Super Smash Bros. Discord

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Super Smash Bros. Discord (formerly known as Super Smash Bros. for The V²) is the seventh Super Smash Bros. game. After Sakurai returned to the series in the sixth installment, it was decided that the next Super Smash Bros. for The V² console would be directed and developed by Toroko. As such, it picks up slightly from Super Smash Bros. Assemble. It would later be ported to the TimeStrike Falcon console.
Super Smash Bros. Discord is a Super Smash Bros. game that references other fan-made material as well as focusing on customization. Almost all characters now have a alternate outfit or multiple alternate outfits, and custom moves have been heavily retooled so that most characters have completely different moves to choose from as opposed to the variants that mostly dominated Super Smash Bros. for Wii U and Super Smash Bros. for 3DS. Custom moves can also be switched mid-match, allowing for unbelievable mix-ups. Numerous new mechanics add a ton of variety to the game. Additionally, there is a brand new story mode with story telling devices inspired by Kid Icarus Uprising. The roster is more focused in the vein of author appeal similar to Super Smash Bros. Assemble or Ultra Smash Bros. Burst as opposed to a "realistic" roster. 
A sister game called Super Smash Bros. Spectrum is being developed as well on the Super Smash Bros. Fanon wiki that will have an even less realistic roster and features some shared elements such as characters. A third game, Super Smash Bros. Ethereal is supposed to collect all the content from the two games as well as bring in new features and characters itself. Both sister games are currently on hiatus.
==Development==
The game was originally known as Super Smash Bros. for The V² and was announced at the Winter Showcase 2015. At the time, this was more of a concept and not something actually in progress, but it showed the intentions of the roster to expand past not just in Nintendo's canonical past, but also in it's fanon history (as shown by the reveal of Cosmetta). It also showed the reveal of Goku, a 4th party character that would be replacing Popeye.
Super Smash Bros. Discord was revealed on 7/14/16 as more or less a "follow-up" from Super Mario Maker Phi in that it was a sequel to one of Toroko's Exotendo works. The new title was revealed as well. The game would relinquish in development hell for quite a long time, reappearing under the Infinite Content branding on 3/25/18. It is hoped that this new development leads to a more complete product over the course of the year.
The game was completely retooled during this new development cycle. Originally it was more along the lines of a more standard Smash bros. game in that it lacked customs, although they were added during development to help add more information to the characters. They carried onto the second cycle of development, where they were given more emphasis. Characters like Mario were retooled during this period and Dragon Queen was created as a new starting character, a controversial move at the time. 
The game began to find more of a footing when the decision was made to cut back on the starting roster, giving players only 20 characters at the start. A lot more characters were turned into unlockable characters and development began on what would become Smash Run + and X Marks the Spot as a way to unlock them. Additionally, elements like Classic Mode and Smash Fishing were added. More modes and features were added during this development period. Jump Holds and differing final Smashes were added to accommodate for characters like Ganondorf, who received a lengthy overhaul to his moveset, as well as Palutena.
Currently, the focus is now on the overwhelming number of unlockable characters as well as fleshing out the game with more singleplayer content and features.
==Gameplay==
The gameplay of Super Smash Bros. Discord functions much like the past titles in the series. As opposed to lifebars, fighters can build up infinite amounts of damage which will increase their knockback, which leads to knockouts from falling off the stage or getting launched out of bounds. While many rules can be tacked on to change this simple gameplay, that's ultimately the game. Each character has a set of simple attacks, usually known as Smash attacks and Special attacks. Smash attacks are generally basic attacks but Special attacks are usually much more involved and in this game, can be altered and customized between three additional attacks. 
===New Mechanics===
Gameplay Changes
*Better Custom Moves - Custom moves have been retooled for this installment. Every character now has three custom moves for each special move to use, and many of the custom moves are now either more apparent variants or entirely brand new moves.
*Custom Move Switch - You can change your entire moveset midbattle via the trigger buttons now. You can rapidly switch between three different loadouts, but once you decide one, you have a one minute cool-down before you can switch again. It also resets any charges or passive effects you have on your character (Limit Breaks, Game and Watch bucket, cannon charges). This can be disabled before battle.
*Jump Holds - Some characters, such as Ganondorf and Dragon Queen, now possess different jump types when holding the jump button in the air.
*Power Smash - A small meter that appears inside the portrait of a character slowly fills up the more attacks that land. When it is full, the next attack that lands will have double the power. This can be turned off in the options or be customized to have 3x or 4x the power. Additionally, all elements applied to the Power Smash meter (such as the new X-Cancel and Knockback Cancel) can be enabled or disabled.
**X-Cancel - At the cost of some of your Power Smash energy, you can cancel ANY move at any time and execute a different one with the shield button. Some moves take more energy to cancel and can't be cancelled if you don't have enough Power Smash energy.
**Taunt Overhaul - By using taunts, you can fill up the Power Smash meter without attacking or getting hurt, however using taunts usually end up leaving you pretty vulnerable and if you are attacked during a taunt, you will lose Power Smash energy!
**Rage Overhaul - The higher your percentage, the faster the Power Smash meter fills. Characters with lots of rage become more susceptible to grab attacks.
**Knockback Cancel - Using some Power Smash energy, if you press the shield button while in knockback state, you can boost back towards the stage. This has a cooldown of 5 seconds after use, so use it wisely.
**Galeem Shield - By tapping the shield button three times in rapid succession, fighters will be able to use a limited time shield that encircles around them. This drains Power Smash meter, and only covers three quarters of the fighter, allowing attacks to still harm the fighter, but it lasts longer and acts as a passive shield on top of the fighter, not effecting their moves.
*Air Grabs - You can now grab opponents while in air. These are shorter grabs but allow you to deal an attack to the opponent and then launch them in the other direction. You can have a lot of fun just grabbing opponents in air and then launching them higher into the air.
*Air Shields - You can now shield at half power while in the air. When broken, the shield will launch you high into the air.
*Moving Revival Platform - The player can now move the Revival Platform after being KO'd, which leads straight into the next new feature.
*Revival Platform Cancel - By hitting the attack button during the revival period, you can launch straight into a attack at the cost of your temporary invincibility period. By moving the Revival Platform and launching into a new attack, you suddenly have so many new options at the start of your next stock, and your opponent will have to find ways to counter.
*Calming Rage - There is now options you can pull off to calm a character with Rage, such as down-taunting near a character with Rage (a incredibly risky maneuver that pays off for lightweights against heavyweights) or utilizing moves that put the opponent to sleep that calms down Rage for a short time.
*Stale Indicators - The character portrait will slowly grow a sepia color if the player continues to use the same moves over and over, which decrease their power and knockback. The sepia colors will disappear if the player starts to use other moves.
New Rule Selects
*Character Morphing - An option during your battles to switch between characters mid-match, similar to Super Smash Bros. Ultimate's Stage Morph option. You can set it to be completely random or in minute intervals.
*Tiered items - Items now have tiers, with Tier 1 Items showing up at the beginning of the match, with Tier 2 and 3 items showing up later in the match. Tiered Items can be turned off and customized. 
*Omega, Alpha, Zeta, Beta Stages - Omega Stages return, being Final Destination versions for every stage. Joining them are Alpha Stages (Battlefield versions of every stage) and Zeta Stages (No hazards). New to this installment are Beta Stages, which transforms the stage into a walk-off stage. 
*Half and Half Stages - An option in stage selection, you can select two different stages and have them split down the middle, with one stage half on the right and the other stage half on the left. As such, you can create interesting combinations of stages existing in the game.
*Sudden Death Match - This option makes the entire match acts like a prolonged Sudden Death, with bo-ombs raining down from the screen and the blast radiuses shortened. All characters will be 300% damage to start as well.
*Fight Mixes - You can set up playlists for stages, which will play songs after the other after amount of time for longer matches or when a certain condition is met such as after a Final Smash occurs or when both characters only have a single stock.
*Stage Bosses - On Beta Stages, you can now send in any of the bosses from both Classic Mode and Smash Run +/X Marks the Spot to join the battle and fight against them with up to eight players. The bosses get more intense the more players join to fight them!
*Coin Battle + - Coin Battle has gotten a huge overhaul. Every fighter starts with 500 coins, and now Anna (from the Fire Emblem series) will appear in the center of the match. Anna will offer am item for a set amount of coins, with the first player to run to her with the correct amount of coins getting the item immediately equipped to them. This is the only way items show up in this option select and the player can adjust what items appear, or a blanket Tier on what items appear. Additionally, the classic version of Coin Battle is still selectable, now under the title Coin Battle Classic.
*Breaker Battle - Breaker Battle is a new mode for VS. Play that sees the battlefield littered with Targets to be broken, with up to 10 being present at a time before being swapped in with new targets. While the standard targets take on a gray color and award a single point for being broken, special targets appear that take on the color of either a player's port or team color and award three points to whoever breaks them. If your opponent breaks a target with your color, you lose a single point while they get the three points, so don't let them break your targets! Breaking your own targets will create an explosion that deals 10% damage around in a sphere, which grows bigger as the match begins to reach the end. The victor is the one who has the most points at the end of the battle. Inspired by the ill-fated Breakout mode from Devilish Smash Bros..
*Soft Touches - In Team Battles, you can now restore your teammate's health via tapping the taunt button when near them. This works like it does in the Kirby series; if you have excess health from overhealing, you can feed this excess to your partner. You can also level out your health as well. This might drain health from you too, so be careful you turn this on!
*Chakra - Adjust your fighters power and abilities through Chakra in single player modes, being able to fine tune your fighter's strength, speed, and defense through 300 point values. Chakra values allow you to focus on what you find important to your fighter, being the replacement of equipment where you don't have to unlock anything and can just focus on making the most optimal fighter builds for single player modes if you desire.
Misc.
*Custom Music - Load any music from your SD Card (must be a MP3 or WAV file) and play it on any stage! Up to ten custom songs for each stage. 
*Custom Alternate Colors - The player can create their own alternate colors for each character, allowing from up to 3-7 colors that can be altered for each character and their outfits. Each character can have 10 custom colors per costume.
*Custom Victory Screen - The player can select a variety of locations to have the victory screen take place in, as well as add effects like fireworks or a crowd cheering.
*Special Team Names - A minor addition, but most characters have special team names with other characters that the announcer will use during team battles. They only apply to 2v2 matches.
*Menu Customization - The player can customize the menu to change it to six different styles:
**64 - Resembles the menus of the original Super Smash Bros..
**Melee - Resembles the menus of Super Smash Bros. Melee.
**Brawl - Resembles the menus of Super Smash Bros. Brawl.
**Wii U - Resembles the menus of Super Smash Bros. for Wii U.
**Ultimate - Resembles the menus of Super Smash Bros. Ultimate.
**Discord - Resets to default Super Smash Bros. Discord theme.
*Character Select Customization - The player can customize the character select menu how they wish by tapping the options icon on the upper right corner. They can drag the icons around how they like, swapping positions or even rearranging how many characters there are per line. There are pre-select options to sort by fighter number, by series, or by when they were chronologically created by order of release of their first game. Like in Ultimate, you can also put Echoes on their own slot and even set which character appears most prominent in the slot.
*Master Revival - By using a Crazy Orders ticket, Master Hand will revive the player in any challenge mode (Classic Mode, Crazy/Master Orders, Possession Battles) on their current difficulty with buffs, acting as Super Guide feature of sorts. This allows the player to complete challenges on the Challenges board much easier, although a bronze glint will be added to challenges completed using Master Revival.
Unlocking Characters
Unlocking characters has been completely retooled. Unlike Ultimate, which utilized a 10 minute system in addition to Classic Mode routes as well as other varying conditions, Discord utilizes a multiple unlock system as well as allowing tournament organizers to quickly unlock all characters for the first time in the series. 
*Each character has a unique unlock condition that allows you to streamline to them if you want. At the start of the game, you are capable of unlocking any of the 100+ unlockable characters with any of the original 20. These conditions vary from character to character. See "Unlock Conditions" for unlockable fighters.
*Both Story Mode: X Marks the Spot and Spirits Run allow you to unlock a majority of the roster very quickly, with Spirits Run being markedly the fastest of the two.
*Overlapping conditions for each fighter allow you to face up to four challengers at a time if their conditions overlap. This Multi-Challengers Approach allows for you to unlock more than one fighter at a time.
*Tournament organizers can unlock all the fighters at once through Training Mode. This option is hidden away normally and requires a special input- a quarter circle and the smash attack button, to even see the option. 
*All characters can also be bought at the shop at the very start for 10,000 Gold each.
*Challenger's Approach returns from Ultimate but severely retooled. If you lose against a opponent, a door will appear in the Games and More section of the menu and will be open immediately afterwards. The challenger will not approach you again unless you go here. In this menu, you take on all challengers you were not able to beat in an straight-forward stream and the game offers difficulty options against them. 
*After unlocking all characters, the player has the option to start over in Options. This will reset all unlock conditions and reset the roster back to 20 fighters but keep everything else the player has unlocked.
===Returning from Ultimate===
*Final Smash Meter - This option allows you to toggle a Final Smash meter that builds up as you take or give damage. These are weakened Final Smashes with half of the original range and power, but still can turn the tide of battle. Combine this with Power Smash and you can really change the game up.
*Stage Morphing - Improved over Ultimate is Stage Morphing. You can now select up to five stages that randomly change over the course of the match, and you can set a more precise interval of a minute, a minute and a half, two minutes, two minutes and a half, or three minutes.
*Additional UI Elements - Characters like Villager and Little Mac now have extra visual information next to their icon to tell you information of how much their meter has been charged or what item is stored. Additionally, a box shows up when any fighter leaves the camera area, showing where the blast lines.
*Rules, Stage, and Character Select - Like Ultimate, before you begin any match, you start with selecting the rules, stage, and characters in that order. 8-Player Smash has been rolled into the main mode as opposed to being it's own mode.
==Modes==
===Smash===
Smash (also known as VS MODE) is a multiplayer mode that enables players and/or computer players to fight against each other or in a variety of settings. The characters can participate in a variety of battles, including Free-for-alls and team battles. The players can also set the rules for the battle including the amount of time, the amount of stock, the items that can be used, handicaps, and the stage that the battle will take place on. The players can also choose settings for the computer players including computer players' levels. Some of these features, however, have to be unlocked in order for them to be used. 
This is considered the main mode of the game and almost everything in the game is based off this mode. Like in Super Smash Bros. Ultimate, 8-Player smash has been dropped from being it's own mode to being integrated as part of it. In addition to red, blue, yellow, and green indicators for players 1-4, players 5-8 receive new indicators colored orange, cyan, purple, and slate respectively. In Team Battles, an additional team color, the yellow team, can be selected.
===Story Mode: X Marks the Spot===
X Marks the Spot is a extensive side scrolling beat-em-up platformer not unlike the Subspace Emissary. However, the structure of the story and how the player progresses through this mode is altered; it is instead more open to exploration and problem solving. The player is tasked with finding various treasures and using them to open paths to new levels. Each level contains four treasures and finding one will end the level. 
The plot concerns a treasure hunt that sees the Smash characters going against each other to find the legendary "X" treasure; a treasure so elusive and valuable that even pits the best of friends against each other. With various factions and bonds being forged and betrayed, everyone must work with and against each other should they desire the treasure.
More information can be found at Story Mode: X Marks the Spot!
===Smash Run +===
Smash Run + is the new and enhanced version of Smash Run from Super Smash Bros. for 3DS, with several new submodes and maps. More information will be coming soon.
	Quick Run
	This is the basic version of Smash Run from Super Smash Bros. for 3DS, which features an array of enemies spread across five different huge maps. You will have to collect as many stat boosts as you can to power up your fighter within 3/5/10 minutes. Getting KO'd will remove some of the ones you have collected. You will have to find doors that lead into minigames. You can collect trophies and coins in this mode as well. At the end, you will be pitted against a challenge where your boosts will come into play.
	
	Exclusive Rewards
*The Firelord Bowser costume for Bowser is unlocked via winning a game of Quick Run as Bowser.
	Spirit Run
	In Spirit Run, things basically flip on their head. You're not just upgrading your fighter- you're trying to find the trophies of every other fighter on the map. You get to pick 4 out of 20 characters, the entire starting roster, and are to search this giant, mazelike map filled with various doors that lead into other areas or even against fights against other characters or bosses. Simply put, this is the easiest way to unlock every fighter, but good luck combing through everything. You can return to various save doors to save your progress as well as to restock on your fighters.
	
	
	
	Exclusive Rewards
*The Blossom Bowser costume for Bowser is unlocked after using Bowser at least once during one run of the mode.
	Mine Run
	In Mine Run, you're not really against the clock so much as you are against the daily cycle. In this mode, your attacks don't just damage enemies, but are also used to mine ore and rock to build up weapons and items to further your exploration into a randomly generated map. You build up structures and complete objectives to craft portals to challenging fights against other fighters and bosses that in turn, are rewards such as trophies, tickets for Special Orders, alternate costumes for fighters, or even unlockable characters and stages.
	
	Exclusive Rewards
*The Black Quartz Bowser costume for Bowser is unlocked after crafting the portal to fight him in this mode. The portal uses Black Quartz and a P-Crystal.
===Games and More===
 	Classic
 	Complete a total of ten stages, each presenting a new battle, sprinkled in with mini-games such as Break the Targets, Board the Platforms, or Bust up the Car, a new mini-game based off the car-smashing game from Street Fighter II. Classic Mode has adjustable difficulty, which influences the toughness of the opponents and how great your rewards are, as well as how much you must pay to play on that difficulty. Additionally, you can choose multiple pathways (ala Super Smash Bros. for the 3DS) to influence your rewards even further, as well as have your rewards influenced by a slot machine that will reward you for completing the stage on the first try. A brand new option is All-Star Stock, which allows you to pick up to five different characters that you switch between upon death.In Classic Mode, you will typically come across a randomized challenge with a certain formula to it; your opponent may challenge you in a 1-1 battle or a 2-2 team battle. Additionally, you may have to defeat a group of a dozen of the same opponent but with weakened health, or a metal version that is harder to knock away with attacks and can sustain more damage. Just to spice things up this time around, you face off a boss in the 8th stage, although the pathways influence who you'll come across. In the ninth stage, you face off against the Fighting Shadow Team, a distorted and dark team consisting of the shadows of several fighters who lack special moves. At the end of Classic Mode, you'll face off Master Hand, and if you meet certain conditions and have a difficulty level over 4.0, Crazy Hand. If the player is on 6.0 or higher, they'll face off Master Core, which occurs after one of the hands is defeated. On 9.0, Master Fortress will occur when the shadowy clone Master Core creates is defeated. After defeating Master Fortress, the player will unlock the shadowy 10th difficulty, which sees the player face off a mysterious foe that has yet to be revealed.
 	
 	Exclusive Rewards
*The original twelve (Mario, Luigi, Donkey Kong, Yoshi, Pikachu, Jigglypuff, Samus, Captain Falcon, Ness, Fox, and Link) get retro costumes that are based off their Super Smash Bros. 64 look upon completing this mode on any difficulty. This is per individual basis, although with All-Star stock, you can unlock 5 costumes at a time (10 on co-op).
*Polygon Team costumes are unlocked for the original twelve after beating this mode on Difficulty 5.0. This is per individual basis, although with All-Star stock, you can unlock 5 costumes at a time (10 on co-op).
*Battlefield 64 is unlocked after beating this mode on Difficulty 7.0.
*This mode is where the seven star Dragon Ball is hidden and can be unlocked by beating this mode on difficulty 7.7. You can only carry a single seven star Dragon Ball at a time, and once you use it, you must wait a 24 hour period before unlocking it again.
*Master Shadow costumes for every single character on the roster are unlocked after defeating Master Fortress on Difficulty 9.0. This is per individual basis, although with All-Star stock, you can unlock 5 costumes at a time (10 on co-op).
 	All Star Mode
 	All Star Mode returns with a whole new look and way of defeating it. You get a total of three to five stocks, of which can be completely different characters. Thus each of the five stocks can be a different character. When you arrive in All Star Mode, you land inside a pit with two sets of elevators, that lead up and down to portals marked by a period of time in Nintendo history. Entering the door will lead you the fighters from this period that you must then fight. You must close all the portals to finish All Star Mode and have a limited amount of health items. There are 120+ characters you must defeat, so to make things easier you can complete All Star Mode with up to five characters at once. Additionally, you only need to defeat seven of the portals to complete the mode, although you can continue to press on with defeating all of them if you want for even bigger rewards. This mode is unlocked after you unlock all the fighters. More information about the portals and who appears in what time period will be released after all 120 fighters for the base game have been revealed.
 	Home Run Mode
 	Home Run Contest returns as it's own mode, with four new ways to play:
*Home Run Classic - Deal as much damage to the Sandbag as possible and then perform a swing with the baseball bat to launch! The farther you launch him, the better score you get, as well as the better your rewards are. Go for the highest score!
*Home Run Bouncy - The Home Run platform bounces up and down on a spring, with five extra seconds to deal damage to the Sandbag. The bouncy platform will not effect your movement or attacks, but it adds a new layer to when you decide to launch the Sandbag- higher base height will result in even further distances than starting at a lower height, so you want to aim for the apex of the bounce.
*Home Run Crazy - Choose up to three items to summon to help you rack up damage against the Mad Sandbag, which will appear on the platform when you begin. You get less time, so make it count and rack up a crazy score!
*Home Run Master - You get three sandbags, one of which is a Mad Sandbag, and must launch them at a chained Master Hand to deal damage. The more damage you to the sandbag, the more power they'll have against the Master Hand. Succeed and reap wild rewards. Fail and you'll have to fight a unchained, lunatic Master Hand.
 	Last Light Mode
 	Last Light Mode is a unlockable mode that can only be unlocked after completing X Marks the Spot. More details are coming later.
 	Challenges
 	Complete the 100 challenges on the challenge board to win prizes such as trophies and stages. You can complete various objectives throughout all the mods on this board. Additionally, you gain Golden Hammers that can be used to smash off certain objectives early, although you can still complete them later if you wish.
 	Smash Fishing
 	You place your fishing pole in the water and wait until something bites. A variety of fish appear from all walks of lifes, from Magikarps to Sea Bass. Sometimes fish contain something such as a trophy, a Special Orders ticket, or even a rare Dragon Ball...
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Giant Fish	A huge fish! These are really rare outside of their home on Mount Paozu lake! This is worth a fortune! And it might even have something inside...
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1,000 GoldOne Star Dragon Ball (Once a Day)
Giant Fish	
===Online===
===Vault===
==Characters==
Super Smash Bros. Discord starts with a generally smaller roster than most Smash games, with a total of 20 starting characters overall. As of writing, there are a total of 120 characters planned, with 100 of those being unlockable. Each character can be accessed on the table shown below, with the hand on the right side of the screen used to redirect you back to the table for easier access of each character's section. You can click here to return to the top of the page or click here to skip down to the bottom of the article.
There are a current total of 100 (85 if discounting Echoes) characters confirmed for the game. 
Starting Characters 	Starting Characters 	Starting Characters 	Starting Characters 	Starting Characters
Dragon Queen 	Mario 	Peach 	Bowser 	Link
Zelda 	Ganondorf 	Pikachu 	Pokemon Master 	Snivy
Kirby 	Gooey 	Samus 	Zero Suit Samus 	Pit
Palutena 	Robin 	Corrin 	Sora 	Goku
Unlockable Characters	Unlockable Characters	Unlockable Characters	Unlockable Characters	Unlockable Characters
Luigi 	Rosalina & Luma 	Cosmetta 	Pauline 	Geno
Wario 	Mona 	Donkey Kong 	Diddy Kong 	King K. Rool
Yoshi 	The Stork 	Linkle 	Cia 	???
??? 	Mimikyu 	Lillie 	??? 	???
Fox 	Falco 	Peppy 	Slippy 	???
Marx 	??? 	??? 	Jambastion Mages 	Phosphora
??? 	Ridley 	Jenosa Arma 	R.O.B. 	Villager
Ike 	Black Knight 	Fjorm 	Gunnthrá 	Tharja
Orphelia 	??? 	??? 	??? 	???
Shulk 	Alvis 	Tyrea 	Morag 	???
Ninten 	Ness 	Lucas 	Kumatora 	Captain Falcon
MC Adore 	Takamaru 	Shinobu 	Geolyte 	Oleanan
Inkling 	Mach Rider 	Mr. Game and Watch 	Wii Fit Trainer 	Wii Fit U Trainer
??? 	??? 	Dr. Coyle 	??? 	Ring Fit Trainer
??? 	??? 	??? 	??? 	???
Silver Zin 	Bunea 	??? 	??? 	???
Mega Man 	Quint 	Roll 	??? 	???
Sonic 	Shadow 	Infinite 	Bayonetta 	Rosa
Pac-Man 	Ms. Pac-Man 	Kyo Kusanagi 	Mai Shiranui 	???
Dante 	Roxas 	Jade 	Travis Touchdown 	Shinobu Jacobs
Shovel Knight 	Beatrix LeBau 	J.J. Macfield 	Sans 	Undyne
Mii Soul 	Mii Soul 	Mii Soul 	Mii Soul 	Mii Soul
DLC Characters 	DLC Characters 	DLC Characters 	DLC Characters 	DLC Characters
DLC Fighter 1 	DLC Fighter 2 	DLC Fighter 3 	DLC Fighter 4 	Velvet Crowe
Katalina 	 	 	 	
===Starting Characters===
Image + Name 	Info
Dragon Queen 	
Dragon Queen is a new character joining the roster, not hailing from any series and being exclusive to Smash Bros. Hailing from a long lineage of fighters known as Dragon Kings, Dragon Queen is the first woman to take up the title. Dragon Queen is seen as the most rounded character of the cast, replacing Mario in this role. Dragon Queen is portrayed as a ambitious young woman who does not take her responsibilities seriously, usually goofing off. She will have to learn to take her title more seriously during the course of X Marks the Spot. Interestingly, the fire on her wings will change based off what element of attack she is using, which will change if you switch between her custom moves.
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Move 	Description
Entrance 	Dragon Queen enters out from a flaming hoop, spreading her wings as she cracks her knuckles.
Jump/Flutter 	Dragon Queen has the standard two jumps most fighters have, but if you hold the jump button while in the air, she "flutters" with her wings, allowing for a slower descent than usual. This allows her more time to pull off aerial attacks.
Neutral SpecialBurning Knuckle 	Dragon Queen breathes fire on her glove and jabs it forward, landing it in her opponent's stomach, causing them to fly back horizontally. A good keepaway melee attack that deals 7% damage.
*Customs
**Custom 1 - Freezing Knuckle: Dragon Queen breathes ice on her glove and jabs it forward, creating a piercing sword-like attack that will freeze opponents if they are hit with just the tip. Otherwise it does 5% damage.
**Custom 2 - Shocking Knuckle: Dragon Queen breathes thunder on her glove and jabs it forward, shocking the opponent and causing them to flinch but not get knocked back. Deals 9% damage.
**Custom 3 - Tectonic Knuckle: Dragon Queen breathes gaia energy on her glove and jabs it forward, creating shockwaves across the ground that stun opponents before knocking them away. It deals 13% damage but has a longer start up time.
Side SpecialDragon Flame 	Dragon Queen blasts a burst of flame in front of her, releasing it as a giant ball of fire that goes horizontally. She can charge up this burst of flame to deal even more damage. The attack in total does 5%-13% damage depending on it's level of charge.
*Customs
**Custom 1 - Dragon Glacier: Dragon Queen breathes out a giant glacier that slides across the ground before starting to lose friction and then melting away. The attack does the most damage at the start, dealing 13% damage, while dealing 5% at it's farthest possible point. Has a longer start up.
**Custom 2 - Dragon Spark: Dragon Queen breathes out a ball of thunder that zips in a diagonal pattern, doing 8% damage. Has a longer start up.
**Custom 3 - Dragon Crystal: Dragon Queen breathes out green crystal shards embedded with gaia energy, which encase the opponent in dirt for 3% damage, but prevent them from being able to move for a short time.
Up SpecialTail Sweep 	Dragon Queen soars upwards, allowing her extra height to use her jumps while her tail reflects projectiles and does 3% damage on contact with opponents. Acts as both a loose recovery move and a loose counter, although the timing needs to be concise. 
*Customs
**Custom 1 - Tail Rotor: Dragon Queen soars upwards as her tail spins rapidly, blowing opponents and projectiles while not able to do any damage. Has a higher jump height than Tail Sweep.
**Custom 2 - Tail Tornado: Dragon Queen jumps forward and unleashes a tornado with her tail that stays on screen for two seconds before fizzling out. The tornado deals 1% damage for each three frames that the opponent is trapped inside of it in.
**Custom 3 - Tail Whip: Dragon Queen jumps forward and lashes out her tongue like a whip, dealing 8% damage and high knockback.
Down SpecialDragon's Gate 	Dragon Queen charges up a burst of flame and blows it out forwards, able to burn up projectiles and keep foes away from her by dealing 6% damage.
*Customs
**Custom 1 - Dragon's Wall: Dragon Queen breathes out an ice wall that freezes opponents on contact, dealing 8% damage. Has longer start up.
**Custom 2 - Dragon's Aura: Dragon Queen surrounds herself in electricity, making contact with her deal 4% damage. This wears off after 4 seconds.
**Custom 3 - Dragon's Fence: Dragon Queen breathes out giant green green crystal wall that reflects projectiles. The wall shatters after three projectiles hits it.
Final SmashLoyalty to the Scales	Four dragons surround Dragon Queen in a wheel behind her as she unleashes four flaming geysers to the left and right of the stage (which deal 25% damage), able to shoot flaming projectiles (dealing 5% damage) to toss her opponents towards the flames on the left and right of the stages until the timer runs out.
Taunts 	
*Up Taunt - Snickers as she flaps her wings, sitting back in the air.
*Side Taunt - Smashes her fists together as she cracks her neck.
*Down Taunt - Raises both arms in the air before swinging them downwards.
Special Team-Up Names 	
*With Captain Falcon - Dragon Punchers
Alternate Costumes 	Alternate Costumes
DragonQueen_RegalArmor.png|Regal Armor Dragon Queen	
DragonQueen_RegalArmor.png|Regal Armor Dragon Queen
===Unlockable Characters===
Image + Name 	Info
Fjorm 	
Fjorm and her elder sister Gunnthrá were princesses of the Ice Kingdom Nifl, ruling alongside their mother, the queen. Surtr attacked and killed their mother and Fjorm attempted to retaliate against him, although she was knocked unconscious during the attack. Surtr kept her alive and left her where she was. Now back on her feet and ready to avenge her fallen kingdom, she uses the power of ice channeled through her spear Leiptr. Fjorm is a somewhat defensive fighter, given much of her moves usually have some kind of defensive element to it such as cancelling projectiles or soaking up damage. Additionally, she is somewhat of a tank in terms of damage output and movement, being somewhat slower and heavier than the rest of the Fire Emblem characters.
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{|align=center class=sortable cellspacing="1" cellpadding="1" border="1" style="text-align: center; width: 100%; margin: 0 auto; border-collapse: collapse; background-color: black; color: white;"
Move 	Description
Entrance 	Fjorm appears out from a gust of icy wind, swinging around her spear Leiptr.
Neutral SpecialGlacies 	Fjorm sends out a frosty charged attack with Leiptr that knocks the opponent straight back, almost as if Fjorm is firing them away. The attack deals 8% damage and icy particles destroy projectiles in Fjorm's direction. At the last frame of the animation, Leiptr's tip unfolds like a flower.
*Customs
**Custom 1 - Glacier: Fjorm stabs Leiptr forward, creating a large icy projectile with small ranged arc, but deals a freezing effect dealing 18% damage. However, the projectile destroying properties are missing from this move and it's short arc makes it hard to precisely line up a shot.
**Custom 2 - Snow Flower: Fjorm stabs Leiptr into the ground as three snow-white flowers form in front of her, knocking back opponents for 8% damage each. Each knockback will send the foe into the flower behind them. Has a lot of end lag.
**Custom 3 - Glacies +: More or less identical to Glacies except with a long start up and end lag, dealing 12% damage while retaining a projectile destroying effect.
Side Special Ice Mirror	Fjorm unleashes a frosty mirror that surrounds her, soaking up 30% of the damage she takes and then unleashing it in a frosty explosion. A fairly effective damage soak attack with additional uses, although Fjorm is not able to control when the mirror explodes (the mirror is active for 300 frames/5 seconds before exploding).
*Customs
**Custom 1 - Icy Reflection: A ice clone of Fjorm appears to strike forward with her spear, unleashing a jab attack that deals 12% before disappearing. This ice clone of Fjorm can take up to 30% damage for Fjorm as well. Has a bit of a start up.
**Custom 2 - Ice Absorb: A version of Ice Mirror that soaks up all damage in front of Fjorm before breaking when it takes 120%, dealing 20% damage to Fjorm. It can be cleanly cancelled but will require a 120 frame cool down.
**Custom 3 - Mirror Snow: A mirror that flips the direction of the opponent and trapping their feet in ice-packed snow, making them unable to walk or jump (although many attacks are still usable). While it deals no damage, Fjorm can follow this up with another attack.
Up SpecialSpur Lunge 	Fjorm spins up in the air and then lands a blow with Lepitr that deals significant knock back while dealing 11% damage. Has some end lag and is overall not super effective as a recovery.
*Customs
**Custom 1 - Lepitr Lunge: While spinning in the air, Fjorm can freeze airborne opponents for 7% damage. Has longer end lag and deals 9% damage at the end. 
**Custom 2 - Iron Lunge: A heavier version of Spur Lunge that deals 18% damage but has a shorter range and height. 
**Custom 3 - Steel Lunge: A quicker version of Spur Lunge that has more vertical height and speed, but only deals 4% damage.
Down SpecialLeiptr Wind	Fjorm places the spear across herself, with icy particles swirling around her. Unlike many counters, Leiptr Wind is unique in that works on the opponent regardless of range, causing them to freeze (18%). As such, it is a incredibly effective and unique counter that comes at a increasing more precise timing requirement and weakens with frequent use (9% damage being the minimal amount of damage).
*Customs
**Custom 1 - Leiptr Leap: Fjorm stabs Leiptr into the ground as icy particles take her up into the air. Leiptr deals a total of 16% damage and Fjorm does not enter into a helpless state while shot into the air, allowing her to summon back the weapon and follow up with a additional attack or jump before then being rendered into a helpless state.
**Custom 2 - Leiptr Wall: Fjorm circles Lepitr around, creating a shield of icy wind around her that tosses opponents away from her, with giant spear-like spikes prodding out that deal 13% damage on contact. She can still be effected by projectiles in the first half of this attack, but after the spikes appear she will be completely protected. The move can last up to 360 frames.
**Custom 3 - Leiptr Launch: Fjorm creates giant icicles in front of her and then launches them off to deal 5% damage each, which also can weaken charged projectiles.
Final SmashGlacier Beam	Fjorm unleashes a blast of blue light that appears to only deal 15% damage to it's original target before suddenly expanding, coating the entire surrounding area of the stage in spiked ice and dealing 85% additional damage the opponent that was shot at.
Taunts 	
*Up Taunt - Fjorm brandishes Leptir to the camera, with the tip becoming encased in blue smoke. Says "Are you ready?" as she does this. 
*Side Taunt - Fjorm spins Leptir around before suddenly holding it in a combat stance, saying "Leiptr! Lance of Ice!"
*Down Taunt - Fjorm places Leptir in the ground as she crosses her arms, saying "No more blood."
Special Team-Up Names 	
*With Robin - Thunder and Ice
*With Corrin - Water and Ice
*With Tharja - Black Ice
*With Gunnthrá - Nifl Sisters
Alternate Costumes 	Alternate Costumes
HridDiscord.png|Hrid 	
HridDiscord.png|Hrid
Unlock Conditions 	Unlock Conditions
TBA 	TBA
===DLC Characters===
Image + Name	Info
==Stages==
Stages 	Stages 	Stages
Battlefield 	Big Battlefield 	
 	 	
A very basic battlefield. There are three platforms, one on the right, one on the left, and one in the center that floats higher than them all. Perfectly balanced, as all things must be. 	A bigger version of this basic battlefield. An additional three platforms have been added, which gives the stage a grand total of six. 	
Battlefield (Assemble) 	Battlefield (for Wii U/3DS) 	
 	 	
Borrowing the aesthetics of Super Smash Bros. Assemble's Battlefield, this doesn't really do anything except set the stage at night, changing some of the lighting. 	The battlefield from Super Smash Bros. for Wii U and 3DS returns, being identical to how it operated in that game and how these Battlefields work in general. 	
Final Destination (for Wii U/3DS) 	Final Destination (64) 	
 	 	
Final Destination is a flat stage with no platforms and no real gimmicks besides the evolving background. This version is based off the Final Destination seen in Super Smash Bros. for Wii U and 3DS. 	This version of Final Destination is from the original Super Smash Bros. although you may not have realized that stage was never selectable as a stage, but rather you only fought on it to fight Master Hand. 	
Final Destination (Melee) 	Final Destination (Ultimate) 	
 	 	
This version of Final Destination is stylized after the version seen in Super Smash Bros. Melee, adopting it's cybernetic aesthetic. 	This version of Final Destination takes on the aesthetics seen in Super Smash Bros. Ultimate, giving it a rugged appearance, almost as if it's falling apart. 	
Final Destination (Brawl) 	Ultimate Destination 	
 	 	
The version of Final Destination that was seen in Brawl. It is still the same old flat platform hanging in a ever-changing cosmic background, which can alter the lighting depending on what the background becomes. 	A grand collection of platforms that serve as battlefields for fights between all the fighters. It's a scrolling version of large, flat platforms, requiring the fight to quickly move or you'll be blasted away into the blast zones. 	
Mushroom Kingdom U 	Bowser's Castle 	
 	 	
Mushroom Kingdom U is based off the New Super Mario Bros. series, being a traveling stage that takes you from Acorn Plains, Rock-Candy Mines, Meringue Clouds, and finally Slide Lift Tower, each with their own unique layout. Kamek occasionally appears to change the setting and Nabbit appears in the background of the stage. A lot of the hazards have been toned down in this version. 	A new stage that takes place within Bowser's Castle, featuring a wide platform with two docks that occasionally become covered in lava, although the circular and widest platform will always be safe. Features cameos from Lava Bubbles and Dry Bones in the background. The Bowser head in the background will light up when one of the docks is going to be covered in lava. 	
Super Mario Maker 	Rainbow Ride 	
 	 	
Super Mario Maker is a randomized stage that features elements from Super Mario Maker, such as breakable blocks and donut blocks. While the layout of this stage is always randomly generated, it can change between multiple styles in the fight as well as repair itself. 	Rainbow Ride returns from Super Smash Bros. Melee, being a traveling and transforming stage that takes place on a boat, which will crash after 45 seconds, with the platforms being replaced with flying carpets instead. Arrows indicate the danger. 	
Dual Spectrum Planet 	Hyrule Castle 	
 	 	
The Dual Spectrum Planet is a odd stage, taking place on a star-shaped planet. In the center of it, a small tower of sorts stands. The fight generally doesn't get more complicated than that- until a golden DS appears in the center. When the golden DS is touched by any fighter, the screen begins to change and the planet becomes lower poly, with the blast zones altered to become much closer to the action. As such, launching opponents into KOs becomes easier for a short time; about 30 seconds, before everything snaps back to normal. 	Hyrule Castle returns from Super Smash Bros., being a stage with many different kinds of environments and featuring only a single hazard in a form of a tornado that deals 10% and blows it's victims upwards, occasionally disappearing. The small "cave of life" on the right has been closed off, preventing people from entering it, although it can be toggled to be reopened if the player holds down on the attack button while the stage loads. 	
Temple of Souls 	Trial Shrine 	
 	 	
Temple of Souls is a new stage that takes place in Cia's temple of devotion towards
Link, featuring statues of him in the background. The first part of the stage is a walk-off stage that features easy to defeat and launch mooks from the Zelda series, while the second part of the stage is a warping hall way that changes the elevation of the fighters. The final part of this stage takes place in Cia's throne room, which has three floor segments that go up and down, creating pits in the stage. 	Trial Shrine is based off the shrines from Legend of Zelda: Breath of the Wild, featuring a grassy area around a shrine either in the day or night before the stage travels to below to have the fighters fight in one of three different arenas. The first arena features a Guardian in the center that acts as a stage boss, who fires powerful lasers that deal 15% damage. The second arena features a raised platform with a ball that can be kicked to push opponents around. The third arena features a standard platform with the sage in the background.	
Clock Town 	Bell Tower 	
 	 	
Clock Town takes place on three platforms in the center of Clock Town, which stays pretty standard in terms of stages with the NPCs in the background doing their tasks true to The Legend of Zelda: Majora's Mask. After three night cycles, the Moon appears to start coming down on the stage, dealing 15%-30% damage if touched before a far off tune reverses the time back to the start. 	Bell Tower returns from Super Smash Bros. Assemble, being a pretty standard platform stage taking place outside Bell Tower. Occasionally Ho-Oh appears to perch on top of the tower, bringing three flaming meteors that deal 20% damage to the stage that disappear on impact. The stage features both a day and night variation that randomly appears when selected, although the player can influence which one by holding down the attack button until the stage loads. 	
Poké Floats 	Flat Zone Infinity 	
 	 	
Poké Floats is an auto-scrolling stage with highly varied terrain shaped after Pokémon. These giant Pokémon floats (hence the name) which are in a constant cycle and whose movement, while deterministic, keeps getting more complex until the cycle is reset. The floats cross over into the blast boundaries, so players need to keep on their toes and hop onto upcoming Poké Floats. Platforms are shaped after Squirtle, Onix, Psyduck, Chikorita, Weezing, Slowpoke, Porygon, Wooper, Sudowoodo, Snorlax, Venusaur, Seel, Wobbuffet, Unown, Goldeen, Lickitung, Chansey, and Geodude. 	The biggest version of Flat Zone yet. The stage radically shifts between locations inspired by the Game and Watch games Judge, Monkey, Donkey Kong Jr., Plane & Tank, Super Mario Bros., Zelda, Vermin, Octopus, Egg, Ball, Turtle Bridge, and Mickey Mouse. Obstacles may vary between the two stages, although to make things truly different, the stage pans out to show the various Game and Watch games and a arrow pointing to the one fighters need to move forward to, allowing them to move between the screens. 	
Skyworld 	Labyrinth of Deceit 	
 	 	
Skyworld is a stage that sits on a bunch of clouds, which have breakable platforms sitting on top of them. When the platforms break, the clouds can still be stood upon, but you can now fall through them. When a opponent is knocked back enough, they can fly right through the cloud platforms. 	This odd new stage is Pandora's Labyrinth of Deceit, which has a single flat platform going through a tunnel where odd effects can happen randomly to the fighters, such as turning them all into eggplants or tempura, as well as even giving them a lemony scent. Additionally, the platform may be blocked off in areas when it phases through walls, which will knock foes away for damage or have it's gravity be reversed. 	
Eryth Sea 	Cloud Sea 	
 	 	
Eyrth Sea is a great sea located on the Bionis' neck protrusions in Xenoblade Chronicles. The stage features three main platforms, which contain transporters to each other. The stage is very huge but features no hazards. There is a day and night cycle in this stage, with the night variant having beautiful stars and the platforms and cliffs are lit blue by the water underneath. It's really quite a spectacle. 	Riding on the back of Azurda, this stage features a single platform that is flat on the sides but features two sloped surfaces towards the ends- Azurda's neck and the crane. The crane is influenced by weight and will drop and lower depending on how many people are standing on it, as well as their weight. You can occasionally see Argentum or other Titans from Xenoblade 2 in the background of this stage pass by, but the stage lacks hazards aside from the lowering and raising crane which will become stationary on no hazards mode. 	
Pac-Maze 	Pac-Maze 256 	
 	 	
The stage depicts the traditional Pac-Man maze as a set of platforms. Blinky, Pinky, Inky, and Clyde appear and move around the stage in their 8-bit forms, and cause damage to whoever they come into contact with. As such, players can toss opponents into the ghosts to perform combos. The player can also collect pellets and fruit to increase their score- if they get 100 points, a power pellet that blinks between white and the player's color appears and allows the player to touch it for invincibility. 
A player's Power Pellet can be destroyed by opponents' attacks, preventing them from obtaining it. Destroying another player's Power Pellet grants 20 points. When a player collects a Power Pellet they start flashing and gains a temporary x1.7 boost to their attack power. The ghosts on the screen of a player under the effect of a Power Pellet become blue and vulnerable. In online play, this only appears for the player under effect of the power pellet, but in local play this effect is given an outline to the ghosts of the player's color. 
On No Hazards, the pellets can still be collected but will no longer net anything for it. The ghosts will also not appear.	A scrolling stage where the left edge of the stage are consistently covered with a glitching mess, requiring players to keep going right and collecting power pellets. If players collect 256, they turn golden. Getting knocked into the 256 glitch will deal 2.56% damage on loop until the character breaks out- if they have 256% damage, they die instantly upon contact. 
Ghosts appear on this stage as enemies and can be taken out with attacks. They deal 10% damage on contact. The stage has no clear end to it and the platforms are created out of chunks that are placed in random order. The stage has no way to launch opponents straight up, being a walkoff stage. 
On no hazards, the stage sticks to a randomly generated combination of platforms and is a walkoff on both sides, with the glitching effects only appearing on the top and and bottom of the screen as a effect- the player cannot use this glitching effect at all so it never impacts the fight.	
Geolyte 	Oleana 	
 	 	
Taking place on a Geolyte beach, Geolyte is a fairly basic stage that features two sandy platforms in the ground that are surrounded by water. The stage shifts between the four seasons of Geolyte, with winter freezing the water to make it become ice and during spring, the cliffs blossom with pink flowers, which almost constantly fall down to the beaches below, which adds some windboxes to the stage that push fighters down. On the no hazards setting for this stage, seasons do not occur, being stuck in one season at the beginning of the battle and windboxes do not appear.	Oleana is a stage that takes place underwater, making everyone heavier as a result and making airborne attacks much floatier. This stage takes place on a single large platform, which has a drop at the left and right of the stage. You fall much faster on this stage but launching is less powerful, so keep this in mind if you use this stage! On no hazards, the stage's gravity is uneffected. 	
==Music==
Like Super Smash Bros. Ultimate, music is grouped by series and can be played by any stage with that series symbol attached to it. There are currently 187 music tracks in the game.
 	Mario Series 	Mario Series
Rainbow Cruise (Melee) 	Super Smash Bros. Melee (2001) 	
Space Junk Road 	Super Mario Galaxy (2007) 	
Gusty Garden Galaxy 	Super Mario Galaxy (2007) 	
Bowser Jr.'s Fiery Flotilla 	Super Mario Galaxy 2 (2010) 	
Sky Station Galaxy 1 	Super Mario Galaxy 2 (2010) 	
Beep Block Skyway 	Super Mario 3D World (2013) 	
Champion's Road 	Super Mario 3D World (2013) 	
Motley Bossblob 	Super Mario 3D World (2013) 	
Mount Must Dash 	Super Mario 3D World (2013) 	
Hang-On Hall 	Super Mario 3D World (2013) 	
The Bullet Bill Express 	Super Mario 3D World (2013) 	
The Great Tower Showdown 2 	Super Mario 3D World (2013) 	
Bowser's Castle: Main Courtyard 	Super Mario Odyssey (2017) 	
RoboBrood Battle Medley 	Super Mario Odyssey (2017) 	
Honeylune Ridge: Caves 	Super Mario Odyssey (2017) 	
Break Free (Lead The Way) 	Super Mario Odyssey (2017) 	
Rainbow Cruise (Orchestra) 	Super Smash Bros. Discord (2019) 	
 	Metroid Series 	Metroid Series
Brinstar - Plant Overgrowth Area 	Super Metroid (1994) 	
Phendrana Drifts 	Metroid Prime (2002) 	
Tallon Overworld Depths 	Metroid Prime (2002) 	
Chozo Ruins 	Metroid Prime (2002) 	
Quadraxis Boss Theme 	Metroid Prime 2: Echoes (2004) 	
Evacuate & Final Dark Samus Boss Theme 	Metroid Prime 2: Echoes (2004) 	
Main Theme (Metroid) 	Super Smash Bros. Brawl (2008) 	
Opening / Menu (Metroid Prime) 	Super Smash Bros. Brawl (2008) 	
Vs. Ridley 	Super Smash Bros. Brawl (2008) 	
Vs. Meta Ridley 	Super Smash Bros. Brawl (2008) 	
Title (Metroid) 	Super Smash Bros. for Wii U (2014) 	
Brinstar Depth (Metroid) 	Super Smash Bros. for Wii U (2014) 	
Chozo Laboratory 	Metroid: Samus Returns (2017) 	
Lower Brinstar 	Metroid: Samus Returns (2017) 	
Diggernaut Theme 	Metroid: Samus Returns (2017) 	
Dark Samus Theme (Rearranged) 	Super Smash Bros. Discord (2019) 	
 	Kirby Series 	Kirby Series
Robobot Kirby 	Kirby: Planet Robobot (2016) 	
Last Fight(First Phase - Mind in a PROGRAM) 	Kirby: Planet Robobot (2016) 	
Last Fight(Second Phase - Virtual Space Manipulator) 	Kirby: Planet Robobot (2016) 	
Last Fight - Super Nova(vs. Star Dream Soul OS) 	Kirby: Planet Robobot (2016) 	
One Last Shot 	Kirby: Planet Robobot (2016) 	
Song of Supplication(Vs. Francisca - Flamberge) 	Kirby Star Allies (2018) 	
Song of Supplication Ver. 2(Vs. Zan Partizanne) 	Kirby Star Allies (2018) 	
Far Flung Starlight Heroes 	Kirby Star Allies (2018) 	
 	Kid Icarus Series 	Kid Icarus Series
Into the Labyrinth 	Kid Icarus Uprising (2012) 	
Battle Against A Dark Goddess 	Kid Icarus Uprising (2012) 	
Dark Pit's Theme 	Kid Icarus Uprising (2012) 	
At the Sanctum 	Kid Icarus Uprising (2012) 	
Mysterious Invaders 	Kid Icarus Uprising (2012) 	
Aurum Island 	Kid Icarus Uprising (2012) 	
In the Aurum Hive 	Kid Icarus Uprising (2012) 	
Dog's Theme 	Kid Icarus Uprising (2012) 	
Ring of Chaos 	Kid Icarus Uprising (2012) 	
Lightning Chariot Base 	Kid Icarus Uprising (2012) 	
Palutena's Temple 	Kid Icarus Uprising (2012) 	
The War's End 	Kid Icarus Uprising (2012) 	
 	Fire Emblem Series 	Fire Emblem Series
Dark Wastes 	Fire Emblem Fates: Conquest (2015) 	
You of the Dark 	Fire Emblem Fates: Conquest (2015) 	
Justice RIP 	Fire Emblem Fates: Birthright (2015) 	
You of the Light 	Fire Emblem Fates: Birthright (2015) 	
Woleb Tsap (Flow) 	Fire Emblem Fates: Relevation (2015) 	
Lost in the Waves 	Fire Emblem Fates (2015) 	
New Power 	Fire Emblem Fates (2015) 	
Temporal Dreams 	Fire Emblem Fates (2015) 	
Watery Music Box 	Fire Emblem Fates (2015) 	
 	Game and Watch Series 	Game and Watch Series
Flat Zone Infinity 	Super Smash Bros. Discord (2019) 	
Flat Zone 2 	Super Smash Bros. Brawl (2008) 	
Flat Zone 1 	Super Smash Bros. Melee (2001) 	
Fire 	Game & Watch Collection 4 (2002) 	
Mario Bros (Malfunction) 	Game & Watch Collection 4 (2002) 	
Octopus 	Game & Watch Collection 4 (2002) 	
Boxing 	Game & Watch Collection 4 (2002) 	
 	Xenoblade Series 	Xenoblade Series
Black Tar 	Xenoblade Chronicles X (2015) 	
 	Meteos Series 	Meteos Series
Bravo 	Meteos (2005) 	
Wild West Cowboy 	Meteos (2005) 	
Destiny 	Meteos (2005) 	
How Many Planets? 	Meteos (2005) 	
The Path You Travel 	Meteos (2005) 	
Famicomic 	Meteos (2005) 	
Shinin' 	Meteos (2005) 	
Transpace 	Meteos (2005) 	
Haunted Horrors 	Meteos (2005) 	
Starii 	Meteos Wars (2008) 	
Bavoom 	Meteos Wars (2008) 	
Thrinova 	Meteos Wars (2008) 	
Yooj 	Meteos Wars (2008) 	
Luna=Luna 	Meteos Wars (2008) 	
Forte 	Meteos Wars (2008) 	
Oleana 	Meteos Wars (2008) 	
Meteo 	Meteos Wars (2008) 	
End Of The Universe REMIX 	Super Smash Bros. Discord (2019) 	
 	Dragon Ball Series 	Dragon Ball Series
Ginyu Force Theme 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Krillin Powers Up 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Super Namek 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Vegeta's Super Saiyan Theme 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Perfect Cell Theme 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Pikkon Theme 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Super Saiyan 3 Theme 	Dragon Ball Z (1999 - 2003) Falconer Score 	
Goku's Theme 	Dragon Ball Fighterz (2018) 	
Vegeta's Theme 	Dragon Ball Fighterz (2018) 	
West City 	Dragon Ball Fighterz (2018) 	
Android 21's Theme 	Dragon Ball Fighterz (2018) 	
 	Street Fighter Series 	Street Fighter Series
Chun Li Stage 	Street Fighter II: The World Warrior (1991) 	
Ryu Stage (Super) 	Super Street Fighter II Turbo (1994) 	
Third Strike 	Street Fighter III: 3rd Strike (1999) 	
Let's Get It On 	Street Fighter III: 3rd Strike (1999) 	
The Theme of Q 	Street Fighter III: 3rd Strike (1999) 	
Knock You Out 	Street Fighter III: 3rd Strike (1999) 	
Kobu 	Street Fighter III: 3rd Strike (1999) 	
This Is True Love Makin' 	Capcom vs. SNK 2: Mark of the Millennium 2001 (2001)	
Stimulation 	Capcom vs. SNK 2: Mark of the Millennium 2001 (2001)	
Theme of Cammy (IV) 	Super Street Fighter IV (2010) 	
Theme of C. Viper 	Super Street Fighter IV (2010) 	
Store Screen 	Street Fighter X Tekken (2012) 	
TK Rival Battle Theme 2 	Street Fighter X Tekken (2012) 	
Training Stage 	Street Fighter X Tekken (2012) 	
Theme of Cammy (V) 	Street Fighter V (2016) 	
Main Theme (Arcade Edition) 	Street Fighter V: Arcade Edition (2018) 	
 	Devil May Cry Series 	Devil May Cry Series
Lock & Load 	Devil May Cry (2001) 	
Public Enemy (Regular Battle 1) 	Devil May Cry (2001) 	
Psycho Siren (Middle Boss Battle) 	Devil May Cry (2001) 	
Ultra Violet - Nelo Angelo Battle 	Devil May Cry (2001) 	
Legendary Battle(Devil Emperor Mundus Battle 1 In the Sky)	Devil May Cry (2001) 	
Dante & Trish - Seeds of Love (Staff Roll) 	Devil May Cry (2001) 	
Battle-1 (Battle Music 1) 	Devil May Cry 3 (2005) 	
Agni & Rudra Battle 	Devil May Cry 3 (2005) 	
Jester Battle 	Devil May Cry 3 (2005) 	
Vergil Battle 1 	Devil May Cry 3 (2005) 	
 	King of Fighters Series 	King of Fighters Series
Slasher Zero 	The King of Fighters 2000 (2000) 	
CRYSTAL 	The King of Fighters 2000 (2000) 	
The Lord God 	Capcom vs. SNK 2: Mark of the Millennium 2001 (2001)	
NESTS - Ruler of the Dark 	The King of Fighters 2001 (2001) 	
Zero 	The King of Fighters 2001 (2001) 	
KD-0079+ 	The King of Fighters 2002 Unlimited Match (2009) 	
Dark Gravitation 	The King of Fighters 2002 Unlimited Match (2009) 	
Ж "Nameless Theme" 	The King of Fighters 2002 Unlimited Match (2009) 	
Diabolosis 	The King of Fighters XIII (2010) 	
Member Select 2 Theme 	The King of Fighters XIV (2016) 	
Yappari ESAKA (Japan Team Theme) 	The King of Fighters XIV (2016) 	
Saxophone Under The Moon (Yagami Team Theme) 	The King of Fighters XIV (2016) 	
Independence From An Aggregate (Verse Theme) 	The King of Fighters XIV (2016) 	
Flame Dragon God (Mai Theme) 	SNK Heroines: Tag Team Frenzy (2018) 	
 	Sonic Series 	Sonic Series
Ice Cap Zone, Act 1 	Sonic the Hedgehog 3 (1994) 	
Aquarium Park 1 	Sonic Colors (2010) 	
Planet Wisp 	Sonic Colors (2010) 	
Green Hill Zone, Act 1 	Sonic Mania (2017) 	
Press Garden Zone, Act 1 (Tabloid Jargon) 	Sonic Mania (2017) 	
Press Garden Zone, Act 2 (Blossom Haze) 	Sonic Mania (2017) 	
Stardust Speedway Zone, Act 1 	Sonic Mania (2017) 	
Stardust Speedway Zone, Act 2 	Sonic Mania (2017) 	
Hydrocity Zone, Act 2 	Sonic Mania (2017) 	
Hard-Boiled Heavies Boss Theme (Hi-Spec Robo Go!) 	Sonic Mania (2017) 	
Titanic Monarch Zone, Act 1 (Built to Rule) 	Sonic Mania (2017) 	
Titanic Monarch Zone, Act 2 (Steel Cortex) 	Sonic Mania (2017) 	
Battle with Infinite - Second Bout 	Sonic Forces (2017) 	
Battle with Death Queen (Battle with Zavok Remix) 	Sonic Forces (2017) 	
Nowhere to Run (Prison Hall) 	Sonic Forces (2017) 	
Virtual Enemies (Capital City) 	Sonic Forces (2017) 	
Battle with Metal Sonic (US Ver. Remix) 	Sonic Forces (2017) 	
Fist Bump (Instrumental) 	Sonic Forces (2017) 	
 	Undertale Series 	Undertale Series
Megalovania 	Undertale (2015) 	
Battle Against a True Hero 	Undertale (2015) 	
Enemy Approaching 	Undertale (2015) 	
Bonetrousle 	Undertale (2015) 	
Metal Crusher 	Undertale (2015) 	
Another Medium 	Undertale (2015) 	
Spider Dance 	Undertale (2015) 	
Death by Glamour 	Undertale (2015) 	
CORE 	Undertale (2015) 	
Your Best Nightmare 	Undertale (2015) 	
Finale 	Undertale (2015) 	
Hopes and Dreams 	Undertale (2015) 	
NGAHHH!! 	Undertale (2015) 	
Thundersnail 	Undertale (2015) 	
ANOTHER HIM 	Deltarune: Chapter 1 (2018) 	
Rude Buster 	Deltarune: Chapter 1 (2018) 	
Scarlet Forest 	Deltarune: Chapter 1 (2018) 	
Vs. Susie 	Deltarune: Chapter 1 (2018) 	
THE WORLD REVOLVING 	Deltarune: Chapter 1 (2018) 	
Rude Buster (REMIX) 	Super Smash Bros. Discord (2019) 	
 	Miscellaneous Series 	Miscellaneous Series
Long Tall Eyelash 	LSD Dream Emulator (1998) 	
TV River 	LSD Dream Emulator (1998) 	
Fax Factory 	LSD Dream Emulator (1998) 	
Tunnel Scene (X) 	Super Smash Bros. Brawl (2008) 	
Tunnel Scene (X-Scape) 	X-Scape (2010) 	
Title Theme (NES Remix 2) 	NES Remix 2 (2014) 	
The Mysterious Murasame Castle Medley 	Super Smash Bros. for Wii U (2014) 	
 	Super Smash Bros. Series 	Super Smash Bros. Series
Final Destination 	Super Smash Bros. Brawl (2008) 	
Boss Battle 1 	Super Smash Bros. Brawl (2008) 	
Boss Battle 2 (Tabuu) 	Super Smash Bros. Brawl (2008) 	
Trophy Rush 	Super Smash Bros. for 3DS / Wii U (2014) 	
Final Destination Ver. 2 	Super Smash Bros. for 3DS / Wii U (2014) 	
Master Hand + Master Core 	Super Smash Bros. for 3DS / Wii U (2014) 	
Main Menu 	Super Smash Bros. Ultimate (2018) 	
Lifelight 	Super Smash Bros. Ultimate (2018) 	
==Collectibles==
Image + Name	Info
Gold 	Gold is the main collectible of the game, and you'll earn it for every single mode and fight you complete in the game. Gold can be used to buy trophies, get admitted into certain modes, or even be used to complete Challenges just by having a certain amount of gold on you. The cap for Gold in this game is 9,999,999,999,999.
Crazy Order Pass	Crazy Order passes are unlocked semi-rarely from all of the modes, even from just random fights. They can't be collected during battle, which makes them somewhat elusive and hard to get on purpose. They appear the most in Smash Run +, Classic Mode, All Star Mode, and in Master Orders. They can be used to enter Crazy Orders without paying the hefty 5000 gold fee.
Dragon Balls	The Dragon Balls are unique in that they are scattered across all the modes and only one of each star count can be obtained at a time. They are used for the Summon Shenron mode. After being used, the player must wait a real-time 24 hour period before being able to collect them again.
*One Star Dragon Ball - Found in the jaw of the Giant Fish in Smash Fishing.
*Two Star Dragon Ball - ???
*Three Star Dragon Ball - ???
*Four Star Dragon Ball - ???
*Five Star Dragon Ball - ???
*Six Star Dragon Ball - ???
*Seven Star Dragon Ball - Found after completing Classic Mode on Difficulty 7.7.
==Enemies==
Enemies 	Enemies 	Enemies 	Enemies
 	 	 	
Goomba
Super Mario 	Koopa Troopa
Super Mario 	Bullet Bill
Super Mario 	Ninji
Super Mario
Basic troop from Bowser's army. Can be stomped on to defeat instantly. 	Basic troop from Bowser's army. Can be stomped to turn into a shell item to throw. 	Shot out of cannons, do damage on contact. Can be attacked, but they barely get knocked back. Don't have a lot of health. 	Ninjis jump up and down, only damaging the player on the way down. They can be grabbed and tossed to do damage to other enemies.
 	 	 	
Burrbo
Super Mario Odyssey 	Ruined Burrbo
Super Mario Odyssey 	Stairface Ogre
Super Mario Odyssey 	Gushen
Super Mario Odyssey
Burrbos endlessly multiply, however can be defeated in a single attack. They leap forward to move and deal damage on contact. 	Ruined Burrbo are summoned out of Subspace Portals, being a slightly more powerful version of Burrbos that apply the Wither effect, which quickly drains health at 1% per 20 frames for 5 seconds. 	A powerful minion of Bowser that raise and lower a stair step as a melee attack. On the top of their head, they can be stomped when their button is exposed, or destroyed via a projectile attack to the glowing crack on their forehead, being completely invincible otherwise.	Gushens propel themselves using water and are able to quickly move and attack via their water propelling. Their water bubble acts as a shield that can be broken down via attacks.
 	 	 	
Ziggy
Mario x Rabbids: Kingdom Battle 	Valkyrie
Mario x Rabbids: Kingdom Battle 	Balloon Enemy
Balloon Fight 	Sneaky Spirit
Rhythm Heaven
A Rabbid troop that fires when their target is moving, attacking with weak projectile attacks. Generally weak on health. 	A Rabbid troop that can shoot shield destroying projectiles as well as attack via powerful ground pounds if they're near a buddy that can launch them into the air. 	A flying enemy that deals damage via contact. Popping their balloons via attacks will defeat them, causing them to careen to the ground with limited health. After a bit, if they are not defeated, they take flight again. 	A spirit that pops in and out of the ground quickly. They hold valuable upgrades, so destroying them is worth it if you can pull it off!
 	 	 	
White Ninja
Rhythm Heaven 	Bad Guy
Rhythm Heaven 	Risen Chief
Fire Emblem Awakening 	Risen Revenant
Fire Emblem Awakening
White Ninjas fight via their bows, which they fire in rhythm to the music when they appear. These arrows can be parried to the beat, which will make them drop bonuses. 	Bad Guys are characters who attack via their slingshots, which they shoot bullets out of. They deal a lot of damage, but their attacks can be parried in rhythm, which will make them bonuses. 	A powerful Risen that can summon Risen Revenants to their side. They deal damage with powerful claw attacks and are weak to projectiles. 	Risen Revenants are typically weak enemies that have a hard time landing attacks and generally have low health. However, they are powerful in numbers and can overwhelm even the most seasoned Smash runner if they get the chance.
 	 	 	
Witch
Fire Emblem Echoes: Shadows of Valencia 	Guardian
Fire Emblem Awakening 	Outlaw
Fire Emblem: Fates 	Wight
Fire Emblem: Gaiden
Witches can teleport through the stage and blast black magic attacks, as well as sap health using Nosferatu. Their warps are cancelled when they are hit, making their warp animations fairly punishable. 	Guardians are powerful, deceptively slow powerhouses that dash forward when attacking, making them actually somewhat speedy enemies when locked into combat. 	Outlaws are skillful knife users, but they won't attack unless they spot the player. Otherwise, they will gun fro treasure chests and steal the contents within, dropping what they stole when defeated. 	Wights are powerful but slow skeletons that utilize giant, swinging club attacks. They are weak to similar long ranged melee attacks.
 	 	 	
Mogall
Fire Emblem: Gaiden 	Deathgoyle
Fire Emblem: Gaiden 	The Faceless
Fire Emblem: Fates 	Armank
The Subspace Emissary
Mogalls are flying eye creatures that attempt to ram into the player, and generally can avoid most projectile attacks. They can also multiply every 10 seconds. 	Deathgoyles are advanced gargoyles that use a scythe to attack, floating in the air via their wings. They are susceptible most to powerful ranged attacks. 	The Faceless employ their fists to clobber their foes. Although slow, they can do a lot of damage if the player doesn't get out of their attacks fast enough. They can be hit from afar, although powerful melee attacks will take care of them faster. 	Armanks are powerfully defended inside their tank and use a claw to attack in biting motions. Occasionally the driver pokes their head out- now's your chance to do some damage!
 	 	 	
Primid
The Subspace Emissary 	Feyesh
The Subspace Emissary 	Floow
The Subspace Emissary 	Puppit
The Subspace Emissary
Primids are basic fighters who attack using their hands and feet like a normal fighter. They are fairly weak, but can present a real fight in groups. 	Feyesh swim in the air and sting players with their electrical tentacles. They can be defeated with both melee and projectile attacks. 	Floows float over to the player and unleash a powerful multi hit scream attack that has serious knockback. They won't fight if damaged. 	Puppits are controlled by thin strings, floating over to the player to attack with their powerful claws which can launch them far.
 	 	 	
Monoeye
Kid Icarus Uprising 	Specknose
Kid Icarus Uprising 	Mik
Kid Icarus Uprising 	CenturionStrong Arm
Kid Icarus Uprising
Monoeyes are simple floating enemies that fire off red projectiles for 6% damage, but can be easily dodged or guarded against. They are also very are weak. 	Specknoses have two kinds of attacks depending if they're afar or up close to the player. Afar, they create bombs from their nostrils that bounce around and deal 10% damage. Close range, they can sneeze at foes for 8% damage. 	Mik fires blue projectiles that deal 5% damage. Like Monoeyes, they float around, but are susceptible to all forms of attack. Additionally, they can use their tongue to whip opponents for 8% damage. 	Centurion Strong Arms attack powerfully, dealing 13% damage with their punches, but are generally weak compared to other heavier enemies. Additionally, they cannot move around very much.
 	 	 	
Centurion
Kid Icarus Uprising 	Centurion Knight
Kid Icarus Uprising 	Tribyte
Kid Icarus Uprising 	Aurum Monoeye
Kid Icarus Uprising
Centurions, like the Monoeyes before them, are flying enemies that are very weak and fire projectiles. They fire arrows, which have the capability to flinch the things they attack and deal 8% damage. 	Centurion Knights are upgraded versions of Centurions, which fly around with a staff and shield. They can attack via the staff to deal 9% damage, 11% damage if sweetspotted. They also block attacks via their shields, although these shields break if they are dealt a lot of damage.	Tribytes are Aurum soldiers that fly around and are weak like the Monoeye, firing red projectiles that deal 7% damage. They additionally can cover themselves to take half of the original damage. 	Aurum Monoeyes are pretty much the Aurum clone of the Monoeye, but are more protected and take 0.5x the original damage intended and their shots, which deal 8% damage, can also paralyze players with higher damage percentages.
 	 	 	
Marionette
Devil May Cry 	Shadow Lion
Devil May Cry 	Damned Pawns
Devil May Cry 3 	Blitz
Devil May Cry 4
A demonic marionette floating on strings, attacking with sharp weapons. They can float off the ground, but are easy to take care of. 	A shadowy lion that transforms into a shadow, speeding across the ground before jumping out jagged. Their cores become exposed and make them vulnerable to hit when they attack. 	Damned Pawns are only able to move one space at a time, but do so while swiftly uncrossing its swords to the spaces immediately diagonal to it as an attack. They aren't hard to defeat but they have more health than the usual weak enemy. 	A demon that is infused with electricity and can zip around as energy. It needs to be shot at with projectiles to defuse it's electricity, and then hit with melee attacks to deal double damage to it.
 	 	 	
Goodybag
Dragon Quest series 	Killing Machine
Dragon Quest series 	Hair Shrieker
The Missing: J.J. Macfield and the Island of Memories 	King Round
Delta Rune
An enemy that mimics a bag full of valuables. It has a high speed and a high health stat, releasing big stat drops every time it's hit but is able to cast spells that daze the player or remove their ability to do special moves for a short time.	A military machine that is a real threat, having powerful armor and is able to attack via arrows from a distance, as well as using a sword up close. It is slow moving compared to other foes but it drops a lot of valuable stat upgrades upon defeat. 	A giant, invincible enemy that requires being out of it's line of sight before it disappears via jumping to a unseen part of the screen. It carries a giant jack knife that it uses to butcher those who see it. 	A giant crowned chess piece that prances around to attack. It is not defeated via force, but rather by managing to knock it's crown off. When it's crown is knocked off, it reverts to being a small C. Round and rolling away.
==Bosses==
===Classic Mode===
Image + Name 	Info
Master Hand 	Master Hand is the original boss of Classic Mode, and he along with seven other variations appear in Super Smash Bros. Discord's Classic Mode. He is more straightforward than the other elemental hands and features a variety of more normal, collected moves.
Crazy Hand 	Crazy Hand first appeared alongside Master Hand in Melee's Classic Mode, and he along with seven other variations appear in Super Smash Bros. Discord's Classic Mode. He has crazed animations and attacks as well as dark-based attacks.
Fire Hand 	Fire Hand is one of the eight random variations of Master Hand that appear in Classic Mode. Being made of the element of fire, all it's moves are focused around it. It can majorly damage foes not through sheer damaging attacks alone, but also by setting them on fire, dealing 1% damage per 20 frames. When defeated, it explodes in a burst of flame as it laughs.
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Attacks 	Description
Flame Thrower 	Fire Hand opens his palm, releasing a jet of flame that deals 8-12% damage, slowly decreasing in power of a period of 16 frames.
Burn Geyser 	Fire Hand closes his hand, making a fist as he punches the ground, dealing 7-10% on the punch as a geyser of flame rises, dealing 12% damage and inflicting the flame status on contact. Fire Hand does this a total of three times before going into his next attack.
Coal Ball 	Fire Hand opens his hand before flicking a ball of coal that is lit on fire, dealing 8% damage on hit. It bounces a total of 4 times before breaking apart.
Flaming Destination	Fire Hand walks across Final Destination on two fingers, setting the ground briefly on fire as it does, which deals 7% damage on contact.
Melter Press 	Fire Hand opens up his hand and then slams it open palm onto his target, dealing 20% damage as he squishes them with his flaming mass.
Spark Snap 	Fire Hand snaps his fingers and points at his target, a burning line appearing from him that sets his target aflame, inflicting them with the flame status.
Incinerator Palm 	Fire Hand appears over the stage, mimicking a prize claw before going down to try and grab his opponent. If successful, he holds them tightly with his fingers as a geyser of flame springs out from his hand, dealing 22% damage.
Flame Fan 	Fire Hand fans the air, causing projectiles to go back and turn into burning embers, which will inflict the player with a burning status.
Flaming Punch 	Fire Hand forms a fist and then zooms over to the opposite side of the stage, punching the player for 15% damage if they're in his path.
Fireball Blitz 	Fire Hand produces a large orange fireball and squeezes it, causing it to break into fragments that scatter across the stage. Deals 11% damage.
===X Marks the Spot/Smash Run+===
Image + Name	Info
The Phoenix	A fiery bird born of magma that roosts within a volcano. The Phoenix was originally seen in Kid Icarus Uprising as a ploy by Hades to start a war among the humans, sent to guard a "wish seed" that would have several interested parties chasing after it. This leads directly to the Forces of Nature becoming involved in the plot of that game. In X Marks the Spot, The Phoenix returns as a boss, guarding one of the pieces of the map that have been scattered across the world of trophies. The Phoenix primarily attacks by shooting projectiles out of it's beak while in the air and shockwave and dash attacks while on the ground. The Phoenix also appears as a boss in Smash Run +. When defeated, the spirit of the Phoenix creates a flaming beacon in sign of it's defeat. Interestingly enough, this can be seen on the map screen after it's defeat.
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Attacks 	Description
Moves 	
*The Phoenix flies around above the platform, moving from left to right.
**The Phoenix launches a trio of fire balls down at the player that deals 7% damage each and causes the burn effect.
**The Phoenix creates a tornado pillar that can launch the player into the air while dealing 3% damage with it's multi hit vortex effect. When it has less health, it launches three. The tornado pillars only travel so far and can be dodged or shielded against.
**When the Phoenix lands on the edge of the platform, two shock waves appear from the direction of where it is landing that can either be dodged through or jumped over. The shock waves deal 8% damage and launch the player back.
**The Phoenix can also launch a meteor that shoots down in an arc that deals 12% damage, although it arcs towards the center of the stage. It deals 8% splash damage with the flaming shock-wave it creates.
**The Phoenix's most telegraphed attack is when it creates flaming effects around itself before charging forward. Can deal 10-25% damage depending on which hitbox the player touches but is also very dodgeble. 
**The Phoenix can also create three homing laser shots with it's wings that deal 8% damage. These must be dodged or shielded against.
**The Phoenix can sometimes unleash a flame-throwing attack from it's beak that deals 10% damage and the burn effect, although it only does so near the edges of the stage.
==Items==
===Regular Items===
Info 	Info 	
Mushroom 	
Mini Mushroom 	
Tier 1
Game: Mario Series
The Mushroom is a item that has it's effects activated upon touch. When used, it turns the player bigger, making them deal more damage and take less knockback. However, it also makes them a lot bigger of a target.	Tier 1
Game: Mario Series
The Mini Mushroom replaces the old Poison Mushroom item, having it's effect activate upon contact. It shrinks the player and makes their attacks deal less damage and makes them take more knockback, but also shrinks their hitboxes and increases the duration of their shield.	
Poison Mushroom 	
Golden Mushroom 	
Tier 1
Game: Mario Series
The Poison Mushroom is practically a new item in this installment. When touched, it will deal the poison effect to the user. All their attacks can then spread the status to other characters if their health percentage is high enough.	Tier 1
Game: Mario Series
The Golden Mushroom speeds up the user upon contact as well as deal the golden status effect to the user, which will cause them to heal on a per-step basis. The user also becomes heavier, which effects their fall speed.	
Metal Box 	
Fire Flower 	
Tier 1
Game: Mario Series
The Metal Box returns, needing to be hit to activate it's effects. It makes the player metal, making them immune to flinch attacks and take less knockback. They also become much more heavier and their attacks deal more damage. An interesting new note is that the metal sound effects are much closer to the original Metal Mario sound effects from Super Smash Bros. 64, although a tad less obnoxious.	Tier 1
Game: Mario Series
The Fire Flower has been retooled a bit, instead firing a fireball that deals 6% damage when the attack button is pressed but when the attack button is held down, a jet of fire that deals 8-3% damage fires out instead, slowly waning in power the longer the button is held. It has only so many uses before it becomes useless. It is held like a weapon item.	
Punch Ball 	
Inkbrush 	
Tier 1
Game: Punch Ball Mario Bros.
Punch Balls first appeared in Punch Ball Mario Bros. as a item that Mario and his brother Luigi could use to stun enemies. When a character picks this up, they can then throw it to stun foes and deal 3% damage. These balls bounce harmlessly off shields.	Tier 1
Game: Splatoon Series
Inkbrushes are weapons that utilize the power of paint. Similar to the Inkling's own ink, the opponent is covered in ink that will cause them take more damage from attacks. They only have so much ink that can be used up, and when all that ink is used up, the weapon becomes useless. Each stroke with the Ink Brush deals 7% damage.	
Mr. Saturn 	
Franklin Badge 	
Tier 1
Game: Mother Series
Mr. Saturns are strange creatures that live in a little village on Earth. They waddle around on the stage in Super Smash Bros., being able to be picked up by players to throw and deal 6% damage (11% if inputted as a charged smash attack). They do not disappear after their first use, and as such, can be thrown multiple times. They can also break shields.	Tier 1
Game: Mother Series
The Franklin Badge has appeared in all entries in the Mother series, and it's reflective properties have been able to save characters from certain death. In Smash, it negates or reflects projectile attacks. It lasts a total of 15 seconds before disappearing and is very useful.	
Penguin Toy 	
Wyrmite 	
Tier 1
Game: Mother Series
One of Ninten's most cherished possessions, the Penguin Toy can be grabbed by players to absorb projectiles in order to make it wind up and breathe out icy telekinetic attacks when thrown. It cannot be destroyed, although it will vanish if untouched for too long.	Tier 1
Game: Dragalia Lost
Wyrmite can be collected to summon any of the Assist Trophies. Assist Trophies must be switched on for these items to appear, and five must be collected before an Assist Trophy character is summoned. Wyrmite can be dropped when an opponent is knocked back, allowing their attacker to snatch it if they're quick enough!	
Xbox Lynx Body Wash	
Giant Banana 	
Tier 1
Game: Xbox
A body wash that can be applied to a character to get rid of negative status effects for a short bit and to soften the effects of Rage for a short bit.	Tier 1
Game: Mario Kart
When a fighter makes contact with the Giant Banana Peel, it will explode, and in its wake will be three normal banana peels following the victim who will slip three times afterwards.	
Sandbag 	
Mad Sandbag 	
Tier 1
Game: Super Smash Bros. (series)
The Sandbag is a rather stout item that just stands there, waiting to be attacked. It can rarely drop items if hit enough to explode harmlessly. The more damage it takes, the further it gets launched back, and it won't do anything to recover.	Tier 1
Game: Super Smash Bros. (series)
The Mad Sandbag won't take your attacks standing there. While it appears to be a very normal Sandbag you can just hit, upon being hit it's angry eyes will appear as it hops around. While it is not a strong fighter, it can deal 5% damage with attacking teeth and can be launched multiple times, which it actively try to recover and land back on the stage to continue attacking.	
Beam Sword 	
Hurlhammer
Render by Peardian	
Tier 1
Game: Super Smash Bros. (series)
The Beam Sword turns any character into a sword fighter, with the length of each of it's swings depending on the kind of input used for attacks. For example, jabs give it the shortest range, while Smash attacks have the longest range.	Tier 2
Game: Paper Mario: Sticker Star
Designed to throw, when this item is picked up the player will immediately start to spin to gain speed and momentum. When the time is right, a button press will send the hammer flying and hitting the opponent with immense power and drive them straight into the ground. The hammer head can also fly off on impact, merely dazing the opponent instead.	
Slaphammer
Render by Peardian	
Hedlok 	
Tier 2
Game: Paper Mario: Sticker Star
When this item is picked up, the player immediately starts to spin around with the hammer, with limited movement capability (no attacks, one jump) dealing big damage to those hit by the hammer. Since it doesnt protect the user from the top, aerial attacks are still viable and the hammer head sometimes will fall off.	Tier 2
Game: ARMS
When this item is picked up, the player gains additional punching attacks when using their normal moves. They also gain an enhanced, further and stronger grab when wearing Hedlok. Hedlok can be knocked off if the fighter gets knocked down, allowing the opponent to steal it for themselves. Hedlok also has a timer that appears above the fighter that gives them a total of 15 seconds of use before it vanishes.	
Medusa's Head 	
Ztar 	
Tier 2
Game: Kid Icarus Uprising
When picked up and used, it sits like a sentry, firing a petrifying laser whenever it sees something before wildly firing at anything around it. It levitates over the ground. It can only be defeated with reflected attacks or after disappearing after 18 seconds after it was first used. It can also be moved away with some attacks.	Tier 3
Game: Mario Party
The Ztar is the antithesis of the Star. This demented nova will make you slower as it's dark energy cackles over your body, as well as make all your attacks completely ineffective. You're left completely open to whatever your opponents have in store for you. There is one advantage a Ztar has: it's cackling energy will halve the damage of projectiles.	
Life-Up Heart 	
Drink of the Gods 	
Tier 3
Game: Super Mario Odyssey
This crowned Heart will restore all your health, as well as giving you 45% extra health that won't effect your knockback. It is collected upon contact, so be careful if you feel like using it! This extra health appears as green on the character portrait and has a "plus" next to it; when the health appears white and normal again, that means the character now takes normal damage.	Tier 3
Game: Kid Icarus Uprising
The Drink of the Gods fully heals you and then some, with it acting as a healing effect even if the player takes more damage, although it can only stay active for 3 seconds if the player takes active damage while it's healing. These are used in All Star Mode, with two available to the player. They can also be found before boss doors in X Marks the Spot.	
Smash Ball 	
Smash Ball 	
Tier 3
Game: Super Smash Bros. (series)
Smash Balls were introduced in Super Smash Bros. Brawl and have stayed there ever since. While their power is great, you have to break the Smash Ball to activate it; which after it takes enough damage, will transfer power to a character in the form of an aura that will activate the Final Smash after the player presses the Special Attack button. New to Super Smash Bros. Discord is Designer Smash Balls, which merely change the appearance of the Smash Ball to whatever the player desires.	
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Designer Smash Balls	Designer Smash Balls	Designer Smash Balls
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
===Assist Trophies===
Info 	Info
Revali 	
Daruk
Revali's spirit appears on the battleground when summoned, utilizing Revali's Gale to create a updraft in the center of the stage that can be used to send opponents flying to the blast boundaries of the stage. Unlike most Assist Trophies, Revali can not be harmed as he is a spirit. 	Daruk's spirit appears on the battlefield when summoned, utilizing Daruk's Protection to surround his summoner and prevent them from taking damage from a single attack, before bestowing it to them again. A overall use of three Daruk's Protection can be granted to the user, protecting them from three attacks. Unlike most Assist Trophies, Daruk can not be harmed as he is a spirit.
Mipha 	
Urbosa
Mipha's spirit appears on the battlefield when summoned, utilizing Mipha's Grace when summoned and being able to heal her summoner for an upwards of 100% damage when they get hit. Additionally, she can rescue them from falling off the stage a total of one time. When her grace is activated, she disappears shortly after. Unlike most Assist Trophies, Mipha can not be harmed as she is a spirit. 	Urbosa's spirit appears on the battlefield when summoned, utilizing Urbosa's Fury when summoned. Urbosa's Fury charges up the players attacks by 1.5x, dealing more damage than usual as well as increasing attack speed to 2.0x. Unlike most Assist Trophies, Urbosa can not be harmed as she is a spirit.
Skull Kid 	
Vaati
Skull Kid, when summoned into battle, attacks via Tatl and Tael as well as using the Ocarnia to attack. He uses a variety of dark magic attacks as well. He can be fought, teleporting to dodge attacks and generally is hard to hit but doesn't have a lot of health. If he is not defeated in 10 seconds, he will summon the Moon from Majora's Mask, which slams down on the stage and can deal 15-60% damage depending on where the opponent is in relationship to it. 	Vaati is a dark sorcerer with many forms. Vaati's main attacks, when summoned, are shooting laser beams which deal 10% damage from the small eyes orbiting around him. He also often teleports around the room to evade attacks. If the player destroys the four eyes around him, his weakspot will be exposed and will kill him if slashed at. If he is not defeated in 10 seconds, he turns into his Wrath Form, which fires a giant laser that deals 15%-60% damage.
Bandana Dee 	
Lance Doo
Bandana Dee brandishes his spear to fight with, attacking with lightning fast spear jabs and using his spear as helicopter to extend his jumps so he can hit opponents that attempt to get away from through jumping. Despite his best efforts though, he has low health for an Assist Trophy and no way to dodge attacks, although he can cancel projectiles with his spear. 	Lance Doo is one of Bandana Dee's friends, brandishing a long spear to attack and jab opponents with. He can power up his lance to make it even stronger, taking more of a damage-heavy approach that while is slower than Bandana Dee's attacks, are more damaging. He can additionally counter melee attacks and use his lance as a pogo stick to jump higher. His health is more medium-weight for an Assist Trophy.
Waluigi 	
Attacky Sack
Waluigi brandishes his tennis racket and attempts to whack opponents with it, as well as kicking them into the ground to ground them similar to the effect of a Pitfall. Waluigi, as hard as he tries, has pitiful health, pitiful jumps, and no way to dodge or counter powerful moves that may try to come against him. He can, however, rarely reflect projectiles with his racket to deal 3x the power. 	The Attacky Sack, when summoned, bounces around the arena. Any surface, including floating platforms will cause it to bounce off wildly. It'll stomp anyone it slams into for high damage and it cannot be hurt, meaning that attacks are useless against it. However, it's bounciness, if not contained, will cause it to bounce off the stage rather quickly when summoned. The summoner could perhaps use their reflecting or counter moves to help direct it, however...
Cheer Readers 	
Paint Roller
The Cheer Readers, also known as the School Library Pep Squad, are a group of 12 girls who encourage studying through cheer-reading. When summoned, the 12 girls appear in the background, unable to be hit by attacks as they begin to cheer, boosting their summoner's stats for knockback dealt and speed by 1.5x. They are active for 9 seconds before disappearing. Their effects become weaker the farther the summoner is to them, and more powerful the closer they are to them. 	Paint Roller is a Kirby boss who attacks via painting onto murals, summoning the monsters he draws. When summoned, two murals appear at the opposite ends of the stage, which has Paint Roller consistently skate between the two, dealing 8% damage on collision. He can summon a bomb that deals 22% damage on explosion, a Bronto Burt, or a speeding car that deals 11% damage with charge attacks through his paintings. These summoned drawings can then be thrown back at him by defeating them and then launching them towards him, which deals damage to him.
Ishtar 	
Nefaria
Ishtar, when summoned, attacks with electrically charged attacks from her tomes. She has powerful thunder spells that can stun her opponents on impact. She is generally balanced in all areas except defense, which will make her easy to kill should her opponents get past all her electrical spells. 	Nefaria, when summoned, hops off her throne and fires shadowy arrows that fire quickly and have the ability to cast a shadow sphere that blinds the player from being able to see what moves they are actually pulling off. Nefaria has a decent amount of health and is fairly quick, but is susceptible to melee attacks.
Pearl 	
Exa-Sectonia
When summoned, Pearl will bring out a wand and entrap nearby opponents in giant crystals, which stop them from moving, similar to the effects of ice. Using projectiles though, opponents can eliminate her fairly quickly, as she has incredibly low health, even for an Assist Trophy. While her ability is fairly powerful on the field when summoned, her actual effectiveness against ranged opponents is rather poor. With up-close melee fighters, she tends to be much more effective.	A powered up version of Sectonia from another universe known as the Story Break universe. She acts like a boss when summoned, with a huge amount of health and ability to heal from absorbing projectiles. She is also quite large, making her a somewhat huge target. She attacks by releasing solar projectiles, which grow in strength the longer they are out on the field and disperse when they make contact with anything. They can deal anywhere from 5-20% damage, making her a force to be reckoned with.
Nabi 	
Helmer
Nabi is a member of Kirby's species that specializes in bombs, having appeared during Dark Matter's return to Pop Star and aided Kirby with his specialty. When summoned, Nabi drops bombs as he runs around, occasionally bowling some towards opponents. Each bomb does 15%-25% damage, and he can teleport using his vanishing smoke. When defeated, he drops three bombs that explode almost immediately, almost as a final trick. 	When summoned, Helmer possesses the player's hat or creates a helmet on top of them that allows them to throw him. Helmer replaces the standard attack button as long as he's on the field, although he is not immune to damage; when thrown, players can damage him. He can act as a recovery platform when thrown or as a weapon, dealing 6% damage per throw.
Voidmato 	
Coastergeist
When summoned, Voidmato fires off with the Fireworker Arm Cannon, blasting opponents away with the explosive firework projectiles, dealing 7% damage. Voidmato does not have a lot of options to avoid oncoming attacks, although he can wall jump and perform downward aerial attacks that deal 11% damage. While he is a force to be reckoned with, his lack of defensive options means he's somewhat easy to get rid of. 	Coastergeist is a revived version of Bouldergeist, who launches off balls of scrap metal at a high speed for 20% damage. However, he has a weakspot on his head that will deal massive damage to him, and lacks the defensive option to protect him. However, avoiding his projectiles may be somewhat tricky, but doable, especially with a more aerial focused character. While not a particularly challenging Assist Trophy to defeat due to his locked-in place position, he can do quite a lot of damage from a distance with his projectiles.
Delia 	
Punch
When Delia is summoned, she pops up on the left side of the screen, commentating on the fight and releasing giant gumballs to appear on the stage like meteors. As she is on the screen as opposed to in the action of the stage, she cannot be directly harmed, although she will be immediately dismissed if the player reflects one of the gumball meteors, which will hit Delia back and cause her to leave. 	When Punch is summoned, he immediately freezes time around him using a series of chronoboxes and then launches a series of seeds around him that deal 4% damage per hit. He then summons a giant chocolate bounder and smashes it into pieces, with the pieces flying everywhere and deal 14-7% damage.
Princess Lotus 	Remora and Meena
When Princess Lotus is summoned, she uses fans to blow opponents back, and then follows up with wide-reaching fan projectiles. She can even slow projectiles and cause them to flame out early with her fan prowess. While she is light-weight and can be knocked back rather easily, she has a surprising amount of aerial game that keeps her an deadly Assist to fight. 	Remora and Meena are one of the few assists immune to harm, singing a 80's pop ballad as music notes fall from the sky, dealing 8% damage. Additionally, around them is a chronobox that slows opponents when they get near them, allowing the summoner to use them to punish them with various attacks in real time.
Guile 	Treble
Guile, when summoned, crouches down and attacks when opponents get near. Crouching also lets him block a lot of different attacks. Occasionally, he may throw out a Sonic Boom, which deals 8% damage and has a rather long range. Guile is a tough opponent that won't go down without a fight... a street fight. 	Treble is Bass' support robot similar to Rush for Mega Man. Treble is actually able to fight as well as fuse with Bass to form a jetpack. When summoned, Treble is a quick moving assist that deals green blasts out of his mouth that deal 8% damage and cause the rust effect. He can additionally dash forward to deal 13% damage. Despite this, he has low health and will teleport out of the fight if he's damaged too much.
Dr. Naomi 	
Brachydios
When Dr. Naomi is summoned, she faces away from the battle in a swivel chair before swinging around to face the battle, dropping 1-4 Beam Swords before turning away from the battle. While she does have a hurtbox when facing the battle, she has generally enough health that attacking her won't really do anything. 	The Brachydios is a giant monster that attacks via it's slimy fists. When it hammers the ground, it'll leave behind slimy puddles that slow fighters that attempt to walk through them, leaving the Brachydios able to punish them with it's powerful fists. It takes a ton of damage, but has a huge hitbox. It can also leap across the stage with ease. When it's in it's last stage of health, it's slime will turn yellow-orange and cause explosions on impact with it's slimy fists.
Fleurette 	
Big the Cat
Fleurette is a support character, who closely follows behind the player character that summoned them. They do a total of three different actions: healing them for 15%, creating a magical shield that soaks and absorbs up to 30%, or clearing status effects. She calls the summoner "Blade" as a reference to the game she is from, Dragon Quest Swords: The Masked Queen and the Tower of Mirrors. 	Big the Cat is a heavy assist character that attacks with his fishing pole, hooking the opponents with the pole to bring them close to him, where he delivers a 30% damage body slam. Big the Cat has a lot of defense and has super armor with the body slam attack. It is possible to defeat him though.
Toejam 	
Earl
Toejam is a assist trophy with an odd role, as he does not really attack, but instead wanders around the stage and spawns presents that contain items inside them. Occasionally, he can be hit, but doing so will put him into hiding mode where he will attempt to lose his attackers. 	Earl is similar to Toejam, but is heavier and slower and spawns enemies instead of presents. Like Toejam, he will go into hiding mode if hit and will attempt to lose his attacker. Both of them have speech bubble dialog that appears over them, which can change on a variety of factors, including if both have been summoned.
Ralsei 	
Krillin
Ralsei will play a couple notes off a ocarina when summoned, tiring opponents around him before casting a spell that instantly launches foes away if they are in a sleep state, the spell being called Pacify. He seems genuinely horrified that the spell does not work the same way it does in his world, even though it deals no actual damage. He cannot be dealt any damage, being a background character. When the summoner is near him, they can tap the taunt button to hug him. 	Krillin, when summoned via the Assist Trophy, immediately begins charging up a Destructo Disc. While Krillin can be defeated before he even releases it, the Destructo Disc charges up quickly and will do damage on contact even when charging (4% with knockback). The Destructo Disc homes onto a opponent and will deal 20% damage, in which Krillin will disappear afterwards. While it is possible to dodge, it's large size and speed make it somewhat hard to dodge for novice players.
===Pokemon===
Info 	Info
Ekans 	
Golbat
Ekans attacks using Poison Sting, biting opponents to inflict the status effect poison. The eggs of bird Pokémon are its favorite food. It swallows eggs whole, so sometimes an egg gets stuck and Ekans faints. 	Golbat flies through the air, using Air Cutter to create slashing aerial projectiles that deal 11% damage and launch opponents far away. Its thick fangs are hollow like straws, making them unexpectedly fragile. These fangs are specialized for sucking blood.
Parasect 	
Magikarp
Parasect uses Stun Spore, blowing spores around opponents that stun opponents for 5% damage and inflict the mushroom status effect. Parasect is mostly dead, with the mushroom on its back having become the main body. If the mushroom comes off, the bug stops moving. 	Magikarp uses Splash, a borderline useless move that can deal the wet status effect in a hidden sweetspot. Although weak and helpless, this Pokémon is incredibly fertile. They exist in such multitudes, you'll soon grow tired of seeing them.
Hoothoot 	
Xatu
Hoothoot perches onto a platform and performs Echoed Voice, a attack that deals 10% damage and repeats 4 times every 1.5 seconds in the same spot. Hoothoot has a perfect sense of time. Whatever happens, it keeps rhythm by precisely tilting its head in time. 	Xatu uses Future Sight, which causes light to shine on it's eye as it picks a target. It then attacks 4 seconds later with a slashing wind attack, no matter where the opponent is, although it can be blocked via a shield. It's said that while this Pokémon has the power to predict the future, it's not powerful enough to change the future it sees.
Hoppip 	
Quagsire
Hoppip flies around and uses Cotton Spore, spreading cotton like spores that deal the mushroom effect and 3% damage. Hoppip is said to drift on winds. It is said that when Hoppip gather in fields and mountains, spring is on the way. 	Quagsire waves his hand and uses Mud Shot, firing mud that will slow fighters down by 1.5x as well as dealing 4% damage. Quagsire hunts for food by leaving its mouth wide open in water and waiting for its prey to blunder in unaware. Because the Pokémon does not move, it does not get very hungry.
Shiftry 	
Cradily
Shiftry attacks via Leaf Tornado, which it unleashes by flapping it's arms. The green tornado blows up opponents high into the air while dealing 7% damage. Shiftry is a mysterious Pokémon that is said to live atop towering trees dating back over a thousand years, creating terrific wind storms with it's fan hands.	Cradily attacks using Ancient Power, which pulls up stones from the floor of the stage and lifts them upwards, dealing 11-18% damage to foes caught with their feet still on the ground. Cradily lives in warm seas. Its heavy body weighs it down so it won't get washed away in rough weather.
Combee 	
Stunky
The trio is together from birth. It constantly gathers honey from flowers to please Vespiquen. They bite opponents and gain the effects of the items held by the opponents, which can be devastating if they were holding a bat... 	Stunky attacks via Acid Spray, which it expels from it's rear. The attack deals 10% damage and lowers an opponent's defense by 1.5x. A Stunky has foul fluid from its rear is so revolting that it can make people feel queasy up to a mile and a quarter away.
Victini 	
Watchog
Victini zips into battle and unleashes a powerful fire projectile that deals 30% damage after charging for a bit via Flame Charge. This Pokémon brings victory. It is said that Trainers with Victini always win, regardless of the type of encounter. 	Watchog uses Hyper Fang to attack, dealing 15% damage via a bite that will cause opponents to heavily flinch. Using luminescent matter, Watchog makes its eyes and body glow and stuns attacking opponents.
Lilligant 	
Scrafty
Liligant attacks via Petal Blizzard, a sweeping petal attack that deals both the frozen and flower effect, as well as dealing 8% damage. As soon as it finds a male to be its partner, the beautiful flower on its head darkens, droops, and withers away. When the flower wilts, Lilligant will soon die afterwards. 	Scrafty attacks via Brick Break, a shield-killing move that will destroy even special move shields and deal 25% damage. Scrafty can smash concrete blocks with its kicking attacks. The one with the biggest crest is the group leader.
Vivillon 	
Rhyhorn
Vivillon extends it's wings and attacks via a rainbow colored powder that puts opponents to sleep for a extended period of time with Sleep Powder. The patterns on this Pokémon's wings depend on the climate and topography of its habitat. It scatters colorful scales. 	Rhyhorn runs in a straight line, smashing everything in its path for 27% damage. It is not bothered even if it rushes headlong into a block of steel. This Pokémon may feel some pain from the collision the next day, however.
Cutiefly 	
Wishiwashi
Cutiefly can detect the auras of living things, including people, Pokémon, and plants. They search out flowers by the color and brightness of their auras and then gather their nectar and pollen. They spread dust all over the stage, making it hard to see and it's somewhat toxic too. 	Appearing as a small fish in a bubble at first, Wishiwashi expands in it's size when it calls upon a school of itself, dealing a powerful headbutt that deals 22% damage and inflicts the wet status effect. When Wishiwashi are in a jam, its shining eyes attract others of its kind. The light from its eyes is visible almost 25 miles away.
Palossand 	
Meltan
Each of Palossand's grains of sand has its own will. Palossand creates a sandy vortex on the floor of the stage, sucking in opponents and making them slower when inside. When they hit the middle, massive damage and knockback occurs. 	Meltan appears on it's lonesome, waving before it pulls in opponents with a magnetizing radius that slowly decreases over time, absorbing them before firing them out to deal a total of 20% damage.
Scorbunny 	
Sobble
Scorbunny hops around, setting the ground on fire which deals 4% damage on touch. Scorbunny will continuously hop around and create flaming ground under it's feet for about 10 seconds before disappearing back into a Pokeball. 	Sobble squirts out water at opponents to deal 3% damage with the chance to inflict the wet condition onto it's foes. When too close to the fighters, Sobble will either run away or turn invisible. It appears for about 10 seconds before disappearing.
==Glossary==
===Game Design===
*Hitbox - Hitboxes are invisible boxes or even bubbles that generate whenever a fighter performs a move. These hitboxes tell the game what part of a character's attack deals damage. They are common in fighting games. Long hitboxes means that an attack has further range, while short hitboxes means a shorter range.
*Hurtbox - Hurtboxes are invisible boxes or even bubbles that generate around a fighter that tell the game where on a character can they take damage. Hurtboxes can sometimes generate during a attack to change a fighter's vulnerability to being hit.
*Knockback - In Smash, fights are determined often by who gets thrown out of the stage, whether it be falling off or being launched into the the boundary box of the stage. Knockback is the rate at which characters launch, which increases the more damage they take.
*Direction Input - Directional Input, or DI, refers to the concept of reducing knockback through tilting the control stick in a different direction than the one you're currently being launched in to survive longer. When being knocked directly into the air, you should instead tilt the control stick either left or right to gain distance horizontally, which will reduce your upwards momentum. Some special moves can also cancel momentum in the air.
*Momentum - Characters build up momentum when they run, becoming faster and their jumps become higher and farther the more their momentum is built up. This can be used for off stage attacks.
*Flinch - Flinching is a small interruption state that happens if a fighter is hit, causing them to stop. Flinch can sometimes reset a character's momentum as well as interrupt attacks. Some attacks cause heavier flinching known as stun, while some do not causing flinching at all, which means that they are usually unable to knockback opponents.
*Superarmor - Superarmor is a condition in which a fighter is able to be hit but they will not take knockback or flinch.
*Move Priority - When an attack and another attack are being executed at nearly the same time, some moves are more prioritized than others. Most moves do not actually have this priority and simply cause both attacks to clash against each other harmlessly, but powerful attacks generally do. A move with the same level of priority will cause a harmless clash.
*Command Grab - Command Grabs are grabs that ignore the standard shield and have priority over other grabs. Special moves utilize this kind of grab fairly often.
*Sweetspot - Sweetspots are tiny little hitboxes that do even more damage and knockback, but only if the opponent gets hit in that area. The edge of Marth's sword, for example, features a sweetspot.
*Footstool - Footstools refer to the phenomena on being able to jump on a fighter's head, causing a small jump to occur. Footstools are used to spike opponents off of clinging to the ledge of a stage.
*Windbox - A windbox blows players back when they come into contact with it. The power of a windbox largely depends on it's size, with bigger windboxes able to blow players at farther distances. Additionally, players with higher percentages and knockback potential are blown farther away.
*Chronobox - A chronobox is a special kind of hitbox that slows or speeds players who touch it. The chronobox's speed fluctuations vary and may be dependent on factors specified by attacks.
*Gravibox - A gravibox is a special kind of hitbox that makes a opponent's gravity heavier or lighter in that specific hitbox area. When utilized, the weight of a fighter can be severely impacted and can make them easier or harder to launch, as well as effecting the falling speed of characters. Additionally, a gravibox can make a fighter spin in place but still make them able to attack fighters. 
*Rage - When a fighter accumulates 35% damage or higher, they begin to go under the effects of Rage. Rage is not specifically triggered by certain moves, although this game now introduces way to calm Rage from both the user and their opponent. Rage makes fighters with more damage do more knockback on their attacks, with a maximum of 15% higher knockback inflicted from attacks.
*Echo Fighter - Echo Fighters return from Super Smash Bros. Ultimate, being cloned characters with some differences from their originals. Due to the vast differences in custom moves, the definition of an "Echo Fighter" has shifted somewhat- Echo Fighters and their original generally share a lot of the same moves, although some Echo Fighters have their own unique moves or general spin on their moveset. The Echo Fighter label means that this character is based off another fighter and shares a lot of their same moves, although may play fundamentally different due to them using different moves from the same pool of 16 moves, as well as alterations to their fundamental gameplay. All Echo fighters share the same standard movesets as their original fighters with only visual changes.It should be noted that this simply isn't realistic to do Echo Fighters like this. However, if some of these alterations to this term for this page did not exist, this would make some of the Echo fighters less interesting to read in more technical detail. Additionally, it should also be noted that this game is not striving for full realism, instead being more idealistic in how it is being constructed.
*Original Fighter - Original Fighters is a term that only exists when in the context of a character with an Echo fighter. The Original Fighter is the fighter that has a entirely original moveset and is not based off any other character in the roster. Original Fighters also have the unique privilege of appearing in Spirit Run, as Echo Fighters do not appear in that mode.
*Nerf - Nerf refers to a term applied to changes to a fighter that makes them or one of their moves less viable in it's use, whether it's how much damage it does or it's other properties being toned down. Nerfs are not necessarily bad and are generally used to balance a game and prevent certain fighters from dominating over other fighters.
*Buff - Buff refers to a term applied to changes to a fighter that makes them or one of their moves more viable in it's use, whether it's how much damage it does or it's other properties changed to become more powerful. Buffs are not necessarily always good, although they, like Nerfs, are used to help adjust balance in the game and prevent characters from dominating over others.
*Stale - Stale refers to moves that have been used too often and lose their damaging power and knockback, slowly decreasing the more often it is used in a row. A new feature in Discord is the ability to tell when your character is performing stale moves by their character portrait slowly going sepia.
*Trip - Trip refers to a mechanic that causes characters to trip. These cause a fighter to trip, fall over, and sit in a prone state with a confused expression. This opens them very briefly to attacks and interrupts momentum and attacks similar to flinching. Fighters in this game can only trip if it is caused by attacks, such as slip attacks or becoming wet.
*Buffer - Buffer refers to a mechanic where you can input moves during the last frames of the current move you are currently using. This allows for better frame perfect inputs and ques up the next input to be used as soon as the animation ends. In Super Smash Bros. Discord, you can buffer the next attack as soon as you start an attack, allowing for a fluidity of combat motion.
*Cancel - Cancelling is a important mechanic that allows you to cancel moves to perform other ones. Some moves can be cancelled early and thus it makes them safer to use as you don't need to commit to them. Cancelling some moves either allows you to buffer into another attack or interrupts it entirely, requiring another input to begin attacking again after the cancel. In Super Smash Bros. Discord, you can cancel any attack with some of your Power Smash energy. 
*Tech - Teching is a technique that is used to escape bouncing across walls, ledges, and walls, allowing for better recovery and survival against aerial attacks that can launch you at higher percents. Shield prior to hitting a surface to tech and avoid getting bounced. You can also tech when you get launched by an attack on the ground and are about to hit the ground- doing this allows you to get right back on your feet. Teching becomes harder the more knockback you have- lighter characters have a harder time surviving on higher percents than heavier opponents. As such, you may want to use Knockback Cancel with Power Smash energy to tech instead, as that will always have the same timing window. 
*Jab Lock - Jab locks are performed when a opponent is knocked down and you utilize low hitting but weak attacks that can keep them down on the ground while you build up damage onto them. You can perform up to three low hitting attacks before needing to follow up with an attack with a higher hitting range as your opponent gets back up to maximize the potential for damage.
===Status Effects===
*Bleed - Bleed is a new status infliction introduced in this game, based off the Xenoblade series. It deals 3.2% damage per second, and the duration of this differs on the weight of the fighter, with heavier opponents able to stop Bleed faster while lightweight opponents suffer from Bleed longer.
*Flower - Flower is a status infliction that has been in the series since Super Smash Bros. Brawl. It deals 1% every 21 frames and the frames it stays active for varies on the damage dealt from the original attack that inflicted it. A simple formula (damage dealt x 40.5) will determine how long Flower stays on you. It is based off the Panel De Pon series and the Flower bears a striking resemble to the flowers on the title screen of that game.
*Burn - Previously known as the Flame effect, this is a common status effect that most of the roster will have access to. The burn effect varies from attack to attack, but generally sets the opponent ablaze and deals damage over a period of time, usually measured in frames. It also is able to thaw frozen characters as well activate bombs quicker. Burning opponents also take twice as much knockback.
*Frozen - Frozen is a status infliction which characters enter when they are hit by a freezing attack of enough knockback. When characters are frozen, their in-game appearance is being trapped in a block of ice. In this state, characters are unable to do anything. Characters thaw out naturally over time, although button mashing helps to break out faster. They can be instantly thawed out by fire attacks. When frozen, opponents drop when launched. Frozen opponents take half as much knockback as they normally would.
*Wet - Wet is a new status infliction which characters enter when they are hit by a incredibly powerful water attack. While wet, movement speed is decreased and knockback is lessened by 1.5x. Wet character also become more susceptible to being Frozen by ice attacks regardless of their percentage number. Wet characters also slip every 50 steps. The time in which a character is wet depends on their Rage. Characters with no or little Rage are wet for longer, while characters with higher Rage dry faster.
*Buried - Buried is a status infliction which characters enter when they are hit by various attacks, trapping them in the ground. They cannot move, although they can get themselves out by mashing the button. They cannot be launched when they are in this grounded state, taking no knockback. The amount of time a character remains buried is dependent on that character's damage percentage; the higher the number, the longer they will be stuck to the ground.
*Metal - Metal status is rare to inflict through moves. When it is applied to a character, they are able to freely move but have slowed speed and are much heavier. Their attacks deal more damage and their knockback is decreased. The effects last 12 seconds, but the time limit decreases as the user takes damage. It is especially weak to fire attacks.
*Golden - Golden status is similar to the Metal status effect, but restores some health when moving. Their attacks are faster and their weight becomes somewhat heavier, although not as heavy as metal. Knockback is slightly decreased. It lasts for 6 seconds and decreases in time when the player takes damage.
*Paralysis - The paralysis status effect is associated with electrical attacks, often making the opponent unable to move or do anything for a short time, usually within only a few seconds at most. It halts momentum in the air and ground and allows opponents to be attacked with launching attacks.
*Dazed - Similar to paralysis in that it will keep the opponent completely still, but lasts longer and can be mashed out. Additionally, players can shove around dazed players on contact. If the player attempts to taunt while dazed, birds appear over their heads instead.
*Break - A new status effect that is based off the Xenoblade series, when an attack lands with this status infliction put onto it, it will cause the opponent to have white lines appear on top of them. The next attack to land while this is active will cause them to be knocked down. Stays active for 3 seconds before the opponent shakes their head and makes the lines disappear. During this head shake animation, the next attack will actually bury the opponent instead.
*Mushroom - A mushroom appears atop the victim's head, reversing their controls. The Mushroom effect lasts longer when the player has sustained more damage, with it generally lasting 3 seconds on 50% or below and 4-9 on higher percentages.
*Poison - A new status effect, shown by purple bubbles coming off the victim character. It deals 2% damage per 30 frames and causes the opponent to flinch each time they take damage, having the potential to disrupt attacks. The effect lasts longer with heavy weights than light weights, being 6 seconds for heavy weights and 3 seconds for light weights.
*Solar - This effect returns from Super Smash Bros. for Wii U and 3DS with more tangible qualities to it's effects. When it is used on an attack, it reduces a opponent's weight by 12% and can stack, with each successive stack halving the original reduction (12%, 6%, 3%, 1.5%). Solar attacks do not have a set damage. Fighters effected by solar attacks radiate from their skin slightly and have small, flecks of solar energy come off them.
*Sore - Sore is a status infliction in which the victims become more susceptible to the effects of flinching and hitstun, as well as taking 1.1x more damage from attacks. The effect lasts for 5-8 seconds, depending on whether the victim is a lightweight or heavyweight, with lightweights recovering faster while heavyweights recover slower.
*Sleep - A status effect that puts opponents to sleep. Can be self-inflicted or inflicted to others. Sleep can be woken up earlier by tilting the control stick back and forth. Character in this state emit Zs and bubbles and can be easily punished. The more damage a opponent has taken, the longer they are asleep.
*Rusty - A new status effect, shown by giving the character a rusted metal texture similar to the Metal and Golden status effects. The Rusty status effect causes the victim to randomly freeze up while attacking, allowing for more punishable frames. Additionally, knockback is lessened when Rusty. The effect lasts longer with heavy weights than light weights, being 9 seconds for heavy weights and 4.5 seconds for light weights.
*Eggplant - A new status effect that sees the victim turned into a Eggplant with legs, unable to do any of their attacks. Their damage taken ratio is also increased by 1.2x, while their knockback is decreased 0.7x. This lasts for 5 seconds before being reverted back.
*Tempura - A new status effect that sees the victim turned into a Tempura with legs, unable to do any of their attacks. This differs from Eggplant in that it changes the running mechanics- victims of this status effect will tire out after running for a while, with a wheel showing how much stamina they have before they tire out and leave themselves open to attacks, which deal double damage to them. This lasts for 5 seconds before being reverted back.
*Bubbles - A new status effect that sees the victim turned into a bunch of bubbles, ascending them upwards while making damage twice as punishing during their ascent. The victim can tilt the control stick while in this bubble form to control their ascent upwards. Light-weights are stuck as bubbles longer than heavy-weights, with the range being from 7-3 seconds depending on the fighter's weight.
*Petrification - A new status effect that sees the victim turned into stone, unable to move as their knockback is knocked back to zero and they drop like a stone when in the air. Damage is halved when petrified. A petrified fighter can be grabbed like a item and thrown at a short range to deal damage depending on how much they weigh, dealing 3-12 damage depending on how light the fighter is. The duration of the petrification depends on how much damage a fighter has taken, with higher percentages taking longer. Mashing the control stick to the left and right will shorten the petrification period.
*Umbra - A new status effect that sees the victim covered in dark energy. This dark energy prevents the player from using their shield when active, although Special Moves that have shielding properties will still be available to use. Additionally, Umbra prevents any kind of healing while active and weakens the effect of Aura and PSI attacks. Umbra goes away after 5 seconds, although it goes away quicker if the player is attacked with light-based attacks.
*Lemon Scented - A new status effect that sees the victim have yellow, lemon-like particles on them. This effect has no actual effects on the fighter's stats, but causes interesting interactions with some stage elements. For example, water will cause piranhas to come up and bite you, launching you for 11% damage. This effect does not stack with any other effect except for Eggplant, Tempura, Flower, and Bubbles. If any other status is placed on the fighter, the Lemon Scent will be cancelled. Lemon Scent is also one of the longest lasting conditions in the game, able to stay on a fighter for 30 seconds. This effect is more of an easter egg than anything else.
===Character Archetypes===
*Balanced - Balanced characters are generally balanced across all the stats in Smash and do not excel in one specific area over the other, or if they do, it is only to a minor extent compared to characters who specialize in that stat.
*Brawler - Brawlers deal more damage with physical attacks and generally do everything with their hands, performing kicks and punches. They specialize in strength, either taking a disadvantage with speed (known as Heavy Brawlers) or defense (known as Glass Cannons).
*Grappler - Grappler characters are characters with a lot of grabbing moves, usually attacking close to their opponent and have a lot of command grabs. They are able to beat characters who shield most of their attacks through these grabs, as typically shields are weak to grabbing.
*Swordfighter - Swordfighters are characters who fight via a sword, dealing melee attacks with a blade. Swordfighters are a popular character archetype and feature many subcategories, such as the Sword and Shield fighter, who hides behind a shield and is open when they attack with the sword. Fencer characters feature precise sword strikes, often fitted with sweetspots at the end of their blades. Heavy swordfighters deal a lot of damage but have slower swings. Slashers cut wildly and often don't deal a lot of knockback, but can build up damage quickly. Assassin type characters usually keep their blade by their side and unleash powerful sword cuts quickly, doing lethal damage.
*Gunner - Gunners utilize a lot of projectiles in their moveset. They may also be known as projectile fighters or projectile heavy users. They use a lot of projectiles in their moveset, which can have various effects but generally fight from a distance and try to stay away from melee fighters, which they have less options against.
*Weirdo - Weirdo characters are really bizarre fighters that revolve entirely around some kind of gimmick, not even seeming to play the same game as everyone else in the roster. These characters are also known as Gimmick Fighters. Weirdo fighters are very hard to peg down on what exactly they do and might require a lot of knowledge of how to fight as them before getting a grasp on how to use them. They can technically fall under one of the above categories, but their gimmick makes them really stand out against the rest of the cast.
==Trivia==
===Credits===
*Artwork credits:
**Phantom Ganondorf art by HowDoISpaceJam.
**Sans art by Chris Szczesiul.
***Gaster Blaster art by Pipann.
**Undyne art by rafaknight-rk.
**Tennis Pauline and Cosmetta art by .
**Polygon Team costume art by Nibroc-Rock.
**Bunea's art for this game was created by .
**80s Wii Fit costume art by g-tsuri (?).
*Character credits:
** - Silver Zin from the Zaxinian Lifts.
** - Exateno and Exa-Sectonia from his Kirby games.
** - Delia from Mario Party 12: Birthday Clutter.
** - Helmer and Nabi from Super Luigi Odyssey and Kirby: Return of the Darkness respectively.
** - Pearl from Super Mario and the Underworld Trials.
** - Princess Lotus from Super Mario Powers 黒.
** - Lance Doo from Kirby Twinkle Terror.
** - Punch from Fruit Punch.
** - Coastergeist from Super Mario Excursion.
** - Remora, Meena, Pike, and Tetra from Splatoon 3.
* for providing some overhaul ideas on Ness and Lucas, as well as Sonic the Hedgehog and Shadow the Hedgehog. She also provided an idea for K. Rool's first custom special for his Neutral Special.
* for help on navigation ideas.
* for providing useful feedback on Takamaru's moveset.
* for suggesting that the Home Run contest should be segmented into further modes.
===Development Trivia===
*The new formatting direction for characters and stages was originally inspired by Jake's Super Smash Bros.. Later, it was inspired by Super Smash Bros. Union, as Helena felt tabbers were ugly and didn't really show as much info as Helena wanted.
**This new formatting for the tables would later be reused by Infiverse: Deathwatch.
*This is the first Smash game to feature different versions of the same stage, in the case of the multiple versions of Battlefield and Final Destination.
*Despite this being a "sequel" to Super Smash Bros. Assemble, the game seems to ignore the fact certain characters are being re-revealed as newcomers (ala Tharja and Ridley). Helena wanted to make people not feel lost reading it as well not feel "directed" by the roster of the past game.
**However, certain gameplay mechanics from Super Smash Bros. Assemble return.
*The character of Dragon Queen was added to add a proper "beginning character" due to Mario's moveset becoming a bit more complicated and not necessarily the greatest character for beginners anymore. She was also added to add a proper "face" to the Smash series, with her backstory and name being based off the original name of the Super Smash Bros. prototype "Dragon King". 
**Characters like Primid and Master Hand were considered for her role, but none seemed to really "fit" the kind of character she was supposed to be. Same went for Irid, who had previously shown up in Super Smash Bros. Assemble as a original new character that was playable through DLC.
*Originally Goku would have worked like Cloud with a power meter allowing him to go Super Saiyan and enhance his attacks, but this feature was scrapped and the Super Saiyan transformations were moved to become special moves.
**Goku had been part of the project plan since day 1, although he would not get officially revealed until 6/3/18. The reasoning for his inclusion was due to his appearances in so many video games and his relative popularity, as well as his wide movepool. He replaced Popeye for the Fourth Party slot. 
*The trading cards were created using the same template that Kingdoms of Fighters used for it's cards. There have been several alterations, of course, but they use the same border (flipped upside down) and earlier builds of the game showed that the symbol was in the same place. 
*Originally the game was planned to have a bigger starting roster, but was marked down significantly after the creator realized one of their favorite things about Super Smash Bros. was building up the roster through unlocking characters. While the roster is still fairly big (20 characters), the rest of the characters will be unlockable, which is stated to be somewhere in the 70-80 range.
*Custom Moves returned as it helped to refresh the roster's older characters without killing the versions of the characters that people had come accustomed to. It also added a new layer of depth to every single character.
*Alvis was chosen as a echo due to Shulk's moveset taking a long amount of time and feeling there were still things to tap into for Shulk's moveset. Originally, just the order of the Monado Arts was changed, but Monado Purge was later added to make Alvis feel less like a clone.
*The Infinite Assist Trophy is based off the infinite assist trophy glitch from Super Smash Bros. Ultimate, which could summon unlimited amounts of certain assist trophies. It worked via two Isabelles trying to grab an assist trophy at the same time via her side special, the fishing rod. Here is a video of this glitch in action.
*As revealed in the edit summary for 22:55, March 9, 2019‎, Toejam and Earl were originally going to be playable characters in the game as opposed to assist trophies. This was altered as there was just not enough to go off for a moveset and it didn't really make sense to turn them into fighters. Their moveset would have involved attacking with speech bubbles, summoning presents or foes, and would have involved a lot of hiding and keep-away tactics. As such, they just didn't mesh well with a more frantic, brutal gameplay like Smash that has those kind of elements slow down the flow of battle.
===Character Trivia===
*Pikachu's complete moveset contains special moves from all versions of Pikachu, such as Surfing Pikachu and Flying Pikachu and the Cosplay Pikachu. 
*Sans' moveset features two nods to the infamous Ness is Sans theory.
**Sans has a side taunt that makes him play the trombone. Rarely, he plays four notes from the theme of Onett, winking afterwards.
**Sans has a team up name with Ness known as "Flesh and Bone".
*When Sans or Undyne appear in the Challenger Approaching screen, the track "Enemy Approaching" from Undertale plays instead of the usual sirens.
*Tyrea's base moveset is moves she knows from her original fight, however for her customs, she takes moves based off the Scout Entia and Wizard Entia enemies encountered in the story (who have similar appearances to Tyrea herself), as well as the Solidum Telethia that accompanies her in her fight in the original game. Only two of her 16 moves in total are completely fabricated, being the Flying Wasp and Soaring Bee moves. Her final Smash summons in the Mysterious Telethia that was part of her side-quest later in the game. 
**Helena wanted to include her due to her fairly unique and interesting design, as well as being somewhat of an obscure character that was hard to find a ton of information on, seeing it as a challenge to pull together a complete moveset. She originally added her to Super Smash Bros. Assemble with hardly any info on how she actually fought, which was also why she felt the need to own up to that.
*Alvis uses the white Monado seen on the Xenoblade: The Secret File artbook that was released only in Japan and France. This was done because the later revisions of the Monado in the game are supposed to be more powerful (which wouldn't really jive well with Smash) as well as hinting to Alvis' seemingly outside perspective on the story of Xenoblade Chronicles. Despite seeming to have no real connection at all with the white blade itself, he is never really seen wielding his own Monado, which is why it was chosen.
*The Phoenix Shogi was invented for this game, never having appeared in Takamaru's original appearances. Shogi is more or less a form of Japanese chess, the types of Shogi being named after the movement his projectiles move in. Early in development, it was known as the Queen Shogi.
*Mach Rider's Wheelers are a brand new gimmick added in Discord specifically for Mach Rider to give them more options and to make them more of a fun character. The mechanic was inspired by Dante's Cavaliere from Devil May Cry V, although is executed differently. 
*8-Bit Mario was originally planned to be part of the roster with a unique moveset, but was dropped after the addition of custom moves and overall restructuring of the roster. He is so far the only character to be revealed and then dropped from the game.
*Velvet Crowe was added as part of the Super Smash Bros. Character Swap challenge hosted by . She was suggested by Helena's swap partner .
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The V² Smash Trilogy
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