls his tail back before quickly thrusting it outwards. If an enemy is hit by the tip of the tail they will fall to the ground. If at a high enough damage percentage, it instantly kills them.

Forward Throw

A simple chucking of the enemy forward.

Back Throw

Ridley drags the enemy across the ground before throwing them behind himself.

Up Throw

Ridley tosses the opponent up before stabbing them with his tail.

Down Throw

Ridley slams the foe into the ground.

Final Smash

Ridley charges forward, knocking his enemies into space and on top of Samus’ ship. He then fires a massive laser hurting the opponents and taking the ship down. If the opponent is over 100%, it instantly kills them.

Miscellaneous

Ridley has 3 jumps instead of two due to his wings.

Simon


Jab

Simon whips his opponent twice and then does a flurry of whips. Holding down the button can make Simon dangle his whip in any direction controlled, which is handy at keeping foes away or blocking projectiles.

Side Tilt

Simon just throws one whip like the good old days.

Up Tilt

Simon spins his whip upwards.

Down Tilt

Simon does a slide kick that he can follow up on with a leaping kick.

Dash Attack

Simon twirls his whip while dashing.

Neutral Air

Simon spins his whip around in a circular motion in the air, landing multiple hits on his opponent.

Forward Air

Simon does a simple forward whip in the air.

Back Air

Simon turns backwards to whip whatever foe is behind him in the air.

Up Air

Simon whips upwards.

Down Air

Simon does a dive kick that makes him descend at a diagonal angle, if he hits his opponent, he bounces off of them.

Get Up Attack

As Simon gets up, he does two sweep kicks from left to right.

Side Smash

Simon charges up his whip as he whips it from a large distance away from his foe.

Up Smash

Simon charges up his whip as he whips it a large distance upwards.

Down Smash

Simon charges up his whip as he sweep whips the ground from left to right.

Neutral Special

Simon throws an axe in an arc.

Side Special

Simon throws a cross that comes back to him like a boomerang.

Up Special

Simon performs an uppercut with a sword, delivering multiple hits of damage to his opponent.

Down Special

Simon throws holy water, which can ignite a flame on the ground that lasts for a couple seconds.

Forward Throw

Simon grabs the opponent and spins around with them before throwing them forward.

Back Throw

Simon throws his opponent in the opposite direction.

Up Throw

Simon throws his opponent upward and whips them to make them go even higher.

Down Throw

Simon slams his opponent to the ground.

Final Smash

Simon traps their opponent in a coffin, catches it with his whip and throws it in the air. Simon then does his super move, Grand Cross, where he blasts the coffin with magical crosses surrounding him.

Richter


Echo

Being an echo of Simon, Richter’s moveset is the exact same as Simon’s. There’s not really any differences between the two, but Simon does derive some moves from Richter in their home series.

King K. Rool


Jab

A left and right hand swipe followed up by a forward kick

Side Tilt

A quick swipe forwards

Up Tilt

A swift uppercut

Down Tilt

A stomp that buries opponents

Dash Attack

A running jump and stomach bump

Neutral Air

Stomach protrusion

Forward Air

Dropkick

Back Air

Downward Punch

Up Air

An upward headbutt

Down Air

Downward two foot kick

Get Up Attack

A pair of swipes to the sides as K. Rool gets back up

Side Smash

A straightforward jab with a boxing glove

Up Smash

An upward headbutt and stomach drop

Down Smash

A jumping splash

Neutral Special

A giant, one pellet blunderbuss shot

Side Special

A crown throw that alters direction like a boomerang

Up Special

A propeller jetpack that lifts K. Rool to the sky

Down Special

A counter and reflector that covers K. Rool’s stomach metal

Forward Throw

K. Rool throws their opponent to the floor, which makes them fly forward.

Back Throw

K. Rool drags their opponent across the ground and throws them into the opposite direction.

Up Throw

K. Rool jumps into the air and does a back breaker.

Down Throw

K. Rool throws their opponent to the ground so hard, it buries them.

Final Smash

K. Rool lunges forward, launching anyone he hits to DK Island, which he sequentially blows up from his own island with his giant laser.

Miscellaneous

K. Rool’s belly armor serves as a guard, allowing him to take excess hits to the stomach. If this armor cracks, he will be left vulnerable.

Isabelle


Jab

A toy hammer strike that can be repeated indefinitely.

Side Tilt

Isabelle strikes her opponent with an umbrella.

Up Tilt

Isabelle swings a broom upwards.

Down Tilt

Isabelle plucks a plant out of the ground.

Dash Attack

Isabelle trips and drops a potted plant that hits her opponent.

Neutral Air

Isabelle spins around in the air with a pair of palm-palms.

Forward Air

Isabelle fires a slingshot pellet in the air. 

Back Air

Isabelle fires a slingshot pellet behind her in the air. 

Up Air

Isabelle swings a turnip upwards.

Down Air

Isabelle swings a turnip downwards.

Get Up Attack

As Isabelle gets up, she swings a broom from left to right.

Side Smash

Isabelle charges up a party popper that damages her opponent upon explosion.

Up Smash

Isabelle blows a whistle and summons a do-not-enter sign that sends her opponents into the air.

Down Smash

Isabelle uses a bucket of water and splashes it left and right to damage her opponent.

Neutral Special

Isabelle pockets a projectile that she can throw right back at her opponent.

Side Special

Isabelle pulls out a fishing rod and casts a line that can catch her opponent and she can throw them after it catches them.

Up Special

Isabelle sits on a swing with two balloons carrying her upwards.

Down Special

Isabelle plants a Lloid Rocket that if the opponent steps on it or Isabelle commands it to, it flies upwards and explodes, damaging the opponent in the air.

Forward Throw

Isabelle pulls out a butterfly net to catch her opponent, she then throws them forward.

Back Throw

Isabelle uses her butterfly net to throw the opponent to the opposite side.

Up Throw

Isabelle uses her butterfly net to throw the opponent upwards.

Down Throw

Isabelle uses her butterfly net to throw the opponent to the ground, making them bounce off it and into the air.

Final Smash

Isabelle summons Tom Nook and the gang to build a town hall around their opponent. Upon completion they celebrate, but the Town Hall explodes and launches Isabelle’s opponent away.

Incineroar


Jab

A chop, knee strike and elbow attack combo.

Side Tilt

The infamous “Cheeto Fingers” poke.

Up Tilt

An upwards headbutt in an arc

Down Tilt

a on the ground leg sweep.

Dash Attack

A lunging knee forward.

Neutral Air

Incineroar faces the ground, bumping out his chest while extending his limbs to make his full body a dangerous hitbox.

Forward Air

An aerial dropkick.

Back Air

An aerial backwards kick.

Up Air

A right to left kick above Incineroar.

Down Air

A two legged stomp dowards capable of spiking opponents.

Get Up Attack

A claw swipes on each side of Incineroar. 

Side Smash

An incredibly powerful frontal kick.

Up Smash

Incineroar clasps his fists together before swinging them upwards to cover the area in front of him and above him with one strong swing.

Down Smash

Incineroar leaps off the ground and belly slams back down.

Neutral Special

Incineroar starts to wildly spin around in a lariat. This move does more damage if Incineroar hits the opponent as he extends his arms out. Incineroar can move side to side very slightly.

Side Special

Incineroar charges forward, extending his hand out to grab the first person it makes contact with. The ropes of a ring will spawn behind Incineroar which it will toss the caught foe into. The opponent will then ricochet back to Incineroar, who will then hit the enemy into the sky or with a clothesline that carries the opponent past Incineroar.

Up Special

In a blazing ball of glory Incineroar will rise up, knocking any foes nearby up with him. Incineroar will then diagonally dive towards the ground, spiking any opponents caught in his way until it either reaches the stage in a fiery explosion or dies trying.

Down Special

Incineroar puffs out his chest, countering any knockback he would take if it is hit. If the attack is a melee move Incineroar will be knocked away in flames. More importantly, Incineroar gains a stack of “Revenge”. Revenge can be stacked 3 times and is a 1 time use power boost to any of Incineroar’s moves. Revenge is used up if Incineroar takes too much damage or lands an attack.

Forward Throw

Incineroar spins around before chucking the foe forward and up.

Back Throw

A suplex that knocks the opponent away

Up Throw

A backbreaker that hits the enemy upwards.

Down Throw

A chokeslam into the ground.

Final Smash

Incineroar performs Max Malicious Moonsault, he starts with rushing forward and grabbing an enemy. He will then take them to a ring and bounce them off the ropes sending them into the sky where Incineroar performs a combo. The Final Smash ends with Incineroar charging into the enemy one last time while engulfing the arena in flames.

Piranha Plant


Jab

A three hit combo with two leaf attacks followed by a headbutt or a rapid barrage of bites.

Side Tilt

Two forward bites.

Up Tilt

Plant violently shakes its head around.

Down Tilt

A sweep with one of its leaves.

Dash Attack

Plant flings its pot forward to hit enemies.

Neutral Air

Plant spins its leaves like a buzzsaw to cut enemies that get too close.

Forward Air

Plant swings its pot to smack foes in front of it.

Back Air

Plant spits a close range explosion behind itself.

Up Air

A back to front upwards headbutt.

Down Air

Plant swings its pot downward which can spike enemies. 

Get Up Attack

Spins itself around on the ground hitting enemies in the area.

Side Smash

Plant turns its head into a Prickly Piranha Plant and swings itself forward dealing powerful damage and knockback.

Up Smash

A chomp towards the sky.

Down Smash

Plant swings its pot across the floor on both sides of itself.

Neutral Special

Plant will spit up a spike ball that it will continuously blow in the air. Piranha Plant can choose to fling the ball to the left/right or it can drop the ball.

Side Special

Plant will begin charging up a poisonous gas that becomes bigger and stronger the longer it’s held.

Up Special

Plant will spin its leaves like a helicopter to fly in the air and chop up foes in its path.

Down Special

Plant retreats down into its pot and starts charging up. Plant will then quickly extend its stem and bite the opponent. The longer the attack is charged the further Plant extends its stem.

Forward Throw

Headbutts the enemy away.

Back Throw

Bites the opponent and flings them behind itself.

Up Throw

Throws the enemy up and bites the enemy, forcing them upwards.

Down Throw

Throws the enemy down and bites them twice.

Final Smash

Summons Petey Piranha who sticks adjacent enemies inside cages while he flings them around.

Miscellaneous

If Plant is stepped on while crouching it will bite the enemy.

Joker


Jab

Three quick knife attacks.

Side Tilt

Two stabs with his knife.

Up Tilt

Joker throws his knife up

Down Tilt

Joker slides forward.

Dash Attack

Joker does two running kicks forward.

Neutral Air

Joker spins around with his knife.

Forward Air

Two aerial kicks forward.

Back Air

A low to high knife slash.

Up Air

A multi-hit drill kick facing upwards.

Down Air

Joker slashes his knife in an arc below him.

Get Up Attack

A knife strikes in both side directions.

Side Smash

Joker does a large knife slash forward.

Up Smash

A low to high Knife slash that hits in front of Joker and goes above him.

Down Smash

Joker sweeps his knife low to the ground and on both sides of him.

Neutral Special

He wields a gun. He can jump in the air while shooting it allowing him to fire straight down or in a wheel shape. With Arsene the gun becomes stronger and fires new bullets.

Side Special

Joker fires an energy bolt that deals damage to an enemy overtime. With Arsene the move deals more damage, is faster and is multi-hit when it connects.

Up Special

Throws a grappling hook diagonally upwards to grab enemies and ledges. With Arsene active Joker flies up using Arsene’s wings.

Down Special

Joker grips his mask ignoring all knockback while gaining extra Rebellion Gauge charge. Once Arsene is out this acts as a melee counter move. 

Forward Throw

Chucks his enemy away with blue energy.

Back Throw

Trips the enemy over his leg ending them behind him.

Up Throw

Flings the enemy high into the sky.

Down Throw

Throws the enemy down with devious amounts of aura.

Final Smash

Joker dashes and slashes, sending anyone caught into his All-Out Attack, which summons random members of the Phantom Thieves to finish off their opponents in style. If the opponent is over 100%, it instantly kills them.

Miscellaneous

When Joker takes damage he builds up his “Rebellion Gauge” which also builds up overtime. Once the bar is full Joker uses his Persona, Arsene, who buffs his regular moves with more damage, electrical properties or extra hits. This also alters his special moves and how they work.

Hero


Jab

A series of vertical sword slashes.

Side Tilt

A shield bash, followed by a quick horizontal sword slash.

Up Tilt

A large upwards arc swing with the Hero’s sword.

Down Tilt

A forwards aiming kick to hit those low to the ground.

Dash Attack

Hero rushes forwards and leaps, blade drawn. This move has wide range and deals impressive damage, though it can be a bit on the slow side.

Neutral Air

A quick spinning slash around Hero on all sides.

Forward Air

A direct downwards slash forwards.

Back Air

An upwards slash behind Hero, catching those behind him with ease.

Up Air

An upwards kick to catch those above Hero, surprisingly quick.

Down Air

A powerful downwards stab with the Hero’s sword to slash below him. Deals a Meteor Smash if landed successfully.

Get Up Attack

A slash to both sides as the Hero gets up.

Side Smash

A powerful downwards slash in front of the Hero. It can occasionally be a Critical Hit.

Up Smash

A direct upwards stab to the air above, it can sometimes be a Critical Hit.

Down Smash

A pair of slashes to the sides of Hero, both of them can sometimes be Critical Hits.

Neutral Special

A fire attack known as Frizz, it is a relatively standard fire projectile. It can be charged up into the more powerful Frizzle or Kafrizz, drastically increasing its might.

Side Special

A forwards aiming electric attack known as Zap. This can be given more range and power if charged slightly into Zapple, or it can be turned into an extremely powerful sword spin attack with Kazap, an immensely dangerous strike that can easily take stocks should it land.

Up Special

Woosh summons a small gust below the Hero to launch him into the air, also damaging those hit by the winds. It can also be charged into Swoosh or Kaswoosh to power up this gale and summon two tornadoes below the Hero, as well as attaining more height from the launch.

Down Special

Hero activates the Command Selection to utilize a number of spells.


Bang - A small explosion projectile that deals some damage.

Kaboom - An extremely dangerous explosion projectile that sucks opponents in before dealing noteworthy damage and potentially KOing.

Sizz - A quick fire projectile that rushes forwards.

Sizzle - A faster, stronger fire projectile known for being extremely quick.

Flame Slash - A powerful and quick slashing attack with the Hero’s sword, now with fire added to it.

Kacrackle Slash - Another slashing attack, now with ice powers. Can freeze opponents, leaving them wide open to further damage.

Hatchet Man - A move with an extremely lengthy start-up, but crushing and devastating damage should it hit. Easily capable of taking stocks and also breaking shields.

Snooze - A projectile attack that will put victims to sleep should they be hit by it.

Whack - An extremely dangerous projectile. While it deals little damage and knockback, it has the potential to immediately KO the victim, with the possibility of this increasing the more damage the target has.

Thwack - A stronger and deadlier version of Whack. While it doesn’t move forwards, it has a wider area of effect and can hit a larger area, and the odds of it KOing immediately are better.

Metal Slash - A quick and simple sword slash that does pretty much nothing normally. If the victim is metal, however, then they’re dead. Simple as that.

Kaclang - The Hero turns metal for a while, no-selling all manner of attacks for the move’s duration. Has horrible ending vulnerability though and if there’s another Hero on the field then you better hope they don’t get Metal Slash on their selection.

Kamikazee - Hero explodes and dies. No, really. The Hero immediately self-destructs and loses a stock, but deals extremely potent damage to those caught in the blast, potentially taking everyone out with him.

Magic Burst - The Hero unleashes a massive explosion all around him using all of his magic points. The more MP Hero has, the bigger and stronger the blast, though this leaves Hero without any magic.

Oomph - Buffs Hero’s power for about 12 seconds, dealing more damage and knockback.

Psyche Up - Buffs Hero’s power for a single hit, making said attack stronger when it connects.

Accelerate - Buffs Hero’s speed massively for 10 seconds, making it easy to get around the battlefield.

Bounce - Passively reflects any and all projectiles that hit Hero for about 12 seconds. This can be used in tandem with other attacks, making it a great way to ruin any zoner’s day.

Heal - Does exactly what you would think it does.

Zoom - Hero whooshes away to a random spot on the map. Great for recoveries or for getting out of a jam in general.

Hocus Pocus - Causes a random effect. It may do something good, like make Hero invincible, huge, or restore his MP. But it will more often do something bad, like shrink him, slow him down, put him to sleep, or place a very lovely flower on his head that deals passive damage. Or it might just use a random spell for 4 MP.

Forward Throw

Hero throws their opponent forwards.

Back Throw

Hero throws their opponent to the opposite side, Judo Style.

Up Throw

Hero throws their opponent upwards.

Back Throw

Hero jumps down and bashes their opponent to the ground on the way down.

Final Smash

With one swing of their sword, Hero summons multiple Dragon Quest characters to deliver a powerful blow known as Gigaslash. 

Miscellaneous

The Hero has a unique Magic Points system for his special moves. These can be used to fire off attacks or power them up, with each move having a set cost. Additionally, the meter passively refills or can be filled up faster by landing attacks.

Banjo & Kazooie


Jab

A three hit punch combo that can include a rapid peck attack from Kazooie in the middle.

Side Tilt

Banjo uses Kazooie’s beak to stab enemies.

Up Tilt

Kazooie puts her feet on the ground so Banjo can do an upwards kick.

Down Tilt

Kazooie does a low to the ground peck that moves her and Banjo forward slightly.

Dash Attack

A roll forward.

Neutral Air

Kazooie spins her wings around like a helicopter which hits all enemies around her and Banjo.

Forward Air

Banjo does an overhead punch that hits enemies in front of him.

Back Air

Kazooie does a few pecks behind Banjo.

Up Air

Kazooie claps her wings together to hit foes above the duo.

Down Air

Banjo and Kazooie start a rapid descent from the sky with Kazooie falling beak first to poke anyone in their drop path. This move is capable of spiking people if landed properly.

Get Up Attack

Banjo performs a kick on both sides of him.

Side Smash

Banjo slams Kazooie down like a hammer in front of himself.

Up Smash

Kazooie begins spinning upwards dealing multiple hits of damage with strong knockback.

Down Smash

Kazooie slams both of her wings down to the left and right of Banjo.

Neutral Special

Kazooie shoots an egg from her mouth. Banjo can then take Kazooie out of the backpack and have her rapidly fire eggs from her mouth while moving.

Side Special

Kazooie uses her wings to shield Banjo as they charge forward dealing massive damage and knockback. This move can only be used 5 times per stock.

Up Special

A Shock Spring Pad platform materializes beneath Banjo who jumps on it to propel himself into the air. The move can be charged to increase the height Banjo goes up.

Down Special

Kazooie fires out a grenade egg behind Banjo. Banjo can quickly pick this egg up and throw it at the opponent or he can simply face away as the egg goes towards the enemy.

Forward Throw

Banjo holds the enemy as Kazooie kicks them away.

Back Throw

Banjo spins around a few times before throwing the opponent behind him and Kazooie.

Up Throw

Banjo tosses the enemy up leading to Kazooie pecking the foe into the air.

Down Throw

Banjo picks the enemy up before slamming them into the ground hard enough to bury them in the floor.

Final Smash

This dynamic duo summons The Mighty Jinjonator, a statue that charges and slams into the opponent. 

Miscellaneous

Kazooie can use her wings to give Banjo an extra third jump.

Terry


Jab

Terry does two punches and then a kick.

Side Tilt

Terry does a quick little kick.

Up Tilt

Terry does a slight uppercut.

Down Tilt

Terry jabs his foot forward on the ground.

Dash Attack

Terry does his shoulder block, hitting his opponent with an attack with his shoulder as he charges at them.

Neutral Air

Terry chops downward in the air.

Forward Air

Terry does a jump kick.

Back Air

Terry does a kick that goes backwards.

Up Air

Terry does a backflip style kick.

Down Air

Terry punches downward, which can potentially spike his opponent.

Get Up Attack

As Terry gets up, he does two kicks from left to right.

Side Smash

Terry charges up a roundhouse kick.

Up Smash

Terry charges up an uppercut.

Down Smash

Terry charges up a kick that goes slightly upward on the ground.

Neutral Special

Terry uses Power Wave, where he punches the ground to fire a wave of energy that travels across the ground.

Side Special

Terry performs Burn Knuckle, where he charges forward with a punch that can launch his opponent. Using a quarter forward command input, Burn Knuckle becomes stronger and goes farther.

Back Side Special

Terry performs Crack Shoot, where he spins his whole body in a front flip to do a kick. Using a quarter back command input, Crack Shoot becomes even stronger.

Up Special

Terry performs Rising Tackle, where he spins his whole body upward with a kick. Using the command input, down charge then up, Rising Tackle becomes even stronger.

Down Special

Terry performs Power Dunk, where he jumps up and comes back down with a punch that can cause a light explosion onto the ground.

Forward Throw

Terry picks up the opponent and slams them onto the ground as they fly forwards.

Back Throw

Terry picks up the opponent and slams them onto the ground as they fly backwards.

Up Throw

Terry does an uppercut that launches the opponent upwards.

Down Throw

Terry does a suplex that makes the opponent fly once they hit the ground.

Final Smash

Terry starts his final smash using Power Geyser a total of three times. Once his opponent is caught in it, Terry follows it up with Power Dunk and finishes it off with Buster Wolf.

Miscellaneous

Once at 100% damage, Terry’s GO Meter activates, gaining access to two super special moves. The first one Terry gets access to is Power Geyser, using the quarter back to half circle motion, Terry punches the ground, causing a massive explosion. Terry’s second super special move is Buster Wolf, using the double quarter forward motion, Terry charges forward and hits his opponent with Buster Wolf, which when caught in it, launches them far back.

Byleth


Jab

A chop followed by two kicks or rapid sword swings.

Side Tilt

A simple sword slash.

Up Tilt

An upwards front to back sword attack.

Down Tilt

A low angled whip attack.

Dash Attack

A lunging sword swing.

Neutral Air

Byleth spins Failnaught around for multiple hits of damage that surround them.

Forward Air

A frontal smack with Areadbhar.

Back Air

A backwards stab using Areadbhar.

Up Air

A whip cyclone above Byleth.

Down Air

A strong but slow swing from Aymr capable of spiking enemies towards the ground.

Get Up Attack

A sword slash that is swept across both sides of Byleth.

Side Smash

A powerful thrust with Areadbhar.

Up Smash

A multi-hit whip cyclone from the Sword of the Creator.

Down Smash

Two Aymr strikes left and right of Byleth.

Neutral Special

Byleth charges up an arrow from Failnaught. The longer it’s charged the faster the arrow flies and the stronger it is.

Side Special

A low to high sweep of Areadbhar that covers a large area in front of Byleth.

Up Special

Byleth extends the Sword of the Creator out diagonally like a grappling hook. This tethers Buleth to a ledge in range or an enemy hit by the tip of the sword. If an enemy is hit Byleth will jump off of them while spiking the target downwards.

Down Special

Byleth readies Aumr for a powerful strike before slamming the axe down. Byleth is unable to be flinched by most regular attacks while reading Aymr.

Forward Throw

Byleth slashes the enemy away with their sword.

Back Throw

Byleth spins the foe around before tossing them backwards.

Up Throw

Byleth pushes the enemy into the sky using the Sword of the Creator.

Down Throw

Byleth whips the enemy using their sword hitting them a short distance away.

Final Smash

Byleth hits their opponents with their whip, delivering a powerful attack empowered by Solthis. 

Min Min


Jab 

Min Min throws a punch from her left arm that extends across the stage.

Side Tilt

Min Min throws a punch from her left arm that extends across the stage, only this time she walks forward slightly.

Up Tilt

Min Min does a flip kick.

Down Tilt

Min Min does a slide kick.

Dash Attack

Min Min does a running jump kick.

Neutral Air

Min Min swings her whole left arm in a 180 degree arc.

Forward Air

Min Min throws a punch from her left arm that extends across the stage in the air and a laser beam fires out from the dragon on that arm.

Back Air

Min Min throws a punch from her left arm that extends across the stage in the air from behind her and a laser beam fires out from the dragon on that arm.

Up Air

Min Min does a flip kick in the air.

Down Air

Min Min does a descending stomp attack.

Get Up Attack

As Min Min gets back up, she sweeps her left arm from left to right.

Side Smash

Min Min charges up her left arm and it extends across the stage to do a lot of damage.

Up Smash

Min Min charges up a flip kick that sends her opponents up into the air.

Down Smash

Min Min charges up and does a split kick that hits both left and right.

Neutral Special

Min Min does a punch between one of her three right arm modes.

Side Special

Min Min essentially does a Smash attack with one of her three right arms, delivering even greater damage with them.

Up Special

Min Min uses both of her arms to bounce extremely high. The direction can be angled.

Down Special

Min Min can swap her right arm into three different modes, Ramram, Megawatt, and Dragon

Ramram: it’s fast and easy to bend, almost like a boomerang, but it doesn’t do a whole lot of damage.

Megawatt: while it may be slow, it packs a massive electrical punch.

Dragon: the same mode her left arm has, essentially Min Min gets to have dual dragon arms. It has the longest range out of Min Min’s three arms since it can shoot a laser.

Forward Throw

Min Min reaches out both of her arms to grab the opponent. She then push kicks her opponent forward.

Back Throw

Min Min does a backwards suplex, sending her opponents into the opposite direction.

Up Throw

Min Min uses both of her feet to kick the opponent into the air.

Down Throw

Min Min puts the opponent onto the ground and brings a kick down that makes them bounce into the air.

Final Smash

Min Min starts her final smash by punching her opponent, she then summons all the Arms fighters to punch their opponent as Min Min finishes it off by charging up a laser from her left arm that delivers a devastating final blow.

Steve


Jab

A slash from a sword that can be continuously done over and over.

Side Tilt

Same as his jab.

Up Tilt

A series of continuous overhead axe chops.

Down Tilt

Steve uses a FLINT AND STEEL to create a small fire that lingers for a short period of time. Being hit with this fire traps you in multiple hits of damage and if the fire is lit off an edge it will fall down while burning.

Dash Attack

Steve lunges forward while swinging his pickaxe forward.

Neutral Air

An aerial sword slash.

Forward Air

A frontal pickaxe attack that can spike opponents.

Back Air

A backwards facing pickaxe swing.

Up Air

Steve swings his axe upwards but in the air.

Down Air

Steve uses iron to create an anvil which he cartoonishly drops on his enemies for high damage.

Get Up Attack

A quick sword slash done forwards and backwards.

Side Smash

A powerful sword swing.

Up Smash

Steve places a magma block above his head. Any foes caught in this block will be hit for multiple chunks of damage before being launched away when Steve mines the block.

Down Smash

Steve drops LAVA in front of him before picking it up and dropping it behind himself for strong damage.

Neutral Special

Steve pulls out a pickaxe, axe or shovel to mine the ground or the wall next to him. Doing this grants Steve different materials such as dirt, wool, ice, wood, stone, iron, gold, diamond and redstone. This special changes if Steve is mid-air while performing the move. In the air Steve will place a block out of his materials starting from the lower levels and ending with higher level materials. The level of material will determine how durable the block is. Blocks can break due to physical damage and will wither down overtime. Blocks can be chained together into other blocks to create platforms and vertical walls.

Side Special

Steve uses iron to create a minecart, propelling himself across the stage. To continue moving the cart on the ground Steve will use his weaker materials to create rails to guide the minecart. Running into an enemy with the minecart does decent damage and knockback. Steve can also hop out of the minecart which will trap someone in the minecart if they are hit by it. Steve can also hop back in the minecart himself if he wishes to continue using it. The final thing Steve can do is use gold and restore to create redstone rails, which cause the Minecraft to move much faster and hit much harder.

Up Special

Steve uses an ELYTRA and a firework to rocket himself in a given direction. If someone is close to Steve during the rocketing off they will be hit for a small amount of damage. After rocketing off Steve can float around and swoop in the skies until he touches solid ground or a wall.

Down Special

Steve uses materials to plant a block of TNT down. He can then place down a trail of redstone and a pressure plate connected to the TNT. Hitting the pressure plate or TNT enough will cause it to explode dealing massive damage to its surroundings. Both Steve’s lava, FLINT AND STEEL or any fire attack will activate the TNT automatically as well.

Forward Throw

Steve uses a fishing rod to extend his grab range. Once grabbed the opponent is trapped in a fence. Steve’s forward throw summons in a piston block that pushes the enemy away.

Back Throw

Steve flings the opponent away behind him with the fishing rod.

Up Throw

Steve creates a piston under the foe that pushes them up.

Down Throw

Steve uses iron to create an anvil above the person he has grabbed, crushing them.

Final Smash

By placing down a piston, Steve launches his opponent through a metal door and into a room. It’s revealed to be filled with TNT, Zombies, and Creepers, causing one large explosion as Steve eats his meat. 

Miscellaneous

On stage Steve will spawn a CRAFTING TABLE wherever he is that he can use to upgrade his tools. He will need to do this throughout the match as each of his tools have durability that must be kept up and upgrading his tools with different ores will increase their power and other attributes like speed with gold. Steve also has a bar of resources that obtains randomly generated resources based on what he is mining. The odds of getting certain materials can vary based on the surface Steve is mining. As the saying goes, First we mine… Then we craft.

Sephiroth


Jab

A three hit combo with two kicks an attack using the hilt of Sephiroth’s sword.

Side Tilt

A frontal sword slash.

Up Tilt

Sephiroth does a small slash that goes vertically up, stabbing enemies close by and above.

Down Tilt

Sephiroth slides forwards with a kick.

Dash Attack

A forward dash where Sephiroth fuels his hand with magic to hit his foes.

Neutral Air

Sephiroth creates a burst of magic around himself to damage all those around him.

Forward Air

A front facing sword stab that can pierce into walls to help propel Sephiroth upwards.

Back Air

A backwards sword slash in mid-air.

Up Air

An upwards sword slash done in an arc.

Down Air

Sephiroth plunges downward sword-first to stab and spike the opponent.

Get Up Attack

Two low kicks on both sides of Sephiroth.

Side Smash

A wide sword swing to slash down even the strongest of foes.

Up Smash

A wide, overhead sword slash.

Down Smash

Sephiroth plunges his sword into the ground doing high damage to shields.

Neutral Special

Sephiroth charges up a fireball in his hand before releasing it. The fireball has 3 forms. Flare which is a medium slap and damage projectile. Megaflare is faster and does more damage. Gigaflare is the final form of the attack which moves slow but has massive area damage.

Side Special

Sephiroth fires a small projectile that can be held to charge up. Holding the attack down for long will increase the amount of Shadowflares surrounding an opponent on contact. The max amount of Shadowflares someone can have orbiting them is 5 and after a set period of time all the Shadowflares the target currently has on them will detonate for powerful damage.

Up Special

Sephiroth does a quick sword slash in any direction. He also can do a slower move that slashes 8 times called Octaslash.

Down Specialist

Sephiroth puts up a barrier capable of countering attacks. Hit will immediately activate against any attack for strong damage but will also attack on its own for much less damage. However, the barrier can be broken through with high damages or grabbed out of.

Forward Throw

After grabbing a foe with telekinesis, Sephiroth creates a magical explosion that sends the opponent forward.

Back Throw

Sephiroth teleports the opponent behind him before crushing them with his telekinesis.

Up Throw

An upwards toss followed by a sword slash.

Down Throw

Sephiroth pushes the enemy into the floor before bouncing them away.

Final Smash

With one slash of his blade, Sephiroth transfers any hit opponents into an illusion where he becomes Safer Sephiroth. Sephiroth then uses Supernova, a blast that destroys the sun and cracks the planet open. This can inflict different status effects on you. 

Miscellaneous

When put at a big enough disadvantage Sephiroth will unleash his Winged form. In this form Sephiroth is stronger, faster, has super armor on the start of his Smash Attacks and can do an extra jump in the air.

Pyra & Mythra


Jab

Pyra does a punch, then two sword swipes with the Aegis, Pyra also can use fire to hit the opponents multiple times. Mythra has the same attack, only instead of fire, it’s light.

Side Tilt

Pyra and Mythra do a downward swipe of the Aegis.

Up Tilt

Pyra and Mythra do an overhead horizontal swipe of the Aegis.

Down Tilt

Pyra and Mythra do a ground sweep with the Aegis.

Dash Attack

Pyra and Mythra do a dashing swipe with the Aegis.

Neutral Air

Pyra and Mythra spin the sword in the air multiple times, delivering multiple hits.

Forward Air

Pyra and Mythra do a forward vertical slice in the air.

Back Air

Pyra and Mythra do a backward vertical slice in the air.

Up Air

Pyra and Mythra do an upward overhead slice.

Down Air

Pyra and Mythra do a full slice downwards.

Get Up Attack

As Pyra and Mythra get up, they do two slices with the Aegis from left to right

Side Smash

Pyra does a smash flare as she slams the Aegis onto the ground in a fiery explosion. Mythra does something similar, only it’s a more basic downward slash.

Up Smash

Pyra and Mythra spin the Aegis in a circle holding it up to the air.

Down Smash

Pyra and Mythra spin onto the ground, doing slashes with the Aegis in a circular motion.

Neutral Special

Pyra performs Flame Nova, spinning the Aegis around in a fiery whirlwind. Mythra performs Lightning Buster, charging up the Aegis and swiping it a number of times.

Side Special

Pyra performs Blazing End, throwing the Aegis forward as it spins in a circular motion for a couple seconds and comes back to Pyra like a boomerang. Mythra performs Photon Edge, slicing the Aegis a few times as she dashes forward at an extremely fast pace.

Up Special

Pyra performs Prominence Revolt as she jumps upwards and quickly goes back down to the ground, resulting in a fiery explosion from the Aegis. Mythra performs Chromadust, as she jumps upwards with a slice and fires three lasers from the Aegis in the air.

Down Special

Pyra swaps with Mythra and vice versa.

Forward Throw

Pyra and Mythra throw their opponent forward with their unique element

Back Throw

Pyra and Mythra kick their opponents backwards.

Up Throw

Pyra and Mythra just throw their opponents upwards with their own visual flare involving their elements.

Down Throw

Pyra and Mythra both place their opponent on the ground and stab them with the Aegis.

Final Smash

Both Pyra and Mythra will summon Rex to their side, channeling their respective attack with him. Pyra and Rex use Burning Sword, jumping up and slicing their opponents upward with an attack that summons a giant fire from the Aegis. Mythra and Rex use Sacred Arrow, raining down multiple beams of light to hit their opponents.

Miscellaneous

Pyra and Mythra have the ability to swap back and forth on the fly. Mythra’s dodge is foresight, where she dodges at the last second and takes 50% less damage with no knockback. Pyra does more damage. Mythra is more faster.

Kazuya

(Moves are named because bro has 41 moves)

Flash Punch Combo

Kazuya does two quick jabs from his left hand then followed by a stronger punch from his right.

10 Hit Combo

By mashing the attack button, Kazuya does a 10 Hit Combo string.

Oni Front Kick

Kazuya does a quick front kick.

Flash Tornado

Kazuya does an upwards roundhouse kick.

Twin Pistons

Kazuya does two uppercuts.

Nejiri Uraken

Kazuya does a sweeping downwards punch that trips up his opponents.

Roundhouse to Triple Spin Kicks

Kazuya does a short hop and does three spin kicks on the ground. 

Tsunami Kick

Kazuya does an axe kick that hits the opponent twice. 

Stature Smash

A standing trip kick Kazuya does.

Jump Side Kick

Kazuya does a short hop backwards and kicks while doing it.

Crouch Jab

Kazuya does a quick jab while crouching.

Tombstone Crusher

Kazuya does a ducking kick that sweeps his opponent.

Crouch Spin Kick

Kazuya does a sweeping roundhouse kick.

Demon God Fist

As Kazuya gets back up from ducking, he does a devastating electrical punch that makes his opponent go into a crumple state.

Leaping Side Kick

Kazuya’s dash attack, where he dashes towards his opponent and does a forward hop kick.

Left Splits Kick

Kazuya does a dashing axe kick.

Get Up Attack

As Kazuya gets up, he does two kicks from left to right.

Glorious Demon God FIst

Kazuya’s Side Smash, where he briefly goes into Devil Form to land a devastating punch onto his opponent.

Devil Twister

Kazuya’s Up Smash, where he briefly goes into Devil Form to punch his opponent into the air.

Lion Slayer

Kazuya’s Down Smash, where he briefly goes into Devil Form and swings his fist downwards like a hammer to smash his opponent to the ground.

Jumping Knuckle

Kazuya’s neutral air attack, where he punches downwards, this can even spike his opponents.

Searing Edge

Kazuya’s forward air attack, which has him do a jump kick.

Jumping Sobat

Kazuya’s back air, where he kicks in the direction opposite of him.

Rising Toe Kick

Kazuya’s up air, where he kicks upwards with his toe.

Demon Scissors

Kazuya’s down air, where he descends downwards, hitting his opponent with a leg kick.

Crouch Dash

Kazuya ducks and dashes forward at a fast speed, he can do this multiple times and it can lead into other moves.

Spinning Demon to Left Hook

After Kazuya crouch dashes, he does two spin kicks on the ground into a punch.

Electric Wind God Fist

After Kazuya crouch dashes, he can do an electrical uppercut that does minor damage.

Dragon Uppercut

After Kazuya crouch dashes, he can do a devastating electrical uppercut.

Devil Blaster

Kazuya briefly transforms into Devil Form to fire a laser from his third eye on his forehead that has a lot of distance.

Devil Fist

Kazuya briefly transforms into Devil Form and dashes forward with a punch that goes through his opponents and puts them in a crumple state.

Devil Wings

Kazuya briefly transforms into Devil Form and uses his wings to fly upwards.

Heaven’s Door

Kazuya briefly transforms into Devil Form and grabs his opponent by the face and flies upwards, then comes right back down, slamming his opponent to the ground.

Sternum Smash

Kazuya’s pummel where he punches his opponent while grabbing them.

Double Face Kick

Kazuya’s forward throw, where he kicks his opponent twice, sending them forwards.

Steel Pedal Drop

Kazuya’s back throw, where he throws his opponent by the leg in the opposite direction.

Air Inferno

Kazuya’s up throw, where he throws his opponent upwards, and briefly goes into Devil Form to fire a laser upwards.

Stonehead

Kazuya’s down throw, where he headbutts his opponent and makes them bounce off the ground.

Gates Of Hell

A devastating command grab that Kazuya can do where he hits his opponent and kicks them away a far distance.

Demon’s Wrath

Kazuya’s side taunt where he does the Demon’s Wrath combo that can actually do some damage.

Final Blaster

Kazuya transforms into Devil Kazuya to unleash a long ranged laser. If Kazuya hits his opponent with it, he transforms into Devil Kazuya-X, where he releases a barrage of lasers from his chest and wings that go into various angles to deliver devastating damage to his opponent.

Rage Drive

At 100% damage, Kazuya goes into Rage mode, which gives him access to his Rage Drive. By performing the Gates of Hell command or Heaven’s Door command, Kazuya does an even stronger version of Heaven’s Door that does a devastating amount of damage to his opponent.

Sora


Jab

A three hit combo with his keyblade. 

Side Tilt

A three hit combo again that begins with an upwards strike.

Up Tilt

Sora raises his keyblade into the air and begins to spin it. 

Down Tilt

A downward sweep that catches people off guard.

Dash Attack

A powerful slide.

Neutral Air

Sora spins his keyblade around that, if he catches anyone, initiates a three hit combo.

Forward Air

Another strike that initiates a three hit combo. 

Back Air

Turns around to do a powerful strike. 

Up Air

Backflips and performs a powerful strike.

Hurricane Blast

Sora performs a powerful spin that sends him downwards. 

Get Up Attack

Hits both behind and infront with his keyblade.

Side Smash

Sora performs a powerful swing.

Up Smash

Sora lifts his keyblade into the air with a small blast at the end. 

Down Smash

Sora jumps into the air before slamming down.

Neutral Special

Sora switches between three different magics with every use. Firaga, Thundaga, and Blizzaga. Firaga is a fireball that knocks people back, Thundaga is three lightning bolts that strike, and Blizzaga is a projectile that freezes people. 

Side Special

A high-speed thrust, Sonic Blade that locks on to a target, allowing Sora to do three dashes.

Up Special

Sora spins upwards and catches people nearby. 

Down Special

Sora performs a block with his Keyblade that stuns enemies who attack during the counter pose. Sora will then attack the foe who struck his counter with his Keyblade, knocking them away. This move also avoids projectiles during its runtime.

Forward Throw

He sure swings his keyblade.

Back Throw

He sure does another swing.

Down Throw

He sure slams you down.

Up Throw

He sure throws you up.

Final Smash

Sora fires a keyhole that sucks people in. Those caught are sucked into a door that seals shut, Sora using the same keyhole blast to explode the door. Instantly Kills at 100%.

Miscellaneous

Sora is extra floaty and his second jump goes higher than his first.

Mii Brawler


Jab

Hits enemies with a basic punch.

Side Tilt

Swings his leg forward to deliver a powerful kick.

Up Tilt

Jumps into the air to deliver an uppercut.

Down Tilt

Performs a leg sweep Mortal Kombat style.

Dash Attack

Swings forward with a mighty kick to the face or just body in general, I suppose.

Neutral Air

Does a kick while in the air.

Forward Air

Twists, their body forward and backward while kicking in the air.

Back Air

While in the air hits the opponent behind them with a kick.

Up Air

Throws their leg up into the air, hitting any airborne opponents.

Down Air

While in the air the brawler puts their fists together Captain Kirk style and then hits the opponent below them.

Get Up Attack

Performs a leg sweep while getting up.

Side Smash

Sends a punch forward and can angle it upwards, straightforward, or downwards

Up Smash

Does a kickflip that launches foes upward

Down Smash

Simultaneously stretches their arm and leg, sending a punch forward and kick behind them

Neutral Special

  1. Shot Put: The Mii throws a heavy metal ball at their opponent

  2. Flashing Mach Punch: The Mii sends a flurry of punches forward before uppercutting their foe into the air

  3. Exploding Side Kick: The Mii charges up and releases a powerful flaming kick forward, sending foes flying

Side Special

  1. Onslaught: The Mii charges forwards and unleashes a flurry of punches and kick before launching the target upwards with a kick

  2. Burning Dropkick: The Mii dropkicks forwards and hurts enemies with fire

  3. Suplex: A lunge forward that results in grabbing the foe and slamming them to the ground

Up Special

  1. Soaring Axe Kick: Sends a flipkick upward that can be followed by a axe kick downwards

  2. Helicopter Kick: The Mii releases a flurry of kicks that sends the Mii Brawler into the air, hitting foes caught in it

  3. Thrust Uppercut: A powerful uppercut that sends the Mii into the air

Down Special

  1. Head-On Assault: The Mii dives down head-first into the ground. Has a chance to bury opponents

  2. Feint Jump: Mii jumps in an arc in order to catch foes off-guard. Can be followed up by a downward kick

  3. Counter: Opponent hits the Mii and is judo thrown on contact.

Forward Throw

Mii Brawler throws their opponent forward.

Back Throw

Mii Brawler kicks their opponent to the opposite side.

Up Throw

Mii Brawler uppercuts their opponent into the air.

Down Throw

Mii Brawler places their opponent onto the ground and chops them.

Final Smash

The Miis sends you up into the air, hitting you with a barrage of punches before finally hitting you back down to ground level with a powerful punch.

Mii Swordfighter


Jab

Mii Swordfighter does three sword swipes.

Side Tilt

Mii Swordfighter swings their sword forward.

Up Tilt

Mii Swordfighter swings their sword overhead.

Down Tilt

Mii Swordfighter stabs their sword forward while ducking.

Dash Attack

Mii Swordfighter runs and swings their sword forward.

Neutral Air

Mii Swordfighter swings their sword downwards in the air.

Forward Air

Mii Swordfighter does three stabs forward.

Back Air

Mii Swordfighter swipes their sword to the opposite direction in the air.

Up Air

Mii Swordfighter spins their whole body with the sword raised in the air.

Down Air

Mii Swordfighter spins their whole body downward with their sword aiming towards the ground.

Get Up Attack

As they get up, Mii Swordfighter swings their sword from left to right on the ground.

Side Smash

Mii Swordfighter charges up and swings their sword forward for a devastating attack.

Up Smash

Mii Swordfighter swings their sword overhead twice.

Down Smash

Mii Swordfighter swings their sword from left to right towards the ground.

Neutral Special

  1. Gale Strike: Mii summons a small tornado that launches opponents upwards

  2. Shuriken of Light: a projectile that does small damage

  3. Blurring Blade: A chargeable series of sword slashes that burns foes on contact

Side Special

  1. Airborne Assault: The Mii does a rolling flip forward followed by a strike

  2. Gale Stab: A chargeable forward lunge that stabs whoever gets in the way

  3. Chakram: A sharp disk projectile

Up Special

  1. Stone Scabbard: A straight upward slash followed by a straight downward stab

  2. Skyward Slash Dash: A series of diagonal slashes for good recovery

  3. Hero’s Spin: On the ground this move is a chargeable sword spin that knocks foes away. In the air it's an upwards twirl that hits enemies in its path multiple times.

Down Special

  1. Blade Counter: Counter melee attacks with a slash

  2. Reversal Slash: The Miis can turn opponents around and reflect projectiles

  3. Power Thrust: A strong thrust attack that can also be used diagonally in the air

Forward Throw

Mii Swordfighter kicks their opponent forward.

Back Throw

Mii Swordfighter kicks their opponent to the other side.

Up Throw

Mii Swordfighter does an overhead swipe that sends their opponent into the air.

Down Throw

Mii Swordfighter slams their opponent into the ground.

Final Smash

The Miis sends out a barrage of energy waves from its sword to harm enemies.

Mii Gunner


Jab

Mii Gunner does a punch, a kick, then an explosive blast from their cannon.

Side Tilt

Mii Gunner fires a short reaching laser.

Up Tilt

Mii Gunner does an explosive uppercut with their cannon.

Down Tilt

Mii Gunner shoots an explosion downwards.

Dash Attack

Mii Gunner runs towards their opponent and fires an explosion at them.

Neutral Air

Mii Gunner swings their whole cannon around them.

Forward Air

Mii Gunner fires a laser forwards.

Back Air

Mii Gunner fires an explosion to their opposite side.

Up Air

Mii Gunner shoots a few blasts upwards.

Down Air

Mii Gunner fires an explosion downwards.

Get Up Attack

As they get up, Mii Gunner shoots two explosions from left to right.

Side Smash

Mii Gunner charges up their cannon to fire a few shots forward.

Up Smash

Mii Gunner fires some explosions upwards.

Down Smash

Mii Gunner shoots two explosions from left to right towards the ground.

Neutral Special

  1. Charge Blast: Similar to Samus’ charge shot, the Mii charges up an energy ball and blasts it at the enemy

  2. Laser Blast: a semi-spammable laser projectile

  3. Grenade Launch: Shoots a grenade that will explode upon contact

Side Special

  1. Flame Pillar: Shoots out a plume of fire that hurts enemies

  2. Stealth Burst: A projectile that continues to travel forward until the Mii detonates it

  3. Gunner Missile: The Miis will fire either a homing missile or a slowing non-homing missile

Up Special

  1. Lunar Launch: The Mii fires their cannon towards the ground to propel them into the air

  2. Cannon Jump Kick: Similar to the Lunar Launch but the Mii will also kick straight up into the air damaging foes

  3. Arm Cannon: The Mii shoots towards the ground to propel them high into the air

Down Special

  1. Echo Reflector: The Mii uses a device to reflect projectiles

  2. Bomb Drop: The Miis lays a small bomb on the ground that explodes after a short time

  3. Absorbing Vortex: An ability that allows the Mii to absorb energy-based projectiles and regain health

Forward Throw

Mii Gunner slams their opponent with their cannon to make them go forward.

Back Throw

Mii Gunner throws their opponent to the opposite direction and fires a laser.

Up Throw

Mii Gunner throws their opponent into the air and fires a laser.

Down Throw

Mii Gunner slams their opponent to the ground.

Final Smash

The Mii summons two drones to help release a large laser blast with its arm cannon.

Miscellaneous

Is Sans Undertale

Fighting Polygons

(Polygon bros???)


Outside of being really funny for this particular match up, the fighting Polygon’s are just reskins of the 64 cast. Since Master Hand created the Classic Mode of Smash 64 they join his roster of fighters.

Master Fortress Minions

When the phase of Master Fortress is reached Master Hand will summon versions of Stalfos, Geemers, Plasma Wisps and Lethiniums made out of swarm. For explanations on their powers see the Master Fortress section of the blog.

Polygon Man

Polygonal All-Stars

One of the most notable things about Polygon Man is his summoning of polygonal, evil cast-members from the game. These ”All-Stars” each pull from a unique energy source called All-Star Power (AP). AP allows the All-Stars to use powerful super moves capable of KOing strong opponents. All-Stars are also all capable double jumping.

Cole MacGrath


Light Attack

Cole does a series of three whacks with his amp. He also has an alternate one where he does two, but then the last hit crumples the opponent with his electricity.

Light Forward

Cole uses electricity to grind forwards (like Shadow the Hedgehog) and can follow up using his own gigawatt blades to slice at his opponent twice or a leaping shoulder tackle.

Light Up

Cole aims his amp upwards and uses some electricity to hit his opponent.

Light Down

Cole slams his amp to the ground.

Aerial Light Attack

Cole does a two hit combo with his amp in the air.

Aerial Light Forward

Cole uses his lightning tether to grapple towards his opponent or any nearby object to close the gap towards them.

Aerial Light Up

Cole aims his amp upwards and uses some electricity to hit his opponent while in the air.

Aerial Light Down

As he quickly descends, Cole slams his amp to the ground.

Heavy Attack

Cole fires a small projectile of electricity at his opponent and can do it multiple times in rapid succession, which can electrocute his opponent.

Heavy Forward

Cole throws a sticky lightning grenade, which can stick to any surface or opponent and then explodes.

Heavy Up

Cole throws a ball of electricity that can explode upon contact.

Heavy Down

Cole uses an alpha blast, which is an energy force field (also like Shadow the Hedgehog) that can hit his opponent.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air and Cole aims it downwards.

Special Attack

Cole uses frost shield, which generates a barrier that can block projectiles.

Special Forward

Cole uses a freeze rocket that can freeze his opponent solid.

Special Up

Cole uses ice launch, where he uses a pillar of ice that launches him upwards.

Special Down

Cole summons an ice barrier that can knock his opponent upwards,

Aerial Special Attack

Same thing only in the air and Cole hovers for a bit.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air and the ice pillar can hit opponents as it falls.

Aerial Special Down

Same thing only in the air.

Forward Throw

Cole grapples his opponent with his amp and swings around them as he tosses them, launching them in the opposite direction.

Up Throw

Cole slides underneath his opponent and whacks them upwards with his amp.

Down Throw

Cole jumps off his opponent and slams his amp down.

Super 1 - Human Bullet

Cole catches his opponent with electromagnetism and throws them across the stage, making them explode.

Super 2 - Ionic Freeze

Cole summons a wave of ice spikes that go across the stage and one shot any opponent.

Super 3 - Electric Tornado

Cole summons an electric tornado that he can control while he’s off the stage. Any opponent caught in it will be killed instantly. Cole then finishes it by casting an ionic storm.


Evil Cole


Light Attack

Evil Cole does a series of three whacks with his amp.

Light Forward

Evil Cole uses electricity to grind forwards (like Shadow the Hedgehog) and can follow up using his own gigawatt blades to slice at his opponent twice or a leaping shoulder tackle.

Light Up

Evil Cole smacks his amp upwards and uses some electricity to hit his opponent.

Light Down

Evil Cole slams his amp to the ground.

Aerial Light Attack

Evil Cole does a two hit combo with his amp in the air.

Aerial Light Forward

Evil Cole uses his lightning tether to grapple towards his opponent or any nearby object to close the gap towards them.

Aerial Light Up

Evil Cole smacks his amp upwards and uses some electricity to hit his opponent while in the air.

Aerial Light Down

Evil Cole descends onto the ground and slams onto it, unleashing a shockwave of electricity.

Heavy Attack

Evil Cole fires a small projectile of electricity at his opponent and can do it multiple times in rapid succession, which can electrocute his opponent.

Heavy Forward

Evil Cole throws a lightning grenade, followed by a second grenade that detonates after the first. 

Heavy Up

Evil Cole fires a ball of electricity upwards which then splits into two that explode upon contact.

Heavy Down

Evil Cole uses a nightmare blast, which is an energy force field (also like Shadow the Hedgehog) that can hit his opponent.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air and Evil Cole aims it downwards.

Special Attack

Evil Cole uses Giga Punch. Where he charges up a fiery punch that once unleashed can render the opponent in a crumple state.

Special Forward

Evil Cole uses Firebird Strike, where he ignites his body with fire and quickly charges towards the opponent.

Special Up

Evil Cole uses Hellfire Rockets, where he fires three bursts of flames upwards.

Special Down

Evil Cole uses Oil Spike, where he throws a spot of oil onto the ground that can trap the opponent if they touch it.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Evil Cole grapples his opponent with his amp and swings around them as he tosses them, launching them in the opposite direction.

Up Throw

Evil Cole slides underneath his opponent and whacks them upwards with his amp.

Down Throw

Evil Cole grabs the opponent by the face and slams them to the ground, making them bounce upwards.

Super 1 - Human Bullet

Evil Cole catches his opponent with electromagnetism and throws them across the stage, making them explode.

Super 2 - Ionic Drain

Evil Cole drains the life of his opponents around him and follows it up with a blast.

Super 3 - The Beast Awakens!

Evil Cole uses the power of The Beast as he gains a large boost in power and it grants him the ability to fly. Any attack Evil Cole uses will kill the opponent instantly.

Kratos


Light Attack

A three hit combo forward utilising Kratos’ iconic Blades of Athena

Light Forward

Kratos flings the Blades of Athena forward, attaching himself to an opponent and proceeds to shoulder charge 

Light Up

An upward slash with the blades that launches opponents up. Kratos can follow the enemy into the air by holding down the light attack button.

Light Down

A sweeping slash with the blades at the opponents feet that trips 

Aerial Light Attack

An aerial version of his basic hit combo

Aerial Light Forward

A quick fling-slash forward with the blades

Aerial Light Up

Kratos spins around in a cyclone with the blades, hitting opponents around him multiple times

Aerial Light Down

A quick downward slash with both blades

Heavy Attack

Kratos swings the blades overhead and slams the ground with force causing a small shockwave that launches enemies up

Heavy Forward

Kratos charges forward with a spartan spear and shield combo, if he successfully hits an opponent they will be knocked away with the spear

Heavy Up

Kratos pulls out the heads of Nemean Cestus and attacks upwards at an angle

Heavy Down

Kratos hops forward a small distance before slamming the Barbarian Hammer into the ground creating a fire shockwave

Aerial Heavy Attack

Kratos flings the Blades of Athena around him in a circular motion

Aerial Heavy Forward

Kratos pulls out the spartan spear and shield and quickly jabs forward with the former 

Aerial Heavy Up

Kratos spins the heads of Nemean Cestus around him 

Aerial Heavy Down

Similar to his heavy down, Kratos slams the Barbarian Hammer into the ground causing a fire shockwave

Special Attack

Kratos whips out the legendary Golden Fleece to defend himself, if an opponent hits Kratos during this he will respond with a quick ground slash that will send them flying

Special Forward

Kratos pulls out Apollo’s Bow and fires a shot from it. Can be charged to deal more damage

Special Up

Kratos equips the Wings of Icarus and rises upwards at a diagonal angle

Special Down

Kratos holds up the decapitated head of Helios and fires forward a blast of light that knocks opponents to the ground

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Kratos grabs the opponent and rushes forward with them a short distance before tossing them away

Up Throw

Kratos grabs and tosses the opponent into the air before using one of his Blades of Athena to slam them back down to the ground

Down Throw

Kratos grabs and slams the opponent to the ground with a blow from the Nemean Cestus

Super 1 - Divine Absolution 

Kratos equips the Blade of Olympus and performs a devastating swiping slash forward

Super 2 - Divine Reckoning

Kratos stabs the Blade of Olympus into the ground causing a giant black vortex around him

Super 3 - Rage of the Gods

Kratos grows to a giant size and dons the Armor of Ares and Blade of Olympus. For the next 10 seconds Kratos is completely invincible and can perform a series of attacks such as a three hit combo with the Blade of Olympus, a diving stab followed by an upwards slash and a blast of energy from the Blade of Olympus.

Zeus


Light Attack

Zeus charges up a punch imbued with lightning or can do two punches.

Light Forward

Zeus does a dashing punch imbued with lightning.

Light Up

Zeus does a lightning uppercut. 

Light Down

Zeus does a hammer style punch with his lightning.

Aerial Light Attack

Same thing only in the air.

Aerial Light Forward

Same thing only in the air.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

As he descends from the air, Zeus does a lightning charged punch to the ground.

Heavy Attack

Zeus throws up to 3 bolts of lighting at his opponent. The lightning can be charged.

Heavy Forward

Zeus fires chain lightning at his opponent, this can do multiple hits on them.

Heavy Up

Zeus fires chain lightning to his opponents in the air, this can do multiple hits on them.

Heavy Down

Zeus rains down lightning that strikes down onto himself.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Zeus fires chain lightning to his opponents that are on the ground, this can do multiple hits on them.

Special Attack

Zeus spawns a copy of himself that can electrocute the opponent upon contact.

Special Forward

Zeus absorbs projectiles and converts it into AP.

Special Up

Zeus teleports with his lightning in any direction, any area he spawns in with opponents in the vicinity will electrocute them.

Special Down

Zeus calls down a Lightning Strike that also helps bring opponents down from the air.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Zeus grabs his opponent and charges up a punch that launches his opponent across the stage.

Up Throw

Zeus throws his opponent in the air and brings them back down with a lightning strike.

Down Throw

Zeus electrocutes his opponent and throws them down to the ground.

Super 1 - Lightning Clap

Zeus claps his hands together and a burst of lightning gets released out of them.

Super 2 - Ultimate Storm

Zeus flies around the stage and unleashes a burst of lightning onto himself.

Super 3 - Wrath Of Zeus

Zeus teleports himself and his opponents to the Summit of Sacrifice and becomes a giant. In this state, Zeus slams his fists down and summons bolts of lightning on his opponents.

Miscellaneous

Zeus is capable of turning into a bird for quickly flying from place to place. Kinda like a Hawk (Tuah)

Ratchet and Clank


Light Attack

Ratchet does a three hit combo with his Omniwrench.

Light Forward

Ratchet throws his Omniwrench and it comes back to him like a boomerang.

Light Up

Ratchet swings his Lightning Ravager upwards, it can also reflect projectiles.

Light Down

Ratchet jumps up and slams his omniwrench downwards.

Aerial Light Attack

Ratchet does a three hit combo with his Omniwrench and also hovers in the air with his rocket shoes.

Aerial Light Forward

Same thing only in the air.

Aerial Light Up

Same thing only in the air and his rocket boots propel him up a bit.

Aerial Light Down

Same thing only in the air.

Heavy Attack

Ratchet pulls out the Sonic Erupter that he can charge up and it fires a sonic frequency blast.

Heavy Forward

Ratchet fires shots from his Constructo Pistol.

Heavy Up

Ratchet fires a missile from the Warmonger upwards.

Heavy Down

Ratchet pulls out his Buzz Blades and fires multiple shots that ricochet off the ground.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air.

Special Attack

Ratchet aims his Plasma Striker with a laser pointer and fires a laser blast. It can be aimed in any direction.

Special Forward

Ratchet pulls out a small capsule that contains three little robots that track the opponent and explode upon contact.

Special Up

Ratchet summons Mr. Zurkon and for a short period of time, Mr. Zurkon will follow Ratchet around and attack any opponent who is close to him.

Special Down

Ratchet plants a Tesla Spike, if he plants another near each other, it creates a laser field that the opponent will get zapped with.

Aerial Special Attack

Same thing only in the air and Ratchet’s rocket boots propel him while he’s aiming.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Ratchet pulls out his Suck Cannon and once the opponent is inside, they remain in there until Ratchet fires them out.

Up Throw

Ratchet fires them out of the Suck Cannon upwards.

Down Throw

Ratchet fires them out of the Suck Cannon downwards.

Super 1 - RYNO V

Ratchet pulls out the RYNO V and fires bullets and missiles from it at a short range that wipe out any opponent caught in it. All set to Tchaikovsky’s 1812 overture.

Super 2 - Clank Goes Commando

Ratchet takes a backseat as Clank comes out to play. Clank uses Chronobombs to slow down opponents and the Chronoscepter to instantly wipe opponents out.

Super 3 - Flight Of The Aphelion

Ratchet and Clank call in the Aphelion and get in it. They proceed to shoot their opponents with lasers and missiles with a first-person viewpoint from the cockpit.


Jak and Daxter


Light Attack

Jak spins around as Daxter kicks the opponent multiple times. 

Light Forward

Jak dashes forward with a punch.

Light Up

Jak does an uppercut that can get him very high.

Light Down

Jak and Daxter dive down onto the ground, causing a mini shockwave.

Aerial Light Attack

Same thing only in the air.

Aerial Light Forward

Same thing only in the air and Jak and Daxter get on their hoverboard to do it.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Same thing only in the air and it can be done repeatedly.

Heavy Attack

Jak uses the Arc Wielder and fires a beam of electricity. 

Heavy Forward

Jak fires three shots from his rifle.

Heavy Up

Jak fires a shot from his plasma rifle upwards.

Heavy Down

Jak uses his rifle to fire bullets that ricochets off the ground, this can be done up to three times.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air.

Special Attack

Jak fires a drone called the Gyro Burster, which fires shots at the enemies for a short period of time.

Special Forward

Jak uses the Needle Lazer to fire three beams that track the opponent.

Special Up

Jak uses the Mass Inverter to fire a blast of anti-gravity at the opponent, leaving them helpless as they float for a short period of time.

Special Down

Jak uses the Wave Concussor that can be charged up and fires a massive blast of red energy.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Daxter pummels the opponent as Jak punches them while they’re distracted.

Up Throw

Jak uses his hoverboard to knock his opponents into the air.

Down Throw

Jak gets on his hoverboard and spins around, holding the opponent and letting go, making them fly away.

Super 1 - Precursor Legacy

Jak and Daxter leap into the air and summon a blue Eco vent that fires a vertical blast of energy that one shots any opponent caught in it.

Super 2 - Dark Jak’s Dark Bomb

Jak transforms into Dark Jak and leaps into the air and comes back down with a punch that emits a shockwave, instantly taking out the opponent.

Super 3 - Light Jak

Jak transforms into Light Jak and gains access to attacks like the Light Shield, Flash Freeze, and Light Blast, which can one shot any opponent. Jak also gains the ability to fly while in this form.


Nathan Drake


Light Attack

A melee combat with three finishers. A right hook, an uppercut and a front kick.

Light Forward

Drake jumps up into the air and delivers a punch to his opponent.

Light Up

While in the air tosses a grenade that explodes after a few seconds.

Light Down

Drake does a sliding attack that trips, the opponent knocking them to the ground for a second.

Aerial Light Attack

Drake does a forward kick.

Aerial Light Forward

Does a dropkick.

Aerial Light Up

Drake throws a grenade that explodes after a few seconds. It's different because this time he throws it while he’s on the ground. 

Aerial Light Down

Starts hitting them with the one twos which is to say he hits his opponent twice.

Heavy Attack

Pulls out an AK-47 to shoot at enemies with.

Heavy Forward

Drake grabs his handy-dandy Wes-44 magnum revolver, which knocks away the opponent.

Heavy Up

Grabs a rocket launcher, which launches rockets (duh) at enemies.

Heavy Down

Fires a Gatling gun which shoots a large amount of bullets and knocks the player back.

Aerial Heavy Attack

Swings on a rope, like a monkey whilst firing an AK-47.

Aerial Heavy Forward

While in the air, Drake pulls out his magnum, which does the exact same thing as it does on the ground.

Aerial Heavy Up

Take exactly what I said above, but replace magnum with rocket launcher.

Aerial Heavy Down

Drake grabs an Uzi and starts spraying enemies at a downward angle while in the air.

Special Attack

Kicks an oil drum over to the enemy, blowing them up.

Special Forward

Shoots a tranquilizer dart at his target temporarily subduing them.

Special Up

Drake uses a zip line to go down

Special Down

Has a concrete wall that he uses to protect himself from incoming attacks.

Aerial Special Attack

While in the air, Drake also can use his oil drum, which also explodes just like the ground version.

Aerial Special Forward

Drake can use his tranquilizer dart in the air.

Aerial Special Up

Drake has a zip line which is the same as the ground version.

Aerial Special Down

A bunch of debris starts to appear underneath Drake and he falls with it.

Forward Throw

Grabs the opponent and then kicks them away.

Up Throw

Grabs underneath the opponents feet and then flips them up into the air.

Down Throw

Drake punches the opponent, putting them on their knees and then punches them again.

Super 1 - Propane Tank

Drake throws a propane tank at the opponent, and then pulls out a gun which he fires, blowing up the tank and killing any adjacent persons.

Super 2 - Stone Pillar

Drake pushes over a large stone pillar, crushing his opponent to death.

Super 3 - El Dorado Sarcophagus

Drake obtains the El Dorado Sarcophagus which turns enemies into Descendants which are creatures from Drake‘s fortune. Drake also obtains Eddy's Golden Gun which I’m sure you can guess what it does and what it looks like.

Sly Cooper


Light Attack

A quick two hit swipe with his cane

Light Forward

Sly leaps forward in a small hop while spinning his cane

Light Up

Sly rises upwards while swinging his cane up 

Light Down

A circular swing that trips opponents

Aerial Light Attack

Sly quickly swings his cane downwards

Aerial Light Forward

Same as the grounded version

Aerial Light Up

Same as the grounded version

Aerial Light Down

Sly quickly descends and slams the ground with his cane 

Heavy Attack

Sly throws an alarm clock forward that stuns enemies who come into contact with ir

Heavy Forward

Sly rolls forward while engulfed in electricity, knocking enemies away

Heavy Up

Sly uses a smoke bomb to teleport a short distance either forward or behind an enemy 

Heavy Down

Sly tosses a rage bomb that confuses enemies it hits

Aerial Heavy Attack

A slow horizontal swing with the cane that stuns enemies

Aerial Heavy Forward

A thrusting strike with the electrified cane

Aerial Heavy Up

Same as the grounded version

Aerial Heavy Down

A diagonal downward swipe that confuses enemies it hits

Special Attack

Sly flinches back, pretending to be hit. If an opponent hits him during this, Sly will teleport behind them and counters with a quick thrusting strike

Special Forward

Sly slides across the ground, leaving behind a trail of electricity that stuns opponents that touch it

Special Up

Sly hops into an explosive barrel that can be detonated with any button

Special Down

Sly plants an explosive variant of his cap on the ground

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Sly latches onto an opponent and kicks them away

Up Throw

Sly grabs the enemy and knees them, before swinging his cane like a golf club and slamming them upwards.

Down Throw

Sly grabs and tosses the opponent up, hooks them onto his cane, and then slams them to the ground.

Super 1 - Unstoppable Ally

Sly’s good friend, Murray, briefly shows up to charge forward and kill opponents

Super 2 - Flying Raccoon

Sly equips Carmelita’s jetpack and flies around, dropping bombs on his opponent

Super 3 - Recon Sly and His Targets

Sly leaps into the foreground before calling up his other good friend, Bentley, over his Binocucom. Sly can then instantly kill his opponents by snapping pics of them with his aforementioned Binocucom.

Sweet Tooth


Light Attack

A two hit machete swing combo

Light Forward

Sweet Tooth charges forward with a shoulder tackle

Light Up

Sweet Tooth throws an uppercut

Light Down

Sweet Tooth performs a downward kick

Aerial Light Attack

Sweet Tooth swings underneath him with his machete

Aerial Light Forward

Same as the grounded version

Aerial Light Up

Same as the grounded version

Aerial Light Down

Sweet Tooth strikes the ground with a double stomp that causes a shock wave

Heavy Attack

Sweet Tooth pulls out his chainsaw and swings it all around himself

Heavy Forward

Sweet Tooth pulls out his shotgun and fires a blast forward

Heavy Up

Sweet Tooth throws his machete in an overhead arc

Heavy Down

Sweet Tooth fires his shotgun at a downward angle

Aerial Heavy Attack

Same as the grounded version

Aerial Heavy Forward

Same as the grounded version

Aerial Heavy Up

Same as the grounded version

Aerial Heavy Down

Same as the grounded version

Special Attack

Sweet Tooth unleashes a stream of fire from his mouth 

Special Forward

Sweet Tooth throws a flaming molotov that burns the ground on impact

Special Up

Sweet Tooth claps his hands over his head, creating a large fire blast

Special Down

Sweet Tooth places a landmine on the ground that explodes when opponents walk over it

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Sweet Tooth grabs and punches the opponent away

Up Throw

Sweet Tooth grabs his opponent and lifts them over his head before blasting them away with a fire blast from his head

Down Throw

Sweet Tooth grabs an opponent and slams them onto the ground behind him

Super 1 - TNT Tag

Sweet Tooth pulls out a stick of dynamite, charges forward and attaches the dynamite to an opponent before kicking them away to explode

Super 2 - Death By Missile

Sweet Tooth fires a remote controlled missile which he can direct into opponents

Super 3 - Rise of Mecha Tooth

Sweet Tooth summons his deadly Sweet-Bot and becomes unkillable for a certain amount of time. The Sweet-Bot is equipped with a giant minigun, missiles and a giant slam attack.


Colonel Radec


Light Attack

Radec hits the enemy over the head with the stock of his rifle and follows up with a kick

Light Forward

Radec stabs forward with a combat knife and then blasts the enemy away with a shotgun blast

Light Up

Radec does a diagonally upwards slice with his knife

Light Down

Radec drops a grenade to the ground to explode while cloaking away

Aerial Light Attack

Radec throws two aerial front kicks

Aerial Light Forward

Radec fires a single shot from his shotgun pistol forward

Aerial Light Up

Same as the grounded version

Aerial Light Down

Same as the grounded version

Heavy Attack

Radec fires a burst of rounds from his LMG before reloading

Heavy Forward

Radec crouches down and fire his sniper rifle 

Heavy Up

Radec aims his shotgun upwards at an angle and fires

Heavy Down

Radec aims his Grenade Launcher at the ground and fires a round that shortly explodes

Aerial Heavy Attack

Same as the grounded version

Aerial Heavy Forward

Same as the grounded version

Aerial Heavy Up

Same as the grounded version

Aerial Heavy Down

Same as the grounded version

Special Attack

Radec fires an explosive bolt forward from his Bolt Gun that sticks to opponents and shortly explodes

Special Forward

Radec tosses an electric grenade that explodes mid-air, stunning opponents it hits

Special Up

Radec aims and fires a blast of purple electricity from his Arc Rifle into the air

Special Down

Radec fires a blast of fire from his flamethrower that can be held down to increase the duration

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Radec stabs the opponent in their chest, cloaks and reappears behind them, and shoots them.

Up Throw

Radec places his rifle to his enemy's head and fires repeatedly while holding them from their neck.

Down Throw

Radec throws his enemy down, then stomps on them.

Super 1 - StA-X3 W.A.S.P. Launcher

Radec arms his W.A.S.P. Launcher with a controllable reticle that locks onto and homes in on opponents

Super 2 - StA5X Arc Cannon

Radec fires a shot from his Arc Cannon that travels across the whole screen horizontally

Super 3 - StA-X6 Jetpack

Radec equips a jetpack and flies into the foreground. From there, Radec can aim and shoot at opponents from a first person perspective, instantly killing them.

PaRappa the Rapper


Light Attack

A quick punch attack that can be mashed to turn into a flurry of kicks

Light Forward

A quick shoulder check

Light Up

An uppercut that launches opponents

Light Down

A sliding kick that trips opponents

Aerial Light Attack

A quick kick that leads into an axe kick

Aerial Light Forward

A fast dashing kick

Aerial Light Up

Same as the grounded version

Aerial Light Down

A quick diving kick that, when hit, can be mashed into a flurry of kicks

Heavy Attack

A quick skateboard swing that reflects projectiles

Heavy Forward

An overhead slamming attack that causes knockdown

Heavy Up

A spinning kick with his skateboard

Heavy Down

A quick low pushing kick with the skateboard

Aerial Heavy Attack

Same as the grounded version

Aerial Heavy Forward

A quick dash at a downward angle

Aerial Heavy Up

Same as the grounded version

Aerial Heavy Down

A quick downward swing with the skateboard

Special Attack

Pulls opponents in with a microphone

Special Forward

A dash attack with the microphone

Special Up

Parappa summons his friend, Boxy Box, to unleash a soundwave

Special Down

Parappa places Boxy Box on the ground while he plays some tunes that spawn AP orbs

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Grabs an opponent and kicks them away

Up Throw

Grabs an opponent, performs a handstand and then kicks upwards

Down Throw

Grabs an opponent, lifts them above his head, and kicks them down

Super 1 - Romantic Karate

Parappa does a jumping 90-degree kick that causes a small orange flash of energy that kills opponents.

Super 2 - Skater Boy

Parappa jumps on his skateboard and rides around the stage, knocking out anyone he hits. 

Super 3 - Doom Box ft. PaRappa!!!

PaRappa raps along with the iconic hit “I Gotta Believe!” This move will kill opponents no matter where they are on screen.

Heihachi Mishima


Light Attack

Heihachi does his Flash Punch combo, where he throws three punches.

Light Forward

Heihachi does Iron Hand, where he does a palm strike.

Light Up

Heihachi does a Demon Uppercut and Dragon Uppercut, where he does a double uppercut combo.

Light Down

Heihachi does Demon’s Wings, where he strikes with both fists on either side of him.

Aerial Light Attack

Heihachi does Double Palms, where he does two palm strikes in the air.

Aerial Light Forward

Same thing only in the air.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Heihachi does an aerial Hammer Punch, where he chops downwards.

Heavy Attack

Heihachi does a Spinning Roundhouse kick.

Heavy Forward

Heihachi does Hell Axle, where he leaps forward with two kicks back to back.

Heavy Up

Heihachi does a Rising Toe Kick, which is a jumping high kick.

Heavy Down

Heihachi does a Jichinsai, which is a stomp attack. 

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Heihachi does a Demon Scissors attack, where he flips while airborne and comes back down to the ground with a kick.

Special Attack

Heihachi does Heaven’s Wrath, which is a counterattack. Heihachi can follow this up with Demon Breath, where he strikes his opponent back with a heavy blow engulfed in lightning.

Special Forward

Heihachi does a Wave Dash, he can follow this up with a Wind God Fist, or a Spinning Demon, which can also be followed up with a Spinning Demon Uppercut or a Tsunami Kick.

Special Up

Heihachi throws either a trophy or beach ball forward.

Special Down

Heihachi goes into a Raijin Stance, where he charges up electricity into his hands. When Heihachi’s hands turn red, he gains triple the AP on every attack. Heihachi can also do a Pulverizer attack, while he charges up, Heihachi quickly dashes forward with a lightning punch that can render the opponent in a crumple state.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Heihachi does a Stonehead attack, where he grabs the opponent and headbutts them. 

Up Throw

Heihachi does a Jumping Powerbomb, where grabs the opponent and suplexes them, Powerbomb style.

Down Throw

Heihachi does a Slamdown, where he grabs the opponent, throws them overhead onto the ground and stomps them.

Super 1 - Lighting Hammer

Heihachi does a Lightning Hammer, where he smashes his forearm down like a hammer, instantly knocking out his opponent.

Super 2 - Kuma Tag Team!

Heihachi summons Kuma, who can instantly take out the opponent while Heihachi focuses on other parts of the battle.

Super 3 - Rockets Away!

Heihachi straps all the opponents onto a rocketship that launches them into space, instantly killing them all.

Dante (DmC)


Light Attack

Dante swings Rebellion rapidly in a four-hit combo

Light Forward

Dante swings Osiris in front of him in a multi-hit combo

Light Up

Dante does a single-handed upward slash with Rebellion, launching the opponent into the air.

Light Down

Dante slams the Arbiter into the ground, causing a small shockwave that launches the opponent upwards.

Aerial Light Attack

Dante swings Rebellion thrice in the air

Aerial Light Forward

Dante swings Osiris in front of him in a multi-hit combo

Aerial Light Up

Dante swings Rebellion in a 2-hit attack

Aerial Light Down

Dante descends and slams the ground with Rebellion, creating a small wave of impact that knocks the opponent down. 

Heavy Attack

Dante stands in place as he fires his pistols, Ebony and Ivory, finishing with a second round of quadruple shots.

Heavy Forward

Dante spins forward while firing Ebony and Ivory, finishing with another round of shots.

Heavy Up

Dante leaps into the air while firing Ebony and Ivory.

Heavy Down

Dante quickly fires Ebony and Ivory on either side of him, before turning slightly to fire, then turning again to fire a final round of shots.

Aerial Heavy Attack

Same as the ground version. 

Aerial Heavy Forward

Dante flips forward in mid-air and fires Ebony and Ivory 

Aerial Heavy Up

Dante spirals into the air while firing Ebony and Ivory.

Aerial Heavy Down

Dante falls down while firing Ebony and Ivory

Special Attack

Dante blocks with Rebellion. If an opponent strikes him, he counters with a quick upward slash with Rebellion.

Special Forward

Dante does a dash forward, passing through any opponents

Special Up

Dante rapidly spins Osiris in front of him, hitting the opponent multiple times and launching them into the air

Special Down

Dante throws the Arbiter, launching opponents into the air

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Dante does a roundhouse kick forwards, sending the enemy away

Up Throw

Dante grabs the opponent and does a gut punch, knocking the opponent up into the air

Down Throw

Dante jumps off the opponent's back, and comes down with a punch that knocks them down. 

Super 1 - Overdrive

Dante swings his sword, Rebellion, while holding it in reverse grip three times, unleashing a fire shock wave on the last swing that moves forward

Super 2 - Stinger

Dante rushes forward with Rebellion covered in energy, stabbing through anyone in his path

Super 3 - Devil Trigger Unleashed

Dante transforms into his Devil Trigger form, slowing all enemies and instant killing with his attacks

Nariko


Light Attack

Nariko does a quick multi-hit combo with her blades

Light Forward

Nariko does a slow, but powerful slash forward

Light Up

Nariko does a quick two-hit combo with her chain blades by flipping forward

Light Down

Nariko does an overhead axe kick, bouncing the opponent up

Aerial Light Attack

Nariko does an aerial three-hit combo with her blades

Aerial Light Forward

Nariko does a heavy horizontal slash.

Aerial Light Up

Nariko gracefully flips her body while slashing with her twin blades in a rapid circular motion.

Aerial Light Down

Nariko descends to the ground and does a powerful overhead sword slam, causing a wave of impact that bounces the opponent up.

Heavy Attack

Nariko brings her blades out in front of her to block attacks. If an opponent strikes her, she counters with a double horizontal slash. This move can also reflect projectiles.

Heavy Forward

Nariko swings her blades upwards twice, causing debris that pushes the opponent back.

Heavy Up

Nariko does an upward swing with her blades, launching the opponent into the air.

Heavy Down

Nariko throws her blades forward to pull enemies closer

Aerial Heavy Attack

Same as the ground version.

Aerial Heavy Forward

Same as the ground version.

Aerial Heavy Up

Nariko holds one blade in place in mid-air before moving to slash with the other blade

Aerial Heavy Down

Nariko throws her blades at a 45 degree angle, pulling any opponent closer in her grasp. Once the opponent is pulled in, she kicks them back to the ground

Special Attack

Nariko does a four hit combo consisting of palm strikes that stuns the enemy with the final hit

Special Forward

Nariko fires a bullet from a rocket launcher, which causes a small explosion when hit.

Special Up

Nariko tosses a shield forward. Any opponent hit by the shield will be knocked down.

Special Down

Nariko slams her sword into the ground, causing four giant sword stones to rise around her; crumples the opponent. 

Aerial Special Attack

Nariko does a midair four-hit combo that starts with her wrapping her legs around her opponent and ends with a stunning palm strike

Aerial Special Forward

Same as the ground version.

Aerial Special Up

Same as the ground version.

Aerial Special Down

Same as the ground version.

Forward Throw

Nariko flips over her opponent and throws them away

Up Throw

Nariko knocks the opponent up with a quick swing of her blades, leaps after them and kicks them away

Down Throw

Nariko stabs her blade into the ground, flips over it and kicks the opponent, knocking them down

Super 1 - Twing Twang

Nariko summons her adoptive sister, Kai, who shoots in one direction with her crossbow at an explosive barrel

Super 2 - Dawn Siege

Nariko mounts a siege cannon for a few seconds that can be aimed and fired to kill enemies

Super 3 - The Goddess

Nariko gains the full power of the Goddess and replaces her blades with The Heavenly Blades. In this form, Nariko can perform various moves that kill enemies instantly

Sackboy


Light Attack

A quick two hit combo with slaps

Light Forward

Pulls the opponent in with a grab before throwing them over his back

Light Up

Sackboy uses his grappling hook to latch onto an opponent before slamming himself into them

Light Down

Sackboy pulls out a bounce pad to protect himself which will launch nearby opponents and reflect projectiles

Aerial Light Attack

An aerial circular slap attack

Aerial Light Forward

Same as the grounded attack

Aerial Light Up

Same as the grounded attack

Aerial Light Down

Same as the grounded attack

Heavy Attack

Sackboy creates a ball made out of jam that he proceeds to smack away

Heavy Forward

Sackboy equips his jetpack and flies forward, knocking enemies down. Can be charged,

Heavy Up

Sackboy flies into the air with his jetpack knocking enemies up with him

Heavy Down

Using his Popit menu, Sackboy creates a checkpoint that he can teleport back to by pressing the button again. The checkpoint can be destroyed however.

Aerial Heavy Attack

Same as the grounded version

Aerial Heavy Forward

Same as the grounded version

Aerial Heavy Up

Same as the grounded version

Aerial Heavy Down

Same as the grounded version

Special Attack

Using the Cakeinator, Sackboy shoots a giant piece of cake forward that knocks opponents down. The cake will stay on the ground and damage opponents who touch it.

Special Forward

Using his Popit menu, Sackboy creates a giant fan that blows opponents away.

Special Up

Sackboy creates a bounce pad that causes any opponent to touch it to jump in the air.

Special Down

Using his Popit menu, Sackboy places an electrical pad on the ground that electrifies opponents who touch it

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

Sackboy grabs the opponent and prepares to punch them, but his Popit menu appears and creates a boxing glove sticker, which Sackboy leaps over as it punches the opponent.

Up Throw

Sackboy grabs the opponent and tosses them up into the air before his Popit menu creates a spiderweb sticker that temporarily traps them.

Down Throw

Sackboy grabs the opponent and his Popit menu creates an anvil sticker, to which Sackboy moves to the side as it crashes on the opponent.

Super 1 - Costume Clash

Sackboy quickly changes into one of three costumes and rushes forward

Super 2 - Coal Catastrophe

Sackboy uses his Popit to drop flaming hot coal on the stage 

Super 3 - Prize Bubble Bonus

Sackboy traps all opponents in bonus bubbles that can be collected; AP and items can also be dropped from bubbles 

Raiden


Light Attack

Raiden does four sword slices.

Light Forward

Raiden does a dashing sword slice.

Light Back

Raiden stabs his sword to the opponent behind him.

Light Up

Raiden slices his sword upwards, sending the opponent into the air for some air combos.

Light Down

Raiden does an overhead slice of his sword.

Aerial Light Attack

Same thing only in the air.

Aerial Light Forward

Raiden spins his whole body forward and slashes his sword downwards.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Raiden descends to the ground with a sword slice.

Heavy Attack

Raiden does a High Kick Cut, where he can set up for a wide variety of combos that can be chained together with light and heavy attacks.

Heavy Forward

Raiden does a Flurry Kick, where he does a flurry of kick stab attacks.

Heavy Up

Raiden does a flip slash kick called Rolling Thunder.

Heavy Down

Raiden does a Sweep Kick with his sword.

Aerial Heavy Attack

Raiden does a Whirlwind Kick, which is a spin kick sword attack in the air.

Aerial Heavy Forward

Raiden does a kick with his sword at a downward diagonal angle. 

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Raiden does a Slam Slice, which is a downward kick slash.

Special Attack

Raiden parries his opponent's attack and follows up with a slash that leaves them in a crumple state.

Special Forward

Raiden does a Lighting Strike attack, which is a dashing sword stab.

Special Up

Raiden jumps up and does a stomp on the opponent's back.

Special Down

Raiden teleports to a nearby opponent and sweeps his sword to trip them.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Raiden catches the opponent in the air and stomps on them multiple times and finishes it by kicking them to the ground.

Aerial Special Down

Raiden descends and stabs the ground with his sword, causing a shockwave. 

Forward Throw

Raiden impales his opponent, leaving them in a crumpled state.

Up Throw

Raiden impales his opponent and throws them in the opposite direction

Down Throw

Raiden performs a Zan-Datsu, where he impales his opponent, slams them to the ground and steals AP from them.

Super 1 - Stormbringer

Raiden does a spinning handstand with his sword on his feet, which instantly kills anyone caught in it.

Super 2 - Blade Mode

Raiden goes into Blade Mode, where he unleashes a blast of energy that stuns his opponents and any attack Raiden does while in this mode instantly kills the opponent.

Super 3 - The Box Revengeance!

Raiden’s foes get trapped in a box. He then proceeds to cut down every box in the area to find and instantly kill his opponents. 


Spike


Light Attack

Spike dual wields Stun Clubs as he does a four hit combo on his opponent with them.

Light Forward

Spike charges up wielding both Stun Clubs and dash thrusts with them.

Light Up

Spike spin jumps up, swinging both Stun Clubs and laying multiple hits on his opponent.

Light Down

Spike takes out a blade and sweeps his opponent with it.

Aerial Light Attack

Same thing only in the air.

Aerial Light Forward

Same thing only in the air and Spike goes downwards at a diagonal angle.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Spike takes out his blade and stabs the ground with it, creating a small impact wave.

Heavy Attack

Spike takes out a Remote Controlled Satellite laser that he can unleash a blast of with the push of a button, rendering their opponent in a crumple state.

Heavy Forward

Spike throws a Bananarang and it comes back to him.

Heavy Up

Spike fires a pellet from a Slingshot diagonally upwards. It can be charged as well.

Heavy Down

Spike uses a Grenade Launcher to fire an Electric Grenade that electrocutes his opponent.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air and fired at a downwards arc.

Special Attack

Spike uses a Hoola-Hoop that can do damage to his opponent. He can even run and do a body slam with it.

Special Forward

Spike uses his Boxing Glove gadget to punch his opponent. It can be charged for better distance and damage.

Special Up

Spike can teleport left or right with his Teleport Boots.

Special Down

Spike takes out his Monkey Radar that can summon any monkey to attack his opponent, depending on which color the radar is. 

Blue: a monkey rushes in with a shoulder charge. 

Green: a monkey will toss a banana peel out, tripping anyone who steps on it. 

Red: Pipotron G is summoned and does two powerful swinging punches.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Spike pushes his opponent as a monkey appears behind his opponent to trip them.

Up Throw

Spike smacks his opponent upwards with a Golden Sword.

Down Throw

Spike lifts his opponent into the air, jumps up and smacks them back down to the ground with two Stun Clubs.

Super 1 - Monkey Net

Spike catches his opponent with his Monkey Net, instantly killing them.

Super 2 - Sword Frenzy

Spike takes out his Golden Sword and swings it to create a blade beam that one shots anyone in its way.

Super 3 - Super Laser Cannon

Spike calls in a satellite laser strike, which fires a large beam that reflects off of a satellite dish and comes back down to Earth, wiping out everyone on the stage.


Sir Daniel Fortesque


Light Attack

Sir Dan does three sword swings. He can even charge it to increase its power.

Light Forward

Sir Dan does a sword thrust that can be charged.

Light Up

Sir Dan swipes his sword upwards.

Light Down

Sir Dan spins his whole torso while ducking, landing a few hits with his sword from left to right.

Aerial Light Attack

Sir Dan slams his sword downwards, slamming his opponent to the ground.

Aerial Light Forward

Same thing only in the air.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Sir Dan does a downward slash in a moon-like arc that slams the opponent down to the ground.

Heavy Attack

Sir Dan throws a battle axe like a boomerang.

Heavy Forward

Sir Dan charges forward, shoulder first, ramming into anyone in his way.

Heavy Up

Sir Dan pulls out a bow and fires an arrow into the air that electrocutes the enemy.

Heavy Down

Sir Dan pulls out a hammer and smashes it onto the ground.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air and Sir Dan descends to the ground as he smashes the hammer onto the ground.

Special Attack

Sir Dan equips a shield that can absorb projectiles, but it does have a limited durability.

Special Forward

Sir Dan puts his own head on the ground, which travels towards the opponent and explodes in a poisonous gas cloud that puts the opponent in a crumple state.

Special Up

Sir Dan tosses a drumstick in an overhead arc. It’s slow, but it explodes upon contact.

Special Down

Sir Dan drinks a dragon potion that he spits out onto the ground, creating a small pit of flames that remains there for four seconds.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Sir Dan bashes the opponent on the head with his sword, sticks it onto the ground and pulls back the hilt of it, smacking his opponent in the face.

Up Throw

Sir Dan punts his opponent into the air.

Down Throw

Sir Dan hits the opponent with the hilt of his sword. Then he jumps up and stomps them onto the ground.

Super 1 - Lightning Bolt

Sir Dan fires a lightning blast into the air that instantly kills the opponent.

Super 2 - Golden Chalice

Sir Dan pulls out a chalice that releases spirits that go after Sir Dan’s opponents and instantly one shots them.

Super 3 - Anubis Stone

Sir Dan uses the Anubis Stone, which engulfs his enemies in dark energy if they stand near it, which instantly kills them in three seconds.

Isaac Clarke


Light Attack

Isaac fires his Plasma Cutter.

Light Forward

Isaac stomps down onto others (I wish that could be me).

Light Up

Isaac swings his Plasma cutter skywards.

Light Down

Isaac fires his Plasma Cutter down creating a yellow shockwave.

Aerial Light Attack

Quite literally his Light Aerial

Aerial Light Forward

He swings his Plasma Cutter forward.

Aerial Light Up

He swings his Plasma Cutter upwards.

Aerial Light Down

He swings his Plasma Cutter downwards.

Heavy Attack

Isaac uses his iconic stasis to stun the opponent for a short while.

Heavy Forward

He shoots you with his Plasma Cutter but harder.

Heavy Up

He just guns you down but stronger, You thought I was gonna link something did you? But nah that wasn’t really funny fuck you.

Heavy Down

He uses a flamethrower to burn you alive and purify you inside.

Aerial Heavy Attack

Stuns you in the air for a bit.

Aerial Heavy Forward

Yeah he shoots you.

Aerial Heavy Up

More shooting.

Aerial Heavy Down

More burning.

Special Attack

I lowkey don’t know what was happening with Bouncing Bola.

Special Forward

Throws a Suspended ripper.

Special Up

Fires a stick of dynamite.

Special Down

Set a motion sensor bomb up, if you walk over it won’t blow up but instead blow up.

Aerial Special Attack

Same as Special Attack.

Aerial Special Forward

Same as Special Forward.

Aerial Special Up

Same as Special Up.

Aerial Special Down

Same as Special down.

Forward Throw

He fires up a Kinesis blast FORWARDS

Up Throw

He fires up a Kinesis blast UP

Down Throw

He fires up a Kinesis blast DOWN

Super 1 - Strategic Shot

Use a Strategic Shot to freeze the foe in place for you to gun down.

Super 2 - Kinesis Burst

Isaac overcharges his Kinesis Modulator and fires a large field burst of electricity creating a Kinesis burst.

Super 3 - Dead Space

He fires a door which sends you out into the dead of space where rubble hits the opponents along with you shooting at the opponent.

Miscellaneous

Issac Clarke has the ability of slight precognition, giving him visions of the future that flash by in his mind.

Kat


Light Attack

Kat does three quick kicks, knocking the enemy into the air

Light Forward

Kat does a side kick with decent range, launching enemies away

Light Up

Kat does a backflip kick, sending the enemy into the air.

Light Down

Kat does a quick frontflip, slamming her leg into the ground after

Aerial Light Attack

Kat knees the opponent in midair, then rushes forwards and does it again

Aerial Light Forward

Kat does a diving kick going downwards slowly at a shallow angle

Aerial Light Up

Same as ground version

Aerial Light Down

Same as ground version

Heavy Attack

Kat shoots up off the ground, taking opponents with her

Heavy Forward

Kat does a flying forwards kick

Heavy Up

Kat jumps high, catching an enemy in midair and slamming them down to the ground

Heavy Down

Kat slides along the ground, ducking most projectiles

Aerial Heavy Attack

Kat spins around with her foot held out, hitting everyone nearby

Aerial Heavy Forward

Same as ground version

Aerial Heavy Up

Same as ground version

Aerial Heavy Down

Kat dives downwards with a kick similar to the gravity kick

Special Attack

Kat summons three pieces of debris to float around her. Pressing Circle again will shoot one debris piece at a time until all three are gone

Special Forward

Kat dashes forwards, quickly gaining speed and shredding anything in her way

Special Up

Kat repels all nearby enemies

Special Down

Kat attracts all nearby enemies

Aerial Special Attack

Same as ground version

Aerial Special Forward

Same as ground version

Aerial Special Up

Same as ground version

Aerial Special Down

Same as ground version

Forward Throw

Kat launches an enemy away

Up Throw

Kat sends an enemy into the air

Down Throw

Kat slams an enemy into the ground, causing them to bounce back up

Super 1 - Gravity Crush

Kat steals an orb of energy from an opponent and destroys it, killing the opponent and any other opponents in the vicinity

Super 2 - Gravity Typhoon

Kat rises up in the air and fires two volleys of tracking, stalactite-like projectiles

Super 3 - Gravity Panther

Kat merges herself with Dusty, and transforms into a panther-like creature. She attacks by slashing with claws and creates a gravitational vortex. She is also able to freely fly around the stage, even to the point of flying off-screen

Emmett Graves


Light Attack

Emmett does two knife swipes.

Light Forward

Emmett dashes forward with a rift enhanced punch.

Light Up

Emmett does three knife swipes upwards.

Light Down

Emmett slams the ground with his fist.

Aerial Light Attack

Same thing only in the air.

Aerial Light Forward

Same thing only in the air.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Same thing only in the air.

Heavy Attack

Galloway Revolver: Emmett fires a shot from his Galloway Revolver.

M.A.W. Launcher: Emmett throws a Tetranite Grenade, which bounces a bit and detonates after a short time.

Union Shotgun: Emmett throws a R-Secs Proximity Mine, which sticks to his opponent or a surface and detonates after a short time.

Heavy Forward

Galloway Revolver: Emmett fires three shots from his Kinetic Rifle.

M.A.W. Launcher: Emmett aims his Launcher to fire a rocket forwards, the angle can be adjusted with the red laser pointer.

Union Shotgun: Emmett fires his Union Shotgun forwards.

Heavy Up

Galloway Revolver: Emmett fires a shot from his Galloway Revolver upwards.

M.A.W. Launcher: Emmett aims his Launcher to fire a rocket upwards.

Union Shotgun: Emmett fires his Union Shotgun upwards.

Heavy Down

Galloway Revolver: Emmett fires a shot from his Galloway Revolver downwards.

M.A.W. Launcher: Emmett aims his Launcher to fire a rocket downwards.

Union Shotgun: Emmett fires his Union Shotgun downwards.

Aerial Heavy Attack

Same thing only in the air.

Aerial Heavy Forward

Same thing only in the air.

Aerial Heavy Up

Same thing only in the air.

Aerial Heavy Down

Same thing only in the air.

Special Attack

Emmett calls in Rift Extractor, which gradually drops AP.

Special Forward

Emmett calls in an Auto Turret, which periodically fires at Emmett’s opponents.

Special Up

Emmett calls in an M.A.W. Launcher Supply Bunker, which contains his Rocket Launcher.

Special Down

Emmett calls in an Union Shotgun Supply Bunker, which contains his Shotgun.

Aerial Special Attack

Same thing only in the air.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Emmett lifts his opponent up and punches them forward.

Up Throw

Emmett lifts his opponent up and punches them upwards.

Down Throw

Emmett kicks his opponent to their knees and knocks them down onto the ground.

Super 1 - Rift Shot

Emmett fires a more powerful shot from any of his three weapons that kills his opponents instantly.

Super 2 - Rift Bomb

Emmett calls down a Rift Bomb, which explodes upon contact with Rift Energy.

Super 3 - The Hawk

Emmett calls in The Hawk, which Emmett gets in and pilots around the stage. In it, Emmett can fire its machine gun, deploy air mines, stomp his opponent, and have The Hawk fly and drop large energy blasts onto his opponent.

Big Daddy


Light Attack

The Big Daddy throws a simple punch forward

Light Forward

The Big Daddy throws a downward punch that knocks opponents to the ground

Light Up

The Big Daddy throws a simple uppercut that launches opponents

Light Down

The Big Daddy does a sweeping punch that trips opponents

Aerial Light Attack

Same as the grounded version

Aerial Light Forward

The Big Daddy throws a stronger punch that launches opponents farther

Aerial Light Up

Same as the grounded version

Aerial Light Down

The Big Daddy throws a downward punch

Heavy Attack

The Big Daddy quickly thrusts his drill forward, knocking opponents down

Heavy Forward

The Big Daddy dashes forward, stopping only when hitting an opponent. If the charge connects and the button is pressed again, The Big Daddy will slam the opponent down with an overhead drill attack

Heavy Up

The Big Daddy throws an uppercut attack with his drill that hits multiple times

Heavy Down

The Big Daddy slams his drill into the ground causing an explosion that can be mashed for consecutive explosions

Aerial Heavy Attack

Same as the grounded version

Aerial Heavy Forward

Same as the grounded version

Aerial Heavy Up

Same as the grounded version

Aerial Heavy Down

Same as the grounded version

Special Attack

The Big Daddy utilises the Incinerate! Plasmid to fire a small explosion forward which can be charged for a bigger explosion

Special Forward

The Big Daddy utilises the Electro Bolt Plasmid to fire a bolt of electricity forward that stuns the enemy on impact

Special Up

The Big Daddy utilises the Cyclone Trap Plasmid to fire forward a small tornado that launch opponents into the air 

Special Down

The Big Daddy utilises the Winter Blast Plasmid to create a small patch of ice that freezes enemies on contact

Aerial Special Attack

Same as the grounded version

Aerial Special Forward

Same as the grounded version

Aerial Special Up

Same as the grounded version

Aerial Special Down

Same as the grounded version

Forward Throw

The Big Daddy grabs the enemy and slams them away with his drill

Up Throw

The Big Daddy grabs the enemy and knocks them in the air with his drill

Down Throw

The Big Daddy grabs the opponent and slams the enemy to the ground

Super 1 - Little Sister Gather

The Big Daddy roars, calling forth a Little Sister to jump on and stab an opponent, absorbing their ADAM in the process

Super 2 - Frenzy

The Big Daddy enters an enraged state, increasing his speed, agility and power. In this state all of the aforementioned Plasmids are replaced with the Insect Swarm Plasmid.

Super 3 - Flood

The Big Daddy floods the entire stage with water causing opponents to float around, unable to fight back

Fat Princess


Light Attack

A quick two-hit attack with the scepter

Light Forward

Steps forward and swings the scepter in the form of an uppercut

Light Up

Hops a little and swings the scepter in an overhead arc

Light Down

Gracefully twirls while swinging the scepter in a sweeping motion

Aerial Light Attack

Swings the scepter downwards while in the air

Aerial Light Forward

Same as the ground version.

Aerial Light Up

Same as the ground version.

Aerial Light Down

A quick scepter swing from underneath

Heavy Attack

Twirls around gracefully, before finishing with a powerful butt drop that knocks the opponent away

Heavy Forward

A quick sumo palm slap forward

Heavy Up

Twirls around gracefully, before finishing with a powerful butt drop that knocks the opponent away

Heavy Down

Hops into the air and does a powerful butt drop

Aerial Heavy Attack

A quick kick flurry

Aerial Heavy Forward

Lunges forward with a belly bump

Aerial Heavy Up

Same as the ground version.

Aerial Heavy Down

Same as the ground version.

Special Attack

Summons a Mage who throws a fireball forward  

Special Forward

Summons a Warrior who does a lunging sword attack

Special Up

Summons a Mage who throws a fireball upward

Special Down

Summons a Worker who plants a bomb that explodes after a while

Aerial Special Attack

Same as the ground version.

Aerial Special Forward

Same as the ground version.

Aerial Special Up

Same as the ground version.

Aerial Special Down

Same as the ground version.

Forward Throw

Grabs the opponent by the arm and spins them around a couple times before letting go

Up Throw

Grabs the opponent and kicks them up into the air

Down Throw

Grabs the opponent and does a belly bump, finishing with a butt drop

Super 1 - Feed Me Cake!

A piece of cake will appear that Fat Princess will dash towards, killing enemies in her way

Super 2 - Ride The Chicken!

Fat Princess rides on top of a giant chicken. During this time, the chicken is able to kill by charging forward into opponents

Super 3 - Protect the Princess!

Fat Princess summons an entire legion of villagers that will attack and swarm opponents while she sits down and enjoys a nice slice of cake.

Toro Inoue


Light Attack

Toro does a Toro Jab, where they move their hand up quickly.

Light Forward

Toro does a Toro Swing, where they swing a ball of cloth forward.

Light Up

Toro does a Toro Headbutt.

Light Down

Toro does a Toro Sweep, where they bring out a broom and swing it from left to right.

Aerial Light Attack

Toro does a Toro spin, where they spin their fists around in the air.

Aerial Light Forward

Same thing only in the air.

Aerial Light Up

Same thing only in the air.

Aerial Light Down

Toro does a Toro Swipe, where they swing their broom downward.

Heavy Attack

In Justice form, Toro thrusts his elbow forward. In Ninja form, Toro throws a spear with a scorpion at the end, and grapples towards them. In Oni form, Toro charges up a ball of mochi and fires it. 

Heavy Forward

In Justice form, Toro does a side kick. In Ninja form, Toro slides and leaves fish bones in his wake. In Oni form, Toro does a three hit hammer attack.

Heavy Up

In Justice form, Toro does an uppercut. In Ninja form, Toro throws three ninja stars upwards. In Oni form, Toro rises into the air with mochi balls spinning around him.

Heavy Down

In Justice form, Toro does a downwards chop. In Ninja form, Toro drops into a hole in the ground and appears from above to attack. In Oni form, Toro slams his hammer to the ground, which causes an explosion of mochi.

Aerial Heavy Attack

In Justice form, Toro does a jumping spin kick. In Ninja form, it’s the same thing only in the air. In Oni form, it’s the same thing only in the air.

Aerial Heavy Forward

In Justice form, it’s the same thing only in the air. In Ninja form, Toro does a bicycle kick. In Oni form, it’s the same thing only in the air.

Aerial Heavy Up

In Justice form, Toro kicks in an upwards arc. In Ninja form, it’s the same thing only in the air. In Oni form, Toro does a flip upwards wrapped in mochi.

Aerial Heavy Down

In Justice form, Toro kicks in a downward arc. In Ninja form, it’s the same thing only in the air. In Oni form, Toro does a Mochi style kick.

Special Attack

Toro falls asleep, which generates AP.

Special Forward

Toro does Henshin! I Am Torobi the Kat! Where he becomes a ninja and fires three ninja stars upon entry. 

Special Up

Toro does Henshin! I Am Justice Toro! Where they become a fighter for justice, performing a rising uppercut upon entry.

Special Down

Toro does Henshin! I Am Oni Toro! Where they become an Oni, upon entry they do a headbutt.

Aerial Special Attack

Same thing only in the air and Toro is on a parachute while sleeping.

Aerial Special Forward

Same thing only in the air.

Aerial Special Up

Same thing only in the air.

Aerial Special Down

Same thing only in the air.

Forward Throw

Toro does a sumo throw, where he grabs the opponent and pushes them away like a sumo wrestler does.

Up Throw

Toro does a basketball throw, where they grab them and toss them straight into the air like a basketball.

Down Throw

Toro does a tripping throw, where they yank out a blanket from underneath the opponent and trip them. 

Super 1 - Kuro Is So Mean >.<

Toro gets dropkicked by Kuro, which instantly kills any opponent in the way.

Super 2 - Toro Makes a Wish o_0

Toro summons a star that comes crashing down onto the stage, the shockwave from the crash instantly kills the opponent.

Super 3 - Toro’s Dreams Come True ^o^

Toro goes into Oni form and charges up their club as they dash towards his opponents, the screen goes dark with yellow slashes and when the screen comes back, the opponents are gone. 

Excalibur from Warframe!?!?

He was always in playstation all stars. OMM told me so

Stats

Master Hand

Feats

  • Brought the original Smash characters to life

  • Has fought many powerful warriors in his time

  • Defeated a small army of clone fighters, opening a path for the Smash fighters to beat Galeem

Attack Potency

Durability 

  • Survived being pulled off of Tabuu’s chains (Shown Above)

  • Takes hits from the various Smash fighters

Speed

Polygon Man

Feats

  • Was undefeated before the events of PlayStation All Stars Battle Royale

  • Successfully corrupted most of the PlayStation All-Stars

Attack Potency 

Durability

  • Takes hits from the All-Stars (shown above)

    • That’s it

Speed

Scaling

Master Hand

Smash Fighters 

In the beginning, the Smash Fighters used to be mere toys. This was until Master Hand gave them life and began challenging them for sport. Seeing as Master Hand can fight on par with the Smash Fighters and take their attacks he should scale to their feats.


Other Bosses

When it comes to bosses Smash is no stranger to powerful foes. Master Hand however, outranks almost all of them with his power and status. And while he may have been captured by Tabuu, we have no idea how close the original encounter was and when we see Master Hand fail to break his barrier, Hand is clearly weakened and damaged. Since all of the Smash Fighters can defeat these bosses and Master Hand is similar to them in power, boss scaling should come as no question. 


Galeem and Dharkon

Galeem and Dharkon are the most powerful beings in the Smash Universe. However, Master Hand should at least downscale them by scaling the Smash Fighters, who were able to take both down at the same time


Polygon Man

The All Stars

After an All Star ran the gauntlet and reached their spikey adversary, Polygon Man would form, spawning duplicates of the fighters to challenge them. Seeing as he can tank multiple beatings from every All Star while staying in formation, he should scale to them.


Weaknesses

Master Hand

While Master Hand is astonishingly powerful, the creator of Smash is still with his weaknesses, some greater than others. For starters, Master Hand has a rather poor track record against mental attacks and control, being utilized as a puppet by both Tabuu and Galeem in Brawl and Ultimate. To be fair, Master Hand would always recover and even played a significant role in bringing down Galeem, but it is still an issue worth bringing up. Having such an ability is by no means a guaranteed win against Master Hand, but given his typical performance, it would likely be useful to have.


On top of that, perhaps the most obvious weakness Master Hand tends to run into is his tendency to hold back. Of course, most of Master Hand’s duels are just intended to be casual challenges and tests of one another’s ability, so it’s not like we’ve seen him throw a duel to the death or somesuch, and Master Hand has taken fights seriously when needed like when he crushed Galeem’s army. But it is still a habit of his to not bring his a-game out immediately unless he’s completely aware of extremely high stakes in a battle, which could cost him against sufficiently cunning or quick foes.

Polygon Man

Outside of being an actual nobody, Polygon Man does have some fatal flaws in combat. His biggest being his arrogance. Polygon Man sees himself as a god and that no one can touch him until he loses at the hands of the All Stars. His arrogance leads to him underestimating his opponents and leaving himself vulnerable to enemy attacks. 


Polygon Man’s other biggest issue is his lack of fighting ability. While he can transform to rectify this issue a little his movepool is very limited, with his only attack not tied to defeating an opponent being a head slam. Once he transforms he gains more attacks but still not enough to contend with more varied arsenals and movepools.

Before We Decide 

Master Hand’s Snap / Galeem’s Light and Scaling

Smash is known for massive scope and size as a crossover. With over 200 unique franchises represented in the game clearly something big must be happening with the verse. In this section we will cover 2 main feats and clear up any misconceptions we can. First being Master Hands' potential creation of the Smash Universe and the second being Galeem’s crushing of the universe with light. This section will also attempt to add extra context to the actual scaling of characters to each other presented in the blog.


First up, did Master Hand create the Smash Bros. Universe? Well this is a debatable subject when you take into account the descriptions for Master Hand being VERY VAGUE. However we believe there is just enough in these descriptions to give the context required to add validity to him making the universe. In his description from Smash 4 Master Hand is stated to be the source of all creation in Smash 4 which would imply that he created the universe and everything in it. But we can get more specific. Master Hand’s Brawl description says he is the “link between this world and the one beyond”. This is elaborated on in Melee as Master Hand being the link between the imaginary world of Smash and the real world. There is only one real time this link is ever actually shown in game. Can you guess the scene? 


If you said the opening to Smash 64 give yourself a pat on the back. The Smash 64 opening is the only time we ever see the real world in Smash. The rest of the time all of the in game events take place in Smash Bros. This would imply that in this moment, Master Hand created the Smash World and acts as the link between the world he comes from and the world he created. Now we aren’t going to argue R>F SSB that’s silly but based on multiple descriptions (such as the Smash 4 Master Hand description) we can safely assume Smash is at least a universe in size.


Another time where Smash is referred to as a Universe is when Galeem went ahead and “crushed the universe” in one big blast of light. Now there is no debate on if this is a universal feat in itself it’s stated to be such the question is the scaling around it. When Galeem first shows up he makes it clear he is stronger than Master Hand by having an entire army of controlled Master Hands at his disposal. This would imply he is on a level much higher than Master Hand himself. Further implied by Galeem bodying everyone in the opening of World of Light, with the exception of Kirby’s escape aboard the Warp Star.


However, based on how Galeem’s power works we can likely infer the Master Hand army is much weaker than Master Hand himself. What Galeem does to create armies of fighters is take the original fighter and copy them. He then has a Spirit (which is likely weaker than the original fighter) and then puppets the clone. This weird melding of spirits and fighter likely implies that the cloned fighters are not as powerful as the original. If you need more proof, clones directly puppeteered by Galeem and Dharkon’s power (which are much closer to the Master Hand ones) are easily swept away by Master Hand. Usually Master Hand is on even footing with the Smash fighters, so it would make no sense for him to suddenly body every one of them with ease.


So how does Master Hand scale to (or more likely downscale) Galeem? Well through the fighters who are capable of defeating Galeem. Master Hand goes even with the Smash Fighters in almost every game he’s in and even implies he’s sometimes not trying very hard as shown in his Brawl description. These fighters can beat both Galeem and Dharkon at the same time. You may rightfully be confused as at the start of the game all of the fighters got beat with relative ease from Galeem but there is some context to this.


First off, everyone but Shulk (thanks to a small dose of precognition) was not aware of what Galeem was capable of, they were expecting to fight a group of Master Hands when suddenly they came out as spirit snatching beams. Most of the fighters had no idea how to match the attacks being sent their way and were overwhelmed. Most of the fighters were still overpowered and one shot but that leads to number 2.


The fighters get stronger as World of Light progresses. The fighters regain their bodies and train against spirits and other fighters. It really is simple as characters get stronger throughout the course of World of Light. Characters literally train and level of Spirits throughout World of Light to make themselves stronger. This all provides a pretty simple explanation as to how characters can lose the initial battle but win against both of the main guys at once.


There is also the Septhiroth reveal trailer but like… how did Galeem come back and why does he get one shot when Master Hand and other bosses put up a solid fight against Sephiroth? You could maybe argue that since Sephiroth (and the other DLC for that matter) are from a different dimension, maybe this Galeem is? It would make sense that it takes place sometime after the original WoL events since it takes place in a different place from the original WoL cutscene and other DLC characters are in the scene. It would also give an explanation on how this Galeem may be weaker than the one from WoL. However, that gets into heavy speculation that doesn’t have much basis. The trailer is also clearly just meant to hype up Sephiroth as a powerful character. It’s a weird mess that still overall supports the argument that Master Hand has ways to scale to Galeem.  


So Smash is solidly Universal in AP. What about speed? Remember Galeem’s light? Ends vary based on if you go directly based on visuals or you use the ending text for how far the light reaches in the 13 second timeframe Galeem takes to expand their light. However, it still gets at least 473.32 billion and at best gets 20 quadrillion times the speed of light. Now you may be wondering how we scale everyone to these incredible speeds.


We simply have to look back to the WoL cutscene again. In this scene we see plenty of characters react to Galeem’s initial light blast before getting overwhelmed. This includes Link, Bayonetta, Lucario, Greninja and of course Kirby. Again, while most characters do get caught it’s important to remember they were caught off guard and overwhelmed. Most characters also couldn’t escape no matter how much they dodged due to Galeem’s range and no ability to travel off planet. Sakurai himself said this played a huge factor in determining who survived the blast. It helps the argument further that the Warp Star is an item anyone can use and anyone can react to in Smash. So even if it may not seem like anyone could match Galeem’s light, plenty of characters were able to but simply didn’t have the ability to make it out of the galaxy safely.

PSASBR Cosmology / Polygon Man’s Merger

In most franchises figuring out if the main bad guy merged a bunch of universes together would be easy. PlayStation All Stars Battle Royale is not like most franchises. However, using the subtext given in the game we may be able to form a timeline that explains what happens during the merger.


First, we need to confirm the merge is Polygon Man’s doing. Which we should be able to confirm based on two main sources. Zeus says that a self-proclaimed god lays claim to all of creation (Obviously referring to Polygon Man as shown by the final monologue where Zeus says he has stripped the false god of his pretenses). We then know that it’s all done by one source via Issac Clark, who, after observing Polygon Man’s boss stage, says all the energy comes from one source


Now one could attempt to argue that maybe all the characters simply exist in the same universe and that Polygon Man called them all together. Nathan’s story mode would seem to imply this as he not only had a map to the gathering but had also stolen pages from the Thievius Raccoonus. However, based on Spike's arcade mode we have two crucial details we can use. 1. The arrival of Polygon Man and the other fighters was very sudden and happened so quickly it was mistaken for an alien invasion. 2. If the fighters had existed in the same universe and planet the whole time there is no way Parappa and everyone else would have never known about the events of Ape Escape along with Specter’s attempts at taking over the planet. You can also say a merger took place because once Polygon Man is defeated, the All Stars are returned home, and no signs of any merger or even stage transitions exist.


But this is only one reason we can’t assume they all existed at the same time prior to the events of the game. For example, other stage transitions in PSASBR show different franchises mixing and matching by one franchise invading the other. Another piece of proof that universal merging took place is that neither Spike nor Isaac could be tracked/communicated with. This implies they went outside of the boundaries of what’s detectable in their universes as the professor was able to detect the effects of the merge as an alien invasion that could threaten the world, but not Spike. All of this is on top of the strongest point that can be made. See, In the XMB game manual for PSASBR we are told that the fight will have multi dimensional consequences and that items come from different PlayStation worlds. So based on all of this evidence we can safely conclude Polygon Man did some form of merging event with the different PlayStation universes.


This XMB statement also helps us gauge the scale of the merger. Based on the “multi dimensional consequences” statement and Zeus' statement about Polygon Man laying claim to all of creation allow us to make the assumption the merger was working on a massive cosmic scale. Thus, it should be safe to assume the merger brought in the larger universes of each world. These merges are then having fighters travel from across the merged universe Polygon Man has created as explained by Zeus. We have some smaller pieces of information about the mergers scope as we see all sorts of locations such as a Metal Gear city, Limbo City, Toa Valentus, Olympus, LittleBigPlanet, Helghan and potentially whole star quadrants from Ratchet and Clank. These of course only stand as supporting evidence to the scale of the merger but it is still important to note these instances. Since we can assume the scale of the merger is on a universal scale we then need to get the amount of universes affected by the merger. Luckily enough between characters and stages we can safely assume 34-35 different universes were merged into one. The uncertainty of the number comes from the classifications around Cole and Evil Cole but since it’s pretty impossible to say Good and Evil Cole can exist in the same universe naturally we will say 35 Universes were merged.


Now you may argue that Polygon Man is only capable of causing a merge on this level through hax abilities and not his raw stats. However, we believe Polygon Man is capable of scaling to his merge. As we have established, Polygon Man is the sole source of energy that’s causing the multi-dimensional shenanigans so his energy packs quite a punch. So much so that the PlayStation All Stars are given power by absorbing this energy. While not much is confirmed about the buff given to the All Stars it seems very likely it would be an increase to physical stats (Like Heihachi who only has physical attacks meaning his boost has to be physical or boosting the physical speed of a vehicle). This would be important because this would imply that the energy Polygon Man uses to physically give himself power would be on par with that of his hax energy.


You can also just use the fact that Polygon Man’s form behind the face is just a ball of energy which should probably scale to the energy it’s outputting to cause the merge because… it is the energy.


A final note in this section before the TLDR is that you could potentially get Polygon Man to the same levels as the Merger through Zeus' statement about laying claim to the creation of all. While it’s way more dubious and could be interpreted many ways, the one that makes the most sense (in my/Tru’s opinion) is that Polygon Man is claiming that he created all. All could just mean the universe but it can also imply that he created every universe in PlayStation All Stars Battle Royale. To me the way it’s written implies it’s not just Polygon Man claiming the universe like someone would claim a mountain with a flag. If that was the case it would have been worded more like “Laid claim to all of creation”. This is much more dubious than the existence of the merger but is also much more direct so do with that as you will.


Full TLDR….


We believe the Polygon Man initiated some kind of merging event. This event brought in the universes of many PlayStation worlds and due to the fact Polygon Man sustained this merge with his energy that makes up his main form we can assume along with other evidence he scales to this physically. This merge likely contained 35 different PlayStation worlds making Polygon Man 35 X Universal.


Of course there is one aspect that hasn’t been talked about…


The Immeasurable Arguments

Now that you understand the basics of Galeem’s light and Polygon Man’s merge you may ask about speed. 


While we have given you the calcable side of Galeem’s light there is an argument for it being immeasurable. However, we believe it’s not very good. The argument assumes Galeem’s light affected multiple space times due to there being multiple timeline incarnations of Link hit by the blast. This would make sense in canonical Zelda but, this is Smash. The Smash World is its own separate timeline not affected by other timelines. While Young Link himself is an alternate version of Link from a different timeline, he clearly is in the singular Smash Universe as he was affected by Galeem’s blast, which was stated only to have affected the singular Smash universe. So unless the Smash universe is some super universe with multiple timelines in its one span (which wouldn’t make sense as they are treated as a separate thing in Young Links guidance), there is no way Galeem’s light is immeasurable. This also debunks the idea that Galeem’s light scales to any larger Smash cosmology elements so no multiversal Smash scaling I’m afraid.


Things then get dicey when we move over to the side of Polygon Man and his merger. The argument here is that Polygon Man is merging different spacetimes but like Galeem’s light, it has many pitfalls. For one, we have no idea if Spacetimes are included as part of the merger. All we know is that the multiple universes are colliding together due to Polygon Man’s power sustaining it. Spacetimes may not be included in the merger. If we have to struggle to even prove a merger exists it’s very hard to get the actual specifics of what is being merged outside of vaguely universe merging. This interpretation also requires different spacetimes to even exist between universes which we can’t confirm. You can use outside information like Evil Cole and Good Cole being from different timelines. Same with Big Daddy and the Columbia stage but none of it’s ever confirmed In PSASBR specifically and is thus running on a slippery slope. The idea of it being based around simple dimensionality and not timeline/spacetime based is also somewhat backed up by the events of PSASBR being described as multi-dimensional and having no mention of spacetime in the description talking about the consequences of the game (Polygon Man’s merger).


So can you get speed out of the merger at all? We know Polygon Man’s energy affects physical stats like speed so you could at least calculate the speed of merging the 34-35 universes right? Well without a solid timeframe or even anything that close you really can’t. A lot of it would be vaguely assuming things that we can’t give any actual evidence behind. You can’t make a good assumption on the merger speed based on anything in PlayStation All-Stars Battle Royale so you can’t assume a good timeframe. Any assumption could be wildly inaccurate and even making an assumption would likely be far too charitable. We can’t even prove how the merger works let alone the speed at which everything happens. You could also just chalk it up to Polygon Man’s AoE which would hamper the feat heavily but again we can’t confirm anything about the speed at all. Ergo we cannot get any speed for the feat because the factors at play are far too vague for any calculation to be accurate.

Verdict 

Stats


With a fight like this, one of the biggest factors going in is naturally going to be the matter of how Master Hand and Polygon Man compare in terms of raw stats. Both of them are known for their immense power in the worlds that they have created or threatened, so how would they fare? Well, in terms of power, Polygon Man appears to have the edge. Master Hand, of course, should upscale quite reliably off of some impressive feats that occur throughout the Super Smash Bros. series as a whole. Feats like Sephiroth’s Supernova, for instance, can garner an impressive yield, clocking in at 550 kiloFOE, certainly an impressive performance to say the least.


Pairing the Smash Fighters against the Playstation All-Stars, Smash Bros. actually has the edge in power thanks to Sephiroth’s feat. But ultimately, the real comparison lies in Master Hand’s creation of the world of Smash against Polygon Man’s universe merging. And unfortunately for Master Hand, the universe merge is much stronger. Creating a universe is nothing to scoff at, and certainly crushes the majority of fictional fighters, but Polygon Man merged roughly 34 to 35 different universes with his power. That is a dramatic difference in power that Master Hand is not able to compete with. Even comparing Master Hand to Galeem likely wouldn’t split the difference, and all things considered, Sony’s forgotten mascot is likely the safer pick in terms of raw power, and he could reliably crush Master Hand and his forces in terms of raw strength.


However, that situation flips very quickly on its head the second you bring the subject of speed into the conversation. Given the various problems in measuring a speed for the universe merging, such as a lack of timeframe, lack of clarity if it was an AOE feat, whether Polygon Man can apply that speed in battle, and more, we can’t really use that feat for an actual speed figure. Fortunately, he should be superior to Raiden, who can deflect EM waves in the game. This feat manages to glean a result of about 30c, putting Polygon Man and his forces quite safely in the FTL range. Not bad!


But it’s ultimately just drastically outclassed by the kind of speed Super Smash Bros. is playing with, by a jaw-dropping margin. Smash fighters are already capable of rather consistently dealing with light speed attacks and the like, such as dodging Pit’s arrows. That alone already puts Master Hand and his fighters in a roughly similar range as Polygon Man’s all-stars, but this goes without addressing the matter of Galeem.


Unlike with Polygon Man’s merge, we can get a pretty good estimate on Galeem’s attack wiping out the universe. Even taking it at the lowest figure, this feat still gets 473 billion c, a figure that just completely blows Raiden’s EMP deflecting out of the water. And remember, this is the lowest figure, Galeem’s attack could likely get dramatically higher, only increasing the size of the blitz. And on top of that, given Kirby was able to successfully escape Galeem’s attack with the Warp Star (an item that can be reacted to and dodged in-game as well), the regular Smash Bros. fighters should also be capable of similar speed and reactions. There’s just not really a contest to be had here.


Ultimately, both Polygon Man and Master Hand have dramatic advantages in different categories. Polygon Man and his fighters are a good deal stronger than the fighters of Smash, but Master Hand and his allies will be capable of blitzing the Playstation All-Stars millions of times over. It is worth pointing out that the gap in speed is dramatically larger than the gap in power is, so this would likely overall be an advantage for Master Hand. That said, it would be best to take this information into the next section, to see how these advantages both sides have can play in-tandem with their abilities and arsenals.


Arsenal & Abilities


So, Polygon Man is stronger, but Master Hand is faster. As such, both need to figure out a way to score the win despite a specific disadvantage. Polygon Man needs to find a way to reliably score hits on Master Hand before he gets blitzed to death, while Master Hand needs to find a way to circumvent the power gap and score a kill. While this might sound tricky for both, this is where the battle generally begins to tilt in Master Hand’s favor. First off, given Master Hand’s dramatically higher speed, he is free to pull out as many bizarre abilities as he wants, and has all the time in the world to get creative with his approach or craft a game plan. On top of that, his speed also means it will be dramatically easier to dodge or counter any oncoming hax Polygon Man might try throwing out. But what sort of tricks are both sides playing with?


Polygon Man has a lot of forms of options to play with. With things like flight and his ability to shapeshift into various beings from throughout Playstation history, it’s only natural that he has a pretty wide array of moves and powers to fight with. That said, most of these tend to be rather standard powers, such as firing missiles, streams of fire, throwing spears, etc. All great things to have, but they don’t really solve the problem of bypassing Master Hand’s speed, and Polygon Man tends not to be especially creative with these forms and powers. That said, he does have a few winners in his arsenal. Most prevalent is his ability to corrupt those he defeats, an extremely great power to have in a battle like this. Master Hand is consistently shown to be vulnerable to things like corruption, so in the event that Polygon Man pulls it off, he should have this battle pretty safely in the can.


That said, there is still the caveat of Polygon Man needing to actually beat Master Hand before he can trigger this power. While it is a good way to stop Master Hand from regenerating after defeat, it doesn’t really help defeat Master Hand to begin with. And beyond that, things like reality warping won’t really help too much, as Master Hand is just as good, if not better, at controlling reality to his own whims. He is the creator of his universe, after all, and such tricks won’t be anything that can really get an edge over him.


So for all his power, Polygon Man doesn’t have anything especially great for taking down Master Hand directly, so he needs to hope he can catch Master Hand off-guard and land a solid killing shot before the hand manages to bypass his power. At that point, the question shifts over to Master Hand, and the matter of figuring out if the creator of Smash has the tools to whittle Polygon Man down. Given his vastly superior speed and creativity, if he has the means to do so, he’s likely to figure out his win-conditions before Polygon Man figures out his, so it just comes down to if he actually has options to begin with. Fortunately for Master Hand, he very much does.


Master Hand is capable of crafting a wide variety of status effects, buffs, nerfs, and a wide assortment of other bizarre things into a battle whenever he so pleases. First off, Master Hand has a sizable edge in that he has access to the majority of his powers whenever he pleases. He doesn’t need to shapeshift into different forms to use different attacks, outside of those possessed by Master Core, and as such he is free to tap into his wide arsenal of powers at will without needing to change forms. Armed with things like flight and teleportation, Master Hand is free to get around the battlefield just as well as Polygon Man, if not better, and while Polygon Man needs to transform to use things like fire or missile attacks, Master Hand has access to these sorts of special attacks out the gate and whenever he wants. But much more important is his ability to debilitate Polygon Man and cripple him immediately.


As the master (heh) of Smash Bros., Master Hand is capable of assigning pretty much any kind of status to anybody he pleases. And unfortunately for Polygon Man, this list of powers is rather substantial. The hand is capable of shrinking his enemies to make them dramatically weaker and easier to crush, or even increase the size of his allies to make them much stronger. He can enhance the launch rate of enemies to make them weaker, slow them down to a crawl, or make himself and his allies even faster than before. Polygon Man can summon one or two fighters to assist him at a time, but Master Hand can casually generate enormous hordes of fighters to help him whenever he wants, dramatically outnumbering Polygon Man and being capable of quickly flooding the battlefield with his allies. And of course, Master Hand has the ability to stun Polygon Man with a snap or put him to sleep, leaving him wide open for free damage or powerful hits and hax without the large face being able to put up any sort of resistance. Even worse, Master Hand can perform these techniques over and over again, potentially locking Polygon Man in an unbreaking chain of stun or sleep while the hand applies hax, damage, or figures out another plan to take him down without any chance of being punished for it.


And of course, Master Hand has the ability to passively apply damage to Polygon Man, regardless of any sort of power gap. The Flower status effect will passively eat at Polygon Man’s health throughout the battle at a constant rate, ignoring power or durability and steadily gnawing at the face’s dwindling life bar. On top of that, the Flower effect can be stacked, so if Master Hand is feeling cheeky, he can apply the status multiple times on his enemies and their health will drain away rapidly, to the point that they could be killed in seconds. And with Polygon Man still being vulnerable to being put to sleep or a stunlock while this is active, he could potentially be left with damage stacking up indefinitely until Master Hand ultimately puts him out of his misery. As if that wasn’t bad enough, Master Hand can just decide to apply massive blocks of damage onto fighters at will regardless of power or durability, so he can just decide to apply enormous chunks of damage himself without throwing out any kind of attack, and it will promptly be taken from Polygon Man’s health, let alone with the continuing passive damage from the flower. The power and durability gap may be notable, but it’s not big enough to save Polygon Man from just having his health eaten away passively or if Master Hand just decides to take his health away because he said so, and at that point, Polygon Man can be dispatched in basically a single hit, still powerless to do anything to stop the damage rapidly applying itself to him.


In short, this category isn’t really much of a competition. While both of them have options to play with, everything Polygon Man has in his transformations is something Master Hand can do in his base powerkit, let alone bringing Master Core into the equation. And Master Hand has ways to subvert the power gap by dramatically weakening Polygon Man through shrinking him or increasing his launch rate, taking the formerly noteworthy power gap into something that still exists, but is suddenly much more manageable for Master Hand and his forces. Master Hand is free to just continuously lock Polygon Man into sleep or stun conditions and deal free damage, and worst of all, Polygon Man is just constantly going to be losing enormous blocks of health every second the battle goes on due to the Flower status and Master Hand’s ability to just grant huge amounts of damage to fighters at will. Of the two, Master Hand is the only one with a way to circumvent his existing stat disadvantage, with stat buffs and debuffs, stun locks, and constant passive damage making it substantially easier to land the killing blow on Polygon Man than vice-versa. Abilities very dominantly goes to Master Hand.


Armies


While Master Hand has a pretty clear edge in terms of abilities and the like against Polygon Man, the fact of the matter is that neither of these two are exactly alone. Joining the battle comes the casts of Super Smash Bros. and Playstation All-Stars, and as such it is imperative that we analyze what the hordes of fighters are capable of in this battle. That said, while there are a lot of factors to go over, at the end of the day, Nintendo’s super stars manage to claim the edge in this battle.


First off, and perhaps most obviously, the Smash Bros. hold an absolutely enormous advantage in terms of raw numbers. Not only can Master Hand deploy dramatically more fighters at a time than Polygon Man, his forces are just dramatically larger and more diverse. Of course, this is somewhat obvious, the roster of Smash Bros. is just significantly larger than that of All-Stars, let alone when one accounts for other forces like the Master Fortress summons and the Fighting Polygon hordes. On top of that, Master Hand has the ability to summon hordes of the same fighter at once, so he isn’t even capped at the number of playable fighters, being fully capable of duplicating them basically as much as he wants. Coupled with his absurdly higher speed, Master Hand is fully capable of flooding the field with his allies in a matter of seconds, while Polygon Man is stuck playing catch-up with his much smaller line-up of fighters.


Of course, that’s not to say Polygon Man’s forces are completely outgunned. If one doesn’t scale the allies to their leaders in this battle, Smash characters being able to survive Sephiroth’s Supernova dramatically outclasses anything the All-Stars can do, let alone fighting Galeem. But the All-Stars can fight and defeat Polygon Man, so one can certainly argue that they will also be much more powerful than Master Hand’s allies. That said, in this scenario we also must give the same leeway to the Smash roster, at which point the enormous speed edge Master Hand possesses also goes to his fighters. As such, this scenario is largely the same, albeit with a dramatic numbers advantage for Smash. That said, the All-Stars unfortunately don’t have too much else in terms of advantages.


Master Hand doesn’t just have a lot of fighters on his side, he also has the ability to grant them items and tools to aid in the battle, and these can come with a lot of useful perks. While there are a few useful items that can help Polygon Man’s forces, such as defensive shields and the ability to try and petrify foes with Medusa’s Head, that’s only going to get so far against the Smash roster, and the latter side does have a few counters. Items like Mr. Saturn and various moves such as Marth’s Shield Breaker, Jigglypuff’s Pound, or Donkey Kong’s Headbutt all specialize in shattering shields quickly, diminishing the threat of Polygon Man or his allies trying to use shields to their advantage. And while Smash characters would be vulnerable to petrification, Master Hand can bring life back to them with ease thanks to his creative abilities, such as how he gave life to their trophies. Conversely, the fighters of Smash have a lot of options to make absolute havoc of their enemies.


First off, the Flower status effect previously mentioned can be applied to all enemies on the field immediately by Master Hand, let alone passive damage. This can also be stacked by the fighters thanks to Lip’s Stick, making use of the item to ensure foes are always taking passive damage courtesy of the wand of the Queen of Popples. On top of that, the fighters have the ability to immediately drag enemy summons out of the battle thanks to both the Beetle and Boss Galaga items, capturing foes and removing them from the fight in a single shot. Things like Pitfall Seeds and Deku Nuts help cripple enemy mobility, while Death’s Scythe can be used to immediately kill any adversary caught by it with a little luck and high damage. The Clock item can dramatically slow down all enemies on the field, massively enhancing the already blistering speed gap, while Lightning can shrink all enemies on the field to cripple their power. The Special Flag can add an extra life to any fighter who uses it, making it extremely difficult to eliminate fighters for good. And of course, this all goes without mentioning powerful attacking items like Spiny Shells, Ore Clubs, Bob-ombs, or the Home Run Bat, tools that can deal devastating damage and make dealing with a potential power gap a lot easier.


Of course, this all goes without mentioning the fact that the Smash Bros. fighters aren’t exactly the only ones who are joining the battle to aid Master Hand. Also coming into the brawl are a truckload of Assist Trophies and Pokemon, all of which come with their own powers and abilities to make the job easier. Pokemon like Arceus can help cripple enemy mobility by constantly knocking them out of the air, also putting the brakes on Polygon Man’s flight. Manaphy can swap the souls of two characters to help in a pinch, and Gardevoir’s massive reflective barriers create a massive problem for any ranged attacks or projectiles Polygon Man’s forces might try. Darkrai can put numerous enemies to sleep with ease, while the likes of Victini or Xerneas can grant huge buffs to fighters, giving them Final Smashes or rendering them extremely difficult to knock away. And if Master Hand really needs to borrow some enemy power, Ditto can always transform into one and copy their abilities.


Alongside Pokemon, Assist Trophies are also worth mentioning, which create enormous problems of their own to go with the Pokemon. Shadow the Hedgehog is capable of using Chaos Control to freeze all enemies for a good several seconds, guaranteeing Master Hand and his allies can put a pounding on them, while forces like Latios & Latias or Kat & Ana can zip across the stage rapidly to hit all enemies in the area with little room to escape. Skull Kid, Ashley, Palkia, Nightmare Wizard, and Riki can create status effects that massively hinder enemies caught in their powers, while forces like Vincent can deal even more passive damage on a consistent basis. And there are also a variety of Assist Trophies that can directly join the battle for a bit to help deal more damage, such as Waluigi, Zero, or Shovel Knight.


This is already a lot of options for Master Hand and his forces to claim an advantage, let alone discussing the abilities of the fighters themselves. And, of course, they too possess numerous advantages to help take down the Playstation All-Stars. Fighters like Peach and Daisy can put all enemies to sleep with their Final Smash, or Jigglypuff can with her up special as well. Sephiroth’s Final Smash is capable of applying a number of status effects to enemies, and the Hero can do the same with numerous spells. In fact, in tandem with the amount of damage Master Hand and his forces can deal rapidly with their powers, the Hero has the ability to swiftly end the battle with powers like Whack and Thwack, which, should they land successfully, have the ability to immediately kill Polygon Man and put an end to things then and there. That might not sound likely at first, but given the enormous speed gap and the fact that Master Hand can bring multiple Heroes onto the field, this is actually an enormous threat that Polygon Man has no real answer for.


Now, that’s not to say it’s all bad. All-Stars do have the ability to one-shot enemies with their super moves if they use them, and with items that can leech away the Final Smash meter, this isn’t entirely out of the realm of possibility. Parappa’s super move in particular can defeat all enemies on screen if done successfully. But with that same line of logic, numerous Final Smashes are capable of immediately killing as well, such as Sephiroth or Sora’s Final Smashes. And coupled with the speed advantage and items that can immediately grant Final Smashes like Xerneas or Smash Balls, it will overall just be more reliable for the Smash cast to get off their trump cards, even with the threat of the All-Stars leeching the Final Smash Meter. Even if the fighters were instantly defeated by one of these moves, not much stops Master Hand from just recreating them and continuing the fight immediately. As such, it unfortunately isn’t all that reliable a win-condition, and one that would be absurdly difficult to pull off.


And this doesn’t account for the fact that Master Hand can buff his fighters further by turning them mega, speeding them up, or giving them useful items like the Franklin Badge to automatically reflect all projectiles without any manual activation. Add on to that the fact that Master Hand can always just summon in new items whenever he pleases, and the battle between the armies is rather clear-cut. Polygon Man’s forces might be stronger, but Master Hand’s fighters are equipped with far greater speed, and an enormous arsenal of tools and items that can cripple, one-shot, or shut down anything Polygon Man’s fighters can throw at them, and some of them even have the ability to immediately kill or disable Polygon Man himself in their own rights, let alone the enormous wave of damage that will be dealt by them all attacking him at the same time. Polygon Man is stronger, but not by such a degree that he can no-sell being jumped by such a massive wave of fighters, Pokemon, and Assist Trophies all uniting to take him down once they’re done mopping up his fighters. Ultimately, Master Hand is just armed with a vastly superior army that has the tools to claim the game in this melee.

Tertiary Factors


By this point, a lot has been going on with this fight, with so many variables, items, and powers coming from both sides to try and claim the victory. Fortunately, tertiary factors are actually relatively simple and clear-cut. Unfortunately (for Polygon Man at least), Master Hand wins pretty much all of them.


Skill and experience don’t really require too much discussion. Polygon Man has apparently never been bested by a foe up until he is defeated in-game, but his fighting style is relatively basic, largely trying to brute force his way through fighters. Conversely, Master Hand has a lot more battles under his non-existent belt, doing battle with basically all of the Smash fighters at some point and even cleaning out an entire army all on his own. Unlike Polygon Man, Master Hand has developed and honed his abilities quite well, to the point that he can be a legitimate threat against his opponents even while holding back for his own amusement. It’s a pretty clear-cut difference between the two.


On top of that, there’s the matter of using their powers. As previously mentioned, Polygon Man isn’t really all that terribly creative with his abilities. Some of his shapeshifting forms are pretty good, but they all tend to come with the same idea of beating his opponent down through brute force to claim the edge. Conversely, Master Hand is, according to Masahiro Sakurai himself, the “manifestation of creative spirit” in the world of Smash. He is the creator of all things in Smash, and is dramatically more willing to dip into his bag of tricks to make things more interesting or fun. Master Orders is a great example of this, with the hand just constantly applying all manner of wild scenarios to the fight to shake things up for his fighters. Master Hand is just the far more creative fighter, by every sense of the word.


Now, some might point out that for all his powers, Master Hand doesn’t tend to use at least some of them in his duels with the fighters. However, this is actually a relatively simple issue to figure out. It is important to note that in his typical duels, Master Hand is always holding back and is just playing around to test his abilities and have fun. Unlike Polygon Man, Master Hand isn’t out to do permanent damage or truly hurt his creations, he just wants a good, fun fight, and as such typically isn’t going to unleash the full scope of his might. So, why is this a problem? Well, the matter is pretty clear-cut. Master Hand is going to know pretty early on that this isn’t just a fight to play. Polygon Man’s typical agenda to destroy or fuse realities isn’t really something that meshes with Master Hand’s own desire to create or interact with his handiwork, let alone the fact that this is just a battle to the death, plain and simple. Polygon Man doesn’t get the same privileges that the Smash fighters get, and Master Hand is likely to pull no punches to take the face down, and with his vast creativity, it will take no time at all for him to start pulling all the stops to win and using his greater powers.


Finally, there is the matter of the fighters themselves. Of the two sides, Master Hand’s side is the only one with any real experience of working together as a team. Throughout the Smash Bros. series, the fighters have come together to take down numerous powerful threats, such as Tabuu, Galeem, and Dharkon. While they obviously have their differences from time to time, the Smash fighters are historically capable of setting these aside when it matters and uniting to take down dangerous threats, of which Polygon Man would certainly qualify. They have even worked with Master Hand directly during the events of World of Light, so they are all a lot more experienced and united as a force with a past of bringing down enemies together compared to Polygon Man’s army having no such history.


Ultimately, the difference is clear. Master Hand is just a much more skilled fighter, has a more developed track record of battles and combat, is far more creative and willing to use his vast array of powers, and his army is dramatically better at working together to defeat a common foe. Master Hand sweeps the tertiary factors.

Summary 

Master Hand

“ *Finger Noises* ”

Advantages:

  • Far faster

  • Status effects can close the power gap by a noteworthy amount and make the speed gap even worse

  • Numbers advantage that can be resummoned if defeated

  • More equipment and items to pull from and summon

  • Has better abilities and even counters a lot of Polygon Man’s abilities

  • Army has numerous powers and abilities of their own that can be devastating

  • Far more skilled and experienced

  • Much more creative with his powers and willing to use them more

  • Leading a genuinely united army that is willing to follow him

  • Super Smash bros Ultimate

Disadvantages: 

  • Much Weaker

  • Fighters could be OHKO’d if hit by a super move

  • Could be vulnerable to corruption if it ever landed

  • May or may not be a child we aren’t sure

Polygon Man

“Power is an illusion. Absolute power is a seamless illusion.”

Advantages:

  • Way stronger

  • Certain items and powers could be useful

  • Super moves could potentially OHKO some of Master Hand’s fighters

  • Corruption could be an instant win if it landed…

  • Somehow got multiple universes that aren’t even PlayStation

  • PSASBR is the best Smash-like we’ve had out of all of them

Disadvantages: 

  • Much slower

  • Less fighters, items and abilities to throw out

  • Vulnerable to status effects and debuffs

  • Most of his Abilities are countered hard by Master Hand

  • Will likely be taking damage at all times and can be automatically killed by certain abilities

  • …But it will almost never connect

  • Much less skilled

  • Drastically inferior army

  • PSASBR is never getting a sequel

  • VA is still unknown to this day

Conclusion

Ultimately, there is a lot going on in this battle that may make it difficult to keep track of things. But at the end of the day, Master Hand just has the advantages he needs to win the battle. While he is a good deal weaker than Polygon Man at first, he has the tools to shut down this power gap with his status effects, can always be dealing constant damage every second the fight goes on no matter what, and has a vastly superior army that will make mincemeat of the Playstation All-Stars. He is more skilled, creative, smarter, and is leading a genuinely united force that will be doing everything in their power to defeat the threat of Polygon Man, bringing together a massive and diverse buffet of powers and abilities that just spell the forgotten mascot’s doom.


While Polygon Man’s power and ruthlessness are nothing to scoff at, he just did not have the might he needed to bring down Nintendo’s all-stars. He may not like it, but in the end, Polygon Man is forced to hand over the victory to the true master of this battle.


The winner is Master Hand.

Votes

Team Master Hand [10]: (Tru, Riley, Soundwave, Cryotechnics, Saul, ishi_yuki, Iceking, MKF4, Ghosthost, TheRealGnomeChompski)

Team Polygon Man [1]: (door-kun)

“The One Minute Melee was pretty baller.” - Cryotechnics

“Easily one of my favorite OMM episodes.” - MKF4

“It was alright ig” -Soundwave

Thank You/Next Time

Usually I don’t have much to talk about here but I do have a decent amount of stuff I wanna talk about. 1. Thank you for reading, y’all’s views and support are what keeps me making my blogs. 2. Thank you to everyone involved in this blog. Special shoutouts to Soundwave, MKF4 and especially Riley, who came in late and did so much work, he’s the goat. I can’t be thankful enough to work with the awesome people I do. 3. We passed 1 year of blog making a few months back with Dave King releasing last February so that’s cool? Might need to do something special soon. 4. If you aren’t aware Megatron VS Skeletor has been cancelled. The blog was struggling to be done despite its simplicity and its existence was kind of meaningless all things considered. Sucks that it happened this way but it is what it is. 5. One of my good friends, Yerm is starting up his own blog series and needs some help. His first blog will be Shang Tsung VS Kefka (Mortal Kombat VS Final Fantasy) so if you want to help him find him in a VS server near you or lmk and I can add you to his blogs myself. He’s a great guy and I hope some of yall can give him a hand.


Finally what you have actually been waiting for. The next time…





Booster Gold VS Agent Jones (DC VS Fortnite)

I announced this publicly not too long ago but just so it’s more widespread this is the next blog of mine. If you want in DM me on Discord at tru#2678 and I’ll see about getting you in. See you next blog!


Comments

  1. Super interesting blog. Sad to see Megs Skeletor get cancelled, would have been nice to see someone else weigh in on IDW (assuming you weren't sticking to just the classics).

    ReplyDelete
    Replies
    1. It was just going to be the classic cartoons lol.

      Delete
  2. This is legit one of my favorite matchups. Great job, it was well with the wait!

    ReplyDelete

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