Super Smash Bros. Ultimate x Yoshi's Island

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Super Smash Bros. Ultimate x Yoshi's Island is a DLC Pack for Super Smash Bros. Ultimate featuring additional Yoshi series content not already represented in the game, and the second Challenger Pack released for Fighter's Pass 3VIL. This DLC Pack will include a fighter, Kamek, along with a new stage, spirits, music, and a classic mode route that can only be completed by Kamek.
==Reveal Trailer==
==Fighter: Kamek Spells Trouble!==
KAMEK 	KAMEK
 	
Universe 	Yoshi
Availability	Downloadable
Final Smash 	Big Baby Bowser
Icon 	
===Overview of the Character===
Bowser's right-hand man and Yoshi's main enemy joins the battle! Possessing moves performed both by the top Koopa Wizard himself and by all Magikoopas throughout the Mario and Yoshi franchises, Kamek's moveset is based almost entirely around the magic spells he casts out of his scepter, which he uses in rather different ways from other magic-based characters throughout the Smash series. While other Smash magicians like Zelda and Robin use their magic in a primarily offensive manner, Kamek has always preferred to sit back while letting others do his dirty work and buffing them, and himself, with his spells from afar. Kamek's fighting style reflects this tendency to use trickery as opposed to raw power, as several of his moves allow him to manipulate the attributes of himself, his allies, and his opponents to turn the tide of battle in his favor.
To say the least, Kamek's natural attributes do not make him particularly suitable for up-close combat; he is rather light (weighing about the same as Bayonetta) and has some of the most pitiful ground movement in the series. In addition, several of his moves possess either high startlag or high endlag, meaning that a whiffed spell can be easily punished to extreme detriment for Kamek. By default, he is one of the most frail characters in the game, and must be played in a primarily defensive manner in order to get any mileage out of his stocks. However, there is more to Kamek than meets the eye, and he hits surprisingly hard for a character as frail as he is, with his Smash attacks not only causing high damage and knockback but also burning, shocking, or even occasionally freezing opponents, making his stage control capabilities rather terrifying.
Kamek's most unique feature is his ability to summon Minions, various enemies from the Mario series, through the use of his neutral special to both deliver and take damage for him. While none of his minions are particularly powerful by default, and need to be buffed up through his Side Special to even be considered dangerous, the fact that Kamek can summon another one as soon as one is defeated means that opponents will often have to fight through multiple Minions in order to even get a crack at Kamek himself, not helped by his Up Special being highly manueverable and good to get out of situations where opponents may be closing in. Kamek's defining strategy as a fighter could be said to be as annoying as possible, avoiding hits and running away while creating plenty of obstacles on the stage for opponents to eat up damage before he sneaks in and hits them with a powerful attack to send them flying, all the while buffing himself and his minions to keep opponents from getting in a hit.
Where Kamek really shines offensively is in the air. Reflecting the battles Mario and Yoshi alike have with him, Kamek prefers to stay airborne firing off spells and manipulating the arena while his minions do the dirty work on the ground below. Kamek's deadly arsenal of aerials have an insane amount of range and utility that will cause him to stick to the air whenever he deems it apt to go on the offensive. Kamek's up aerial in particular is a move with high utility, as it can change the direction of any projectiles that touch it to straight upwards, allowing combo set-ups that wouldn't be possible otherwise as well as getting Kamek out of sticky situations should opponents' projectiles touch it. The rest of his aerials aid his mobility enormously, with his back-air providing him another horizontal recovery option and his down-air giving him the ability to land while opponents give him space to avoid the block it summons. When Kamek is in the air, he can really make the stage his own, and opponents best be careful to avoid his attacks.
However, as previous mentioned, his atrocious mobility can be a burden, especially when it seems to work against his playstyle. Travelling by foot on the ground is nigh useless for Kamek, meaning that he can often be confined to the air if his opponent has an aggressive offense, limiting his KO capabilities as most of his more powerful moves are confined to the ground. Kamek is extremely reliant on his Up Special to survive which, while manueverable, can become easy to predict if opponents are observant enough. Kamek's Minions also do not take an enormous amount of damage to KO, meaning that he will often have to stop whatever he's doing to summon another one and buff it up, leaving him open for opponents to attack if he isn't careful. 
Kamek is most effective when using his wide variety of tools to keep opponents at bay and leave them guessing as he dominates the stage. Despite being close to helpless in disadvantage state and slow, a smart Kamek player can bombard an opponent with unpredictable, powerful attacks and become an unstoppable force through buffing up his minions and making himself sturdier while making his opponents bigger targets for his imprecise attacks. Kamek is a trickster through and through, and one must learn all the utilitites of his toolkit in order to use him most effectively.
===Moveset===
====Neutral Attacks/Tilts====
*Neutral attack/jab - Kamek swipes two times in front of himself with his scepter up and down, a trail of magic coming from both swipes. If Kamek enters a rapid jab, he will summon one of his polygonal magic blasts, which spins in place to do damage to opponents before bursting to send them away.
*Forward tilt - Kamek jabs forward with the sharp end of his scepter, poking opponents away. This move is not a reference to anything Kamek has done, but is effective nonetheless and catching opponents who make it past his minions and into his space.
*Up tilt - Kamek holds one of his spellbooks above his head before snapping it shut, both drawing opponents in and sending them upwards. This move is a good way for him to start combos. While not an explicit reference to anything Kamek has done, it calls back to his association with books and libraries in the Mario Party series.
*Down tilt - Kamek casts a spell on the ground in front of him, causing a spike to appear on it that can do light damage to opponents, referencing his World 4 boss battle in Yoshi's New Island. This move is on the laggier side of down tilts across the spectrum, but it can catch opponents off-guard and deter approaches if Kamek manages to outsmart his opponent. However, unlike other down-tilts, this move can be reflected back at Kamek and cause the spike to appear under him instead, making it disadvantageous in some matchups.
*Dash attack - Kamek hops onto his broomstick before charging forwards as a dive bomb sound effect plays, sending opponents flying if he manages to ram into them and sending them even farther if they're hit by the tip of the broom. Once the attack is complete, Kamek will hop off the broom and back onto his feet again, but this move has the unique property of being able to be combo'd into his Up Special almost instantly due to both moves requiring use of the broom, an attribute it shares with his neutral air.
====Smash Attacks====
*Forward smash - Kamek charges up before releasing a blast of polygonal magic that flies forward a short distance before disappearing, an attack performed by Magikoopas through the series. While this move hits decently hard, its main utility is in its range and the elemental damage caused by it, as opponents hit by the projectile will suffer either fire damage, electric damage, or ice damage before being sent flying (except when frozen, as opponents will be stuck in place until they break free with zero knockback). While being sent horizontally in front of Kamek by default, he can change the angle his spell is fired at to catch opponents on higher or lower platforms. Though hard to land normally, Kamek can use his Size-Up Sorcery side special to make opponents more susceptible to the fast-moving magic, as a bigger target is far more likely to get hit by it.
*Up smash - Kamek winds up his scepter before summoning a wooden platform from the ground that can either be red, yellow, or blue, which shoots straight up to send opponents flying, referencing one of his battles in Yoshi's New Island (specifically the one from World 2). While powerful and a great anti-air tool due to the distance it travels (being taller than Kamek himself and slightly shorter than Palutena's up smash), its high startup lag means that it is easily telegraphed, causing Kamek to have to use this move in a clever way in order to do anything with it.
*Down smash - Kamek charges up before splitting into three Magikopies, the outer two of which rush outwards on either side to hit any opponents who may be near him on their broomsticks, a reference to an attack Kamek used against Mario, Luigi, and their baby counterparts in Mario & Luigi: Partners in Time. While a highly effective get-off-me tool due to the short startup and relatively high launch distance, the move does less damage than one would expect (reflecting the copies' lack of corporeal form) as well as having highly punishable endlag if it misses, meaning that it is not a move Kamek can just throw out willy-nilly.
====Aerials====
*Neutral aerial - Kamek spins in place on his broomstick, whacking opponents with the tail-end of the broom. While not powerful, this move is another effective get-off-me tool that can be combo'd into his Up Special with relatively little lag, making it a great set-up for safe recovery offstage. While not referencing an attack Kamek has used, it does reference an animation in Paper Mario performed by Kammy Koopa and another Magikoopas where they spin around prior to casting spells.
*Forward aerial - Kamek thrusts his scepter forward, causing a blast of magic to come out that quickly morphs into a Bullet Bill, ramming into any opponents in its path before disappearing. While the Bullet Bill does not go particularly far, it hits hard and comes out fast enough where it can stop opponents in their tracks should they attempt approaches from the air. As the Bullet Bill is a projectile, it can be reflected against Kamek or be affected by the clouds left by his up air, meaning that the Magikoopa must be careful unless he wants it turned against him. This attack references Kamek's Rocket Rampage, the boss battle minigame with the Magikoopa that appears in Mario Party 10.
*Back aerial - Kamek holds a Toady behind himself as their propeller spins to do damage, both dealing multi-hits to opponents and propelling Kamek slightly forwards. This move is hard to actually land, but more than makes up for it in utility as it can used as a horizontal recovery tool should Kamek not have the time to whip out his broomstick.
*Up aerial - Kamek swipes his scepter above his head, leaving a blue cloud with an arrow pointing upwards where he used it as he falls to the ground. While not a powerful move, the cloud will stay floating in the air for 5 seconds after use and be able to change the direction of oncoming projectiles should they hit it, both keeping opponents at bay and allowing Kamek to create weird setups with his own projectiles that can KO opponents off the top of the screen. Once one projectile has passed through the cloud, it will disappear, meaning that Kamek must summon another one if he wishes to capitalize off of its properties. This move references Kamek's World 5 battle in Yoshi's New Island.
*Down aerial - Kamek floats in the air for a moment before summoning a common block and causing it to crash below him, referencing both his ability to summon blocks in the New Super Mario Bros. games and something Kammy Koopa does to destroy the gate out of Goomba Village in the original Paper Mario. While extremely powerful if it does hit and a helpful tool for ensuring Kamek's landings, he will go into pseudo-freefall (a la King K. Rool's up aerial) after using it, meaning that once the block is out, that is all Kamek can use in the air.
====Special Moves====
*Neutral Special - Conjure Minion - Kamek waves his wand to instantly summon one of four different types of minions which appear in the same order, being Shy Guys, Koopa Troopas, Tap Taps, or Ukikis. Kamek can only summon one minion at a time, but his ability to buff his minions means that this is more than enough. Each Minion has a certain amount of HP that they can lose before disappearing, which unfortunately isn't a lot and means Kamek will often be summoning a lot of minions in matches.
**Shy Guys are the weakest of the bunch by default, and act like they do in the Yoshi series, walking along the stage and giving opponents a weak slap when they’re close.
**Koopa Troopas are slightly stronger, charging at opponents in order to ram into them; however, their main trait is being able to take an extra hit by retreating into their shells, which can be kicked around by both Kamek and his opponents.
**Tap Taps, as they are covered in spikes, cannot be defeated by physical attacks and opponents will take damage if they attempt to hit them. However, they can be defeated with either disjoints or projectiles, meaning that they aren’t unstoppable, as well as walking off platforms by default.
**Ukikis are the fastest of the four by default, and although referred to as Ukikis in-game, fit the mold of the “Seedy Sally” enemy more, as they run around the stage hurling Needlenoses at enemies and are very difficult to catch due to their high speed.
*Side Special - Size-Up Sorcery - Kamek sends a blast of his polygonal magic forward which, if no matter if it hits one of his minions or an opponent, causes its target to increase in size to become giant, as if they just consumed a Super Mushroom. If the magic hits one of his minions, they will not only become giant, but will also gain more powerful attacks and doubled HP. However, this move doesn’t simply boost the power of his minions, as it can also cause an opponent to grow in size and make them far more vulnerable to be hit by Kamek’s imprecise but status-effect causing Smash Attacks. 
**Shy Guys not only grow in size, but also take to the air to become Fly Guys, becoming much faster and harder to hit alongside their increased size.
**Koopa Troopas will not only become larger but also heavier, meaning that, while they will retreat into their shells after being hit, it takes a far stronger hit to launch their shells and they can just as easily get back up again and continue attacking opponents.
**Tap Taps, alongside their increase in size, will finally not walk off edges, making their spikes even more deadly.
**Finally, Ukikis bulk up and transform into Uckykongs, who run around the stage firing cannonballs from their cannons at opponents, which hit far harder than their base forms’ Needlenoses.
*Up Special - Bewitched Broomstick - Kamek summons his broomstick and begins to charge up as he holds it in front of himself aiming straight up. Once the button is released, Kamek will jump onto the broomstick and be propelled straight up into the air; the longer the button is charged, the higher Kamek will travel. Once Kamek has blasted off, he can control the direction his broomstick flies in like Diddy Kong can with his rocketbarrels, having almost free movement while in the air. However, unlike Diddy Kong, Kamek can jump off his broomstick in order to go into freefall and allow his broomstick to keep charging forward until it either flies off the stage or hits a wall/opponent. This move is a very effective recovery for Kamek, as well as allowing him to compensate for his slow movement speed to go elsewhere on the stage in a hurry.
*Down Special - Magic Boost - Kamek waves his scepter in a few circles before beginning to glow with rainbow light and being gifted with a random status buff based on the abilities the Magikoopa possess in the Paper Mario series; he can boost his own defense to reduce the knockback strong hits deal to him, electrify his body to deter physical attacks and shock any opponent who tries to hit him with one, turn himself temporarily invisible and give them the means to easily sneak elsewhere, or healing himself about 25% (the only effect to not technically be temporary, although Kamek can easily lose that percentage just as quickly). The temporary effects only last for seven seconds at a time, meaning that Kamek must use them in a primarily defensive fashion to best extend his survivability. However, the Magic Boost can not simply be used on the fly, as it has a considerable amount of startup lag and can easily be punished if opponents get through the onslaught of Kamek’s minions.
*Final Smash - Big Baby Bowser - Kamek jumps on his broomstick and begins cackling before casting a series of spells into the background before summoning Baby Bowser from the final battle of Yoshi’s Island. As the giant Baby Bowser advances from the background, Kamek rapid-fire casts spells on him that increase the power of his fireballs and the debris he makes rain from the sky. Once Baby Bowser reaches the stage, he slams his fists down on the stage to send any opponent hit by them flying before Kamek returns to the stage and rejoins the fight.
====Grab/Throws====
*Grab - Kamek creates a hand with his scepter which grabs opponents before turning invisible as it holds them in place. Kamek whacks opponents with his scepter for a pummel.
*Forward throw - Kamek winds up his scepter like a golf club before whacking opponents away with it, referencing his appearance in Mario Golf: World Tour.
*Back throw - Kamek smirks as he charges up a blast of magic with his scepter before teleporting behind his opponent and firing it straight into their back, sending them flying.
*Up throw - Kamek summons three Toadys to lift the opponent into the air before dropping them on the ground, bouncing them off it and allowing Kamek to follow up with another move should he so desire.
*Down throw - Kamek teleports into the air before appearing above the opponent and firing a blast of magic in their face, bouncing them into the stage. Kamek will appear on the ground right where he grabbed the opponent once the move is done.
====Miscellaneous Animations====
*Side taunt - Kamek takes out a spellbook and begins flicking through it before shutting it.
*Up taunt - Kamek spins in place while cackling, a reference to the common appearance animation of many Magikoopas.
*Down taunt - Kamek squawks loudly at his Minion causing it to jump, startled. The sound effect used in this taunt is identical to the one used for Kamek's dialogue in the original Yoshi's Island.
*Victory pose 1 - Kamek slowly fades into view on screen before firing a blast of magic into the camera, referencing his boss fight in Yoshi's Safari. Whatever Minion Kamek last had out will strike a pose alongside this.
*Victory pose 2 - Kamek cackles loudly as Toadys fly above his head before smirking at the camera. Whatever Minion Kamek last had out will strike a pose alongside this.
*Victory pose 3 - Kamek flicks through a spellbook before slamming it shut and teleporting away with the sound of laughter. Whatever Minion Kamek last had out will strike a pose alongside this.
===Alternate Costumes===
*His default blue robes with white frills and red shoes.
*Red robes with white frills and green shoes, referencing the Red Magikoopas from the Paper Mario series.
*Green robes with white frills and blue shoes, referencing the Green Magikoopas from the Paper Mario series.
*Yellow robes with white frills and black shoes, referencing the Yellow Magikoopas from the Paper Mario series.
*Violet robes with pink frills and brown shoes, referencing Kammy Koopa from the Paper Mario series.
*Dark purple robes with red frills and white shoes, referencing Kamella from Super Mario Galaxy.
*White robes and shoes with a red triangle pattern, referencing Psycho Kamek from Mario & Luigi: Superstar Saga.
*A crafted texture similar to Yoshi's, but with Kamek's original entirely royal blue robes from Yoshi's Island.
==Stage: Baby Bowser's Playroom==
==Classic Mode: The Koopa Wizard==
==Spirits==
==Mii Costumes==
Category:Fan DLC
Category:Super Smash Bros. Ultimate Downloadable Content
Category:Yoshi Characters
Category:Downloadable Content
Category:Super Smash Bros. Ultimate
Category:Yoshi (series)
Category:Fighter's Pass 3VIL